[RelZ] FWE - FO3 Wanderers Edition #17

Post » Sat May 28, 2011 12:11 am

Fallout 3 - Wanderers Edition (FWE)

Author: Many others + Mezmorki

Master Release 3.4

Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761

http://www.gamesas.com/bgsforums/index.php?showtopic=999216
http://www.gamesas.com/bgsforums/index.php?showtopic=1007717
http://www.gamesas.com/bgsforums/index.php?showtopic=1012173
http://www.gamesas.com/bgsforums/index.php?showtopic=1016890
http://www.gamesas.com/bgsforums/index.php?showtopic=1020883

*Note: This mod requires the Fallout Script Extender
Available Here: http://fose.silverlock.org/

*The Fallout Mod Manager (FOMM) is HIGHLY recommended for properly installing and troubleshooting FWE.
Available Here: http://timeslip.chorrol.com/fomm.html


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.


:::::: 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.



Overview

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

Richer Character Development
Developing a character requires careful attention to how you balance stats, skills, and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.

More Realistic + Lethal Combat
Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator." Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.

Struggle for Survival
Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.

Weapon and Armor Rebalance
Tweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive. Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive. Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.

Item + Loot Enhancements
Tweaks to loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need. Many new drugs have been added to the game world, item weights and properties tweaked, all with the aim of making the world more immersive and challenging.

Elimination of "Immersion Breakers"
A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is an experience that is more challenging and rewarding.




Master Release Readme:

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================FALLOUT 3 WANDERERS EDITION (FWE)================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%Version: Master Release 3.3Date: 2009.09.18Author: Mezmorki--------------------------------------------------------------------------------================================================================================Table of Contents================================================================================--------------------------------------------------------------------------------0. Critical Information	- Acknowledgements	- Requirements	- Contact + Feedback1. Overview2. Installation	- Basic install instructions	- Included Files and Plugins	- Load Order / Compatibility (FOIP)	- Frequently Asked Questions3. Credits + Contributors	- Integrated mods + author credits	- Contributor credits	- Recommended Mods4. Detailed Description	- Character Development	- Combat	- Healing, Injuries, Necessitiesy	- Weapons and Armor	- Items, Loot, and Spawning	- NPC's and Followers	- Immersion + Miscellaneous	- Optional Mods	- DLC Support	- Fallout Interoperability Program (FOIP)	5. Licensing + Legal Information	See "FWE - MR Changelog.txt" for a full changelog of prior versions.--------------------------------------------------------------------------------================================================================================Acknowledgements================================================================================--------------------------------------------------------------------------------FritZ_Fretz ### For helping with the intitial FWE releases, fixing a multitude bugs and script issues, and providing excellent advice throughout the process!jjgun ### For developing a number of new scripts and features for FWE as well as resolving a number of bugs.Kai Hohiro ### For expanding WMK support to new FWE weapons, and releasing a number of hot fixes for glitches and oversights.Delamer ### For providing excellent tech support for FWE users without being asked.  Thanks man!--------------------------------------------------------------------------------================================================================================Requirements ================================================================================--------------------------------------------------------------------------------The following files and utilities are REQUIRED for using Fallout 3 Wanderers Edition:### Fallout Script Extender (FOSE)	http://fose.silverlock.org/### CALIBR mod (custom ammo standard)	http://www.fallout3nexus.com/downloads/file.php?id=3447### CRAFT mod (work bench expansion standard)	http://www.fallout3nexus.com/downloads/file.php?id=4447In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:### The Fallout Mod Manager (FOMM) (for setting the proper load order)	http://timeslip.chorrol.com/fomm.html### Fallout Interoperability Program (FOIP) for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).	http://www.fallout3nexus.com/downloads/file.php?id=4968### FO3Edit - Conflict Detector / Resolution Tool / and a lot more =)	http://www.fallout3nexus.com/downloads/file.php?id=637--------------------------------------------------------------------------------================================================================================Contact + Feedback================================================================================--------------------------------------------------------------------------------Official Bethesda Forum	http://www.gamesas.com/bgsforums/index.php?showforum=45	PM @ MezmoreldaFallout 3 Nexus (Download)	http://www.fallout3nexus.com/downloads/file.php?id=2761	PM @ Peekaboom%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================1. Overview================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game.  The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game.  Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package. FWE's development is guided by two objectives.  The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options).  This includes making combat faster paced, exciting, and more player-skill based.  The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options.  Both these objectives aim to increase the replay value of Fallout 3.Key areas of change in the mod include: ### Richer Character Development ### Developing a character requires careful attention to how you balance stats, skills, and perks.  No longer can you be a master of everything by the time you are level 20.  Leveling is slower, and choices of perks and skills are far more important.  Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths.  An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.### More Realistic + Lethal Combat ### Weapons and attacks do significantly more damage, both to you and your enemies.  Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator."  Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.### Struggle for Survival ### Getting injuries, particularly crippling ones, is no laughing matter.  The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult.  You can't lie down on the ground for an hour and wake up a fully healed individual.  An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences.  All of this makes the wasteland a gritty, harsh, and demanding place. ### Weapon and Armor Rebalance ### Weapons and armor are all rebalanced so that everything has a potential use and benefit.  There are real trade-offs to using one armor over another.  Weapons have been completely rebalanced, so many weapons you'd never use now can serve a purpose.  Once worthless armors now can now make a difference between life and death.  Power armor has been revamped to be more beneficial while still remaining balanced.### Item + Loot Enhancements ### Tweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive.  Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive.  Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.### Elimination of "Immersion Breakers" and free hand-outs. ### A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game.  The result is an experience that is more challenging and rewarding.  %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================2. Installation================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%--------------------------------------------------------------------------------================================================================================Basic Insall Instructions================================================================================--------------------------------------------------------------------------------Please follow the install instructions carefully:1) Download both the "Main Files" package and the "Assets" package (as well as any posted Asset Updates) from the Nexus website.2) Extract both files to your Fallout 3 "data" folder.  The archives are ready to be made into FOMODS using FOMM (Fallout Mod Manager) if that is your thing.3) MAKE SURE that you have downloaded and installed the required CRAFT and CALIBR mods.  In addition, ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed. 4) Adjust the load order of loaded mods according to the suggested load order guide (below) using FOMM or another load-order tool.  Ensure that the "FO3 Wanderers Edition - Main File.esm" is loaded towards the top of your mod list.  You can use the .esp main file to control where mod overrides occur (see below).5) Move any desired optional files from the "FWE Support\Optional Mods" folder to your "Fallout3\data folder". 5) FWE will work with prior versions of Fallout 3 using (for instance) the fake patch as well as the current version of Fallout.  If using the version 1.5 you will need to download and use the FO3Edit MasterUpdate patch (see link at the top of this readme under "requirements").  If using Fallout version 1.6 or later, MasterUpdate is not required.6) You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.7)Launch fallout via FOSE (again using FOMM or running the FOSE launcher directly).STARTING THE GAMEWhen you start a new game, after the opening video, the "birth scene" will begin playing normally.  Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!"  If you choose to wake up, you will find yourself in an empty shack (not in Vault 101).  This is the begenning of the integrated "Alternative Start" mod.  There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history."  The different histories determine where you start the game and what equipment you have.  While setting up your character, a number of scripts will be initializing in the background.  The primary needs scripts in particular will eventually prompt you to define the configuration settings.  See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!--------------------------------------------------------------------------------================================================================================Incuded Plugins / Files================================================================================--------------------------------------------------------------------------------FO3 Wanderers Edition contains a number of different files that are required or optional.Once you extract FWE archive, you should see the followig files and folders in your fallout3\data folder:	FO3 Wanderers Edition - Main File.esm	Core master file	FO3 Wanderers Edition - Main File.esp	Core plugin file	FWE Support \ FWE Documents		Contains this readme and other information	FWE Support \ Mod Readme's		Contains original mod readme's the currently integrated version	FWE Support \ Optional Mods		Contains a number of optional and support plugins for FWE.There are a number of optional modules and support plugins for FWE.  These are described more extensively in the "Detailed Description" section of the readme.  A brief description is provided here:> FO3 Wanderers Edition - DLC Anchorage		Support for the official DLC> FO3 Wanderers Edition - DLC Broken Steel	Support for the official DLC> FO3 Wanderers Edition - DLC Mothership Zeta	Support for the official DLC> FO3 Wanderers Edition - DLC Point Lookout	Support for the official DLC> FO3 Wanderers Edition - DLC The Pitt		Support for the official DLC> FO3 Wanderers Edition - FOOK Support		A VERY crude support plugin for FOOK (intended for FOOK v1.6)> FO3 Wanderers Edition - UFP Support		Compatibility Patch for the unofficial fallout 3 patch> FO3 Wanderers Edition - Alternate Travel	Links fast travel to the use of new motorcycle feature> FO3 Wanderers Edition - Lvl 30 Balance	A level advancement / pacing rebalance for Broken Steel, limits total skills> FO3 Wanderers Edition - Lvl 30 More Skills	Provide more skills when using Broken Steel.  Do not use both Lvl 30 plugins.> FO3 Wanderers Edition - Followers Enhanced	Module containing all of the changes to, and new features for, followers.> FO3 Wanderers Edition - Optional Free Play After Mainquest	Do not use with Broken Steel> FO3 Wanderers Edition - Optional No Fast Travel		Disables fast travel.  Do not use with the Alternate Travel module.> FO3 Wanderers Edition - Optional Restore Tracers		Restores many of the bullet tracer effects to projectiles.> FO3 Wanderers Edition - Optional VATS Halftime		VATS is 1/2 of realtime speed, players take more damage in VATS.> FO3 Wanderers Edition - Optional VATS Realtime		VATS animations play in realtime.  Players ake less damage in VATS.> FO3 Wanderers Edition - Optional Harsher Wasteland		Further increases the difficult of the game> FO3 Wanderers Edition - Optional Worn Weapons			Good condition and more powerful guns are significantly less common.--------------------------------------------------------------------------------================================================================================Load Order / Compatibility / Fallout Interoperability Program (FOIP)================================================================================--------------------------------------------------------------------------------Compatibility between FWE and other popular mods such as Mart's Mutant Mod and Weapon Mod Kits is addressed through the Fallout Interoperability Program.  "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968Suggested Load Order for using FWE, MMM, and WMK:.......................................	Fallout3.esm		Anchorage.esm	ThePitt.esm	Brokensteel.esm	PointLookout.esm	Zeta.esm.......................................	CALIBR.esm	CRAFT.esm	FO3 Wanderers Edition - Main File.esm	Mart's Mutant Mod.esm	(Other mod master files).......................................	(mods that don't conflict with FWE or that you DON'T WANT to override FWE).......................................	FO3 Wanderers Edition - Main File.esp	FWE Optional Modules (DLC support, unofficial patch support, etc.).......................................	WeaponModKits.esp	WeaponModKits - FWE Master Release.esp (see FOIP page).......................................	Mart's Mutant Mod.esp	Mart's Mutant Mod - Optional Modules	Mart's Mutant Mod - FWE Master Release.esp (see FOIP page).......................................	(mods that conflict with FWE and that you WANT to override FWE).......................................Refer to the FOIP page for additional guidance and assistance with load order.	http://www.fallout3nexus.com/downloads/file.php?id=4968--------------------------------------------------------------------------------================================================================================Frequently Asked Questions================================================================================--------------------------------------------------------------------------------###### Why does the game crash when it tries to load the main menu?This is usually the result of an installed looking for a required master file which is not present.  For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup.###### Why use FWE versus downloading the mods individually?Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are.  In addition, it provides a consistent reference for rebalancing the gameplay experience.###### Will FWE work with patch 1.5 and/or Broken Steel?Yes, provided you use the FO3MasterUpdate utility (http://www.fallout3nexus.com/downloads/file.php?id=637).###### Can I use "such and such mod" with FWE?FWE changes many aspects of the game, and compatibility is always an issue.  The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.###### One of the integrated mods has been updated, will you update the version in FWE to this newer version?This is always a tricky question, and the answer is that it depends.  In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult.  In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.###### Can I upgrade to this version from the non-mastered version and continue using the same character?Unfortunately you cannot.  A non-mastered (non-merged) version of FWE is available for use with existing FWE characters.%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================3. Credits, Contributors, Recommendations================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%--------------------------------------------------------------------------------================================================================================Integrated Mods================================================================================--------------------------------------------------------------------------------Fallout 3 Wanderers Edition is the result of a massive compatibility and conflict resolution activity.  In addition to providing new content itself, FWE hinges on successfully integrating over 50 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game.  The following list contains the mods and authors that were utilized, integrated, modified, or were a source of inspiration for FWE.################################################################################0h Followers - Hire by Charisma and Karma	Jalor10mm assault rifle				Lucien834Action Point Recharge				The Kitchen SinkAlternative Power Armor Training		GryphonAlternative Starts				KhetAmmo Weight Mod					AnT01Auto Aim Fix - Headshot Edition			rlilewis Better Companions				RasanaBetter Living Thru Chemistry			O Captain My CaptainBook Perks					KeleniusCaravan's Upgraded				Da MageClassic Fallout Weapons				War1982Classic Glock 86 plasma Pistol			DaiShiDAV - Weighted Ammo Weight			poncratiasDK Bullet Time					DunderklumpenExplosive Entries				LapExplosive Explosives				MalakaiusFall Damage					AzarFallout Balance Overhaul (XFO)			Xodarap777Fast but dramatic VATS				JayFDA Mod						LugaruFF Interactive Bobbleheads			FritZ_FretZFollowers Regular Gear				CraterFaceFree Play After Main Quest			DJ_Kovrik & ZalmoxisHaldurs Improved Workbench			HaldurIncreased Movement Speed			SplitSoulKarma Revamp					BrazucaLocation Damage					MefiuM72_PPK12 Gauss BETA				EinherjrarMFO						decoy catfishMiscellaneous Items Weight			RaptreMissing Unique Armor and Clothing		Galahaut and Sanguine AssassinMissing Unique Weapons				Galahaut and Sanguine AssassinMonstet Perk Addon				Mihoshi333MR Armor Rebalance				MoonracerNo Bobble Head Effects				MakagulfazelNo Fast Travel					Lord_SantaNo Tracers					taylorsdPersistent Skill Books				TukkaPointiac					ShabadorPortable Laboratory + Infirmary			FritZ_FretZPrimary Needs - Addendum			FritZ_FretZProjectile Fix					joefoxxRadiation RevampP				hantomSpaceman + spineynormanRealistic Chems					Zer0MorphRealistic Explosions 				Zer0MorphReneers Invisible Karma				ReneerRepair Rethought				VochaRespawn Timer					AcleaciusRI Healing (partial)				K.SchenkRI Primary Needs				K.SchenkSelected Containers Respawn			JustinOtherSkill Based Hacking & Lockpicking		AlystinSlower Backpedaling				LorkSprint Mod					LorkT3T's Weapon Rebalance				The 3rd TypeTriage						KearsageWasteland Explorer				jjgun + malacola--------------------------------------------------------------------------------================================================================================Additional Contributors================================================================================--------------------------------------------------------------------------------A number of individuals have helped extensively with the development of FWE and deserve special recognition.  This includes:Fritz_FretZ ### Expanding and refining Primary Needs integration and resolving a number of scripting issues.jjgun ### For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules.RGDelta ### For developing a number of bug fixes that are incorporated into the current release.Delamer ### For always being on the forums and helping to resolve FWE users' technical issues.  Best customer support ever!EliminsterAU ### For helping troubleshoot and provide technical feedback on FWE's development.Kai Hohiro ### For expanding WMK support and providing a number of hot fixes for bugs.--------------------------------------------------------------------------------================================================================================Recommended Mods to Use with FWE================================================================================--------------------------------------------------------------------------------A number of other mods were used alongside FWE during it's development. Using these mods in conjunction with FWE is HIGHLY recommended.  These mods are not included in FWE for a number of reasons, including: being complex mods in their own right; the authors did not wish their works to be included; or the mods addressed different aspects of Fallout 3 and were not appropriate to include in FWE. Recommended mods include:Darn's UI ..................................... by Darn > Overhauls the entire in-game menu system, getting rid of console-itis in the process> http://www.gamesas.com/bgsforums/index.php?showtopic=929918&hl=darnifiedMartigen's Mutant Mod ......................... by Martigen> Adds new monsters and variations, increases number of spawns, and more.  This is an ESSENTIAL mod to be used along side FWE.> http://www.fallout3nexus.com/downloads/file.php?id=3211Weapon Mod Kits ............................... by Antistar> This mod adds new "mods" to the game, like scopes and laser sights, that you can attach to most of the original weapons.	> http://www.fallout3nexus.com/downloads/file.php?id=3388Arwen's Realism Tweaks ........................ by Arwen> Set of gameplay tweak modules.  I reccommend using the Smart AI and the Sneak module.  Other modules wILL conflict with FWE. Load before FWE's esp files.> http://www.fallout3nexus.com/downloads/file.php?id=7565Wasteland Travel Caravans ..................... by Arthmoor> Adds a morrowind style set of fast travel providers between major settlements / destinations.> http://www.fallout3nexus.com/downloads/file.php?id=7701Robco Certified ............................... TheTalkieToaster   > Perk tree allowing you to build + command robots.  Makes the science skill more important.> http://www.fallout3nexus.com/downloads/file.php?id=712Wasteland Whisperer ........................... TheTalkieToaster   > Perk tree allowing you to tame + command animals.  Makes the speech skill serve a purpose.> http://www.fallout3nexus.com/downloads/file.php?id=1610Unofficial FO3 Patch .......................... by Quarn> Fixed numerous bugs in Fallout3.  Caus occasionally cause problems with FWE.> http://www.fallout3nexus.com/downloads/file.php?id=3808%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================4. Detailed Description of Changes================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FWE makes changes to a broad range of gameplay elements.  This includes:- Character Development- Combat- Healing, Injuries, Necessities- Weapons and Armor- Items, Loot, and Spawning- NPC's and Followers- Immersion + Miscellaneous- Optional Mods- DLC Support- Fallout Interoperability ChangesThe following section describes these changes, credits the source of these changes in the case of integrated mods, and highlights and special usage options, requirements, or other details.--------------------------------------------------------------------------------================================================================================Character Development================================================================================--------------------------------------------------------------------------------Changes to the character development include changes to S.P.E.C.I.A.L, skills, perks, level advancement, and a number of other improvements.  The intention of these changes is to foster more diverse character types and eliminate the inevitability of becoming a "master of all trades" as seen in the unmodded game.  Alternative Starts [credit: Alternate Start Roleplayers by Khet]#################################FWE incorporates a heavily modified version of the Alt Start Mod.  When you start a new game, after the opening video, the "birth scene" will begin playing normally.  Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!"  If you choose to wake up, you will find yourself in an empty shack (not in Vault 101).  This is the begenning of the integrated "Alternative Start" mod.  There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history."  The different histories determine where you start the game and what equipment you have.  While setting up your character, a number of scripts will be initializing in the background.  This mod has been tweaked moderately in FWE for better balance.  The starts no longer provide overly advantageous bonuses, others receive better starting equipment, etc. Refer to the "FWE - Alternative Start Histories.txt" document for a description of the different alternative start options.Leveling / Experience#################################Adjusted the experience formula for a slower level/pacing experience.  You will now require roughly three times as much experience to level up.Tweaked the experience rewards.  You'll receive more experience from exploration but less experience from easier lockpicking, hacking, and other feats.Added two (2) optional modules controlling character advancement, experience, and skill gains for better balance after level 20 when using Broken Steel.  Use only ONE of these (if any).### Level 30 Balance (FWE Optional Module) This module lowers the experience needed to level up (compared to FWE's default) so obtaining level 30 is more achievable.  This requires roughly 30-45% more experience across all levels than the original game.  This is compared to the default/existing FWE setting of +100-150% experienced.  The level 30 balance module also reduces the skill gains per level to 5, and intelligence only provides +1 skill point per 3 INT (INT 10 provides +4 skill points).  This will provide a more limited end-game skills, preventing players from mastering too many skills.### Level 30 More Skills (FWE Optional Module) This module lowers the experience needed to level from the current FWE amount, but still 60-90% more experience is needed compared to the vanilla game.  Skill gains per level remains at +10, with every two points of INT providing +1 skill points.  This will yield a greater number of skill points by level 30, resulting in a more powerful character.  However, it will still take a while to get to level 30!S.P.E.C.I.A.L#################################SPECIAL's are balanced to be more important, and to make choices between which attributed to increase more important and have greater consequences.All specials now provide +3 to their associated skills (was +2), but skills only start at 5 [credit: Pointiac].Each point of strength increase carry weight by +25 (was +10).  Base carry weight reduced to 25 (was 150!).  You can now carry more weight if you are super strong (strength 9 or 10) compared to the vanilla game, but less weight for other strengths.Perception now provides a penalty (below 5) or bonus (above 5) to your criticial hit chance [credit: XFO].Endurance only provides +15 hit points per point (instead of +20).  However, hit points only increase by +5 per level, so endurance is relatively more important.Charisma provides a small penalty (below 5) or bonus (above 5) to NPC disposition depending on your charisma [credit: XFO].  Additionally, higher levels of charisma will allow you to take on more followers [Credit: 0h Followers].Intelligence only provides an extra skill point for every two points of intelligence [credit: Pointiac/XFO]. Each point of agility provides +6 action points (was +2).  Base action points is now 40 (was 65).  You get more action points with higher agility (8+) compared to vanilla.SPECIAL bobbleheads no longer provide +1 to their associated stat [Credit: No Bobble Head Effects] but instead when you activate a SPECIAL bobblehead you will be confronted with a choice to raise that stat 'and' lower a choice of one of three other stats, or do nothing.  This provides an incentive to collect the bobbleheads and allow you to SPECIAL-ize you're character more without becoming to powerful. Raising the aaIBHSPECIALBonus global to a value greater than 0 will disable this feature, and provide that amount of a SPECIAL gain instead.Skills#################################All skills start at 0 + 3 points per associated special.Tagged skills provide an immediate +10 bonus.  Each point spent raising tagged skills during level up raises that skill by two.Gain 10 skill points at level up (plus 1 per two point of intelligence)Skill bobbleheads now only provide +5 skills (instead of +10).------------------------------------BarterBarter settings tweaked to make higher levels of barter skill much more useful.  At 100 skill you can trade with an equal exhange.  With very low barter skills, items are significantly more expensive.------------------------------------Lockpicking & Science [credits: Skill Based Hacking + Lockpicking]A new skill based lockpicking and hacking option has been implemented . A message box will allow you to bypass the mini-games and the skill requirement check.  This allows you, for instance, to open a level 50 lock with less than 50 in lockpicking.  However, the chance of an unsuccessful attempt get's higher, along with breaking bobby pins or jamming the lock.  The mini-games can still be played normally as well.------------------------------------Science / Bypass ModuleA new hacking alternative, which uses bypass modules and your repair skill, can be used to attempt to break into terminals.  The bypass modules are created by obtaining up to three schematics (four are hidden in the game world; think about placed with people who might use these). Bypass modules are made from 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera combined at the workbench.  Obtaining additional schematics will improve the quality of your built bypass modules.  Creating a new bypass module will also upgrade any order versions of the modules that you might have.When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module."  Success with the bypass module is based on your repair skill (not science) and there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.  ------------------------------------Explosives Integrated Lap's Explosive Entries mod, which prompts you with an option when activating a locked object to use an explosive (grenade, mine, etc.) to attempt to breech the lock.  Significant rebalancing of explosives.  Base damage and radius increased slightly for most explosion types.  In addition, a new hidden perk has been added to the game that provides an additional bonus to explosion damage based on your explosive skill.  This helps balance out the global FWE change of weapon skills primarily affecting accuracy not damage (which is a problem for explosibes!).  Now, with an explosive skill of 0, you will do ~56% of the base damage of explosive, scaling up to 200% at 100 explosives.  This combines with the demolish expert perk as well, with the level 3 perk, you will deal a total of 320% increased damage for explosives.  Missile launchers, fat boys, the MIRV, and the Miss Launcher also recieve this benefit even through they are still classified as "big guns" and use that skill.------------------------------------Stealth [credits: XFO]Sneak settings are tweaked.  The weight of armor begins to have a significant detrimental effect on your sneak abilities with armors over 10 weight.  Sneaking is now more realistic in that you can rarely remain hidden when someone is looking straight at you.The sneak messages (i.e. detected, caution, hidden) are removed from head's up display, making sneaking more challenging.  Use your compass to assess when enemies are moving more to search for you.------------------------------------MedicineThe medicine skill is more important for healing, especially treating injured limbs (see the Healing + Injuries section for more information).Various items of medical equipment now provides a bonus to your medicine skill when contained in your inventory.  These include:- Bonesaw (+3 medicine)- Scalpal (+3 medicine)- Forcepts (+2 medicine)- Tweezers (+2 medicine)Repairing#################################The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].- Many weapons and armor are now cross-repairable with logical counterparts.- Schematic-built weapons repairable with original parts- Clothing and leather armor repairable with fabric items and wonderglue- Weapons and metal armors repairable with scrap metal- Wooden stuff repairable with wooden stuffWrenches, hammers, scissors, and the iron now boost your repair skill if held in your inventory.Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].Adjusted the gamesettings for your repair skill effect on the maximum repairable condition.  You will now require a significantly greater repair skill to repair weapons to higher conditions.  At skill level 50, max repair condition is set to 40% (was 70%).  This change will require additional specialization in repair.  The repair skill of Vendors has been increased to provide an alternative to those who do not specialize in repair.Changed the role of scrap metal for use in repairing weapons and armor.  Scrap metal is no longer used in the repair lists.  Instead, you must use the workbench to CRAFT "repair parts" out of scrap metal.  You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts.  At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts.  The weight of scrap metal has been increased from 1.o to 1.5.  Repair parts weigh 0.5.Perks #################################Perk Rebalance [credits: XFO]Makes a number of balance changes to perks, and rewards players that focus their perk advancements to make a more specialized character.  See XFO_Readme.html for additional details.Intense training perk limited to 6 ranks.Educated how has 2 ranks, each providing +2 skill points per level.Integration of the Book Perks mod (by Kelenius). - After reading a certain number of books, you'll get a perk instead of the normal skill increases.  The perks provide some fun bonuses.  - There are five levels for each skill (7 with comprehension).  - The skill requirements have been tweaked to be a little more forgiving given FWE's reduced skill point pool.  Karma#################################Karma Revamp (by Brazuca)- Increased the range for neutral karma, making very bad and very high karma levels harder to obtain.- Lots of tweaks to the karma gains/losses for performing certain acts.  See the Karma Revamp readme for details.Hidden Karma Messages [credits: Reeners Invisible Karma]- Mod hides the annoying karma messages that pop up all the time.--------------------------------------------------------------------------------================================================================================Combat================================================================================--------------------------------------------------------------------------------The combat changes adjust a number of "game settings" to make combat behave and function more like a true FPS, as well as making combat more dynamic and challenging.  This segment of changes was heavily inspired by changes in other released overhaul mods (including XFO + MFO in particular).  Other mods expand the range of options at your disposal in combat, to provide a more diverse combat experience.Damage + Accuracy#################################Accuracy- Auto-aim settings tweaked to yield a more genuine FPS feel [credit: Auto Aim Fix ? Headshot Edition].- Accuracy (weapon spread) is affected significantly by weapon skill (base is .9 versus original of.5; skill multiplier is -.009 versus original of -.005)- Accuracy (weapon spread) is affected by weapon condition (-0.4 versus original of 0).- Effect of strength is greater for Melee and Unarmed damage.- Running and crouching have a more significant reduction and improvement in accuracy respectively.Damage- Damage is only slightly effected by weapon skill now at .3 (was .5).- Weapon condition has a slight effect (20%) on weapon damage.- Base damage is increased significantly across the board for all weapons (2.25x), more than doubling the original damage in the game.Armor / Damage Resistence- The DR calculation for armor is scaled up in-line with the global damage, so power armor and other high DR armors remain useful despite the global damage increases.Dodging#################################Implemented a tweaked version of XFO's unarmed "dodge" bonus feature.  This feature provides a chance to avoid damage based on a dodge bonus provided by your unarmed skill.  This chance ranges from 0 to 40% at 100 unarmed skill (skill / 2.5).  The weight of worn armor affects the chance of your dodge bonus as well, with armor subtracting its (weight / 6)  from your chance.  Wounding#################################Increased Falling Damage (by Azar) greatly increases the damage taken from falling.Locational Damage (by Mefiu)- Arm damage reduced to 33% (was 100%)- Leg damage reduced to 50% (was 100%)- Headshots are 200% damage for both the PC and NPC.  Watch out!- Limb damage changes apply equally to the PC and the NPC.These changes, in conjunction with an increased limb damage rate, means limbs are more likely to be crippled, but less likely to reduce the overall health of the target.Location damages have been tweaked for many creature/NPC types.  For example, super mutants are less affected by headshots (125% bonus) while things like ghouls require headshots to effectively take down.  Multi-legged things like rad scorps take less damage in their limbs.Reduced Limb Explosions / Dismemberment [credits: XFO].  The chance that limbs explode or fly off is reduced to 10%.  Was 75% and 50% respectively in vanilla.VATS changes#################################Hit location %'s are tweaked different body parts, making certain areas harder or easier to hit on different enemy types.Weapon degradation in VATS is the same as out of VATS (was 5x)Distance to the target is less detrimental to VATS accuracy than in the original game (i.e. you can be accurate further out in VATS) provided you're weapon skill is high enough.VATS speed is the same as in original fallout, but players recieve 100% damafe in VATS.###### VATS_halftime (FWE Optional Module)VATS speed is 50% of realtime (faster).  Players and NPCs/creatures move close to the same speed in VATS, and players take 75% damage in VATS.###### VATS_realtime  (FWE Optional Module)VATS speed is nearly realtime, with players and NPCs/creatures moving at the same relative speed.  players take 66% damage while in VATS.Equipment Tweaks#################################Weapon Condition- Reduced equipment condition degradation [credit: XFO].  Damage to weapon and armor condition is roughly halved.- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.- When reloading, there is a chance the weapon will jam.  1% at 50% condition, to 25% at 10% condition.Explosions- Explosion damage radius increased noticeably for most explosion types [credit: Realistic Explosions]- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.- Explosive "ammo" (i.e. grenades, thrown grenades, mines) are targetable in  and out VATS [credits: Explosive Explosives]Movement#################################Moving backwards is slower and dependent on agility.  Characters with high agility can move backwards closer to normal speed [credits: Slower Backpedaling].Movement speeds increased by 10% for everyone at all speeds.Bullet Time (by Dunderklumpen)#################################New feature that allows you to slow down the game speed for a brief period of time.  An in-game configuration menu (the bullet time tool) allows you to set your keybinding and adjust the settings.  You're action points slowly drain down while in bullet time mode.FWE adds TWO new perks that relate to bullet time mode.  These perks further slow down the time speed and reduce the action point drain.  NOTE!!  If you manually change the slowdown effect or AP drain using the configuration tool, it will override the changes imposed by having the new parks.Sprint Mod (by Lork)#################################The sprint mod allows you to hold down a customizable key to "sprint" for a short distance.  Sprinting drains your action points and required putting away your weapon.  It provides a big advantage for melee characters or those in lighter armor, as you can close in to your foe quicker or better incoming avoid fire respectively.A new perk allow you to sprint with your weapon still unholstered.  Another new perk allows you to smash into and knock down opponents while sprinting.This mod has been slightly tweaked under FWE to account for adjustments to the carry weight and action point pool.Action Point Recharge#################################Action points are now used for VATS (as normal), the bullet time mod , and the sprint mod.  Base action point recharge rate has been increased from 4 to 5.  Two new perks have been added that allow you to further 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)--------------------------------------------------------------------------------================================================================================Healing, Injuries, Necessities================================================================================--------------------------------------------------------------------------------Crippled Effects#################################Crippled injuries are more severe and influential [Credit: RI - Healing]- Wounded arms results in greatly reduced weapon accuracy.- Cripple leg movement speed reduced significantly (40% with one leg, 20% with two broken)- Crippled torsos results in a random chance to stagger and fall over and reduced endurance.- Crippled heads induces a nasty blurring effect to vision and concussion (reduces PER).Damage multiplier to crippled limbs increased to .66 (was .5)Triage (by Kearsage)#################################This mod changes how youtr heal limbs and recover from injuries.  New perks (Wasteland Doctor and Wasteland Surgeon) provide ways to effectively heal yourself.  Having a higher medical skill is far more useful compared to the vanilla game.  Refer to the included Triage readme for more information, but briefly healing works like this:You are no longer able to apply stimpaks directly to injured limbs, but instead use the triage menu item (under the armor tab) to open the healing options. Essentially there are three healing options:###### First-Aid- Used without the doctor or surgeon perks or when in combat.- Restores crippled limbs by regaining +5 condition.- Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.###### Triage- Used with doctor or surgeon perks when out of combat- The surgeon perk is required to triage chest and head injuries.- Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)- Requires brace / surgical supplies with a chance to recover dependent on your medical skill.###### Injured Limb Healing- Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)- Restores injured limbs to full condition- Does NOT require brace / surgical suppliesRadiation#################################Faster Radiation Gains [credits: XFO]- Radiation accumulated 5x the normal rate- Swiming and wading increases rads even faster- Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.More severe radiation sickness effects [credits: Radiation Revamp]- You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning.- At higher rad levels, you begin to glow with radiation!Primary Needs (by K.Schenk and FritZ_FretZ)#################################FWE features a fully customizable (and disable'able) primary needs mod for hunger, thirst, and sleep.  In addition to controlling how often (and how much) you need to eat, drink, or sleep, the mod also controls how sleeping affects health recovery, and how food and water restores health (or not).When the game loads, the configuration menu will run.  You can also re-access this menu by HOLDING the keypad enter key for a few seconds or launching PN Config Tool from your pip boy (a miscellanous item).  The configuration menu allows you to choose health recovery and food/drink options.  By default, you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs from sleep.  Food provides some mild healing effects, but water provides none.  You'll need to sleep on average 8 hours per day.  The configuration menu allows you to adjust any of these conditions, as well as tweak the "rates" that control how often and how much food, drink, or sleep you need.  Setting these rates to ZERO will effectively disable the primary needs module for those who do not wish to use it.The mod also adds a portable bed roll, a water purifier, cooking oven, and a portable wonder meat maker.  Refer to the "RI - Primary Needs readme.html" and the "FWE_PN_Addendum_ReadMe.txt" file in the mod readme folder for more details.--------------------------------------------------------------------------------================================================================================Weapons + Armor================================================================================--------------------------------------------------------------------------------New Weapons#################################FWE integrates a heavily tweaked version of Classic Fallout Weapons, which adds dozens of new weapons to the game.  New items appear in loot containers, on NPC's, and in vendor lists.  New ammunition types (CRAFT supported) are added to the game.  The new weapons include:###### Small GunsHK CAWS, FN P90c, Tommy Gun, HK G11, HK G11 E, Pancor Jackhammer, M3a1 Grease Gun, .223 Pistol, Desert Easgle, 14mm Pistol, Shotgun, FN FAL, XL3OE3###### Big GunsBozar, L86 LSW, M60 Machine Gun###### Energy WeaponsWattz 1000 Pistol, Wattz 2000 Rifle, Magneto Laser Pistol, Turbo Plasma Rifle, Pulse Rifle, Pulse Pistol###### Melee + Thrown WeaponsRocks, Motoltov Cocktails, Cattle Prod, WakizashiIn addition, FWE adds three new weapons, in line with other "classic" fallout weapons, including the PPK-12 gauss pistol, M72 Gauss Rifle (credit to Einherjrar, Ghoul, Stalkerpele, GSC Gameworls, TehSnake) and the Classic Glock 86 Plasma Pistol (credit to DaiShi).  All three of these weapons have had minor texture tweaks (by me) and rebalanced to fit with FWE standards.  Weapons have been inserted into vendor lists and certain faction equipment lists as well.  The Classic Glock Pistol utilizes a scope.Weapons + Weapon Rebalance#################################Weapons (including Classic Fallout Weapons) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.All weapons are typically more accurate at a given skill level, bearing in mind that with lower weapon skills, you will still be quite in accurate with certain weapons.Projectile Weapons- Properties based more on "real world" physics.- The 10mm round does 20 base damage, and scales up (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.- The critical damage of projectile weapons is 50% the base damage.  Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.- The speed and range of projectile weapons has been tweaked.  Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further.  Pistol rounds are also slower, making them less effective over longer distances.- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature.  Simpler weapons (like a .32 pistol) have higher durability.Energy Weapons- Energy weapons generally do more damage than originally.  Their crit damage and crit chance is higher than projectile weapons.- Laser weapons shoot very far, very fast, very accurately.- Clip sizes for most energy weapons reduced, forcing more reloads.- The durability of energy weapons is significantly reduced to offset their increased power.AP costs for all weapons tweaked.  You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.Missing Unique Weapons added to game, these are hand placed throughout the wasteland [credits: Missing Unique Weapons]Armor Rebalance + Additions#################################Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].All armors are rebalanced and tweaked to improve the range of valid armor choices [credits: MR Armor Rebalance]- Many armors now weigh far less and are well-suited to sneaky types.- Armors increasingly weight more for the amount of protection they provide.Power Armor Revamp [credits: XFO].  Power armor generally weighs more, but has a weight reducing effect (in addition to the strength boost) when equipped.  Makes it more difficult to sneak in power armor.  DR increased slightly.--------------------------------------------------------------------------------================================================================================Items, Loot, and Spawning================================================================================--------------------------------------------------------------------------------Weapon Loot Lists#################################Revised leveled item loot lists for the major factions and vendors so existing and current weapons spawn across a broader (and higher!) range of levels.   Weapons appear at level 1, 5, 9, 12, 15, and 18.  Common weapons appear at level 1, less common weapons at level 5, 9, and 12, and rare weapons at level 15, 18.Adjusted the ratioo of gun to melee spawns for raider and super mutant factions.  Two of every three spawns for these factions will be a melee equipped NPC/creature, and one of every three will be a gun equipped NPC/creature.  This will reduce the amount of ammunition available in the game world from looting, and may provide a greater range of encounter types between factions.### Optional Worn Weapons (Optional FWE Module)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.An even 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.Item Values + Weight#################################Rebalance item values, in particular weapons and food/chem. Items.  Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste.  Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced.The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].Chem, Drugs, Medicine, and Food Overhaul#################################Over 40 new ingestible items are added to the game, [credits: Better Living Through Chemistry and the FDAMod]- All new items are added to loot and leveled lists, and can be found throughout the wastelands.- New visual effects for many drugs.- Tweaked addiction and withdrawal effects.The duration of most drugs and chems increased to 600 seconds (in game time).Stimpacks now heal over time.  Consuming multiple stimpacks does not let you heal faster, so watch out!Morphine and Ceremonial Herbs (added by FDAMod) now provide an "ignore crippled effect" property, letting you temporarily fight through crippling injuries.All chems and drugs now have weight.  The cost and value of many have been further tweaked.Revamped loot and vendor tables increases the rarity of most drugs, particularly stimpacks. [credits: XFO]"Placed" drugs have not been removed, so there are still some up for grabs but they will not respawn.Some "medicine" type chems are now addictive, including rad-x and radaway.Ammo OVerhaul#################################Integration of the Weighted Ammo Mod (by AnT01)- Now you can't carry an entire ammo supply dump around with you (changed applied to new ammo types as well)- 0.01 lbs : Darts; BB Ammo; 5mm- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell - 0.05 lbs : 44 Magnum; .308 Caliber; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel; Rail Spikes- 0.10 lbs : Shotgun Shell; Mesmetron Cell- 1.00 lbs : Missile - 3.00 lbs : Mini NukeThe weight of different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].  Helpful when estimating how much you need to lug around.Spawning / Respawning#################################Many containers throughout the game that did not respawn now do, particularly in areas where NPC's are likely to respawn (like camps and hideouts) [credits: Selected Containers Respawn].The gobal respawn timer has been increased to 7 days.  Note: Use Mart's Mutant Mod to control zone and cell respawning.Vendors now respawn independently of the global respawn.  They now respawn every 2.5 days.--------------------------------------------------------------------------------================================================================================NPC's + Creatures================================================================================--------------------------------------------------------------------------------Creatures#################################Integrated a re-built version of Mihoshi333's "Monster Perk's Addon for MMM" as a functional mod into FWE, even if not using MMM.  The MMM FOIP patch is updated to include these changes as well.  This adds perk effects to many creatures, including super mutants, ghouls, robots, yau gaui, deathclaws, scorps, and more.  Most notably is giving various creates the toughness perk (of which FWE use's up to 5 ranks) to provide DR protection for creatures and nerd rage perk to make close combat opponents real nasty.  Make creatures a bit tougher.The health formula for NPC health is the same as for the player character.  Previously, NPC's had a minor health penalty.  Followers Enhanced (FWE Optional Module)#################################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.Companion stats slightly improved to compensate for the extra challenge [credits: Better Companions].Companion weapons now require ammunitionCompanions are set to essential.The essential revival timer is set to 90 seconds (from 10).  Once your companions are down in combat, they will likely be out of action for the remainder of the fight.You can now have multiple companions based on your karma [credits: 0h Followers]Companions now use stimpaks and chems in and out of combat and do not autoheal [credits: jjgun].  See the "FWE - Followers Enhanced.txt" document for further information.Caravans#################################Improved Caravans [credits: Caravan's Upgraded]- The trade caravan's now have four unique guards per caravan, armed with a diversity of equipment.- The original mod is modified so carvan's no longer respawn if killed. --------------------------------------------------------------------------------================================================================================Immersion + Miscellaneous================================================================================--------------------------------------------------------------------------------The global timescale changed to 1:5, so that 1 real-life minute equals 5 in-game minutes.  This means that it takes 12 real-life minutes to equal 1 in-game hour, compared to the vanilla setting of 1:30.Integration of FF Interactive Bobbleheads (by Fritz_Fretz), which allows you to move bobbleheads around and adds a portable bobblehead stand that is available for purchase. Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This mod adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower.  New models and great scripting make this a very useful addition..Persistent Skill Books (by Tukka).  Makes it so skill books no longer disappear after reading them.  Now you can build a library with something other than burned books!  This works with the Book Perk mod as well.Integration of Projectile Fix (by jayfoxx)- Changes the mesh and texture for bullets to match the actual caliber/type of round being fired.  Nice effect in the VATS sequences.- Also removes the tracer effect from bullet firing weapons.  Makes it more realistic and harder to tell where from you're being shot.### Optional Restore Tracers (Optional FWE Module)Restores some of the traces to weapos that are removed by the projectile fix mod, for those who can't live without their tracers!Alternative Power Armor Training (by Gryphon)This mod adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route.  This is essential for starting histories that don't let you follow the normal main quest.  For spoilers, see the "Power Armor Training" readme's.--------------------------------------------------------------------------------================================================================================Optional Mods================================================================================--------------------------------------------------------------------------------Other optional mods not mentioned in the above descriptions are listed here.FO3 Wanderers Edition - UFP Support#################################Support patch for the Unofficial Fallout 3 Patch. Load FWE after the UFP, with the included plugin.FO3 Wanderers Edition - Alterative Travel (by jjgun + malacova)#################################This mod provides an altenative fast travel mechanism based arounf the use and maintenance of the "wasteland Explorer," a pre-war motorcycle waiting for a new rider.  This mod disables the normal-fast travel system, and instead requires you to use the motorcycle for your fast travel needs.  The motorcycle requires fuel and parts to keep ir running, and can be upgraded with saddlebags, a GPS unit, and other amenities.See the "FWE - Wasteland Explorer Motorcycle.txt" document for the users manual.FO3 Wanderers Edition - Optional No Fast Travel.esp (by Lord_Santa)#################################Disables fast travel.  Love it or hate it, this is a quintessential immersion mod.  With all of the other changes presented thus far, nothing beats having to drag yourself half dead and limping, fresh out of stimpacks, and chased by a horde of wasteland scum back to the safety of some nearby hovel.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.FO3 Wanderers Edition - Optional Free Play After MQ.esp (by DJ_Kovrik & Zalmoxis)#################################Allows you to continue playing after the main quest is over, provided you lived through the end sequence.  Do not use with Broken Steel.--------------------------------------------------------------------------------================================================================================Downloadable Content (DLC) Support================================================================================--------------------------------------------------------------------------------DLC: Operation Anchorage#################################Rebalanced the wasteland versions of all weapons and armor for consistency with FWE.  Weapons and armors within the simulator were not changed.Modified the stealth suit to be helmet-less and provided a standalone helmet next to it on the shelf. This fix is courtesy of Nairax's Stealth Suit Fixed mod.  Removed the stealth field effect but provided alternative bonuses for wearing the suit.  Added winterized combat armor, and the Chinese dragoon and alloy steel weapons.  They have a higher durability and better accuracy than their normal counterparts.Included a fix for the gauss rifle inspired by Coelomate Gauss Rifle VATS damage fix.DLC: The Pitt#################################Rebalanced all weapons and armor for consistency with FWE, including power armor properties.Applied location based damage effects to the Trog.Added expanded repair options to the new weapons and armor.  Other minor tweaks.DLC: Broken Steel#################################Removed the "free play after mainquest" mod from the FWE quest module and made it optional for those not using Broken Steel.Re-applied broken steels companion scripts.  This may cause a conflict with the follower changes incorporated into FWE.  Please let me know if you find specific conflicts.Rebalanced weapons and armor for consistency with FWE.DLC: Point Lookout (by Kai Hohiro)#################################DLC04ArmorTribal had it's AR slightly increasedThe DLC creatures now have Bodypart data equivalent to the FWE variants (for example Swamp Feral Ghouls have the same as FWE Feral Ghouls now)Reworked the repair lists according to FWE variants (added Scrap Metal, Wonder Glue, etc..) and some weapons like the new shotgun and Lever-Action Rifle share appropriate repair lists with Vanilla counter parts.Weapons:- Non-Playable weapons used by monsters now do damage according to their Vanilla FWE counter parts.- All weapons had their values changed according to FWE standardsDLC: Mothership Zea (by Kai Hohiro)#################################Adjusted AR values of armor to be in line with Vanilla FWE counter parts.Reduced Limb damage on new monsters and robots according to FWE standards.Added Conductor and Scrap Metal to the alien weapon repair lists.Weapons:- Made Cryo Grenades targetable, like the other grenades- Changed Alien Rifle weapons to be energy weapons, as they should be (in Vanilla Mothership Zeta they are falsely defined as Small Weapons).- Brought enemy weaponry inline with player weapons (they did pathetic damage, so no wonder this DLC was a pushover)- Rebalanced all weapons according to FWE standards--------------------------------------------------------------------------------================================================================================Fallout Interoperability Program (FOIP)================================================================================--------------------------------------------------------------------------------Refer to this page for more information: http://www.fallout3nexus.com/downloads/file.php?id=4968This release of FWE contains two additional .esp files for use in conjunction with Mart's Mutant Mod and Weapon Mod Kits.  These files will also be available from the FOIP page.  The compatibility patches implement minor tweaks and changes to resolve conflicts and better balance the experience.Mart's Mutant Mod - FWE Master Release.esp#################################This patch contains MMM's Zone's Respawn and Increased Spawns.  You can use any of the other optional plugins, but the tougher traders plugin will override portions of Caravans Upgraded that is included in FWE.WeaponModKits - FWE Master Release.esp#################################Compatibility patch for the "Weapon Mod Kits" mod changes a few things about the original mod.  You can no longer mod unique weapons.  T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.  The effects of the mod kits have been adjusted, according to the following scheme: Mod kit durability- No increase in durability from installing mod kits.Extended Clip- Doubles capacity (typically)- Value: 25 capsAutoFire- Allows automatic firing (firing rate typically increases, duh)- Increases minimum spread by 20%- Increases spread by 50%- Value: 75 capsLaser Sight- Reduces minimum spread by 25%- Reduces spread by 25%- Action point cost reduced by 15%- Critical chance multiplier increased by 25% (i.e. 1 goes to 1.25)- Value: 50 capsScope- Typically halves your zoom FOV- Reduces minimum spread by 25%- Reduces spread by 25%- Maximum range increased by 50% (note this only effects AI engagement range)- Value: 75 capsSilencer- Reduces base damage by 10%- Increases minimum spread by 20%- Increases spread by 20%- Halves minimum range (affects AI only)- Reduces critical damage by 10%- Doubles the original critical chance multiplier (i.e. 1 goes to 2, bonus from sight added after)%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================5. Licensing + Legal Information================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package.  FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.If you have any questions, please contact (PM) me at the Official Bethesda forums (user id: Mezmorelda) or on the Fallout 3 Nexus forums (user id: Peekaboom).%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%================================================================================Changelog================================================================================%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%Refer to the included "FWE - MR Changelog.txt"--------------------------------------------------------------------------------================================================================================Contact + Feedback================================================================================--------------------------------------------------------------------------------Official Bethesda Forum	http://www.gamesas.com/bgsforums/index.php?showforum=45	PM @ MezmoreldaFallout 3 Nexus (Download)	http://www.fallout3nexus.com/downloads/file.php?id=2761	PM @ Peekaboom

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sas
 
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Post » Sat May 28, 2011 2:35 am

sweet! Thanks for bringing us such a great mod and for not quitting on it :goodjob:
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Robyn Howlett
 
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Post » Fri May 27, 2011 7:57 pm

Amen!

Thanks
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Ashley Campos
 
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Post » Fri May 27, 2011 6:23 pm

Ditto!
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Ebony Lawson
 
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Post » Sat May 28, 2011 3:35 am

does FWE make any changes to how your limbs take damage? My legs aren't taking falling damage like they do in vanilla.

I'm tryin to do the quest for Moira where you're supposed to get yourself hurt, and you get the bonus for having a crippled limb when you go see her. I usually do this quest by simply jumping off the walkways of Megaton till my legs are all broken then i hobble in to see her, but with FWE on I take the falling damage but my legs aren't getting hurt. So i keep jumping off stuff and nearly dying from the falling damage, but my legs are still at 100%? That doesn't make any sense to me at all...
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Tina Tupou
 
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Post » Sat May 28, 2011 4:18 am

does FWE make any changes to how your limbs take damage? My legs aren't taking falling damage like they do in vanilla.


Interesting . . . I haven't noticed this myself, and it wasn't a deliberate change regardless. I'll look into it, but I'm not really sure why this owuld be happening. Falling damage was increased globally, but I don't know why that would result in less damage being taken to the limb as well.
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Shelby McDonald
 
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Post » Sat May 28, 2011 2:14 am

Interesting . . . I haven't noticed this myself, and it wasn't a deliberate change regardless. I'll look into it, but I'm not really sure why this owuld be happening. Falling damage was increased globally, but I don't know why that would result in less damage being taken to the limb as well.


Yeah, with how deadly FWE makes things I didn't expect to be able to jump from nearly as high and survive, and i was right. My normal jumping spot kills me every time. When i moved to someplace lower I jumped off and went from 100% health to around 3% or so but when i checked my status in the Pipboy none of my limbs had taken any damage at all. At first i thought it was a display error with the Pipboy, but Moira didn't give me the bonus for having a crippled limb either so it must have been correct.
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Jeff Turner
 
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Post » Fri May 27, 2011 6:48 pm

the alternative that I usually do (which is sort of silly) is to toss a grenade and stand nearby. Assuming it doesn't blow me apart I'll end up with quite a few crippled limbs =)
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sam smith
 
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Post » Sat May 28, 2011 4:24 am

yeah, i've used that method in the past, and it's what i used to get past the quest. It's just that taking falling damage is free, and early in the game it's not always easy to find frag grenades :)
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Greg Cavaliere
 
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Post » Fri May 27, 2011 7:04 pm

I'm really sorry to sort of abuse the FWE thread for this, but I have googled and didn't really find much of a solution.

I want to use the player.additem command. This is because I gave my companion (Star Paladin Cross) a fully upgraded Wattz Laser Rifle (meaning 4 weapon mod kits) and when I wanted to take it back, the weapon simply wasn't there any more. I'm 100% sure I didn't drop it or sell it or something. So now I'd like to get back the 4 mod kits (the rifle is laughably easy to find, so I don't care about that).
Now I've looked up the items' FormID in FO3Edit (I hope that's the right parameter) and typed "player.additem 1004003864 1" into the console (10 is my WeaponModKits.esp's Mod Index in FOMM). However, the console just keeps telling me that it couldn't find the specified ObjectID.

Update: Well, I used the FormID (which, by the way, changed when I restarted FO3Edit... Why is that?) while the console seems to be looking for an ObjectID. Since I'm pretty much completely new to working with FO3Edit as well as the Fallout 3 console, I'd really appreciate some pointing in the right direction. Do I have to use that "ObjectID" for the console command? And if so, where can I find that? Can't seem to track it down in the FO3Edit window.
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Klaire
 
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Post » Sat May 28, 2011 5:54 am

FormIDs are how the game knows what mesh and textures to use to render the item in the game world, it's also how the game keeps track of where exactly an item is in the world. I believe it changes every time you load the game because every time the game needs to re-verify the item and store it in memory so FormIDs change all the time.

ObjectIDs are static, but i'm not entirely sure how to look them up using FO3Edit or the GECK. I do know that they're always an 8 digit hex code, so you're looking for something that's only 8 digits long and will generally have some letters in it since hex is a base 16 numerical system.

Edit:

It's quite possible that you're misunderstanding how to put in an ObjectID too. That 04003864 is quite possibly the correct ObjectID, but when you tacked that 10 on the front of it you made it invalid. When using ObjectIDs the first 2 digits represent the load order of the .esp that the item is from, thus that 04 at the front is probably the order the .esp was loaded in FO3Edit, but in the normal game you'd have to change that to a 10, not just tack the 10 on the front of it. So the correct ObjectID could be 10003864.

Remember that ObjectIDs are always only 8 digits long.
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Angela Woods
 
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Post » Sat May 28, 2011 12:57 am

Now I've looked up the items' FormID in FO3Edit (I hope that's the right parameter) and typed "player.additem 1004003864 1" into the console (10 is my WeaponModKits.esp's Mod Index in FOMM). However, the console just keeps telling me that it couldn't find the specified ObjectID.
Update: Well, I used the FormID (which, by the way, changed when I restarted FO3Edit... Why is that?) while the console seems to be looking for an ObjectID. Since I'm pretty much completely new to working with FO3Edit as well as the Fallout 3 console, I'd really appreciate some pointing in the right direction. Do I have to use that "ObjectID" for the console command? And if so, where can I find that? Can't seem to track it down in the FO3Edit window.

Sometimes FORMID in FO3EDIT (and GECK as well) can be different from FOMM. It is possible if you have incorrect load order, in this case mod index in FOMM may be wrong.
For example
-if your esm-s don't loaded before esp-s
-If some plugins loaded before their masters
In this case engine, GECK and FO3edit can use different (in comparison with FOMM) load order.
It is also possible in this cases that engine will load your mods in the different order in the same situations.
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Dorian Cozens
 
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Post » Sat May 28, 2011 2:36 am

Edit:
It's quite possible that you're misunderstanding how to put in an ObjectID too. That 04003864 is quite possibly the correct ObjectID, but when you tacked that 10 on the front of it you made it invalid. When using ObjectIDs the first 2 digits represent the load order of the .esp that the item is from, thus that 04 at the front is probably the order the .esp was loaded in FO3Edit, but in the normal game you'd have to change that to a 10, not just tack the 10 on the front of it. So the correct ObjectID could be 10003864.
Remember that ObjectIDs are always only 8 digits long.

You are right :)
He use 10-digits number instead of 8-digit
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Lizzie
 
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Post » Sat May 28, 2011 8:15 am

When using ObjectIDs the first 2 digits represent the load order of the .esp that the item is from, thus that 04 at the front is probably the order the .esp was loaded in FO3Edit, but in the normal game you'd have to change that to a 10, not just tack the 10 on the front of it. So the correct ObjectID could be 10003864.
Exactly, that was my mistake. I didn't know that FO3Edit already provided me with the mod index already tagged in front of the actual ObjectID, so naturally I assumed that the entire 10-digit thing was the ID. Thank you for clearing this up :).
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Paul Rice
 
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Post » Sat May 28, 2011 6:58 am

I'm loving the mod and playing as a ghoul at the moment. The 'radiation heals you' part gives a nice twist to the game. Nobody likes you however ;)

I had a question: I'm doing the first part of the survival guide quest. So far I got a mine from Minefield, got everything from the Super Duper Mart but of course with the ghouls 'immunity' to radiation I can't fulfill the 'get radiated' quest. Does anyone know the console command to just skip that part of the quest?

Or would it be better roleplaying-wise to accept that I can't finish that quest? I'm in doubt.

Thanks in advance!
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Veronica Flores
 
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Joined: Mon Sep 11, 2006 5:26 pm

Post » Fri May 27, 2011 8:09 pm

I have played this for some time and overall FWE makes fallout to a better gameplay experience. I was just wondering if the trader caravans is supposed to ignore the Talon mercs. I have noticed the caravan guards attack raiders, but when i followed a caravan to the Citadel, the Talon mercs and Caravan guards ignored each other. I am using FWE and MMM, no other mods.
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trisha punch
 
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Post » Fri May 27, 2011 10:12 pm

I'm loving the mod and playing as a ghoul at the moment. The 'radiation heals you' part gives a nice twist to the game. Nobody likes you however ;)

I had a question: I'm doing the first part of the survival guide quest. So far I got a mine from Minefield, got everything from the Super Duper Mart but of course with the ghouls 'immunity' to radiation I can't fulfill the 'get radiated' quest. Does anyone know the console command to just skip that part of the quest?

Or would it be better roleplaying-wise to accept that I can't finish that quest? I'm in doubt.

Thanks in advance!

Well there are some starts that impact your ability to complete some quests. For example, if you are BOS Outcast you can't complete the main storyline quest because the Outcasts and BOS are hostile to each other. I played as a Talon Merc once and found that the Rivit City Security force is hostile to mercs. Well a lot happens in Rivit City and I didn't want to miss out on all the quests there so I had to kill all of the security guards (and keep killing them whenever they respawned). I managed to do everything in Rivit City including the Replicated Man quest.
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Dan Scott
 
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Post » Fri May 27, 2011 5:49 pm

FO3Edit - MasterUpdate (fixes mod conflicts with FO3 version 1.5)
> http://www.fallout3nexus.com/downloads/file.php?id=637


Do you still reccomand to do masterupdate with update 1.7 and fwe?
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Ezekiel Macallister
 
Posts: 3493
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Post » Sat May 28, 2011 5:26 am

FO3Edit - MasterUpdate (fixes mod conflicts with FO3 version 1.5)
> http://www.fallout3nexus.com/downloads/file.php?id=637
Do you still reccomand to do masterupdate with update 1.7 and fwe?

Both masterupdate and merged patch- this is features, which can be used if you have problems only.

You need masterupdate
-when experience crashes when try to save after transitions
-if you have black bodies with white-skinned heads and can't live with it
-if you have mods, which adds new locations into the game.

You need merged patch
-if use many mods, which overwrite one another and you lost some things because of this overwrites
For example- Moira must sell something, but don't sell
-Some new weapon mast be in the loot, but don't present
-you have a few WMK plugins, but only last one work.

Both masterupdate and merged patch are very useful, but have some side effects.
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Laura Ellaby
 
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Post » Fri May 27, 2011 9:05 pm

Hey there, Ive read through the feature list and it all looks dandy, but could you clarify one thing for me; does this mod include tons of "modern" weapons? I like the inclusion of CFW and other retro-sci-fi style weapons, but the main thing putting me off FOOK2 is the vast array of Call of Duty-style guns thrown in there, it doesn't fit the setting in my mind.
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Amysaurusrex
 
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Post » Sat May 28, 2011 7:51 am

Hey there, Ive read through the feature list and it all looks dandy, but could you clarify one thing for me; does this mod include tons of "modern" weapons? I like the inclusion of CFW and other retro-sci-fi style weapons, but the main thing putting me off FOOK2 is the vast array of Call of Duty-style guns thrown in there, it doesn't fit the setting in my mind.

I think this question is up to creator of the CFW mod, which included both in FOOK and FWE.
But I can say, FWE have more immersion in this question (at least in comparison with FOOK 1.6)
Many types of weaponry present only in the shops, so it is up to you use them or not
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le GraiN
 
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Post » Sat May 28, 2011 1:47 am

imperialforce: CFW is the only major addition to weapons. WMK support is also good, but that doesn't add new weapons as such. :)
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JeSsy ArEllano
 
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Post » Sat May 28, 2011 1:17 am

There are one or two weapons that could fall under "Oh, huh, that's weird", but they're rare enough for it to be a good thing. Of course everybody doesn't run around with the same gun, there's got to be SOME people with crazyexotic stuff, right?
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Sarah Knight
 
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Post » Sat May 28, 2011 3:45 am

There are one or two weapons that could fall under "Oh, huh, that's weird", but they're rare enough for it to be a good thing. Of course everybody doesn't run around with the same gun, there's got to be SOME people with crazyexotic stuff, right?


Yeah that's cools, it sounds like FWE is the mod for me then, I just balked a bit at the pics Ive seen in some mods of Super Mutants hefting MG42s and P90s etc, it looks out of place IMO. But the Classic Fallout stuff looks awesome, can't wait to find my Wattz 1000 :)

Quick additional; anyone seen conflicts running FWE along with Real Time Settler? And does it play nice with the bigger companion overhauls(Im assuming it's just a case of careful load order management, but Ive managed to royally f-up my PC in the past modding so I find it's safest to ask first :P).
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Peter lopez
 
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Post » Fri May 27, 2011 10:14 pm

Yeah that's cools, it sounds like FWE is the mod for me then, I just balked a bit at the pics Ive seen in some mods of Super Mutants hefting MG42s and P90s etc, it looks out of place IMO. But the Classic Fallout stuff looks awesome, can't wait to find my Wattz 1000 :)

P90c? But it is weapon from original fallout, and very well done, I must to add :)
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Kim Kay
 
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