FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 7:41 am

I upgraded to master Release 1e yesterday. I like the changes to the food HP and rads. Grilling is now the way to go and makes buying a grill worthwhile. The damage rating on some weapons seem extremely high. For example, my combat shotgun shows a damage rating of around 85. For a similiar condition H&K CAWS the rating is around 570. Both use the same ammo.

I noticed that when using gernades my character has a very large and somewhat skinny right hand when she's holding the gernade. There was also one time that the gernade disappeared from her hand but it was really there because she was able to thrown it. I didn't notice this before and I use gernades a lot. Although I think that I've noticed a large right hand before when she's holding some guns.

I'm running with MMM RC 3, WMK, the Unoffical Patch, and the Fake Patch I have no DLC.
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john page
 
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Post » Fri Nov 27, 2009 9:02 am

@simplefoo
you need the mmm - fwe master release patch and not the one you currently have for version 5
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jennie xhx
 
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Post » Fri Nov 27, 2009 1:23 am

Basically, I need to know if it's an issue some users are having with FWE itself, or a result of mod conflicts.

As for the load order, hopefulyl tonight I can create a FWE .esp file that you can play with its location in the load order and see if that helps. Otherwise, my suggestion would be to open up FO3Edit and scrollt through the FWE main file records, looking in particular at the Game setting, NPC, projectile, creature, and weapon categories to try and determine what parts of FWE might be getting overridden by something else.

Otherwise, a couple changes might be in order:

- Tweak the base spread skill value so everyone is less accurate until they get to higher skill levels. Will apply to raiders/NPC's as well.
- Reduction in assault rifle damage and accuracy



I'm running the FWE-FOOK merger to test for problems. There are some areas of conflict, but I'm not entirely sure what all of them mean, since I'm pretty new with FO3edit.

Game setting - conflicts here using the FWE-FOOK merger use the FWE settings for override, so no real problems.

NPC - Jericho - Record flags
Compressed

FWE is being overidden by FO3 Wanderers Edition - FOOK, which is overidden by FOOK DLC Support.esp. Not entirely sure what the compressed section means. The rest of the conflicts specifically for Jericho deal with item counts for different ammo types, which is resolved by FWE FOOK DLC support. As for the other NPC's,

Everything else (health etc) there are no conflicts.

Projectile - Ballistics-ALL-LessTracers.esp was reverting speed and range (especially with 32 projectile and sniper projectile) back to vanilla values. I reverted them to FWE settings, so I think that was the culprit behind the hunting rifle and sniper rifles not performing properly. Not 100% sure though.

Creature - some conflicts with item counts/ammo types

Weapon - many conflicts, but the majority of these should be taken care of with the merger patch (primary differences in base damage, where the merger patch takes the average between FWE and FOOK).

I'll do some testing tonight to see if I can correct some of this stuff and find the problem the companions.
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Leonie Connor
 
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Post » Thu Nov 26, 2009 10:46 pm

QUOTE (OlGfr @ Jun 24 2009, 05:15 PM) *
Ok some rant about Primary Needs. (IMG:style_emoticons/default/1277.gif)

First, realism is not how I would describe it. Of course Bethesda is responsible for it, the lack of realism/plausibility of their world, not PN. But the problem is PN is just aggravating the utter lack of credibility of the Bethesda Fallout settings.
200 years after the war there shouldn't be massive radiations all over the place. Rain, water, fauna and flora shouldn't make the geiger counter going crazy. Now of course there should be lethal radiation zones, and radiation carried by some monstrous mutated creatures. But humanity primary needs should not be having to ingest everyday great dose of radiations or starve to death.

As it stands for 200 years humanity (yeah what's left of it, but still despite small settlements the wasteland is quite crowded) has survived by consuming humongous piles of pre war radaway, go figure.

So with the food sanitizer:
Dog Meat as an example because it has the characteristics of the basic raw meats found in the wasteland.

* 1.0 weight of Dog Meat gives +15Rads +5HP (R22 HP5 w/o FS)


Using the RI Field Cooker it gives 2 Grilled Meat

* 0.3 weight of Grilled Meat gives +6Rads +3HP (R8 HP3 w/o FS)



I need to eat 1.5 weight of Food each day, with Food Sanitizer it gives:

* 1.5w Grilled Meat +30R +15HP
* 1.5w Dog Meat +22R +7.5HP. Of course Dog Meat weight 1.0 so I have to eat 2 which gives:
2w of Dog Meat +30R +10HP




Does that mean FWE meat is SUPPOSED to give HP? That'd svck because PN doesn't give HP back, which is a good thing!
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Lyd
 
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Post » Fri Nov 27, 2009 6:55 am

QUOTE (OlGfr @ Jun 24 2009, 05:15 PM) *
Ok some rant about Primary Needs. (IMG:style_emoticons/default/1277.gif)
Does that mean FWE meat is SUPPOSED to give HP? That'd svck because PN doesn't give HP back, which is a good thing!

Do you check PN settings? By default they vanilla for the hunger, but you can change it

200 years after the war there shouldn't be massive radiations all over the place.

Well, you may add gameplay to realism- and it will be OK.
I can forgive massive radiation after 200 years after war, but RadX and Radaway, which absolutely unnessary- not :)
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Prohibited
 
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Post » Fri Nov 27, 2009 6:36 am

QUOTE (postnukehermes @ Jul 10 2009, 04:27 AM) *
QUOTE (OlGfr @ Jun 24 2009, 05:15 PM) *
Ok some rant about Primary Needs. (IMG:style_emoticons/default/1277.gif)
Does that mean FWE meat is SUPPOSED to give HP? That'd svck because PN doesn't give HP back, which is a good thing!

Do you check PN settings? By default they vanilla for the hunger, but you can change it

Have not yet checked it out, but trust your word on it. Now, any idea on that messed up VATS from a few posts back?
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Tania Bunic
 
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Post » Fri Nov 27, 2009 3:30 am

QUOTE (postnukehermes @ Jul 10 2009, 04:27 AM) *
QUOTE (OlGfr @ Jun 24 2009, 05:15 PM) *
Ok some rant about Primary Needs. (IMG:style_emoticons/default/1277.gif)
Does that mean FWE meat is SUPPOSED to give HP? That'd svck because PN doesn't give HP back, which is a good thing!

Do you check PN settings? By default they vanilla for the hunger, but you can change it

Have not yet checked it out, but trust your word on it. Now, any idea on that messed up VATS from a few posts back?

You don't need to trust me, you need to check :)
I begin new game and don't have devices for now, but already see- PN settings partially from vanilla.

Don't know for now about VATS, exept load order, which I mention above
But I already shhot many raiders with Colt assault rifle and Railway rifle- seems to me all is OK. I make 3 shoots from RR with 15% accuracy (42 small guns)- miss
When enemy was closer- make another 2 shoots with 32%(broken hands) - miss once. Colt was almost useless with my current skill
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George PUluse
 
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Post » Fri Nov 27, 2009 11:44 am

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
FO3 Wanderers Edition - Optional No Fast Travel.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Broken Steel.esp
Mart's Mutant Mod - FWE.esp
WeaponModKits - FWE.esp

Total active plugins: 31
Total plugins: 45

Crashes on starts up, whats am Is doings wrong?
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Alexandra walker
 
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Post » Fri Nov 27, 2009 3:40 am

Crashes on starts up, whats am Is doings wrong?

Mart's Mutant Mod - FWE.esp- replace with Mart's Mutant Mod - FWE Master Release.esp
WeaponModKits - FWE.esp- remove it, you already have one above
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Jacob Phillips
 
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Post » Fri Nov 27, 2009 9:59 am

These issues have to be either with point lookout DLC or a major conflict with FOOK (well it could be another mod too). I'm not using either of those ATM. The problem may not be specifically with FWE, but rather a result of different mods editing "related" (if not overriding) certain game settings that end up with a wierd combination of effects. I'll continue to follow up with this issue, but it would be really helpful if you could try making a new game with ONLY FWE running (try disabling the DLC's as well), use the console to add an assault rifle and ammo, and run around testing damage, accuracy, companions, etc....

Basically, I need to know if it's an issue some users are having with FWE itself, or a result of mod conflicts.

As for the load order, hopefulyl tonight I can create a FWE .esp file that you can play with its location in the load order and see if that helps. Otherwise, my suggestion would be to open up FO3Edit and scrollt through the FWE main file records, looking in particular at the Game setting, NPC, projectile, creature, and weapon categories to try and determine what parts of FWE might be getting overridden by something else.

Otherwise, a couple changes might be in order:

- Tweak the base spread skill value so everyone is less accurate until they get to higher skill levels. Will apply to raiders/NPC's as well.
- Reduction in assault rifle damage and accuracy


I got around to picking up Dogmeat before heading into Tepid Sewers and he appears to be performing the way FWE intends him to - I let him run into a pack of Raiders without me backing him up and he got clobbered.

Turning the difficulty down to Normal makes most of the assault rifle insta-death issues disappear, but I still think that they do a ton of damage for how easy they are to get... especially the basic assault rifle and chinese assault rifle. I'm fine with the LSW and FN FAL doing more damage, because the LSW generally means you had to kill a mutie for it, and 7.62mm ammo hasn't been very common.

One thing to note, though - I sent Dogmeat home to Vault 101 when I needed to sneak past some Mirelurks for Moira's quest, and can't seem to find the pooch now. Then again, I never did send him home while playing vanilla, so it's possible I'm not looking in the right area. Is he supposed to wait outside the cavern, inside the cavern, or inside the vault itself? I'm not really put out, because he's mostly just a meatshield for me, but it's nice having a companion to break up the monotony of wandering around totally alone :)
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His Bella
 
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Post » Fri Nov 27, 2009 3:08 am

One thing to note, though - I sent Dogmeat home to Vault 101 when I needed to sneak past some Mirelurks for Moira's quest, and can't seem to find the pooch now. Then again, I never did send him home while playing vanilla, so it's possible I'm not looking in the right area. Is he supposed to wait outside the cavern, inside the cavern, or inside the vault itself? I'm not really put out, because he's mostly just a meatshield for me, but it's nice having a companion to break up the monotony of wandering around totally alone :)

Dogmeat must wait near overlook area right outside vault 101 entrance door.
But it can be killed in the way. It is better to be inside, when you sell them to vault and wait 3-4 hours inside, in this case he will not be encountered by the enemies
But now- open console
prid 6a775
moveto player
(possibly dead body)
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sally R
 
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Post » Fri Nov 27, 2009 1:49 pm

Is there a way to resurrect Dogmeat if he dies?

Also if I start a brand new game do I need to do anything special for things to load (MMM)?
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IsAiah AkA figgy
 
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Post » Thu Nov 26, 2009 9:48 pm

It seems, I made a choice for myself. I decided to remove FOOK, leaving only FWE. If Mezmorelda will realize his intention and expand the range of weapons, modificable through WMK- it can be enough for me. If not be enough- I install FOOK again, but only after 2.0 will be released.
The reason is simple, I like the unforgiving FWE-style. FWE force me to utilise tactics and surroundings, it is very difficult to prevail by number of companions here.
Example.
I made an ambush on the enemy, attracted his attention and took strategic position. When an enemy approach (8- thanks MMM)- threw a couple of grenades. 8-3 = 5
Then I open the barrage. Incoming enemies was shooted in the head (2 shots to each head was enough- thanks, FWE). 5-2 = 3
While I deal with them, the remaining three went to the rear and I lost all my foots and one hand:) -thanks, combat enchanced tactics and MMM. I was forced to dramatically turn around and use BULLET time to deal with them. 3-2 = 1
The remaining enemy did not wait for death and fled.
"It was not by the purpose, I'm just kidding, excuse me please" :bigsmile: Thanks again, MMM
And of course- I was filled with drugs, without them I will be not able to survive the battle at all- thanks again, FWE.
Beautiful, yes?

What I will have if FOOK will prevail?

Example.
I made an ambush on the enemy, attracted his attention and took strategic position. When an enemy approach (8- thanks MMM)- threw a couple of grenades. 8-0 = 8
Then I open the barrage. Incoming enemies was shooted in the head (10 shots to each head was not enough) and kill me with long painful death :)

FWE and FOOK- there is two very big differencies

@RespiratoryRAAAG...
Is there a way to resurrect Dogmeat if he dies?

You may try.
Click to him in the console and type Resurrect.
But Dogmeat may be lost as companion.
Also if I start a brand new game do I need to do anything special for things to load (MMM)?

No, to begin new game will be enough
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Kelly John
 
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Post » Fri Nov 27, 2009 2:25 am

Ack so if Dogmeat dies he's gone forever.... I can't handle that.

How can I make it so he just gets knocked out?

EDIT: I also just noticed that when I hit new game, it starts off normally. I'm being born blah blah asks for my gender, etc etc. What do I do?
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Andy durkan
 
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Post » Fri Nov 27, 2009 12:08 am

Ack so if Dogmeat dies he's gone forever.... I can't handle that.
1. How can I make it so he just gets knocked out?
2. EDIT: I also just noticed that when I hit new game, it starts off normally. I'm being born blah blah asks for my gender, etc etc. What do I do?

1. Open console, click on dogmeat
Type
setessential 6a772
2. It is normal. After the birth scene you will be asked to choose
-continue to vault 101
-use alternative start
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dav
 
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Post » Fri Nov 27, 2009 4:58 am

1. Open console, click on dogmeat
Type
setessential 6a772
2. It is normal. After the birth scene you will be asked to choose
-continue to vault 101
-use alternative start


I think that FWE sets all companions to essential by default so that they can't be killed. Does that not apply if they're not with you? I guess I could go shoot Jericho to find out.
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Marie
 
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Post » Fri Nov 27, 2009 5:58 am

Thanks very much! I got everything working properly. Now if only my view distance LOD problem would go away....

Unrelated, but does anyone else get really bad flickering textures? Almost like overheating artifacts (little things, corners of stuff, sometimes whole objects, always happens far in the distance or in VATS) Does everyone get this? :S Feel free not to answer I'm just adding this in.
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Sophie Louise Edge
 
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Post » Fri Nov 27, 2009 12:36 am

Oh, a few things I've noticed:

- The game tends to "forget" my hotkey assignment when I assign stimpacks. I assign them to 6, and it frequently forgets this assignment, which means I either die in a battle or have to go back and re-assign them (frequently) before entering battle. It seems to forget them during fast travel, entering or exiting buildings, and even between saves - I can assign them, quicksave, then immediately quickload, and it will have forgotten the assignment. Extremely annoying. I haven't tried assigning other chems or food items to see if it's just stimpacks or not.

- 10mm Pistols seem to occasionally have a fairly lengthy delay between shots - roughly three to four seconds. It's as if the game stops reading my mouse inputs for a few seconds, because weapon condition is never a factor (thanks to leniency in what I can repair with, I keep all of my equipment above 80%.) I seem to remember this happening in vanilla so it may be a Fallout 3 issue. It's not a hardware issue, because my mouse performs fine in all of the other games I play, and it doesn't happen with any other guns, even semi-automatic pistols like the .223 Pistol or .32 Pistol. The delay has gotten me killed more than once; thankfully it's no longer an issue because I no longer use my 10mm Pistol.

- Just a curiosity, but what Perception values do raiders and super mutants have? It seems they're able to see me and shoot me long before I see them, and I have 8 Perception. Do they all have 10 Perception, or is it just a thing with the game engine like the Crytek engines where your enemies can see and hit you reliably from 20 miles away?
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Emilie Joseph
 
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Post » Fri Nov 27, 2009 11:11 am

Thanks very much! I got everything working properly. Now if only my view distance LOD problem would go away....
Unrelated, but does anyone else get really bad flickering textures? Almost like overheating artifacts (little things, corners of stuff, sometimes whole objects, always happens far in the distance or in VATS) Does everyone get this? :S Feel free not to answer I'm just adding this in.

Have the same problem. It is vanilla or driver related issue IMHO

@PizzaSHARK!
The game tends to "forget" my hotkey assignment when I assign stimpacks.

Have the same since Triage was installed (it was separate mod, before FWE).
Redirect this issue to the mod's autor as well as CTD when stimpacks placed to the containers

10mm Pistols seem to occasionally have a fairly lengthy delay between shots

Have the same problem from before FWE, with shotguns too. It may be perfomance problem

Just a curiosity, but what Perception values do raiders and super mutants have? It seems they're able to see me and shoot me long before I see them, and I have 8 Perception. Do they all have 10 Perception, or is it just a thing with the game engine like the Crytek engines where your enemies can see and hit you reliably from 20 miles away?

This is not Perception issue, this is gamesettings issue :)
Check advanced settings- View Distance. Increase value for the Actor Fade.
Perseption affect only red marks on the compass
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Kate Norris
 
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Post » Fri Nov 27, 2009 1:50 am

Thanks for confirming that. It's real annoying -.-

Anyways, I haven't noticed anything to steal yet... I went into Machetes house (Cantebury Commons) and took everything in there and none of it was stolen. Is this how it should be?

Also, some animals are straight up afraid of me. The clean looking dogs will run away from me if I try to approach them, and bloatflys too. Buh?
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Cameron Wood
 
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Post » Fri Nov 27, 2009 11:34 am

Thanks for confirming that. It's real annoying -.-

Anyways, I haven't noticed anything to steal yet... I went into Machetes house (Cantebury Commons) and took everything in there and none of it was stolen. Is this how it should be?

Also, some animals are straight up afraid of me. The clean looking dogs will run away from me if I try to approach them, and bloatflys too. Buh?

Both things can be.
First- from vanilla (half/bug)
Second- probably from MMM. No one want to die :)
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Chris Duncan
 
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Post » Fri Nov 27, 2009 4:29 am

Example.
I made an ambush on the enemy, attracted his attention and took strategic position. When an enemy approach (8- thanks MMM)- threw a couple of grenades. 8-0 = 8
Then I open the barrage. Incoming enemies was shooted in the head (10 shots to each head was not enough) and kill me with long painful death :)

FWE and FOOK- there is two very big differencies


I don't really understand. There are some differences in the damages of weapons (merger patch fixes some of this) but does FOOK adjust enemy and NPC hp/damage reduction or something compared to FWE? I noticed while playing with FOOK, a good headshot or 2 still takes them out, and so do explosives, so im not sure sure why you say this, unless its just an exaggeration (I play on the very hard setting as well). I do wish WMK would work with more weapons for FWE. Thats the reason I installed FOOK...I was running around with all of these weapon mod kits, but nothing really to modify. FWE doesn't really play nice with FOOK, so I too am getting to the point where I might uninstall FOOK until 2.0 is released, but my issues are less about gameplay and more about compatibility issues and weird crashes from conflicts.

On a side note, does anyone actually know how to start adding the FWE addition arsenal to work more with WMK?
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Luis Reyma
 
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Post » Fri Nov 27, 2009 2:58 am

Something interesting in the VATS flickering... It seems that if I stay in VATS and watch the flickering, it slowly stops after about 30 seconds. Then the picture is crisp.

Edit: This is also the case for the flickering in real time gameplay. It seems to just completely go away if I don't touch the computer for 30 seconds. Bizarre.

Kinda derailed, sorry.

On a related note, though, for clarification the items not showing up as stolen is a vanilla bug? Really?
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flora
 
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Post » Fri Nov 27, 2009 4:24 am

I don't really understand. There are some differences in the damages of weapons (merger patch fixes some of this) but does FOOK adjust enemy and NPC hp/damage reduction or something compared to FWE? I noticed while playing with FOOK, a good headshot or 2 still takes them out, and so do explosives, so im not sure sure why you say this, unless its just an exaggeration (I play on the very hard setting as well). I do wish WMK would work with more weapons for FWE. Thats the reason I installed FOOK...I was running around with all of these weapon mod kits, but nothing really to modify. FWE doesn't really play nice with FOOK, so I too am getting to the point where I might uninstall FOOK until 2.0 is released, but my issues are less about gameplay and more about compatibility issues and weird crashes from conflicts.

On a side note, does anyone actually know how to start adding the FWE addition arsenal to work more with WMK?

Don't take my words as offencive please. I don't want to discriminate FOOK in any case and yes, it was exaggeration of sort :)
And I play in normal.
What I try to say- FWE weapons make much more damage then FOOked and in my case it was critical to survival :)
I don't use VATS in this case- and enemy was hit many times in the head without serious damage- from the assault rifle, most bullets simple push the milk. And then- I was surrounded by the whole band and die. Die slowly by the same reason.
So- FWE is simply more accorded to my taste.
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Samantha Wood
 
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Post » Thu Nov 26, 2009 9:53 pm

On a side note, does anyone actually know how to start adding the FWE addition arsenal to work more with WMK?


This is a somewhat excruciating process, which is why I haven't done it already. As you may (or may not) know, each mod kit'd weapon is actually it's own weapon entry, with its own unique mesh and textures. So it isn't a matter of "adding" the mod kit to a weapon, it's really just replacing the weapon entirely. for weapons with 4 potential mod kits, there is upwards of 24 potential variants that need to be modeled and have their stats adjusted. You can start to see the amount of work envolved =)

From FWE's standpoint, there are two thigns I need to do:

1) fix the problem with the WMK form lists removing the records for the uniques, as it causes conflicts when merging mods. Fortunetly, the WMK - FOIP resource (which adds support for many FOOK weapons) builds on the same T3T unique weapons used in both FWE + FOOK, with a few exceptions. This is means, once I find the time, I can re-anable the ability to mod uniques, with few oddities involved. The reason this hasn't been done is that with FWE's weapon changes, I need to update 100's of weapon stat entries for all the unqiues and all their mod-kit varients. It is a lot of work.

2) Secondly, there are some FOOK weapons that are sharred by FWE (i.e. FN FAL, p90c, etc...) and using the FOIP resources, I can add the ability to mod these weapons when just using FWE + WMK. I simply haven't got around to doing this yet given other development priorities. It's a little tricky to sort it all out, but if anyone want to take a stab at it, by all means =). There are some other FWE weapons from classic fallout weapons that don't have the models or weapon records at all, and these likely won't be added unless Antistar is up to the task. I don't have the modeling knowledge to do it.

Anyway, that's where we stand on this issue.
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Laura Simmonds
 
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