FWE - FO3 Wanderers Edition #11

Post » Sat Dec 05, 2009 1:24 pm

I'm in a bit of a pinch, here...I'm trying to use the in-house eat-drink-sleep functions, but whenever I eat or drink, it never counts towards my hunger/thirst needs. I've been eating and drinking regularly. It's a habit of mine - enter mini hideout, eat dinner, repair guns, sleep. But I've played for nearly three in-game days, and my character's encumbrance just hit 85, and it's a bit over 150 normally.

Load order:

[X] Fallout3.esm[X] Sharing and Caring Companions.esm[X] CRAFT.esm[X] SP_Destruction_MASTER.esm[X] RTS.esm[X] CALIBR.esm[X] 20th Century Weapons.esm[X] Mart's Mutant Mod.esm[X] Jakes Survival Shop 1-2.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] BlackWolf Backpack.esp[X] BlackWolf Backpack - Vendor Script Replenish.esp[X] jmschematics - CRAFT.esp[X] Anchorage.esm[X] Water_Tower_Hideout_byOrophin.esp[X] moremp3radio.esp[X] ThePitt.esm[ ] Molotov Cocktail - CRAFT.esp[X] Blank's Container Backpack (BlackWolf Backpack Plugin).esp[X] WeaponModKits.esp[X] DriveableMotorCycle.esp[X] FacesoftheLaw.esp[X] Wasteland Travel Caravans.esp[X] Arwen_XPR.esp[X] SP_Destruction - 5 - The Pitt.esp[X] shopping-spree.esp[X] Onehitter's Increased Durability Add-On.esp[X] Onehitter's Combat Realism.esp[X] OATrenchKnifeSchematic.esp[X] Ammo Box Respawn.esp[X] CALIBRxMerchant.esp[X] Salvagable cars.esp[X] kikaiEquipment.esp[X] RTS_Life_Of_Raider_Addon.esp[X] FreePlayAfterMQ_V05.esp[X] DTOMRC3.esp[X] Mart's Mutant Mod.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[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[ ] CMF-NewStart.esp[X] LadyDeadlock_BeerAddsCap.esp[X] DarNifiedUIF3.esp[X] Portable Targets and Shelters.esp[X] MGSBox.esp[X] Biggerbigtown.esp[X] bittercup_comp.esp[X] SCC Armor.esp[X] antagonizer.esp[X] DUIF3Extras.esp[X] prewarcollector.esp[X] ColeensTent.esp[X] SP_Destruction - 4 - Operation Anchorage.esp[X] SP_Destruction - 3 - Bathrooms.esp[X] SP_Destruction - 3 - Containers.esp[X] SP_Destruction - 3 - Misc Movable Static.esp[X] SP_Destruction - 3 - Weapons and Ammo.esp[X] SP_Destruction - 3 - Electronics.esp[X] SP_Destruction - 3 - Furniture.esp[X] SP_Destruction - 3 - Misc Items.esp[X] I'll Touch What I Want.esp[X] Gamers FreedomCanyon v1.4.esp[X] Misc Item Refurbish ~ Medical Brace.esp[X] Placeable Equipment.esp[X] BarbershopMadameJealles.esp[ ] Built For The Future.esp[X] Small stupid hammer rifle mod.esp[X] RoadWarriorCar.esp[X] 20th Century EVIL (Bland).esp[X] FF_PortableLabInfirmary.esp[X] Portable Home Small.esp[X] jaynus - HungerThirstSleep BETA.esp[X] NCHiddenSKillChecks.esp[X] blanket.esp[X] P.A.R.DON Persuasion And Resign adDON.esp[X] Dogmeat Leather Armor - CRAFT.esp[X] GNR 40's Tunes Ultimate Pack 1.esp[X] Dread Dogmeat.esp[X] bltc.esp[X] BLTC Immersion Patch.esp[X] BLTC Less Addictions.esp[X] GeneratorSound.esp[X] WASPS.esp[X] Scavenger.esp[X] Portable Camp.esp[X] CRAFT - Activation Perk.esp[X] IPip.esp[X] Remove That Glove.esp[X] Alternate Start - Roleplayers.esp[X] MiniHideout.esp[X] Stealth Kills Enabled.esp

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Monika Fiolek
 
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Post » Sat Dec 05, 2009 6:23 pm

Ashven your load order is an absolute no go and will cause all sorts of issues
I'm a little short on time at the moment or I'd write you a new one, but maybe someone else will help you out sooner.
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Nathan Risch
 
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Post » Sat Dec 05, 2009 7:40 pm

:embarrass:

I kinda figured that's what it would be. I've been trying to slap my order into a rickety shape, but my Oblivion experience hasn't helped me much, there. Thanks for your time, anyways! A little help is better than none.



Also, is there any reason I shouldn't use the Combat Enhanced-Package mod? Or should I use the Tactics one? It's by the same author, and have similar features, but is something wrong with the Package one? I'm also tired of the "robotic" aiming and tactics of NPCs. Not everyone's a bloody Mr.Handy.
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Tiffany Carter
 
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Post » Sat Dec 05, 2009 4:45 pm

:embarrass:
I kinda figured that's what it would be. I've been trying to slap my order into a rickety shape, but my Oblivion experience hasn't helped me much, there. Thanks for your time, anyways! A little help is better than none.
Also, is there any reason I shouldn't use the Combat Enhanced-Package mod? Or should I use the Tactics one? It's by the same author, and have similar features, but is something wrong with the Package one? I'm also tired of the "robotic" aiming and tactics of NPCs. Not everyone's a bloody Mr.Handy.

Well, you may use my previous post as example.
The main things are:
-Try to group all files by it's name (f.e. all fook-something.esp)
-Esm-s first, esp-s last
- In the ESM
1. Fallout.esm- first
2. DLC's ESM-s is second (if present)
3. Calibr and CRAFT is third
4. other esm-s, exept FOOK, FWE, MMM is forth
5. FOOK's, FWE's, MMM's esm-s (in this order and if present) is fifth

- In the ESP
1. Unofficial patch, if you use it
2. Unofficial patch compatability patches (CP), but only if they needed (for example if you have the Pitt DLC, then you need also UF3P-the Pitt.esp)
3. Calibr and CRAFT related esp-s (for example CRAFT - Activation Perk.esp)
4. other esp-s, exept FOOK, FWE, MMM related

5. FOOK.esp
6. FOOK's additions
7. FOOK CP-s with DLC-s (if DLC-s present)

8. FWE.esp
9. FWE's additions
10.FWE-FOOK CP
11.FWE's CP-s with DLC-s (if DLC-s present)

12.WMK.esp
13.WMK-FOOK (or FWE, depending from what loaded last) CP. So, if you use only FOOK (without FWE), then ise WMK-FOOK CP. If you use FWE only or both FOOK and FWE- the you need to use WMK-FWE CP
14.WMK's CP-s with DLC-s (if DLC-s present and only if you use FOOK without FWE)

8. MMM.esp
9. MMM's additions
10.MMM-FOOK CP (or MMM-FWE, or both, depending from what you use)
11.MMM's CP-s with DLC-s (if DLC-s present)

I give this order in general, not dependant from your load order.
Try to sort your load order in accordance with this rules- I will check it later
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Emma Pennington
 
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Post » Sat Dec 05, 2009 5:28 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:

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.


Right on. I thought that there was a FOIP patch for WMK, but I guess I forgot it this time around.

Thanks for the new load order! Where would you suggest I fit CET in? After the MMM files?
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Suzie Dalziel
 
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Post » Sat Dec 05, 2009 9:18 pm

Right on. I thought that there was a FOIP patch for WMK, but I guess I forgot it this time around.

Thanks for the new load order! Where would you suggest I fit CET in? After the MMM files?

It have no matter, it will not conflict with MMM. But just in case- right before MMM
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Rachael
 
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Post » Sat Dec 05, 2009 7:19 pm

Right on. I thought that there was a FOIP patch for WMK, but I guess I forgot it this time around.

Thanks for the new load order! Where would you suggest I fit CET in? After the MMM files?


Doesn't really matter too much, CET has great compatibility with MMM and FWE.
CET changes vanilla combat styles and any enemy in MMM that uses those vanilla styles will use the changed ones from CET.
I personally load it right before the FO3 Wanderers Edition - Main File.esp

CombatEnhanced-Package v02.espFallout 3 Wanderers Edition - Main File.esp.....Marts Mutant Mod.esp


By the way, the Esps in CombatEnhancedTactics and from CombatEnhancedPackage are both called CombatEnhanced-Package but are totally different! Don't let yourself get confused by that(like I was...). Definitly go with CET.
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Marcia Renton
 
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Post » Sat Dec 05, 2009 11:05 am

Also, is there any reason I shouldn't use the Combat Enhanced-Package mod? Or should I use the Tactics one? It's by the same author, and have similar features, but is something wrong with the Package one? I'm also tired of the "robotic" aiming and tactics of NPCs. Not everyone's a bloody Mr.Handy.

Ashven, see my response to Pizzashark above.
CEP alters some things are also changed by FWE(for example the autoaim settings). Now you could use it, however depending on your load order either FWE or CEP will overwrite each others settings. CET on the other hand offers perfect compatibility.
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Allison Sizemore
 
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Post » Sat Dec 05, 2009 9:03 pm

Adding in CET apparently causes a lot of CTD's, especially when I use the Thorazine Dart Gun on all the raiders I'm fighting, so for now I've removed it from the load order. I'm still getting a lot of CTDs, so I'm gonna have to go fiddle with my load order, I guess. I've already removed WMK - adding the laser sight to my assault rifle dropped it down to 190 from almost 280, so I'm pretty much done fiddling with mods that are just going to make my weapons worthless.

I'm not sure why I'm getting so many CTD's with CET removed. The dart gun worked fine all throughout the library when I was using it liberally, but now it seems to cause a crash after almost every shot. I was also hearing the sound effects for heavy rain, but wasn't seeing the visual aspects for it, so the load order for the weather may be wrong. Something I'm gonna have to look into.
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MISS KEEP UR
 
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Post » Sat Dec 05, 2009 3:20 pm

Ashven, see my response to Pizzashark above.
CEP alters some things are also changed by FWE(for example the autoaim settings). Now you could use it, however depending on your load order either FWE or CEP will overwrite each others settings. CET on the other hand offers perfect compatibility.


I'm a bit confused... Do I use CET or CET version .02?
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Phillip Hamilton
 
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Post » Sat Dec 05, 2009 6:26 pm

I'm a bit confused... Do I use CET or CET version .02?



If I remember right CEP was the original mod.

He then upgraded it (and made it more compatible with other mods) as CET with just the AI changes.

CET v2 is the next generation. He was also able to bring over some of the features of CEP that he had left out due to possible incompatibility without reducing CET v2 compatibility.

Been using CET v2 with FEW since July 2nd and no problems.

I load it after MMM (nearly last).
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.X chantelle .x Smith
 
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Post » Sat Dec 05, 2009 1:12 pm

Well, there are two files at FO3Nexus. One is labeled CombatEnhanced-Tactics, and one is labeled CombatEnhanced-Package v02. The Package .esp is the one that's listed as being more recent. I haven't tried using the package .esp yet, only ECT.
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Dj Matty P
 
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Post » Sat Dec 05, 2009 7:23 am

Just as an update, using CombatEnhanced-Package v02.esp seems to eliminate the CTDs I was experiencing with CombatEnhanced-Tactics.esp. I also moved my Fellout and Enhanced Weather files back to their previous places in the load order, though I don't think they'd affect combat-related CTDs.

A minor, amusing bug I've encountered recently apparently causes enemies to occasionally receive way too much momentum after being knocked down or killed in VATS and sends them flying fifty feet into the air... was highly amusing killing a yao guai with an assault rifle in VATS and then watching its corpse go flying three hundred feet away at high velocity. I actually killed a raider using this bug... I shot out her leg, and apparently the momentum was going to knock her down but instead sent her almost eighty feet straight up. She died from the fall :)
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Matt Terry
 
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Post » Sat Dec 05, 2009 5:11 pm

Just to be clear here, you should be using this one: http://www.fallout3nexus.com/downloads/file.php?id=6492
There download Combat Enhanced-Tactics v02 (the file listed under Main files is obsolete, only the one under Updates is required)
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remi lasisi
 
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Post » Sat Dec 05, 2009 5:02 pm

Kai Hohiro-

Well not sure you are getting the Combat Enhanced Package versus Combat Tactics mods quite right. Combat Tactics came first the he made a more complete version of combat behavior called combat enhanced package then he updated the original tactics mod with changes from the combat enhanced package but more limited in scope. There was also an older mod called GTO which when merged with tactics and other content made the package version.

from the readme here: http://www.fallout3nexus.com/downloads/file.php?id=6860

This is the Mod that I have working and testing, since release of Fallout 3, last year.
This Mod is the the result of G.T.O. and Combat Enhanced-Tactics combined and adds much, much more than both of those mods combined.
If you have used Combat Enhanced-Tactics and GTO, the updated settings are in this Mod and are outdated by this one.
I have also removed the Carry Weight changes.


So as I have it the package version is the most comprehensive and newest version. The question I have for you then is why are you recommending the smaller scope of the tactics version. Is that preference or is there a more nuts and bolts rationale?

Myself I've been blessed to be using an unreleased mod by Duke Patrick (whose amazing Oblivion mods still have me excited each time I play oblivion) it is an unfinished mod but it works. Kind of an extension of Combat overhaul in that all VATS is removed but accuracy of the player is improved. Here is the Brief synopsis he sent me:
Basemod (many game setting changes and vats is eliminated)
Hunger (Few changes to food, but all this will do is make you have a visual effect and sound effect when hungry. And sleep reduces radiation.) -
I don't use this in favor of PN in FWE.
Weapon Last Longer (because damage will be greater now from my combat mod)
Limbs (Head shots do more damage, limbs shots do less damage) ...
mostly changes to damage to limbs, but interested to see where FWE takes this aspect.
Brutal Combat (You must learn to MOVE, run and duck when you are shot, or you will be stuck in a pain thrashing until dead.)


I've not used VATS in months now (not that I play as often as Oblivion) the combat is more brutal and short and this plays really well with combat enhanced package and FWE. Unfortunately he got bored with F3 and left it unfinished.

Ah well. Look forward to next FWE update and will finally update to the master release series.

Question is will FWE master release 2.0 require a new game like the jump from the older series did?
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Wayland Neace
 
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Post » Sat Dec 05, 2009 11:06 pm

Kai Hohiro-

Well not sure you are getting the Combat Enhanced Package versus Combat Tactics mods quite right. Combat Tactics came first the he made a more complete version of combat behavior called combat enhanced package then he updated the original tactics mod with changes from the combat enhanced package but more limited in scope. There was also an older mod called GTO which when merged with tactics and other content made the package version.


Psymon the descriptions are outdated and very misleading, but what I said above is in fact correct.
Quoting the creator of the mod here:
Depends what you want. CE-P have a lot more tweaks (see the readme) CE-T change only the AI behavior.
The latest are version.01 for CE-P and version.02 for CE-T.


CEPv1 and CETv02 have *exactly* the same AI changes. You can look in FO3Edit if you will. You will also note that both files were uploaded on the very same day.
CETv02 is only combat behaviour changes without all the other stuff and plays much nicer along with other mods. You can use CEP and it wont break your game but it is much more likely to cause conflicts(and it does conflict with FWE, because FWE already changes movement speed, VATS, autoaim settings and things like that).
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cosmo valerga
 
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Post » Sat Dec 05, 2009 9:53 am

Ah OK

Well interestingly all those changes you mention that CE-P might interfere with were overwritten by the Duke Patrick mod ... no VATS & better aim - forgot to look at speed - will later maybe play with load order.

Anyway - I see better what you mean by other settings that the CE-T doesn't touch.

Perhaps for me it would be better to use the tactics as these otehr combat/damage settings are actually being handled by the Duke mod.
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Yvonne
 
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Post » Sat Dec 05, 2009 10:09 am

Myself I've been blessed to be using an unreleased mod by Duke Patrick (whose amazing Oblivion mods still have me excited each time I play oblivion) it is an unfinished mod but it works. Kind of an extension of Combat overhaul in that all VATS is removed but accuracy of the player is improved. Here is the Brief synopsis he sent me:
Basemod (many game setting changes and vats is eliminated)
well I wouldn't call eliminating VATS a big deal. I don't use it at all in, since the aim settings in FWE are more FPS like anyhows, thanks to the included Autoaim Fix-Headshot Edition.

Hunger (Few changes to food, but all this will do is make you have a visual effect and sound effect when hungry. And sleep reduces radiation.) - I don't use this in favor of PN in FWE.
As you say, already included in PN

Weapon Last Longer (because damage will be greater now from my combat mod)
Weapons in FWE already cause way more damage. There are already a bazillion mods that increase weapon durability.

Limbs (Head shots do more damage, limbs shots do less damage) ... mostly changes to damage to limbs, but interested to see where FWE takes this aspect.
This is already included in FWE with the locational damage mod.

Brutal Combat (You must learn to MOVE, run and duck when you are shot, or you will be stuck in a pain thrashing until dead.)


I honestly don't see how this mod from Duke Patricks adds anything to a FWE game :ninja:
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Margarita Diaz
 
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Post » Sat Dec 05, 2009 3:06 pm

Okay, I've tweaked my load order up a fair bit, now, and first I need some more help - the alternate start with the "Nuka Cola Personality Test" isn't letting me use the bed. After that, just a check on my load order.

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] CALIBR.esm[X] CRAFT.esm[X] Sharing and Caring Companions.esm[X] SP_Destruction_MASTER.esm[ ] RTS.esm[X] 20th Century Weapons.esm[X] Mart's Mutant Mod.esm[X] FO3 Wanderers Edition - Main File.esm[X] CRAFT - Activation Perk.esp[X] CALIBRxMerchant.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] jmschematics - CRAFT.esp[X] Dogmeat Leather Armor - CRAFT.esp[X] Jakes Survival Shop 1-2.esp[X] BlackWolf Backpack.esp[X] BlackWolf Backpack - Vendor Script Replenish.esp[X] moremp3radio.esp[X] Blank's Container Backpack (BlackWolf Backpack Plugin).esp[X] DriveableMotorCycle.esp[X] FacesoftheLaw.esp[X] Wasteland Travel Caravans.esp[X] Arwen_XPR.esp[X] shopping-spree.esp[X] Onehitter's Increased Durability Add-On.esp[X] Onehitter's Combat Realism.esp[X] OATrenchKnifeSchematic.esp[X] Ammo Box Respawn.esp[X] Salvagable cars.esp[X] kikaiEquipment.esp[X] RTS_Life_Of_Raider_Addon.esp[X] FreePlayAfterMQ_V05.esp[X] DTOMRC3.esp[X] LadyDeadlock_BeerAddsCap.esp[X] DarNifiedUIF3.esp[X] MGSBox.esp[X] SCC Armor.esp[X] antagonizer.esp[X] DUIF3Extras.esp[X] prewarcollector.esp[X] ColeensTent.esp[X] SP_Destruction - 3 - Bathrooms.esp[X] SP_Destruction - 3 - Containers.esp[X] SP_Destruction - 3 - Misc Movable Static.esp[X] SP_Destruction - 3 - Weapons and Ammo.esp[X] SP_Destruction - 3 - Electronics.esp[X] SP_Destruction - 3 - Furniture.esp[X] SP_Destruction - 3 - Misc Items.esp[X] SP_Destruction - 4 - Operation Anchorage.esp[X] SP_Destruction - 5 - The Pitt.esp[X] I'll Touch What I Want.esp[X] Misc Item Refurbish ~ Medical Brace.esp[X] Placeable Equipment.esp[X] BarbershopMadameJealles.esp[X] Small stupid hammer rifle mod.esp[X] RoadWarriorCar.esp[X] 20th Century EVIL (Bland).esp[X] FF_PortableLabInfirmary.esp[X] Portable Home Small.esp[X] jaynus - HungerThirstSleep BETA.esp[X] NCHiddenSKillChecks.esp[X] P.A.R.DON Persuasion And Resign adDON.esp[X] GNR 40's Tunes Ultimate Pack 1.esp[X] Dread Dogmeat.esp[X] bltc.esp[X] BLTC Immersion Patch.esp[X] BLTC Less Addictions.esp[X] GeneratorSound.esp[X] WASPS.esp[X] Scavenger.esp[X] Portable Camp.esp[X] IPip.esp[X] Remove That Glove.esp[X] MiniHideout.esp[X] Arwen_Tweaks_Sneak.esp[X] Arwen_Tweaks_PowerArmor.esp[X] Stealth Kills Enabled.esp[X] Arwen_Tweaks_Main.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] Alternate Start - Roleplayers.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] Combat Enhanced-Tactics.esp[X] Mart's Mutant Mod.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[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp

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Adam Kriner
 
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Post » Sat Dec 05, 2009 7:30 am

Just to be clear here, you should be using this one: http://www.fallout3nexus.com/downloads/file.php?id=6492
There download Combat Enhanced-Tactics v02 (the file listed under Main files is obsolete, only the one under Updates is required)


Yes, the correct file to use is labeled CombatEnhanced-Package v02.esp. It's the one listed under updated files. Using CombatEnhanced-Tactics.esp will apparently cause frequent CTDs.
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Lil'.KiiDD
 
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Post » Sat Dec 05, 2009 11:51 am

Idea relative to character progression:

1) What do people feel about the amount of skills gained during level up (base is 10 plus 1 per every two points of INT, so 11-15 per level). What if I dropped the base down to 7, so you'd get between 8 and 12 skill points per level depending on INT. My worry is that with with the level cap of 30, players are going to be able to raise their skills in too many categories still.

2) For SPECIALS, what if your initial skills started at 4 but the SPECIAL bobblehead's are renabled? It won't make a difference in gameplay late game if you collect the bobblehead's, but it initial things would be even more difficult. Not sure about this one =)
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Jade
 
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Post » Sat Dec 05, 2009 10:58 am

Okay, I've tweaked my load order up a fair bit, now, and first I need some more help - the alternate start with the "Nuka Cola Personality Test" isn't letting me use the bed. After that, just a check on my load order.

[X] Fallout3.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm                                      must be after FWE[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] Alternate Start - Roleplayers.esp                              already included in FWE, remove it[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] Combat Enhanced-Tactics.esp[X] Mart's Mutant Mod.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[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp!!!                                                                                MMM-FWE CP missing

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NeverStopThe
 
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Post » Sat Dec 05, 2009 12:39 pm

Idea relative to character progression:
1) What do people feel about the amount of skills gained during level up (base is 10 plus 1 per every two points of INT, so 11-15 per level). What if I dropped the base down to 7, so you'd get between 8 and 12 skill points per level depending on INT. My worry is that with with the level cap of 30, players are going to be able to raise their skills in too many categories still.

I'd have to do some calculating to see how it turns out on max level. But since that's as powerful as a character can get, they should be able to max out quite a few skills(but not all of course). What I would be more interested in, is that the skill points on level up are always dependant on your real Int, rather then your modified one. Since you can always make a char with low int and then simply eat Mentats when you level up to get more skill points.

2) For SPECIALS, what if your initial skills started at 4 but the SPECIAL bobblehead's are renabled? It won't make a difference in gameplay late game if you collect the bobblehead's, but it initial things would be even more difficult. Not sure about this one =)

I personally would keep it as it is. Thing is, a character with initial SPECIALS of only 4(that's 6 points less :cryvaultboy: ) would be very weak. This would force people to hunt down all the bobbleheads(maybe even have to resort to walkthroughs) to even get a 'average' character that can get some of the cooler perks. I personally think it's difficult enough as it is :)
I never liked the SPECIAL Bobbleheads because I think they were overpowered from the begin with, that's why I liked them being disabled.
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Amber Ably
 
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Post » Sat Dec 05, 2009 4:24 pm

Idea relative to character progression:
1) What do people feel about the amount of skills gained during level up (base is 10 plus 1 per every two points of INT, so 11-15 per level). What if I dropped the base down to 7, so you'd get between 8 and 12 skill points per level depending on INT. My worry is that with with the level cap of 30, players are going to be able to raise their skills in too many categories still.

I agree with it.

2) For SPECIALS, what if your initial skills started at 4 but the SPECIAL bobblehead's are renabled? It won't make a difference in gameplay late game if you collect the bobblehead's, but it initial things would be even more difficult. Not sure about this one =)

I agree with it too, but I think it will be better if bobbleheads will take effect not immediatelly
For example
-Each skill BBH give +5 to skill when founded and +5 to all skills, when all skill BBH founded and installed.
-SPECIAL BBH give +1 to all SPECIAL when all SPECIAL BBH founded and installed.
IMHO
I already try this scheme in complex FS_F3 mod (russian, now abandoned) and very like it.
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David John Hunter
 
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Post » Sat Dec 05, 2009 1:20 pm

Delamer - thanks for that. I forgot to put in the MMM-FWE Master patch.

But, now, I'm not even getting the alternate start. The regular birth scene and everything.
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Heather Stewart
 
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