FWE - FO3 Wanderers Edition #11

Post » Sat Dec 05, 2009 7:37 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.

did you remove Alternate Start - Roleplayers.esp ?
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Raymond J. Ramirez
 
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Post » Sat Dec 05, 2009 9:42 am

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.

This is OK.
After birth scene you will be able to choose between Vault start (continue dreaming) and Alternative one (wake up).
If not-
did you remove Alternate Start - Roleplayers.esp ?

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Sabrina garzotto
 
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Post » Sat Dec 05, 2009 4:26 pm

I did, and thank you!
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jennie xhx
 
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Post » Sat Dec 05, 2009 2:16 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.

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 =)



Mezmo, I absolutely agree. This has been my complaint since the original vanilla FO3. Characters should have to specialize and choose skills they want to use, much like Oblivion. I hate playing RPG characters that become "masters of everything". Not only that, but being forced to specialize would also create greater incentive to roll new characters.

Remember how wildly different you could specialize in Oblivion? It really kept things interesting. As it stands, the lines are blurred with Fallout 3 because you can do anything with no real penalty (aside from skills like lockpicking and science).

Please, make the changes, or at least give us the option to have less skill points. It feels like I'm receiving double what I should...
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jasminε
 
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Post » Sat Dec 05, 2009 7:23 pm

Hello everyone!

A quick question about this wonderful mod.
I just started playing F3, and I'd like to use FWE in my starting character.

I have all DLC so far availiable (Anchorage, Pitt, Broken Steel and Point Lookout). Does FWE applies also to these mods? - I can see that it rebalances weapon damage, so I think new weapons in this content should be rebalanced as well.

I did a few searches but with no useful results...
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CSar L
 
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Post » Sat Dec 05, 2009 10:52 pm

I'm a little confused now...I've managed to get the game going, everything's running smooth at around 20-24 fps exterior (but still 5-8 around Super Duper Mart), but now I'm getting random, weird crashes. The first one was when I tried to take a caravan to Megaton. Game crash, no auto/new save, start over again.

Okay...next game, I'm wandering around, and a molerat decides I look tasty, and starts his charge. So, I charge too, gun drawn ready to fire - and crash. For apparently no reason.

I went ahead and downloaded FO3Edit, but I'm not sure how to use it, and I'm not very sure on how to detect conflicts at all.
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Susan
 
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Post » Sat Dec 05, 2009 7:36 am

Mezmo, I absolutely agree. This has been my complaint since the original vanilla FO3. Characters should have to specialize and choose skills they want to use, much like Oblivion. I hate playing RPG characters that become "masters of everything". Not only that, but being forced to specialize would also create greater incentive to roll new characters.

Remember how wildly different you could specialize in Oblivion? It really kept things interesting. As it stands, the lines are blurred with Fallout 3 because you can do anything with no real penalty (aside from skills like lockpicking and science).

Please, make the changes, or at least give us the option to have less skill points. It feels like I'm receiving double what I should...


Agreed on both - skills and special/bobblehead changes. It would provide a better reason to collect the special bobbleheads, because right now they are mostly useless except as eye candy.

Also, does FWE include Real Injuries? I thought it did, but maybe it's using an outdated version?

http://www.fallout3nexus.com/downloads/file.php?id=834

As for Combat Enhanced - Tactics, I use it and love it. However, there is a serious problem with looting behavior in it. Groups of NPC's will sometimes (quite often actually) completely ignore combat just to run up and fight over who gets to loot a body. They will stand there taking fire deciding about loot, when they should be fighting. Happens very frequently with raiders, and unfortunately if you use companions, it will effect them as well. They will run out of cover into the middle of a firefight just to grab pistol, or something idiotic like that. It's been mentioned to the author, but I guess he hasn't addressed it yet. If I knew how to actually find the looting behavior in the mod so I could tweak it or remove it, I would, but I'm pretty new with the geck. Still a highly recommended mod to use along with FWE though. Aside from the looting it's great.
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NAtIVe GOddess
 
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Post » Sat Dec 05, 2009 2:41 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.

Gee, given the amount of XP needed in FWE to make levels I didn't think that anyone would really reach level 30. I reached level 20 in my first play through using the stock game. On my second play through with FWE I did a lot more and only got to level 16. The skill gain per level seems about right to me.

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 like the current starting stat of 5. I suggest removing the +5 bonus from skill bobbleheads. However, I think that there should be some incentive to collect all of the bobbleheads because right now I pretty much ignore them. How about a perk that's awarded for collecting them all. This would sort make it a unmarked quest. Not sure what that perk should be but three things come to mind. 1) Get to x SPECIAL points and y Skill points to distribute. 2) Increase skill points available at level-up. 3) Pick-a-perk, let the player pick whatever perk he wants from the perk list.
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Kim Bradley
 
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Post » Sat Dec 05, 2009 10:17 am

Thanks for the quick feedback on the skill/specical changes.

I will probably look into implementing the proposed changes as an optional module for those who like things to be a little rougher. I wouldn't want to include these changes in the main files as it will break continuity for existing characters.

Also, has anyone that is using broken steel got a character above level 20 yet? I remember there were worries about experience tweaking mods causing crashing at level up with the increased level cap, and I'm wondering if anyone has had that experience with FWE. I haven't heard any reports on that yet, but I thought I'd ask anyway.

Regarding real injuries, FWE only includes the crippled effects changes from real injuries. More immersive healing is handled through the integrated triage mod, which is much more steamlined and less cumbersome that RI (in my opinion).

I have all DLC so far availiable (Anchorage, Pitt, Broken Steel and Point Lookout). Does FWE applies also to these mods? - I can see that it rebalances weapon damage, so I think new weapons in this content should be rebalanced as well.


FWE includes support for Anchorage, Pitt, and Broken Steel. I don't own Point lookout, so there isn't support for that yet.


I'm a little confused now...I've managed to get the game going, everything's running smooth at around 20-24 fps exterior (but still 5-8 around Super Duper Mart), but now I'm getting random, weird crashes. The first one was when I tried to take a caravan to Megaton. Game crash, no auto/new save, start over again.


Depending on your system specs, crashing can be more or less common. I probably crash every 45min to an hour or so during normal play, and I'm not running very many mods. Of course my computer is a few years old now, drivers are out of date, etc... Can you verify whether the crashing is specific to FWE or not? Generally if crashing is totally random and not reproducable at a specific spot, there's no telling what the cause is. This has been the same story for nearly all of the Beth games =(


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Donatus Uwasomba
 
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