FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 1:32 am

Fallout 3 - Wanderers Edition (FWE)

Author: Many others + Mezmorki

Master Release 1f (MR1)

DO NOT USE THE FWE Main File .ESP

It's broken. You're saves should be fine if you disable the ESP main file, although you might need to revert to a pre- version F save in order to get the scripts working correctly again.

Terribly sorry for this error, I'll have it resolved as soon as I am able. Thanks!



Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761

*********************** IMPORTANT ****************************

There are TWO versions of FWE currently available: Version 5.0 that is a continuation of the original mod development, and the Master Release 1, which is a merged version of most of the FWE plugins.

Both Version 5.0 and the Master Release 1 have the same functionality, gameplay settings, etc. However, Version 5.0 will no longer be updated EXCEPT for critial or game-breaking bugs. All new features and/content will be developed for the Master Release version.

The Master Release is NOT compatible with old FWE saves. If you are wanting to start a new character, use the Master Release. If you want to continue with an existing save, use version 5.0, but be aware that it will likely not be updated in the future.

Information in the readme / description below pertains to the new master release.

http://www.gamesas.com/bgsforums/index.php?showtopic=999216
http://www.gamesas.com/bgsforums/index.php?showtopic=1007717

*Note: This mod requires the Fallout Script Extender
Available Here: http://fose.silverlock.org/

*The Fallout Mod Manager (FOMM) is HIGHLY recommended for properly installing and troubleshooting FWE.
Available Here: http://timeslip.chorrol.com/fomm.html


Recent Changes

:::::: Master Edition 1f

Included a master dependent FWE .esp main file, so you can tuck it into your load order whever it works best for you to properly override other .esp files. See the load order section below for a recommended order.

Corrected an error with the Primary Needs initialized where if you are unable to return to the config menu if you adjusted settings in PN during the setup configuration.

Reduced follower health somewhat so they are not quite as powerful.

Lowered the damage on weapons using 5.56mm and 7.62mm rounds. Rifles doing around 37 base damage were reduced down to +/- 25 base damage. They will still be pretty strong
against weaker unarmored foes, but should not be as overpowered. These damage changes have been applied to the FOIP WMK patch as well.

Slight tweaking on VATS accuracy variables. Slightly less accurate at extreme ranges.

Changed the Perception "perk" bonus from XFO's stat changes. Previously, perception factored into your base spread / VATS to-hit calculations, with PER 5+ providing upwards
of a 25% bonus. This has been changed so that perception provides a slight bonus to your critical hit chance at PER 5+, and a penalty below 5.

Implemented some noteworthy changes into the WMK FOIP patch. The original FormLists are restored (so you can properly merge the lists if desired), and I've added in a check
for specifying whether a weapon can be modded or not. Unique remain un-mod-able in FWE, due to their unique status however.



Overview

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

Richer Character Development
Developing a character requires careful attention to how you balance stats, skills, and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.

More Realistic + Lethal Combat
Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator." Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.

Struggle for Survival
Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.

Weapon and Armor Rebalance
Tweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive. Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive. Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.

Item + Loot Enhancements
Tweaks to loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need. Many new drugs have been added to the game world, item weights and properties tweaked, all with the aim of making the world more immersive and challenging.

Elimination of "Immersion Breakers"
A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is an experience that is more challenging and rewarding.


Master Release Readme:

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================FALLOUT 3 WANDERERS EDITION (FWE)================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%Version: Master Release 1f (MR)Date: 2009.07.17Author: Mezmorki================================================================================Table of Contents--------------------------------------------------------------------------------0. Critical Information	- Recent Changes	- Requirements	- Contact + Feedback1. Overview2. Credits + Contributors	- Integrated mods + author credits	- Contributor credits	- Recommended Mods3. Installation	- Included Plugins		- Basic install instructions	- Load Order / Compatibility (FOIP)	- Frequently Asked Questions4. Detailed Description	- Character Development	- Combat	- Healing, Injuries, Necessitiesy	- Weapons and Armor	- Items, Loot, and Spawning	- NPC's and Followers	- Immersion + Miscellaneous	- Optional Mods	- DLC Support	- Fallout Interoperability Program (FOIP)	5. Licensing + Legal Information6. Changelog================================================================================Recent Changes--------------------------------------------------------------------------------:::::: Master Release 1fIncluded a master dependent FWE .esp main file, so you can tuck it into your load order whever it works best for you to properly override other .esp files.  See the load order section below for a recommended order.Corrected an error with the Primary Needs initialized where if you are unable to return to the config menu if you adjusted settings in PN during the setup configuration.Reduced follower health somewhat so they are not quite as powerful.  Lowered the damage on weapons using 5.56mm and 7.62mm rounds.  Rifles doing around 37 base damage were reduced down to +/- 25 base damage.  They will still be pretty strong  against weaker unarmored foes, but should not be as overpowered.  These damage changes have been applied to the FOIP WMK patch as well.Slight tweaking on VATS accuracy variables.  Slightly less accurate at extreme ranges.Changed the Perception "perk" bonus from XFO's stat changes.  Previously, perception factored into your base spread / VATS to-hit calculations, with PER 5+ providing upwards  of a 25% bonus.  This has been changed so that perception provides a slight bonus to your critical hit chance at PER 5+, and a penalty below 5.  Implemented some noteworthy changes into the WMK FOIP patch.  The original FormLists are restored (so you can properly merge the lists if desired), and I've added in a check  for specifying whether a weapon can be modded or not.  Unique remain un-mod-able in FWE, due to their unique status however.================================================================================Requirements --------------------------------------------------------------------------------The following files or utilities are required for using Fallout 3 Wanderers Edition.Fallout Script Extender (FOSE)> http://fose.silverlock.org/The Fallout Mod Manager (FOMM) (for setting the proper load order)> http://timeslip.chorrol.com/fomm.htmlFO3Edit - MasterUpdate (fixes mod conflicts with FO3 version 1.5)> http://www.fallout3nexus.com/downloads/file.php?id=637CALIBR mod (custom ammo compatibility)> http://www.fallout3nexus.com/downloads/file.php?id=3447CRAFT mod (work bench compatibility)> http://www.fallout3nexus.com/downloads/file.php?id=4447Fallout Interoperability Program (FOIP) for compatibility instructions and load order guides.> http://www.fallout3nexus.com/downloads/file.php?id=4968================================================================================Contact + Feedback--------------------------------------------------------------------------------Official Bethesda Forum> Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=983296> PM at: MezmoreldaFallout 3 Nexus> Thread: http://www.fallout3nexus.com/downloads/file.php?id=2761> PM at: Peekaboom%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================1. Overview================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game.  The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game.  Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package. FWE's development is guided by two objectives.  The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options).  This includes making combat faster paced, exciting, and more player-skill based.  The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options.  Both these objectives aim to increase the replay value of Fallout 3.Key areas of change in the mod include: :::::: Richer Character Development Developing a character requires careful attention to how you balance stats, skills, and perks.  No longer can you be a master of everything by the time you are level 20.  Leveling is slower, and choices of perks and skills are far more important.  Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths.  An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.:::::: More Realistic + Lethal CombatWeapons and attacks do significantly more damage, both to you and your enemies.  Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator."  Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.:::::: Struggle for SurvivalGetting injuries, particularly crippling ones, is no laughing matter.  The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult.  You can't lie down on the ground for an hour and wake up a fully healed individual.  An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences.  All of this makes the wasteland a gritty, harsh, and demanding place.:::::: Weapon and Armor RebalanceWeapons and armor are all rebalanced so that everything has a potential use and benefit.  There are real trade-offs to using one armor over another.  Weapons have been completely rebalanced, so many weapons you'd never use now can serve a purpose.  Once worthless armors now can now make a difference between life and death.  Power armor has been revamped to be more beneficial while still remaining balanced.:::::: Item + Loot EnhancementsTweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive.  Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive.  Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.:::::: Elimination of "Immersion Breakers" and free hand-outs.A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game.  The result is an experience that is more challenging and rewarding.  %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Credits, Contributors, Recommendations================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Integrated Mods--------------------------------------------------------------------------------Fallout 3 Wanderers Edition is the result of a massive compatibility and conflict resolution activity.  In addition to providing new content itself, FWE hinges on successfully integrating over 50 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game.  The following list contains the mods and authors that were utilized, integrated, modified, or were a source of inspiration for FWE.................................................................................0h Followers - Hire by Charisma and Karma	Jalor10mm assault rifle				Lucien834Action Point Recharge				The Kitchen SinkAlternative Power Armor Training		GryphonAlternative Starts				KhetAmmo Weight Mod					AnT01Auto Aim Fix - Headshot Edition			rlilewis Better Companions				RasanaBetter Living Thru Chemistry			O Captain My CaptainBook Perks					KeleniusCaravan's Upgraded				Da MageClassic Fallout Weapons				War1982DAV - Weighted Ammo Weight			poncratiasDK Bullet Time					DunderklumpenExplosive Entries				LapExplosive Explosives				MalakaiusFall Damage					AzarFallout Balance Overhaul (XFO)			Xodarap777Fast but dramatic VATS				JayFDA Mod						LugaruFF Interactive Bobbleheads			FritZ_FretZFree Play After Main Quest			DJ_Kovrik & ZalmoxisHaldurs Improved Workbench			HaldurIncreased Movement Speed			SplitSoulKarma Revamp					BrazucaLocation Damage					MefiuMFO						decoy catfishMiscellaneous Items Weight			RaptreMissing Unique Armor and Clothing		Galahaut and Sanguine AssassinMissing Unique Weapons				Galahaut and Sanguine AssassinMR Armor Rebalance				MoonracerNo Bobble Head Effects				MakagulfazelNo Fast Travel					Lord_SantaNo Tracers					taylorsdPersistent Skill Books				TukkaPointiac					ShabadorPortable Laboratory + Infirmary			FritZ_FretZPrimary Needs - Addendum			FritZ_FretZProjectile Fix					joefoxxRadiation RevampP				hantomSpaceman + spineynormanRealistic Chems					Zer0MorphRealistic Explosions 				Zer0MorphReneers Invisible Karma				ReneerRepair Rethought				VochaRespawn Timer					AcleaciusRI Healing (partial)				K.SchenkRI Primary Needs				K.SchenkSelected Containers Respawn			JustinOtherSkill Based Hacking & Lockpicking		AlystinSlower Backpedaling				LorkSprint Mod					LorkT3T's Weapon Rebalance				The 3rd TypeTriage						Kearsage================================================================================Contributors--------------------------------------------------------------------------------A number of individuals have helped extensively with the development of FWE and deserve special recognition.  This includes:Fritz_FretZ ::: For providing invaluable feedback, development time, troubleshooting, and always appreciated advice!jjgun ::: For providing technical + scripting knowledge, and contributing significantly to the alt starts implementation.RGDelta ::: For developing a number of bug fixes that are incorporated into the current release.Delamer ::: For always being on the forums and helping to resolve FWE users' technical issues.  Best customer support ever!EliminsterAU ::: For helping troubleshoot and provide technical feedback on FWE's development.================================================================================Recommended Mods to Use with FWE--------------------------------------------------------------------------------A number of other mods were used alongside FWE during it's development. Using these mods in conjunction with FWE is HIGHLY recommended.  These mods are not included in FWE for a number of reasons, including: being complex mods in their own right; the authors did not wish their works to be included; or the mods addressed different aspects of Fallout 3 and were not appropriate to include in FWE. Recommended mods include:Darn's UI ..................................... by Darn > Overhauls the entire in-game menu system, getting rid of console-itis in the process> http://www.gamesas.com/bgsforums/index.php?showtopic=929918&hl=darnifiedUnofficial FO3 Patch .......................... by Quarn> Fixed numerous bugs in Fallout3> http://www.fallout3nexus.com/downloads/file.php?id=3808Martigen's Mutant Mod ......................... by Martigen> Adds new monsters and variations, increases number of spawns, and more.  This is an ESSENTIAL mod to be used along side FWE.> http://www.fallout3nexus.com/downloads/file.php?id=3211Weapon Mod Kits ............................... by Antistar> This mod adds new "mods" to the game, like scopes and laser sights, that you can attach to most of the original weapons.	> http://www.fallout3nexus.com/downloads/file.php?id=3388Robco Certified ............................... TheTalkieToaster   > Perk tree allowing you to build + command robots.  Makes the science skill more important.> http://www.fallout3nexus.com/downloads/file.php?id=712Wasteland Whisperer ........................... TheTalkieToaster   > Perk tree allowing you to tame + command animals.  Makes the speech skill serve a purpose.> http://www.fallout3nexus.com/downloads/file.php?id=1610%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Installation================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Incuded Plugins--------------------------------------------------------------------------------:::::: FO3 Wanderers Edition - Main File.esmThis is the main file for FWEThe following optional or compatibility plugin's are located in the "FWE Support\Optional Mods folder" of your Fallout 3\Data Folder.:::::: FO3 Wanderers Edition - Optional Free Play After MQ.espThis mod should not be used with the Broken Steel DLC.  If not using Broken Steel, it allows the game to continue aftet the main quest is complete.		:::::: FO3 Wanderers Edition - Optional No Fast Travel.esp	Disables fast travel for the hardcoe player:::::: FO3 Wanderers Edition - Optional VATS Halftime.esp:::::: FO3 Wanderers Edition - Optional VATS Realtime.espTwo alternatives VATS setups (see the VATS section in the detailed description below).  ================================================================================Basic Insall Instructions--------------------------------------------------------------------------------Please follow the install instructions carefully:1) Download both the "Main Files" package and the "Assets" package from Nexus website2) Extract both files to your Fallout 3 "data" folder.  The archives are ready to be made into FOMODS using FOMM (Fallout Mod Manager) if that is your thing.3) Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.  In addition, make sure that you have downloaded and installed the required CRAFT and CALIBR mods.4) Adjust the load order of loaded mods according to the suggested load order guide (below) using FOMM or another load-order tool.  Ensure that the "FO3 Wanderers Edition - Main File.esm" is loaded towards the top of your mod list.  You can use the .esp main file to control where mod overrides occur (see below).5) Move any desired optional files from the "FWE Support\Optional Mods" folder to your root "Fallout3\data folder". 5) FWE will work with prior versions of Fallout 3 using (for instance) the fake patch as well as the current version of Fallout.  If using the version 1.5 (or presumably later), you will need to download and use the FO3Edit MasterUpdate patch (see link at the top of this readme under "requirements")6) You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.When you start a new game, after the opening video, you will find yourself in an empty shack and not in Vault 101 per the normal game.  This is the opening conditions from the "Alternative Start" mod.  There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, race, and your "history."  The different histories determine where you start the game and what equipment you have.  While setting up your character, a number of scripts will be initializing in the background.  The primary needs scripts in particular will eventually prompt you to define the configuration settings.  See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!================================================================================Load Order / Compatibility / Fallout Interoperability Program (FOIP)--------------------------------------------------------------------------------Compatibility between FWE and other popular mods such as Mart's Mutant Mod and Weapon Mod Kits is addressed through the Fallout Interoperability Program.  "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968Suggested Load Order for using FWE, MMM, and WMK:.............Fallout3.esmAnchorage.esmThePitt.esmBrokensteel.esm.............CALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esm.............DarNifiedUIF3.esp.............FO3 Wanderers Edition - Main File.espFWE Optional Modules (DLC support, unofficial patch support, etc.).............WeaponModKits.esp.............WeaponModKits - FWE Master Release.esp.............Mart's Mutant Mod.espMart's Mutant Mod - Optional Modules.............Mart's Mutant Mod - FWE Master Release.espRefer to the FOIP page (above) for more guidance or assistance with load order.================================================================================Frequently Asked Questions--------------------------------------------------------------------------------:::::: Why use FWE versus downloading the mods individually?Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are.  In addition, it provides a consistent reference for rebalancing the gameplay experience.:::::: Will FWE work with patch 1.5 and/or Broken Steel?Yes, provided you use the FO3MasterUpdate utility (http://www.fallout3nexus.com/downloads/file.php?id=637).:::::: Can I upgrade to this version from the non-mastered version and continue using the same character?Unfortunately you cannot.  A non-mastered (non-merged) version of FWE is available for use with existing FWE characters.:::::: Why does the game crash when it tries to load the main menu?This is usually the result of an installed looking for a required master file which is not present.  For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup.:::::: Can I use "such and such mod" with FWE?FWE changes many aspects of the game, and compatibility is always an issue.  The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.:::::: One of the integrated mods has been updated, will you update the version in FWE to this newer version?This is always a tricky question, and the answer is that it depends.  In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult.  In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Detailed Description of Changes================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FWE makes changes to a broad range of gameplay elements.  This includes:- Character Development- Combat- Healing, Injuries, Necessitiesy- Weapons and Armor- Items, Loot, and Spawning- NPC's and Followers- Immersion + Miscellaneous- Optional Mods- DLC Support- Fallout Interoperability ChangesThe following section describes these changes, credits the source of these changes in the case of integrated mods, and highlights and special usage options, requirements, or other details.================================================================================Character Development--------------------------------------------------------------------------------Changes to the character development include changes to S.P.E.C.I.A.L, skills, perks, level advancement, and a number of other improvements.  The intention of these changes is to foster more diverse character types and eliminate the inevitability of becoming a "master of all trades" as seen in the unmodded game.  Leveling / Experience.................................................Adjusted the experience formula for a slower level/pacing experience.  You will now require roughly three times as much experience to level up.Tweaked the experience rewards.  You'll receive more experience from exploration but less experience from easier lockpicking, hacking, and other feats.S.P.E.C.I.A.L.................................................SPECIAL's are balanced to be more important, and to make choices between which attributed to increase more important and have greater consequences.All specials now provide +3 to their associated skills (was +2), but skills only start at 5 [credit: Pointiac].Each point of strength increase carry weight by +25 (was +10).  Base carry weight reduced to 25 (was 150!).  You can now carry more weight if you are super strong (strength 9 or 10) compared to the vanilla game, but less weight for other strengths.Perception now provides a penalty (below 5) or bonus (above 5) to weapon accuracy [credit: XFO].Endurance only provides +15 hit points per point (instead of +20).  However, hit points only increase by +5 per level, so endurance is relatively more important.Charisma provides a small penalty (below 5) or bonus (above 5) to NPC disposition depending on your charisma [credit: XFO].  Additionally, higher levels of charisma will allow you to take on more followers [Credit: 0h Followers].Intelligence only provides an extra skill point for every two points of intelligence [credit: Pointiac/XFO]. Each point of agility provides +10 action points (was +2).  Base action points is 20 (was 65).  You get more action points with higher agility (8+) compared to vanilla.SPECIAL bobbleheads no longer provide +1 to their associated stat [Credit: No Bobble Head Effects].  Skills.................................................All skills start at 5.Tagged skills provide an immediate +10 bonus.  Each point spent raising tagged skills during level up raises that skill by two.Gain 10 skill points at level up (plys 1 per two point of intelligence)Skill bobbleheads now only provide +5 skills (instead of +10).:::::: BarterBarter settings tweaked to make higher levels of barter skill much more useful.  At 100 skill you can trade with an equal exhange.  With very low barter skills, items are significantly more expensive.:::::: Lockpicking & Science [credits: Skill Based Hacking + Lockpicking]A new skill based lockpicking and hacking option has been implemented . A message box will allow you to bypass the mini-games and the skill requirement check.  This allows you, for instance, to open a level 50 lock with less than 50 in lockpicking.  However, the chance of an unsuccessful attempt get's higher, along with breaking bobby pins or jamming the lock.  The mini-games can still be played normally as well.:::::: Repair / Bypass modulesA new hacking alternative, which uses bypass modules and your repair skill, can be used to attempt to break into terminals.  The bypass modules are created by obtaining up to three schematics (four are hidden in the game world; think about placed with people who might use these). Bypass modules are made from 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera combined at the workbench.  Obtaining additional schematics will improve the quality of your built bypass modules.  Creating a new bypass module will also upgrade any order versions of the modules that you might have.When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module."  Success with the bypass module is based on your repair skill (not science) and there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.  :::::: Explosives Integrated Lap's Explosive Entries mod, which prompts you with an option when activating a locked object to use an explosive (grenade, mine, etc.) to attempt to breech the lock.  :::::: Stealth [credits: XFO]Sneak settings are tweaked.  The weight of armor begins to have a significant detrimental effect on your sneak abilities with armors over 10 weight.  Sneaking is now more realistic in that you can rarely remain hidden when someone is looking straight at you.The sneak messages (i.e. detected, caution, hidden) are removed from head's up display, making sneaking more challenging.  Use your compass to assess when enemies are moving more to search for you.:::::: MedicineThe medicine skill is more important for healing, especially treating injured limbs (see the Healing + Injuries section for more information).Perks .................................................Perk Rebalance [credits: XFO]Makes a number of balance changes to perks, and rewards players that focus their perk advancements to make a more specialized character.  See XFO_Readme.html for additional details.Intense training perk limited to 6 ranks.Educated how has 2 ranks, each providing +2 skill points per level.Integration of the Book Perks mod (by Kelenius). - After reading a certain number of books, you'll get a perk instead of the normal skill increases.  The perks provide some fun bonuses.  - There are five levels for each skill (7 with comprehension).  - The skill requirements have been tweaked to be a little more forgiving given FWE's reduced skill point pool.  Karma.................................................Karma Revamp (by Brazuca)- Increased the range for neutral karma, making very bad and very high karma levels harder to obtain.- Lots of tweaks to the karma gains/losses for performing certain acts.  See the Karma Revamp readme for details.Hidden Karma Messages [credits: Reeners Invisible Karma]- Mod hides the annoying karma messages that pop up all the time.Alternative Starts (by Khet).................................................This mod adds over 20 alternative starts to the normal game and bypasses the original Vault 101 sequence.  Each starting condition determines your relationship to the various in-game factions, and determines your starting location, equipment, and stat/skill bonuses or penalties.  Some of the histories will make the early game experience easier, some can make it much harder, but ultimately it helps get you in the roleplaying spirit!This mod has been tweaked moderately in FWE for better balance.  The starts no longer provide overly advantageous bonuses, others receive better starting equipment, etc.  See the included "FWE - Alternative Start Histories.txt" file for details on the different starts.================================================================================Combat--------------------------------------------------------------------------------The combat changes adjust a number of "game settings" to make combat behave and function more like a true FPS, as well as making combat more dynamic and challenging.  This segment of changes was heavily inspired by changes in other released overhaul mods (including XFO + MFO in particular).  Other mods expand the range of options at your disposal in combat, to provide a more diverse combat experience.Damage + Accuracy.................................................Accuracy- Auto-aim settings tweaked to yield a more genuine FPS feel [credit: Auto Aim Fix ? Headshot Edition].- Accuracy (weapon spread) is affected significantly by weapon skill (base is .9 versus original of.5; skill multiplier is -.009 versus original of -.005)- Accuracy (weapon spread) is affected by weapon condition (-0.4 versus original of 0).- Effect of strength is greater for Melee and Unarmed damage.- Running and crouching have a more significant reduction and improvement in accuracy respectively.Damage- Damage is only slightly effected by weapon skill now at .3 (was .5).- Weapon condition has a slight effect (20%) on weapon damage.- Base damage is increased significantly across the board for all weapons to 1.45 (was .5)Wounding.................................................Increased Falling Damage (by Azar) greatly increases the damage taken from falling.Locational Damage (by Mefiu)- Arm damage reduced to 15% (was 100%)- Leg damage reduced to 20% (was 100%)- Headshots are 200% damage for both the PC and NPC.  Watch out!- Limb damage changes apply equally to the PC and the NPC.These changes, in conjunction with an increased limb damage rate, means limbs are more likely to be crippled, but less likely to reduce the overall health of the target.Location damages have been tweaked for many creature/NPC types.  For example, super mutants are less affected by headshots (125% bonus) while things like ghouls require headshots to effectively take down.Reduced Limb Explosions / Dismemberment [credits: XFO].  The chance that limbs explode or fly off is reduced to 10%.  Was 75% and 50% respectively in vanilla.VATS changes.................................................Action points restore twice as quickly [credit: ction Point Recharge Rate Pack]. Action points are now used for VATS firing, the bullet time mod (see below), and the sprint mod (see below).Hit location %'s are tweaked different body parts, making certain areas harder or easier to hit on different enemy types.Weapon degradation in VATS is that same as out of VATS (was 5x)Distance to the target is less detrimental to VATS accuracy than in the original game (i.e. you can be accurate further out in VATS) provided you're weapon skill is high enough.There are now three VATS options controlling relative speed and player damage by using the VATS_halftime or VATS_realtime optional plugins::::::: Default VATSVATS speed and 100% VATS Damage:::::: VATS_halftime (optional)VATS speed is 50% of realtime.  Players and NPCs/creatures move close to the same speed in VATS, and players take 75% damage in VATS.:::::: VATS_realtime (optional)VATS speed is nearly full realtime, with players and NPCs/creatures moving at the same relative speed.  players take 66% damage while in VATS.Equipment Tweaks.................................................Weapon Condition- Reduced equipment condition degradation [credit: XFO].  Damage to weapon and armor condition is roughly halved.- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.- When reloading, there is a chance the weapon will jam.  1% at 50% condition, to 25% at 10% condition.Explosions- Explosion damage radius increased noticeably for most explosion types [credit: Realistic Explosions]- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.- Explosive "ammo" (i.e. grenades, thrown grenades, mines) are targetable in  and out VATS [credits: Explosive Explosives]Movement.................................................Moving backwards is slower and dependent on agility.  Characters with high agility can move backwards closer to normal speed [credits: Slower Backpedaling].Movement speeds increased by 10% for everyone at all speeds.Bullet Time (by Dunderklumpen).................................................New feature that allows you to slow down the game speed for a brief period of time.  An in-game configuration menu (the bullet time tool) allows you to set your keybinding and adjust the settings.  You're action points slowly drain down while in bullet time mode.FWE adds TWO new perks that relate to bullet time mode.  These perks further slow down the time speed and reduce the action point drain.  NOTE!!  If you manually change the slowdown effect or AP drain using the configuration tool, it will override the changes imposed by having the new parks.Sprint Mod (by Lork).................................................The sprint mod allows you to hold down a customizable key to "sprint" for a short distance.  Sprinting drains your action points and required putting away your weapon.  It provides a big advantage for melee characters or those in lighter armor, as you can close in to your foe quicker or better incoming avoid fire respectively.A new perk allow you to sprint with your weapon still unholstered.  Another new perk allows you to smash into and knock down opponents while sprinting.This mod has been slightly tweaked under FWE to account for adjustments to the carry weight and action point pool.================================================================================Healing, Injuries, Necessities--------------------------------------------------------------------------------Crippled Effects.................................................Crippled injuries are more severe and influential [Credit: RI - Healing]- Wounded arms results in greatly reduced weapon accuracy.- Cripple leg movement speed reduced significantly (40% with one leg, 20% with two broken)- Crippled torsos results in a random chance to stagger and fall over and reduced endurance.- Crippled heads induces a nasty blurring effect to vision and concussion (reduces PER).Damage multiplier to crippled limbs increased to .66 (was .5)Triage (by Kearsage).................................................This mod changes how you heal limbs and recover from injuries.  New perks (Wasteland Doctor and Wasteland Surgeon) provide ways to effectively heal yourself.  Having a higher medical skill is far more useful compared to the vanilla game.  Refer to the included Triage readme for more information, but briefly healing works like this:You are no longer able to apply stimpaks directly to injured limbs, but instead use the triage menu item (under the armor tab) to open the healing options. Essentially there are three healing options::::::: First-Aid- Used without the doctor or surgeon perks or when in combat.- Restores crippled limbs by regaining +5 condition.- Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.:::::: Triage- Used with doctor or surgeon perks when out of combat- The surgeon perk is required to triage chest and head injuries.- Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)- Requires brace / surgical supplies with a chance to recover dependent on your medical skill.:::::: Injured Limb Healing- Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)- Restores injured limbs to full condition- Does NOT require brace / surgical suppliesRadiation.................................................Faster Radiation Gains [credits: XFO]- Radiation accumulated 5x the normal rate- Swiming and wading increases rads even faster- Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.More severe radiation sickness effects [credits: Radiation Revamp]- You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning.- At higher rad levels, you begin to glow with radiation!Primary Needs (by K.Schenk and FritZ_FretZ).................................................FWE features a fully customizable (and disable'able) primary needs mod for hunger, thirst, and sleep.  In addition to controlling how often (and how much) you need to eat, drink, or sleep, the mod also controls how sleeping affects health recovery, and how food and water restores health (or not).When the game loads, the configuration menu will run.  You can also re-access this menu by HOLDING the keypad enter key for a few seconds.  The configuration menu allows you to choose health recovery and food/drink options.  By default, you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs from sleep.  Food provides some mild healing effects, but water provides none.  You'll need to sleep on average 8 hours per day.  The configuration menu allows you to adjust any of these conditions, as well as tweak the "rates" that control how often and how much food, drink, or sleep you need.  Setting these rates to ZERO will effectively disable the primary needs module for those who do not wish to use it.The mod also adds a portable bed roll, a water purifier, and cooking oven, and a portable wonder meat maker.  Refer to the "RI - Primary Needs readme.html" and the "FWE_PN_Addendum_ReadMe.txt" file in the mod readme folder for more details.================================================================================Weapons + Armor--------------------------------------------------------------------------------Classic Fallout Weapons (by War1982).................................................FWE integrates a heavily tweaked version of Classic Fallout Weapons, which adds dozens of new weapons to the game.  New items appear in loot containers, on NPC's, and in vendor lists.  New ammunition types (CRAFT supported) are added to the game.  Notable weapons include the FN FAL, P90, 14mm Pistol, Tommy Gun, and many more.Weapons + Weapon Rebalance [credits: T3T's Weapon Tweaks].................................................Weapons (including Classic Fallout Weapons) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.All weapons are typically more accurate at a given skill level, bearing in mind that with lower weapon skills, you will still be quite in accurate with certain weapons.Projectile Weapons- Properties based more on "real world" physics.- The 10mm round does 20 base damage, and scales up (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.- The critical damage of projectile weapons is 50% the base damage.  Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.- The speed and range of projectile weapons has been tweaked.  Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further.  Pistol rounds are also slower, making them less effective over longer distances.- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature.  Simpler weapons (like a .32 pistol) have higher durability.Energy Weapons- Energy weapons generally do more damage than originally.  Their crit damage and crit chance is higher than projectile weapons.- Laser weapons shoot very far, very fast, very accurately.- Clip sizes for most energy weapons reduced, forcing more reloads.- The durability of energy weapons is significantly reduced to offset their increased power.AP costs for all weapons tweaked.  You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.Missing Unique Weapons added to game, these are hand placed throughout the wasteland [credits: Missing Unique Weapons]Armor Rebalance + Additions.................................................Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].All armors are rebalanced and tweaked to improve the range of valid armor choices [credits: MR Armor Rebalance]- Many armors now weight far less and are well-suited to sneaky types.- Armors increasingly weight more for the amount of protection they provide.Power Armor Revamp [credits: XFO].  Power armor generally weighs more, but has a weight reducing effect (in addition to the strength boost) when equipped.  Makes it more difficult to sneak in power armor.  DR increased slightly.Repairing.................................................The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].- Many weapons and armor are now cross-repairable with logical counterparts.- Schematic-built weapons repairable with original parts- Clothing and leather armor repairable with fabric items and wonderglue- Weapons and metal armors repairable with scrap metal- Wooden stuff repairable with wooden stuff- Wrenches, hammers, and scissors now boost your repair skill if held in your inventory.Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].================================================================================Items, Loot, and Spawning--------------------------------------------------------------------------------Chem, Drugs, Medicine, and Food Overhaul.................................................Over 40 new ingestible items are added to the game, [credits: Better Living Through Chemistry and the FDAMod]- All new items are added to loot and leveled lists, and can be found throughout the wastelands.- New visual effects for many drugs.- Tweaked addiction and withdrawal effects.The duration of most drugs and chems increased to 600 seconds (in game time).Stimpacks now heal over time.  Consuming multiple stimpacks does not let you heal faster, so watch out!Morphine and Ceremonial Herbs (added by FDAMod) now provide an "ignore crippled effect" property, letting you temporarily fight through crippling injuries.All chems and drugs now have weight.  The cost and value of many have been further tweaked.Revamped loot and vendor tables increases the rarity of most drugs, particularly stimpacks. [credits: XFO]"Placed" drugs have not been removed, so there are still some up for grabs but they will not respawn.Some "medicine" type chems are now addictive, including rad-x and radaway.Ammo OVerhaul.................................................Integration of the Weighted Ammo Mod (by AnT01)- Now you can't carry an entire ammo supply dump around with you (changed applied to new ammo types as well)- 0.01 lbs : Darts; BB Ammo; 5mm- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell - 0.05 lbs : 44 Magnum; .308 Caliber; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel; Rail Spikes- 0.10 lbs : Shotgun Shell; Mesmetron Cell- 1.00 lbs : Missile - 3.00 lbs : Mini Nuke- The weight of different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].  Helpful when estimating how much you need to lug around.Miscellaneous Items.................................................The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].Various items of medical equipment now provides a bonus to your medicine skill when contained in your inventory.  These include:- Bonesaw (+3 medicine)- Scalpal (+3 medicine)- Forcepts (+2 medicine)- Tweezers (+2 medicine)Spawning / Respawning.................................................Many containers throughout the game that did not respawn now do, particularly in areas where NPC's are likely to respawn (like camps and hideouts) [credits: Selected Containers Respawn].The gobal respawn timer has been increased to 7 days.  Note: Use Mart's Mutant Mod to control zone and cell respawning.Vendors now respawn independently of the global respawn.  They now respawn every 2.5 days.================================================================================NPC's + Followers--------------------------------------------------------------------------------The health formula for NPC health is the same as for the player character.  Previously, NPC's had a minor health penalty.  Companion / Follower Improvements- Companion stats slightly improved to compensate for the extra challenge [credits: Better Companions].- Companion default weapons now require ammunition- Companions set to essential.- The essential revival timer is set to 90 seconds (from 10).  Once your companions are down n combat, they will likely be out of action for the remainder of the fight.- You can now have multiple companions based on your karma [credits: 0h Followers]Improved Caravans [credits: Caravan's Upgraded]- The trade caravan's now have four unique guards per caravan, armed with a diversity of equipment.- The original mod is modified so carvan's no longer respawn if killed. ================================================================================Immersion + Miscellaneous--------------------------------------------------------------------------------The global timescale changed to 1:5, so that 1 real-life minute equals 5 in-game minutes.  This means that it takes 12 real-life minutes to equal 1 in-game hour, compared to the vanilla setting of 1:30.Integration of FF Interactive Bobbleheads (by Fritz_Fretz), which allows you to move bobbleheads around and adds a portable bobblehead stand that is available for purchase. Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This mod adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower.  New models and great scripting make this a very useful addition..Persistent Skill Books (by Tukka).  Makes it so skill books no longer disappear after reading them.  Now you can build a library with something other than burned books!  This works with the Book Perk mod as well.Integration of Projectile Fix (by jayfoxx)- Changes the mesh and texture for bullets to match the actual caliber/type of round being fired.  Nice effect in the VATS sequences.- Also removes the tracer effect from bullet firing weapons.  Makes it more realistic and harder to tell where from you're being shot.Alternative Power Armor Training (by Gryphon)This mod adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route.  This is essential for starting histories that don't let you follow the normal main quest.  For spoilers, see the "Power Armor Training" readme's.================================================================================Optional Mods--------------------------------------------------------------------------------Other optional mods are stored in the "data\FWE Support\Optional" Mods folder.FO3 Wanderers Edition - Optional No Fast Travel.esp (by Lord_Santa).................................................Disables fast travel.  Love it or hate it, this is a quintessential immersion mod.  With all of the other changes presented thus far, nothing beats having to drag yourself half dead and limping, fresh out of stimpacks, and chased by a horde of wasteland scum back to the safety of some nearby hovel.FO3 Wanderers Edition - Optional Free Play After MQ.esp (by DJ_Kovrik & Zalmoxis).................................................Allows you to continue playing after the main quest is over, provided you lived through the end sequence.  Do not use with Broken Steel.================================================================================Downloadable Content (DLC) Support--------------------------------------------------------------------------------DLC: Operation Anchorage.................................................Rebalanced the wasteland versions of all weapons and armor for consistency with FWE.  Weapons and armors within the simulator were not changed.Modified the stealth suit to be helmet-less and provided a standalone helmet next to it on the shelf. This fix is courtesy of Nairax's Stealth Suit Fixed mod.  Removed the stealth field effect but provided alternative bonuses for wearing the suit.  Added winterized combat armor, and the Chinese dragoon and alloy steel weapons.  They have a higher durability and better accuracy than their normal counterparts.Included a fix for the gauss rifle inspired by Coelomate Gauss Rifle VATS damage fix.DLC: The Pitt.................................................Rebalanced all weapons and armor for consistency with FWE, including power armor properties.Applied location based damage effects to the Trog.Added expanded repair options to the new weapons and armor.  Other minor tweaks.DLC: Broken Steel.................................................Removed the "free play after mainquest" mod from the FWE quest module and made it optional for those not using Broken Steel.Re-applied broken steels companion scripts.  This may cause a conflict with the follower changes incorporated into FWE.  Please let me know if you find specific conflicts.Rebalanced weapons and armor for consistency with FWE.I have not yet played through broken steel so there may be other conflicts left to resolve.================================================================================Fallout Interoperability Program (FOIP)--------------------------------------------------------------------------------Refer to this page for more information: http://www.fallout3nexus.com/downloads/file.php?id=4968This release of FWE contains two additional .esp files for use in conjunction with Mart's Mutant Mod and Weapon Mod Kits.  These files will also be available from the FOIP page.  The compatibility patches implement minor tweaks and changes to resolve conflicts and better balance the experience.Mart's Mutant Mod - FWE Master Release.esp.................................................This patch contains MMM's Zone's Respawn and Increased Spawns.  You can use any of the other optional plugins, but the tougher traders plugin will override portions of Caravans Upgraded that is included in FWE.:::::: WeaponModKits - FWE Master Release.esp.................................................Compatibility patch for the "Weapon Mod Kits" mod changes a few things about the original mod.  You can no longer mod unique weapons.  T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.  The effects of the mod kits have been adjusted, according to the following scheme: Mod kit durability- No increase in durability from installing mod kits.Extended Clip- Doubles capacity (typically)- Value: 25 capsAutoFire- Allows automatic firing (firing rate typically increases, duh)- Increases minimum spread by 20%- Increases spread by 50%- Value: 75 capsLaser Sight- Reduces minimum spread by 25%- Reduces spread by 25%- Action point cost reduced by 15%- Critical chance multiplier increased by 25% (i.e. 1 goes to 1.25)- Value: 50 capsScope- Typically halves your zoom FOV- Reduces minimum spread by 25%- Reduces spread by 25%- Maximum range increased by 50% (note this only effects AI engagement range)- Value: 75 capsSilencer- Reduces base damage by 10%- Increases minimum spread by 20%- Increases spread by 20%- Halves minimum range (affects AI only)- Reduces critical damage by 10%- Doubles the original critical chance multiplier (i.e. 1 goes to 2, bonus from sight added after)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Licensing + Legal Information================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package.  FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.If you have any questions, please contact (PM) me at the Official Bethesda forums (user id: Mezmorelda) or on the Fallout 3 Nexus forums (user id: Peekaboom).%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Changelog================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%:::::: Master Release 1eIncorporated additional fixes from jjgun for the alternate start vault option.  The DLC's and FWE feature scripts will correctly activate AFTER leaving vault 101.Adjusted the conditions on food items for when the primary needs scripts are triggered.   You should now be able to disable hunger using the presets and not "get full" when eating.  Changed the healing and food value for grilled meat/mirelurk/insect food items.  The healing was increased for these food items, and the food value (primary needs) increased so they are more effective as rations.  Compared to non-grilled meats, you will find that grilled meats provide far fewer rads, while stil retaining some healing ability.  They also satisfy hunger better for their weight than non-grilled foods, making them useful as rations.Corrected a problem with stimpacks not healing overtime anymore like they were supposed to.  Stimpacks heal for 6 pts over 5 seconds (30 total), which is of course modified by your medicine skill.Adjusted damage values for non-player usable weapons (robot lasers, turrets, etc.) to be in line with the general weapon rebalance.  This translates into an increase in damage for these weapons.Adjusted strength bonus on power armors, reducing armors that provided +2 strength down to +1.  The carry weight bonuses were adjusted so power armors are still nearly weightless when worn.Increased the cost of radiation and advanced radiation suits to 300 caps and 500 caps respectively.Fixed the object effect name for the Chinese Stealth Suit helmet in the operation Anchorage patch, so it's no longer called the "shady hat."Fixed some minor issues with the UFP support patch.Fixed Moira's radiation quest to remove the 600+ rads glowing / shader effect from the player.:::::: Master Release 1dA number of tweaks + bug fixes are incorporated into this release.  Special thanks go to jjgun for his contribution to this release.  Specific changes include:Fixed (hopefully for good!) the medicine bobblehead issue.  The bobblehead has been returned to the alt start shack if choosing that start.  In addition, if you pick up the medicine bobblehead before the GOAT test in the Vault 101 sequence, it will be on your test next you the rest of your gear during the escape quest.  You need to hold down the "grab key" while picking up the bobblehead (since it's one of the interactive bobbleheads now).  Thanks jjgun!Redesigned the alt start choice at the end of the birth sequence to be a little more streamlined.  Thanks jjgun!Added delays for many of the new feature initialization scripts and the enclave radio until after the escape quest is finished.  This includes the radio annoucements for any of the DLC, as well as triage, sprint mod, bullet time, explosive entires, and ammo weight.  Thanks again jjgun!Fixed some incorrectly populated records in the UFP Support patch (optional).Tweaked the base action points and action points from agility.  The base is increased from 20 to 40 (originally 65), and the multiplier reduced from 10 to 6 (originally 2).  The range of action points is now from 46 to 100, crossing the original game at agility 7+.  :::::: Master Release 1cAdded RGDelta's fixes for alternate start that corrects the hair and baby sound glitches when choosing the alt starts option.Combined the old FWE - FOOK support patch with RGDelta's additional FOOK hot-fix.  This is not by anymeans a comprehensive fix for using FWE with FOOK v1.6, but it might hold everyone over until a more official patch is released when FOOK v 2.0 is released.Corrected a problem with LeadBelly not reducing the rads taken from drinking water.:::::: Master Release 1bMajor Changes.................................................Primary NeedsAdded new functionaliy to the intrgrated primary needs feature to allow the hunger/thirst/sleep requirements to be disabled.  The previous primary needs monitor is changed back to a configuration tool that can activate the config menu.  A new "enable/disable" sub-menu is added allowing you to reset your primary needs status + effects, disable the hunger/thirst/sleep requirements, or re-enable primary needs and restore the default settings.  The config menu can be used even when the needs function is disabled, and the presets for hunger/thirst healing/rad damage, health recovery during sleep, and the well-rested perk remain functional. The PN status monitor is now a new option under the config menu.Alternative Starts The game now begins with the original birth sequence.  At the end of the sequence you are given the choice to continue the normal Vault 101 sequence or start with the alternate start in the shack.Updated support for MMM RC 3.1 via FOIPIncorporated JJgun's Security Bypass Module addendum.  This includes adding XP rewards to sucessful bypass attempts, adding the ability to create and use level 4 bypass modules if you find the 4th schematic, and adding in a chance to break the bypass module even if the bypass is successful.  Minor tweaks the code and functionality as well.Added support for the Unofficial Fallout 3 Patch (UFP) version 1.1.3, including support for DLC's Operation Anchorage and The Pitt.Tweaks.................................................Increased the rate that weapons and armor loose condition.  Still slower than the original game.Adjusted VATS range accuracy factor so shooting over longer distances has a greater effect (increased from 1.4 to 1.6).Reduced the volume of microfusion cells found on some enclave bodies and other loot.Bugs + Glitches.................................................Fixed scripts for PN wondermeat maker and grill not working properly in the MMM FOIP patch.Fixed sniper perk having two perception requirements. :::::: Master Release 1 (MR-1)Released on June 3rd, 2009Refer to the "Prior Changelog" file for information on previous changes to the non-mastered (merged) release of FWE.

User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Fri Nov 27, 2009 7:00 am

I'll start.

Are you waiting for FOOK 2.0/All DLCs/All patches before beefing up compatibility? Because I've loved FWE from day one, but the master release really isn't playing nice with FOOK and WMK and any number of mods right now.

I've also been noticing things out of balance, particularly:
Weapon damage (Automatic weapons destroy all from any range. Try a nearly broken LSW next to a fully WMK pimped hunting rifle, no contest and not very fair for the effort involved pimping said rifle)
Incompatible duplicates in both ammo and repair lists (particularly on CFW). Also weapons that should be WMK compatible not being for some reason.
FOOK added CALIBR ammo not showing as weighted sometimes finding 2 types (FOOK and FWE) of the same ammo.
Companions (Particularly Jericho) being nigh invunerable and laying waste to whole armies before I can fire a shot.
Raiders with almost broken pistols or rifles scoring perfect hits every time from miles away. Is this deliberate for realism? Because it's not fun.

I'd say FWE is the best gameplay addition ever made, and FOOK is the best content addition ever made. Maybe you should leave the content addition to the FOOK crew and focus on making a streamlined and immersive gameplay changer that doesn't beat up all the other mods in the playground? ;)

You've come a long way so far Mez, and I hope you keep doing the right thing!
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Fri Nov 27, 2009 10:11 am

@delamer:

As you can see I implemented all your changes.

After removing RI/PN standalone my Radroach meat gives again +22 Rad (good) and +5 HP (bad), as PN should normally remove HP repleneshing.

My chances to hit with small guns (Skill: 40) using the 10mm Pistol or the BB is straight 95% except for headshots where it randomly varies between 52 and 75 per cent, no matter the distance (but apparently it's way easier to shot a roach in the head than a human). The only factor influencing CTH is visibility of the bodypart.

This all has been tested while still inside the vault.


I short, I'm where I started, everything is pretty screwed and I'd appreciate some help.

Playing with Fake Patch, based on 1.0.0.15. Vanilla works fine, FWE seems to cause all issues.


Here's the new load list. RI/PN standalone are deactivated.

Fallout3.esm
FakePatch_v1.5.0.22c.ESM
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CALIBR.esm
CRAFT.esm
Mart's Mutant Mod.esm
FortFreeway.esm
COMM.esm
FO3 Wanderers Edition - Main File.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Optional No Fast Travel.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
BossMonsterAddonV3.esp
Stealthboy Recon Armor - CRAFT.esp
SeducingWomen.esp
Perks - Sniper and Slayer - Broken Steel.esp
SuperDuperMart.esp
Megaton Tweaks - Snipers Edition.esp
Megaton Tweaks 1.28.esp
MegatonHouseExtraStorage.esp
atomsglow.esp
Remove That Glove.esp
ScrapCavenger.esp
Regulators Ride Again!.esp
D.C. Confidential.esp
Cliff's_Sellable_Body_Parts.esp
Dree Perks.esp
Item Descriptions Img.esp
Special Forces Vault 1.2.esp
Ghouls Cohabitate.esp
rockville.esp
Broadway_cinema.esp
Rivet City Underworks 1.1.esp
VulturesRest.esp
SuperDuperBasemant.esp
Path_of_the_Gunslinger.esp
IR smart.esp
PowerArmorTraining.esp
ghoulification.esp
We Jazz.esp
Treasure Maps_Secrets of the Wasteland.esp
Karma Perks.esp
NCHiddenSKillChecks.esp
Rivet City Realignment.esp
Targeting System.esp
HackingMessage.esp
RemapWaterType.esp
BlackWolf Backpack.esp
Black Wolf Gear.esp
HolsterMod.esp
holsterSpeed.esp
The Road Climate.esp
UPP - Pack 1.esp
UPP - Original Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
UPP - Pack 2.esp
Bamul's Perk Pack.esp
Barkskin.esp
XFO_Immersion_nomsgs_empty.esp
XFO_Timescale_med.esp
XFO_misc_tweaks.esp
XFO_Pacing_Extra_Levels.esp
XFO_Perk_paths.esp
XFO_Playstyles.esp
T3T_OutcastTechSupport.esp
T3T_CombatArmorSleeves.esp
T3T_AT_AnchorageCompanion.esp
T3T_AT_BrokenSteelCompanion.esp
T3T_AT_ThePittCompanion.esp
WastelandMastery.esp
CRAFT - Activation Perk.esp
Combat Enhanced-Tactics.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Ballistics-FO3WandersEdition(MR1)-MoreRealism.esp
AbnersDrugDen.esp
MrLabTechnician.esp
Inebriation-FOSE.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - 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 - Natural Selection.esp
Mart's Mutant Mod - Broken Steel.esp
Mart's Mutant Mod - Added Animal Friends.esp
Mart's Mutant Mod - FWE Master Release.esp

Total active plugins: 97
Total plugins: 109
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Fri Nov 27, 2009 12:12 am

@delamer:
As you can see I implemented all your changes.
After removing RI/PN standalone my Radroach meat gives again +22 Rad (good) and +5 HP (bad), as PN should normally remove HP repleneshing.

Config tool? Do you try to change hunger effect?
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Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Fri Nov 27, 2009 7:47 am

Config tool? Do you try to change hunger effect?


Please explain yourself :)

Got it. Do I have to do that first once I'm out off the vault so that the changes will take place? I'll check it out.

Any ideas on the VATS issue?
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Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Fri Nov 27, 2009 5:17 am

I'll start.

Are you waiting for FOOK 2.0/All DLCs/All patches before beefing up compatibility? Because I've loved FWE from day one, but the master release really isn't playing nice with FOOK and WMK and any number of mods right now.

I've also been noticing things out of balance, particularly:
Weapon damage (Automatic weapons destroy all from any range. Try a nearly broken LSW next to a fully WMK pimped hunting rifle, no contest and not very fair for the effort involved pimping said rifle)
Incompatible duplicates in both ammo and repair lists (particularly on CFW). Also weapons that should be WMK compatible not being for some reason.
FOOK added CALIBR ammo not showing as weighted sometimes finding 2 types (FOOK and FWE) of the same ammo.
Companions (Particularly Jericho) being nigh invunerable and laying waste to whole armies before I can fire a shot.
Raiders with almost broken pistols or rifles scoring perfect hits every time from miles away. Is this deliberate for realism? Because it's not fun.

I'd say FWE is the best gameplay addition ever made, and FOOK is the best content addition ever made. Maybe you should leave the content addition to the FOOK crew and focus on making a streamlined and immersive gameplay changer that doesn't beat up all the other mods in the playground? ;)

You've come a long way so far Mez, and I hope you keep doing the right thing!


Hopefully all of these things will be addressed, especially the part about FOOK compatibility. I like a lot of the FOOK changes, but I'd honestly wish they would just stick to adding new weapons and armor and leave the rest to FWE for gameplay enhancement.

About raiders being able to snipe with broken equipment - this mod actually addresses that to some extent and significantly improves enemy and NPC A.I. during combat. It works very well with FWE because it simply changes A.I. Maybe this can eventually be incorporated into FWE, because it really does spice up combat a good bit.

http://www.fallout3nexus.com/downloads/file.php?id=6492
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Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Fri Nov 27, 2009 6:48 am

id go one stage further and recommend taylorsd's latest edition simply called combat enhanced - package which build upon his previous efforts with plus more
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Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Fri Nov 27, 2009 1:22 am

Hey!

@postnukehermes - please update your post using "codebox" tags to reduce the scrolling :)

This is a continuation of an issue from the previous thread. Basically, my PN doesn't initialise. I don't have any of the DLCs, and I updated to the latest version. I tried making a clean save, but that didn't help either.

I did, however, try to make a new char, with an alternate start (the other one did the vault thing). On this new char, PN works as intended, without any issues.

I don't know if this matters, but I can't hear the Enclave radio anywhere in the world so far (only walked around Megaton, did Minefield - new char stuff). Also, NPCs report that GNR has signal issues, but instead of getting static, it completely turns off in most areas (this might be something FWE does that I'm not aware).

At any rate - what do you suggest I do about the food thing?

Here's my load order, in case anything pops out:

Fallout3.esmCALIBR.esmCRAFT.esmFOOK.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmCRAFT - Workbench and Crafting Expansion combined.espUnofficial Fallout 3 Patch.espDarNifiedUIF3.espDUIF3Extras.espCASM.espSniperZooming.espNuka Cola Refill Stations.espQuantumPipeV2.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Bobblehead Edition.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espMoreMapMarkers.espGalaxyNewsRadio40[M].espCRAFT - Activation Perk.espMrSlackPants-DecentPipBoyLight.espTrailerCamp.espArefu Player House.espbus.espBusInWilderness.espHighway Hideout.espMy House.esppotomac home.espBerettaM92.espShoulder PAD.espCALIBR Ammo Schematics - CRAFT.espjmschematics - CRAFT.espDXWastelandWorkshopV2.1.espFOOK.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Reduced Armor Boni.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Beverage Perks.espUPP  - Quest Perks.espFO3 Wanderers Edition - Optional Free Play After MQ.espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - FOOK Support.espFO3 Wanderers Edition - UFP Support.espWeaponModKits.espWeaponModKits - FOOK.espWeaponModKits - FWE Master Release.espMrSlackPants-NightVisionGogglesShades.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FOOK.espMart's Mutant Mod - FWE Master Release.espEnhanced Weather - Rain and Snow in Fallout.esp


Cheers!

cc
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Fri Nov 27, 2009 3:05 am

I'll start.

Are you waiting for FOOK 2.0/All DLCs/All patches before beefing up compatibility? Because I've loved FWE from day one, but the master release really isn't playing nice with FOOK and WMK and any number of mods right now.

I've also been noticing things out of balance, particularly:
1) Weapon damage (Automatic weapons destroy all from any range. Try a nearly broken LSW next to a fully WMK pimped hunting rifle, no contest and not very fair for the effort involved pimping said rifle)
2) Incompatible duplicates in both ammo and repair lists (particularly on CFW). Also weapons that should be WMK compatible not being for some reason.
3) FOOK added CALIBR ammo not showing as weighted sometimes finding 2 types (FOOK and FWE) of the same ammo.
4) Companions (Particularly Jericho) being nigh invunerable and laying waste to whole armies before I can fire a shot.
5) Raiders with almost broken pistols or rifles scoring perfect hits every time from miles away. Is this deliberate for realism? Because it's not fun.

I'd say FWE is the best gameplay addition ever made, and FOOK is the best content addition ever made. Maybe you should leave the content addition to the FOOK crew and focus on making a streamlined and immersive gameplay changer that doesn't beat up all the other mods in the playground? ;)

You've come a long way so far Mez, and I hope you keep doing the right thing!


Thanks for this feedback . . . I really appreciate it. The conundrum I often find myself in is not enough time to playtest everything and develop FWE as well, so I really rely on these comments to focus my energies. In reply:

1) It sounds like auto's need some tweaking. I'm thinking of doing a slight damage reduction, reduce the accuracy slightly, and also increase the cost of ammo. Assault rifles SHOULD be deadly, but they should also not to be too easy to use and abundant.

2) You mean between FOOK + FWE? That's odd given that they both use CALIBR, I can look into it.

3) same as above

4) I'm wondering why this is the case. I haven't touched the companion's since before the master release. I've heard that broken steel (or maybe point lookout) has changed some of the damage formulas, which might be to blame. I don't why companions are handled any differently.

5) I'm not sure what controls this. Are you certain that they are perfect hits ALL the time? A bullet to the players head at low levels or with low DR is pretty much an insta-kill, so if you have half a dozen raiders with pistols shooting at you, some are bound to hit.

Anyway, Neesh, what version of FO3 are you running?

Thanks,
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Fri Nov 27, 2009 12:58 am

I just did a "combat" test running through super duper mart with a level 5 char. I did this run both with and without Jerico as a companion. With MMM's increased spawns I'm guessing there were about 12 raiders in the first wave, then about 6 or 7 in the second wave. Some observations:

1) Raiders did not seem overly accurate. I was getting hit by their fire, but it was never 100% insta kill or overly redicuous as described.
2) When using VATS, I tried the victory rifle, assault rifle, SMG, 14mm pistol, laser rifle, and combat shotgun. With a range of VATS hit %'s, everything seemed to behaving normally. I did hit someone once in the head when I only had like 5% hit chance, but that was only once.
3) Jericho did not appear over powered at all. He burned through ammo, died once on the first attack, and almost died at least two other times. He was not an unstopable machine as reported by others.

I really don't know what's causing these rediculous accuracy issues for some people and not others. I'm actually running fallout 3 patch 1.4 of all things at the moment . . . I don't know if that has anything to do with it. I'm upgrading to 1.6 and I'll try the runs again to see if that makes any difference.

EDIT:

Upgraded to 1.6 - Replayed through super duper mart with Jericho. I didn't notice any difference in how things functioned.
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Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Fri Nov 27, 2009 9:07 am

Adding to what Nessh wrote above.

I've had the experience of getting a silencer on a baretta. Removing that silencer at a work bench then attaching it to another weapon. After some time changing my mind removing it from the other weapon (some super fancy 10mm gun that couldnt hit for nothing) and trying to reapply it to the baretta and being told that it is not a compatible weapon.

Also with a 44 magnum that I found scoped - if I added a silncer to it - it would automatically remove the scope. Not sure if that is normal.

[edit]
As for accuracy I cant say as I use a mod that increases accuracy and removed vats (don't like vats).

[edit 2]

You know what - never mind me - I'm still using the old version 5.0 - sorry, forgot that in my zeal to post. Duh, sorry not appropriate to post about old version.I need to get with the program and start a new character so that I can catch up (but then again I like my current character) - oh the dilemma.
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Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Thu Nov 26, 2009 11:56 pm

Good day to all
Adding to what Nessh wrote above.

I've had the experience of getting a silencer on a baretta. Removing that silencer at a work bench then attaching it to another weapon. After some time changing my mind removing it from the other weapon (some super fancy 10mm gun that couldnt hit for nothing) and trying to reapply it to the baretta and being told that it is not a compatible weapon.

Also with a 44 magnum that I found scoped - if I added a silncer to it - it would automatically remove the scope. Not sure if that is normal.

[edit]

This is errors in the aaaSI... and aaaSC... lists in the WMK-FWE CP.
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Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Fri Nov 27, 2009 4:06 am

Im completely new to fallout 3 modding, when it comes to oblivion I had no problems getting a fcom setup running with no problems. However, if I check this mod in my order it just starts up to a black screen and instantly crashes.

Fallout3.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
RobCo Certified.esp
DarNifiedUIF3.esp
WeaponModKits.esp
Wasteland Whisperer.esp
Mart's Mutant Mod.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 - Natural Selection.esp

Total active plugins: 12
Total plugins: 26

I have the most recent fallout patch 1.6.
Installed FOSE
Installed FOMM
Pretty much have everything required to use this mod so I'm completely stumped as to why I cannot start the game when it is checked in fomm. Is my load order wrong or?
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April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Fri Nov 27, 2009 10:44 am

aren't you missing the critical stuff FWE requires ie. CALIBR and CRAFT?
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Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Fri Nov 27, 2009 12:32 am

1) It sounds like auto's need some tweaking. I'm thinking of doing a slight damage reduction, reduce the accuracy slightly, and also increase the cost of ammo. Assault rifles SHOULD be deadly, but they should also not to be too easy to use and abundant.

5) I'm not sure what controls this. Are you certain that they are perfect hits ALL the time? A bullet to the players head at low levels or with low DR is pretty much an insta-kill, so if you have half a dozen raiders with pistols shooting at you, some are bound to hit.


I'll chip in my experiences relating to these two. I'm running Fallout 3 official patch 1.6, FWE, and all four DLCs with their associated FWE .esp's. (Also MMM, WMK, and the other recommended mods in the FWE readme, though not FOOK.) I also run on Very Hard at all times, unless I absolutely have to knock it down to get past something, so I'm presumably doing half damage while all enemies are doing double damage.

Assault rifles really do feel incredibly powerful, especially compared to other, similar weapons. I can mow down people with only a couple of shots with my assault rifle (Chinese Dragoon Assault Rifle, from the Operation Anchorage reward stash), while I can pop them in the face at nearly point-blank with an H&K CAWS and they'll only lose about 30% HP - even though the CAWS advertises a damage that's almost three times as high as the assault rifle's. I've also tried using a standard Hunting Rifle repaired to good (> 70%) condition, and I swear it performs worse at all ranges than your basic 10mm Pistol - both in VATS and out.

As far as being shot at, assault rifles are incredibly dangerous - there was one particular enemy called Defender of the Raid that was near some busted up traincars who was using a basic assault rifle and he'd routinely peg me in the head for instant death from a pretty fair distance away. I'm wearing the Winterized Power Armor and Power Helmet for a total of 55 DR and I've got 210 HP. But then again, I play on Very Hard which means he's doing double damage already, and quadruple damage for a headshot, so I'm not surprised I'm dying in one hit - but this is routine, not somewhat uncommon. I had my minefield set up to deal with his melee-using buddies (and there were a lot of the little [censored]) and I'd chuck a couple frag grenades in there to get their attention and back off behind cover to wait with my AR out... and he'd run out and immediately pop me in the head, every single time. I eventually set the game to Very Easy and went in there and cut his head off with my shishkebab (which basically felt like cheating, but whatever) expecting him to be using some kind of special or unique weapon given his apparent unique-enemy status... but it was a normal assault rifle, and not even in good condition.

I've also noticed that Super Mutants are pretty accurate with their rifles at long ranges, though I don't believe I've ever been instantly killed. I've certainly been crippled before figuring out where they're coming from, though... I might turn bullet tracers back on simply because I'm having trouble finding them before they've damn near killed me even with 8 Perception. But, again, never any kind of insta-kill headshots from 30 miles away, though.

Assault rifles could maybe use a small toning down in the power department, but I think ammo for them is reasonably rare and/or expensive that that part is okay. With only 20 Barter skill (can't afford to put points into it yet, heh), most of my 5.56mm ammo comes from scavenging, since traders are charging me about 12-15 caps per round if I buy it.

Something else I was curious about - the Gauss Rifle seems incredibly accurate, while the Sniper Rifle really doesn't. My Energy Weapons skill is only 30, while my Small Guns is 71, and I can hit my targets more reliably with the Gauss Rifle than with the Sniper Rifle, assuming both are scoped in. That seems a little odd, though it sure was useful for handling Operation Anchorage.

EDIT: I've also found what apparently are two melee weapons, one named Heroin Overdose, the other Thorazine Overdose. Equipped, they look like rusty nails. I haven't tried using them as melee weapons and have them stashed in my Megaton house since they aren't worth much (about 20 caps apiece), but I was curious as to if they're actually used for anything, or are even intentional. Seems weird to use a rusty nail named after some kind of drug overdose (which are ironically apparently stronger than a kitchen knife) as a weapon.
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Fri Nov 27, 2009 12:33 pm

Im completely new to fallout 3 modding, when it comes to oblivion I had no problems getting a fcom setup running with no problems. However, if I check this mod in my order it just starts up to a black screen and instantly crashes.

Fallout3.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
RobCo Certified.esp
DarNifiedUIF3.esp
WeaponModKits.esp
Wasteland Whisperer.esp
Mart's Mutant Mod.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 - Natural Selection.esp

Total active plugins: 12
Total plugins: 26

I have the most recent fallout patch 1.6.
Installed FOSE
Installed FOMM
Pretty much have everything required to use this mod so I'm completely stumped as to why I cannot start the game when it is checked in fomm. Is my load order wrong or?



aren't you missing the critical stuff FWE requires ie. CALIBR and CRAFT?


That, and you're missing the compatibility patches for WMK and MMM - get them http://www.fallout3nexus.com/downloads/file.php?id=4968. You'll need MMM for FWE master and WMK for FWE master.

And, I'm not 100% about this, but isn't Wasteland Whisperer included in FWE?

Cheers!

cc
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Fri Nov 27, 2009 10:53 am

And, I'm not 100% about this, but isn't Wasteland Whisperer included in FWE?

As I know- no, but it is supported by FWE, Robco sertified- too
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Fri Nov 27, 2009 1:14 am

Upgraded to 1.6 - Replayed through super duper mart with Jericho. I didn't notice any difference in how things functioned.


I have no idea why it's not happening with your game. In mine, Jericho and dogmeat are absolutely ridiculous. I'm not entirely sure what could be causing it, maybe something to do with better caravans and companions, a mod that is suppose to be integrated into FWE. As far as I can tell, I don't have anything that directly affects companions like this. As far as accuracy is concerned, I've been experiencing some of what Pizzashark has. The hunting rifle for whatever reason just isn't very accurate, and neither is the sniper rifle, while assault rifles are a bit over the top.

this is my list:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmHairPack.esmCALIBR.esmCRAFT.esmFOOK.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmRoadWardens.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Operation Anchorage.espDarNifiedUIF3.espDUIF3Extras.espCASM.espCentered 3P Cam.espSniperZooming.espdD-Less Blood Time, Larger Blood.espCaravan Tracking.espGalaxyNewsRadio100[M].espExistence2.0.espRivet City Underworks 1.1.espQuantumPipeV2.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espBriannaCompanion.espLucyWestCompanion.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espMercDuster.espcamouflage uniform.espEcho_BatteryCharger.espTargeting System.espkikaiEquipment.espDCInteriors_Georgtown.espMegatonBasemant.espCRAFT - Activation Perk.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.espFOOK.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Reduced Armor Boni.espFOOK - Anchorage.espFOOK - Anchorage hotfix.espFOOK - The Pitt.espFOOK - Broken Steel.espFOOK - Point Lookout.espMyFOOK - The Pitt Ammo Press.espMyFOOK - Default Ammo Sorting.esppsychoelfs FOOK ammo casting.espUPP - Pack 1.espUPP - Experience Perks.espFO3 Wanderers Edition - FOOK Support.espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espMighty Mouse Alternative 2.espRobCo Certified.espWasteland Whisperer.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FOOK.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Broken Steel.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - FOOK.espMart's Mutant Mod - FWE Master Release.espSlower Levelling - extremely slow.espFollowersHire.espRoadWardens.espRoadWardensMMM.espBallistics-ALL-LessTracers.espTossedMines.espCombatEnhanced-Package v02.espTheOutbreak - WMS Vanilla Combo Pack - C12H.espEnhanced Weather - Rain and Snow in Fallout.esppip60.espFOV 90.espmerged 1.espTotal active plugins: 94Total plugins: 136

User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Thu Nov 26, 2009 9:40 pm

I have no idea why it's not happening with your game. In mine, Jericho and dogmeat are absolutely ridiculous. I'm not entirely sure what could be causing it, maybe something to do with better caravans and companions, a mod that is suppose to be integrated into FWE. As far as I can tell, I don't have anything that directly affects companions like this. As far as accuracy is concerned, I've been experiencing some of what Pizzashark has. The hunting rifle for whatever reason just isn't very accurate, and neither is the sniper rifle, while assault rifles are a bit over the top.

this is my list:

WeaponModKits - FOOK.esp ;)
Fook weaponry inflict much less damage than weapons from FWE
You load WeaponModKits - FOOK.esp last, so all common fook/fwe weapons have FOOKed damage.
Take a look to this plugin in FO3EDIT. It contain not only formID lists, but all moddable weapons and leveled lists too.
In my game Dogmeat was dead when I found him- killed by raiders in the Scrapyard
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Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Fri Nov 27, 2009 5:56 am

The last Update (I just replaced the ESPs) resetted the DK bullet time mod , and thus broke the 2 related Perks. :(

[...]EDIT: I've also found what apparently are two melee weapons, one named Heroin Overdose, the other Thorazine Overdose. Equipped, they look like rusty nails. I haven't tried using them as melee weapons and have them stashed in my Megaton house since they aren't worth much (about 20 caps apiece), but I was curious as to if they're actually used for anything, or are even intentional. Seems weird to use a rusty nail named after some kind of drug overdose (which are ironically apparently stronger than a kitchen knife) as a weapon.

They are not rusty nails but syringes. They are one shot only but are worth a nice OD. They are pretty rare, but try to grab some empty syringe and you'll open up a menu where you can fill them with drugs you carry.

It's an interesting alternative way to deal with Raiders :hehe:

EDIT:
Oh Bug happening really often before the update (haven't checked with the update):
Corpses that can't be looted. I'm pretty sure they are always creatures I kill while in slow mo. Zoning fix the issue.
Plus other NPCs tend to act as if the dead creature was still alive (BoS/Outcast shooting like mad at the dead super mutant and stuck in combat mode even if the zone is clear for example)
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Fri Nov 27, 2009 6:44 am

Hello all,

Just a heads up -- MMM users the new http://www.gamesas.com/bgsforums/index.php?showtopic=1012590 is out.

With this, updated FOIP packages -- this adds support for FWE 5.0 and FWE Master Release 1e, pickup at the http://www.fallout3nexus.com/downloads/file.php?id=4968.

Also:
I've seen some people confused over what FOIP plugin to use if using MMM, FWE and FOOK, since there's no longer a 'MMM - FWE + FOOK' plugin for the Master Release in the MMM FOIP package.

The answer is: You don't need one. With FWE moving to a master format, all you need are FWE's FOOK plugin and MMM's FOOK plugin loaded along with the MMM - FWE Master Release plugin. Aka:
[masters - FOOK, FWE, MMM]
...
FOOK plugins
...
FWE plugins
FWE - FOOK support

...
MMM plugins
MMM - FOOK support
MMM - FWE Master Release

User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Fri Nov 27, 2009 5:48 am

WeaponModKits - FOOK.esp ;)
Fook weaponry inflict much less damage than weapons from FWE
You load WeaponModKits - FOOK.esp last, so all common fook/fwe weapons have FOOKed damage.
Take a look to this plugin in FO3EDIT. It contain not only formID lists, but all moddable weapons and leveled lists too.
In my game Dogmeat was dead when I found him- killed by raiders in the Scrapyard


So should it look more like this? Thanks for help...I appreciate it

WeaponModKits.esp
WeaponModKits - FOOK.esp
WeaponModKits - FWE Master Release.esp

quick edit: omg MMM 4.0....tis good day! Thanks Martigen!
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Fri Nov 27, 2009 12:33 am

I have no idea why it's not happening with your game. In mine, Jericho and dogmeat are absolutely ridiculous. I'm not entirely sure what could be causing it, maybe something to do with better caravans and companions, a mod that is suppose to be integrated into FWE. As far as I can tell, I don't have anything that directly affects companions like this. As far as accuracy is concerned, I've been experiencing some of what Pizzashark has. The hunting rifle for whatever reason just isn't very accurate, and neither is the sniper rifle, while assault rifles are a bit over the top.


My assault rifle is more accurate than my sniper rifle at all ranges, firing fully automatic. Not particularly realistic :)

EDIT: I don't use FOOK, but that looks correct Riddley. If I recall correctly, the FOIP thread said that whatever is loaded last is considered to be the most current by the game engine, so with that load order, it would load the FWE stuff last, meaning you'd be using FWE stats and such instead of FOOK stats and stuff.
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^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Fri Nov 27, 2009 1:20 pm

I have no idea why it's not happening with your game. In mine, Jericho and dogmeat are absolutely ridiculous. I'm not entirely sure what could be causing it, maybe something to do with better caravans and companions, a mod that is suppose to be integrated into FWE. As far as I can tell, I don't have anything that directly affects companions like this. As far as accuracy is concerned, I've been experiencing some of what Pizzashark has. The hunting rifle for whatever reason just isn't very accurate, and neither is the sniper rifle, while assault rifles are a bit over the top.

this is my list:


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
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Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Fri Nov 27, 2009 8:15 am

That, and you're missing the compatibility patches for WMK and MMM - get them http://www.fallout3nexus.com/downloads/file.php?id=4968. You'll need MMM for FWE master and WMK for FWE master.

And, I'm not 100% about this, but isn't Wasteland Whisperer included in FWE?

Cheers!

cc

EDIT: Nevermind, I didn't download all of calibr's components, it boots up fine now.

Hm I downloaded calibr and craft and the compatibility patches but I still have the same problem, it boots up to a black screen and crashes

Fallout3.esm
CALIBR Level Lists.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
CRAFT - Activation Perk.esp
RobCo Certified.esp
DarNifiedUIF3.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
CALIBR Compatibility Project.esp
Wasteland Whisperer.esp
Stealthboy Recon Armor - CRAFT.esp
Mart's Mutant Mod.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 - Natural Selection.esp
Mart's Mutant Mod - FWE.esp

Total active plugins: 19
Total plugins: 35
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Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

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