[RelZ] FWE - FO3 Wanderers Edition #17

Post » Fri May 27, 2011 5:44 pm

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:


You're welcome =)

just kidding . . . i know how frustrated I was in the earlier days of FWE trying to stay on top of compatiblity with MMM and WMK . . . which is why FOIP was started in the first place. I may have missed your posts about FWE related updates of other mods . . . so please do let me know here or PM me if there is anything you'd like to time better or coodinate on.

Cheers!

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


Wierd. Okay I'll look tonight and see what the deal is. Something clearly is not right. 'Kai Hohiro has also informed me that I screwed somehting up in the WMK-FOIP update . . . so I'll fix that as well. grrr . . . darn my sloppy work!
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Cartoon
 
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Post » Sat May 28, 2011 8:42 am

I found the problem with the Worn Weapon mod. I had a few circular leveled item references (opps) in some of the CondWeap..... records. I'll fix it as soon as I can!
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Kirsty Collins
 
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Post » Fri May 27, 2011 11:01 pm

Bug with the Field Grill: If I activate the grill and choose "Meat" but then select "Nothing", the grill still fires up and delivers grilled meat when it's done. Not sure if it applies to insect meat too.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 7:26 pm

I found the problem with the Worn Weapon mod. I had a few circular leveled item references (opps) in some of the CondWeap..... records. I'll fix it as soon as I can!

Damn!
I make attempts to find errors and circulars with help of FO3edit and it don't say anything :)
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Shiarra Curtis
 
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Post » Sat May 28, 2011 3:40 am

Hi, I use FWE and have found at least two items with full condition on enemies, is this meant to happen? Are they overly common or did i just get lucky twice?

Many thanks :D
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JESSE
 
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Post » Sat May 28, 2011 4:26 am

Hi, I use FWE and have found at least two items with full condition on enemies, is this meant to happen? Are they overly common or did i just get lucky twice?

Many thanks :D

If you don't use the Worn Weapons plugin(which doesnt work anyways at the moment)than I think it's possible for that to happen if you get really lucky.
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Chenae Butler
 
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Post » Sat May 28, 2011 3:29 am

ETA on FWE Foes Reworked


Sweet!

TGIF

Thanks

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Samantha Wood
 
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Post » Fri May 27, 2011 10:12 pm

ETA on FWE Foes Reworked

It's completed already. However while working on it I discovered a http://www.gamesas.com/bgsforums/index.php?showtopic=1040669 in Fallout3 modding in general, which I've been looking into.
But I'm back on track, I just have to write the ReadMe then I'll upload it, so gimme half an hour or so.
As an added bonus, my mod will actually fix this issue I found, atleast for FWE.
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Chloe Botham
 
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Post » Fri May 27, 2011 6:19 pm

Foes Reworked - FWE Edition is released! Download http://www.fallout3nexus.com/downloads/file.php?id=9255

Name: Foes Reworked - FWE Edition
Version: 1.0

Description
===========
This is a modification of Tarrant's excellent Foes Reworked NG mod to offer better compatilibity with FWE. Both mods add interesting features to Super Mutants, Talon Mercs and Raiders, however one would overwrite the features of the other, so I've created this mod to combine features of both.

The main goal of this mod is to make Fallout3 combat far more challenging, even if you bring along several followers with you. This is not accomplished by just simply giving enemies more HP and damage bonuses, but by providing new and exciting enemy variants with special abilities, traits and weapons. I've also reworked the enemy item lists, so you will see the new weapons added by FWE more frequently on enemies where it makes sense.

Make no mistake, this mod makes combat *very* difficult and I recommend not to play on any difficulty higher than 'Normal'. Also beware of Fast Travelling to dangerous areas, you could be taken by surprise and killed without much of a fighting chance when you arrive.

Please Note
===========
- Do NOT use this together with the original Foes Reworked!
- I do not recommend using this together with 'FO3 Wanderers Edition - Optional Worn Weapons.esp', both mods operate in very opposite directions
- You are not Rambo

http://www.fallout3nexus.com/downloads/file.php?id=9255
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Raymond J. Ramirez
 
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Post » Sat May 28, 2011 5:53 am

3.3 O_O Good Work Guys.

Thank for relase. :coolvaultboy:
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abi
 
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Post » Sat May 28, 2011 5:19 am

And to add to the fun!

There should not be any needed update to FOES re-worked . . . congrats on your release as well Kai Hohiro!


Recent Changes

:::::: Master Edition 3.4

Corrected a problem with the "Worn Weapons" optional module crashing Fallout on start-up. It is now working correctly.

Updated the WMK FOIP patch to include the "worn weapon" changes to the leveled item lists. In addition, I've fixed a problem with the main WMK-FWE CP with missing leveled item records.

Included a new optional FWE module that removes the drug/visual effects.

Fixed a problem with FWE leveled lists resulting in NPCs/Creatures not correctly spawning higher level weapons.
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Kill Bill
 
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Post » Sat May 28, 2011 6:41 am

Mez, Kai- thanks to both of you, very much!
I was able to finish main quest and even begin Broken steel, but something was wrong in my leveling and I want to begin new game- with all beautiful stuff from the latest updates.
Damn- each time when I think "there is nothing more to be added"- I am wrong :)

PS
Included a new optional FWE module that removes the drug/visual effects.

You mean- all visuals removed? Including from eyforia too?
Well- I will not use this fix for now, thanks to Khumak for the tip about Torasine.
I was completely unaware of it's side effect :)
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Nathan Hunter
 
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Post » Fri May 27, 2011 11:01 pm

About worn weapons--I'm clearing out the Jefferson Memorial and most of the super mutants have worn-out assault rifles. They still have some condition left when they die, but when they're alive they just use their fists. So far I've been mostly fighting mutants trying to punch me to death--they don't seem to want to use the worn-out weapons at all. Did I do something wrong?
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Ashley Hill
 
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Post » Fri May 27, 2011 8:24 pm

Yeah, I haven't had a chance to check this out yet, but I'm hoping by removal of drug effects you mean that annoying *FRRRRRRRY* *FLASH* - Beer has worn off effect's been removed and not the actual visuals. The actual visual FX are actually pretty aweso-.. err, I meant to say a friend of mine says they're pretty spot on in some cases.
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Angus Poole
 
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Post » Sat May 28, 2011 4:34 am

About worn weapons--I'm clearing out the Jefferson Memorial and most of the super mutants have worn-out assault rifles. They still have some condition left when they die, but when they're alive they just use their fists. So far I've been mostly fighting mutants trying to punch me to death--they don't seem to want to use the worn-out weapons at all. Did I do something wrong?

No, there is still a small issue with the Worn Weapons optional plugin that prevents Super Mutants from utilizing them properly, no fault on your side.
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jenny goodwin
 
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Post » Sat May 28, 2011 4:14 am

I haven't upgraded yet then - may hold off until that issue is resolved.

However, if the mutants and raiders are only accessing worn weapons wouldn't they then, as a back up, also be carrying nail boards, and pool cues, and baseball bats? Maybe a lead pipe here and there?
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Stephy Beck
 
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Post » Sat May 28, 2011 1:08 am

I haven't upgraded yet then - may hold off until that issue is resolved.

However, if the mutants and raiders are only accessing worn weapons wouldn't they then, as a back up, also be carrying nail boards, and pool cues, and baseball bats? Maybe a lead pipe here and there?

Worn Weapons is an optional plugin, so you can go ahead and upgrade(and I strongly recommend to do so), you just don't have to use that plugin. It's new to this version anyways.
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Misty lt
 
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Post » Sat May 28, 2011 9:19 am

Alright alright - I updated.

Considering your new Foes Reworked won't work with Worn Weapons I'm not going to worry about that issue anyway.

Although - to me The game is hella hard already. My character is trying to get to the washington monument at level 8 - is that too soon. Getting killed all over the place.

Any chance you're going to offer a worn weapon variant of Foes Reworked?

Does even installing Foes Reworked as it is now require a cell cleanse?
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CHangohh BOyy
 
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Post » Sat May 28, 2011 1:12 am

Alright alright - I updated.

Considering your new Foes Reworked won't work with Worn Weapons I'm not going to worry about that issue anyway.

Although - to me The game is hella hard already. My character is trying to get to the washington monument at level 8 - is that too soon. Getting killed all over the place.

Any chance you're going to offer a worn weapon variant of Foes Reworked?

Does even installing Foes Reworked as it is now require a cell cleanse?

Yeah DC ruins are pretty tough now. If you head in there with Foes Reworked you should have decent equipment and level or bring a few companions along :)
FWE is tough and Foes Reworked makes it even more so. But I think this way you are atleast still challenged when you are level 20+ and have some companions.

I don't plan on offering a worn weapon variant of Foes Reworked at the moment. As I've pointed out, the mods operate in opposite directions and it just doesn't make much sense. Several enemy variants in FR actually have weapons that are in a pretty decent condition to make them more dangerous. Talon Mercs equipment for example is in an even better condition than in Vanilla Fallout, to represent their military efficency,

A cell reset is not necessary, but it's a good idea so the old cells get populated with the new enemies. But cells you haven't visited so far will have the new enemies either way. So resetting cells is not absolutly necessary, but it would be a good thing to do.
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sharon
 
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Post » Sat May 28, 2011 7:31 am

I just found this http://fallout3nexus.com/downloads/file.php?id=6938 which really seems to be the sort of realism I'd love to have. I doubt it's compatible with FWE though, it outright says it probably won't work with anything that changes the weapons--any chance of some compatibility thing happening down the road?

I know it'd require a huge amount of work, I'm just idly wondering. (Really, I'm not expecting it, but the fantasy of it happening is really appealing. Really, though, I don't want to come off as ordering the mod forum to cater to my wishes.)

Although - to me The game is hella hard already. My character is trying to get to the washington monument at level 8 - is that too soon. Getting killed all over the place.


I went to the Washington Monument at level 13 and it took everything I had to make it there and back. It's always gonna be difficult, but the main quest is something you kinda have to put off. Don't even think about going near the DC ruins until you're really well stocked. (really, when Three Dog says stay clear of the DC, and when the Brotherhood says to stay out of DC, they mean it. It's pretty much become a place only supermutants and brotherhood knights have a chance of surviving, just like it should be)
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Soraya Davy
 
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Post » Sat May 28, 2011 12:38 am

I just found this http://fallout3nexus.com/downloads/file.php?id=6938 which really seems to be the sort of realism I'd love to have. I doubt it's compatible with FWE though, it outright says it probably won't work with anything that changes the weapons--any chance of some compatibility thing happening down the road?

I know it'd require a huge amount of work, I'm just idly wondering. (Really, I'm not expecting it, but the fantasy of it happening is really appealing. Really, though, I don't want to come off as ordering the mod forum to cater to my wishes.)

I went to the Washington Monument at level 13 and it took everything I had to make it there and back. It's always gonna be difficult, but the main quest is something you kinda have to put off. Don't even think about going near the DC ruins until you're really well stocked.


Correct, that mod is not compatible with any weapon overhaul mod. But I've been looking into a few iron sight type mods as well and if I find one that I'm satisfied with, I might write a compatibility patch for it.
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Luis Longoria
 
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Post » Fri May 27, 2011 6:38 pm

I just found this http://fallout3nexus.com/downloads/file.php?id=6938 which really seems to be the sort of realism I'd love to have. I doubt it's compatible with FWE though, it outright says it probably won't work with anything that changes the weapons--any chance of some compatibility thing happening down the road?

I know it'd require a huge amount of work, I'm just idly wondering. (Really, I'm not expecting it, but the fantasy of it happening is really appealing. Really, though, I don't want to come off as ordering the mod forum to cater to my wishes.)



I went to the Washington Monument at level 13 and it took everything I had to make it there and back. It's always gonna be difficult, but the main quest is something you kinda have to put off. Don't even think about going near the DC ruins until you're really well stocked. (really, when Three Dog says stay clear of the DC, and when the Brotherhood says to stay out of DC, they mean it. It's pretty much become a place only supermutants and brotherhood knights have a chance of surviving, just like it should be)


Do you know if that mod is compatiable with fwe?
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Dina Boudreau
 
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Post » Fri May 27, 2011 7:14 pm

Correct, that mod is not compatible with any weapon overhaul mod. But I've been looking into a few iron sight type mods as well and if I find one that I'm satisfied with, I might write a compatibility patch for it.


Cool! FWE is already awesome as it is, it's not like it needs an iron sight mod to be great, tho. And stuff.

Quack.

Do you know if that mod is compatiable with fwe?


It's not--that's what I was asking about, if there was going to be a compatibility patch at some point for FWE and an iron sights mod.
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Irmacuba
 
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Post » Fri May 27, 2011 11:51 pm

I've got the red cube/exclamation point for the glock plasma pistol.
Where can I find the texture?

Was it left out of the latest master release?
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Sian Ennis
 
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Post » Fri May 27, 2011 9:32 pm

I've got the red cube/exclamation point for the glock plasma pistol.
Where can I find the texture?

Was it left out of the latest master release?


Did you download the assets update package from the Nexus page? You'll need that as well as the original asset package.


Also, I've re-uploaded version 3.4 to correct a few quick bugs . . . thanks to Kai Hohiro for pointing those out. He promises not to tell me about anymore bugs that he finds for at least the next 24 hours that result from my lack of playtesting. :facepalm:
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Rowena
 
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