[RelZ] FWE - FO3 Wanderers Edition #17

Post » Sat May 28, 2011 3:12 am

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.

This don't help to me :( Can't start with worn weapons
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 .

Hurrah! This is really good news!
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Claire Lynham
 
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Post » Fri May 27, 2011 8:12 pm

I'll also weigh in that I can't start with worn weapons.
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nath
 
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Post » Sat May 28, 2011 4:39 am

Uhh beat me to it - i too cannot load worn weapons.

The kind of crash you get with missing masters.

Is there a load order recommendation?

If and when this does load will this effect weapons you already have?

I'd really appreciate with each update to give instructions for whether or not to cycle a cell respawn (even if not necessary).

KH - what Foes reworked version? One just for FWE? That'd be neat.

thanks
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XPidgex Jefferson
 
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Post » Sat May 28, 2011 12:58 am

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 .

Almost forgot.
With which version of FWE will work Foes Reworked- with worn weapons or without? Or with both?
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Add Meeh
 
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Post » Fri May 27, 2011 11:12 pm

Almost forgot.
With which version of FWE will work Foes Reworked- with worn weapons or without? Or with both?


I will be basing it on FWE without worn weapons, because Foes Reworked operates in some cases into a directly opposite direction of Worn Weapons.
For example Talon Mercs equipment in Foes reworked are actually in a slightly better condition than in vanilla, to 1. make them harder and 2. represent their military effiency. Also the raiders are completely overhauled, including new Raider variants like the Marauders and Fallen Brothers, who also use stronger equipment than default Raiders.

You theoretically could use Worn Weapons together with my Foes Reworked plugins, however enemy loot might seem very inconsitent if you do that, because the Raiders, Mercs and Mutants in FR will mostly have 'regular' weaponry and none of the worn variants. So I can't fully recommend using FWE Foes Reworked and Worn Weapons together.

KH - what Foes reworked version? One just for FWE? That'd be neat.

Yes, it's a new version of Foes Reworked-Next Generation specifically tailored towards FWE + MMM, using the most prominent features from all three mods and creating a new diverse set of strong enemies. I found that the MMM Foes Reworked plugin overwrites some of the cool features enemies in FWE get, so I decided to make a plugin that combines them all in a balanced way.
It will require FWE AND Marts Mutant Mod RC4.X
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Nicola
 
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Post » Sat May 28, 2011 5:04 am

Yeah, now, no matter where I place it, I can't get Worn Weapons to start. It always crashes.

And hey, I was playing around with the heavy incinerator just to see what it's like (it's going to be a month before I really get my hands on one) and I noticed I couldn't repair it? Has it not had the Repair Parts added to its repair list, or am I missing something I should have downloaded?
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SUck MYdIck
 
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Post » Fri May 27, 2011 11:20 pm

And hey, I was playing around with the heavy incinerator just to see what it's like (it's going to be a month before I really get my hands on one) and I noticed I couldn't repair it? Has it not had the Repair Parts added to its repair list, or am I missing something I should have downloaded?

Hm I'll take a look at it later, but can you confirm that you're not loading any mod after FWE that modifies the weapon in any way?
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oliver klosoff
 
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Post » Sat May 28, 2011 4:22 am

Hm I'll take a look at it later, but can you confirm that you're not loading any mod after FWE that modifies the weapon in any way?


I'm mostly sure that none of the mods after FWE even do anything with Broken Steel--they're not listed in the Master files or anything, at least. The only thing after it is MMM's Broken Steel plug-in? I have the latest version of the FWE-MMM FOIP patch, though, so I'm not sure. I remember a bit ago I wasn't able to repair Hellfire armor with repair parts either...

It really might just be me doing something wrong, though. It probably is :V I'm not very clever. Unless someone else has had the same experiences.
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john palmer
 
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Post » Sat May 28, 2011 12:55 am

Uhh beat me to it - i too cannot load worn weapons.


Me to!

I have clearly buggered something at the last minute. I don't know when I'll get to this, but I'll try as soon as I am able. I did look at the file briefly in FO3Edit this morning. It loads fine there, MMM isn't listed as a master at all . . . and looking briefly at the records i didn't see anything out of place. I'll keep you posted on anything that I can find out . . . and if anyone else wants to look at it, my all means go ahead!

Thanks,

I'd really appreciate with each update to give instructions for whether or not to cycle a cell respawn (even if not necessary).


Yes, I forgot to mention that the cells will need to be reset if you want to see the worn weapons spawning right away (although that module is broken, so I'd wait on that).

The easiest way that I do it as follows:

1) Go into my house or other non-NPC heavy area
2) Type in the console "setgs ihourstorespawncell 2"
3) Close the console and wait 4 hours.
4) Open the console again and type "setgs ihourstorespawncell 180" restoring FWE's gamesetting . . .
5) play!
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Beulah Bell
 
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Post » Fri May 27, 2011 6:41 pm

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 .




Sweet!

TGIF

Thanks
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Killer McCracken
 
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Post » Fri May 27, 2011 11:45 pm

With the Optional Worn Weapons esp. If just the worn guns in the Leveled Item list are removed eg. CondWornWattzLaserPistol [LVLI:18000822] the game will start. Maybe this info will help.
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Krista Belle Davis
 
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Post » Sat May 28, 2011 5:11 am

Hi,

Since upgrading from 3.2 to 3.3 my vats meter is stuck at 50% and does not restore to 100% (i.e. full vats available), is this a bug or is there a way to restore the vats available back to the way it was?
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Latisha Fry
 
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Post » Sat May 28, 2011 8:21 am

Hi,

Since upgrading from 3.2 to 3.3 my vats meter is stuck at 50% and does not restore to 100% (i.e. full vats available), is this a bug or is there a way to restore the vats available back to the way it was?


Go into Bullet time and leave bullet time, that will kickstart the regeneration again.
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hannaH
 
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Post » Fri May 27, 2011 10:21 pm

Go into Bullet time and leave bullet time, that will kickstart the regeneration again.


Thanks, gave that a try but its still the same. I went through Bullet Time and reset everything to default also (even though I never changed this anyway).
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Nichola Haynes
 
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Post » Sat May 28, 2011 5:54 am

Thanks, gave that a try but its still the same. I went through Bullet Time and reset everything to default also (even though I never changed this anyway).

1. So you mean it actually only regenerates until 50%, but otherwise does it function normal? Or is it completely stuck at 50% and you have unlimited AP?
2. Are you using DarnUI?
3. What do your AP say when you go into your character screen?(F1)
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chloe hampson
 
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Post » Sat May 28, 2011 3:23 am

And hey, I was playing around with the heavy incinerator just to see what it's like (it's going to be a month before I really get my hands on one) and I noticed I couldn't repair it? Has it not had the Repair Parts added to its repair list, or am I missing something I should have downloaded?

Okay I just check this and it definitly has repair parts in the Form List and it works for me. Are you sure that you updated your FWE DLC - Broken Steel.esp? Because in 3.0 it didn't have the Repair parts in it yet.
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Kaylee Campbell
 
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Post » Sat May 28, 2011 4:52 am

1. So you mean it actually only regenerates until 50%, but otherwise does it function normal? Or is it completely stuck at 50% and you have unlimited AP?
2. Are you using DarnUI?
3. What do your AP say when you go into your character screen?(F1)




1.Yes its stuck at 50%, it works between 0-50%
2.Yes, I'm using DarnUI
3.38/58AP ? I seem to have lost 20AP

Here's some pics:-


http://www.coolit.pwp.blueyonder.co.uk/images/ScreenShot9.jpg

http://www.coolit.pwp.blueyonder.co.uk/images/ScreenShot8.jpg
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Romy Welsch
 
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Post » Fri May 27, 2011 11:25 pm

1.Yes its stuck at 50%, it works between 0-50%
2.Yes, I'm using DarnUI
3.38/58AP ? I seem to have lost 20AP

Here's some pics:-


http://www.coolit.pwp.blueyonder.co.uk/images/ScreenShot9.jpg

http://www.coolit.pwp.blueyonder.co.uk/images/ScreenShot8.jpg


Okay, I guess you are using Optional Harsher Wasteland? It reduces your AP by 20, so you should only have 38.
DarnUI sometimes tends to have display bugs where some things get "stuck". So do the following:

1. Disable DarnUI
2. load your game without DarnUI
3. save and quit
4. Enable DarnUI again and load the save

This should fix it I think.
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BaNK.RoLL
 
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Post » Sat May 28, 2011 1:06 am

Okay, I guess you are using Optional Harsher Wasteland? It reduces your AP by 20, so you should only have 38.
DarnUI sometimes tends to have display bugs where some things get "stuck". So do the following:

1. Disable DarnUI
2. load your game without DarnUI
3. save and quit
4. Enable DarnUI again and load the save

This should fix it I think.


Sounds like your onto something but I'm not using the Optional Harsher Wasteland plugin. I just double checked to ensure it hadnt sneaked in my data folder but it hasnt.
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Fiori Pra
 
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Post » Fri May 27, 2011 10:59 pm

Sounds like your onto something but I'm not using the Optional Harsher Wasteland plugin. I just double checked to ensure it hadnt sneaked in my data folder but it hasnt.

Dude I just looked at your screenshot and you have an effect that is causing you to have -20 AP! You have Crit Rad Poison! :P This is a feature, not a bug!
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Miss Hayley
 
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Post » Sat May 28, 2011 7:06 am

yay thats it, lol

I've never had so many rads before and never knew about this feature:)
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Harry-James Payne
 
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Post » Fri May 27, 2011 9:53 pm

With the Optional Worn Weapons esp. If just the worn guns in the Leveled Item list are removed eg. CondWornWattzLaserPistol [LVLI:18000822] the game will start. Maybe this info will help.


Strange . . .

Fallout3 sets up the level lists such that a leveled NPC/creature has an item a "WithAmmo[weapon name]" leveled item. This leveled item provides ammo plus a "Cond[weapon name]" leveled item. The "Cond" leveled items contain multiple entries of particular weapon with different condtion values.

So, the question is this: Is the error a result of the "Cond..." records, or the result of the actual weapon entries that are referenced in the "cond..."

I can't work on this right now, but if someone is up for it they might open all of the new CondWorn.... records and empty the leveled lists and see if loads then. If it does, it means there is a problem with the weapon records themselves (most likely anyway).

Apologies for not playtesting more thoroughly in advance =( That's what I get for rushings things.

Cheers!
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Dean
 
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Post » Sat May 28, 2011 2:02 am

Okay I just check this and it definitly has repair parts in the Form List and it works for me. Are you sure that you updated your FWE DLC - Broken Steel.esp? Because in 3.0 it didn't have the Repair parts in it yet.


That was it, I'm dumb :V quack
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sophie
 
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Post » Sat May 28, 2011 8:38 am

Strange . . .

Fallout3 sets up the level lists such that a leveled NPC/creature has an item a "WithAmmo[weapon name]" leveled item. This leveled item provides ammo plus a "Cond[weapon name]" leveled item. The "Cond" leveled items contain multiple entries of particular weapon with different condtion values.

So, the question is this: Is the error a result of the "Cond..." records, or the result of the actual weapon entries that are referenced in the "cond..."

I can't work on this right now, but if someone is up for it they might open all of the new CondWorn.... records and empty the leveled lists and see if loads then. If it does, it means there is a problem with the weapon records themselves (most likely anyway).

Apologies for not playtesting more thoroughly in advance =( That's what I get for rushings things.

Cheers!


I'll see if I can find the time to look into this.
By the way I need to point out here how much I hate you. I swear to god, every time I've completed some kind of FWE related mod, be it the WMK FOIP patch, the DLC patches or in this case the FWE Foes Reworked mod, two hours later you'll announce a new FWE version and I have to do it all over again. :nothanks:
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Fluffer
 
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Post » Fri May 27, 2011 10:24 pm

I removed the levelled items from the 13 condwornxxxx lists and the game loads up fine.
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Star Dunkels Macmillan
 
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