FWE - FO3 Wanderers Edition #11

Post » Sat Dec 05, 2009 10:24 am

Item codes for AddItem are the form ID's: 030629F0 for CAWS, 03003D4F for Pancor, 0300E3C2 for Shotgun. The first 2 digits (ie "03") may need to be changed depending on how many plugins you're using. My tip is to type "tgm" in the console to Toggle God Mode. Then you don't have to worry about reloading or dying while you're testing things.
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Lew.p
 
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Post » Sat Dec 05, 2009 6:33 pm

Item codes for AddItem are the form ID's: 030629F0 for CAWS, 03003D4F for Pancor, 0300E3C2 for Shotgun. The first 2 digits (ie "03") may need to be changed depending on how many plugins you're using. My tip is to type "tgm" in the console to Toggle God Mode. Then you don't have to worry about reloading or dying while you're testing things.


Thanks

I've been tweaking the shotguns a bit here and there for FWE. Just for testing purposes, can someone test out this patch and see if they feel underpowered/overpowered etc,. The sawed-off and regular shotgun feel pretty good now, but I'm not sure about the others. The earlier level shotguns are a bit easier to balance because of the limited clip size, but the combat shotgun is trickier. Regardless, the tweaks make the shotguns very reliable in close quarters combat (although there is occasionally some random damage from the projectile spread)

Thanks for help...

http://rapidshare.com/files/259734762/RDD_FWE_Shotguns.zip.html
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JLG
 
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Post » Sat Dec 05, 2009 7:25 am

This "assault rifle too strong" problem seems as if it applies to all automatic weapons. The higher base damage, combined with a fast rate of fire, DOES make armor "useless" and does way too much damage.

And yes, combat does seem a little black and white, either you never get shot and kill them all, or you get shot once and die. Other than that it's a great mod, eliminates the "can destroy everything by mashing stimpack key and swinging shishkebab" gameplay.

I play with primary needs off and end-str healing, but i keep 400 rads so limbs regen too :P.
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Jessie Rae Brouillette
 
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Post » Sat Dec 05, 2009 9:46 am

This "assault rifle too strong" problem seems as if it applies to all automatic weapons. The higher base damage, combined with a fast rate of fire, DOES make armor "useless" and does way too much damage.

And yes, combat does seem a little black and white, either you never get shot and kill them all, or you get shot once and die. Other than that it's a great mod, eliminates the "can destroy everything by mashing stimpack key and swinging shishkebab" gameplay.

I play with primary needs off and end-str healing, but i keep 400 rads so limbs regen too :P.


I've never actually used that perk (and, with Moira's quest perk, does it even serve a purpose?) simply because it seems like finding an adequate source of radiation (i.e. water) would be difficult unless you're outside and near water, and the radiation sickness debuffs are too strong to keep around forever. Just seems simpler to get 60 Medicine and get the Wasteland Doctor and Wasteland Surgeon perks instead :-/

A possible solution to automatic weapons being deemed too powerful would be to have them cause less damage per bullet than semi-automatic weapons, but then you might run into issues of where highly armored enemies can't be hurt by them at all. Then again, FWE introduces many new weapons, so within all those new weapons I'm sure there's somewhere where you could add a couple of weapons for each combat skill that would do enough damage to partially bypass heavy armor.
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Lily Evans
 
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Post » Sat Dec 05, 2009 4:48 pm

I meant I have Moira's quest perk, so I stay above 400 rads.

I was going to go through FO3edit to lower the dmg but....it'd take a looong time to do that.



Hmm, may'b using vanilla dmg isn't so bad? I mean, I can't stimpack mash like vanilla, and I can't find as many, my skill points are less so I'm not a master of all trades.

The only imbalance I see with using vanilla values is that when you get power armor you become too much of a tank anyway.


Mayb Mes will change the auto weapon dmg later, dunno.
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Red Sauce
 
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Post » Sat Dec 05, 2009 11:17 am

I seem to be having a bit of an issue with Primary Needs... the config tool has done a disappearing act for one of my characters. Interestingly, my other characters still have it, so I'm sure the mod is still working in general, it just seems to have broken for this one character. Any tips on how to get it back and get PN up and running again? :)
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Joey Bel
 
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Post » Sat Dec 05, 2009 5:43 pm

Mayb Mes will change the auto weapon dmg later, dunno.


Naaa, I put him into a coma with the write-up from my mod (lol).

I too found the assault rifle to be very strong and the CAWS to be completely random in it's take-down power (but still lots of fun!). A little balancing wouldn't hurt, but I recall Mez saying there was a bug in the assualt/chinese assult rilfes that would be fixed in the next release.

M
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Mashystar
 
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Post » Sat Dec 05, 2009 6:54 pm

I seem to be having a bit of an issue with Primary Needs... the config tool has done a disappearing act for one of my characters. Interestingly, my other characters still have it, so I'm sure the mod is still working in general, it just seems to have broken for this one character. Any tips on how to get it back and get PN up and running again? :)

Do you try to use hotkey? Press ENTER- will menu pop-up?
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Kelly Upshall
 
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Post » Sat Dec 05, 2009 6:01 am

No luck with the hotkey, nope. It is like PN stopped working entirely for one character only, while the rest are fine. Oddness!
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brandon frier
 
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Post » Sat Dec 05, 2009 11:49 am

No luck with the hotkey, nope. It is like PN stopped working entirely for one character only, while the rest are fine. Oddness!


Try typing in these console commands:

StopQuest RIHTSConfigQuestResetQuest RIHTSConfigQuestStartQuest RIHTSConfigQuestStopQuest RIHTSMainQuestResetQuest RIHTSMainQuestStartQuest RIHTSMainQuest


That should reset both the main quest and the config tool quests. If they don't seem to work, try reloading and running the bottom 3 commands first.
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Charlie Sarson
 
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Post » Sat Dec 05, 2009 10:51 am

Nothing seems to happen with those commands either way. Should I be getting some sort of feedback in the console when I enter them? I get nothing either in the console or relating to the quest or config pop ups.

Sorry for all the questions!
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Liv Staff
 
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Post » Sat Dec 05, 2009 7:12 pm

After entering each line of text, exit the console, wait a few seconds, and then re-enter the console and enter the next line of text. I don't know if scripts actually process when you're in the console. Doing all of that should completely reinitalize primary needs from the beginning. I don't know why it wouldn't work. And you'd see these initialization messages. You won't see anything in the console after typig the commands.
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Lalla Vu
 
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Post » Sat Dec 05, 2009 11:23 am

At stop and restart you shouldn't get any feedback, but I imagine StartQuest should do something noticeable.
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Frank Firefly
 
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Post » Sat Dec 05, 2009 8:11 pm

Hmm, I'm stumped! Just followed your instructions again completely. I get absolutely no response from any of the lines of input. Tried the config quest bits before the main quest bits, and vice versa, with and without a reload of the game inbetween. Still nothing at all outside of the console, even after giving it a few minutes following the startquest input.

Edit: OK, after deactivating FWE, making a couple of fresh saved games with that character, and then reactivating FWE, the usual pop-ups appear, and the correct stuff gets added to my inventory and notes, etc. However, PN still failed to show up at first. After entering the above instructions again though, I could get the PN config tool to be added and the config window to appear. Making progress - thanks for the help so far! No matter what I try, though, I can't get the PN quest to show up.
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Cheville Thompson
 
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Post » Sat Dec 05, 2009 8:07 pm

Try this also
StopQuest RIHTSConfigQuest
StopQuest RIHTSMainQuest
StopQuest RIHTSConfigQuest
Leave console
StartQuest RIHTSConfigQuest
StartQuest RIHTSMainQuest
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Horse gal smithe
 
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Post » Sat Dec 05, 2009 10:37 am

Aha! That seems to have done the trick! Thanks for the help guys. :)
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john page
 
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Post » Sat Dec 05, 2009 4:13 pm

Mezmorelda, I make some experiments and have good results with install/uninstall RIHTS
Seems to me, it is not easy to stop quest, if it have attribute Start Enabled.
If you interested, tomorrow I can give plugin, which will make process of restarting RIHTS easier
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Eve(G)
 
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Post » Sat Dec 05, 2009 7:41 pm

Good evening,

Firstly, your mod gets better and better and even thou VATS is still messed up (blame Beth...), it's good fun thanks to BT.

Anyway, I found that my XP count is behaving funny, randomly adding hundreds if not thousands of XP, leveling me up, then jumping back to the previous level. Any idea why that is? FWE thing I overlooked?

One additional minor question: How can I make the game time go faster? Thou PN food/ drink works fairly well, I've been fighting my way up to level 8 now without having slept more than 4 hours in game. PN sleep is activated, but it really doesn't seem to matter.

Thanks.
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Lisha Boo
 
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Post » Sat Dec 05, 2009 12:12 pm

Sorry, doublepost.
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lucy chadwick
 
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Post » Sat Dec 05, 2009 9:52 am

Anyway, I found that my XP count is behaving funny, randomly adding hundreds if not thousands of XP, leveling me up, then jumping back to the previous level. Any idea why that is? FWE thing I overlooked?

If you use XFO_pacing_extra_levels.esp- that's it.
One additional minor question: How can I make the game time go faster? Thou PN food/ drink works fairly well, I've been fighting my way up to level 8 now without having slept more than 4 hours in game. PN sleep is activated, but it really doesn't seem to matter.

You can use console command
set timescale to X
where X- desired scale.
Default is 30
FWE set it to 5
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Ice Fire
 
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Post » Sat Dec 05, 2009 8:33 pm

Is it possible to create multiple ammunition types for a single weapon? I recall the original games possessing multiple ammo types (for example, both Jacketed Hollow Point and Armor Piercing rounds were available in the 10mm format) with each type altering the effectiveness of the guns they were used in (for example, JHP was ostensibly poor against armored targets while AP was bad for unarmored targets, though in practice AP was just plain inferior), which might be an elegant solution for power armored enemies being perceived as too vulnerable to small guns - just switch to armor piercing rounds for the metal monstrosities and use your normal JHP or FMJ rounds for everything else!

It doesn't seem like FO3 has that kind of ability to allow multiple ammo types, though. Just a thought.

EDIT: Something about my previous game I forgot to mention. I forget which NPC I spoke to for it, but at one point I received a copy of Paradise Lost, which was filed under Aid in my inventory. "Using" the book produced Lying, Congressional Style books, and apparently it could produce an unlimited amount - I completely maxed out the associated book perk and could still apparently create more of those books at will. I want to say an NPC in Rivet City is where I got it from, but I can't be sure.

I'll see about getting one in my current play-through and see if the bug still exists. That, or maybe I can go look up the item code and just cheat one in via the console and test it that way. Just thought you might want to know.
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Katy Hogben
 
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Post » Sat Dec 05, 2009 10:20 am

Is it possible to create multiple ammunition types for a single weapon? I recall the original games possessing multiple ammo types (for example, both Jacketed Hollow Point and Armor Piercing rounds were available in the 10mm format) with each type altering the effectiveness of the guns they were used in (for example, JHP was ostensibly poor against armored targets while AP was bad for unarmored targets, though in practice AP was just plain inferior), which might be an elegant solution for power armored enemies being perceived as too vulnerable to small guns - just switch to armor piercing rounds for the metal monstrosities and use your normal JHP or FMJ rounds for everything else!


Closest thing I've seen is the grenade launcher mod which uses 3 types of ammo: http://www.fallout3nexus.com/downloads/file.php?id=2286

However it's not really a single weapon, it's 3 weapons alternating between 3 changer scripts. Still a very cool weapon though. As for AP rounds, CALIBR has some entries and schematics for AP rounds that "ignores normal weapon resistance", which effectively negates armor. If Mezmorelda has a DR/power armor revamp in mind (hope so :) )so that heavier armors are almost impervious to small arms fire, small guns characters could make use of this ammo type to good effect I would think. If the armors are getting an overhaul, this type of ammo should be very expensive to purchase/craft, and more difficult to find I would think, otherwise once again the armor is useless. Many many things to account for when balancing...almost mind boggling at times.
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Fanny Rouyé
 
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Post » Sat Dec 05, 2009 8:26 pm

Can someone tell me what I did wrong @ the installation? Because I installed all things necessary but when I choose new game, I don't start in the alternative place but just like normal, born as baby etc. And I don't know what I did wrong. When I load up an savegame from before the mod, I get all addon options like thirst and hunger, super sprint and such. Can anyone help me? This is my load order if it matters:
Fallout3
Fallout3.hardcoded
CRAFT-activation perk
CALIBR
CALIBRxMerchant
CRAFT
Stealthboy Recon Armor - CRAFT
FWE - Main file (esm)
FWE - Main file (esp)
Missing armor clothing-base
Missingarmor clothing - enhanced
Fellout-full
Fellout pipboy light
Felllout SOTD
Missingarmor clothing - enhanced NSF
Highres weapons & ammo textures

thanks in advance
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Christina Trayler
 
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Post » Sat Dec 05, 2009 4:56 pm

Can someone tell me what I did wrong @ the installation? Because I installed all things necessary but when I choose new game, I don't start in the alternative place but just like normal, born as baby etc. And I don't know what I did wrong. When I load up an savegame from before the mod, I get all addon options like thirst and hunger, super sprint and such. Can anyone help me? This is my load order if it matters:
thanks in advance

Try this
Fallout3.esmFallout3.hardcoded                                   It is from FO3EDIT? Remove itCALIBR.esmCRAFT.esmFWE - Main file (esm)CRAFT-activation perkCALIBRxMerchantFWE - Main file (esp)Stealthboy Recon Armor - CRAFTMissing armor clothing-base                    Included into FWE already- remove itMissingarmor clothing - enhanced            Included into FWE already- remove itMissingarmor clothing - enhanced NSF     Included into FWE already- remove itFellout-full                                             You need only one of this two, remove another oneFelllout SOTD                                         You need only one of this two, remove another oneFellout pipboy lightHighres weapons & ammo textures

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Quick Draw III
 
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Post » Sat Dec 05, 2009 7:41 am

So guys, any progress with weapon balance?
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Dan Scott
 
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