[RelZ] FWE - FO3 Wanderers Edition #21

Post » Tue Dec 29, 2009 9:05 am

I think I have it fixed. My inability to read the readme completely was the problem. I had the DLC .esps from the original WMK instead of the ones that came with the FOIP version. I had just installed the WeaponModKits - FWE Master Release.esp instead of replacing the DLCs, as well (even though the readme told me to do that). I call this "user error". It seems to be fine now. Thanks for the suggestion and quick response.
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Natalie Taylor
 
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Post » Tue Dec 29, 2009 8:10 pm

actually when i ran FO3edit it told me that the weapon mod kit FWE was supposed to be moved before the other weapon mod kit esps, contrary to the FOIP readme. :ahhh:
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Oscar Vazquez
 
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Post » Tue Dec 29, 2009 7:38 pm

For some reason FO3edit never told me that when I first created the merged patch and the master update, but when I had problems that was one of the first things I did when I narrowed it down to the FWE Master Release.esp. That didn't help. So I went back to the readme and saw that I had not used the FOIP DLC .esps and still had the ones from the original installation.
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^_^
 
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Post » Tue Dec 29, 2009 1:13 pm

actually when i ran FO3edit it told me that the weapon mod kit FWE was supposed to be moved before the other weapon mod kit esps, contrary to the FOIP readme. :ahhh:

From the ReadMe(that I wrote)
The FWE plugin needs to be loaded directly after the WeaponModKits.esp in your loadorder.
The DLC plugins should be loaded after WeaponModKits - FWE Master Release.esp. Also you require a Merged Patch when using these(see below)

Where does it say the DLCs plugins should be loaded before? :P
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Nina Mccormick
 
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Post » Tue Dec 29, 2009 2:58 pm

To be fair, I got the impression from somewhere that the master release .esp should be loaded after the DLCs, too. I don't know where but that's why I did it that way. I don't think FO3edit caught it because I had the wrong DLCs. But that wasn't the big problem for me. Not using the FOIP DLCs was the major problem.
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Dan Endacott
 
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Post » Tue Dec 29, 2009 1:57 pm

Quick feedback on two aspects of the new version:

1) The workbench repair bonus isn't working (at least for me). When I approach a workbench, I receive the usual message in my HUD, but I do not get any skill boost whatsoever.

2) Does anyone else feel like one of the two different modes of night vision is kind redundant? The difference I can make out between them is marginal, so personally I'd rather just have a good old-fashioned 'on' and 'off' so I can switch more easily.
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Nims
 
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Post » Tue Dec 29, 2009 7:33 am

Quick feedback on two aspects of the new version:

1) The workbench repair bonus isn't working (at least for me). When I approach a workbench, I receive the usual message in my HUD, but I do not get any skill boost whatsoever.

Did you look under the effects tab of the character screen?
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lauren cleaves
 
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Post » Tue Dec 29, 2009 6:11 pm

To be fair, I got the impression from somewhere that the master release .esp should be loaded after the DLCs, too. I don't know where but that's why I did it that way. I don't think FO3edit caught it because I had the wrong DLCs. But that wasn't the big problem for me. Not using the FOIP DLCs was the major problem.


---------------------------------------------------------------FWE Master Release - Recommended Load Order---------------------------------------------------------------Includes: FWE, Weapon Mod Kits, Mart's Mutant Mod, and EVE.............Fallout3.esmDLC master files (The Pitt, Broken Steel,etc.).............CALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esm.............Darn's UIOther mods you want to load before the overhauls.............FO3 Wanderers Edition - Main File.esmFWE DLC Support patchesFWE Optional Modules.............[b]WeaponModKits.espWeaponModKits - DLC Support patchesWeaponModKits - FWE Master Release.esp (FOIP)[/b].............EVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.esp (FOIP)EVE - FWE Master Release (Follower Enhanced).esp (FOIP)EVE - FWE with WeaponModKits.esp (FOIP).............Mart's Mutant Mod.espMart's Mutant Mod - DLC support patchesMart's Mutant Mod - Optional ModulesMart's Mutant Mod - FWE Master Release.esp (FOIP)Mart's Mutant Mod - FWE with EVE.esp (FOIP).............other mods you want to override the overhauls


That would be my guess. ^_^;

Edit: Oh, and I can echo the workbench bug in my game, too. I still recieve the message, but there is no stat bonus, no effect listing or anything. Though, that is only Moira's workbench - I do not know about any of the others, yet.
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Jonathan Windmon
 
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Post » Tue Dec 29, 2009 9:55 am

Did you look under the effects tab of the character screen?
Yup I did, plus I compared my regular skill level, away from the workbench, to the skill value when standing near a bench - no change.

Also I just talked to Protector Casdin, which I hadn't done since version 3.x; I never knew that the range of rewards he offers had been extended. Right now I can get nearly any ammo caliber, which is alright in my opinion - but the fact that I can trade 1 bit of Scrap Metal for a Mini Nuke (!) kinda throws balance out the window.
At least I'm guessing this is FWE-related, but take a look at my load order if you like.
Fallout3.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCRAFT - Activation Perk.espDarNifiedUIF3.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional No Fast Travel.espFO3 Wanderers Edition - Optional Free Play After MQ.espFO3 Wanderers Edition - Followers Enhanced.espFO3 Wanderers Edition - Optional Harsher Wasteland.espFO3 Wanderers Edition - Optional Worn Weapons.espRobCo Certified.espWasteland Whisperer.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espMart's Mutant Mod.espMart's Mutant Mod - FWE Master Release.espTotal active plugins: 20Total plugins: 20

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Jason Rice
 
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Post » Tue Dec 29, 2009 9:47 pm

Edit: Oh, and I can echo the workbench bug in my game, too. I still recieve the message, but there is no stat bonus, no effect listing or anything. Though, that is only Moira's workbench - I do not know about any of the others, yet.


Odd. I'll take a look. This was working perfectly well for me at the underworld workbench. If you're getting the message, it means the script sections are running all the way through, so there isn't a reason why you wouldn't get the bonus. Did you look at the skills tab? If so, there should be a (+) next to your repair skill, which will go up by +10 when next to the bench.

- but the fact that I can trade 1 bit of Scrap Metal for a Mini Nuke (!) kinda throws balance out the window.


Yeah, that kinda does throw the balance out the window =) We can fix that down the road, as it's a bit extreme for sure.
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Cagla Cali
 
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Post » Tue Dec 29, 2009 5:52 pm

Mm, I was quite thorough, like Hunter. Oh, and I found a rather odd bug while checking this... I can't drop Diazepam, apparently it is a quest item. ^_^;

Edit: I checked FO3Edit, and there weren't any conflicting modules, overwriting the entry or anything. It has a record flag of Quest Item / Persistant Reference. :P
Edit: Mini-things, I might as well mention...
Wasteland Surgeon desn't list the Int 6 requirement, instead having "(Int>5)" randomly in its description.
Toughness Perk still lists 85% DR as the maximum.
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Claire
 
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Post » Tue Dec 29, 2009 8:33 pm

Odd. I'll take a look. This was working perfectly well for me at the underworld workbench. If you're getting the message, it means the script sections are running all the way through, so there isn't a reason why you wouldn't get the bonus. Did you look at the skills tab? If so, there should be a (+) next to your repair skill, which will go up by +10 when next to the bench.

It was working before, in RC1, I'm sure of it
Please- check NewWorkbenchScript, it is different in the esm and esp
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herrade
 
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Post » Tue Dec 29, 2009 10:35 am

Mm, I was quite thorough, like Hunter. Oh, and I found a rather odd bug while checking this... I can't drop Diazepam, apparently it is a quest item. ^_^;

Edit: I checked FO3Edit, and there weren't any conflicting modules, overwriting the entry or anything. It has a record flag of Quest Item / Persistant Reference. :P

Yes, you are right
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Kyra
 
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Post » Tue Dec 29, 2009 10:21 am

From the ReadMe(that I wrote)

Where does it say the DLCs plugins should be loaded before? :P


from the FOIP download page. :D

also am supposed to run all the other FOIP patches directly after their corresponding plugin or is weapon mod kits the exception?


---------------------------------------------------------------FWE Master Release - Recommended Load Order---------------------------------------------------------------Includes: FWE, Weapon Mod Kits, Mart's Mutant Mod, and EVE.............Fallout3.esmDLC master files (The Pitt, Broken Steel,etc.).............CALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esm.............Darn's UIOther mods you want to load before the overhauls.............FO3 Wanderers Edition - Main File.esmFWE DLC Support patchesFWE Optional Modules.............WeaponModKits.espWeaponModKits - DLC Support patchesWeaponModKits - FWE Master Release.esp (FOIP).............EVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.esp (FOIP)EVE - FWE Master Release (Follower Enhanced).esp (FOIP)EVE - FWE with WeaponModKits.esp (FOIP).............Mart's Mutant Mod.espMart's Mutant Mod - DLC support patchesMart's Mutant Mod - Optional ModulesMart's Mutant Mod - FWE Master Release.esp (FOIP)Mart's Mutant Mod - FWE with EVE.esp (FOIP)

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Nicole Kraus
 
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Post » Tue Dec 29, 2009 5:14 pm

from the FOIP download page. :D

Ah I see....well Mez wrote that part, he does weird stuff like that :P
In this case my ReadMe overrules his ReadMe!
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Dalley hussain
 
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Post » Tue Dec 29, 2009 8:19 pm

Actually I never realized that the WMK - FWE Master Release esp needed to load before the WMK-FWE DLC patches. It was just thta way in my order so I figured I leave it. You learn something every day!

EDIT: I updated the load order on the main FOIP page description to reflect this.

Can anyone else check the workbench repair bonus functionality as well? Thanks!
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Chantel Hopkin
 
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Post » Tue Dec 29, 2009 4:59 pm

Can anyone else check the workbench repair bonus functionality as well? Thanks!

I already check it. It will work if will be based on the ESM script and recompiled
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Mark Hepworth
 
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Post » Tue Dec 29, 2009 12:59 pm

I already check it. It will work if will be based on the ESM script and recompiled


Nuts! Okay, I can get a hotfix out for this if people are interested.
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Roddy
 
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Post » Tue Dec 29, 2009 5:40 am

Nuts! Okay, I can get a hotfix out for this if people are interested.


Yeah just throw out a quick 4.11 to fix this and the stuff DarkMagnolia mentioned above

EDIT: Also kick the mininuke from the rewards.
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Sian Ennis
 
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Post » Tue Dec 29, 2009 5:29 pm

EDIT: Also kick the mininuke from the rewards.
Whether the Missile is within the range of appropriate rewards also seems debatable to me. It's significantly more expensive than Stimpacks, let alone RadAway or most 'projectile' ammo types...
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Laura Tempel
 
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Post » Tue Dec 29, 2009 12:27 pm

Whether the Missile is within the range of appropriate rewards also seems debatable to me. It's significantly more expensive than Stimpacks, let alone RadAway or most 'projectile' ammo types...

I agree, I think that expanded choice of stuff available Casdin is way to liberal. I don't think that you have to expand his selection to include every possible weapon, maybe just a few additional choices such as 10mm and .32. I don't even like the idea of having him supply .44 or .308.

On a different topic I have a question regarding the FWE - EVE FOIP. Why is the EVE Operation Anchorage.esp in the package? There's already a EVE Anchorage - FWE DLC Anchorage.esp which I assume is the actual compatability patch. Do you really need both?
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Leilene Nessel
 
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Post » Tue Dec 29, 2009 1:00 pm

Mm, I do remember seeing a mod pop-up on these forums that significantly reduced the rewards from the outcast tech-trade. I wonder if that could be integrated in to the Harsher Wasteland module? I have kind of avoided that pseudo-quest, because I remember running around with my .223 pistol and scope, with 450+ rounds at level 6, the last time I played. ^_^;

Oh, which reminds me. I am not such a fan of scoped weapons, because of the certainty they bring, with their perfect accuracy ( as long as you're pointing where you want to shoot, of course. :P ) - and was wondering if I might ask which entries in FO3Edit would need altering to disable scope-view?

Is it just DNAM/Flags 1? Removing the "Has Scope", "Don't Use 1st Person IS Animations" entries?
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Sun of Sammy
 
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Post » Tue Dec 29, 2009 4:30 pm

I agree, I think that expanded choice of stuff available Casdin is way to liberal. I don't think that you have to expand his selection to include every possible weapon, maybe just a few additional choices such as 10mm and .32. I don't even like the idea of having him supply .44 or .308.

Can't entirely agree with you on this. There's a good reason the selection was so expanded.
Weapons that use .44 and .308 ammo simply aren't that much stronger than weapons with 5.56 ammo. So the ammo for them simply has to be made somewhat more freely available. Otherwise we would always be forced to make weapons like the Assault Rifle and Chinese much too weak, simply because their ammo is so easy to come by.

Oh, which reminds me. I am not such a fan of scoped weapons, because of the certainty they bring, with their perfect accuracy ( as long as you're pointing where you want to shoot, of course. ) - and was wondering if I might ask which entries in FO3Edit would need altering to disable scope-view?

Is it just DNAM/Flags 1? Removing the "Has Scope", "Don't Use 1st Person IS Animations" entries?

Ah..why don't you just remove the scopes in that case?
Removing the "Has Scope" entry only remove the scope-view, however you will still be zooming in just as far as before when you aim. To change that you have to alter the "Sight FOV".
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Jeneene Hunte
 
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Post » Tue Dec 29, 2009 12:02 pm

Athetics, really. That and some of the newer weapons have scopes built in, like the Glock Plasma Pistol, and... *scratches head* the Bozar, XL70-something, and the Drifter's laser rifle, etc. :3

I'll figure it out eventually, I guess. ^_^

Edit: A mini-mini bug in the, EVE - FWE WMK esp, I think. Both the LS+SC Laser/Plasma Rifle gain no max range bonus from the scope. The LS+SC Laser Pistol does. ^_^;
Edit: AF+LS+SC Laser Rifle, too.
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alyssa ALYSSA
 
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Post » Tue Dec 29, 2009 1:39 pm

Athetics, really. That and some of the newer weapons have scopes built in, like the Glock Plasma Pistol, and... *scratches head* the Bozar, XL70-something, and the Drifter's laser rifle, etc. :3

I'll figure it out eventually, I guess. ^_^

Ah ok! Well yeah just untick "Has Scope" and set the FOV to something 50ish(60ish for pistols) and you should be fine.
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lisa nuttall
 
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