FWE - FO3 Wanderers Edition #11

Post » Sat Dec 05, 2009 8:49 am

FYI:
just released a mod that allows some of the new weapons in FWE to be modified with Weapon Mod Kits.
http://www.gamesas.com/bgsforums/index.php?showtopic=1020069
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phil walsh
 
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Post » Sat Dec 05, 2009 11:28 am

Kai, I've installed your mod and will let you know my progress (once I find the stuff...). Nice job.
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Marcin Tomkow
 
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Post » Sat Dec 05, 2009 3:08 pm

@Delamer

Thanx, but I still get the baby born cutscene, or is this normal to see before you are placed in the alternative location?
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Marion Geneste
 
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Post » Sat Dec 05, 2009 10:58 am

@Delamer

Thanx, but I still get the baby born cutscene, or is this normal to see before you are placed in the alternative location?


That's normal. You get the baby scene and after that the option to "wake up", which lets you choose your new start.
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phillip crookes
 
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Post » Sat Dec 05, 2009 3:04 pm

That's normal. You get the baby scene and after that the option to "wake up", which lets you choose your new start.

Oh okay, thanks i'll try that.
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mollypop
 
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Post » Sat Dec 05, 2009 6:38 pm

Thanks for your help on my previous post. Worked out dandy, now another thing came up: I can't refill empty bottles. Tells me I don't have any. Also using bottles while pressing Z doesn't get me anywhere. What do I do wrong?
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Ron
 
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Post » Sat Dec 05, 2009 9:09 pm

FYI:
just released a mod that allows some of the new weapons in FWE to be modified with Weapon Mod Kits.
http://www.gamesas.com/bgsforums/index.php?showtopic=1020069


Very cool =) I'll take a look at this and look to getting it into a future FOIP release as well. I'm assuming you're using the models from the WMK-FOOK package. If you have any modeling experience, I'd love to have someone add in additional FWE weapons (and fix the tommygun model in the process =).

Also, there are FOOK-WMK models for the Wattz Laser Rifle and Wattz Laser Pistol, whicHh FWE also uses if you wanted to update things =)

...........................

As for the weapon balance, I'm making good progress playtesting some more. I've reworked the damage + armor formulas, but it still need some tweaking. I have Jericho following me around in Enclave armor and he's pretty damn tough. Fighting enclave patrols is pretty difficult with weaker weapons.

Just as an FYI, in the original a weapon with damage the same as the target's armor rating (i.e. 30 base damage vs. 30 DR), he weapon would deal approximately 73% of it's damage, the rest being negated by armor. In the current FWE release, damage is dimished to 87%. In the new version, it will be closer 70%, so armor is slightly more beneficial. However, the actual damage taken will still be higher than the original game, but slightly lower than in the current FWE.

Additionally, I've been having some help implementing some new features into the next release of FWE, which is looking like Master Release 2 at this point, since there are some new additions/features, and significant balance adjustments. I'm still waiting on a few things to get ironed out before release. The Triage mod is getting an update which will hopefully resolve the container crashing issue, I'm also looking to implement some improvements to followers and an exciting option for you "no fast travel" enthusiasts out there. No real ETA yet (as usual) . . . but I'm working on it.
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Melly Angelic
 
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Post » Sat Dec 05, 2009 1:42 pm

First thanks for the tip on re enabling PN.

Stop, Reset, and Start for Config and Main worked like a charm.

On the Vats, it seems to be better. I had a 60% head shot chance (Low skill but short range) and I missed, so that seems to be improved.

Thanks all.
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Calum Campbell
 
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Post » Sat Dec 05, 2009 12:30 pm

BTW, Delamer, did

I see right that you had a Tiger 10mm pistol WMK mod in your Load Order?

DLM_P90_Tiger_for_WeaponModKits - FWE MR_NotSoFast.esp

I really like Puce Moose's mods.

Would you care to post it?
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Jordan Fletcher
 
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Post » Sat Dec 05, 2009 8:38 am

Is it possible to create multiple ammunition types for a single weapon?

[...]

I'll see about getting one in my current play-through and see if the bug still exists.

There are mods that attempt it, but I think they are having trouble with the limitations in FOSE. I don't follow the mods though, so I can't go into specifics. I'm sure they have threads you can read though.

Also, the bug still exists. I suspect the book has the regular skill book effect, which doesn't properly remove Paradise Lost.

As for AP rounds, CALIBR has some entries and schematics for AP rounds that "ignores normal weapon resistance", which effectively negates armor.

Nope, and nope. :)
Actually, I'm not a 100% sure that the ignore button doesn't work on armour, but I have tested it a little without results. I suspect it's left over from Oblivion, where it was applied to things like silver weapons so you could kill ghosts with them.
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Louise
 
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Post » Sat Dec 05, 2009 6:17 pm

Very cool =) I'll take a look at this and look to getting it into a future FOIP release as well. I'm assuming you're using the models from the WMK-FOOK package. If you have any modeling experience, I'd love to have someone add in additional FWE weapons (and fix the tommygun model in the process =).

Also, there are FOOK-WMK models for the Wattz Laser Rifle and Wattz Laser Pistol, whicHh FWE also uses if you wanted to update things =)


Yeah I took those from the FOOK package. I was planning on doing the Wattz guns and the Vindicator minigun next.
Might look into making modable version of other FWE guns as well, depending on my free time (I only picked up Fallout 3 this week and haven't played past Megaton yet, so still wanna spend some time with that :P)
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katie TWAVA
 
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Post » Sat Dec 05, 2009 3:56 pm

BTW, Delamer, did
I see right that you had a Tiger 10mm pistol WMK mod in your Load Order?
DLM_P90_Tiger_for_WeaponModKits - FWE MR_NotSoFast.esp
I really like Puce Moose's mods.
Would you care to post it?

I forgot to remove my mods from the list.
I'm not a modeller, so I simply add this weapon to the WMK formlist and tweak characteristics in accordance with WMK rules. It is not such work, which can be published :)
From the another side, I make adaptation of the new hunting rifle and MTS-400 turret with the FWE balance, and now I make FWE CP for the new chems, introduced by the Puce Moose mods, so when I finish this and if it will be good, then I release them
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Hope Greenhaw
 
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Post » Sat Dec 05, 2009 5:43 pm

I'm not sure if this is related to FWE or WMK itself, but I wasn't able to find an actual thread for WMK with a quick search, so I'll put the problem here. I've got a basic Chinese Assault Rifle, and using any kind of mod kit on it reduces it to the point where even a 10mm Pistol would be more efficient in combat. Adding a silencer drastically reduced the damage (from about 265 in Pipboy to 62) well beyond the stated 10% and also reduced the magazine capacity from 30 rounds to 24 rounds. Adding a laser sight reduces the magazine size from 30 rounds to 24 rounds, drastically reduces the damage (though Pipboy display remains the same), and doesn't appear to make much of any difference in either real-time shooting or VATS shooting. Since it seems to me like this could be a load order conflict, my load order is listed below, but this load order is the one recommended in the FOIP and FWE readme files (though Fellout and Enhanced Weather aren't part of them, of course), so I'm not sure where it could be coming from. As it is, I'm probably gonna stash the mod kits somewhere and cheat in the 900 caps I wasted on the laser sight mod :P

[X] Fallout3.esm
[X] BrokenSteel.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] WeaponModKits.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Fellout-Full.esp
[X] Fellout-pipboylight.esp
[X] Fellout-BrokenSteel.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[ ] Mart's Mutant Mod - Increased Increased Spawns.esp
[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - No Corpse Flies.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - FWE.esp
[X] FO3 Wanderers Edition - Main File.esp


And to compile other concerns within a single post, another thing I've been noticing with this playthrough:

Raiders seem to be way too accurate for their designated place in the enemy hierarchy in the game. In Oblivion terms, Raiders would be the lowly little goblins you crush along your way to greatness. Oblivion's wacky level-scaling thing aside, goblins (or raiders, as it is here) should start off relatively difficult and eventually become a fairly minor threat - and once you've got power armor and perks like Commando and Sniper, they pretty much are.

But even so, it feels like they're really damned accurate for being supposedly low-level enemies with low skill levels. With 81 Small Guns skill, my chance to hit the torso of a raider from a significant distance away (a little inside maximum engagement range for my assault rifle) is roughly 20%-40% depending on how much of the torso is available to shoot at. Presumably, these raiders I'm fighting are lower level (I believe the highest possible level for raiders in vanilla is 7) and have lower small guns skill, yet they hit me a lot more than I hit them, and frequently in the head - and they're usually doing this with weaker weapons, too, like .32 Pistols and Hunting Rifles. Fighting raiders is, in my opinion, unfairly tough in areas that don't have a lot of cover you can hide behind (which is a lot of places outdoors) simply because their accuracy is unbelievably good, even at extreme distances with badly damaged weapons. Raiders should not be as accurate as super mutants, slavers, or talon company mercs/regulators - they're supposed to be the weak enemies. It's slightly amusing that I find a pack of six raiders to be more threatening than a group of six super mutants :-/
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Amysaurusrex
 
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Post » Sat Dec 05, 2009 2:47 pm

PizzaSHARK You're mainly missing the FOIP FWE WMK patch, without it modded weapons will do drastically lower damage(and other things like the smaller clip size with the Chinese Assault).
You should change a few things about your load orders:

[X] Fallout3.esm[X] BrokenSteel.esm[X] CALIBR.esm[X] CRAFT.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp <- This isn't required anymore with the new Master Release[X] WeaponModKits.esp<-You're missing the FOIP FWE WMK patch here[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[ ] Mart's Mutant Mod - Increased Increased Spawns.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - FWE.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Fellout-Full.esp[X] Fellout-BrokenSteel.esp[X] Fellout-pipboylight.esp


Also you could download Combat Enhaced Tactics(not package!) which I have the feeling reduces enemy accuracy a good deal on long range and when moving.
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Alina loves Alexandra
 
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Post » Sat Dec 05, 2009 6:36 am

I went into the Jury Street Metro yesterday and ran into what looks like a spawn problem when I tried to enter either of the two Jury Street Tunnel doors. When I went through the door I was in the midst of a pile of raiders and the frame rate (video and audio) dropped to near zero. I was able to shoot about one shot every 10 seconds. I had to reload from a previous save to get get out of this situation. I tried it several times with both doors with the same results.

I think this might be an MMM issue and seen it reported there with no solution. I thought that I try here since most people play FWE with MMM and MMM topic is locked for post limit. I'm using MMM RC 4.
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Brandon Wilson
 
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Post » Sat Dec 05, 2009 5:40 pm

I went into the Jury Street Metro yesterday and ran into what looks like a spawn problem when I tried to enter either of the two Jury Street Tunnel doors. When I went through the door I was in the midst of a pile of raiders and the frame rate (video and audio) dropped to near zero. I was able to shoot about one shot every 10 seconds. I had to reload from a previous save to get get out of this situation. I tried it several times with both doors with the same results.

I think this might be an MMM issue and seen it reported there with no solution. I thought that I try here since most people play FWE with MMM and MMM topic is locked for post limit. I'm using MMM RC 4.


First off, did you upgrade from a previous MMM version? If so you should do the following:
* Go inside somewhere with NO creatures or NPCs (Megaton/Tenpenny home works well)
* Wait 4 days (or 9 if you use FWE) to let cells reset
* Save and quit
* Disable ALL MMM components (MMM .esm, MMM .esp, and all MMM plugins)
* Load your game, save your game, quit
* Upgrade to MMM RC 4.0
* Re-enable MMM .esm, MMM .esp, and your chosen optional MMM plugins"


You should also post your mod load order. But best you create a new thread since this is probably not FWE related.
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victoria gillis
 
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Post » Sat Dec 05, 2009 2:06 pm

First off, did you upgrade from a previous MMM version? If so you should do the following:
* Wait 4 days (or 9 if you use FWE) to let cells reset
You should also post your mod load order. But best you create a new thread since this is probably not FWE related.

Yes I did upgrade from RC 3 to RC 4 using the procedure you posted except for one thing -- I only waited 4 days. I guess I missed the part about having to wait an extra 5 days when using FWE. That's probably it. So can I fix this now?

How about if I disable all the MMM componets, save, wait nine days, save again, enable MMM, then load the second save. I realize that I'd lose any of the MMM specific items I have.
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lydia nekongo
 
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Post » Sat Dec 05, 2009 8:24 pm

I went into the Jury Street Metro yesterday and ran into what looks like a spawn problem when I tried to enter either of the two Jury Street Tunnel doors. When I went through the door I was in the midst of a pile of raiders and the frame rate (video and audio) dropped to near zero. I was able to shoot about one shot every 10 seconds. I had to reload from a previous save to get get out of this situation. I tried it several times with both doors with the same results.

I think this might be an MMM issue and seen it reported there with no solution. I thought that I try here since most people play FWE with MMM and MMM topic is locked for post limit. I'm using MMM RC 4.


Actually I experienced this exact same problem in the same location, however I was using MMM 4.0 with a new game, so it may be a potential bug or problem with 4.0. Hopefully Martigen will start a new MMM thread soon.
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dean Cutler
 
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Post » Sat Dec 05, 2009 7:23 pm

So the game crashes before i hit the menus with FWE activated, could anyone look at my load order and tell me if I did something wrong.

[X] Fallout3.esm
[X] Unofficial Fallout 3 Patch.esp
[X] CALIBR.esm
[X] CRAFT.esm
[X] FOOK.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] FOOK.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - Optional No Fast Travel.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[ ] FO3 Wanderers Edition - Optional Free Play After MQ.esp
[ ] FO3 Wanderers Edition - DLC Broken Steel.esp
[ ] FO3 Wanderers Edition - DLC The Pitt.esp
[ ] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - FOOK Support.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FOOK + FWE.esp
[X] RTS.esm
[X] RTS_Life_Of_Raider_Addon.esp
[X] Globaltravelsystem.esm
[X] GTSEssentials.esm
[X] Reykjavik.esp
[X] UPP - Pack 1.esp
[X] UPP - Original Perks.esp
[X] UPP - Beverage Perks.esp
[ ] Stealthboy Recon Armor - CRAFT.esp
[X] UPP - Quest Perks.esp
[X] UPP - Experience Perks.esp
[X] UPP - Pack 2.esp
[X] FOOK - Tougher Enemies.esp
[ ] FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp
[X] FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
[X] FOOK - Additional Power Armor Training.esp
[ ] FOOK - Reduced Armor Boni.esp
[ ] FOOK - Test Container.esp
[X] FOOK - Free Play After MQ.esp
[X] FOOK - Owned!.esp
[ ] WeaponModKits - FWE.esp
[ ] WeaponModKits - CFW + FWE.esp
[ ] WeaponModKits - FOOK.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[ ] Mart's Mutant Mod - Increased Increased Spawns.esp
[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[ ] Mart's Mutant Mod - No Corpse Flies.esp
[ ] Mart's Mutant Mod - No Ghoul Raise.esp
[ ] Mart's Mutant Mod - No Geckos.esp
[ ] Mart's Mutant Mod - No Wanamingos.esp
[ ] Mart's Mutant Mod - No Floaters.esp
[ ] Mart's Mutant Mod - No Skeleton Decay.esp
[ ] Mart's Mutant Mod - Zones Respawn.esp
[ ] Mart's Mutant Mod - DLC Anchorage.esp
[ ] Mart's Mutant Mod - DLC The Pitt.esp
[ ] Mart's Mutant Mod - DLC Broken Steel.esp
[ ] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - FOOK + FWE.esp
[ ] WeaponModKits - CFW.esp
[ ] Mart's Mutant Mod - XFO + FOOK.esp
[ ] Mart's Mutant Mod - CFW.esp
[ ] Mart's Mutant Mod - FOOK.esp
[ ] Mart's Mutant Mod - FWE (Primary Needs).esp
[ ] Mart's Mutant Mod - XFO.esp
[ ] Mart's Mutant Mod - FWE.esp
[ ] Mart's Mutant Mod - CFW + FWE.esp
[ ] CRAFT - Activation Perk.esp
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Emily Rose
 
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Post » Sat Dec 05, 2009 6:51 pm

[ ] FO3 Wanderers Edition - DLC Broken Steel.esp
[ ] FO3 Wanderers Edition - DLC The Pitt.esp
[ ] FO3 Wanderers Edition - DLC Anchorage.esp


You don't have any of these DLCs in your list. Disable these plugins and it should work - only activate them if you have the DLCs in question.
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lexy
 
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Post » Sat Dec 05, 2009 6:17 pm

Thing is, I don't have them activated.
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Jesus Lopez
 
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Post » Sat Dec 05, 2009 8:50 am

Actually I experienced this exact same problem in the same location, however I was using MMM 4.0 with a new game, so it may be a potential bug or problem with 4.0. Hopefully Martigen will start a new MMM thread soon.

I went to this location no one time, but never have this issue. At the same time I have similar problem in another place.

@jjgun
How about if I disable all the MMM componets, save, wait nine days, save again, enable MMM, then load the second save. I realize that I'd lose any of the MMM specific items I have.

You may try. It is possible- problem went away or will migrate to another place
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I’m my own
 
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Post » Sat Dec 05, 2009 6:39 am

So the game crashes before i hit the menus with FWE activated, could anyone look at my load order and tell me if I did something wrong.

[X] Fallout3.esm[X] CALIBR.esm[X] CRAFT.esm[X] RTS.esm[X] Globaltravelsystem.esm[X] GTSEssentials.esm[X] FOOK.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Unofficial Fallout 3 Patch.esp[X] CRAFT - Activation Perk.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] RTS_Life_Of_Raider_Addon.esp[X] Reykjavik.esp[X] UPP - Pack 1.esp[ ] UPP - Original Perks.esp 				Don't recommend with FWE, but if you want it- load it here[ ] UPP - Beverage Perks.esp				Remove it, conflict with FWE[X] UPP - Quest Perks.esp[X] UPP - Experience Perks.esp[X] UPP - Pack 2.esp[X] FOOK.esp						Must be enabled, if you want FOOK[ ] FOOK - Tougher Enemies.esp				You may have problems with it[X] FOOK - Strength Requirements...[X] FOOK - Additional Power Armor Training.esp[ ] FOOK - Free Play After MQ.esp			Use FWE version instead[X] FOOK - Owned!.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - Optional No Fast Travel.esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] FO3 Wanderers Edition - Optional Free Play After MQ.esp	Use it instead of FOOK version[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - FOOK Support.esp[X] WeaponModKits.esp[ ] WeaponModKits - FOOK + FWE.esp			Non compatable with FWE MR[ ] WeaponModKits - FWE.esp				Non compatable with FWE MR[X]WMK-FWE MR                                                            Use this instead of WMK-FOOK+FWE (from the FOIP page)[X] Mart's Mutant Mod.esp[ ] Mart's Mutant Mod - Increased Spawns.esp		You don't need it with FWE, already enabled[ ] Mart's Mutant Mod - Zones Respawn.esp		You don't need it with FWE, already enabled[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[ ] Mart's Mutant Mod - FOOK + FWE.esp			Use FWE MR version instead (MMM-FWE master release, from the FOIP page)

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Nathan Risch
 
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Post » Sat Dec 05, 2009 7:31 pm

I forgot to remove my mods from the list.
I'm not a modeller, so I simply add this weapon to the WMK formlist and tweak characteristics in accordance with WMK rules. It is not such work, which can be published :)
From the another side, I make adaptation of the new hunting rifle and MTS-400 turret with the FWE balance, and now I make FWE CP for the new chems, introduced by the Puce Moose mods, so when I finish this and if it will be good, then I release them



Looking forward to it!

Let me know if you want an early guinea pi... I mean play tester to give it a spin.

I've gotten to where I back up my Fallout folder every day (or at least every time I'm planning to add a mod) so I'm game.
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Sammygirl500
 
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Post » Sat Dec 05, 2009 1:37 pm

Also you could download Combat Enhanced Tactics(not package!) which I have the feeling reduces enemy accuracy a good deal on long range and when moving.



Got to agree here. CET is a wonderful AI mod that really improved the game.

First time I used it I was at Point Lookout in an open field near the Cathedral and ran in to 3 Smugglers who had the high ground in a cluster of small trees.

They nailed me bad. Taking cover.. Trying to flank... Grenades...

Filled me full of holes three times in a row.

And no more Raiders with a pistol getting a 250 meter head shot on me while charging me at a run.

Heaven!
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butterfly
 
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