FWE - FO3 Wanderers Edition #11

Post » Sat Dec 05, 2009 9:18 am

Is VATS still a valid option using this mod considering the changes to the formulas? Honestly, I prefer the game to be RPG than FPS, and using VATS makes it seem more RPG.

Is it balanced with this mod?
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Ross Zombie
 
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Post » Sat Dec 05, 2009 6:33 pm

I am afraid i ran into a small problem here. Some Npcs show White heads now :( When i deactivate every plugin related to FWE its ok again though. Updating with FO3Masterupdate didnt help unfortunately :( What can i do ?

Check please bLoadFaceGenHeadEGTFiles in fallout.ini
It need to be set to 1
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~Sylvia~
 
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Post » Sat Dec 05, 2009 9:34 am

Is VATS still a valid option using this mod considering the changes to the formulas? Honestly, I prefer the game to be RPG than FPS, and using VATS makes it seem more RPG.

Is it balanced with this mod?

Yes. You can choose one of three variants of VATS
2 Tubal
My suggestion is to control difficulty using MMM's Increased (Increased) Spawns instead of the difficulty slider. Facing 6 enemies is a completely different thing to facing two or three. You could even lower the difficulty to Easy and go nuts with the spawning instead.

I agree :)
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GPMG
 
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Post » Sat Dec 05, 2009 3:07 pm

I did a few tests with power armoured troops VS raiders to see if I could get the same results as Riddley seems to be getting and I found something interesting. Generally it seems like Enclave and BoS troopers can take out raiders while being outnumbered about 2:3, which is pretty good considering the cell I used for testing is completely open. I think any sort of cover would favour the elite troops.
However, I noticed that the Outcasts were being slaughtered with the same odds. I started paying more attention to what they were doing and there were always a few Outcasts who would just run forwards without shooting, effectively reducing the Outcasts' firepower with ~30%. Not a good thing when you're already outnumbered.
It turned out that they were all using the Winchester P94 Plasma Rifle, but the AI doesn't seem to use it. The Outcasts seem to have more of them than the BoS and the Enclave too, so they always had a few troopers that were effectively unarmed.
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Vicky Keeler
 
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Post » Sat Dec 05, 2009 9:42 am

Power armored troops being only 1.5x as dangerous as raiders? Doesn't seem right - you'd think they should be at least 2x as tough, maybe even more so, since the BoS and Enclave troops should have higher levels, skills, better weapons, and better armor than the raiders. Plus, I'd just like them to be a bigger threat than raiders.
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Jeneene Hunte
 
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Post » Sat Dec 05, 2009 9:28 am

Mods which handle gear, weapons and damage will override FWE's numbers if placed after FWE, correct?

I personally dont want to play a full fps when I load up FO3. I like the mix they added between damage, vats and tweaking of other mods.
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Motionsharp
 
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Post » Sat Dec 05, 2009 5:33 am

Check please bLoadFaceGenHeadEGTFiles in fallout.ini
It need to be set to 1



Thanks i will try that. But doesnt this cause various crashes ??
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luke trodden
 
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Post » Sat Dec 05, 2009 2:05 pm

Thanks i will try that. But doesnt this cause various crashes ??

It is hard to answer. But personally, I have one crash per day
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Monique Cameron
 
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Post » Sat Dec 05, 2009 9:36 am

Power armored troops being only 1.5x as dangerous as raiders? Doesn't seem right - you'd think they should be at least 2x as tough, maybe even more so, since the BoS and Enclave troops should have higher levels, skills, better weapons, and better armor than the raiders. Plus, I'd just like them to be a bigger threat than raiders.


Also find it kinda weird how raiders seem to be very accurate with their beat up guns, as if they have 70+ small arms skill. I mean these guys are just meth'd up punks. Surely they should miss more often, especially with a FN-FAL which has crazy recoil.
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Catharine Krupinski
 
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Post » Sat Dec 05, 2009 8:10 am

So when i put this line into my ini it actually worked. On the downside my companion?s head looks weird now and i get a lot of crashes...so unless there is an alternative fix, i wont be able to use this mod unfortunately :( I will go and try what Fook is all about now i suppose...
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kyle pinchen
 
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Post » Sat Dec 05, 2009 5:40 pm

Mods which handle gear, weapons and damage will override FWE's numbers if placed after FWE, correct?

I personally dont want to play a full fps when I load up FO3. I like the mix they added between damage, vats and tweaking of other mods.


What mods were you thinking of using to get more of an rpg experience?

I played a but last night on hard difficulty, but I think i'm going to take it back up to very hard. After I got a Chinese assault rifle, nothing seemed like a challenge. I'm in the tunnels right now, and molerats and ghouls go down in 1 shot usually. This kind of kills the tension that I used to feel with vanilla. Hopefully FWE will keep limiting the ammo and supplies that I am able to find, this is a good thing.
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Anthony Diaz
 
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Post » Sat Dec 05, 2009 4:13 am

Power armored troops being only 1.5x as dangerous as raiders?

Well, outnumbering is a very powerful factor.
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Arrogant SId
 
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Post » Sat Dec 05, 2009 8:57 am

So when i put this line into my ini it actually worked. On the downside my companion?s head looks weird now and i get a lot of crashes...so unless there is an alternative fix, i wont be able to use this mod unfortunately :( I will go and try what Fook is all about now i suppose...

Well- you are lucky.
White heads- it is new feature of 1.6 (or 1.5) patch
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He got the
 
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Post » Sat Dec 05, 2009 2:43 pm

So if i would simply revert to 1.0.0.15 i would get rid of all problems ? I guess i am off to try things again^^
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ImmaTakeYour
 
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Post » Sat Dec 05, 2009 12:37 pm

I went ahead and tested some more variations, I already had a cell set up for it anyway. I tested equal numbers of raiders versus various enemies, BoS, Outcasts, Enclave and Supermutants. The raiders immediately respawn, the others didn't. In one of the runs a 7-man team of BoS killed 73 raiders...
The results were pretty random though, and it depends a lot on whether the raiders are quick enough to react when they spawn, if the other team gets good weapons etc. Some times the power armoured troops only managed a 1:2 ratio, at other times 1:10. Supermutants generally fared much worse, 1:2 at most, and even lower if I mixed in melee mutants.

It also seems like the AI will use the P94, but only if they loot it from a corpse. I saw several examples of this.
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aisha jamil
 
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Post » Sat Dec 05, 2009 6:49 pm

So if i would simply revert to 1.0.0.15 i would get rid of all problems ? I guess i am off to try things again^^

There is no patches without problems. They simply different from version to version.
I don't have problem with patch 1.6, thank God, as well as with bLoadFaceGenHeadEGTFiles in fallout.ini
Do you have ArchiveInvalidationInvalidated!.bsa in SArchiveList? May be this two things must be together?

PS Also- do you make masterupdate again, after ini changing?
Also- you can have crashes, if you will use masterupdated saves in masterrestored game
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Phillip Hamilton
 
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Post » Sat Dec 05, 2009 7:49 am

Is there anyway I can restore the Bobbleheads to their vanilla properties? Also, is it this mod or DarnUI which removes the stealth indicators becaused I'd like those back too. Thanks for any help!


Can anyone help me, please?
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Lexy Corpsey
 
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Post » Sat Dec 05, 2009 12:23 pm

What mods were you thinking of using to get more of an rpg experience?

I played a but last night on hard difficulty, but I think i'm going to take it back up to very hard. After I got a Chinese assault rifle, nothing seemed like a challenge. I'm in the tunnels right now, and molerats and ghouls go down in 1 shot usually. This kind of kills the tension that I used to feel with vanilla. Hopefully FWE will keep limiting the ammo and supplies that I am able to find, this is a good thing.


What tension? Vanilla was an utter joke on any difficulty. I just ran around swinging my shishkebab and barely used stimpaks at all.

If you're using MMM, enable the Increased Spawns and/or Increased Increased Spawns mods if you want to ramp up the difficulty, and enable Feral Ghoul Rampage if you want tunnels to be hard. Going from fighting 3 Raiders to fighting 9 Raiders is very difficult. Going from fighting 6 ghouls to fighting 25 ghouls is very difficult.

The difficulty slider isn't a very effective means of adjusting difficulty in a game like FO3.
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jaideep singh
 
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Post » Sat Dec 05, 2009 7:03 am

So even with an older fallout3.exe or an older fallout3.esm the problem doesnt go away. When i use bLoadFaceGenHeadEGTFiles=1, all npcs have usual heads...except for my companion. Her face texture looks somewhat different. I am really not sure whats going on, did i maybe make a mistake when i created her ?
It might be interesting to mention, that not all npc are affected by the white face bug...only specific ones are...like cromwell or lucy west..
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Philip Rua
 
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Post » Sat Dec 05, 2009 7:55 am

So even with an older fallout3.exe or an older fallout3.esm the problem doesnt go away. When i use bLoadFaceGenHeadEGTFiles=1, all npcs have usual heads...except for my companion. Her face texture looks somewhat different. I am really not sure whats going on, did i maybe make a mistake when i created her ?
It might be interesting to mention, that not all npc are affected by the white face bug...only specific ones are...like cromwell or lucy west..

You better ask for help from peoples, which make companions or nvde mods, they have more experience with this stuff
I hear- it is not as simple as it seems
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Tiffany Castillo
 
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Post » Sat Dec 05, 2009 6:08 am

What mods were you thinking of using to get more of an rpg experience?

I played a but last night on hard difficulty, but I think i'm going to take it back up to very hard. After I got a Chinese assault rifle, nothing seemed like a challenge. I'm in the tunnels right now, and molerats and ghouls go down in 1 shot usually. This kind of kills the tension that I used to feel with vanilla. Hopefully FWE will keep limiting the ammo and supplies that I am able to find, this is a good thing.


Well I was thinking of sticking to FOOK for the weapon and armor tweaks side of things. Who here is running fook with fwe right now? How is it?
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Jah Allen
 
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Post » Sat Dec 05, 2009 5:53 pm

I actually fixed my problem now :D I created a copy of those face meshes, redirected my companion?s custom race to those files and made sure that there is no .egt file there ;) it works like a charm now :D I still get these odd crashes due to the egt setting in the ini though :( Any fix for those ? Does the newest patch maybe work better with that setting ? What about fixfacenormals ? Could it help ?
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Connie Thomas
 
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Post » Sat Dec 05, 2009 5:36 pm

Well I was thinking of sticking to FOOK for the weapon and armor tweaks side of things. Who here is running fook with fwe right now? How is it?

Since FOOK must be loaded before FWE, you will have nothing (IMHO) from this combo in question of Weapons/armors

I still get these odd crashes due to the egt setting in the ini though Any fix for those ? Does the newest patch maybe work better with that setting ?

You may try this patch. But as far as I know- this settings work fine for most users. But some users have problems with both bLoadFaceGenHeadEGTFiles and ArchiveInvalidationInvalidated!.bsa
The source of the problem unknown
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Silvia Gil
 
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Post » Sat Dec 05, 2009 4:49 am

Playing with increased increased spawns without using OA to get great gear from the get-go makes me feel that assault rifles aren't necessarily too powerful - more like the other small guns are too weak.

The 10mm Pistol is ineffective past about 20m, which makes sense. But the earliest longer-range weapon you get is almost always the Hunting Rifle, and its accuracy is HORRIBLE. I found myself using my damned 10mm Pistol to snipe people from 80m away more than the Hunting Rifle, because the Pistol actually hit more often, and the damage difference when the two hit was negligible at best! It seems crazy that a smaller round fired from a pistol should be both more accurate and more powerful than a full-sized rifle. I actually had to knock down the in-game difficulty to handle the Super-Duper Mart simply because I could not rely on my Hunting Rifle to actually hit what I was pointing at, and I was making a point to specifically not use the assault rifle simply to see what the game is like without one (especially since 5.56mm ammo can be scarce early on.)
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michael flanigan
 
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Post » Sat Dec 05, 2009 8:37 pm

Playing with increased increased spawns without using OA to get great gear from the get-go makes me feel that assault rifles aren't necessarily too powerful - more like the other small guns are too weak.

The 10mm Pistol is ineffective past about 20m, which makes sense. But the earliest longer-range weapon you get is almost always the Hunting Rifle, and its accuracy is HORRIBLE. I found myself using my damned 10mm Pistol to snipe people from 80m away more than the Hunting Rifle, because the Pistol actually hit more often, and the damage difference when the two hit was negligible at best! It seems crazy that a smaller round fired from a pistol should be both more accurate and more powerful than a full-sized rifle. I actually had to knock down the in-game difficulty to handle the Super-Duper Mart simply because I could not rely on my Hunting Rifle to actually hit what I was pointing at, and I was making a point to specifically not use the assault rifle simply to see what the game is like without one (especially since 5.56mm ammo can be scarce early on.)


I agree here about the hunting rifle. It's pretty crappy right now, however with a scope from WMK, it's makes it somewhat less terrible.

Pretty much all of the other small guns are lackluster when compared to an assault rifle. The better solution would be to bring the assault rifle back in line rather than adjust all other small arms to make up for it. The assault rifle is somewhat crazy at the moment. I agree it should be a very lethal weapon depending on range, but I find that even when used for longer distances, I'm getting better accuracy and damage than even a sniper rifle, which is just wrong on many levels. The spread and/or range of this weapon class needs to be looked I think.
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Bonnie Clyde
 
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