[RelZ] FWE - FO3 Wanderers Edition #14

Post » Sat May 28, 2011 8:55 am

This would probably take a fair amount of work, but is there any way to address the availability of guns in the game? I'm having a good bit of fun, but something I've noticed is just the sheer amount of guns popping up everywhere. This is compounded by MMM quite a bit (but then again I don't know of many people who aren't running MMM alongside FWe these days). I'm just comparing this to some of the gameplay from fallout 2, where actually finding decent weaponry (even a lowly 10mm pistol) felt rewarding (and I'm talking about the folk who did speed runs for the most broken weapons in the game...I'm talking normal gameplay).

Currently, you pretty much have access to some of the best weaponsand armor in the game within the first 4 levels of experience, and it just doesn't feel right. Take a trip to super duper mart, and you'll most likely find assault rifles, some very high powered handguns, and other assorted weapons. Also, if you come across an enclave patrol along the way (which are still laughably easy to take out for some reason), you'll have access to laser rifles, and a full suit of power armor that can be used by companions. If you head a bit south of super duper mart and take out the pack of mutants, you'll have access to miniguns, LSWs, and potentially an FN FAL (a weapon that seems to be a bit too common). Right now the only limiting factor is ammo rarity, and not the rarity of the weapon itself. In the past, whenever I managed to discover a new weapon that was an upgrade, it felt quite good. But now, finding these weapons and armor is almost effortless, and it just doesn't feel the same. I think this has a negative impact on the pacing and sense of progression in the game. Is anyone else getting this same vibe, or am I alone here?

Also, really looking forward to the new and improved motorcycle jigun. Everything looks promising.
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Eve(G)
 
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Post » Sat May 28, 2011 12:32 am

Currently, you pretty much have access to some of the best weaponsand armor in the game within the first 4 levels of experience, and it just doesn't feel right.[...] Is anyone else getting this same vibe, or am I alone here?


In my game it seems like every other raider has an "FN FAL" or "H&K Holy Cow Does This Shotgun Really Do Over 1200 Damage Per Shot", let alone the mutants.

I was wondering, actually, if I had some kind of mod conflict causing this, but if someone else is seeing this too....
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NO suckers In Here
 
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Post » Sat May 28, 2011 2:25 am

Is this updated version save-game compatible?
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 3:36 am

In my game it seems like every other raider has an "FN FAL" or "H&K Holy Cow Does This Shotgun Really Do Over 1200 Damage Per Shot", let alone the mutants.

I was wondering, actually, if I had some kind of mod conflict causing this, but if someone else is seeing this too....


Well I've noticed this for quite awhile, but haven't mentioned it...figured Mezmorelda has more important priorities for the mod. But, as I continue to pay the game, this issue is becoming more and more troubling. I know that some argue that FWE is difficult enough already, and that making weapons more rare would only add to this. But I have to ask myself - is the mutant weilding that FN FAL difficult because he's a mutant, or because he has an FN FAL...and the answer is the weapon in almost every circumstance. All of these supposedly higher end weapons and armor are just so easy to get. If these types of items were more rare, it would make actually finding one a lot more significant. Additionally, I think it would enhance the gameplay quite a bit and make it more rewarding.
On my new character, I'm lvl 6, and I've found over 20 CAWS, about a dozen miniguns, a bunch of FN FALS, and a ton of other weapons. That just doesn't seem right at all....these types of weapons should be special, and rare. The wasteland shouldn't be flooded with the best stuff right from the start.

We'll have to wait and see what Mezmorelda says on this I suppose, but in my view it seems to be quite a glaring problem with game balance right now.
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Elina
 
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Post » Sat May 28, 2011 1:31 am

Tanks for the replys, i manage to get rid of Sprint just by reassigning the key ..
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 1:52 am

Is this updated version save-game compatible?

Yes, with all FWE MR
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suniti
 
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Post » Sat May 28, 2011 2:03 am

Interesting point. I recently made a trip to DC on a new character to test out the idea and came back after a few hours virtually unstoppable with an LSW, sniper rifle and CAWS which I had to consciously dump to provide any sort of challenge. I have the most fun on my 'spear, pipe rifle and 'nades' tribal character.

I would counter with the point that EW are already well balanced in this sense. A pure EW character has a haaaaaard time at the start with the price of ammo and rarity of weapons till the Enclave show up.

The simplest solution I can imagine is an optional 'less guns' esp that could cull guns from 3/4 of the leveled lists, particularly for raiders and mutants, and only bring out the high quality stuff at higher levels. You would probably risk 'Oblivionifying' the game in this case though. It would make melee, explosives and stealth more tempting prospects in the early game.

On a related note, adding the rest of the CFW that have been released would be nice, possibly with better textures for the current ones too *cough* CAWS *cough*.
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Crystal Clarke
 
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Post » Sat May 28, 2011 7:48 am

I just take the H@K HAWKS from killed supermutant. Is's very destroyed, but Pipboy is showing that it has 1225 damage ? I entered into Fo3Edit and in FO3 Wanderers Edition - Main File.esm is clearly written: base damage: 75. After a few test shots to some targets I confirmed it has 75.

Why Pipboy is showing 1225 ? Ok I found value: projectile count: 15
15x75= 1125 x 3 shots/sec = 3375 DMG per/s ?

So if it has 75 damage per projectile I could be killed by enemy in one shot (as combat shotgun too, etc)? I tried to shoot enemies, but it was no so simple at it looks on paper. Still I need 3-5 shots to kill a human.

But combat shotgun has almost the same stats and Pipboy is showing 75 DMG (almost destroyed). Is it a display bug or anything else ?
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BEl J
 
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Post » Fri May 27, 2011 11:51 pm

The spread on the shotguns is crazy, which is why they have such horrid performance when compared with their actual damage values.

Shotguns should really have much lower spreads and much less damage per pellet. Shotguns should not have better armor penetration than assault rifles.

Also: The CAWS is an automatic weapon, so the actual damage shown is 15x75x(number of shots per second). Then it's adjusted for condition and small guns skill.
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Greg Swan
 
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Post » Sat May 28, 2011 12:35 am

Ok - short version - I forgot where I parked my bike. On the advice given in the previous thread, I've gone to the dealership to get the GPS so I can find it.

Unfortunately although Fernando is more than happy to sell me flamer fuel and motorcycle handlebars etc, he doesn't have any of the upgrade options available any more.

I don't need to have the bike parked outside to be eligible, do I?

Regarding my earlier post on what had to be done to add the Motorcycle options back into Fernando's inventory here's what you have to do. Open the console enter the following two commands
prid xx018511
additem xx02535d 1

Where xx is the hexidecimal load order number from FOMM
If you want to add the saddlebags and escape options also enter the following two commands:
additem xx0280ae 1
additem xx028f71 1

As long as you don't close the console you can enter all three additems one right after the other. However, if you close the console you'll have to re-enter the prid command.

Once you do this the added items will immediately appear in Fernando's inventory.
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Emily Rose
 
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Post » Sat May 28, 2011 7:24 am

Also: The CAWS is an automatic weapon, so the actual damage shown is 15x75x(number of shots per second). Then it's adjusted for condition and small guns skill.
I understand 15pellets x 75 DMG x 1.65 shots/s = 1890 damage

but why PipBoy is showing to Combat Shotgun (in the same rather poor condition as HWK with 1225 DMG) only 75 DMG ?
In .esm file is: 15 pellets x 70 DMG x 1,5 shot/s = 1575/s

So if the data for CAWS is right, what is wrong with PipBoy information in case of combat shotgun ? Why is not displaying 1225/1890 x 1575 = 1020 for me, but ... 75 ?
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aisha jamil
 
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Post » Sat May 28, 2011 9:23 am

I understand 15pellets x 75 DMG x 1.65 shots/s = 1890 damage

but why PipBoy is showing to Combat Shotgun (in the same rather poor condition as HWK with 1225 DMG) only 75 DMG ?
In .esm file is: 15 pellets x 70 DMG x 1,5 shot/s = 1575/s

So if the data for CAWS is right, what is wrong with PipBoy information in case of combat shotgun ? Why is not displaying 1225/1890 x 1575 = 1020 for me, but ... 75 ?


the combat shotgun isn't automatic.
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LuBiE LoU
 
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Post » Sat May 28, 2011 3:54 am

the combat shotgun isn't automatic.


From: http://fallout.wikia.com/wiki/Fallout_3_weapons

DMG / HIT or SHOT: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most Small Guns, that's a single bullet,but for shotguns it's a single shell(containing several small BB-like projectiles), and for the Gatling Laser it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.

I understand now. Pipboy is showing for H@K CAWS, DMG multipled by his 10 ammo clip size so so high value here is right.

But not ... what exactly is showing PIPBOY ? As I realized not DMG x clip size. Mayby base damage x Attack shots/sec ?

Combat shotgun base damage: 70, shots/sec = 1,5 70x1,5 = 105 (in FWE Pipboy show something like this value to shotgun)
H$K CAWS base damage: 75, shots/sec = 1,68 75x1,68= 126 (maybe it's automatic but it's very slow .... and it's not like more then 2000)

lets see ex. chinease assault rifle: base damage: 25, shots/sec = 8 70x1,5 = 200 (ok - FWE Pipboy is right)

And did base damage for shotguns has 1 projectile or all of them ? If all of them, so combat shotgun shell has 15 projectiles, and CAWS has the same 15.

in this calculation:

Combat shotgun base damage: 70, shots/sec = 1,5 70x1,5 = 105 x 15 projectiles = 1575
(H$K CAWS base damage: 75, shots/sec = 1,68 75x1,68= 126 15 projectiles = 1890

So CAWS has wrong value in Pipboy .... or Combat shotgun

Please explain me exactly:

1. what is Pipboy FWE showing ? Information given by Pipboy from FWE is exactly the same count like in vanilla PipBoy ?

2. one combat shell has base damage in all 15 pellets so one shell = 70 DMG
or
one combat shell has 15 pellets with base damage so one shell = 15 x 70 ? What will give 1050 DMG for one combat shell. One shell with power like a nuke ? I think first answer is right, so CAWS has stats in Pipboy from Moon or Mars. Something is definetely wrong.
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Misty lt
 
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Post » Fri May 27, 2011 8:42 pm

I agree with the abundance of high tier weapons being kind of strange... But I also can see why Mezmorelda does it to make the wasteland a much more intense and visceral environment - its much better than vanilla fallout when all the damn supermutants ran around with hunting rifles all the time that got to be old and predictable after a while. I have to admit the first time I ran into a batch of supermutants running around with fals and caws it was pretty intense - and still continues to be intense with me running around in lighter armor. The firefights are a blast and much more dangerous. I also love the scarcity of ammo - it definitely makes me think more about my inventory and conserving supplies and what weapons I should bring out with me on quests.

Maybe a middle ground could be found - not enough where the leveled lists are being neutered with 10mm pistols and hunting rifles, but enough where the sense of equipment progression is still strong. I haven't even come close to finishing the main quest and I feel like I have seen all there is to offer from the weapon lists with the exception of DLC equipment and uniques.

Also want to mention the enclave are already popping up in the spawn points and I haven't met them story wise yet. I know thats supposedly being cause by broken steel and its no biggy when I find one or two of them out there. That seems appropriate. But I encountered a random spot with them spawning around 14 guys all decked out with plasma rifles and wattz pistols plasma grenades etc... It was some random spot of rubble between jefferson memorial and rivet city along the river so it was no enclave base. I've never seen so many enemies at once. And no I don't any additional extra spawn esps set from MMM. It just seemed so out of place I thought I would mention that seems like something is goofed up there. This was when I was level 11 too. It was pretty overkill and I had to take another route so I could avoid them.

One more thing :P. I don't know about anyone else but does anyone feel like the weapons degrade WAY too fast? After a single firefight I can find that my rifles and guns can lose half of their condition - so im constantly scavenging corpses and tinkering weapons to keep them in reasonable shape so I don't have to worry about weapon jams all the time. It just doesn't feel right - like my guns are made from plastic. might I suggest this be slowed down? That way you don't have to micromanage your guns so damn much. Perhaps increase the penalties for a weapon that is in crappy condition to counterbalance this effect. I also think this would make the repair skill more optional but still very important kind of like how medicine is now. That way its a great skill to have to be able to take care of yourself on the run, but you also don't need to go running to shopkeepers to repair your equipment every 5 minutes if you don't specialize in repair.
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Pete Schmitzer
 
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Post » Sat May 28, 2011 1:50 am

Regarding my earlier post on what had to be done ... the added items will immediately appear in Fernando's inventory.


Thanks a lot, jjgun :)
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Queen of Spades
 
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Post » Sat May 28, 2011 8:22 am

One more thing :P. I don't know about anyone else but does anyone feel like the weapons degrade WAY too fast? After a single firefight I can find that my rifles and guns can lose half of their condition - so im constantly scavenging corpses and tinkering weapons to keep them in reasonable shape so I don't have to worry about weapon jams all the time. It just doesn't feel right - like my guns are made from plastic. might I suggest this be slowed down? That way you don't have to micromanage your guns so damn much. Perhaps increase the penalties for a weapon that is in crappy condition to counterbalance this effect. I also think this would make the repair skill more optional but still very important kind of like how medicine is now. That way its a great skill to have to be able to take care of yourself on the run, but you also don't need to go running to shopkeepers to repair your equipment every 5 minutes if you don't specialize in repair.

This is an interesting point. Makes me glad there are a few weapons out there to repair mine with. Less weapons = less repairs = broken weapons. Sounds like a lot of changing to me.

I kinda like FWE how it is, myself. I'm deadly, but so are my enemies. They can head shot me just as easily as I can them and I go down just as fast. Makes me think about routes and planning before I go into a fight. None of this 'run in with guns blazing' stuff. It'll get you killed.
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Danny Warner
 
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Post » Fri May 27, 2011 9:02 pm

Also want to mention the enclave are already popping up in the spawn points and I haven't met them story wise yet. I know thats supposedly being cause by broken steel
I am playing without broken steel and still I found myself in face vs enclave soldier after only 10 hours of playing, having 4 level and not touching main story at all.
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Sudah mati ini Keparat
 
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Post » Sat May 28, 2011 6:53 am

I am playing without broken steel and still I found myself in face vs enclave soldier after only 10 hours of playing, having 4 level and not touching main story at all.

Same here. I was attacked by them coming out of Fernando's. Everyone still thinks it's Broken Steel's fault though. I dunno :shrug:
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Laura Cartwright
 
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Post » Sat May 28, 2011 1:59 am

One more thing :P. I don't know about anyone else but does anyone feel like the weapons degrade WAY too fast?
In FWE it degrades slower then in vanilla. Becouse in VATS mode in vanilla it degrades 3 times faster then in normal use. FWE changed VATS mode degradation to normal. Additionally in FWE you can repair your weapon with some crap like chessboard, metal scrap etc. I have the opposite opinion to yours. Having so many options do repair it in FWE it should degrade much faster then in pure Fallout 3.

In vanilla i collect many broken weapons in my Megaton house to have spare parts. Now in FWE I can sell all of them at once in perfect condition becouse i have so many junk to repair it. I never repaired any weapon in FWE at traders. This is unballanced. You shouldn't have ability to repair weapon with junk. Vanilla in that case is more challenging. 1. There is no more collecting of broken weapon on spare parts. 2. You can earn a lot of money by repairing every piece of weapon by trash.

Additionally i saw that armor in FWE degrades much slower then in vanilla. Almost at 0% rate. After so many fights mine armor is untachable. That is worse then in vanilla was. It makes game much easier. In vanilla after heavy fights I had destroyed helmet in 0 condition. Now it's always like new. Why ?

Nevertheless FWE rulez :) and vanilla overall ballance is a crap.
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Kelly James
 
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Post » Sat May 28, 2011 4:45 am

You're not the only ones. I can guarantee I see Enclave on that road East on Springvale.

I've just accepted it and think of them as an Enclave patrol in the Wasteland, before the big guns arrive.
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Queen of Spades
 
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Post » Fri May 27, 2011 7:53 pm

Same here. I was attacked by them coming out of Fernando's. Everyone still thinks it's Broken Steel's fault though. I dunno :shrug:

Interesting. So- Broken Steel disabled, and MMM-BS too?
Do you begin new game or continue to play with BS disabled?
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Jamie Lee
 
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Post » Fri May 27, 2011 9:47 pm

Additionally i saw that armor in FWE degrades much slower then in vanilla. Almost at 0% rate. After so many fights mine armor is untachable. That is worse then in vanilla was. It makes game much easier. In vanilla after heavy fights I had destroyed helmet in 0 condition. Now it's always like new. Why ?

Nevertheless FWE rulez :) and vanilla overall ballance is a crap.



I find that My Armor never gets Scratched due to the fact that if I get hit at all, Im either A ) Dead already and have to reload or B ) so close to death I cant take another hit. or else see A. :P

Also makes Playing a Melee Char Almost Impossible at Low Levels (atleast In Worldspaces.. In interiors I have a chance to sneak up on foes)
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Skrapp Stephens
 
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Post » Sat May 28, 2011 7:52 am

Interesting. So- Broken Steel disabled, and MMM-BS too?
Do you begin new game or continue to play with BS disabled?

I had recently came back to Fallout after a brief hiatus, and a main HD crash :brokencomputer: So this was a fresh install with no DLC's.

I added what mods I wanted (after 2 days of combing through them lol) and had FWE, MMM, WMK plus all the adds Mez suggests in his Readme.

By the time FWE - MR2 came out, I had purchased and installed only Operation Anchorage and The Pitt. After that I added the plug ins for OA and TP, of course, but at no time have I used any of the BS plug ins and I don't even own the BS or PL DLCs yet. They are being shipped to me on disk next Tuesday :woot: lol

It may just be a coincidence but it was after the MR2 update that I got an Enclave spawn attack, outside Wasteland Motors. Heck, I haven't even found Dad yet! :blink: How the heck do the Enclave know who I am?

I have not seen them since, however. That was the only time, but it was enough for me to take notice. Then with everyone saying it was a BS issue, I thought "Huh? How could that be?"

Perhaps it has to do with my character being a serious goody-two-shoes? Talon HATES me and the feeling is mutual. Those jerks seem to pop up at some of the most inopportune times. lol
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Sudah mati ini Keparat
 
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Post » Fri May 27, 2011 10:31 pm

Well I try to recover memory of the ancestors :)
-There was no enclaves before Broken Steel, with MMM or without- in the beginning of the game
-There was no enclaves with Broken Steel and MMM, as well as Albino Scorpions, and some other nasty creatures, introduced by BS DLC. MMM simply block them.
They was appear only after MMM-BS CP was released
So I totally have no idea :)
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Vicky Keeler
 
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Post » Sat May 28, 2011 12:28 am

A quick question, is there a simple way to reactivate the tracer effect on shots?(havent looked into it)
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Lily
 
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