[RelZ] FWE - FO3 Wanderers Edition #14

Post » Sat May 28, 2011 9:29 am

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.

Justin just uploaded a patch for FWE and Archievement Remover that makes the mods compatible
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Robert Devlin
 
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Post » Fri May 27, 2011 10:41 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

.esm's
Unofficial Fallout 3 Patch.esm
.esp's


I am thinking UF3P should be loaded either directly after Fallout3.esm or the DLC, confirm in the readme which is the case. The UF3P .esp patches should be the very first set of .esp's loaded, exactly as you have them now.
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Marine Arrègle
 
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Post » Sat May 28, 2011 9:37 am

You are lucky you don't meet two Gargantua-s :D



The problem is that Behemoth's are tougher than Gargantua's now :D I don't know why but behemoth survived 4 direct fatman hits. Later I went to Evergreen Mills and Gargantua died after 3rd hit.
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Karine laverre
 
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Post » Fri May 27, 2011 9:59 pm

This is probably not important, but it was not usual either. What I mean I?m just logging it, but I don?t want the makers to take it as "bug report" - my game has been absolutely fine, and I?m more-than-you-can-imagine thankful for that. ;)


I went to Evergreenmills(spelling?). And there was this one, apparently random generic woman raider which, as I gathered after (no joke) 20 reloads that killed me with three shots/one burst, every single time. I?m level 12.



I only wear light armor, about 20+6 DR, but I simply had no chance, not a slightest, that?s what made me pay extra attention to it - in the end it was not a fight, but a series of tests. :P

The end result was: as long as I could see the raider, even just barely, every single shot she shot, hit. Every single shot she shot, was critical. So I couldn?t even shoot back, before I was dead. I think the weapon was shotgun, but she was firing in rapid success, but again, like a automatic shotgun. The distance was crazy at times - then the damage wasn?t as harsh, at least, but it did?t stop from hitting every time. Strangely enough, no weapon was ever found on her (after I finally sniped her).


I cleared the whole place without trouble, but NOT ONCE was I able to even rise my weapon against that one raider, it was insta-kill in a bit more than a second. It was just REALLY crazy... :ah




Well again, just logging this just in case, I have absolutely nothing to complain. :)

For all I know, that raider was the exreme of what can come when NPC stats aren?t strictly levelled. So just mentioning, since there was absolutely, and I?m honest, no chance to even shoot back, it was snipe or die. :P
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Leah
 
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Post » Fri May 27, 2011 6:32 pm

... And there was this one, apparently random generic woman raider which, as I gathered after (no joke) 20 reloads that killed me with three shots/one burst, every single time. ...
I've had this happen in FWE as well, but also recently noticed it's not just FWE that it occurs in. In the past few days I've been playing a new game using Arwen's tweak mod (instead of FWE) and have been experiencing a massive amount of deaths due to humanoids possessing infallible aim with pistols/machine guns at a distance (much more than what occurs in FWE, though). In FWE (and even more so in Arwen's mod) it also seems that my character's head is the easiest target to hit, as it's the most common body part crippled. I'm wondering if both of these mods are editing a similar variable which causes this behavior.
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Kayla Bee
 
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Post » Sat May 28, 2011 4:58 am

Hey have you guys heard that FOOK2 was released? ... probably - I'm usually the last to know.

Let me be the first to ponder or ask about any patches for FWE MR2 and FOOK2.

I can see issues though - like a lot of game balance issues - immersion aspects - food - etc. Then of course the issue that seems to consume 90% of all discussion on this forum ... weapon balance (gun nuts gone wild).

Has anyone from this camp looked in the direction of FOOK2 to see what can be done? I suspect that patches would be a long time in the making.

Since I have started a relatively new game - kinda wanting to know where the geniuses of mods stand on this side.

I could lose myself in Dead Space for a while - Oh and go see District 9 - it was really cool.
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Gemma Archer
 
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Post » Sat May 28, 2011 10:02 am

I've had this happen in FWE as well, but also recently noticed it's not just FWE that it occurs in. In the past few days I've been playing a new game using Arwen's tweak mod (instead of FWE) and have been experiencing a massive amount of deaths due to humanoids possessing infallible aim with pistols/machine guns at a distance (much more than what occurs in FWE, though). In FWE (and even more so in Arwen's mod) it also seems that my character's head is the easiest target to hit, as it's the most common body part crippled. I'm wondering if both of these mods are editing a similar variable which causes this behavior.


I am having the same issue, running FWE MR2, WMK 1.1.6 & MMM 1 RC4 on normal difficulty. V1.7 + Unofficial patch + Fellout, thats all.
I've run this mod a lot (had a few months off) and so expect a challenge, but having problems with this version.

My new character is getting shot to hell constantly, I've picked up dogmeat and Bittercup (mod) to help a little but trying to do those early guests is real struggle, super mutants really hurt! Their weapons are doing so much damage that even with three of us a group of 5 took as many retries to kill. If I didn't have Bittercup with her infinite ammo id run out, not enough to kill these super hard buggers. I noticed that when clearing the inside of the Germantown HQ I could melee some down in a few hits, some I'm encountering outside have taken a dozen or so (same variant name) something up with their perks perhaps?
Mobs also seem to have no problem shooting me at great range.
As it stands it looks like even with maxed skills, the best weapons and 85DR it would still end too often with my head being blown off :(

Love this mod, but needs a tweak please! :)
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 10:48 pm

I am having the same issue, running FWE MR2, WMK 1.1.6 & MMM 1 RC4 on normal difficulty. V1.7 + Unofficial patch + Fellout, thats all.
I've run this mod a lot (had a few months off) and so expect a challenge, but having problems with this version.

My new character is getting shot to hell constantly, I've picked up dogmeat and Bittercup (mod) to help a little but trying to do those early guests is real struggle, super mutants really hurt! Their weapons are doing so much damage that even with three of us a group of 5 took as many retries to kill. If I didn't have Bittercup with her infinite ammo id run out, not enough to kill these super hard buggers. I noticed that when clearing the inside of the Germantown HQ I could melee some down in a few hits, some I'm encountering outside have taken a dozen or so (same variant name) something up with their perks perhaps?
Mobs also seem to have no problem shooting me at great range.
As it stands it looks like even with maxed skills, the best weapons and 85DR it would still end too often with my head being blown off :(

Love this mod, but needs a tweak please! :)


Install http://www.fallout3nexus.com/downloads/file.php?id=6492, it makes the aim of NPCs more realistic (for example they won't hit so damn accurate while running around). Mod is completely compatible with FWE.
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Jamie Lee
 
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Post » Sat May 28, 2011 1:58 am

Has anyone from this camp looked in the direction of FOOK2 to see what can be done? I suspect that patches would be a long time in the making.

Since I have started a relatively new game - kinda wanting to know where the geniuses of mods stand on this side.

I could lose myself in Dead Space for a while - Oh and go see District 9 - it was really cool.


As far as I know, Mezmorelda has had access to the internal beta for FOOK awhile ago. As usual with a FOOK cp patch, weapon balance is one of the larger issues. It's been a fundamental difference between FOOK and FWE. FWE has much higher base damage, so the fights are a lot more realistic and brutal.
I'm still downloading the beta, but from what I've read, they only boosted guns a little bit from vanilla...in contrast to FWE. Not sure what Mezmorelda has planned for all of this. On the nexus their was a small CP patch for FOOK 1.6 that approached the gun situation by taking the average of FWE and FOOK. The problem here is the rest of the arsenal introduced by FOOK...if you modify some, you have to modify them all for FWE. It's really not too difficult making a weapons CP (unless someone is making a FOOk WMK Cp...good god I feel sorry for whoever takes on that endeavor). Until then, I'm in the same boat...I have a difficult time playing FO now without FWE and MMM, both of which aren't supported by FOOK2 right now. Guess we'll have to wait for Mezmorelda on this one.
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D LOpez
 
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Post » Sat May 28, 2011 8:38 am

Have anyone hear something about Martigen? He completely lost in forums
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Skrapp Stephens
 
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Post » Fri May 27, 2011 11:31 pm

Martigen replied yesterday in the FOOK2 beta thread and we will try to provide a compatibility patch in a reasonable time (sry for off topic here, don't want to hijack the thread) but a compatibility patch for FWE is a huge task so that will take a longer time and it should be mentioned that FOOK2 is still a beta, thats why we don't even want ppl to use other mods for the moment. Once most issues are solved it will be a different story.
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J.P loves
 
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Post » Fri May 27, 2011 9:00 pm

Martigen replied yesterday in the FOOK2 beta thread and we will try to provide a compatibility patch in a reasonable time (sry for off topic hear, don't want to hijack the thread) but a compatibility patch for FWE is a huge task so that will take a longer time and it should be mentioned that FOOK2 is still a beta, thats why we don't even want ppl to use other mods for the moment. Once most issues are solved it will be a different story.

Good to hear
Good luck to you all- I understand, this is the hell how many work
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Tamara Primo
 
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Post » Fri May 27, 2011 10:29 pm

Anyone able to get more than one humanoid follower? I can't and my charisma is 6... I have charon in my party and I tried to nab paladin cross but she wouldn't join me. I thought the 0h follower mod changed this?
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Keeley Stevens
 
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Post » Sat May 28, 2011 9:42 am

Anyone able to get more than one humanoid follower? I can't and my charisma is 6... I have charon in my party and I tried to nab paladin cross but she wouldn't join me. I thought the 0h follower mod changed this?

Have the same thing
Have Jerico amd can't hire Charon
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Fiori Pra
 
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Post » Fri May 27, 2011 6:43 pm

Well I just finished the Main Quest with FWE MR 2.0 using the Explorer Motorcycle. I was concerned about where to park the motorcycle before going into Little LampLight knowing that I'd have to trek quiet some distance from Raven Rock to get back Little Lamplight if I parked it there. So I worked my way north to see if I could get to Raven Rock figuring that I'd park it there and walk back to Little Lamplight. Well let me tell you there's a of nasty things to fight between those two places. I never could get to Raven Rock, perhaps you can't, so I decided to park the motorcycle at MDPL-05. That worked OK.

Let me tell you that Vault 87 is very tough with lots of SM Masters. My character was level 19 with Small Gun and Explosive skills at 90 and a DR of 59 and it was a challenge. I was armed with the Xuanlong AR, Victory Rifle, Combat Shotgun, Blackhawk, FAL FN, and lots of explosives. I found the knock down effect of the Victory Rifle was a real help. If I knocked down a Master or Brute I ran up switched to the Shotgun and emptied the mag. I'm loving Bullet Time. I invested in the two Bullet Time perks so it lasts a long time. Its great for getting head shots.

On the other hand Raven Rock was a cake walk. The Enclave soilders were pretty easy with the Xuanlong AR. In addition the friendly turrets and robots really tore up the Enclave troops. Those three-legged Sentry Robots are truly awesome. They are probably the toughest foe out there; so it was nice having them on your side for a change.

Now its onto Broken Steel for the first time. I'm starting this about one-quarter of the way to level 21. I'm using the Lvl 30 Balance option and have been getting just 8 skill points per level-up. The balance feels good. I'm wondering if I should pick up a fourth Tag skill.
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GLOW...
 
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Post » Sat May 28, 2011 9:15 am

Is the "Alternate Histories" component active by default? Because whenever I start a new game it goes through the childbirth sequence.
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Genocidal Cry
 
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Post » Sat May 28, 2011 12:43 am

Is the "Alternate Histories" component active by default? Because whenever I start a new game it goes through the childbirth sequence.

it's supposed to. keep going, and then you'll get a pop up saying something about a dream. "continue dreaming" gives the vault 101 start, and the other option takes you to the chargen for alternate histories
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helen buchan
 
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Post » Sat May 28, 2011 8:10 am

Apologies for the lack of responses as late, I've been fairly busy of late.

I had originally hoped to have a FOOK 2.0 FOIP CP ready to go shortly after it's release, but I haven't exactly had a chance to get started on it =( I'd like to get the next FWE release out to fix a few of the more lingering/pressing issues with FWE. I feel like FWE is getting close to being stable, and I'm not looking to add any new features for a while. Regardless, there are some things that need to be resolved with it. In particular, I think super mutants still need some balance work. In my testing right now, they feel waaaay to strong. I've done some testing (even removing the toughness perks), and it doesn't seem to make a difference. I don't know if this is just me or what? I know the latest MMM CP raised mutant health above their vanilla value (MMM raises their health), so that might be part of it. I'll continue to test things out moving forward here.

I've got a fair amount done for the next FWE release however, hopefully another week and I can get it all pulled together.

Cheers!
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Natasha Callaghan
 
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Post » Fri May 27, 2011 7:39 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:
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:)Colleenn
 
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Post » Sat May 28, 2011 2:15 am


In particular, I think super mutants still need some balance work. In my testing right now, they feel waaaay to strong. I've done some testing (even removing the toughness perks), and it doesn't seem to make a difference. I don't know if this is just me or what? I know the latest MMM CP raised mutant health above their vanilla value (MMM raises their health), so that might be part of it. I'll continue to test things out moving forward here.

I tend to agree, the Super Mutants Masters and Brutes are too tough. It's been taking me over a mag from either the Xuanlong or FAL FN to bring down a master and that's with just about all head shots. You can tell when the Nerd Rage kick in because the last few bars of health are really hard. The regular SMs are not nearly as tough. I also found the Sentry Bots to be one of the toughest foes to take down. They can take and dish out a lot of damage. Their Gatling Laser can cut down even a heavily armored player in seconds.

But Power Armored foes are not that tough. As I said in my last post escaping Raven Rock was a cake walk. The Enclave troops were not much of a treat. This was also true earlier in the main quest when you are leading Dr. Li and her team through the sewers.

Hopefully part of the rebalancing will include explosives. My player has an explosive skill of 95 and all three Explosive Expert perks so that should give her an extra 60% damage and still I am not impressed. Two frag gernades and two bottlecap mines didn't kill a Super Mutant Master. That svcker still had at least of quarter of his health. So this tells me that bumping explosive damage by 50% is not going to make much difference.

The level/skill rebalancing feels real good. I made level 20 at the completion of the main quest with a fairly specialized character. Only having eight skill points to distribute made for some tough choices and made the perks that much more important.

Finally a couple miscellaneous things. I think that it's already been brought up that the Srint mod needs to check for encumberance greater then carry weight. I also noticed a new water type in Broken Steel called Aqua Pure. The stats on this show that it restores 20 (I think this number is right) HP. It this something that Primary Needs has to fix? Can I install the new Unoffical Patch or should I wait for FWE 2.1?

So overall I've been very pleased. Very nice work Mez. I know that this is a never ending job and that you'll never make everyone completely happy. But I think that everyone will agree that you've made this game a whole lot better. Thanks.
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Lynne Hinton
 
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Post » Sat May 28, 2011 8:41 am

In particular, I think super mutants still need some balance work. In my testing right now, they feel waaaay to strong. I've done some testing (even removing the toughness perks), and it doesn't seem to make a difference. I don't know if this is just me or what? I know the latest MMM CP raised mutant health above their vanilla value (MMM raises their health), so that might be part of it. I'll continue to test things out moving forward here.


I don't completely agree here. I think super mutants are a nice and rewarding challenge now, and I love the nerd rage/mutant toughness perks as it adds some much needed innate properties to the creatures. When I encounter mutants, I have to carefully plan now, and use the appropriate weapons, because just headhunting doesn't do the job anymore, and I think that's a good thing. It makes the combat less one dimensional. Overall the balance feels pretty good, but I do think PA users/enclave troops still seem weak. Even with the adjustments I still managed to take out a pack of them near megaton at lvl 4 with a hunting rifle. I'm wondering if there's anyway to reduce headshot damage when wearing a power helmet, because they still seem too vulnerable to it. Maybe they enclave need some perks as well. I was taking a look at the base attributes for enclave troops, and some of them are a bit lackluster as well (talon troops seem to have better stats).
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Cedric Pearson
 
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Post » Sat May 28, 2011 4:01 am

I don't agree either - I think mutants are just fine the way they are now. I really don't have that hard of a time bringing them down with small weapons. It also encourages me to use my drugs that I have piling up in my inventory. Try pumping yourself with psycho and see how long the masters last.

Speaking of difficulty, I just played through The Pitt - which I understand you have support for. I would recommend taking a look at the Trogg's difficulty if you don't have any pressing priorities. They are way too easy to take down - I can put one bullet into these guys with just a .32 pistol and they explode like a watermelon. They also scratch like kittens. The steelyard is not a scary place when it should be - vanilla fallout makes this mistake already. You could seriously turn that place into a nightmare, and it would be awesome. :D

Also, I notice that aside from landmines and grenade traps - the regular ones like bear traps and shotgun trips do next to no damage. Maybe it would be worthwhile taking a look at that stuff? In my whole playthrough of my game (50ish hours?) I never have had to worry about a single trap because they were mostly harmless. A trap should be like "BAM you didn't see me and now you are [censored] up"! But instead its like "meh was that swinging piece of meat supposed to hurt?" Especially applies to NPCs who trip these things on a regular basis - it does nothing to them.

Just for reference my character is level 16, playing on Hard. No power armor just specializes in small weaps and explosives.
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Cassie Boyle
 
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Post » Sat May 28, 2011 2:19 am

I don't completely agree here. I think super mutants are a nice and rewarding challenge now, and I love the nerd rage/mutant toughness perks as it adds some much needed innate properties to the creatures. When I encounter mutants, I have to carefully plan now, and use the appropriate weapons, because just headhunting doesn't do the job anymore, and I think that's a good thing. It makes the combat less one dimensional. Overall the balance feels pretty good, but I do think PA users/enclave troops still seem weak. Even with the adjustments I still managed to take out a pack of them near megaton at lvl 4 with a hunting rifle. I'm wondering if there's anyway to reduce headshot damage when wearing a power helmet, because they still seem too vulnerable to it. Maybe they enclave need some perks as well. I was taking a look at the base attributes for enclave troops, and some of them are a bit lackluster as well (talon troops seem to have better stats).


Maybe the Enclave/Talon guys can have a leader-character who gives a bonus to his other members as long as he is alive. Glowing ones can heal other ghouls, so it should be possible, right?

Accuracy buffs or something like that. And the leaders would be recognizable by special hats (berets?)
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Josh Dagreat
 
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Post » Sat May 28, 2011 9:18 am

Thanks for the feedback / verification regarding mutants. I think it was a combination of adding the toughness perks and MMM raising the base health for the creature types. I'll drop the base health down slightly, and lower the toughness ranks as well. Normal mutants could get +5 dr, brutes +10, and masters +20 (was +15, +20, +30). Also, the mutant nerd range privides +35 DR right now, I'll drop that down to like +20. In conjunction with somewhat less health, that should do the trick.

As for the enclave troopers, I'm guessing their base health needs to be boosted , although I'll look at how headshot damage might be adjusted by powerarmor. I might be able to add a perk to powerarmor (or just to the enclave guys) that uses the "adjust limb damage" entry point to reduce the damage percentage from limbs. Not sure how that reduction is applied with that perk though.

I'm also mostly done working through the weapon leveled lists for the major factions (brotherhood, outcast, raider, mutant, talon, slaver, wastelander). More powerful will generally only spawn on higher level guys. Unfortunetly, I have to say that how beth handled the leveled lists is sort of strange. While I know they tried to back off from Oblivion's level/loot scaling, the current arrangement is kind of dumb and conducive to maintaining a good sense of challenge.

Regardless, I have a few more things to tweak on the leveled lists, but I'm happy with where it's going thus far. I've set up a couple of tiers to organize the weapons, which is roughly as follows:

Very Low level (level 1) - 10mm + .32 cal stuff, non-combat shotguns, etc.
Low level Weapons (level 5/6) - 10mm SMG / grease gun, tommy guns, etc...
Basic Weapons (Level 9) - assault rifles/ combat shotguns (not CAWS/Pancor), mini gun, missiles
Stronger Weapons (level 12) - laser weapons, FNFAL, LSW, new shottys, deagle, .44 cal)
High level weapons (level 15) - .223/14mm, P90, G11, M60, plasma weapons, etc.
Uber Weapons (level 18) - gat lasers, P94, bozar, etc.

Antistar has created a number of mod kit modules for many more of the CFW weapons (14mm, tommyguns, etc..) but I still need to put all the entries together for that and get the weapon records setup. Not sure if that will be in the next release or not.

Anyway, take care, and thanks for the continued enthusiasm!
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helliehexx
 
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Post » Sat May 28, 2011 5:43 am

Apologies for the lack of responses as late, I've been fairly busy of late.

I had originally hoped to have a FOOK 2.0 FOIP CP ready to go shortly after it's release, but I haven't exactly had a chance to get started on it =( I'd like to get the next FWE release out to fix a few of the more lingering/pressing issues with FWE. I feel like FWE is getting close to being stable, and I'm not looking to add any new features for a while.

I agree with you in this- FWE things must be in the first place.

As for the enclave troopers, I'm guessing their base health needs to be boosted , although I'll look at how headshot damage might be adjusted by powerarmor. I might be able to add a perk to powerarmor (or just to the enclave guys) that uses the "adjust limb damage" entry point to reduce the damage percentage from limbs. Not sure how that reduction is applied with that perk though.

I play on the normal difficulty and enclaves usually die with 1 headshot from sniper rifle. I think it is not enough. 2, or may be even 3- this will be normal
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Chloe Mayo
 
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