[RelZ] FWE - FO3 Wanderers Edition #14

Post » Sat May 28, 2011 2:46 am

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 :)

Had to drag that one up from a DEEP memory, huh, Del? hahaha

Yeah. It definitely is a strange thing. I can understand now why everyone thought it was BS that caused it. I'm thinking it's a Beth goof in one of their patches, but who knows :shrug: lol
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Lory Da Costa
 
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Post » Sat May 28, 2011 2:49 am

Had to drag that one up from a DEEP memory, huh, Del? hahaha

Yeah. It definitely is a strange thing. I can understand now why everyone thought it was BS that caused it. I'm thinking it's a Beth goof in one of their patches, but who knows :shrug: lol

Don't know about patch- I always think this things was in the mod itself.
Damn- if even Martigen each day learn something new, what can be spoken about us? :)
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Roy Harris
 
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Post » Sat May 28, 2011 6:21 am

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

It must be, but I don't know how. Something with projectiles
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NO suckers In Here
 
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Post » Fri May 27, 2011 6:06 pm

Don't know about patch- I always think this things was in the mod itself.
Damn- if even Martigen each day learn something new, what can be spoken about us? :)

Agreed. lol
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abi
 
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Post » Sat May 28, 2011 5:08 am

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.


Fair enough, but right now the weapon progression in the game doesn't feel right at all. Right now going in guns blazing can get you killed no matter what you're using simply by being outnumbered. Yeah, the enemies have these fancy weapons as well, but should the weapon be the only factor when determining deadliness? What about creature level, and innate abilities?

My other major issue here is this...should a lowly lvl 5 character (my current character I'm using for testing) have the ability to be stashing an entire armories worth of top tier weapons because they are so plentiful..weapons that should by all accounts be a lot more rare than what they currently are? I've been able to collect enough guns to arm the entire populace of rivet city + megaton several times over. I agree that certain guns should be plentiful, such as the smaller guns (rifles, shotguns, pistols, some of the assault rifles etc), but finding miniguns and LSWs and H&K CAWS all over the place has a pretty negative impact on the realism. I think some tweaking to the availability of these guns should be looked at. Then again, maybe I just have too much an old school mentality about this, in that I prefer having to earn the stuff I find. Walking a click down to super duper mart and having some of the best weapons in the game just doesn't feel very rewarding, at least to me. Right now when you find an H&K CAWS, the reaction is pretty much "oh...ok...another CAWS to throw onto the pile," when it should be "I finally found a decent shotgun...now I can ditch this sawed off"

About the enclave patrols - I've seen them in 2 areas from the start, like most people. On the road to super duper mart near the farm, and outside of wasteland motors. Aside from messing the storyline aspect, it's not that big of a deal...I have more of an issue with the fact that 1) their aim seems to be downright terrible (with laser weapons no less, which are suppose to be fast and accurate), and 2) access to a full suit of enclave armor for your companions right at the beginning of the game. As a rule of principle, I don't allow my companions to wear power armor at least until I can...but hey, that's just me.

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


I haven't seen a global setting. Unfortunately, from I've seen, you'd have to go in and modify each weapon entry under 'tracer chance', then adjust from there.

http://www.fallout3nexus.com/downloads/file.php?id=7135 helps with this somewhat, but if you want tracers on any of the FWE exclusive weapons it has to be changed manually, I suppose. This does alter projectile data though from FWE settings.
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Ysabelle
 
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Post » Sat May 28, 2011 3:30 am

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



I faintly remember reading how to do this somewhere but I have no idea if this is the right way to do it. So use at your own risk:

Go into Fallout3/data/meshes/projectiles and delete NoTracer.nif


But yeah, the enclave patrols aren't really an issue to me, but what made it an issue was the fact I ran into a group of about 14 of them armed to the teeth just hanging out in a pile of rubble. That just screamed glitch.

Definitely agree with you on some points Riddley about weapon progression it feels like it need some tweaking. But I also like the intensity of the combat as a result - its just too bad it detracts from the idea of being survivors/scavengers in the wastes. Perhaps if mezmorelda is inclined he/she can find a solution that provides the best of both worlds.
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Emily Rose
 
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Post » Fri May 27, 2011 6:55 pm

I faintly remember reading how to do this somewhere but I have no idea if this is the right way to do it. So use at your own risk:

Go into Fallout3/data/meshes/projectiles and delete NoTracer.nif

Might I suggest renaming instead of deleting? Easier to recover from if its wrong :)

Edit:
To Riddley,

You make some very valid points, and I must say I don't disagree.
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Naomi Ward
 
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Post » Sat May 28, 2011 10:09 am

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.


I don't really use VATS - so I can't say its a result of vats effecting weapons degrading for me. You say you are collecting so many broken weapons and junk that its silly, right? Well that would tie in rather nicely with toning down the amount of weapons are actually being carried around by enemies in the wasteland by going back to the original comments of weapon progression. In my humble opinion :) I would prefer to have slower degrading paired up with higher penalties for when the gun does actually crap out, and less overall weaponry being circulated in the wasteland - so the scattered junk you consider to make repairing unbalanced would have much more meaning. I think this would set up a much more survivor-esque ambiance for the mod. That to me is better than heading in the opposite direction of constantly repairing my fn-fal with 20 other fn fals I looted from scattered mobs across the wasteland. But that is just my opinion.

In terms of armor I would say im getting hit less so that would explain the armor condition degrading so slowly. Maybe that should be sped up to better emulate the nastiness of actually getting hit in the game now.

Mezmorelda I want to emphasize again that your mod is fantastic and i only debate it because im a fan. So please don't get the impression that im dissatisfied :)
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Francesca
 
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Post » Sat May 28, 2011 4:54 am

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.


I find most weapons degrade a lot slower, apart from A3-21's plasma rifle, which can go from 0ver 90% to under 50% after just one trip/extended encounter.... it's also one of the few things I never seem to be able to repair with anything else, even other plasma rifles, so I have to use vendors to repair it....
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Josh Sabatini
 
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Post » Sat May 28, 2011 9:54 am

Most weapons degrate rate is fine by me with the exception of miniguns. Almost fully repaired minigun after combat with 3-6 mutants ends up with less than 50% durability. It's just not worth carrying it around especially if I have to sacrifice all scrap metal I've found to keep it at decent shape. M60 for example is not much worse in terms of firepower but degrates much slower and can be used as a sniper rifle (very good accuracy) for weaker enemies (1-2 hits kills a raider) and is very ammo efficient (1-2 bullets per raider). Miniguns are good for super tough enemies like sm behemoths but they are so rare even at lvl 24 that it's still not worth it imo.
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Nick Jase Mason
 
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Post » Fri May 27, 2011 9:33 pm

Even though I don't have much to say, I thought I'd step in and notify you that the UFP Support.esp still contains the outdated repair lists containing Tin Cans and Bent Tin Cans. You probably already know this, but I didn't read in on this thread (and on #12 and #13 neither) so I thought it deserved mentioning. By the way, now that the new UF3P version comes as a master file, I'm guessing it would be possible to load it right on top of my load order, after Fallout3.esm (not using any DLCs), and completely skip the FWE UFP Support.esp, right? [edit: never mind that, of course the UFP support merges the UFP changes with FWE changes instead of just letting FWE override them... Seems like I'm kinda dense today]

A question I have is how I can check to which weapon type a given weapon belongs. Sure in most cases it's rather straightforward, but I never knew that the LSW was a big gun, for instance (although this sort of explains why it's cross-repairable with the M60), and before having read some FO3 guides recently I had no idea the Rock-It Launcher was a big gun either (although it certainly makes sense now that I know it). Are there any more not-so-clear-cut cases later on (since my farthest MQ progression so far was having installed the Galaxy News broadcast relay, so I haven't been that far into the game yet), or will I be able to tell by the looks/descriptions of the firearms what category they belong to?

Oh, and one more piece of feedback on perk balancing - the Toughness perk provides the same DR bonus as the Cyborg perk, but no environmental resistances and no Energy Weapons bonus. The prerequisites for Cyborg are only slightly higher (that's what I consider them to be, anyway), but the payoff seems immense to me. Is there any other bonus to using the Toughness perk? If not, I'd suggest at least boosting it to 7 or 8 percent per rank - or offer another 5% at mastery so you end up with 20% at rank 3.
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Lily
 
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Post » Fri May 27, 2011 10:35 pm

Oh, and one more piece of feedback on perk balancing - the Toughness perk provides the same DR bonus as the Cyborg perk, but no environmental resistances and no Energy Weapons bonus. The prerequisites for Cyborg are only slightly higher (that's what I consider them to be, anyway), but the payoff seems immense to me. Is there any other bonus to using the Toughness perk? If not, I'd suggest at least boosting it to 7 or 8 percent per rank - or offer another 5% at mastery so you end up with 20% at rank 3.


If I remember correctly Cyborg perk gave me 5% dr at 1st rank and no more DR bonuses untill rank 5 (which gave me additional 10%). Toughness on the other hand is giving 5% at each rank. In the end DR bonus is equal but cyborg have 5 ranks and toughness have 3. Idk if it's bug or somthing wrong with my game but I'm pretty sure that I regreted taking 2nd rank Cyborg beacause of no DR bonus.
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Kate Norris
 
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Post » Sat May 28, 2011 2:03 am

Edit: too slow at writing. :)

Oh, and one more piece of feedback on perk balancing - the Toughness perk provides the same DR bonus as the Cyborg perk, but no environmental resistances and no Energy Weapons bonus. The prerequisites for Cyborg are only slightly higher (that's what I consider them to be, anyway), but the payoff seems immense to me. Is there any other bonus to using the Toughness perk? If not, I'd suggest at least boosting it to 7 or 8 percent per rank - or offer another 5% at mastery so you end up with 20% at rank 3.

Well, one benefit of Toughness is that you can take it in addition to Cyborg. ;)
Also, Cyborg only gives you 5% DR, regardness of rank, until you reach 5 when it gives you 10%. Toughness gives you 5% per rank, with an extra boost to a total of 30% at mastery.

If you take both perks to mastery you'd have a total of 40% damage resistance naked, ouch. You can get another 11% from other perks if you want, making unarmoured a viable path for sneaky characters, at the expense of a lot of potential skill points though.
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Frank Firefly
 
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Post » Sat May 28, 2011 5:22 am

Thanks for the info, guess I didn't read Cyborg's description properly... Shame on me. However, I'm pretty sure I did not read anything about a 15% bonus at mastery with the Toughness perk. If that's true, then there's plenty of incentive to pick that perk right there :).

Furthermore, feedback on shotguns: They're working much more smoothly now for me. At least the Combat Shotgun does, which I've been using quite a bit, but the CAWS that I found performed respectably as well for the short while I was using it. Only one single instance where 6 shots barely took 4 bars of health from an ant; that aside I believe that your tweaks have greatly helped shotgun to fulfill their purpose, delivering death at close range.

Oh, and I've met a Super Mutant toughie (possibly a brute, didn't pay attention to that) with a Minigun near Big Town. A headshot from my Scoped Hunting Rifle merely took 1-2 bars of health from that guy! If this is what all Super Mutants are like in MR2, then they're certainly a force to be feared ;).
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Cool Man Sam
 
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Post » Fri May 27, 2011 9:35 pm

I'm having some problems with fallout 3 crashing at start up, i have ufp 1.2 installed, fomm 9.15, fose 1.1 beta and fallout 3 version 1.5

here is my load list
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.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 - DLC Point Lookout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - Optional No Fast Travel.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - FOOK Support.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Lvl 30 High Skills.esp
FO3 Wanderers Edition - Lvl 30 Balance.esp

Total active plugins: 36
Total plugins: 41

for some reason i dont have a FOOK.esm file so i am not using fook 1.6 atm (how ever if anyone would like to upload the .esm for me rapidshare.com)
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Penny Courture
 
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Post » Sat May 28, 2011 9:25 am

for some reason i dont have a FOOK.esm file so i am not using fook 1.6 atm (how ever if anyone would like to upload the .esm for me rapidshare.com)

You don't have the esm, because in addition to the 3 resource files, you need to download the 4th file, that has all the updated esm/esps

Also, you NEED to update to 1.6 or 1.7 for fallout, because 1.5 is full of NASTY bugs that cause several ctds
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Georgine Lee
 
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Post » Fri May 27, 2011 8:37 pm

I'm having some problems with fallout 3 crashing at start up, i have ufp 1.2 installed, fomm 9.15, fose 1.1 beta and fallout 3 version 1.5
for some reason i dont have a FOOK.esm file so i am not using fook 1.6 atm (how ever if anyone would like to upload the .esm for me rapidshare.com)

Col. Ivan Noble right, you better make upgrade to 1.7
About your load order- it is incorrect
.....FO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional No Fast Travel.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - FOOK Support.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Lvl 30 Balance.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.esp                     You don't need it, included into MMM-FWE MR CPMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.esp                       You don't need it, included into MMM-FWE MR CPMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.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.espAnd here you miss MMM-FWE MR compatability fix, you can download it from FOIP page here[src="http://forums.bethsoft.com/index.php?/topic/1027748-relz-fwe-fo3-wanderers-edition-14/http://fallout3nexus.com/downloads/file.php?id=4968"]http://fallout3nexus.com/downloads/file.php?id=4968[/url]

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Abel Vazquez
 
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Post » Sat May 28, 2011 6:34 am

You don't have the esm, because in addition to the 3 resource files, you need to download the 4th file, that has all the updated esm/esps

Also, you NEED to update to 1.6 or 1.7 for fallout, because 1.5 is full of NASTY bugs that cause several ctds


the 4th file your talking about would't happen to be FOOK_Retextures-4448 would it? I downloaded everything on mediafire and this is the only one that is corrupt (i guess my internet died in the night or something)

but how does my load order look? Also I'm not sure if fose can run with v 1.6 but if it can then ill update it
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Pumpkin
 
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Post » Fri May 27, 2011 7:00 pm

the 4th file your talking about would't happen to be FOOK_Retextures-4448 would it? I downloaded everything on mediafire and this is the only one that is corrupt (i guess my internet died in the night or something)

but how does my load order look? Also I'm not sure if fose can run with v 1.6 but if it can then ill update it

Mediafire? Why didn't you go to Fookunity.com? You should always go to the official site before going to a mirror.

The 4th download on the official site's list are the esp files. The reason for the separation was so updating could be done easily

Also, wut? FOSE has been update at least twice since 1.5 came out (now beta 9, with support for 1.7)
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Jonathan Egan
 
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Post » Sat May 28, 2011 9:19 am

Mediafire? Why didn't you go to Fookunity.com? You should always go to the official site before going to a mirror.

The 4th download on the official site's list are the esp files. The reason for the separation was so updating could be done easily

Also, wut? FOSE has been update at least twice since 1.5 came out (now beta 9, with support for 1.7)



thx for the info dude
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Logan Greenwood
 
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Post » Sat May 28, 2011 5:14 am

One more thing and I probably will shut up for a while. :D

I noticed none of my companions are using the normal drugs like jet or psycho when I stash them in their inventory - as well as like I said they are autohealing still after every battle. I still haven't needed to use a stimpack on them once. I don't think this feature is working right. Anyone else having issues like that or maybe its some other mod breaking it?
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Josh Dagreat
 
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Post » Fri May 27, 2011 8:49 pm

Today I had very nasty surprise. I went to Outcast radio signal location (achronage quest) in my usualy rambo style - m60, lsw, eugene, fatman, dogmeat, charon wich jackhammer and plenty of ammo (few thousands rounds), yes I was prepared for that SM's standing on my way to the elevator :D
I BARELY made it. Beside 2 dozens of sm's, sm brutes and sm masters I've met 2 (TWO) SM BEHEMOTHS. They were blocked in small room with stairs so I was able to waste all my ammo on them (including nukes, those bastards can survive 4 direct hits). Idk if this should be happening, 2 behemoths are a little too much imo :D

http://img151.imageshack.us/i/fo3t.jpg/
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Lisa
 
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Post » Sat May 28, 2011 6:29 am

Today I had very nasty surprise. I went to Outcast radio signal location (achronage quest) in my usualy rambo style - m60, lsw, eugene, fatman, dogmeat, charon wich jackhammer and plenty of ammo (few thousands rounds), yes I was prepared for that SM's standing on my way to the elevator :D
I BARELY made it. Beside 2 dozens of sm's, sm brutes and sm masters I've met 2 (TWO) SM BEHEMOTHS. They were blocked in small room with stairs so I was able to waste all my ammo on them (including nukes, those bastards can survive 4 direct hits). Idk if this should be happening, 2 behemoths are a little too much imo :D

http://img151.imageshack.us/i/fo3t.jpg/


M-m-m-m-m-monster kill?

Edit: Man someone should make a mod that spits out UT sounds when you a kill dozens of raiders/mutants in a row...
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Stephanie Valentine
 
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Post » Fri May 27, 2011 10:16 pm

Today I had very nasty surprise. I went to Outcast radio signal location (achronage quest) in my usualy rambo style - m60, lsw, eugene, fatman, dogmeat, charon wich jackhammer and plenty of ammo (few thousands rounds), yes I was prepared for that SM's standing on my way to the elevator :D
I BARELY made it. Beside 2 dozens of sm's, sm brutes and sm masters I've met 2 (TWO) SM BEHEMOTHS. They were blocked in small room with stairs so I was able to waste all my ammo on them (including nukes, those bastards can survive 4 direct hits). Idk if this should be happening, 2 behemoths are a little too much imo :D

http://img151.imageshack.us/i/fo3t.jpg/

You are lucky you don't meet two Gargantua-s :D
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Emmanuel Morales
 
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Post » Fri May 27, 2011 6:35 pm

Today I looked at Achievement Remover mod in FO3Edit. Warning ! Don't use it with FWE becouse it's incompatibile in many things.
Maker of this mod states that it should be loadad last to made it work. But it contains data which overvrite some FWE quests addons (like alternative start, Moira Survival Quide) and messes with FWE bobbleheads (no +5 skill points added) and some other things too.
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Becky Cox
 
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