[RelZ] FWE - FO3 Wanderers Edition #13

Post » Mon Dec 14, 2009 4:23 am

>_>
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Marilú
 
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Post » Mon Dec 14, 2009 4:04 am

So I had this idea...

I think it would be a great idea, if it can be done. If not, well, we'll just have to make sure not to ride into an area we know is hostile. I must say though, I thought of riding to the Germantown HQ too, but after thinking about all the muties there, I decided against it lol.

Edit: Something else I thought of. This motorcycle wouldn't exactly be quiet, and the wasteland itself is not especially noisy. The bike would be heard from quite a distance and hostiles would come to investigate, I would think. Since I don't believe it can be programmed in for them to hear it from a distance like that, perhaps leaving it as it is and just NOT riding into hostile territory? :shrug:
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saharen beauty
 
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Post » Sun Dec 13, 2009 11:03 pm

I love the motorcycle system, I never used fast travel before. :)

But now that I did, the situations I ran into where kinda immersion breaking and annoying - because of the way fast travel works in general, not related to the motorcycle as such. What I mean is that I can?t travel to a location - I always travel into middle of a location.

For example, I wanted to use a known location to travel half way to Oasis which I hadn?t found yet, with the bike. So I picked that police station. Which had respawned. I appeared in the middle of the mutant infested compound, by the main entrance to inside, yet I had no interested in being there and I was getting hammered from every direction before I even got my gun out.

So I had this idea...I assume the fast travel simply requires a found marker, and then you can travel to it. I can see why the default markers mark the middle of a location, and it makes sense to travel to a main gate of a friendly city. However, when you are approaching a possible hostile location, it would make more sense to choose to leave your bike a bit further a away and approach more carefully by foot the rest of the way.

The obvious solution would be to have alternative map/travel markers for every (major) location, which would be off-set from the actual location. Would possibly this be something you could consider adding to the mod? :)

I don?t think each and every location would need such a "near-by marker", just some major ones spread out evenly to create sort of a grid of way points you could use to move from one area to another without having to visit the locations themselves, or which you could use to ride near a location and then use a more sensible tactical approach at going in. Also the markers wouldn?t have to be "well placed", just...some distance away, anything but having to end up ambushed every single time even when you don?t want to go to that location. :)

Interesting idea. You are correct in assuming that fast travel requires a found location (map marker) but you can add map markers. I added the dealership as a new map marker. Placing a number of additional map marker is not a problem, especially in the wastleland because there's lots of room out there. Might be more difficult in the city. The Official Game Guide divides the fallout wourld into nine zones. One or two markers could be placed in zones 1 through 8 (zone 9 is downtown). They could even appear as undiscovered locations on the Pip Boy with an X marker. A side effect of this would be the extra XP from discovering these new locations.
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alicia hillier
 
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Post » Mon Dec 14, 2009 5:27 am

Then, add another hotfix that halves the EXP gain from map markers. It'd be roughly double EXP with the current, so just half it and you break even.


Just a thought.


:EDIT: I too, am in love with the motorcycle. I made a trip to Megaton, and had to make a walk to Super Duper Mart. Well, I get down there, and realize that I left my bike back there. Now, I get the map marker, and walk back to Megaton. Okay. Load up on my bike and move out. Get to Super Duper Mart, and I realize that I left my bedroll back in my Megaton house.


Laughing and cursing the entire way back.
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Austin England
 
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Post » Sun Dec 13, 2009 9:46 pm

About the map markers - this mod is helpful when choosing where to place the markers for motor travel :)

http://www.fallout3nexus.com/downloads/file.php?id=1789
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Lucy
 
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Post » Mon Dec 14, 2009 8:47 am

Mezo, just want to mention something I noticed a few minutes ago. It seems my H&K CAWS is now doing over 2000 damage. I haven't used it yet to see if it is actually doing that damage (not sure how I could tell how much it's actually doing besides the obvious one-shot kills) or if the it is just getting reported wrong in the information. Something I thought you might want to look into when you feel up to it :)
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Danial Zachery
 
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Post » Sun Dec 13, 2009 8:20 pm

A minor (but slightly irritating, seeing as how useful they are) bug has to do with those goggles in the vicinity. I don't want to spoil the location for anyone, but I'm sure I've made it clear (at least to Mez, I hope) which ones.

They don't sit on the face right. Put them on to know what I mean. I think somehow the 'ground' model was somehow mixed in there. All other goggles are normal, though.

Found and fixed. It turns out that its a common issue with items like glasses. In fact if you want you can fix it yourself if you are comfortable with GECK.
  • First note the load order and backup FO3 Wanderers Edition - Alternate Travel.esp
  • Start GECK
  • Select FO3 Wanderers Edition - Alternate Travel.esp as the active file
  • On the GECK Toolbar / menu select Character -> Update facegen model availabilty (You don't get any feedback that its done anything)
  • Save the plug-in
  • Exit GECK
  • Use FOMM to restore the load order since FO3 Wanderers Edition - Alternate Travel.esp has probebly been moved to the end
  • Start the game and enjoy properly worn goggles


jjgun
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Michelle Serenity Boss
 
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Post » Mon Dec 14, 2009 9:54 am

Easy stuffs, thanks! I like those goggles, and the repair kick is nearly essential for me.

Thanks to my new wheels, I'm slowly turning the Super Duper Mart into a large personal armoury. Shelves upon shelves...weapons, armour, ammo...a wastelander's dream. I wish there was a mod that allowed you to set up a shop anywhere. I'd have raiders lining the isles. Heh.
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R.I.P
 
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Post » Mon Dec 14, 2009 7:17 am

Mezo, just want to mention something I noticed a few minutes ago. It seems my H&K CAWS is now doing over 2000 damage. I haven't used it yet to see if it is actually doing that damage (not sure how I could tell how much it's actually doing besides the obvious one-shot kills) or if the it is just getting reported wrong in the information. Something I thought you might want to look into when you feel up to it :)


That Value is not a bug, it's just caused by the stupid way Fallout3 calculates it's damage "value". In general the damage value from FO3 is pretty useless in telling how good a weapon really is, especially with shotguns because they fire multiple pellets, each having a high damage value but only a few will hit. Only FO3Edit or GECK can give you those values (or a bunch of console commands).
The CAWS is a damn fine close range weapon(one of the best imho) but it doesn't do 2000dmg or anything like that in one shot, it just has a decent rate of fire and fires 18 pellets each doing 75 damage.

Actually you just gave me an idea and maybe I'll write a simple mod that lets you display those values ingame...
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Eileen Collinson
 
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Post » Mon Dec 14, 2009 4:37 am

I haven't yet started to use the motorcycle yet - hoping he saddle bags help with encumbrance like they do in oblivion.

As for fast travel I like the idea skycaptain put forth too.

As for noise ... I guess my wasteland is more noisy as I added sound overhaul stuff that adds in distant gunfire and animal noises (I think ported over from STALKER - not sure though). Hey maybe the bikes were green bikes that were noise reduced or some such nonsense.

Anyway - I thought an option that I've been trying is the mod More map markers: http://www.fallout3nexus.com/downloads/file.php?id=2446 which gives you more to discover. I think the problem with that is that this means more exp so that may be a balance issue. Anyway there are more oblique markers added with this and does provide for more options to arrive close to but not right on top of certain areas.

I too use the color hi detail map and it is great - took some getting used to, but makes sense. I mean c'mon - this is the future and they are using vector style graphics? mini holograms I say.
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Janette Segura
 
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Post » Mon Dec 14, 2009 9:46 am

Anyway - I thought an option that I've been trying is the mod More map markers: http://www.fallout3nexus.com/downloads/file.php?id=2446 which gives you more to discover. I think the problem with that is that this means more exp so that may be a balance issue. Anyway there are more oblique markers added with this and does provide for more options to arrive close to but not right on top of certain areas.

I use this mod also and- I don't have problems with enemies in this case. So I think leave map markers problem as it is or integrate More Map Markers into FWE will be the best solution.
I don't think some additional XP will create major problems with balanse. :)

We have with this mod about 220 new markers
220*40(?) = 8 800 XP
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Katie Pollard
 
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Post » Mon Dec 14, 2009 5:29 am


Anyway - I thought an option that I've been trying is the mod More map markers: http://www.fallout3nexus.com/downloads/file.php?id=2446 which gives you more to discover. I think the problem with that is that this means more exp so that may be a balance issue. Anyway there are more oblique markers added with this and does provide for more options to arrive close to but not right on top of certain areas.

More Map Markers looks like a nice way to address Skycaptain's suggestion. It certainly has a lot more markers than I would have added. So I suggest, for at least now, those wishing to arrive at alternate locations use this. I agree with delamer that the additional XP is probably not a issue especially since you'll be getting into fewer fights using the motorcycle to get around.
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Matthew Barrows
 
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Post » Sun Dec 13, 2009 11:36 pm

:embarrass:

Uhm...did anyone know that warping near a cliff is kind of dangerous, as my bike fell down. And, then, I had to battle my way through what seemed like hordes of raiders, just to get it back. >.< Need to be more careful.

Coleen's Geo Markers work extremely well with this, also. Good for when you want to park your bike just right, or when you need to get back somewhere, fast. I've been using the hell out of them.
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adame
 
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Post » Mon Dec 14, 2009 8:18 am

:embarrass:

Uhm...did anyone know that warping near a cliff is kind of dangerous, as my bike fell down. And, then, I had to battle my way through what seemed like hordes of raiders, just to get it back. >.< Need to be more careful.

Coleen's Geo Markers work extremely well with this, also. Good for when you want to park your bike just right, or when you need to get back somewhere, fast. I've been using the hell out of them.

Where is there a map marker near a cliff? I know that some of the map markers near vaults (like valut 92) place the motorcycle in a less then idea position but I haven't encountered a cliff.

Here's the link to Coleen's new mod http://fallout3nexus.com/downloads/file.php?id=8172. It sounds very nice. Basically its a set of portable map markers. You have to locate them but when you've located one you can pick it up, take it with you, and place it wherever you want. I just might have to give this one a try.
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Trent Theriot
 
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Post » Mon Dec 14, 2009 6:00 am

it was mentioned in the readme that i had to do a master update in F03edit.. but when I put the program in my F3 folder and load it up, it loads all my mods and thats about it. I really cant seem to do anything other than browse around my mods. how do I use this program or do the master update??




thanks
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Anna S
 
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Post » Mon Dec 14, 2009 8:54 am

That Value is not a bug, it's just caused by the stupid way Fallout3 calculates it's damage "value". In general the damage value from FO3 is pretty useless in telling how good a weapon really is, especially with shotguns because they fire multiple pellets, each having a high damage value but only a few will hit. Only FO3Edit or GECK can give you those values (or a bunch of console commands).
The CAWS is a damn fine close range weapon(one of the best imho) but it doesn't do 2000dmg or anything like that in one shot, it just has a decent rate of fire and fires 18 pellets each doing 75 damage.

Actually you just gave me an idea and maybe I'll write a simple mod that lets you display those values ingame...

I understand. Thanks for the info. After posting I made it a point to use my CAWS just to see if I could one shot the brahmin in megaton. As you already know, nope. I didn't actually believe it would do that much damage, but I wanted to try lol. Prior to this release (or maybe it was prior to the 1.7 patch? Much more likely) The damage listed was somewhere around 200 or slightly below, which made halfway decent sense to me. That new number is what caused me to post.

I am happy to hear it's not an FWE bug :)

I must say, after my first encounter with super mutes post MR2, I am impressed (and now a bit frightened of going up against any more than one at a time lol). I almost couldn't believe how many shots with the .308 sniper rifle it took to bring one down. Nice work, Mezo! :clap: *he says while being secretly relieved he cleared the chryslus building prior to MR2 :lol:*
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Jessica Lloyd
 
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Post » Mon Dec 14, 2009 8:06 am

One question: does FWE add scope sway? I don't think my arms are crippled but the XuanLong assault rifle is almost un-useable for sniping because the scope sways so much! Same with the LSW.
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Emerald Dreams
 
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Post » Mon Dec 14, 2009 3:06 am

I must say, after my first encounter with super mutes post MR2, I am impressed (and now a bit frightened of going up against any more than one at a time lol). I almost couldn't believe how many shots with the .308 sniper rifle it took to bring one down. Nice work, Mezo! :clap: *he says while being secretly relieved he cleared the chryslus building prior to MR2 :lol:*

Your right, Super Mutants are now well, Super; especially the Brutes. They are to be avoided in larger groups. The Enclave in power armor is also much tougher but there armor is worth a lot in trade at Ft. Independence. I started a new character with MR 2.0 and encountered hostile Enclave just south of Megaton at very early levels (less then level 5). I don't remember seeing them this early before and I didn't think they became hostile until after your encounter at the Jefferson Memorial.
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Amy Smith
 
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Post » Mon Dec 14, 2009 1:43 am

Hello,

1st of all big thanks for best fo3 mod eva :D Can't imagine playing without it anymore...


But I have this little problem. In changelog of mr2 i read about companions not regenerate their health after combat. Problem is - they still regerate (Jericho and dogmeat tested). I thought that this may be the fault of my older save (from mr1g) but things are the same after i start new game. After combat companions regenerate their health no matter what. Bug? My fault?


load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espDUIF3Extras.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Lvl 30 Balance.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espWasteland Whisperer.espRobCo Certified.espWeaponModKits.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - FWE Master Release.esp


btw sry for my bad english -_-
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Rachie Stout
 
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Post » Mon Dec 14, 2009 3:26 am

it was mentioned in the readme that i had to do a master update in F03edit.. but when I put the program in my F3 folder and load it up, it loads all my mods and thats about it. I really cant seem to do anything other than browse around my mods. how do I use this program or do the master update??

I don't think that its needed as long as you're not using V1.5. However, if you want to use it make a copy of FO3Edit.exe and call it FO3MasterUpdate.exe and run that instead of FO3Edit. This will cause FO3Edit do the update for all of the files that you select. Watch the messages window and when it says its done its done.
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Erika Ellsworth
 
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Post » Sun Dec 13, 2009 11:23 pm

Good to hear muties are tough again =)

But I have this little problem. In changelog of mr2 i read about companions not regenerate their health after combat. Problem is - they still regerate (Jericho and dogmeat tested). I thought that this may be the fault of my older save (from mr1g) but things are the same after i start new game. After combat companions regenerate their health no matter what. Bug? My fault?


Hmm . . . make sure that you replace the FWE broken steel support mod in the latest version, as broken steel will over-write the companion's script. The new patch script contains the new companion tweaks. Also, dogmeat still autoheals, as he doesn't have an inventory you can interact with. Might cook up something to fix that down the road.

One question: does FWE add scope sway? I don't think my arms are crippled but the XuanLong assault rifle is almost un-useable for sniping because the scope sways so much! Same with the LSW.


Yes it does, in a way. Having a weapon skill less than 50 or so is going to make you a lot less accurate than you would be in the original game. With scoped weapons the spread/accuracy is manifested as scope sway. Keep in mind the LSW is a "big gun" technically. Also, I find that using the bullet time mode when sniping at low skill levels is the way to go. It slows down everything, your target and your scope sway. Sniping takes skillz now.
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Honey Suckle
 
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Post » Mon Dec 14, 2009 5:42 am

Hmm . . . make sure that you replace the FWE broken steel support mod in the latest version, as broken steel will over-write the companion's script. The new patch script contains the new companion tweaks. Also, dogmeat still autoheals, as he doesn't have an inventory you can interact with. Might cook up something to fix that down the road.


Yes, I'm using file from mr2. Never used older BS support file because I wasn't playing with BS earlier. Ofc it's nothing game breaking. Just wanted to let someone know about possible bug.
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Jonathan Braz
 
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Post » Sun Dec 13, 2009 8:54 pm

The cliff map marker was one of my Geo Markers. I miscalculated the trajectory of my tactical insertion. Or, more seriously, I thought that I was far enough back.

I took out a fair sized chunk of raiders, from the roof of a house with a scoped and silenced .44 lever rifle, and a 10mm pistol. Mad skillz.
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Czar Kahchi
 
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Post » Mon Dec 14, 2009 5:47 am

Hey, If I go through the initial vault intro, instead of going to the shack and picking "Vault Dweller" for my history, do I get the same bonuses? Alternatively, if I just pick a history of Vault Dweller, what happens when you get the call to return to the vault to help out?
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hannah sillery
 
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Post » Mon Dec 14, 2009 6:49 am

Question: Is the Guass Rifle supposed to do over 2000 damage per shot? Because at 100 energy weapons skill and a few Tesla books, it does. Seems a mite... excessive.

Also - I'm one-shotting Deathclaws with the CAWS even when I don't aim particularly well. Maybe the Deathclaws deserve some Toughness love.
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Hayley Bristow
 
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