Ooooo . . . lot's of good discussion!
Enclave SpawnsFrom the links and other conversations, it does appear to be a general BS issue. Maybe this is something that MMM can fix in the broken steel support esp.
1.) (SheerShaw) When I am in the Megaton house, whenever I am standing near where the workbench would be, I get a work bench repair bonus, despite not actually owning one.
Yeup, this is a bug caused by the workbench expanded mod. I'll dig into it and see if I can figure out what the deal is. might be a scripting problem that's beyond me which is why it isn't fixed. To my knowledge, the effective repairs / workbench mod swaps out the normal workbench with one that provides a repair bonus when next to it. I don't know why this occurs even when you haven't purchased the workbench. I agree it's sort of immersion breaking =(
2.) Some ammo doesn't have the weight in it's name, for example .45 i think
I'll check that too. I've fixed the 14mm and 7.62x51mm
3.) I have problems with modified weapons damage , for example 10 mm pistol have damage of 32 and silenced 10 mm pistol (SI) only 13, the same goes for Chinesse Asault Riffle DAM 189 -> Chinesse Asault Riffle (EC, LS) DAM 96.
Are you sure you're using the latest version of FWE and the latest FOIP patch for WMK support? I've checked this a few times before and it should all be good. Silencers reduce damage by ~25% in FWE, so the damage should go down, but not by that much.
5.) When i put stimpac in fridge, game crashes to windows (in Megaton house)
This is a known bug. The author of the Triage mod is working on a solution, although he's been AFK for a bit. I've looked at the scripts and I can't for the life of my figure out why they would cause a crash in some containers and not others. Very odd.
4.) This annoys me the most, arrrr !!! Cars shoud't explode, or the chance that car explode should be minimal, the bigest problem is you can not take cover or hide behind cars because it equals suicide
But exploding fusion cars are fun! Raising the health of the cars more might be in order. It's been raised once, but maybe it needs a boost again.
Let's talk a bit about explosives. I'm finding that frag grenades and mines are not doing much damage anymore. In the previous release explosives were explosive. Now its taking two or three mines or grenades to kill lightly armor foes like raiders and forget about using them on Super Mutants, they are only doing a couple bars of damage on them. So I'm finding myself using my assault rifle on crowds where a grenade would make more sense.
I agree. I chucked 3 frags into a good size back of raiders and did only minimal damage to them.
FWE places a lot of "tools" in the Pip Boy. There's the PN Configure tool, Triage, Bullet Time, and probably some others that I can't think of right now. Some appear on the Aid screen and some of the Miscellaneous screen. Some use
around their name, some use [square bracket], and some use no brackets. Perhaps there should be some standardization. I'd like to see them all on the same Pip Boy screen, all together at either top or bottom of the list, and marked in such a way that they stand out as tools. Honestly I can never find these tools when I want to.FWE adds four tools, and all of them are in carrot brackets ( "<" and ">" ). the carrots appear at the top of the inventory lists, which is why I made them use carrots. On the apparal tab is the Triage + sprint config and AID is primary needs + bullet time (might have sprint + bullet time reversed). moving them all to apparal or all to aid is tricky, requring reworking a number of scripts and possibly making upgrading with an existing character difficult, which is why I haven't done this.
If you getting other menu's in normal brackets, it's not from FWE.
yeah, FWE could do with a good cleanup, from the look of the mod "readme files" in this mod, some of the mods this Mod is based on, seems outdated if you look at the versions in the readme files, they might be up todate, i have no way of knowing.
This is increasingly becoming a tricky issue. I've made so many minor changes to most of the included mods in FWE (in some cases substantial revisions or re-workings), upgrading get's increasingly harder. My advice would be to let me know if there is a bug fix or new feature that an updated version of an included mods has, and I can look into incorporating it manually. I know this is less than ideal in some cases, but it's a reality of how this package works.
Damage FormulasAfter some continued playtesting, I'm thinking that armor is too effective with the recent change in MR 2.0. Right now, the net multiplier on armor is 4.1, compared the original game of 1.2. Based on the damage formulas in the geck wiki, and factoring in FWE's increased damage, even though the multiplier is much higher (~4 times), the net damage taken was calculated to be about 25%-40% less than pre- 2.0. It feels like a lot more than this. I don't know if the damage formula for armor is wrong or not. I'll try dropping it down to a net multiplier around 2.5-3 and see how that feels.
While high DR foes feel tough, I think guys with DR in the 15 range are not taking enough damage. Likewise, the player and companion's in power armor really feel overpowered. I started as an outcast in my current char to test power armor, and it's way to strong I think.