[RelZ] FWE - FO3 Wanderers Edition #14

Post » Fri May 27, 2011 9:16 pm

It's finally here! http://www.fallout3nexus.com/downloads/file.php?id=4968 is EVE support for FWE. If there are any problems with it, just let me know and I will do my best to get it corrected quickly.

Enjoy EVE's eye candy with FWE's balance! :woot:


Looks great, and I can't wait to try it now that EVE works with FWE! Unfortunately, I had an immediate ctd when I have your FOIP patch enabled. Perhaps its me doing something wrong, but i think i read the instructions correctly...

Heres what I have set up:

EVE Beta 0.9.2.esp
EVE Operation Anchorage.esp <----There is only one esp when you download this pack so im not sure why you provide so many choices in the FOIP. Perhaps you are basing this off an older version of the anchorage addon?
EVE Anchorage Reg - FWE DLC Anchorage.esp <----- Maybe im using the wrong one?

I'm also getting alot of red flags in FO3edit when I try to load up my mod list.
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Louise Andrew
 
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Post » Fri May 27, 2011 10:03 pm

Looks great, and I can't wait to try it now that EVE works with FWE! Unfortunately, I had an immediate ctd when I have your FOIP patch enabled. Perhaps its me doing something wrong, but i think i read the instructions correctly...

Heres what I have set up:

EVE Beta 0.9.2.esp
EVE Operation Anchorage.esp <----There is only one esp when you download this pack so im not sure why you provide so many choices in the FOIP. Perhaps you are basing this off an older version of the anchorage addon?
EVE Anchorage Reg - FWE DLC Anchorage.esp <----- Maybe im using the wrong one?

I'm also getting alot of red flags in FO3edit when I try to load up my mod list.



I hope we (I mean I =) didn't upload the wrong version of the FOIP package. If it's CTD'ing on load, it means a master is missing somewhere. Click on the EVE FOIP plugins in FOMM and look at the description. It will say what master's it is looking for. Check to see if those are in place or missing or point to the wrong thing or else =)
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Emily Jones
 
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Post » Fri May 27, 2011 9:06 pm

Looks great, and I can't wait to try it now that EVE works with FWE! Unfortunately, I had an immediate ctd when I have your FOIP patch enabled. Perhaps its me doing something wrong, but i think i read the instructions correctly...

Heres what I have set up:

EVE Beta 0.9.2.esp
EVE Operation Anchorage.esp <----There is only one esp when you download this pack so im not sure why you provide so many choices in the FOIP. Perhaps you are basing this off an older version of the anchorage addon?
EVE Anchorage Reg - FWE DLC Anchorage.esp <----- Maybe im using the wrong one?

I'm also getting alot of red flags in FO3edit when I try to load up my mod list.

Looking it over now :)

Edit: Yep. Wrong version was uploaded to the page. Sorry about that. My fault for not having version numbers in the FOIP filename itself. I'll upload the correct one right now :)
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Joe Alvarado
 
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Post » Sat May 28, 2011 8:29 am

The correct http://www.fallout3nexus.com/downloads/file.php?id=4968 has been uploaded.

Sorry for the confusion. Anyone who downloaded this previously, please delete it and re-download the correct one. There should only be 2 .esps in the FOIP. One for EVE Main and One for EVE Anchorage.
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Stat Wrecker
 
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Post » Sat May 28, 2011 4:35 am

Thanks for your work on this. The visuals are feckin beautiful.
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Aliish Sheldonn
 
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Post » Fri May 27, 2011 11:30 pm

Thanks for your work on this. The visuals are feckin beautiful.

Was my pleasure. Was happy to help my fellow FWE users out :)

And yeah, Jiesen did a terrific job with that eye candy. Energy weapons will never be the same. lol
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Margarita Diaz
 
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Post » Fri May 27, 2011 10:56 pm

Damn. May be I will try it too- sounds fantastic
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Trevor Bostwick
 
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Post » Sat May 28, 2011 12:18 am

The correct http://www.fallout3nexus.com/downloads/file.php?id=4968 has been uploaded.

Sorry for the confusion. Anyone who downloaded this previously, please delete it and re-download the correct one. There should only be 2 .esps in the FOIP. One for EVE Main and One for EVE Anchorage.


Sorry, but I'm still experiencing failure to load Fallout with the FOIP patch enabled. Also FO3edit refuses to load past EVE if the patch is enabled.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Unofficial Fallout 3 Patch.esm
HairPack.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
GalaxyNewsRadio40[M].esp
RadioBlues.esp
Treasure Maps_A Fist Full of Caps.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_Underground.esp
BriannaCompanion.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
BlackWolf Backpack.esp
MrSlackPants-NightVisionGoggles.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Lvl 30 Balance.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
EVE Beta.esp
EVE Operation Anchorage.esp
EVE Main - FWE Master Release.esp
EVE Anchorage - FWE DLC Anchorage.esp
RealFragGrenade3.esp
FPS Grenade Hotkey.esp
Stealthboy Recon Armor - CRAFT.esp
companionguns.esp
Mart's Mutant Mod.esp
CALIBRxMerchant.esp
eyes_hairpack_en.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Skeleton Decay.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FWE Master Release.esp
CombatEnhanced-Package v02.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
DLM_FWE-Sneak_fix.esp
MiniHideout.esp

Total active plugins: 67
Total plugins: 85
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Bitter End
 
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Post » Sat May 28, 2011 9:18 am

Sorry, but I'm still experiencing failure to load Fallout with the FOIP patch enabled. Also FO3edit refuses to load past EVE if the patch is enabled.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Unofficial Fallout 3 Patch.esm
HairPack.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
GalaxyNewsRadio40[M].esp
RadioBlues.esp
Treasure Maps_A Fist Full of Caps.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_Underground.esp
BriannaCompanion.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
BlackWolf Backpack.esp
MrSlackPants-NightVisionGoggles.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Lvl 30 Balance.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
EVE Beta.esp
EVE Operation Anchorage.esp
EVE Main - FWE Master Release.esp
EVE Anchorage - FWE DLC Anchorage.esp
RealFragGrenade3.esp
FPS Grenade Hotkey.esp
Stealthboy Recon Armor - CRAFT.esp
companionguns.esp
Mart's Mutant Mod.esp
CALIBRxMerchant.esp
eyes_hairpack_en.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Skeleton Decay.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FWE Master Release.esp
CombatEnhanced-Package v02.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
DLM_FWE-Sneak_fix.esp
MiniHideout.esp

Total active plugins: 67
Total plugins: 85

Your copy of eve is outdated. That's why. delete "EVE Beta.esp" and redownload the mod, and the new esp should be "EVE beta_0.9.2.esp"

It's crashing because without the correct esp you're technically "missing a master" which is an instant CTD issue
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Michael Russ
 
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Post » Sat May 28, 2011 6:41 am

Ah, thanks for that. Must have missed an update.
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ZANEY82
 
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Post » Fri May 27, 2011 10:11 pm

Hello all. Just want to run an idea about boosting explosives by everyone. I've increased the radius for most explosives and slightly increased the base damage. However, people have said that against higher level enemies, they really aren't holding their own, even with level 3 of the demolition expert perk (which provides +60% damage at level 3, i.e. 160% total damage).

I'm thinking of also adding in a new, hidden explosives perk that is active behind the scenes and further modifies damage for explosives depending on your explosive skill. Part of the issue with FWE's approach of having weapon skill determine accuracy primarily and damage to a lesser extent is that raising explosives doesn't do much for you as the accuracy isn't "as much" of an issue. So, an example of the new system:

Let's assume an exposive weapon/grenade does 100 base damage (close to what a frag grenade does). Factoring the existing +/- 30% damage resulting from your explosives skill, with the new effect, at 0 skill you'll do about 53% damage. You will deal the base damage at about 55 skill (100% damage), and you'll start dealing more damage compared to the existing FWE arrangement at 33 explosive skill. Damage scales up to 150% total damage with a skill of 100. This will of course combine with the demolishion expert perk. At level 3 and with 100 explosive skill you will deal 240% damage from explosives. So your 100 damage grenade is going to deal 240 base damage.

Is that way over the top? I have to admit I'm not much of an explosives user myself, but with the tougher super mutants and like, I can't imagine reyling on grenades and mines to kill them if you'd need 2 to 4 mines to kill a normal super mutant like the situation is now.

-------------------------

The other thought I've had is regarding melee characters? Does anyone use a melee build in FWE? I'm considering implementing a similar setup to XFO's playstyle module that creates a "dodge bonus" effect based on the type of armor you are wearing and your unarmed skill. Haven't thought through this too well yet, but I'm thinking that pure melee chars would have a pretty rough time right now =)

The dodge bonus might be a factor of your combined melee/unarmed skill, or just whichever is highest. Is it fake + wierd to add a player specific feature to help balance melee?
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Austin England
 
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Post » Fri May 27, 2011 9:51 pm

Well personally, I think that the damage of explosives should be dramatically increased... with all the realism this adds, the fact that I can lob 5-6 'nades at an enemy and still have them be fine, is a little silly.

EDIT: I use a mix of melee and small guns (mostly melee if I can close the distance safely, as my mauler can kill most things in one hit)
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Emma
 
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Post » Fri May 27, 2011 6:45 pm

Hello all. Just want to run an idea about boosting explosives by everyone. I've increased the radius for most explosives and slightly increased the base damage. However, people have said that against higher level enemies, they really aren't holding their own, even with level 3 of the demolition expert perk (which provides +60% damage at level 3, i.e. 160% total damage).

I'm thinking of also adding in a new, hidden explosives perk that is active behind the scenes and further modifies damage for explosives depending on your explosive skill. Part of the issue with FWE's approach of having weapon skill determine accuracy primarily and damage to a lesser extent is that raising explosives doesn't do much for you as the accuracy isn't "as much" of an issue. So, an example of the new system:

Let's assume an exposive weapon/grenade does 100 base damage (close to what a frag grenade does). Factoring the existing +/- 30% damage resulting from your explosives skill, with the new effect, at 0 skill you'll do about 53% damage. You will deal the base damage at about 55 skill (100% damage), and you'll start dealing more damage compared to the existing FWE arrangement at 33 explosive skill. Damage scales up to 150% total damage with a skill of 100. This will of course combine with the demolishion expert perk. At level 3 and with 100 explosive skill you will deal 240% damage from explosives. So your 100 damage grenade is going to deal 240 base damage.

Is that way over the top? I have to admit I'm not much of an explosives user myself, but with the tougher super mutants and like, I can't imagine reyling on grenades and mines to kill them if you'd need 2 to 4 mines to kill a normal super mutant like the situation is now.

-------------------------

The other thought I've had is regarding melee characters? Does anyone use a melee build in FWE? I'm considering implementing a similar setup to XFO's playstyle module that creates a "dodge bonus" effect based on the type of armor you are wearing and your unarmed skill. Haven't thought through this too well yet, but I'm thinking that pure melee chars would have a pretty rough time right now =)

The dodge bonus might be a factor of your combined melee/unarmed skill, or just whichever is highest. Is it fake + wierd to add a player specific feature to help balance melee?


Well, I'm not sure. Maybe the best way to test this is modify the grande to base 240 and test it out on some enemies. It's one of the perks with explosives, in that it effects a wide area, so it always comes in favor of the player because he's always outnumbered. Mutants and the like are weaker now, so maybe 240 base damage is a bit much. It has a blast radius, but what I'm wondering is if there's damage falloff based on the radius (IE, if you're standing on top of the blast, you take the full damage). I've noticed that most of the time enemies who are hit even on the outer blast radius take the full damage, so increasing the radius and base damage might be a bit overkill with the current environment. Keep in mind that increasing the base damage and radius also makes explosive entry less useful and a lot more dangerous (even right now, explosive entry will get you killed in many of the smaller areas with no walls to hide behind). If the radius and damage are getting dramatically increased, you should probably limit the availability of frags/explosives as well, because right now explosives are pretty common. Ideally, you'd want to rely on making you're own explosives (and this goes well with the theme of a demolitions expert anyway).
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Johanna Van Drunick
 
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Post » Sat May 28, 2011 2:56 am

Is that way over the top? I have to admit I'm not much of an explosives user myself, but with the tougher super mutants and like, I can't imagine reyling on grenades and mines to kill them if you'd need 2 to 4 mines to kill a normal super mutant like the situation is now.

I forgot about the fact that skill doesn't affect damage much in FWE. In explosives accuracy is less important since I'm not trying to hit the enemy with the grenade just get close. I don't think an explosive skill of 95 (my current level) helps me get closer to my target (perhaps it helps when using VATS). So the high explosive skill doesn't seem to make my character a better bomber. Your suggestion about using a hidden perk will make the skill level matter, so I like that. But I'm still not convinced that even between 150 and 240 damage per frag is enough. I think that you should get the base damage regardless of your skill level so maybe the formula is effective damage = (base + skill) * Demolition Perk Multipler. Where Demolition Perk Multipler is 1, 1.2, 1.4, or 1.6. I also think that the base damage should be around 150. So we are talking about a player with 100 in explosives getting 250 damage and with the three level of demolition perks 400. That's still much less then a bottlecap mine (which should also have its damage boasted).

A bottlecap mine causes over six hundred in damage. With the level three Demolition Perk I'm causing about 1000 in damage and two of these plus a frag didn't kill an Super Mutant Master. That's over 2000 in damage! But around 40-50 rounds from an FAL FN generally will stop them.

Damage is damage whether caused by a grenade or gun. How much damage can a gun deal out. When talking about automatic weapons we look at the damage per bullet times the rate of fire. When looking at shotguns its damage per pellet times the number of pellets. This multiplying factor really ups the damage for these weapons. Grenades have no such multiplier so every thing depends on base damage. Of course grenades and mines are area effect weapons so they can damage multiple enemies but you have to be careful about the radius. Make it too big and you get cause in your own explosion especially when you get chain reaction explosions. I've had situations where I've laid down a series of mines between me and the enemies and threw a grenade to cause some initial damage only to die because my mines went off in a chain reaction.

I know its always a tricky balance but I think that you're onto a good solution. Thanks.
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Juanita Hernandez
 
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Post » Fri May 27, 2011 6:49 pm

I've ran a melee character in FWE. It wasn't so bad when I got decent DR and sprint perks. The only real trouble I had was against the more powerful automatic weapons. I'd imagine unarmed works the same way too.

A dodge modifier wouldn't be a bad idea to level the playing field against guns. Altering a couple of the melee specific perks might help too.
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Dawn Farrell
 
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Post » Sat May 28, 2011 1:08 am

I'm not sure, are their flash bang grenades in FWE? That could be an option to improve the melee experience. Toll a smoke/flash bang to severely reduce enemy accuracy and/or incapacitate them for a few seconds to close the distance as fast as possible
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ezra
 
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Post » Fri May 27, 2011 6:15 pm

Is that way over the top?


Not at all. Infact I think that might be too conservative still. Like others have said current enemies pack enough hp where even with the raised damage that you are proposing it would still be pretty ineffective. Taking into account how guns work and the multiplying nature of their damage it still makes explosives pretty harmless in comparison. There is nothing immersive or balanced about having to chuck 4 or 5 frags at a group of raiders to do any noticeable amount of damage.

Lets put it this way... You can only have access to so many grenades (fairly weighted) at a time with only so fast of a throwing speed. Compare this to an FN Fal that you can carry 600 rounds for without having too much of a weight factor - and it can spit out a full clip of high powered bullets in the same time that you threw that single grenade. Mines - same thing only they are heavier and can be much more time consuming and riskier to setup to do some damage - not to mention they are also a very limited supply in comparison to gun ammo - these should have their damage increased ALOT more. I have 80 in explosives with 2 ranks in the explosive perk, and im 100 in small arms. At this point I sell most of my grenades and mines, and the only ones I keep on me are just for fun because... explosives are fun hehe. Why bother lugging around heavy explosives when I can just carry around lighter gun ammo that gives me way more bang per pound... :shrug:

I think the damage on explosives needs to much higher to make it a worthwhile skill and justify the negative aspects of using them. Pulse grenades/mines demonstrate this, by making them extremely useful against machines - totally justifying their well deserved space in my backpack. Great against the sentry bots that you turned into wasteland badasses.



Also just want to re-emphasize how none of the follower features like multiple followers, stimpack/drug usage, and disabled auto heal are not functioning at all for me and I have a pretty standard setup with just MMM. Are there any fixes for that in the next update? :D
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Sasha Brown
 
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Post » Sat May 28, 2011 4:55 am

My Melee build didn't last long.

I couldn't seem to get it to be viable, but I admit I didn't go like max strength.

It was just too easy for someone to get behind me.
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Rachel Cafferty
 
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Post » Sat May 28, 2011 5:31 am

Just wanted to say I really enjoy FWE, I've been using it for a while now and haven't properly said thanks for the mod, so consider this my thanks!

Will there ever be more granular configuration options in the future? I'd love to be able to add certain things back into the game - mainly bullet tracers.

At any rate, I really appreciate the effort and work put into this mod. It's fun as hell.
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butterfly
 
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Post » Sat May 28, 2011 10:08 am

Just wanted to say I really enjoy FWE, I've been using it for a while now and haven't properly said thanks for the mod, so consider this my thanks!

Will there ever be more granular configuration options in the future? I'd love to be able to add certain things back into the game - mainly bullet tracers.

At any rate, I really appreciate the effort and work put into this mod. It's fun as hell.

I think tracers can be readded by renaming/deleting the NoTracer.nif

At least, that's what I've heard...
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Suzy Santana
 
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Post » Sat May 28, 2011 7:49 am

Simple enough, I will give that a shot tonight. Thanks!
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 7:57 pm

Not at all. Infact I think that might be too conservative still. Like others have said current enemies pack enough hp where even with the raised damage that you are proposing it would still be pretty ineffective. Taking into account how guns work and the multiplying nature of their damage it still makes explosives pretty harmless in comparison. There is nothing immersive or balanced about having to chuck 4 or 5 frags at a group of raiders to do any noticeable amount of damage.

Lets put it this way... You can only have access to so many grenades (fairly weighted) at a time with only so fast of a throwing speed. Compare this to an FN Fal that you can carry 600 rounds for without having too much of a weight factor - and it can spit out a full clip of high powered bullets in the same


Fair enough, but the FN FAL and explosives are meant to do different things. Explosives are for crowd control, and the FN FAL is for taking out tough targets (if you're praying and spraying with the FN FAL...well, you're not using it right, lol).

Explosives were perfectly fine before the (much needed) DR adjustment, so right now the 150-240 base damage increase that Mez suggests seems reasonable. However, I'm not that sold on increasing the radius, because this does effect explosive entry usage. The simple answer here is to go and test these damages out in game I suppose, or wait until Mez releases the next esp.

I think tracers can be readded by renaming/deleting the NoTracer.nif

At least, that's what I've heard...


This doesn't work for me unfortunately. It seems to be tied to the projectile, because if you look at wanderers edition projectile data, each gun uses it's own projectile model, whereas vanilla uses 762mm for just about everything. I do miss tracers, so I modified some of the gun ballistics to use the 762mm nif, but decreased the chance to 25 percent depending on the weapon. It's really only visual, but for me it adds to the fun of firefights.
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 8:57 pm

I'm can't imagine playing with only ranged weapons. Killing some tougher enemies takes more ammo than I can find or buy (yes I have scrounger perk). After lvl 20 almost everything is tough -_- even enclave. With 100 big guns and bozar even 2 head shots are not enough to take down enclave soldier and they pack some serious firepower, SM's are easier to kill than enclave. When possible I'm using my fisto and it's not that I like it so much, it's just necessary if I don't want to run out of ammo after first 2 battles.

Few things I found so far:
Charon is not using his combat shotgun, Fawkes is not using his gatling either.
In Presidential metro I spotted some strage ghoul reavers, they were like neo dodging bullets from my minigun with 100% effectiveness. Even the animation was there, when I started firing they just went crazy changing posture super fast. It looked like they were really dodging those bullets :D Good ol' punch in the face in vats worked good though ;)
I dont know if it should be that way but my paralyzing strike (perk) is too good. I can punch 3 times in vats with my fisto and almost always one of those three punches is paralyzing. No long ago I was running away from behemoths cause they were ultra hard to kill. Now I can turn on vats and with almost 100% chance to paralyze beat them to death.
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BEl J
 
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Post » Sat May 28, 2011 8:12 am

Thanks for the good feedback. I haven't implemented this yet, so I still need to do that and give it a quick test through. I'll start with increasing the explosive damage a bit more as well. The other thing to consider is that the 240% damage is the total with max explosive skill and three levels of the explosive perk . . . not all characters that want to use explosives reasonably well would max out their skills to such an extent.

Also, from my observations I'm confident that explosion damage is reduced across the radius. Nothing official to report, but that's what it has felt like so far.

Regarding the no tracer effect, Riddley is correct, you need to replace the projectile model with the default 762mm nif. Open up FWE in FO3edit and you can drag and drop. Don't forget to apply this so the CALIBR ammo types as well. I'd recommend making a new plugin with FWE as master and make the chanegs that way, so you don't have to re-tweak the original file each time it gets updated.
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Johnny
 
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Post » Sat May 28, 2011 2:07 am

This doesn't work for me unfortunately. It seems to be tied to the projectile, because if you look at wanderers edition projectile data, each gun uses it's own projectile model, whereas vanilla uses 762mm for just about everything. I do miss tracers, so I modified some of the gun ballistics to use the 762mm nif, but decreased the chance to 25 percent depending on the weapon. It's really only visual, but for me it adds to the fun of firefights.

Can you explain this process in the more details?
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Cheville Thompson
 
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