[RelZ] FWE - FO3 Wanderers Edition #14

Post » Sat May 28, 2011 9:23 am

Can you explain this process in the more details?


You can change the actual file, or create a patch as Mezmorelda suggests. Open up FO3edit (you can do this in the GECK as well but this type of editing is much easier in FO3edit) and click the FWE esm/esp files. Then click on the Projectile header.

The first bullet projectile (at least for me), is 556mmBulletProjectile. Once your on the weapon you want to modify, look under Model --> MODL -- > Model Filename, and change the projectile to Projectiles\762mmProjectile.NIF (you can drag and drop from the vanilla entry or just edit, then copy it over). Under Data, go down to Tracer Chance and modify to whatever you like. I believe the default is 1.000000, which fires a tracer 100% of the time. This is too high for my liking, so I've adjusted the weapons that fire bullets individually, depending on the weapon type and firing type....usually between 10-25% for pistol type weapons (0.100000 - 0.250000), and upwards of 50% for the miniguns (0.500000). I left sniper rifles/silenced weapons unaltered, so no tracers there.

This is just personal preference...having some tracers does enable you to better tell where fire is coming from, but I miss the visuals during firefights...and besides, it doesn't make the bullets hurt any less ^_^
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Betsy Humpledink
 
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Post » Sat May 28, 2011 2:27 am

You can change the actual file, or create a patch as Mezmorelda suggests. Open up FO3edit (you can do this in the GECK as well but this type of editing is much easier in FO3edit) and click the FWE esm/esp files. Then click on the Projectile header.

The first bullet projectile (at least for me), is 556mmBulletProjectile. Once your on the weapon you want to modify, look under Model --> MODL -- > Model Filename, and change the projectile to Projectiles\762mmProjectile.NIF (you can drag and drop from the vanilla entry or just edit, then copy it over). Under Data, go down to Tracer Chance and modify to whatever you like. I believe the default is 1.000000, which fires a tracer 100% of the time. This is too high for my liking, so I've adjusted the weapons that fire bullets individually, depending on the weapon type and firing type....usually between 10-25% for pistol type weapons (0.100000 - 0.250000), and upwards of 50% for the miniguns (0.500000). This is just personal preference...having some tracers does enable you to better tell where fire is coming from, but I miss the visuals during firefights...and besides, it doesn't make the bullets hurt any less ^_^

Riddley thanks for that post, I'll be changing this in my game as well.
Just out of curiousity, why do you set the tracer chance for single shot weapons so low? Wouldn't it kind of make more sense to set those to 100% and set the chance for automatic weapons lower?
(I know personal preferance, but I would still like to hear your opinion)
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FLYBOYLEAK
 
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Post » Fri May 27, 2011 7:20 pm

Well, I tried setting the tracers back to vanilla settings, but I've been playing FWE for so long that it's really distracting to see a tracer every shot. I like having the visual tracer slightly more prevalent on automatic weapons
(especially the minigun, which in FWE right doesn't fire any tracers...it's hard for me to accept this) and to have less of a chance for small arms. In game this looks reasonable to me...if you see someone firing a loud automatic rifle, the muzzle flashes and tracers provide a visual cue to go along with the increased rate of fire, and it also draws more attention to the person using the weapon. Even with 25 percent for most pistols (I have this adjusted based on pistol type as well...the 44 magnum has higher tracer chance than 10 mm), I see tracers often enough, and this also allows pistol/rifle using enemies to not give away their position with a 100 percent tracer chance.

These are just the settings I use...I'd say go with whatever feels best for you in game.
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Marie
 
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Post » Fri May 27, 2011 5:48 pm

Well, I tried setting the tracers back to vanilla settings, but I've been playing FWE for so long that it's really distracting to see a tracer every shot. I like having the visual tracer slightly more prevalent on automatic weapons
(especially the minigun, which in FWE right doesn't fire any tracers...it's hard for me to accept this) and to have less of a chance for small arms. In game this looks reasonable to me...if you see someone firing a loud automatic rifle, the muzzle flashes and tracers provide a visual cue to go along with the increased rate of fire, and it also draws more attention to the person using the weapon. Even with 25 percent for most pistols (I have this adjusted based on pistol type as well...the 44 magnum has higher tracer chance than 10 mm), I see tracers often enough, and this also allows pistol/rifle using enemies to not give away their position with a 100 percent tracer chance.

These are just the settings I use...I'd say go with whatever feels best for you in game.


Yeah that makes sense. I'll definitly have to try it out for myself but I think I just might leave tracers out for pistols altogether now that I think about it.
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Lovingly
 
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Post » Fri May 27, 2011 7:13 pm

Riddley, Mezmorelda- thank you very much, I will try it.
Kinda miss this fire show :)
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Princess Johnson
 
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Post » Sat May 28, 2011 5:20 am

Thanks, you guys.
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KU Fint
 
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Post » Sat May 28, 2011 4:52 am

Any word if there is going to be an upcoming FOIP patch for

FOOK2 + FWE 2.0 + WMK?
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kasia
 
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Post » Fri May 27, 2011 11:33 pm

... Model --> MODL -- > Model Filename, and change the projectile to Projectiles\762mmProjectile.NIF ...


I understand changing the tracer chance, but what's the reason for the model change? Will only this model generate tracers?
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 3:27 am

I've seen some weird things. The H&k CAWS or whatever shotgun says it does 1600 damage for me. Also, there's a few guns that could seriously use a retexture because they look brand new which seems weird for a nuclear wasteland. I guess I can only hope for a worn textures option. The FN FAL is an example of this I suppose. Oh and speaking of tracers an option to have a reduced amount but still having tracers would be nice as well. Still, really enjoying the mod.
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naome duncan
 
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Post » Sat May 28, 2011 5:37 am

Don't know if this has been mentioned already, but Aqua Pura (purified water in BS) doesn't register in PN as a source of water...
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Mariaa EM.
 
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Post » Sat May 28, 2011 3:28 am

I'm having a weird issue... I just finished the Pitt, and got the Perforator... only to find that it's actually weaker than most assault rifles I have... even the infiltrator did more damage... is there a reason it's so gimped? (infiltrator fires 3 per burst, while the Perforator only fires 2 per burst... since damage is only increased by 2 points (34 damage per bullet for the infiltrator, 36 for the Perforator) Really made earning the unique feel cheap
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Gaelle Courant
 
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Post » Sat May 28, 2011 2:42 am

Random thought:

Anyone feel like missile launchers / mirv / miss launcher / fat boy should use your explosive skill?

With FWE adding some new Big Guns, I thought it might make sense to move some of the other "explosive" weapons properly to the explosive skill.
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BRAD MONTGOMERY
 
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Post » Sat May 28, 2011 12:44 am

Random thought:

Anyone feel like missile launchers / mirv / miss launcher / fat boy should use your explosive skill?

With FWE adding some new Big Guns, I thought it might make sense to move some of the other "explosive" weapons properly to the explosive skill.

I don't know about that one, Mez. IMHO, the explosives skill should be used for setting explosives and so forth. Not really shooting them. But I guess if you think of it like modifying the rounds or something perhaps :shrug:
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Pumpkin
 
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Post » Sat May 28, 2011 3:18 am

I'm down with that. Kinda makes sense they do fire "Explosive" rounds. I'm also in favor of making explosives a metric crap ton more powerful.
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Guy Pearce
 
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Post » Sat May 28, 2011 7:47 am

Random thought:

Anyone feel like missile launchers / mirv / miss launcher / fat boy should use your explosive skill?

With FWE adding some new Big Guns, I thought it might make sense to move some of the other "explosive" weapons properly to the explosive skill.

Don't know about this. It should probably be kept separate, but if it's possible to maybe split it between your big gun + explosive skill, it might work...these are still in the big guns category though, so maybe purists won't like this change.

On that note, the missile launcher definitely needs a boost, in base damage and in radius. Right now the blast radius is 550, compared to a frag grenade which is 625. I could understand a more focused blast if the in-game missile launcher was intended to provide anti-vehicle support, but sadly there really isn't anything like that in the game currently (I'd love to see raiders riding around in beat up hummers, makeshift trucks, and patched together tanks...that would be a sight indeed).

I understand changing the tracer chance, but what's the reason for the model change? Will only this model generate tracers?


Changing the tracer chance on the projectiles included in FWE doesn't do anything, because the projectile itself has no tracer (at least that's my understanding...you'd have to double check that with Mezmorelda). The standard 762mm has the tracer effect with the nif model.

It doesn't change anything else about the projectile, it's just a visual effect, and the bullet projectiles themselves don't have the flag 'Can be picked up' checked, so it's alright to change the model for this.
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Steve Smith
 
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Post » Sat May 28, 2011 3:15 am

I've seen some weird things. The H&k CAWS or whatever shotgun says it does 1600 damage for me. Also, there's a few guns that could seriously use a retexture because they look brand new which seems weird for a nuclear wasteland. I guess I can only hope for a worn textures option. The FN FAL is an example of this I suppose. Oh and speaking of tracers an option to have a reduced amount but still having tracers would be nice as well. Still, really enjoying the mod.


The damage value you're seeing for the H&K CAWS is normal, it's caused by the stupid way FO3 calculates it. In my opinion the damage value Fallout3 provides is near worseless and you should simply use the Weaponscanner from my mod so you can see all the values, such as critical damage and spread as well, to get a better idea how good a weapon is.

Hm I always thought the FN FAL looks particulary fitting(it's one of my favourite guns heh)
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Tyrel
 
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Post » Sat May 28, 2011 3:46 am

I'm having a weird issue... I just finished the Pitt, and got the Perforator... only to find that it's actually weaker than most assault rifles I have... even the infiltrator did more damage... is there a reason it's so gimped? (infiltrator fires 3 per burst, while the Perforator only fires 2 per burst... since damage is only increased by 2 points (34 damage per bullet for the infiltrator, 36 for the Perforator) Really made earning the unique feel cheap


well I think the Perforator is fine as is, the Infiltrator just got a little too big damage boost in FWE.
The firerate of the perforator is already slower in Vanilla(6 compared to 8 of the infiltator), so that it fire smaller bursts in VATS is working as intended.
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Ashley Campos
 
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Post » Fri May 27, 2011 10:23 pm

Okay, let me give a better example.

An infiltrator (that's the non-unique) for me does about 215 damage with all my perks and what have you
The perforator only does 76... What is supposed to be the advantage here?
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Krystina Proietti
 
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Post » Sat May 28, 2011 1:10 am

Okay, let me give a better example.

An infiltrator (that's the non-unique) for me does about 215 damage with all my perks and what have you
The perforator only does 76... What is supposed to be the advantage here?


Are you talking about the damage value fallout shows you ingame? That value is completed nonsense!
Let's calculate "DPS"
Infiltator: 34 dmg x 8 shots/sec = 272
Perforator: 36dmg x 6 shots/sec = 216
So yeah the infiltrator fares off better here, but keep in mind the Perforator is a WHOLE lot more accurate (min spread 0.5 vs 1.0!!). I would never ever use the infiltrator due to it's abnormal high spread value.
Also the Perforator has more bonus crit damage.

As I've said above, you can always check the exact ingame values of your weapons with my weaponscanner mod(vs always having to go into FO3Edit or using console commands)
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Rebecca Dosch
 
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Post » Sat May 28, 2011 1:11 am

Random thought:

Anyone feel like missile launchers / mirv / miss launcher / fat boy should use your explosive skill?

With FWE adding some new Big Guns, I thought it might make sense to move some of the other "explosive" weapons properly to the explosive skill.



What I know is that RL's deserves some dmg boost :D Like frag it's useless on anything tougher than a raider.... soooo maybe make an explosieve skill to add some extra dmg to explosive big guns like rl's? I don't know if making RL's completly dependant on explosive skill is a good idea but... explosives skill additionally boosting RL dmg would be nice imo. After all it's a gun (big guns) that launches explosive projectiles (explosives) and with some extra dmg it will be more useful.
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Ymani Hood
 
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Post » Fri May 27, 2011 7:50 pm

Don't know about this. It should probably be kept separate, but if it's possible to maybe split it between your big gun + explosive skill, it might work...these are still in the big guns category though, so maybe purists won't like this change.
I'm with Riddley here. If it was possible to use the average between your Big Guns and Explosives skill as a base for damage (and accuracy?) calculation, that would be fine with me.
Or maybe even take 100% of one skill and 50% of the other one to calculate damage from there - if that's even possible, it would technically translate into a damage boost which I agree the Missile Launcher needs (2 direct hits don't kill a Talon Company Merc, although my skill level is lackluster so maybe that's to blame).
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Barbequtie
 
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Post » Sat May 28, 2011 7:31 am

I don't like the idea of moving some big guns over to Explosives, but I agree that explosives and the Explosives skill needs boosting. Mines are definately too weak, an unarmoured human should not survive stepping on one.

Is the base damage on the missile launcher used? If so, why not bump it up to 200 or more? Most missiles are designed to be armour-piercing, so giving it a damage bonus on a direct hit is both realistic and makes it a useful weapon for 'sniping' behemoths and other tough enemies.
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danni Marchant
 
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Post » Sat May 28, 2011 12:17 am

Tubal . . . good suggestion on the direct damage of the weapon, I can try playing with that.

Also, I rather like hunter4's suggestion of giving missile launchers etc. the new explosive damage perk but keeping the weapons mostly using big guns.
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Yonah
 
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Post » Fri May 27, 2011 8:32 pm

Random thought:

Anyone feel like missile launchers / mirv / miss launcher / fat boy should use your explosive skill?

With FWE adding some new Big Guns, I thought it might make sense to move some of the other "explosive" weapons properly to the explosive skill.

I favor leaving them in the big gun camp. If you want some cross-over from explosives maybe the Demolition Perk can be applied to missles and mini nukes. I don't use these much because they are too heavy but the times that I have I've been unimpressed. In my opinion a mini-nuke should be a one-shot kill on anything in the blast radius. Its a friggin nuke. I also think that a direct hit by a missle should be a one-shot kill on anything below a Super Mutant Gargantuan/Behemoth and perhaps Overlord (although I don't remember seeing many of these).

Unlike grenades and mines these are aimed, direct-hit projectile that cause concentrated damage to the target. Perhaps they should ignore the DR rating of the target since they are designed to take out armored targets. This will make them the weapon of choice in dealing with big, heavily-armored foes. Right now all weapons seem somewhat interchangable and you tend to use whatever it is your character is best at. There should be situations that would best be handled by a different weapon. Like the situation outside GNR when the Behemoth attacks. There's a Fat Boy there and that situation calls for it. In my courrent game I couldn't find the dead BOS NPC with the Fat Boy so I had to fight that thing with grenades and an assault rifle. It took forever to kill it.
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Lynette Wilson
 
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Post » Fri May 27, 2011 5:39 pm

... In my courrent game I couldn't find the dead BOS NPC with the Fat Boy so I had to fight that thing with grenades and an assault rifle. It took forever to kill it....


Right now, it takes forever to kill it with the Fat Boy. That's really the issue with these weapons at the moment. I like the idea of making them ignore target DR though, that would be great.
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Miragel Ginza
 
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