[RelZ] FWE - FO3 Wanderers Edition #14

Post » Sat May 28, 2011 4:29 am

I've also had situations where the movable geo-markers appear sunken in the ground. I think this happens when the marker in on its side when you activate it.

I have this too
I think you right- when marker positioning is incorrect
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sam westover
 
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Post » Sat May 28, 2011 7:38 am

My head just got crippled. And I got the Wasteland doctor perk. Am I supposed to be able to do something about that or do I have to travel back to a town to get my head stitched up?

EDIT: And how do I edit the explosives during game play? I had access to the options when I first started up the mod, but im interested in knowing how I can access them now.
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 5:25 am


My head just got crippled. And I got the Wasteland doctor perk. Am I supposed to be able to do something about that or do I have to travel back to a town to get my head stitched up?

Yes, you can heal your head if you have appropriate medical supplies
EDIT: And how do I edit the explosives during game play? I had access to the options when I first started up the mod, but im interested in knowing how I can access them now.

You can't. Menu at the start of the game allow you to edit explosive lockpicking only, nothing more
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Bigze Stacks
 
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Post » Sat May 28, 2011 3:33 am

OK, that's not god. Since my frag grenades doesn't do any visible damage on anything really. And I play an explosive expert. I can throw five grenades at a raider, the first four doesn't do any damage what so ever, and the fifth kills him outright. Is it supposed to work like that?
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Anna Kyselova
 
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Post » Fri May 27, 2011 11:26 pm

OK, that's not god. Since my frag grenades doesn't do any visible damage on anything really. And I play an explosive expert. I can throw five grenades at a raider, the first four doesn't do any damage what so ever, and the fifth kills him outright. Is it supposed to work like that?

those options are for explosive entry, nothing else (using explosives to blow open locked items)
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james kite
 
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Post » Fri May 27, 2011 10:48 pm

OK, that's not god. Since my frag grenades doesn't do any visible damage on anything really. And I play an explosive expert. I can throw five grenades at a raider, the first four doesn't do any damage what so ever, and the fifth kills him outright. Is it supposed to work like that?


Explosives in general are getting an overhaul for the next release to be more in line with the DR adjustments. If you're specialized in explosives, I'd just say hang tight for a bit until the next release.
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N3T4
 
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Post » Fri May 27, 2011 11:03 pm

Hello everyone,
Is there a way to bring back the sneak messages?

I want to make a sneaky character, sneaking's become very hard without the messages..
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Gavin boyce
 
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Post » Sat May 28, 2011 5:55 am

Hello everyone,
Is there a way to bring back the sneak messages?
Call it reality ... After some hours of playing with sneak messages off I am using simply tactics: when suddenly hidden somebody is shooting at me I run away on fast mode. Then I am returning (slowly with high cautious) to kill him.

I want to make a sneaky character, sneaking's become very hard without the messages..
Edit FO3 Wanderers Edition file by using FO3Edit. You should turn it on again.
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Marilú
 
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Post » Sat May 28, 2011 12:07 am

Im having an issue. I can't lose the getting tired stat no matter how long I sleep. also I get hungry and thirsty so frequently it's quite annoying. Is there a way I can change the frequency of it? and even then I'm still having that bug.
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priscillaaa
 
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Post » Sat May 28, 2011 4:02 am

Im having an issue. I can't lose the getting tired stat no matter how long I sleep. also I get hungry and thirsty so frequently it's quite annoying. Is there a way I can change the frequency of it? and even then I'm still having that bug.


If it's at the default settings, you'll need 8 hours of sleep. It's usually best to sleep it off all at once, however you can split it up. This should remove the 'tired' status effect.

The food/drink/sleep settings can be changed via the PN config tool, which can be found in your pipboy inventory.
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Victor Oropeza
 
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Post » Fri May 27, 2011 10:26 pm

Edit FO3 Wanderers Edition file by using FO3Edit. You should turn it on again.

Thanks,I'll try that :)
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Amy Smith
 
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Post » Sat May 28, 2011 5:41 am

If it's at the default settings, you'll need 8 hours of sleep. It's usually best to sleep it off all at once, however you can split it up. This should remove the 'tired' status effect.

The food/drink/sleep settings can be changed via the PN config tool, which can be found in your pipboy inventory.


Right, is increasing the number increasing the length of time before you get hungry/thirsty? I'd assume so.
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Emma Louise Adams
 
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Post » Sat May 28, 2011 6:31 am

If it's a rate multiplier setting, you'll want to decrease the value to increase the length of time before food or drink is needed.
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Dan Stevens
 
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Post » Sat May 28, 2011 6:40 am

Correct, higher values are going to make you need to eat/drink more often and eat/drink more quantities to be satiated.
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 3:32 am

Just walked through the night to get back to Megaton - but the darnified ui clock says 11.19pm and it's dawn.. have I got a funked up timescale? Any ideas how to reset it so the sun rises and sets at the proper times?
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Wayland Neace
 
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Post » Sat May 28, 2011 2:50 am

Timescale wouldn't cause the bug you're seeing. Actually, I can't think of anything that would, except maybe if Darns clock is off. Did you doublecheck with your pip-boy clock?
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Mario Alcantar
 
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Post » Sat May 28, 2011 1:59 am

So I finally beat the game (but haven't explored fully) with no mods other than things like fellout. I installed FWE and MMM along with all the required mods to get them working properly. Took the scavenger starting option with points into energy weapons, lockpick and repair which I thought would be fitting and fun to roleplay. On the way to Megaton, I ran into a hive of bloatflies! Running around with my knife, I dispatched them in short order. Noticed a red blip that I decided to go check out (big mistake). I found a dead chinese guy with a sword (awesome!) and a dirty jumpsuit (yay small guns buff). That red blip turned out to be 7 raiders waiting for me around the corner, two who just happened to have flamers. :ahhh: The sprint mod saved me. This sword is awesome. Finally got a laser pistol from the grocery store of doom. I kept having to shoot in the general direction of the raiders since I couldn't hit anything with the .32 revolver I had, then hide behind the walls near the entrances with the nuka cola machines and hack them to death when they would run around to get me. Freakin awesome and very realistic, least to my mind. Of course I can't hit anything at level 2 with no small arms training. That sword has saved me so very many times.

On a side note, my AP is very low. It isn't filling back up for some reason. I thought it had to do with me carrying so much, so I sold my junk and put my extra bullets/guns in my house. I still have no AP regen. Tried sleeping for 24 hours as well. :confused:
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Eoh
 
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Post » Sat May 28, 2011 6:42 am

Typically pressing the sprint key and/or the bullet time again will get it started again
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Kayleigh Mcneil
 
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Post » Fri May 27, 2011 9:42 pm

Rockin
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adam holden
 
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Post » Fri May 27, 2011 9:24 pm

I have a suggestion for the Alternate Chargen built into FWE - since you get to pick your "class" now, would it be possible to add in "class" specific locations to pop up at? For example, I'd like to be a Refugee, but I don't want to start at Rivet City. Or, maybe, just an extra option to pick a random location to pop into.
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Meghan Terry
 
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Post » Sat May 28, 2011 3:11 am

I have a suggestion for the Alternate Chargen built into FWE - since you get to pick your "class" now, would it be possible to add in "class" specific locations to pop up at? For example, I'd like to be a Refugee, but I don't want to start at Rivet City. Or, maybe, just an extra option to pick a random location to pop into.

Depending on the history you choose, you start at drastically different locations.
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Laura Samson
 
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Post » Sat May 28, 2011 4:07 am

Just walked through the night to get back to Megaton - but the darnified ui clock says 11.19pm and it's dawn.. have I got a funked up timescale? Any ideas how to reset it so the sun rises and sets at the proper times?

It is vanilla game bug, when clock show different value with real time of the day. I hear- Quazzy fix it in his unofficial patch, but was not able to check for now
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LittleMiss
 
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Post » Fri May 27, 2011 9:35 pm

The Paradise Lost book that can be recieved in Underworld appears to be able to provide limitless reads towards the Lying Congressional Style perks. When it's read, it's not properly turned into a misc item like other books. I do however get the misc item version of "Lying Congressional Style" each time I read Paradise lost successfully, which suggests to me that it's probably using the normal script of the "Lying Congressional Style", and it's trying to remove "Lying Congressional Style" books from my inventory, rather than actually having a unique script of its own that would remove the "Paradise lost" book.

I doubt this is intended.
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butterfly
 
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Post » Sat May 28, 2011 6:01 am

The Paradise Lost book that can be recieved in Underworld appears to be able to provide limitless reads towards the Lying Congressional Style perks. When it's read, it's not properly turned into a misc item like other books. I do however get the misc item version of "Lying Congressional Style" each time I read Paradise lost successfully, which suggests to me that it's probably using the normal script of the "Lying Congressional Style", and it's trying to remove "Lying Congressional Style" books from my inventory, rather than actually having a unique script of its own that would remove the "Paradise lost" book.

I doubt this is intended.


I noticed the same thing - I'm still using the old final release, version 5, has it been fixed since then?
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Samantha hulme
 
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Post » Sat May 28, 2011 10:06 am

I noticed the same thing - I'm still using the old final release, version 5, has it been fixed since then?

I don't check it in the FWE MR2, but in previous versions I had the same.
This bug already was mentioned
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Sami Blackburn
 
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