FWE - FO3 Wanderers Edition #11

Post » Sat Dec 05, 2009 2:19 pm

I have noticed some strange information on the Repair screen's preview (you know, where it tells you what the stats will be once you make the repair) Things like a helmet repair that will give +15% condition and +39 DR. (I WISH! Though I did try it and only got +1 DR. Figures.) Also, others such as weapons repairs that say +5% cond and +0 Dam, then once the repair is made the damage actually did increase by 1. These are only a couple of examples of what I have seen. There have been quite a few more. I was wondering if anyone else has had the same problem, if it was a mod bug, or what?

I've seen similiar things. I have some custom armor from another mod that often shows that a repair will yield a DR improvement of several hundred. My order mods and load order are very similar to yours.
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Amy Cooper
 
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Post » Sat Dec 05, 2009 5:56 am

Any ideas? Thanks, everyone :)


I don't see FOIP in this list. When using MMM or FWE I recommending using the FOIP mods as well to resolve any conflicts.

This may not clear Everything up, have you tried Filtering in FO3Edit to find the conflicts? (Trust me, they're are conflicts. Just loading FO3Edit isn't enough to see them).

Ultimately something is conflicting to cause this.

M
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Breautiful
 
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Post » Sat Dec 05, 2009 1:41 pm

I don't see FOIP in this list. When using MMM or FWE I recommending using the FOIP mods as well to resolve any conflicts.

You don't? Well, WeaponModKits - FWE Master Release.esp and Mart's Mutant Mod - FWE Master Release.esp are both FOIP mods. Or am I missing an important FOIP that I don't have?

have you tried Filtering in FO3Edit to find the conflicts? (Trust me, they're are conflicts. Just loading FO3Edit isn't enough to see them).

Ultimately something is conflicting to cause this.

Filtering.. ok.. not sure how to do that but I will give it a look and report back. Thanks :)
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Danny Blight
 
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Post » Sat Dec 05, 2009 3:40 am

You don't? Well, WeaponModKits - FWE Master Release.esp and Mart's Mutant Mod - FWE Master Release.esp are both FOIP mods. Or am I missing an important FOIP that I don't have?


Filtering.. ok.. not sure how to do that but I will give it a look and report back. Thanks :)


Oops missed that in your load order. :)

When you go into Fo3Edit, load everything up. Once you get the, "Background loader: finished":

Run FO3Edit, apply a filter with only the following options:

* by conflict status overall
o Conflict
o Critical Conflict
* Conflict status inherited by parent

Once you waited for the filter to finish:

* have a look at all conflicting records
* understand what the intentions of the change
* understand what the consequences are from the currently last loaded override being the only one the game engine will see
* decide which one should be the winning override and modify your load order accordingly
* if non of the record version, if being the winning override, would result in a satisfactory result, create a patch plugin using:
o copy as override into...
o drag'n'drop to manually merge the required changes

Luck,

M
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Britney Lopez
 
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Post » Sat Dec 05, 2009 5:04 pm

When you go into Fo3Edit...........

Luck,

M

Thanks, Miaximus. :) Looks like it will take some time for me to figure out the problem, if I can that is. lol. The hard part about it is the incorrect information the game is reporting to me isn't hard coded into the item. It has to do with the current conditions of each of the 'item being repaired' and 'item used to repair'. So, I'm not really sure where to look first. As far as the repair lists go, any conflicts look to be resolved properly.

I wonder if its a bug in the new official patch? hmmm..
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Aliish Sheldonn
 
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Post » Sat Dec 05, 2009 3:22 am

Could you reduce the radiation you get from being in the water? Aside from it being completely unrealistic, (its 200 years after the war! The water should have been clean by now!) it makes going through water a death sentence. I find it ridiculous that being in water gives 43 rads a second or so, without rad-x. In other words, you'll be dead in less than a minute from standing in a dirty puddle! This makes a LOT of places inaccessible, such as mirelurk grounds or Point Lookout, where there is water everywhere.

The game is challenging enough with FWE, but the radiation is masochistic.
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Shelby Huffman
 
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Post » Sat Dec 05, 2009 3:40 am

Yes, I do use CASM and I've also encountered mines I couldn't disarm during this quest. I'm also using version 1.6. I think I was reloading the CASM quick load. Thanks for the tip. If I encounter this again I'll try loading from the save from the load menu.

No, it will be no good
Don't use Quick Load EVER :)
Or (probably) you will always to have weird things
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Nicole Elocin
 
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Post » Sat Dec 05, 2009 5:30 pm

First, I wish to thank everyone who has had a hand in this mod. Fantastic work! I love it! :D

Now for my issue.. lol. (I did search previous threads for this and didn't see it mentioned) Anyway...

I have noticed some strange information on the Repair screen's preview (you know, where it tells you what the stats will be once you make the repair) Things like a helmet repair that will give +15% condition and +39 DR. (I WISH! Though I did try it and only got +1 DR. Figures.) Also, others such as weapons repairs that say +5% cond and +0 Dam, then once the repair is made the damage actually did increase by 1. These are only a couple of examples of what I have seen. There have been quite a few more. I was wondering if anyone else has had the same problem, if it was a mod bug, or what.~

I don't use FWE, but I get this issue when I fix items now and then. It seems that using a Cross-Repair mod can cause this sort of thing, when you repair a suit with wonder glue, sometimes it shows that it'll be fixing it up by 15 damage, yet it's not a weapon, or fixing guns with abraxco cleaner can show that it'll improve the DR on the weapon a bit, even though right above the new DR it shows DAM.
Just a odd issue, but certainly not limited to FWE users.
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Nitol Ahmed
 
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Post » Sat Dec 05, 2009 7:18 pm

When you go into Fo3Edit, load everything up. Once you get the, "Background loader: finished":
Run FO3Edit, apply a filter with only the following options:

Thanks for the lesson, Miaximus, I also read your posts in the FO3edit topic.
Seems to me- I miss something.
Please, tell more about drag-n-drop
For now I can only say- it is wery similar with rock-n-roll for me :)
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DeeD
 
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Post » Sat Dec 05, 2009 8:36 am

Could you reduce the radiation you get from being in the water? Aside from it being completely unrealistic, (its 200 years after the war! The water should have been clean by now!) it makes going through water a death sentence. I find it ridiculous that being in water gives 43 rads a second or so, without rad-x. In other, you'll be dead in less than a minute! This makes a LOT of places inaccessible, such as mirelurk grounds or Point Lookout, where there is water everywhere.


Couple of things come to mind:

- Sure, it isn't realistic for radiation to be so high 200 years after the game . . . but the game itself isn't very realistic.

- In the original game, radiation was a joke. It accumlated slowly, there's no reason to fear it, and you just end up with huge mountains of rad-x and radaway and no real reason to use it.

- I wanted to make dealing with high radiation situations a challenge. Getting into Pinkerton's lab is a harrowing journey. You'll need an advanced radiation suit and rad-x (which maximizes your rad resist), and you'll also need 5-8 radaways to get through the water alive. It's rough, but its the kind of challenge that I'm trying to create. If you can swimg across the potomic and not need to take radaway or worry about increasing your rad resistence, what's the point of even having radiation in the game?

Anyway, you can always edit the game settings down to their normal levels on your own. I hate to be a stick-in-the-mud about this, but it's part of the whole idea of survival in the wasteland.
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Spencey!
 
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Post » Sat Dec 05, 2009 9:49 am

Could you reduce the radiation you get from being in the water? Aside from it being completely unrealistic, (its 200 years after the war! The water should have been clean by now!) it makes going through water a death sentence. I find it ridiculous that being in water gives 43 rads a second or so, without rad-x. In other words, you'll be dead in less than a minute from standing in a dirty puddle! This makes a LOT of places inaccessible, such as mirelurk grounds or Point Lookout, where there is water everywhere.

The game is challenging enough with FWE, but the radiation is masochistic.


Actually I was really glad that FWE upped the radiation to 40/sec, as before the radiation was basically as you state - clean of rads. You got 1 rad/sec in water, which means that you could go anywhere in the water that you wanted without any fear of radiation, and that you would accumulate way too many rad-away and rad-x. I would argue that the default game makes radiation a non-problem, and it Should be in this game context.

Scientifically speaking, no one should try to claim that X years after the war there would be no rads in the water... How much radiation exists in the water and for how long is directly determined by the type of fissile material used in the bombs, how large the bombs were, how many were dropped, how the weather distributed the fallout, etc, etc. Where I would agree with you is that the radiation level would have decreased to close to zero In the Ocean ONLY. Inside continental boundaries, radiation could persist for a Very long time if enough were dropped in the right place.

Besides this is a game, its not 100% accurate to science, so we just go with it. :) I like the high-rads because it actually makes the water a Challenge, makes you think about how to get around it, how to avoid it, and sometimes, how much rad-away you need to survive. It's really a personal preference thing, but after playing it both ways, I prefer as much radiation as I can get! :nuke:

M
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WYatt REed
 
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Post » Sat Dec 05, 2009 5:48 am

The repair issue is definitely not a main game bug. Did some testing. Started with vanilla and loaded a mod at a time, checking each time. The problems started right after loading in FWE :( However, looking at it each time made me think, it may have something to do with the increased amounts for the damage, etc. Perhaps the game just doesn't know how to read in the new amounts for it's repair equations? :shrug:
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nath
 
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Post » Sat Dec 05, 2009 4:21 am

The repair issue pops up with any repair overhaul mod, when you add more repair choices, the game can mess up what it says. It's not unique to FWE.
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Lady Shocka
 
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Post » Sat Dec 05, 2009 4:58 am

Mezmorelda, Miaximus- agree with both about radiation
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sally coker
 
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Post » Sat Dec 05, 2009 3:27 pm

The repair issue pops up with any repair overhaul mod, when you add more repair choices, the game can mess up what it says. It's not unique to FWE.

Ok. Thanks for the info. I'm happy to hear it isn't an FWE problem. :) Just something I'll have to learn to look past.

I'm just real picky about what I use to repair stuff. "You know, instead of repairing that with this, I could get some extra caps by selling it instead."

Oh well. lol

Mezmorelda and Miaximus, total agreement here as well on radiation.
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jodie
 
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Post » Sat Dec 05, 2009 6:36 pm

by default with this mod armor is mostly useless, since you can be one or two-shotted by every other raider in the game even if you have maximum possible DR. Luckily, the fix was easy enough - I just went through and modded all the small guns back to their vanilla damage values except for the sniper rifle, whose 70 damage I rather like. I wish DR worked more like the original games in FO3 - then you could actually have armor that's nearly impervious to small arms while still having small arms that can one-shot kill an unarmored human if you hit them in the head. As is you have to choose between the two, and that just svcks:/


I kind of agree with the armor. I finally picked up some 29 DR combat armor (new game), and it really did nothing. A few hits, and I'm down. Since I use stimpacks very sparingly because of rarity, and I have Pn status set to heal based on endurance and strength, I'm usually running around with half my hit points anyway. Regardless, even at full hp, it only takes a few shots, sometimes just one, and it's reload time. I wouldn't mind it so much except that it seems to undermine the point behind the triage system. I never get crippled because I can't take enough damage to even get crippled in the first place, because for the most part enemies seem to be head hunting (200% damage), and the fights are over brutally fast. Pretty much every fight I've been in has been all-or-nothing. Either I take them all out well with some well aimed shots and well-placed explosives, or I miss my mark and die within 10 seconds. I'd really love to make good use of the wasteland doctor/surgeon perks, and to barely scraqe by with crippling injuries and low medical supplies, but its not happening like that in my game. I have to reload a lot, and I really don't like doing that. If I screw up, I'd prefer to get crippled and try to make the best of the situation rather than reload after every fight that doesn't go according to plan.
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Karen anwyn Green
 
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Post » Sat Dec 05, 2009 5:35 am

I kind of agree with the armor. I finally picked up some 29 DR combat armor (new game), and it really did nothing. A few hits, and I'm down. Since I use stimpacks very sparingly because of rarity, and I have Pn status set to heal based on endurance and strength, I'm usually running around with half my hit points anyway. Regardless, even at full hp, it only takes a few shots, sometimes just one, and it's reload time. I wouldn't mind it so much except that it seems to undermine the point behind the triage system. I never get crippled because I can't take enough damage to even get crippled in the first place, because for the most part enemies seem to be head hunting (200% damage), and the fights are over brutally fast. Pretty much every fight I've been in has been all-or-nothing. Either I take them all out well with some well aimed shots and well-placed explosives, or I miss my mark and die within 10 seconds. I'd really love to make good use of the wasteland doctor/surgeon perks, and to barely scraqe by with crippling injuries and low medical supplies, but its not happening like that in my game. I have to reload a lot, and I really don't like doing that. If I screw up, I'd prefer to get crippled and try to make the best of the situation rather than reload after every fight that doesn't go according to plan.



I'm quite saddened by this prospect. I actually felt like vanilla FO3 had a good damage ratio on very hard difficulty. Any way we can fix this?
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Jack
 
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Post » Sat Dec 05, 2009 9:12 am

I don't know any mods, which can provide example of solution.
Simple to increase DR? No way, it will be applied to the enemies too.
In the original games this problem was resolved by placement of the good armor/weapon. If you want good weapon- you must to visit some places, but in such places you will meet appropriate resistance from already tough enemies.
Here we have Oblivion-like style. Here we don't have places, which much more dangerous, then another
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Nick Tyler
 
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Post » Sat Dec 05, 2009 3:54 am

Simple to increase DR? No way, it will be applied to the enemies too.


And I'd be fine with that, if it worked. It doesn't. If you have 85DR, which is the maximum the engine will allow, you can still get one or two shotted by an assault rifle.
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le GraiN
 
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Post » Sat Dec 05, 2009 5:52 am

And I'd be fine with that, if it worked. It doesn't. If you have 85DR, which is the maximum the engine will allow, you can still get one or two shotted by an assault rifle.


Wouldn't a more effective solution be to drop weapon damage back down?
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Causon-Chambers
 
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Post » Sat Dec 05, 2009 6:16 am

Yep - and as I said earlier, that's what I did on my own game. Modded all the small guns back down to their Vanilla damage values.
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Ronald
 
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Post » Sat Dec 05, 2009 4:31 am

Yep - and as I said earlier, that's what I did on my own game. Modded all the small guns back down to their Vanilla damage values.


I was wondering who had posted that wonderful idea... :)

Is it possible for you to post instructions on how to do that? Or is it too complex?

I have absolutely no experience modding, just downloading and installing mods.... If not I do understand. But I too am annoyed by how easily I am sniped by a raider with a pistol before I can even see him.. :(
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Robyn Howlett
 
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Post » Sat Dec 05, 2009 8:28 am

Which CRAFT mod do I need? Link.
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ijohnnny
 
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Post » Sat Dec 05, 2009 5:37 pm

Well, don't me wrong - I really like the fast visceral combat and high damage weapons. Maybe it's just my difficulty setting (very hard), but armor does almost nothing at all in combination with the weapon damage values. The max DR is 85, but all of the new weapons are much higher base damage compared to vanilla. The weapons got an overhaul, but the armor didn't, and you can really feel it out there. This combined with the fact the player character has less base health now (I have 6 endurance now and I have around 210 health - I'm dead in a couple hits from just about any sort of weapon) and becomes very painful. If the armor is useless, what am I suppose to do? Run around toked out on a dozen varieties of drugs? I personally don't like use chems in game, but right now there doesn't appear to be much of an option. People keep saying the only way they can get through the harder fights is being on drugs - well, that's pretty limiting I think.

I like the fact that I can't survive a hail of gunfire anymore and actually have to think about combat situations, because in my mind it's more realistic and rewarding. The problem right now seems to be a lack of viable protection. The weapons are jacked up, but there are no armors (rare, expensive, or otherwise) to help balance out some of these damage values. One shouldn't mitigate the other, but there has to be a better way than the current situation.

I know FWE isn't specifically tailored to MMM, but like myself I know most of us here are using MMM + FWE because it feels natural together. You're severely outnumbered and outgunned, and I dig that, I really do - I just wish the system we have now would make more sense with the triage system and doctor perks, because it seems like it would add a fair bit of depth if crippling and hunting for medical supplies really meant something.
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Heather Dawson
 
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Post » Sat Dec 05, 2009 6:24 am

It's pretty easy to edit the weapon damage values back down. Just download FO3Edit and open it, then click OK on the dialog that pops up. Wait for it to load everything up, then click on the cross next to the FWE mod file in the list and scroll down to Weapons. There, click the cross again and you'll get a list of all the weapons that mod file edits. Click on one of them and you'll see a listing of the stats for that weapon on the right hand of the screen, with one bar of stats for each file that edits that weapon entry. The first bar should be Fallout3.esm (if it's a vanilla Fallout weapon). Just go through and change the values for damage in the FWE bar to be the same as the one in the Fallout3.esm bar. Do the same with each of the FWE mod files, and when you get to weapons created for FWE just input damage values that seem acceptable. I think I made my FN-FALs do 9 damage, for example - roughly the same as an assault rifle.
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Greg Cavaliere
 
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