[RelZ] FWE - FO3 Wanderers Edition #17

Post » Sat May 28, 2011 4:11 am

Sounds good. I like the balance on dropped PA.

I do think more strength should be available. If a suit of power armor can lift 500 pounds, than it will allow someone to pick up a 500 pound object whether the operator is trained or not. An untrained operator might crush the object, or drop it, or become off balance and topple over, but that is all a reduction in Agility. Add in the suit weight for not being trained and you really cover the bases.

I do like the idea of having a longer if slower sprint in power armor to reflect how the suit is doing the work. They have tested People using exoskeletons to lift weights and the only reason they stopped doing reps was because they get bored.

harriel001 said
"I'm sure it'd have some sort of targeting assistance for the wearer, so maybe like +5 to small guns, big guns, and energy weapons? Maybe you only get the targeting assistance when you're wearing the helmet with the armor so that it can make the adjustments to your aim automatically?"

True. And the recon helmet should also have a targeting bonus and a perception bonus for that matter.

Need Nightvision. Built in Zoom would be nice. And beam light. Perhaps water breathing.

Finally lets make Moria the power armor expert (as in fixing it not using it).

Always thought her repair was way under valued and she was more likely to be able to fix something with her workshop than some traveling merchant working off the back of a Brahma.
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Nichola Haynes
 
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Post » Fri May 27, 2011 9:35 pm

I'm not a fan of having separate repair types for each piece. Also, regardless, sensor modules seem more the obvious choice then conductors, at least for the helm (Outcasts want sensor modules not conductors :P)
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Grace Francis
 
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Post » Sat May 28, 2011 4:54 am

I'm not a fan of having separate repair types for each piece. Also, regardless, sensor modules seem more the obvious choice then conductors, at least for the helm (Outcasts want sensor modules not conductors :P)


That makes sense!

If I have a free 2 hour block of time tonight I should be uploading the next version of FWE (grrrrr to updating readme's!). The power armor changes won't make it into this release. Furthermore, the new harsher wasteland module and the new weapon rarity modue should definetly be considered a "beta" . . . . technically they appear to be working fine, but I haven't had enough time to really playtest what the full ramifications of these changes will be like.
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biiibi
 
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Post » Sat May 28, 2011 6:51 am

The following are some proposed changes to power armor I've been refining. This likely won't make it into the next release however . . . so for public comments:

I like them
First time I was thinking there will be outcast and BoS armors in little use, because after PAT acquiring in BoS we will have advanced PA. But since we have alternative training options, there will be no problem
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Annika Marziniak
 
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Post » Sat May 28, 2011 9:09 am

@delamer and Tubal: Thank you for your suggestions, I will give it a whirl.

Regarding companions: has anyone experience how FWE plays with Phalanx?

I like the PA changes, sounds very workable and not too harsh! Very well thought out.
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Rob Davidson
 
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Post » Sat May 28, 2011 9:12 am

@delamer and Tubal: Thank you for your suggestions, I will give it a whirl.

Regarding companions: has anyone experience how FWE plays with Phalanx?

I like the PA changes, sounds very workable and not too harsh! Very well thought out.



FWE seems to work pretty good with Phalanx with Phalanx after FWE.
The only issue I started having recently is I get a freeze (as in kill fallout to get out) now and then but I don't think they are involved (Must stop installing so many mods.... But they are soooo good!). Plus I've been messing with the graphic cards.


Also Charon seems to be hanging pretty far back (which is good mostly) or chasing all over creation after fleeing enemies.

Both healing systems seem to work.

I'll check back after I try a few things.
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Lou
 
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Post » Fri May 27, 2011 8:04 pm

FWE seems to work pretty good with Phalanx with Phalanx after FWE.
The only issue I started having recently is I get a freeze (as in kill fallout to get out) now and then but I don't think they are involved (Must stop installing so many mods.... But they are soooo good!). Plus I've been messing with the graphic cards.

Almost don't have issues for now.
Only one
Had problems with Dogmeat after upgrade. He was sent to vault 101 before. When I check him after upgrade, he was considered as member of my group, but refuse to follow me. But after recovery option applied, things was returned back to normal

Also Charon seems to be hanging pretty far back (which is good mostly) or chasing all over creation after fleeing enemies.
Both healing systems seem to work.

The same for me.
No probs with Phalanx and foes reworked.
Not enough stims, chems and scrapmetal :)
Chems are all in use now.
Each meating with deathclaw matriarch force me to cry

cndblank- thanks for the direction to this perfect mods.
Mez- with each day I like FWE more and more.
Among other things, this mod is winner in adaptability with other mods, a huge thank to you and to all involved for that!
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Prue
 
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Post » Sat May 28, 2011 12:29 am

Glad to return the favor.

Yeah, you soon have a whole different view of the world. I'm very careful around Super Mutants now.

Do I really want to autofire that Plasma Rifle when the ammo is expensive and I'm low on spare parts or do I want to let the horde of super mutants with sledge hammers get within swinging distance... not to mention if Charon gets hurt he will have to recover for a few days.

I'm missing Dogmeat too.

I'll say I liked running FWE/FOOK for the variety it brought to Fallout.

The thing I missed most was the variety of opponents (both in gear, weapons, and tactics).

Foes Reworked really helps that.

I'd love to see what the Enclave would be like if they were reworked.





Almost don't have issues for now.
Only one
Had problems with Dogmeat after upgrade. He was sent to vault 101 before. When I check him after upgrade, he was considered as member of my group, but refuse to follow me. But after recovery option applied, things was returned back to normal


The same for me.
No probs with Phalanx and foes reworked.
Not enough stims, chems and scrapmetal :)
Chems are all in use now.
Each meating with deathclaw matriarch force me to cry

cndblank- thanks for the direction to this perfect mods.
Mez- with each day I like FWE more and more.
Among other things, this mod is winner in adaptability with other mods, a huge thank to you and to all involved for that!

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Alan Cutler
 
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Post » Fri May 27, 2011 6:51 pm

So it was brought to my attention that one of the couple craftable ammo type mods wasn't included in this, I'd forgotten since I've been using one of the variations for so long. Has there ever been any thought to include them in this and edit them to be more appropriate with FWE (IE the returns you get, harder to acquire the recipe's etc.)? I would think it's a natural fit given this already requires and uses CRAFT and CALIBR.
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alicia hillier
 
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Post » Sat May 28, 2011 9:53 am

Yippie!

Recent Changes

:::::: Master Edition 3.3


I've moved the changelog to its own .txt file in the FWE Support / FWE Documents folder.

Updated the main readme file to reflect all changes to date.

Included more detailed readme's (again in the FWE Support / FWE Documents folder) for the Wasteland Explorer and the Followe healing + chem use scripts.

-------------------------------
Follower Changes
-------------------------------

All of the changes FWE has made to followers has been split into an optional "Followers Enhanced" module. There is both an Broken Steel version and a Non-Broken Steel version of this mod. Use only one version. If you currently have a follower(s), it is STRONGLY reccommended that you use the relevant follower's enhanced module to maintain consistency and avoid glitches. The split out changes include: follower's use of ammo in their weapons, the player's ability to use follower weapons, charisma based multi-follower hiring, medicine + chem usage in and out of combat, and their essential status.

In addition, to the new optional module, jjgun has reworked the follower medicine + chem scripts to reduce their resource and micromanagement demand. The biggest change is that the companion scripts are changed to require far less micromanagement. We tried to balance the simple "follow and forget" feeling companions had in prior versions of FWE with the desire to have them behave a little more realistically and not magically auto-heal after combat.

In the new version, there is only one stimpak healing effect, which heals health as well as limbs. The amount of health healed is based on a percentage of that companion's maximum health. This amount is equal to 50% of their max health plus .25 x Player's Medicine Skill. So at 100 medicine skill your companions will heal for +75% health using a single stimpak. This applies to the base health as well as the health of each limb.

In combat, stimpaks are used when health drops below 25% (overall of limb condition). Out-of-combat, they will heal if their health is below 50%.

In combat, the healing effect is distributed over 5 seconds (similar to player used stimpaks) and there is a 10-second cooldown after this 5 second period where stimpaks cannot be used.

Healing crippled limbs can only be done outside of combat, provided the companion has medical braces or surgical supplies in their inventory. When the healing scripts run, it checks for all health + limb conditions, and a single stimpak will count towards healing everything. This means that after combat, if they had two broken limbs, the healing script will run and heal both broken limbs (using medical braces). There is a 50-100% chance, based on the player's medicine skill, to recover used medical braces and surgical supplies so they can be re-used, again cutting down the resource drain of having companions.

Companions revive at 10% base health after being unconscious for 90 seconds. They will heal up as described above if they have stimpak and supplies.

Companions restore 12.5% health and limb condition (for uncrippled limbs) for each hour of rest. So a full 8 hours of sleep will fully heal companions.

Companions use chems in the following situations:

* Morphine: When the follower gets a crippled limb or the follower has less then two Stimpaks (for DR boost)
* Psycho: When and enemy's health is over 300 or the player's health (not the follower's) is below 25%.
* Buffout: When the number of enemies in the fight is over six or if the follower is using melee/unarmed attacks and the number of enemies is over 3

-------------------------------
Optional Worn Weapons
-------------------------------

Implemented a new optional module that reduces the quantity of good condition weapons seen in leveled lists across the wasteland, the effects of which are most prononced at lower levels. This module creates new "worn" weapon variants for the most weapons in the wasteland (i.e. 10mm weapons, hunting rifles, etc.). These weapon variants will show up on all relevant leveled lists for encounters INSTEAD of their normal (i.e. good condition) equivolents, particularly at lower levels. The worn weapons have greatly reduced max condition (so they break more often), do slightly less damage, and have worse accuracy. They also do not accept mod kits from WMK!

Normal (good condition) weapons will start appearing on leveled lists at a higher level, although at a reduced occurance compared to the worn varieties. The lowest tier of most factions will rarely have good condition weapons, while the highest tier of opponents have moderate chance for good condition weapons.

In addition, a higher proportion of spawns are now melee based instead of gun based. While this might appear to favor the player, it does mean there is significantly less ammo available from defeated enemies, and can provide some relief for melee based characters.

Tin Can's and other cheap repair items have been removed from the normal (good condition) weapon repair lists, although they remain usable in the worn weapon varieties.

Worn weapon's have been pre-fixed with an appropriate "janky" sounding adjetive.

-------------------------------
Optional Harsher Wasteland
-------------------------------

This optional module is designed to work with the Worn Weapon module, although it can be used by itself as well. The aim of this module is to make the gameworld even more unforgiving (for those who asked for it) and provide a greater sense of challenge by further limited ammo/chems, and adjusting gamesettings to make many aspects of the game less in the players favor. Changes include:

- Stimpaks and healing supplies are even rarer
- Stimpaks heal over 10 seconds instead of 5
- The appearance of drugs/chems is greatly reduced
- Morphine provides a much smaller DR bonus in addition to the ignore cippled limb effect.
- Ammo found in loot has been greatly reduced. Rare ammo types are pretty rare now, and the total quantities should be close to half what they are now.
- Ammo from vendors has been slightly reduced.
- Tweaked the accuracy formulas so gun condition has an even more pronounced effect on accuracy, with a slight reduction in the base accuracy as well. Generally, you'll be less accurate across the board.
- Increased the frequency of weapons jamming or having reload jams when in poor condition.
- Slightly "decreased" global damage (2.25 to 2) which draws fights out longer and generally favors tougher opponents relative to the player.
- Adjusted barter buy/sell gamesettings. The base purchasing cost is now 4x the base value (was 3x), and you get a little less from selling equipment as well. The result is that at 100 barter you can't trade for an equal exhance anymore, instead you buy at 150% base value, and sell for 100% base value.
- Adjusted carry weight to a flat +20 WG per point of strength. For example, you can now only carry 100 lbs at STR 5 (was 150).
- Reduced the base action points from 40 to 20, but increased the amount provided by agility from +6 to +7. It results in a slightly smaller pool of AP's overall, with agility determining total AP's even more than the non-harsher version.

-------------------------------
Action Point Changes
-------------------------------

Adjusted the action point recharge rate from 8 down to 5 (original Fallout is 4). In addition, two new perks have been added that allow you increase your action point recharge rate. The "Track Star" perk is a level three perk that requires 5 END and increases the AP regen rate by 40% (to 7, slightly slower than FWE's current rate). "Olympian" is a level 9 perk that requires 7 END and increases the AP regen by 80% (to 9, slightly faster than FWE's current rate)

-------------------------------
Alternate Travel - Wasteland Motorcycle
-------------------------------

Updated the Wasteland Explorer motorcycle (Alternate Travel optional module) to implement a weight restriction system to the motorcycle and the saddlebags. From the readme: You can use the storage bags to store all of your gear while on the road. When initially installed they have a capacity of 100 pounds so they add 100 pounds to your motorcycle's carry capacity. You can change their carry capacity in ten pound increments using Configure Options. You can also enable the Infinite Capacity feature. As long as the combined weight of the items in your inventory and the saddlebags doesn't exceed the Explorers carry capacity you can ride. If you enable Infinite Capacity the weight of the items in the saddlebags are ignored. Note that after accessing the saddlebags there is about a seven second period during which you cannot activate the Explorer or your Pip Boy. This period is required for the Explorer to reweigh the contents of the saddlebags. A message will appear in the top left corner informing you when the reweighing is complete

-------------------------------
Minor Changes / Bug Fixes
-------------------------------

Reduced the cost of home upgrades, notable the infirmary and laboratory kit from 1200 to 750 (as well as the portable versions).

Corrected another issue with RL-3 not being set to essential properly.

Adjust the Brotherhood of Steel faction records so BoS and the Outcast are set to neutral rather than hostile, which didn't really a lot of sense. You will now be able to progress in the main storyline if you chose the outcast alternate start.

Reset some VATS accuracy gamsettings back to their default values, which appears to be resolving issues with reported VATS hit percentages being wildly inaccurate.

Adjusted the health of supermutants up slightly (again!)

Laser weapons now use conductors instead of fission batteries in their repair lists. Fission batteries are too expensive and other important uses.
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brandon frier
 
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Post » Sat May 28, 2011 1:18 am

Mezmorelda, you're a peach. Or some other hardy fruit that grows in this savage mockery of agriculture nowadays.


>.>

<.<




Or, you're freakin' awesome. Take your pick.

Anyways, thanks for the update! I love the new Harsher Wasteland feature. This is going straight to the game.
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Maddy Paul
 
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Post » Fri May 27, 2011 11:52 pm

Heehee! I saw this on Nexus and came back to the forums to check out if it was for real and it is. I can't wait to give the optional worn weapons mod a try out.

In addition, a higher proportion of spawns are now melee based instead of gun based.


Ah, so nice an addition. Now when I run into a swarm of raiders in the wastelands, I'll actually have time to react before they blow me to pieces.

Now I'll get a few seconds to panic before they beat me into sludge : 3~
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Doniesha World
 
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Post » Fri May 27, 2011 6:37 pm

Do i have to doownload this again FWE Master Release - Assets 1to update to 3.3
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laila hassan
 
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Post » Fri May 27, 2011 11:37 pm

Uhm, huh, the game won't start if I have the Optional Worn Weapons mod activated?
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lilmissparty
 
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Post » Sat May 28, 2011 3:56 am

Uhm, huh, the game won't start if I have the Optional Worn Weapons mod activated?


me too thats why i was asking if you had to redownload the fwe assets again.
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Annika Marziniak
 
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Post » Sat May 28, 2011 4:58 am

The assests download hasn't been updated in over a month so it's not that. I downloaded the new FOIP patches too, and it's still not starting with Worn Weapons activated. It starts just fine without it. Does it affect level lists and need to be place after MMM in the load order or something weird like that? It starts if I put it after MMM.

edit: Yeah, I think it has to go after MMM?
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Dan Wright
 
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Post » Sat May 28, 2011 8:26 am

Sweet!

I like the worn weapons. I'll have to try the harsher wasteland next time through (I'm level 19 and have never been through Broken Steel).

On FWE/Phalanx, the Freeze issue is gone and as I thought not related to FWE/Phalanx.

Had tweaked INI.

Played with it some more and it stopped freezing.

Dogmeat is missing.

Other than that seems good.
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Ells
 
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Post » Fri May 27, 2011 7:05 pm

heres my load oder

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
CRAFT - Activation Perk.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
FO3 Wanderers Edition - Optional Harsher Wasteland.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Alternate Travel.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp

Total active plugins: 22
Total plugins: 22

i crash at the statup
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Noraima Vega
 
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Post » Sat May 28, 2011 3:58 am

heres my load oder

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
CRAFT - Activation Perk.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
FO3 Wanderers Edition - Optional Harsher Wasteland.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Alternate Travel.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp

Total active plugins: 22
Total plugins: 22

i crash at the statup


Can you start if you disable Optional Worn Weapons?
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Anthony Diaz
 
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Post » Fri May 27, 2011 11:08 pm

yea no crash without Optional Worn Weapons
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Nomee
 
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Post » Sat May 28, 2011 3:00 am

yea no crash without Optional Worn Weapons

It looks to me like Optional Worn Weapons apparently accidently got Mart's Mutant Mod added as Master file, so since you don't have that installed, you can't start Optional Worn Weapons.
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bonita mathews
 
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Post » Fri May 27, 2011 8:17 pm

Yeah Optional Worn Weapons apparently accidently got Mart's Mutant Mod added as Master file, so since you don't have that installed, you can't start Optional Worn Weapons.


So should we use it, or should we hold off until it gets fixed or something?

It seems to load fine if put after MMM, but I don't know if that'll cause any problems?
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Jennifer Rose
 
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Post » Sat May 28, 2011 1:23 am

heres what it says on description

FO3 Wanderers Edition - Optional Worn Weapons.esp
Author:

Masters:
Fallout3.esmFO3 Wanderers Edition - Main File.esmCALIBR.esm
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Ria dell
 
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Post » Fri May 27, 2011 11:02 pm

I'm just looking at the settings in the Optional Harsher Wasteland esp, there's two settings, fDamageToWeaponLauncherMult and fDamageToArmorPercentage which are the same as default fallout settings. I just wondered if this was an oversight or intentional. I like the changes in the esp and with the worn weapons esp. it should be a challenge.

One thing I found while using xfo's esp's for gun damage. I tried two different weapon damage esp's both up to level 6, I found skill affecting accuracy and not damage much more difficult than the one where skill affects accuracy and damage, simply because the npc's were getting more critical shots.

More melee npc's are good too, but I think the restriction in the default fallout melee combat style that limits them to only melee weapons is pretty unrealistic. I changed this myself to no restriction and was pleased to see a raider put away his knife and use a pistol he'd looted.

Just my thoughts there, thanks for the update.
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Emma Parkinson
 
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Post » Fri May 27, 2011 6:57 pm

So should we use it, or should we hold off until it gets fixed or something?

It seems to load fine if put after MMM, but I don't know if that'll cause any problems?


No it shouldn't cause any problems. But I haven't gotten to look at the .esp yet, I'll have to do that later when I get home from work.

Also just a heads up, I just got permission from Tarrant to release my FWE version of http://www.gamesas.com/bgsforums/index.php?showtopic=997760, so you can expect that to be up later today .
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Flesh Tunnel
 
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