[RelZ] FWE - FO3 Wanderers Edition #13

Post » Sun Dec 13, 2009 11:28 pm

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?

AFAIK if you choose vault intro you will have no special bonuses at all, becouse you don't use alternative start in this case

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?

With alternative start you can complete all plot quests, including Troubles in the HomeFront, but only if you choose faction, which not interfere with plot factions. So- if you choose raiders history for example, you will be not able to complete main storyline, cos you will be enemyes with BoS. With Vault Dweller history- you will be.
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Dustin Brown
 
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Post » Mon Dec 14, 2009 8:15 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.

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.

I think sniping in FWE is perfect. If your Small Guns skill is low, you SHOULD have a lot of sway. You aren't 'skilled' at it and it's SUPPOSED to be hard. Hell, even with it at 100 you still have a small amount of sway. I LOVE THAT! It relies a lot on player skill. That means to be a sniper, you must have precision, timing and above all patience!
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Prohibited
 
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Post » Sun Dec 13, 2009 11:17 pm

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.

I think sniping in FWE is perfect. If your Small Guns skill is low, you SHOULD have a lot of sway. You aren't 'skilled' at it and it's SUPPOSED to be hard. Hell, even with it at 100 you still have a small amount of sway. I LOVE THAT! It relies a lot on player skill. That means to be a sniper, you must have precision, timing and above all patience!

Not only skills, but SPECIALs too. If your Agility (or Perception, I not sure) is not maxed, the sway will still exist, especially on the long ranges.
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Lauren Denman
 
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Post » Sun Dec 13, 2009 9:03 pm

Hmmm . . .

So I've noticed some enclave troops spawning hostile to me pretty early on in the game here. I've noticed it with two characters now outside of the new "Wasteland Motors" (added in the bike patch). I've noticed the, elsewhere too. I don't know if its an FWE problem, a MMM problem, a conflict between the two, or something else.

Anyone have any suggestions?
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Tracey Duncan
 
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Post » Mon Dec 14, 2009 1:03 am

Hmmm . . .

So I've noticed some enclave troops spawning hostile to me pretty early on in the game here. I've noticed it with two characters now outside of the new "Wasteland Motors" (added in the bike patch). I've noticed the, elsewhere too. I don't know if its an FWE problem, a MMM problem, a conflict between the two, or something else.

Anyone have any suggestions?

It is Broken Steel problem IMHO. I see it without both MMM and FWE.
Another two points- between Megaton and Super-Duper Mart (near the Farm) and near Dukoff Place. Enclaves can be spawned after second visit to this places
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Harry-James Payne
 
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Post » Mon Dec 14, 2009 2:24 am

It is Broken Steel problem IMHO. I see it without both MMM and FWE.
Another two points- between Megaton and Super-Duper Mart (near the Farm) and near Dukoff Place. Enclaves can be spawned after second visit to this places

I don't think so, Del. I have Anchorage and Pitt but I do not have Broken Steel yet and I have had them spawn hostile towards me outside Wasteland Motors as well. I thought it might have to do with MMM's Natural Selection mod with all it's added factions, but if you say it happens without even using FWE or MMM, then I haven't a clue.
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Tyler F
 
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Post » Mon Dec 14, 2009 12:36 am

I don't think so, Del. I have Anchorage and Pitt but I do not have Broken Steel yet and I have had them spawn hostile towards me outside Wasteland Motors as well. I thought it might have to do with MMM's Natural Selection mod with all it's added factions, but if you say it happens without even using FWE or MMM, then I haven't a clue.

Well- I say about possibility of Enclave spawn in the whole, I never see enclaves before BS DLC.
And for now- I was not able to see enclaves near Wasteland Motors specifically. Only near Dukoff and Farm
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Beat freak
 
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Post » Mon Dec 14, 2009 3:27 am

Hehe, I managed to spot the ones that spawned near me before they spotted me. I love having a scoped Lever Rifle. So. Damn. Efficient.

Though, I did think it odd that I managed to take them down. There was only two, but it seemed...too easy. I get taken down easily by raiders, so it just seems odd to em.

I don't see anything wrong with it, though. They're supposed to be hostile towards...well, everyone. And, they have no presence before you start workin' on the main quest. So, it's nice to see a couple before then.
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helliehexx
 
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Post » Mon Dec 14, 2009 10:26 am

First of all i want to say, Great MOD I love it !!, thx to all helped and created it (Mez). I make FO3 like it should be from te begin. If you played FO3 vanila it's boring to play it second time, but with this mod you want to play it again and again with new character :)
While playing the game I noticed this bugs and features that i think should be nice to fix.

Possible bugs

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.

2.) Some ammo doesn't have the weight in it's name, for example .45 i think

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.

4.) In Megaton House i can't activate Jukebox ;)

5.) When i put stimpac in fridge, game crashes to windows :( (in Megaton house)


Posible new features changes :)

1.) In loading screen, it shows Radway taken 0, Stims taken 0, It's posible to add them to game statistics.

2.) Bulet time tool is shown 2x in Appel and misc. I can set bullet time in inventory - > Appeal, but why it's in misc too ? It's confusing.

3.) Meel weapons damage is too high and unbalanced (example knife is to powerful, and fast). Should be Slow weapons -> high damage and fast weapons -> medium or low damage.

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 ;)


In Overal Wanderers Edition is better than all official DLC together. :)

Thx Michal :)

#I use FO3 ver. 1.7, MR 2.0 and FOSE 1.1 beta 9
#Sorry for my English ;)
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*Chloe*
 
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Post » Sun Dec 13, 2009 8:03 pm

It is Broken Steel problem IMHO. I see it without both MMM and FWE.
Another two points- between Megaton and Super-Duper Mart (near the Farm) and near Dukoff Place. Enclaves can be spawned after second visit to this places

It could be a Broken Steel problem. I just added BS and in my previous games without I don't think I saw any Enclave until after you encounter Col. Autumn in the Waters of Life quest. From a main story line perspective there's no reason for them to be hostile before that. I've also seen Enclave near Dukov's and they attacked me on sight.

I just found a couple posts that talk to this. It seems that it is casues by BS and that the suggested fix is to not enable BS until you start Take it Back quest.

http://www.gamesas.com/index.php?act=findpost&pid=14828862
http://www.gamesas.com/index.php?act=findpost&pid=14696483
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Red Sauce
 
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Post » Mon Dec 14, 2009 9:44 am

I've encountered Enclave just up from the Tepid Sewer while doing the Survival Guide quest. They weren't there when I went in, but they lit me up as soon as I left the sewer. Had to reload and sneak out! On the other hand I've also seen Enclave out in the Wastes which were not hostile.
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Prue
 
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Post » Mon Dec 14, 2009 9:19 am

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.
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Jesus Duran
 
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Post » Mon Dec 14, 2009 10:59 am

4.) In Megaton House i can't activate Jukebox ;)

You must, Jukebox work just fine

Posible new features changes :)
1.) In loading screen, it shows Radway taken 0, Stims taken 0, It's posible to add them to game statistics.

They all added to chems category now
2.) Bulet time tool is shown 2x in Appel and misc. I can set bullet time in inventory - > Appeal, but why it's in misc too ? It's confusing.

I have only one- in AID section. Are you sure you don't have standalone Bullet Time loaded together with FWE's one?
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Susan Elizabeth
 
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Post » Mon Dec 14, 2009 5:49 am

I have only one- in AID section. Are you sure you don't have standalone Bullet Time loaded together with FWE's one?

My mistake- there really two items in the inventory.
But it is from the original Bullet Time, so it is normal I think.
Just the way in which this mod was created
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Juan Cerda
 
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Post » Mon Dec 14, 2009 10:00 am

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.
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Soku Nyorah
 
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Post » Sun Dec 13, 2009 10:00 pm

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.


Best R.

Ta'Lyn
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Andrew Perry
 
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Post » Mon Dec 14, 2009 2:40 am

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.

Agree, it will be much better.
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Vickytoria Vasquez
 
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Post » Sun Dec 13, 2009 10:25 pm

Ooooo . . . lot's of good discussion!

Enclave Spawns

From 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 Formulas

After 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.
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joannARRGH
 
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Post » Mon Dec 14, 2009 1:26 am

Hi Mezmorelda, have you thought about remakeing FWE? i personly love and use FWE+WMK+MMM+weather MODs and some few small mods mostly content mods.


Best R.

Ta'Lyn
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Justin Bywater
 
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Post » Mon Dec 14, 2009 2:51 am

Where the hell can I get the craft and Calibr mods from? I love the way you say they're required and then give no download link to them at all!

Cheers.
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Brian Newman
 
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Post » Mon Dec 14, 2009 2:10 am

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 checked the explosion data associated with grenade projectiles from the main esp file, and I can't see any difference between this and previous FWE versions. It must be the new DR calculation, as Mezmorelda suggests. Normally I'd suggest just upping the damage on explosives rather than lowered DR, but it's tricky with the power armor issue. I personally think mutants and enclave troops should be very challenging to take down, even for higher level chars. After all, these are top-tier enemies of the wasteland (which reminds me, is there any workaround for the lvl 17 creature cap?). The problem is when you consider the power armor for youself and companions is essentially the same as enclave (and better in circumstances), I've found the DR offered is a bit much. Maybe the armor and training is far too easy to obtain currently (especially for the outcast AS).

One other thing that may be a bit off are hunting rifles. I don't know if it's just me, but I've been consistently getting headshot kills from good distances in vats, even when my % to hit is around 5. I killed around 7 raiders in a row through headshotting, even with horribly low accuracy reported in VATS. Yes, it's kind of nice, but at the same time I'm playing a charismatic merchant character with less than stellar small guns skill, so something seems a bit off (especially since the spread on the hunting rifle is now less than the sniper rifle). Other than a few issues, this version of FWE is definitely the best though.

Oh and for those using the UPP perk packs alongside FWE, one suggestion - avoid taking more than 1 rank of the pacifist perk ;) I'm finding it good...way too good. For a little bit of a reduction of weapon skills, you gain so much more in the other fields (doctor,sneak,repair etc), which are a lot more useful in FWE.

Where the hell can I get the craft and Calibr mods from? I love the way you say they're required and then give no download link to them at all!

Cheers.

http://www.fallout3nexus.com/downloads/file.php?id=4447

http://www.fallout3nexus.com/downloads/file.php?id=3447
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stevie trent
 
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Post » Mon Dec 14, 2009 7:09 am

He-he
I convert all assets to BSA format- try to order all my stuff :)
All just fine for now.
Mezmorelda- is there any underwater rocks?
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Emmie Cate
 
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Post » Mon Dec 14, 2009 12:40 am

Not only skills, but SPECIALs too. If your Agility (or Perception, I not sure) is not maxed, the sway will still exist, especially on the long ranges.


So basically your small gun skill actually reduces the amount the weapon will sway when scoped? BTW please tell me the stat for reducing sway is Perception and not Agility :( I have about 4 agility and 9 perception with 50 or 60 or so in small guns and the XuanLong is swaying so badly it's not funny. On an unrelated note, there was mention that the LSW is actually categorized under 'big guns'. Is this also the case for the m-60?
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Marie
 
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Post » Mon Dec 14, 2009 7:10 am

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 =(


This is because the script applies a bonus to the player when they get within a certain radius, but the script fails to check to see if the workbench is disabled or not. All you should need to do is add a small section to the very top of the GameMode block of the script, something like this:

if GetDisabled == 1	  returnendif


This will prevent the rest of the script from processing.
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Jeneene Hunte
 
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Post » Mon Dec 14, 2009 9:28 am

I checked the explosion data associated with grenade projectiles from the main esp file, and I can't see any difference between this and previous FWE versions. It must be the new DR calculation, as Mezmorelda suggests. Normally I'd suggest just upping the damage on explosives rather than lowered DR, but it's tricky with the power armor issue. I personally think mutants and enclave troops should be very challenging to take down, even for higher level chars. After all, these are top-tier enemies of the wasteland (which reminds me, is there any workaround for the lvl 17 creature cap?). The problem is when you consider the power armor for youself and companions is essentially the same as enclave (and better in circumstances), I've found the DR offered is a bit much. Maybe the armor and training is far too easy to obtain currently (especially for the outcast AS).

As always its a question of balance. I don't know if it would be better to up the grenade/mine damage or lower the DR but right now its almost not worth carrying these at 0.5 lbs each. That kinda svcks when one of your tag skills is explosives. I haven't tried either a pulse of plasma explosive yet but I'm not expecting those to be much better.

One other thing that may be a bit off are hunting rifles. I don't know if it's just me, but I've been consistently getting headshot kills from good distances in vats, even when my % to hit is around 5. I killed around 7 raiders in a row through headshotting, even with horribly low accuracy reported in VATS. Yes, it's kind of nice, but at the same time I'm playing a charismatic merchant character with less than stellar small guns skill, so something seems a bit off (especially since the spread on the hunting rifle is now less than the sniper rifle). Other than a few issues, this version of FWE is definitely the best though.

I have noticed the hunting rifle to be much more effective in this release. I'm playing a character with high small guns skills so I didn't find it strange, in fact I like it. I don't use VATS much but I'm getting a good percentage of head shots at a fair distance not using VATS without a scope. I wasn't aware that the sniper rifle had a larger spread than the hunting rifle shouldn't that be reversed?. I'm not finding the sniper rifle to be much effective then the hunting rifle so I just use it when I need to reach out and touch someone.
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Star Dunkels Macmillan
 
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