[RelZ] FWE - FO3 Wanderers Edition #17

Post » Sat May 28, 2011 2:20 am

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.

Now I try FR with harsher wasteland
Begin new game as mechanic and make attempt to clear Robco Factory... at the level two. Damn- I hardly took the legs out of here :lol:
Stimpacks- no, bobby pins- no, when I blow one of the chest with bottlecap mine (found here)... don't know what was placed in this chest before, but now it contain piece of scrapmetal :lol:
It was good to repair my rail rifle at least :)
When I found ammunition to my rifle- well, it was a joy.
And this damn molerats! I hate them! They eat me almost fully

Mez, Kai- how do you think? Will it be against FWE canons if I turn on healing with food? Seems to me- stims will be needed for companions mostly :)
I feel myself as traitor with food healing on
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Peter P Canning
 
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Post » Sat May 28, 2011 3:20 am

One thing I noticed about the Alternative travel.

When you select the ride option on your motorcycle my pipboy doesn't open up on the world map.

Any one else notice the same thing?
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Alexander Horton
 
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Post » Fri May 27, 2011 9:55 pm

There's the PA Revamp that was discussed included but it's not mentioned anywhere in the readme, is this intentional or did you accidentally include it in the optional mods?
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Kaley X
 
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Post » Sat May 28, 2011 8:30 am

There's the PA Revamp that was discussed included but it's not mentioned anywhere in the readme, is this intentional or did you accidentally include it in the optional mods?

PAR not included in the current release
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Hot
 
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Post » Fri May 27, 2011 11:06 pm

I'm looking at it in the Optional Mods directory...
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nath
 
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Post » Sat May 28, 2011 8:50 am

Thanks for the Foes Reworked work Kai. I'm gonna go that route vs the harsher wasteland for now.
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Klaire
 
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Post » Sat May 28, 2011 1:43 am

I'm looking at it in the Optional Mods directory...

yes but it doesn't do anything special as of now.

Thanks for the Foes Reworked work Kai. I'm gonna go that route vs the harsher wasteland for now.

Cheers :)

When you select the ride option on your motorcycle my pipboy doesn't open up on the world map.

That's normal, I'm fairly sure you can't specify *exactly* what tab the pip boy should open.

Mez, Kai- how do you think? Will it be against FWE canons if I turn on healing with food? Seems to me- stims will be needed for companions mostly
I feel myself as traitor with food healing on

Very bad Del! You should just go to a factory, loot all scrap metal and sensor modules and bring them to the Outcasts and trade them for stimpacks, than you should have plenty :P

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.

I've also uploaded a small new version of http://www.fallout3nexus.com/downloads/file.php?id=9255. It basically just removes some leveled item lists I only had there because they were bugged in FWE. Now that they are fixed in FWE I've removed them from FR. Yes, I'm a very big freak when it comes to keeping my mods all tidy and clean :P

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?

Also regarding Iron Sights, you could look into http://www.fallout3nexus.com/downloads/file.php?id=3795. It's only an 1st person animation replacer, so it's fully compatible with any weapon mod. However I haven't tested it extensivly yet, so I can't guarantee that all it's animations work for every weapon.
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Mackenzie
 
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Post » Sat May 28, 2011 12:11 am

Hmm, WMK weapons aren't in the SupermutantWeapons form list, which means Fawkes can't use modded weapons. :(
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Albert Wesker
 
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Post » Sat May 28, 2011 1:36 am

Hmm, WMK weapons aren't in the SupermutantWeapons form list, which means Fawkes can't use modded weapons. :(

Good find! I'm surprised this hasn't been brought up before, because they never have been in the formlist. Apparently people don't give Fawkes their preciously modded weapons :)
It'll definitly be included in the next FOIP WMK patch.

On a different note, I'm also currently toying with the idea of an Explosive Ammo mod kit for FWE. I have it currently in my game, and it's definitly a lot of fun.
The only main issue is how explosions are handled in Fallout3. They only do damage when the explosion envelopes the base of an actor(their feet so to speak). So a hit in the torso or their legs will usually be fine, but if you shoot them in the head it will only do the regular weapon damage and not the added explosion damage. It's still pretty cool since you can shoot the floor between two raiders and blow the legs off of both of them :)
But I'm currently hesitant because people who don't know this could think that the explosions do nothing and we would get a bunch of false bug reports...
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Rob Smith
 
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Post » Fri May 27, 2011 7:03 pm

One thing I noticed about the Alternative travel.

When you select the ride option on your motorcycle my pipboy doesn't open up on the world map.

Any one else notice the same thing?

Are you saying that the Pip Boy doesn't open at all or that it's not opening on the World Map? All it's supposed to do is open the Pip Boy. The page that's displayed is the last one that you used. There's no way to programmatically open the Pip Boy to a specific page like the World Map.
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QuinDINGDONGcey
 
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Post » Fri May 27, 2011 6:35 pm

Are you saying that the Pip Boy doesn't open at all or that it’s not opening on the World Map? All it’s supposed to do is open the Pip Boy. The page that's displayed is the last one that you used. There’s no way to programmatically open the Pip Boy to a specific page like the World Map.

IMHO he say about specific page in the pip-boy.
Another thing.
Sometimes motorcycle don't appear at the destination. Sometimes it can be simply undergraund and can be reached with help of TCL command, but sometimes it can't be founded at all in the vicinity. I don't have GPS for now so can't check it for sure, but I know about one of the sources of the problem- companions.
After fast travel motorcycle placed near me, as well as companions. Very often companions appear in the same place with motorcycle and it cause havok to it. In this case motorcycle make try to stabilize itself and then can disappear.
But setstage wemain 4 command work just fine.
Just to report.
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Jessica Raven
 
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Post » Sat May 28, 2011 5:56 am

Sometimes motorcycle don't appear at the destination. Sometimes it can be simply undergraund and can be reached with help of TCL command, but sometimes it can't be founded at all in the vicinity. I don't have GPS for now so can't check it for sure, but I know about one of the sources of the problem- companions.
After fast travel motorcycle placed near me, as well as companions. Very often companions appear in the same place with motorcycle and it cause havok to it. In this case motorcycle make try to stabilize itself and then can disappear.
But setstage wemain 4 command work just fine.
Just to report.

I'm sure glad that I put in that SetStage weMain 4 command. I should probably have documented that in the Motorcycle Owner's Manual. :)
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Davorah Katz
 
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Post » Sat May 28, 2011 9:50 am

Are you saying that the Pip Boy doesn't open at all or that it's not opening on the World Map? All it's supposed to do is open the Pip Boy. The page that's displayed is the last one that you used. There's no way to programmatically open the Pip Boy to a specific page like the World Map.



The latter.

Just wanted to confirm that just opening the pipboy was correct.

Great mod!
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brian adkins
 
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Post » Fri May 27, 2011 7:20 pm

Kai Hohiro discovered a bug in the initial saddlebag weighing that may cause the initialization to never complete and therefore disable the motorcycle and Pip Boy. :facepalm:

Fortunately there's a simple solution. The problem is caused by an item weight change and the way ammo weight is computed. If something in the player's inventory changed weight from the previous version of FWE the player's Inventory Weight is no longer accurate. This presents a problem in the saddlebag initialization script. The way to fix this is to remove everything from the player's inventory (I moved everything to the file cabinet in my Megaton house) wait about seven seconds then put every back into the player's inventory. This will cause the player's inventory weight to be corrected. Now the motorcycle can properly initialize the saddlebags. If you want a faster saddlebag initization leave your stuff in the container walk out to your mototcycle naked and access the saddlebags. Then return to the container and pick up your stuff.

By the way, even if you don't use the motorcycle you might want to do this to correct your player's inventory weight using this method. Thanks Kai Hohiro! :tops:
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Eire Charlotta
 
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Post » Sat May 28, 2011 9:51 am

Also regarding Iron Sights, you could look into http://www.fallout3nexus.com/downloads/file.php?id=3795. It's only an 1st person animation replacer, so it's fully compatible with any weapon mod. However I haven't tested it extensivly yet, so I can't guarantee that all it's animations work for every weapon.


Oh, goodness, how cute.

I have to admit, sometimes, when I'm bored, I go into third person, toggle the free cam, aim my gun, and then position the camera so it looks like I'm aiming down the sights. I'll give this mod a try in a bit, thank you!

edit: hmm, using that animation replacer, the gun is always taking up the center of the screen, making it impossible to see what I'm actually aiming at, so I'll hold off on using it
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Leticia Hernandez
 
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Post » Sat May 28, 2011 9:05 am

The size variations leads to some interesting sights sometimes: http://img.photobucket.com/albums/v483/Tubal/F3/ScreenShot71.jpg
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Kim Kay
 
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Post » Sat May 28, 2011 7:07 am

Oh yea, there is a bug from 3.2 (haven't checked with 3.4) where you can constantly use the book Paradise Lost to gain speech perks (if you're using that mod), it doesn't get removed from your inventory but it adds a Lying Congressional Style into your misc. every time you use it.

Also two questions, how do I fix NPC's (not followers) health/status not resetting? Like Rielly and Paladin Vargas are both permanently limping around, it's rather annoying. And is there any way I can turn off just decapitations? It's always bothered me that a head gets decapitated from a bullet, that would never happen, I'd rather just have the face explosion effect on the head with no decapitations and the rest the way they are.

VVV And others argue it's not hard enough (like myself) so I'd say it's probably in the right spot.
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Rebecca Dosch
 
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Post » Sat May 28, 2011 9:41 am

I just have to say that you have all made this game too damn hard ... too difficult.

This is actually very aggravating right now. I can see the Washington monument, but I cannot get to it. I have the setting on the very lowest difficulty 'very easy'. My character is level 9 and has a pretty decent armor rating but not power armor.

I cant get there and every encounter kills me with one spray of bullets.

I'm probably going to cheat.

Just giving you feedback. Too hard.
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Amiee Kent
 
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Post » Fri May 27, 2011 9:30 pm

How does reapir work on fwe, my repair level is 35 and i cant repair two handguns that are in terrible codintion together?
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Maria Garcia
 
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Post » Sat May 28, 2011 9:38 am

I just have to say that you have all made this game too damn hard ... too difficult.

This is actually very aggravating right now. I can see the Washington monument, but I cannot get to it. I have the setting on the very lowest difficulty 'very easy'. My character is level 9 and has a pretty decent armor rating but not power armor.

I cant get there and every encounter kills me with one spray of bullets.

I'm probably going to cheat.

Just giving you feedback. Too hard.


Working as intended :V

FWE is meant to be seriously hard. Use cover, avoid combat as much as you can, and sneak around alot (even if you don't have a high sneak score, sneaking will at the very least keep distant enemies from noticing you). Using melee weapons or short-range weapons like the flamethrower requires a lot more cleverness and abuse of corners, and in open spaces you have to have a long-range weapon to pick up the slack. Use grenades and mines when you can, stealthboys, the works. Don't ram your head into the wall the same way if you die--if you die, it may be because you had bad luck, but usually when I die I change what I was doing and it sometimes works out for the better. Although, sometimes you have a group of supermutants sneak up on you, or you get gang-rushed by raiders, and there's no way really to survive that other than avoiding getting into that situation in the first place.

Yeah, if you stick your head out of cover, someone can get a lucky shot in your arm and drop you to 50%. It makes returning fire at all sometimes pretty hard. Still, though, your enemies--at least your human enemies--are as weak as you are, and a good shot or two will bring them down as well. For Supermutants, you really should be avoiding them until you have at least like a 75 in your weapon skill and a decent weapon, and even then you have to pick your fights.

I did the Monument run at level 13, on Normal, and got through the Mall and the Museum without dying once. I used a stealthboy to get past the first guards, and hugged corners and used my flamer as enemies came around the corner, aiming for the gun/arm to knock it out of their hands fast. Mostly like that I got through it pretty okay, although I had a bad run-in with some of the raiders in the subway, but that was because I was pretty stupid for a moment and let them swarm me. Out in the open of the Mall I stuck to the edges, and had to use a stealthboy to avoid drawing attention from the huge masses of supermutants, although my second time there I lead them to the BoS guarding the monument and together we were able to take them out.

At the moment I'm level 16, and a pack of supermutants is still scary as all-get-out. I can usually only win if I had a terrain advantage, although I had a close call recently where they caught me in the open and I managed to kill them all with my flamer and pistol using a ruined house as cover.

... but yeah, you're going to die. It can get frustrating once in a while, but in FWE, you aren't ever going to be near the top of the pecking order, and, I dunno, I kinda like it like that. Even once you get Power Armor and some really nice weapons it's still suicidal to charge an army of supermutants, which I like.

How does reapir work on fwe, my repair level is 35 and i cant repair two handguns that are in terrible codintion together?


I'm not all too smart when it comes to the technical stuff of mods, but I've had some repair list troubles before, myself. Make sure you aren't using any other mod that affects repair lists, and make sure you have all the latest everything? I think you can't repair Chinese Pistols with 10mm pistols and vica versa, either, if that's what you're trying. If it's none of that, I don't know then >_> someone who actually knows what they're talking about will have to help
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Danielle Brown
 
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Post » Sat May 28, 2011 10:09 am

I've been using FWE since the last version (5.0) it seems though with the last couple updates and the inclusion or Foes reworked that it has gotten far more difficult.

It seems though with the inclusion of the Foes reworked for FWE that the supermutants never miss - not once. I had to get the drop on them or die. Sneaking wasn't that good, but then maybe I was wearing too heavy of armor.

I had previously played with a mod made by Duke Patrick that removed character skill in favor of player skill (like a 1st person shooter) - I got rid of that in trying to stay in line with the spirit of FWE and roleplaying. With that mod it removed VATS and what you pointed your crosshairs at got hit.

I so wanted to put that back in so bad.

Anyway, I fought my way from museum of technology to Washinton monument painful reload after painful reload. Finally made it then realized that I could have just skipped over there from the other museum (duh).
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phil walsh
 
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Post » Sat May 28, 2011 4:46 am

I've been using FWE since the last version (5.0) it seems though with the last couple updates and the inclusion or Foes reworked that it has gotten far more difficult.


Generally, the difficulty from a combat perspective hasn't changes much since the pre-master release version. The main changes have had to do with action points, i.e. reducing the regen rate, limiting the effectiveness of bullet time, etc. If its getting too difficult, certainly don't use Foes reworked, the harsher wasteland mod, the worn weapons, etc... It's just going to add to the difficulty.

That being said, I could imagine building a "kinder wasteland" module in the future, which would be an alternative to the harsher wasteland module. There are some features that people haven't liked much, such as the removal of sneak messages, and a few other things, that could be included as well.
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N3T4
 
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Post » Sat May 28, 2011 7:33 am

I've been using FWE since the last version (5.0) it seems though with the last couple updates and the inclusion or Foes reworked that it has gotten far more difficult.

It seems though with the inclusion of the Foes reworked for FWE that the supermutants never miss - not once. I had to get the drop on them or die. Sneaking wasn't that good, but then maybe I was wearing too heavy of armor.

I had previously played with a mod made by Duke Patrick that removed character skill in favor of player skill (like a 1st person shooter) - I got rid of that in trying to stay in line with the spirit of FWE and roleplaying. With that mod it removed VATS and what you pointed your crosshairs at got hit.

I so wanted to put that back in so bad.

Anyway, I fought my way from museum of technology to Washinton monument painful reload after painful reload. Finally made it then realized that I could have just skipped over there from the other museum (duh).


No, the hit chance for super mutants hasn't been altered in the last few FWE versions at all. And if you want to have the same effect as with Duke Patricks mod, all you need to do is set your weapons skill to 100, it has the very same effect.
Also if you decide to use the Foes Reworked and/or Harsher Wasteland, Fallout will be very hard. Those mods aren't necessarily for everyone, which is why they aren't packed into the main FWE files.
I didn't put that "You are not Rambo" comment in there just for the heck of it :P
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Daramis McGee
 
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Post » Sat May 28, 2011 7:34 am

Always remember explosives are your friend, it doesn't matter if you have 25 explosives skill, chuck those grenades and lay mines around corners. I rarely have trouble with muties unless I'm just caught in the open (and really anything kills me if I get jumped and I'm out in the open), be sure you've always got some sort of cover close by, or in between you and your enemy.
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courtnay
 
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Post » Sat May 28, 2011 2:14 am

Always remember explosives are your friend, it doesn't matter if you have 25 explosives skill, chuck those grenades and lay mines around corners. I rarely have trouble with muties unless I'm just caught in the open (and really anything kills me if I get jumped and I'm out in the open), be sure you've always got some sort of cover close by, or in between you and your enemy.


Yeah, grenades are one of the most important weapons to me. That's why I made the FPS Style Grenade Hotkey mod, so using them becomes more natural.
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Dona BlackHeart
 
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