[RelZ] FWE - FO3 Wanderers Edition #17

Post » Fri May 27, 2011 7:05 pm

Speaking of automatic damage, do enemies still do that silly +35 instant damage in FWE? Is it at least balanced right if they do? I was thinking of modding that out myself, but if FWE does something with it I don't want to touch it.

This is only done by a few monsters in Point Lookout, nowhere else. And no I didn't remove it in the Point Lookout compatibility patch, because I felt the monsters there just weren't a real threat without it anymore, due to how much more powerful the ranged weapons(and some melee weapons) are that the player has access to, while the weapons they wield are rather weak. If players deem them too difficult I might consider lowering it or removing it altogether, but currently(and I'm talking about a FWE setup here, not Vanilla) I didn't have any difficulty dealing with them.

The only issue is when you play on a difficulty higher than normal, because suddenly those +35 damage can become +70, which could be quite nasty. However, and it can't be stressed enough, FWE is balanced around normal difficulty, nothing higher or lower.
Also another reason why the tribals and the swampfolk were doing nasty damage was due to the insane stats the lever action rifle had in vanilla(x5 crit?), even compared to FWE rebalanced weapons. I rebalanced(read: nerfed) them somewhat to be a bit weaker versions of Lincolns Lever Action Rifle.

But I would gladly hear the opinion of other people who played through Point Lookout with FWE3.2 and the Point Lookout CP patch, regarding the balance of the monsters. The difficulty of the swamp folk is supposed to be around Super Mutant levels(with the stronger swampfolk of course being the equivalent stronger brutes and masters)
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Beulah Bell
 
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Post » Sat May 28, 2011 2:59 am

I was just wondering as I've never played Point Lookout with FWE, so I don't actually know if the added damage makes it too hard or not. If you don't think it does, I'll take your word for it.
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TOYA toys
 
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Post » Fri May 27, 2011 10:13 pm

I was just wondering as I've never played Point Lookout with FWE, so I don't actually know if the added damage makes it too hard or not. If you don't think it does, I'll take your word for it.



As I said, I understand why they did it, but it as too much of a good think and Power Armor should have been provided a reduction to it.

I will say I did Point Lookout with out PA. It is just so much more fun that way.

I've only played Point Lookout with FWE and I do recommend it.

A nice change, and you could just hear those banjos dueling.
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sally coker
 
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Post » Sat May 28, 2011 3:12 am

I was just wondering as I've never played Point Lookout with FWE, so I don't actually know if the added damage makes it too hard or not. If you don't think it does, I'll take your word for it.


Cheers, I do think I nailed the balance pretty well for that CP, but if you find it unbalanced in anyways let me know, I'm always open to suggestions :)
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Kat Lehmann
 
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Post » Fri May 27, 2011 10:38 pm

This whole business would be handled by script effects attached the power armor that provide different bonuses based on which perk level you have. Fairly easy to implement without any needs for FOSE. Other power armor suggestions?

Not even scripting is required, you can add conditions to effects in enchantments. Just put in a few effects that require PA training to various levels.
What if power armor could be looted normally, but couldn't initially be worn. I.E., the normal PA variants would get the non-playable flag.

Setting the non-playable flag makes them unlootable though. You'd have to create a dummy item, or adding an unequip-script to unwearable armours.

By the way, fDamageToArmorPercentage is set to 0.3500 in vanilla, I wonder what happens if you increase it to 1? 2?
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Emily Jeffs
 
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Post » Sat May 28, 2011 6:55 am

Not even scripting is required, you can add conditions to effects in enchantments. Just put in a few effects that require PA training to various levels.

Setting the non-playable flag makes them unlootable though. You'd have to create a dummy item, or adding an unequip-script to unwearable armours.

By the way, fDamageToArmorPercentage is set to 0.3500 in vanilla, I wonder what happens if you increase it to 1? 2?


Or you can flag all looted armors as needing a perk that's unattainable and then be able to CRAFT them into a usable version. Or you could make the perk needed to wear looted armor at the end of the PA perk line, so that with basic training you need to make adjustments to the armor but with high level training you're good enough to just put on anything and make it work for you.
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Andrea P
 
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Post » Sat May 28, 2011 8:48 am

Or you can flag all looted armors as needing a perk that's unattainable and then be able to CRAFT them into a usable version. Or you could make the perk needed to wear looted armor at the end of the PA perk line, so that with basic training you need to make adjustments to the armor but with high level training you're good enough to just put on anything and make it work for you.


I like this idea.
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WTW
 
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Post » Sat May 28, 2011 9:59 am

I seem to have a problem with FWE atm. I have used it a few months ago with no problems, but now after picking up the latest DLC's I though I'd restart with all the lastest everything, including the 1.6 patch (after reading that 1.7 didn't do much good). The problem is that I don' start in the alternate histories-shack, but get the regular start. Thus the settings and options I recall getting at the start back when everything worked isn't there, and presumeably other parts of the mod don't work.

I've followed install instructions to the letter afaik, including using the fo3edit/masterupdate utility, and everything seems to work. Except that it doesn't. Also, darnified UI opens up an info window as soon as I hit esc, and there's no way to remove that window ingame. Meaning ctrl-alt-del is the only option.

Aside from FWE and it's prerequisites FOSE, FOMM, CRAFT and CALIBR I use the DLC-support part, the unofficial patch, MMM and darnified UI, placed in what afaik is the correct order, and I laso have bobbleheads begone and wasteland mastery, two mods I've always used and that haven't caused any issues before. And even so I'd think those issues would come later, the fact that I always get the regular vault start indicates that FWE doesn't take at all (though playing a little bit in there are signs that parts of it do; altered SPECIAL and weapon dmg and such).

Am I missing something obvious? I haven't forgotten the archive invalidation bit either.

Aside from that, I appreciate all the hard work done on this and associated mods, it really makes a humdrum game a lot better :)
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Alina loves Alexandra
 
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Post » Sat May 28, 2011 7:54 am

Ok, i was trying out FOOK2 for a while now after finding FWE getting frustratingly tedious. But now FOOK2 just bores me as it feels much to easy compared to FWE and I find it adds just a bit too much in terms of weapons. So I would love to get back to FWE but tweak it a bit more to my liking. Its great that you can Turn off Primay Needs and tha the motorcycle is optional, could we have the option of turning off Triage? Or can I disable it myself? Also how can Make it not quiet so deadly? Is there an easy setting to tweak? Putting it on easy in game does not help as after 3 shots I am dead anyway and crippled to hell. Dont feel like it changes much between Normal and Easy. Not to mention what happens when a super mutant behemoth spawns next to arefu from MMM. ALso the time it takes to heal after a fight just takes to damn long. I have no money to buy anything in FWE as it all goes to the doctors for patching me up. with Medicine 50 or somesuch stimpacks just don?t heal enough to be worthwile (10 HP/S) they dont even fill me up to half.

Maybe I sound to whiney. I loved FWE the first time playing it when I was on vacation and had time. LOVED it. But now that I am back to work and have max 2 hours to play every other day it just is too cumbersome. I dont want to spend hours in a back and forth battle in springvale school! Yes, I propably svck at the game but I dont want to be forced to play a sneaking character all the time. Without sneaking there is no way of doing anything I feel. Even then the AI just overwhelms you with superior firepower. I played till level 7 in FWE and its frustrating me to bits right now. Maybe someone with more knowledge of FO3EDIT and Geck can give me some pointers? I had a look but for me its all chinese.

Dont get me wrong, I like the intention and direction FWE takes, I just hope one can make it more "casual" friendly by making some more parts optional or even better configurable in game with a menu. I firmly believe that FWE is the better mod between Fook and FWE, more polished, better balanced and better paced. I just think in default it is just to hard with MMM for the average player.
/end rant)
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Hairul Hafis
 
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Post » Sat May 28, 2011 8:15 am

I seem to have a problem with FWE atm. I have used it a few months ago with no problems, but now after picking up the latest DLC's I though I'd restart with all the lastest everything, including the 1.6 patch (after reading that 1.7 didn't do much good). The problem is that I don' start in the alternate histories-shack, but get the regular start. Thus the settings and options I recall getting at the start back when everything worked isn't there, and presumeably other parts of the mod don't work.

Keep in mind- most FWE configurable options will be given to you only when you leave vault 101/shack. In vault FWE partially disabled and it is normal. If FWE quests don't activated properly after leaving shack/vault 101, post here your load order please.

I've followed install instructions to the letter afaik, including using the fo3edit/masterupdate utility, and everything seems to work. Except that it doesn't. Also, darnified UI opens up an info window as soon as I hit esc, and there's no way to remove that window ingame. Meaning ctrl-alt-del is the only option.

I don't understand it. Which info window do you mean? May be config menu for the DUI? If yes- try to reinstall DARNUI with help of package manager in the FOMOD and agree to modifications in your ini file. Without it DARNUI can be weird in look.

Aside from FWE and it's prerequisites FOSE, FOMM, CRAFT and CALIBR I use the DLC-support part, the unofficial patch, MMM and darnified UI, placed in what afaik is the correct order, and I laso have bobbleheads begone and wasteland mastery, two mods I've always used and that haven't caused any issues before. And even so I'd think those issues would come later, the fact that I always get the regular vault start indicates that FWE doesn't take at all (though playing a little bit in there are signs that parts of it do; altered SPECIAL and weapon dmg and such).

You don't need bobbleheads begone with FWE, FWE have it's own alternative to this, you may have conflict here. Wasteland mastery must work just fine.

@Targeteron
So I would love to get back to FWE but tweak it a bit more to my liking. Its great that you can Turn off Primay Needs and tha the motorcycle is optional, could we have the option of turning off Triage? Or can I disable it myself? Also how can Make it not quiet so deadly?

It is all possible if you have time and knowlege, but if you have only 1-2 hours in a day, you possibly don't have the time :)
There is no easy way tu turn off TRIAGE. To make weaponry less deadly you need to edit each weapon entry in the mod. It will be much easier to learn how to play.
-Take attention to endurance and strength if you don't want to play sneaky character, it will give to you more hitpoints and carry weight.
-Don't use optional VATS and fast travel components, use VATS and bullet time more often.
-Take cover when attacked. Use sprint to take advantageous position
-Use companions. If you don't like vanilla companions there is many mods, which give you alternative. For example- Enclave Commander. It will provide you not only with unlimited number of soldiers, it give to you tactical possibilities, such as reconnaissance. You will have also possibility to pick-up power armor from the beginning of the game.
-use drugs more often, you can hotkey them for the easy use. Especially such as psicho, buffaut, morfine. Drugs have ability to ignore crippled limbs, boost your health and greatly increase your damage resistance.
-Use alternative armors mods, such us TUPAM. TUPAM have more powerfull power armors and remove necessity in power armor training.
-When you visit the doctors, buy any coldturkene they can provide- it heal from all addictions.
-Don't forget about repair skill. Armor and weapon in good condition much more effective.
-Good luck :)

Ok, i was trying out FOOK2 for a while now after finding FWE getting frustratingly tedious. But now FOOK2 just bores me as it feels much to easy compared to FWE and I find it adds just a bit too much in terms of weapons.

It is no FOOK or FWE faults that you don't like them :)
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kyle pinchen
 
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Post » Sat May 28, 2011 8:26 am

The problem is that I don' start in the alternate histories-shack, but get the regular start.

You now get the birth-scene before you're dumped in the shack, just enter your name/six and let it run for a minute.

Targeteron: FWE increases spawns somewhat, try creating a plugin that disables MMM's increased spawns. Load Mart's Mutant Mod.esm in the GECK, set the Global MMMzIncreasedSpawnsMax to 0, and save. Make sure you load your plugin last. Globals are found in Gameplay->Globals. The variable should already be set to 0 (FWE changes it) so you'll have to change it to something else, press ok, and go back to change it again for the GECK to register it as a change to save into the ESP.

You can also directly edit "Mart's Mutant Mod - FWE Master Release.esp" in the GECK or with FO3Edit, but then you'll have to re-do it every time a new version comes out. :)
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Jake Easom
 
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Post » Fri May 27, 2011 9:31 pm

You now get the birth-scene before you're dumped in the shack, just enter your name/six and let it run for a minute.


I played for a bit after and it's the usual Vault-start. However, I will try to play on to the end of the vault and see if I get the options there. If that works, I'll just have to try to sort out the other problems one at a time. Thanks, and thanks to delamer (though I really dislike the bobbleheads, period, I'll just have to grin and bear it with them ingame and see if that helps ;) )
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(G-yen)
 
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Post » Sat May 28, 2011 6:14 am

You now get the birth-scene before you're dumped in the shack, just enter your name/six and let it run for a minute.

Oh- I miss it. I think he simply want to play normal beginning.

Targeteron: FWE increases spawns somewhat, try creating a plugin that disables MMM's increased spawns. Load Mart's Mutant Mod.esm in the GECK, set the Global MMMzIncreasedSpawnsMax to 0, and save. Make sure you load your plugin last. Globals are found in Gameplay->Globals. The variable should already be set to 0 (FWE changes it) so you'll have to change it to something else, press ok, and go back to change it again for the GECK to register it as a change to save into the ESP.

You can also directly edit "Mart's Mutant Mod - FWE Master Release.esp" in the GECK or with FO3Edit, but then you'll have to re-do it every time a new version comes out. :)
I forget about MMM spawns :)
Well- in this case it will be better to create his own plugin with this parameter.
-Open MMM.esm in FO3edit
-find MMMzIncreasedSpawnsMax in the globals
-copy with overwrite into new plugin, give the name to the new plugin
-In the new plugin change MMMzIncreasedSpawnsMax value to 0
-Exit FO3EDIT and save.
-Load new plugin after all MMM components

I played for a bit after and it's the usual Vault-start. However, I will try to play on to the end of the vault and see if I get the options there. If that works, I'll just have to try to sort out the other problems one at a time. Thanks, and thanks to delamer (though I really dislike the bobbleheads, period, I'll just have to grin and bear it with them ingame and see if that helps

If you not able to choose alternative start after race choosing, something goes wrong with FWE. Yoou have mod conflict probably. Possibly- with bobbleheads mod
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carley moss
 
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Post » Sat May 28, 2011 6:58 am

If you didn't get the option to stop dreaming and have to play as a baby etc then you probably have conflicts. Post your load order by right-clicking the list in FOMM and selecting Copy.
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darnell waddington
 
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Post » Fri May 27, 2011 9:08 pm

If you didn't get the option to stop dreaming and have to play as a baby etc then you probably have conflicts. Post your load order by right-clicking the list in FOMM and selecting Copy...

...to clipboard
Then- shift+insert here :)
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sam
 
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Post » Fri May 27, 2011 11:06 pm

Who can consult me in the FOOK+FWE+WMK installation? How it is goes?
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Stefanny Cardona
 
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Post » Sat May 28, 2011 10:17 am

...to clipboard
Then- shift+insert here :)


... surrounded by codebox tags :)
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Dale Johnson
 
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Post » Sat May 28, 2011 3:05 am

... surrounded by codebox tags :)

:lol:
So many helpers to one user :lol:
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stacy hamilton
 
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Post » Sat May 28, 2011 8:13 am

If you didn't get the option to stop dreaming and have to play as a baby etc then you probably have conflicts. Post your load order by right-clicking the list in FOMM and selecting Copy.


Come to think of it, I did get that option the first time, but clicked continue and forgot about it, and every subsequent try I stopped as soon as I got the birth scene, thinking it shouldn't be there. That is if course the answer, thanks (had to be something obvious :D )
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Chris Ellis
 
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Post » Fri May 27, 2011 10:05 pm

Mezmorelda, I'm second time in my life almost finish main quest in Fallout 3 :)
What I want to say
Enclave soldiers- morons.
They have very slow rate of fire and low accuracy. All they armors and weapons have 1/3 from maximum condition. I hope it is result of my actions, but I'm not sure. I was able to wipe out five of them in the Jefferson Memorial, they shoot at me together about 25 times and was succeed no more then five times. Talons much more dangerous. Can you make something with it? I understand, here is balance issues, but in any case we can not sell more loot then shopkeepers can purchase- money have to be as natural regulator here. What do you think?
Or I was not lucky and this weak soldiers was placed here by design, because I don't have power armor for now?
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April
 
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Post » Sat May 28, 2011 3:25 am

Almost forgot.
I remove my disagreement with you about decreasing number of ammunitions further, especially non-CALIBR based, such as .308, .556, 10 mm, energy types. Automated weaponry much more effective then rifles and pistols, and only one thing can force me to use the last- lack of ammunitions. But IMHO- it will be better to decrease shop's offer instead of wasteland loot.
From another side- wasteland almost don't have (or not have) 7.62 ammunitions, and ammunitions for the big guns need to be increased
So- you was right :)
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lydia nekongo
 
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Post » Fri May 27, 2011 8:36 pm

Agreed.

I usually play Hard

Foes reworked helped me out (had to go back to normal).

Has MMM4 compatibility. Doesn't seem to have problems with FWE, AFAICT.

Enclave hasn't been added yet. Hopefully soon.



One way a weapon would be valued is how available the ammo is. The enclave super weapons are only as useful as the availability of the ammo. Why would a merchant pay a half grand on a plasma weapon when he knows there is no ammo for it except in dribs and drabs and most of his customers are not going to want to use it. Not to mention the whole response that the enclave has to those caught using their gear.



The enclave should have pretty good armor and gear. Too bad you can not down grade the condition of armor once it is dropped. I
like the must take power armor to workbench to refit and calibrate. I do think you should be able to use dropped power armor to repair an working suit.


Back to the Enclave, while they are well trained and equipted they likely haven't fought anyone even close to their weight class except a few brushes with super mutants.
Less combat veterans and more bullies used to massively out gunning their opponents, able to ignore their weapons, and used to calling in Reinforcements/Fire Support at the drop of a hat.

The Brotherhood should eat them for lunch once they are on an equal footing.




Mezmorelda, I'm second time in my life almost finish main quest in Fallout 3 :)
What I want to say
Enclave soldiers- morons.
They have very slow rate of fire and low accuracy. All they armors and weapons have 1/3 from maximum condition. I hope it is result of my actions, but I'm not sure. I was able to wipe out five of them in the Jefferson Memorial, they shoot at me together about 25 times and was succeed no more then five times. Talons much more dangerous. Can you make something with it? I understand, here is balance issues, but in any case we can not sell more loot then shopkeepers can purchase- money have to be as natural regulator here. What do you think?
Or I was not lucky and this weak soldiers was placed here by design, because I don't have power armor for now?

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Blackdrak
 
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Post » Sat May 28, 2011 8:22 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:



=====================================
Proposed - Power Armor Changes
=====================================

The objective of the power armor tweaks is to make PA stronger (without becoming overbalanced) and more difficult to get your hands on and keep in good condition.


Common Stat Changes
--------------------------

- Increased DR by approx. 10%
- 3-4x increase in Rad Resist (should be equivalent to a normal rad suit!)



Obtaining Power Armor and Training
--------------------------

You need to custom fit a suit of PA before you can wear it (except for quest reward suits)

In order to custom fit the PA suit, you need a repair skill of 40+.
- CRAFTING unwearable armor at the workbench yields wearable version.

The amount of penalties and/or bonuses you receive is linked to your current training level. In other-words, "fitted" PA can be used without actual PA training, although you will incur additional penalties.



The levels of training adjust PA bonuses/penalties as follows:

No Perk: The armor only accounts for 50% of it's weight (so it weights 50 WG's), you get a -3 to agility, -1 PER, and no str or other bonuses

Basic Power Armor Training: Armor accounts for its weight, -1 to agility, +1 strength. +1 PER

- Acquired as a PA quest reward (same as in current FWE)
- Main Quest / brotherhood of steel
- Manual for T-51 in fort constantine
- Outcast tech. gathering quest reward
- Linden's Power Armor
- Manual next to the medic power armor
- Starting as an outcast

Adv. Training: Armor accounts for its weight, no agility penalty, +2 strength, +2 PER, +1 END

- taken as a Level Up Perk if you have the basic training . . . maybe also require a higher END + Level 12+ as a requirement for the Perk.



Power Armor Repairing
--------------------------

Increase health/condition of PA by a bit . . . makes PA foes tougher and requires more resources to keep in top condition.

Repairing power armor uses other suits of power armor or fusion batteries (for the suit) and conductors (for the helm). This makes it more difficult to find good items to repair PA with.

In addition, another CRAFTING optional allows you to make power armor repair parts at the CRAFT bench by breaking down an existing suit of PA. This requires lugging a suit back to the workbench and having the basic power armor training perk. Breaking it down requires abraxo cleaner, 2 repair parts, and the suit of power armor to be broken down. The CRAFTing action will yield three "PA repair parts." These repair parts are not light, weighing 2.5 WG each.
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Wayne Cole
 
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Post » Fri May 27, 2011 6:28 pm

Hm maybe swap the PER for END. Unless it comes from the helmet then it makes sense for that.

Also maybe make the agility a -4 penalty untrained and move it up to a -2 for trained then no penalty for adv training. Its got to be hard learning just how much to move and how to move in bulky armor like power armor.
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Chris Ellis
 
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Post » Sat May 28, 2011 2:16 am

nah, i think he's got a good handle on where the stats should be for PA. Sure the armor's gonna be clunky, but with training it's not gonna slow you down too much, it's made to not hinder the wearer after all, it wouldn't be effective otherwise. And with extensive training you'd get rid of any sort of hindrance all together or it'd even make you faster.

My only suggestion is that the Advanced Power Armor Training not require a really high END, but instead average scores from END and INT, perhaps a 6 in both of them.

My other question is why not put some weapon skills on the Helmet? 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?
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Jessica Phoenix
 
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