[RelZ] FWE - FO3 Wanderers Edition #13

Post » Sun Dec 13, 2009 11:42 pm

Thank you so much for clearing that up for me, Delamer, and I apologize for being so confused :) *removes appropriate mods from his load order*
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Dagan Wilkin
 
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Post » Mon Dec 14, 2009 6:17 am

Thank you so much for clearing that up for me, Delamer, and I apologize for being so confused :) *removes appropriate mods from his load order*

Not so fast- next day I give CP for WMK-FWE+DLC-s :)
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Philip Rua
 
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Post » Mon Dec 14, 2009 9:41 am

Not so fast- next day I give CP for WMK-FWE+DLC-s :)

Sweet! I didn't delete them, just unchecked them. :D
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Haley Cooper
 
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Post » Mon Dec 14, 2009 1:04 am

Could anyone point me in the right direction for modifying workbenches added by mods (e.g. a house mod of some kind) so that they react in the same way as FWE workbenches, instead of vanilla?

I've tried using FO3Edit to add FO3 Wanderers Edition - Main File.esm as a master to my house mod, and then replacing the workbench script on the activator with NewWorkbenchScript [SCPT:0AFA00C4] from FWE, but it doesn't seem to have made any difference.
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Kerri Lee
 
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Post » Mon Dec 14, 2009 1:16 pm

Could anyone point me in the right direction for modifying workbenches added by mods (e.g. a house mod of some kind) so that they react in the same way as FWE workbenches, instead of vanilla?

I've tried using FO3Edit to add FO3 Wanderers Edition - Main File.esm as a master to my house mod, and then replacing the workbench script on the activator with NewWorkbenchScript [SCPT:0AFA00C4] from FWE, but it doesn't seem to have made any difference.

But.... doesn't FWE now depend on CRAFT, and isn't CRAFT then the master of the workbench modification system? I'd think that you'd want to have your house mod depend on CRAFT, rather than FWE, and then whatever CRAFT-compatible workbench plugins the player may have will/should work fine with it, even if the user doesn't use FWE (but rather just CRAFT).
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abi
 
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Post » Mon Dec 14, 2009 4:04 am

Also, in the new version of CRAFT you don't need to replace the workbenches. :)
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Sakura Haruno
 
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Post » Mon Dec 14, 2009 6:19 am

But.... doesn't FWE now depend on CRAFT, and isn't CRAFT then the master of the workbench modification system? I'd think that you'd want to have your house mod depend on CRAFT, rather than FWE, and then whatever CRAFT-compatible workbench plugins the player may have will/should work fine with it, even if the user doesn't use FWE (but rather just CRAFT).


You would think that, but apparantly the FORMID of the script used in FWE's workbench activators is NewWorkbenchScript [SCPT:0AFA00C4], which is from FWE Main, not CRAFT.

*shrug*

<-- still stumped.

EDIT: I should add, quickly, that this isn't a house mod that I'm working on, I'm trying to modify the workbench in the CLEP house so have the correct FWE/CRAFT functionality.
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Steph
 
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Post » Mon Dec 14, 2009 11:07 am

I have a question I installed FWE and have played around with a CHR-10 STR-8 AGI-7 Per-7 End-4 Luck-3 Int-1 with tag skills being barter, speech, and explosives. I was wondering if a melee build is viable. The build I have been thinking of is this
STR:10
END:9
CHR:6
AGI:6
INT:1
LUCK:1
Tag: melee/repair/speech(those five hundred caps in the beginning are really nice)
Maybe swapping AGI for INT if AGI is not a necessity. So what do you fine upstanding citizens think is it viable? I AGI a necessity? Should I bring AGI down to 4 and INT up to 3?

Diligo, Fides quod Talio,
Dakorma.

(PS/EDIT: I just realized that my original Lovely Stupid Mad Bomber has more special points then she should have. How odd I just checked the first save and she still has it maybe its the backstory I chose for her.
PPS: she has 39 special points minus the strength bobble head)
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Cayal
 
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Post » Mon Dec 14, 2009 1:18 am

A potential bug I found with the motorcycle. If you fast travel to big town, sometimes the motorcycle will just vanish, especially right before the super mutant attack. Luckily I had a save before it vanished. Sometimes the bike just ends up in really awkward places. Additionally, it's always getting knocked over. I think there should be some way to move it around in a limited fashion (IE putting it up against a building out of view, or other such places).
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Abel Vazquez
 
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Post » Mon Dec 14, 2009 1:21 am

A potential bug I found with the motorcycle. If you fast travel to big town, sometimes the motorcycle will just vanish, especially right before the super mutant attack. Luckily I had a save before it vanished. Sometimes the bike just ends up in really awkward places. Additionally, it's always getting knocked over. I think there should be some way to move it around in a limited fashion (IE putting it up against a building out of view, or other such places).

Are you saying that you arrive without the bike? If so did you notice if the travel message in the top left of the screen said that you traveled zero miles? That's pretty rare and that could mean that you arrived without the bike. The more likely situations is that the bike was just invisible. If you looked at where it was suppose to be and were close enough to activate you'd see it name appear and could activate it. If you disturb it by just walking into it or shooting it and it will appear. I has to do with the game not always redrawning stationary objects unless they are disturbed. The reason the bike falls sometimes is because something in the terrain disturbs it and Havoc knocks it over. The next release that I'm testing now fixes invisible bike problem and attempts to stand the bike back up after each ride and in gerneral improves the reliability. I've also been looking into a way to drag the bike short distance because sometimes it is just in a bad place especially with all the additional markers that More Map Marker adds. There's one right by the door to the Rivit City Marketplace that will have the bike block the door.
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Mistress trades Melissa
 
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Post » Mon Dec 14, 2009 10:45 am


I've also been looking into a way to drag the bike short distance because sometimes it is just in a bad place especially with all the additional markers that More Map Marker adds. There's one right by the door to the Rivit City Marketplace that will have the bike block the door.

That's awesome to hear, jjgun :D I noticed the blocking of the Rivet City Marketplace door myself the other day and thought:

"Sure wish it would have parked itself at that bridge spot it uses when I traveled to the other Rivet City map marker." hehe.

Since it didn't look right, blocking the door wheely style and all, I just used it again and went to the other spot. Dragging would have be the best way to handle a situation like that since riding uses more fuel and causes more wear (not much I am sure, but still. With today's fuel prices, you know :lol: )
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Baylea Isaacs
 
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Post » Mon Dec 14, 2009 3:58 am

Has anyone had a problem with missing textures or meshes? I my game the miniguns just show exclamation point's and when I try to use the water purifier, it also is replaced by one.
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Donatus Uwasomba
 
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Post » Mon Dec 14, 2009 1:49 pm

Has anyone had a problem with missing textures or meshes? I my game the miniguns just show exclamation point's and when I try to use the water purifier, it also is replaced by one.

Usually that means when you installed the mod, the textures didn't get placed correctly, and the game cannot find the one it is looking for. Make sure you correctly placed the Assets files in their correct folders. I would also recommend using http://fallout.gamesas.com/eng/links/privacyredirect.php?site=http://www.fallout3nexus.com/downloads/file.php?id=944 or the "Toggle Invalidation" option in the FOMM. Otherwise you have to have that silly Archive Invalidation text file that doesn't always work. Not using at least one of the above options can also make the game unable to find a required texture and cause your problem :)
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Meghan Terry
 
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Post » Sun Dec 13, 2009 10:07 pm

Fallout3.esmQZ Keys.esmQZ Night Vision.esmSS Weapon Effects.esmCRAFT.esmCALIBR.esmFOOK.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmThePitt.esmAnchorage.esmBrokenSteel.esmPointLookout.esmZeta.esmEnclaveCommander-OA-Pitt-Steel.esmCubeExperimental (EN).esmProject Beauty.esp --Reads as an ESM--KTs_Centercamera.espUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espWaterBeggarScriptFix - BS.espvault92 fix.esp --Re-enables you to open the tunnel under the overseer's desk--SS Weapon Effects Universal.espSS Weapon Effects DLC.espVATSFixOff.espQZRedNV.esp --Custom addon to QZ nightvision. Makes it red instead of green--DarNifiedUIF3.espDUIF3Extras.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espfellout-pointlookout.esp3EFhelmlessstealthsuit.esp3EFdrgplate.espRobCo Certified.espUPP - Original Perks.espUPP - Beverage Perks.espUPP - Experience Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espCRAFT - Activation Perk.espCALIBR Ammo Schematics - CRAFT.espFOOK.espFOOK - Owned!.espFOOK - Anchorage.espFOOK - The Pitt.espFOOK - SS Weapon Effects.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - FOOK Support.espFWE - FOOK DLC Support.espMart's Mutant Mod.espMart's Mutant Mod - FOOK.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Broken Steel.espbltc.espBLTC Immersion Patch.espBLTC Less Addictions.espBLTC No Overdosing.espBLTC No Visual Effects.espGalaxyNewsRadio100[M].esppointlookoutmadeeasy.espPLweightadjust.esp --Makes Punga Fruit lighter--dD-More Gore.espdD-More Gore-The Pitt.espdD-More Gore-BrokenSteel.espdD-More Gore-PointLookout.espdD-More Gore-Zeta.espdD-PointLookout Weapon Blood.espdD-Zeta Weapon Blood.espdD-Reduced Dismember Force.espUWWUT.espUWWUT - UF3P Addon.espUWWUT - The Pitt Addon.espUWWUT - Broken Steel Addon.espDree Repair.espDree Repair for Pitts.espDree Repair for Anchorage.espDree Repair for Broken Steel.espDree Repairs for Point Lookout DLC.espDree Perks.espDree Perks Requested by Fans .espDree Perks Pitts.espDree Perks Anchorage.espDree Perks Point Lookout.espDree Perks Mothership Zeta.espTailor Maid.espTailor Maid PITT.espTailor Maid Anchorage.espTailor Maid Brokensteel.espTailor Maid Black Retex.espMZAllAccessPass.espBurgerBoyCompound.espmonumentrevamp.esp --Makes the Washington monument a little more fortified, and adds flying flags to all standing poles--Princess Top of the World.espProjectileMod.esp --better plasma projectile--Gauss_Extreme.esp --New texture and projectile--Armored Vests.espGloves.espGhoulEcologyFixed.espGeneratorSound.esp --Static generators make a sound now--Panada Essential.espHackingMessage.espMegatonBombDefuse.esp --Defuse reqs 65 explosives--Tribal_DX.esp --New Texture and a matching helmet--Ghoul & Raider Races.espCRBSOR.esp --BS custom race fix--FollowersRelax.esp --Wait = Sandbox--PartyColonelNoble.esp --Custom player face--Pip-Boy Remover.esp --Invisible until used--


Basically, using FOOK and XFO was making my game far too hard even on very easy. XFO was extremely outdated, so I decided to start using FWE.

Now, I've completely overhauled my load order, and I just wanted someone to take a look and see if there are any errors I should fix, or recomendations to add/upgrade/remove.

My biggest concern is what to do with MMM. Do I use the FOOK FOIP patch, FWE FOIP patch, or both?
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Ria dell
 
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Post » Mon Dec 14, 2009 6:20 am

Never mind, in my haste, I forgot all about the assets folder. Now if you'll excuse me I have to go be the stupid out of myself.
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Lisha Boo
 
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Post » Mon Dec 14, 2009 12:57 pm

Just a small question, but since CRAFT 2.0 is in the works, will there be a patch to allow dismantling of FWE guns and such? Because it would be awesome to build FWE guns from scratch (given the schematics).

It just...would be perfect.
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Jessie Butterfield
 
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Post » Mon Dec 14, 2009 12:49 am


Now, I've completely overhauled my load order, and I just wanted someone to take a look and see if there are any errors I should fix, or recomendations to add/upgrade/remove.

First thing I noticed, right off the bat, you need to move your DLCs to the top of your order, right after Fallout3.esm. Where you have them now, they are overwriting FOOK, FWE AND MMM's mains. A lot of what you have I haven't used, but I do know that the Enhanced Blood Textures mod (dD-More Gore.esp, etc), overwrites some things for FWE. I created my own CP for it to keep the stats correct.

My biggest concern is what to do with MMM. Do I use the FOOK FOIP patch, FWE FOIP patch, or both?

If you are using the latest "Master Release 2.0" for FWE, the answer is simple. You use the Mart's Mutant Mod - FWE Master Release.esp as the readme says to use ;)

Hope this helps. Others with more experience may be able to help more :)
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brian adkins
 
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Post » Mon Dec 14, 2009 11:01 am

First thing I noticed, right off the bat, you need to move your DLCs to the top of your order, right after Fallout3.esm. Where you have them now, they are overwriting FOOK, FWE AND MMM's mains. A lot of what you have I haven't used, but I do know that the Enhanced Blood Textures mod (dD-More Gore.esp, etc), overwrites some things for FWE. I created my own CP for it to keep the stats correct.

If you are using the latest "Master Release 2.0" for FWE, the answer is simple. You use the Mart's Mutant Mod - FWE Master Release.esp as the readme says to use ;)

Okay, I fixed the DLCs

The problem is that I ALSO have FOOK, so I wouldn't get any FOOK items on monsters added by MMM, I think

I can't believe no one thought of a MMM+fook+FWE patch >.<

EDIT: Yes, I'm using MASTER 2.0

also, could I get a copy of that Enhanced Blood Textures CP?
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Rowena
 
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Post » Mon Dec 14, 2009 9:45 am

Okay, I fixed the DLCs

The problem is that I ALSO have FOOK, so I wouldn't get any FOOK items on monsters added by MMM, I think

I can't believe no one thought of a MMM+fook+FWE patch >.<

There is one for the OLD version of FWE, but I believe (but please don't quote me on this, lol) the FOIP for the master release should cover it. You may need to also use the MMM + FOOK one but I don't use FOOK and am really not sure there. Sorry.

also, could I get a copy of that Enhanced Blood Textures CP?

Sure. :) Here is my http://rapidshare.com/files/265694858/FWE_-_Enhanced_Blood_Textures_CP__main_.esp.html and my http://rapidshare.com/files/265695601/FWE_-_Enhanced_Blood_Textures__The_Pitt__CP.esp. I don't have the other DLCs so cant make CPs for them yet, but once I have them I will be sure to create them :)
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Connor Wing
 
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Post » Mon Dec 14, 2009 4:48 am

Thanks man. Well, I'll just cut out the FOOK mmm patch, and hope for the best
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Greg Swan
 
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Post » Mon Dec 14, 2009 12:18 pm

First thing I noticed, right off the bat, you need to move your DLCs to the top of your order, right after Fallout3.esm. Where you have them now, they are overwriting FOOK, FWE AND MMM's mains. A lot of what you have I haven't used, but I do know that the Enhanced Blood Textures mod (dD-More Gore.esp, etc), overwrites some things for FWE. I created my own CP for it to keep the stats correct.


If you are using the latest "Master Release 2.0" for FWE, the answer is simple. You use the Mart's Mutant Mod - FWE Master Release.esp as the readme says to use ;)

Hope this helps. Others with more experience may be able to help more :)


What kind of stats do those esps overwrite? im curious because I have FWE setup with the more gore.esps and I don't want to imbalance FWE in anyway if I can.



Also, can we expect to have the rest of the remaining DLC's patched for FWE in the next update? Because I will hold off on point lookout and zeta if that will be the case...
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maria Dwyer
 
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Post » Mon Dec 14, 2009 6:45 am

Also, can we expect to have the rest of the remaining DLC's patched for FWE in the next update? Because I will hold off on point lookout and zeta if that will be the case...


That's tough to say, given I don't have those DLC yet =( I'll see what can be worked up though.

Also, I'm going to be (and have been) traveling lately, so contact will be a little sporadic here on the boards. I have managed to work on 2.1 a little. So far I've got a fix for the stimpak CTD issue, and am working on a solution for the loosing the hotkey to stimpaks problem.

I've also made some tweaks to the damage formulas and the explosions damage/radius, which feels a better to me.

Anyway, I'll keep you all posted as I am able.

Cheers!
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A Lo RIkIton'ton
 
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Post » Mon Dec 14, 2009 4:18 am

That's tough to say, given I don't have those DLC yet =( I'll see what can be worked up though.

Also, I'm going to be (and have been) traveling lately, so contact will be a little sporadic here on the boards. I have managed to work on 2.1 a little. So far I've got a fix for the stimpak CTD issue, and am working on a solution for the loosing the hotkey to stimpaks problem.

I've also made some tweaks to the damage formulas and the explosions damage/radius, which feels a better to me.

Anyway, I'll keep you all posted as I am able.

Cheers!

You should look into the DLCs. From a modding perspective, they are all worth the money (story wise, all but MZ. MZs strength is the graphics)
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Ruben Bernal
 
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Post » Mon Dec 14, 2009 12:45 pm

There is one for the OLD version of FWE, but I believe (but please don't quote me on this, lol) the FOIP for the master release should cover it. You may need to also use the MMM + FOOK one but I don't use FOOK and am really not sure there. Sorry.

Some time ago Martigen advice to load MMM-FOOK, and then MMM-FWE MR CP-s
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Alex Blacke
 
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Post » Sun Dec 13, 2009 10:16 pm

What kind of stats do those esps overwrite? im curious because I have FWE setup with the more gore.esps and I don't want to imbalance FWE in anyway if I can.

They overwrite a few of the Body Part data, namely the Health Percent and Damage Multiplier back to vanilla. If loaded before FWE, then the info EBT changes is back to vanilla making them useless. My CPs listed in http://www.gamesas.com/bgsforums/index.php?showtopic=1023493&st=160&p=14863080&#entry14863080, should correct that. :)

Edit: Just make sure to load EBT after FWE and my CP after EBT.
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Victor Oropeza
 
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