[RelZ] FWE - FO3 Wanderers Edition #13

Post » Sun Dec 13, 2009 10:43 pm

Where the **** 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.



Maybe use the search field, on the same page you got FWE IE. nexus


Best R.

Ta'Lyn
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Michael Korkia
 
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Post » Mon Dec 14, 2009 7:44 am

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.

Sorry man- it is agility :(
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?

Yes, this is big weapon too
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Jessie Butterfield
 
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Post » Mon Dec 14, 2009 10:58 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.


Yeup, that sounds right =) The other option is to reduce the the armor effect down, and raise the HP's for some of the tougher foes (enclave PA guys, deathclaws, mutants, etc.), that way PA isn't too powerful for yourself, but weaker armors are less effective for everyone.

Grenades should probably get a slight damage bump. In prior versions, the biggest change was reducing the aera of effect for explosives, and maybe that should get a little bigger again as well. It's all such a delicate balance =)

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.


This issue has been plauging me since FWE was released, and why I keep coming around to thinking that normal weapon "spread" (not min. spread) must do something in certain circumstances. The ONLY thing I changed on the hunting rifles was reducing the "spread" from 3.0 (FWE MR 1) to 0.3, which is the same as default FO3. The http://www.gamesas.com/bgsforums/index.php?showtopic=1020942&hl= was started a bit ago to try and get some insight on what's going on. It may or may not affect VATS hit %'s as well as when auto-aim is active during normal fire.

If someone wants to help play with gamesettings, I can provide some direction, although I don't have all the values FWE uses in front of me.

VATS Accuracy Settings
fVATSDistanceFactor (default 2, FWE 1.65?)
fVATSSpreadMult (default 0.5, FWE 1.0)

Normal Accuracy Settings
fGunSpreadSkillBase (0.5 default) -> base accuracy
fGunSpreadSkillMult (-0.005 default)-> skill effect on spread/sway
fGunSpreadCondBase (off in default, enabled in FWE)
fGunSpreadCondMult (off in default, enabled in FWE)
fGunSpreadRunMult (0 -> 0.2) runing hurts aim
fGunSpreadCrouchMult (-0.4 -> -0.2) crouching less helpful

Various Autoaim settings
fAutoAimMaxDistance
fAutoAimScreenPercentage
fAutoAimMaxDegrees

Might try first setting the VATS settings back to default and see if that changes the VATS problem with consistently hitting when having low hit %. The next step for checking VATS would be to drop the FGunSpread values back to their defaults and check again. As for non-VATS, maybe the "no autoaim" feature is just messing with the whole system? I'm open to alternative suggestions on that.

You can change values in the console by typing "setgs GAMESETTING value " (no quotes). Can use the getgs command to check what things currently are.

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


Small guns reduces sway for small guns, energy weapons for energy weapons, etc... SPECIAL's don't have anything to do with it, other than perception increasing energy weapon skill, agility increasing small guns skill, etc. Perception does provide an extra bonus to crit hit chance in FWE.

I'll take a look at the XuanLong . . . is it definetly worse compared to other weapons with scopes? Is the weapon mod'd at all? might check to see what the spread and min spread values are for it in FO3Edit.

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:


Awesome, I'll add that bit o' code in =)
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Luis Longoria
 
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Post » Mon Dec 14, 2009 7:57 am

I'm going through my load order list and cleaning each mod based off of information from here in order to reduce crashes:

http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide#Tips_on_How_to_Avoid_Dirty.2FWild-edit_Filled_Mods

I've come up to FWE Wanderers Edition main file.esp. So far, this only removes 'identical to master records' and 'undelete and disable referecnes'. I made a back-up of all my mods in case, however when I applied a filter for the main file, it came up with 357 identical records. I'm wondering if it's recommended/safe to go ahead and clean it. I can't see a reason why not, but I don't have a lot of experience using FO3edit, so I'd rather not break something if I can avoid it.

On explosives: A base damage increase is probably needed. Frag grenade base right now is 90, so maybe something in the 100-110 range, and compare from there with the other explosives. Radius-wise everything seems alright though, but I'm not entirely sure how the damage is handled with these. It reports that 'anything in the radius takes x damage', so I'm not sure if there is damage falloff when getting caught on the outer radius. However, in certain cirumstances this blast radius will get you killed when using explosive entry. Just try cracking open a safe in one of the little power stations...it never worked, because even a frag would kill you. I even tried piling tables up and hiding behind them, but the blast seems to go through these objects :( I guess it makes things a bit more realistic, but I do wish the demolition expert perk upped your explosive resistance to help with this. For some characters who love explosives (like me), it's the only real way of getting into locked containers.
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Judy Lynch
 
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Post » Mon Dec 14, 2009 6:26 am

Could you maybe make Primary Needs an optional, standalone .esp again?

I know that you can just disable it in your inventory, but I run Real Injuries (I prefer their MediKit over the Triage) and it causes all kinds of bugs (because RI_Core.esm contains both Real Injuries and Primary Needs).
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Danii Brown
 
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Post » Mon Dec 14, 2009 5:56 am

I'm going through my load order list and cleaning each mod based off of information from here in order to reduce crashes:

http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide#Tips_on_How_to_Avoid_Dirty.2FWild-edit_Filled_Mods

I've come up to FWE Wanderers Edition main file.esp. So far, this only removes 'identical to master records' and 'undelete and disable referecnes'. I made a back-up of all my mods in case, however when I applied a filter for the main file, it came up with 357 identical records. I'm wondering if it's recommended/safe to go ahead and clean it. I can't see a reason why not, but I don't have a lot of experience using FO3edit, so I'd rather not break something if I can avoid it.

On explosives: A base damage increase is probably needed. Frag grenade base right now is 90, so maybe something in the 100-110 range, and compare from there with the other explosives. Radius-wise everything seems alright though, but I'm not entirely sure how the damage is handled with these. It reports that 'anything in the radius takes x damage', so I'm not sure if there is damage falloff when getting caught on the outer radius. However, in certain cirumstances this blast radius will get you killed when using explosive entry. Just try cracking open a safe in one of the little power stations...it never worked, because even a frag would kill you. I even tried piling tables up and hiding behind them, but the blast seems to go through these objects :( I guess it makes things a bit more realistic, but I do wish the demolition expert perk upped your explosive resistance to help with this. For some characters who love explosives (like me), it's the only real way of getting into locked containers.


If you are talkinag about FWE.esp having duplicate entries of FWE.esm, this is on purpose. The .esp actually isn't even needed and is only included for load order purposes to overwrite changes of other mods. I would suggest not clearing out any of these entries unless they are duplicate to Fallout.esm, even then, it's worth taking a look to see why they are duplicate. Sometimes modders purposefully put in duplicate Fallout.esm entries because their mod relies on these entries being the way the way they are and they want to ensure any changes to it are reverted back to default.
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Neil
 
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Post » Sun Dec 13, 2009 9:36 pm

Could you maybe make Primary Needs an optional, standalone .esp again?

I know that you can just disable it in your inventory, but I run Real Injuries (I prefer their MediKit over the Triage) and it causes all kinds of bugs (because RI_Core.esm contains both Real Injuries and Primary Needs).


It's not likely to happen. There are a number of issues:

1) Primary needs "support" has been expanded to include new food items added by FDA mod and others, and it requires more work to duplicate all the modified food records to support Primary Needs.
2) It quickly increases the number of FOIP compatiblity patches you need, with things like MMM that also add new food/drink items.
3) Primary needs is used to control health recovery when sleeping, and I'd rather keep that intact even if the main PN modules are disabled.
4) Extracting PN from FWE would take a lot of work =)

Isn't there a version of Real Injuries that doesn't use the core.esm and the bundeled PN mod? I thought there used to be. Apologies for the inconvience. Disabling FWE's PN first, then loading Real Injuiries doesn't work?

If you are talkinag about FWE.esp having duplicate entries of FWE.esm, this is on purpose. The .esp actually isn't even needed and is only included for load order purposes to overwrite changes of other mods. I would suggest not clearing out any of these entries unless they are duplicate to Fallout.esm, even then, it's worth taking a look to see why they are duplicate. Sometimes modders purposefully put in duplicate Fallout.esm entries because their mod relies on these entries being the way the way they are and they want to ensure any changes to it are reverted back to default.


Exactly =)
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neil slattery
 
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Post » Sun Dec 13, 2009 9:33 pm

Could you maybe make Primary Needs an optional, standalone .esp again?

I know that you can just disable it in your inventory, but I run Real Injuries (I prefer their MediKit over the Triage) and it causes all kinds of bugs (because RI_Core.esm contains both Real Injuries and Primary Needs).

RI standalone incompatable with FWE in many ways.
-FWE beginning
-Better live through chems
-Triage
-Real Hunger
-Doctor quest
-Bleeding system don't work
-Loot tables without masterupdate crash the game
-MMM support obsolete and bugged
-No DLC support

It is not good idea to use unsupported mods
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Kaley X
 
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Post » Sun Dec 13, 2009 8:58 pm

Isn't there a version of Real Injuries that doesn't use the core.esm and the bundeled PN mod? I thought there used to be. Apologies for the inconvience. Disabling FWE's PN first, then loading Real Injuiries doesn't work?


Well, such a version would be great.

The problem is, that I seem to have Primary Needs running twice even though I can only satisfy the needs of one of them. If I disable FWE's PN, the other one still runs and gets me negative effects.

RI standalone incompatable with FWE in many ways.
-FWE beginning
-Better live through chems
-Triage
-Real Hunger
-Doctor quest
-Bleeding system don't work
-Loot tables without masterupdate crash the game
-MMM support obsolete and bugged
-No DLC support

It is not good idea to use unsupported mods


There are that many problems? I haven't noticed really. I thought RI only added the First Aid Kit and changed the Loot tables of First Aid Kits/Chem drops.
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IsAiah AkA figgy
 
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Post » Mon Dec 14, 2009 11:58 am

Well, such a version would be great.
The problem is, that I seem to have Primary Needs running twice even though I can only satisfy the needs of one of them. If I disable FWE's PN, the other one still runs and gets me negative effects.
There are that many problems? I haven't noticed really. I thought RI only added the First Aid Kit and changed the Loot tables of First Aid Kits/Chem drops.

I also had desire to use RI instead of triage.
But triage will be fixed, and problems with RI standalone is real. I already try it
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lolly13
 
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Post » Mon Dec 14, 2009 12:23 am

If you check the included readme for Triage, there are uninstall instructions. There is a start quest command that gives you back your normal stim-packs and stops the triage quests/scripts from running. I'm not sure if it stays disabled when you reload a save game (since you can't disable the plugin file itself obviously). I'm pretty sure it will stay disabled since the initialization quest is set to start game enabled, which I believe only runs once.

Do you want any PN running? FWE or RI? Because you could also try a stopquest command on RI primary needs main quest and see if it shuts down, or just use it's config to set the presets to disable. What is probably screwing up is that they both have the same editor ID's for various records (like the preset globals) and are influencing each other indirectly even though they are pointing to different formID's.

A final option would be to edit the RI_core.esm and manually delete the scripts and quests for PN portions of the mod.

In all honesty looking again at the readme for real injuries, using it is going to cause some definite problems. It edits a lot of the chems, which may or may not work correctly with FWE or cause strange inconsistencies, etc. Your choice of course moving forward, but unfortunetly the two conflict at a pretty fundamental level.


EDIT: If anyone wants to look at the triage scripts to see why it crashes when putting stims in containers, that would be sweet. For reference, a triage script runs on the player and replaces your stimpacks with a "triagestimpack" This new object can't be used in the pip-boy to apply healing to limbs, etc... which is what we want since triage uses an alternate system. Another script runs on the triagestimpacks (I think using an OnAdd block), so when they are added to any container the triagestimpack goes away and is replaced by a normal stimpack. Could try running it through an OnDrop block, which is how the effective repair / effective medicine scripts run, adding or reducing your medicine/repair skill as you pick up and drop tools. Kearsage (Triage's author) has been AFK for a bit, so we may be on our own to fix it =)
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Daniel Holgate
 
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Post » Mon Dec 14, 2009 11:40 am

Hm well I keep getting random crashes now every few minutes with the same error code. Not sure if it's FWE or not. These crashes pretty much always happen whenever loot is involved, or entering a new space. Also, since upgrading to 2.0 and re-arranging a few things, my game crashes on exit every single time. This happens even without loading a save game. Not the biggest issue in the world, but it does mean something is off :(

Not entirely sure what it does, but should I use masterupdate function if change load order or modify a mod (even a small file)?

This is my load order, which looks alright to me, but I don't know...

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmCRAFT.esmHairPack.esmSharing and Caring Companions.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmRoadWardens.esmCubeExperimental.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Operation Anchorage.espDarNifiedUIF3.espDUIF3Extras.espCASM.espFOV 90.espCentered 3P Cam.espSniperZooming.espMoreMapMarkers.espCaravan Tracking.espMrSlackPants-DecentPipBoyLight.espdD-Less Blood Time, Larger Blood.espGalaxyNewsRadio100[M].espExistence2.0.espRivet City Underworks 1.1.espMeresti Metro Station Entrance.espD.C. Confidential.espDCInteriors_Georgtown.espRat Trap v1.01.espBusworldV1.05c.espSuperDuperBasemant.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espNotSoFast.espIntoTheDeepWoods.espHeirApparent.espLucyWestCompanion.espBriannaCompanion.espSCC - CompanionAddOn.espBessyEssential.espMannequin.espBlackWolf Backpack.espCamo Uniforms Remix.espEcho_BatteryCharger.espWeapon - Some Katanas.espTargeting System.espkikaiEquipment.esp1alexscorpionsnipergear.espTailor Maid.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espTailor Maid Black Retex.espMrSlackPants-NightVisionGogglesShades.espjmschematics.espMegatonBasemant.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.espCALIBRxMerchant.espCRAFT - Activation Perk.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - Lvl 30 Balance.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espRobCo Certified.espWeaponModKits.espWeaponModKits - ThePitt.espWeaponModKits - OperationAnchorage.espWeaponModKits - FWE Master Release.espT_R_A_S_C_H.espSCC - Talk to Anyone.espBallistics-ALL-MoreRealism.espTossedMines.espRealFragGrenade3.espThe Pitt Crash Fix.espPitt Ammo Press Fix.espVarious_Fixes.espDelay ThePitt + Anchorage.espDelaySteel.espdelaypl.espVATSFixOff.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Faces All.espRoadWardens.espRoadWardensMMM.espCombatEnhanced-Package v02.espGreenWorld.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espTheOutbreak - WMS Vanilla Combo Pack - C12H.espmerged1.espTotal active plugins: 119Total plugins: 195

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Alan Whiston
 
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Post » Mon Dec 14, 2009 3:39 am

Thank you all for your quick reply.

Thx to Mez I found that i was mising the FOIP WMK FWE mod. :( (stupid me)

I have another two sugestion in my mind ;)

[sprint mod] - When your weigh is for example 200/200 you are not overecumbered and you press Run (Shift) you slowdown :(
I think in this case you should be able to run or at least to go the same speed like when you walk.

[books] - When you have very low inteligence <3 you shouldn't be able to read book. Some funny mesage would apear:
somethink like "You tried to look at this book but there are no pictures in it and you think the best way to use a book is in toilet" -But my english is far from perfect ;) he he
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Sandeep Khatkar
 
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Post » Mon Dec 14, 2009 9:09 am

Hm well I keep getting random crashes now every few minutes with the same error code. Not sure if it's FWE or not. These crashes pretty much always happen whenever loot is involved, or entering a new space. Also, since upgrading to 2.0 and re-arranging a few things, my game crashes on exit every single time. This happens even without loading a save game. Not the biggest issue in the world, but it does mean something is off :(

Not entirely sure what it does, but should I use masterupdate function if change load order or modify a mod (even a small file)?

This is my load order, which looks alright to me, but I don't know...

Fallout3.esmMTC Wasteland Travellers.esp                                                                Causes crashes for me, especially with Road Warden together.MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp          Causes crashes for me, especially with Road Warden together.RobCo Certified.espWeaponModKits.espWeaponModKits - ThePitt.esp                                                                  This is for FOOK onlyWeaponModKits - OperationAnchorage.esp                                               This is for FOOK only

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Vera Maslar
 
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Post » Mon Dec 14, 2009 2:37 am

I've had ctd carnage today while going through Tenpenny quest :banghead:
After killing Roy and his friends I was going back to take my reward but every time I got close to the tower game crashed. I've tryed loading different saves but that didn't helped. One thing that let me go through this was disable alternate travel > fast travel to the tower > save > enable alternate travel back and finish the quest. No tower-crashes since then.
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Ernesto Salinas
 
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Post » Mon Dec 14, 2009 12:13 am

I've had ctd carnage today while going through Tenpenny quest :banghead:
After killing Roy and his friends I was going back to take my reward but every time I got close to the tower game crashed. I've tryed loading different saves but that didn't helped. One thing that let me go through this was disable alternate travel > fast travel to the tower > save > enable alternate travel back and finish the quest. No tower-crashes since then.

version of the game? Load order?
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KIng James
 
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Post » Mon Dec 14, 2009 9:46 am

On explosives: A base damage increase is probably needed. Frag grenade base right now is 90, so maybe something in the 100-110 range, and compare from there with the other explosives. Radius-wise everything seems alright though, but I'm not entirely sure how the damage is handled with these. It reports that 'anything in the radius takes x damage', so I'm not sure if there is damage falloff when getting caught on the outer radius. However, in certain cirumstances this blast radius will get you killed when using explosive entry. Just try cracking open a safe in one of the little power stations...it never worked, because even a frag would kill you. I even tried piling tables up and hiding behind them, but the blast seems to go through these objects :( I guess it makes things a bit more realistic, but I do wish the demolition expert perk upped your explosive resistance to help with this. For some characters who love explosives (like me), it's the only real way of getting into locked containers.

I guess I never looked at a weapons form before in GECK but I can't see where you got frag grenade base damage of 90. I load the FO3 Wanders Edition - Main File.esp and I see two numbers that could be the damage values. One is called "Damage" and it has a value of 1 an a computed field called "Damage per second" and it has a value of 63. These same field for the frag mine are 1 and 63 respectively.
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Trevor Bostwick
 
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Post » Sun Dec 13, 2009 9:26 pm

version of the game? Load order?



1.6 with fwe mr2

load order:
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
DUIF3Extras.esp
CRAFT - Activation Perk.esp
FO3 Wanderers Edition - Main File.esp
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Lvl 30 Balance.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
Wasteland Whisperer.esp
RobCo Certified.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FWE Master Release.esp
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Natasha Biss
 
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Post » Mon Dec 14, 2009 4:19 am

hello can any one tell me the command i need to use to unistall sprint?

thank you
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Jade Muggeridge
 
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Post » Sun Dec 13, 2009 8:35 pm

[sprint mod] - When your weigh is for example 200/200 you are not overecumbered and you press Run (Shift) you slowdown :(
I think in this case you should be able to run or at least to go the same speed like when you walk.

I've noticed this too. I suspect the sprint mod checks if the player has less than his max weight before allowing sprints, while Fo3 checks for more than to determine encumberance. This means that at exactly the max weight the player will not be encumbered but he will not be able to sprint. The reason you start to walk is because sprint uses the run/walk button.
Realistically you should be stopped from sprinting before you become unable to run. It's not a bug, it's a feature. ;)
By the way, maybe the AP drain could be tied in to relative encumberance? Another incentive to raise strength and have a lighter load.

Also, just finished Mothership Zeta. Not Bethesdas greatest moment, but ok. It is however ridiculously easy (at least with FWE) and needs some FWE love. I don't recommend it until then.
As not spoil anything I'll not mention exactly what needs work, but it should be pretty obvious to anyone playing it.
Mezmorelda, you can PM me if you wish to discuss it.
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Rodney C
 
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Joined: Sat Aug 18, 2007 12:54 am

Post » Sun Dec 13, 2009 10:44 pm

Looks good to me Stooger, you might have a corrupt save is my only guess. Are you using autosaves and quicksaves, if so, stop using them. They are easily corrupt and I know in Oblivion it wouldn't always reload the cell data causing in many quirks. I am unsure if Bethesda actually got their act together with Fallout 3 and these problems are fixed. Knowing Bethesda, I would assume they just left it as it was. I would suggest always doing a normal save and normal load. If this is too much for you, use CASM, it's on nexus.

If the previously mentioned save issue isn't the case, I haven't any idea what it could be. Let me get something straight. You were using the alternate travel mod that comes with MR2 and were using the motorcycle to travel back when this happened? To fix, you disabled alternate travel and enabled the default fast travel system. You then fast traveled to Tenpenny and no crash?
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Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Mon Dec 14, 2009 10:12 am

I guess I never looked at a weapons form before in GECK but I can't see where you got frag grenade base damage of 90. I load the FO3 Wanders Edition - Main File.esp and I see two numbers that could be the damage values. One is called "Damage" and it has a value of 1 an a computed field called "Damage per second" and it has a value of 63. These same field for the frag mine are 1 and 63 respectively.


For explosives, you have to look at the actual explosive data associated with the projectile, in this case GrenadeFragProjectile. The reason the actual base damage for the weapon is 1 is because it's an area effect, and the majority of the damage comes from the blast radius. In order to find the specific effect for a projectile (if any), you can look it up in projectile data. Special effects -- > projectile. Here you'll the info for the projectile, and also see that explosion is checked for frag grenades. From there, just take a look at special effects -- > explosion, and find GrenadeFragExplosion. That's where all the
critical info is kept for this type of weapon (force, radius, base damage, etc). Hope that helps.

Thanks for the help delamer, I'll try your revision later tonight.

Edit: Also, what's the console command to re-enable fast travel? I had to deactivate the motorcycle for a bit, but now I can't fast travel at all.
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Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Mon Dec 14, 2009 5:30 am

Edit: Also, what's the console command to re-enable fast travel? I had to deactivate the motorcycle for a bit, but now I can't fast travel at all.

Try this
EnableFastTravel 1
Can you explain how you receive this bug?
In which location, was this during the battle?
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Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Mon Dec 14, 2009 12:47 am

Try this
EnableFastTravel 1
Can you explain how you receive this bug?
In which location, was this during the battle?


I fast travelled with the motorcycle to the little farm near megaton to the south, on the way to super duper mart. Fast travelled back to megaton, then disabled it. Now it says 'fast travel isn't available for this location' no matter where I try to go. I like the motorcycle, I just disabled it until I fix my crashing-while-travelling-the-wasteland-every-2-minutes problem (which I may have solved by running the game in windowed mode...as ugly as that is, it still beats crashing every few minutes).

And on an unrelated side note, after a bit of testing, I think the missile launcher and flamer need some adjustments. Specifically, I think the launcher could do with a base damage increase, as well as a radius increase (up to 625 at least, the same radius as a frag grenade currently). I've been firing missiles directly into raiders, or right at their feet, and it barely does any damage. Also, the flamer right now is performing quite badly as well from what I'm seeing. I'm going to experiment with that one, and see if maybe a combination of crit % chance/damage (which should be a bit higher than it is now) would work better than a base damage hike. On that note, do critical hits ignore DR? Because if that's the case, it makes more sense for the flamer to have a higher crit chance than typical weapons with it's lack of range and heavy weight to balance it out.
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Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Mon Dec 14, 2009 3:49 am

Been looking through more mods on Nexus...
Would the STALKER mod conflict with FWE? I'm liking some of the armors/weapons, but see similar names for the weapons.

Mainly wanting to know if anyone can/does run STALKER with FWE.
http://www.fallout3nexus.com/downloads/file.php?id=5930

EDIT: Spel chk iz gud
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Alycia Leann grace
 
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Joined: Tue Jun 26, 2007 10:07 pm

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