[RelZ] FWE - FO3 Wanderers Edition #21

Post » Tue Dec 29, 2009 7:25 pm

so it's a few days I'm playing FWE and I'm enjoying it very much!
I think that the gameplay is really coherent despite the great number of different mods included, and some of these mods are really gameplay-winners like bullet time, sprint and book perks (I always hated skill books).
and I'm also learning to like the new FPS-like combat... so, great mod!

a question: why didn't you rebalance broken steel perks too?
some of them I think don't fit well in your mod, like nerves of steel (it's kind redundant and not coherent in requirements with the two new AP-recharger perks).

now just a few things from readme...
Educated how has 2 ranks, each providing +2 skill points per level.

Effect of strength is greater for Melee and Unarmed damage.

in game I see only a rank for educated, and unarmed damage seems related to endurance (something like 0,7 points of damage per point of endurance?)

finally two things that may be improved: slowering backpedaling is ok, but now a low-agility character is faster walking than running! XD
maybe a greater speed with a chance to fall down every x second was more realistic...
and it seems that it's still possible to change armor in combat... this is absolutely immersion-breaker, I think!
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Laura Simmonds
 
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Post » Tue Dec 29, 2009 5:41 pm

I find it rather odd that there has not been an optional carrying realism overhaul for FWE...I find that even with a low strength, high agility character, I can still end up with 150 units of carrying weight without packs or whatnot.

That, and being 5000 lbs overencumbered, and still able to walk is insane. Is than unfixable?
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adame
 
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Post » Tue Dec 29, 2009 3:47 pm

I find it rather odd that there has not been an optional carrying realism overhaul for FWE...I find that even with a low strength, high agility character, I can still end up with 150 units of carrying weight without packs or whatnot.

That, and being 5000 lbs overencumbered, and still able to walk is insane. Is than unfixable?


I wondered this, too. IRL, if I find myself somehow overburdened with 300 lbs more than I carry, I am not walking anywhere. I'm probably not even standing up.
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El Khatiri
 
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Post » Tue Dec 29, 2009 7:27 pm

I find it rather odd that there has not been an optional carrying realism overhaul for FWE...I find that even with a low strength, high agility character, I can still end up with 150 units of carrying weight without packs or whatnot.

Seems normal to me. Realism is good, but gameplay- much more important.
In FWE
fAVDCarryWeightsBase=25 (150 in vanilla)
fAVDCarryWeightsMult=25 (10 in vanilla)
With harsher vasteland plugin your carry capabilities will be even more harsher.
But if you want- please.
You carry weight= fAVDCarryWeightsBase+(fAVDCarryWeightsmult*Strength)

That, and being 5000 lbs overencumbered, and still able to walk is insane. Is than unfixable?

http://cs.elderscrolls.com/constwiki/index.php/Movement_Game_Settings
Seems to me- this is very complicated thing.
In one of the mods, which I use in the past, there was following values:
fMoveEncumEffect=1
fMoveEncumEffectNoWea=1
This make walking speed under the encumbrance veeeery slow.
But I'm not sure how it will be in FWE.
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AnDres MeZa
 
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Post » Tue Dec 29, 2009 9:25 am

Re: Carry Weight and Encumbrance

I, too, think that there should be an upper limit to the ability to walk while encumbered: off the top of my head 2X max carry weight should stop you dead in your tracks, while 1X your carry weight +1 only stops you from running and fast traveling.

gothemasticator
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Stat Wrecker
 
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Post » Tue Dec 29, 2009 8:04 am

As far as carrying weight over your max, I know it isn't realistic to carry tons of weight (literally) and be able to stand up . . . but I always hated the falling over thing in Oblivion. Not being able to still move a little means you might have to take tons and tons of trips to carry loot back to a safepoint. You already can't fast travel when over encumbered.

One solution might be to just slow down the movement speed even more when encumbered. Alternatively, you could take a big agility penalty, or even restrict your ability to fire weapons. A harsher restriction might kick in at like 50 WG's over your max weight limit or something.
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Cheville Thompson
 
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Post » Tue Dec 29, 2009 12:48 pm

I already find the slow down and disabling of fast travel when overencumbered to be sufficiently frustrating that I don't let myself carry too much. Show some restraint!
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My blood
 
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Post » Tue Dec 29, 2009 12:42 pm

Mm, just randomly suggesting some crazy idea...

Encumbrance is a little weird, it basically has absolutely zero effect on the game, until you suddenly cross some arbitrary threshold, and can no longer walk. So... what if, using something similar to what is found in http://www.fallout3nexus.com/downloads/file.php?id=8517, miscellaneous junk and basically anything not equipped could have its cumulative weight applied to a piece of self-carrying pseudo-apparel, so that carry weight would dynamically effect your character's ability to sneak as well as their base movement speed. Strength could probably have a hidden, associated perk that alters the multiplier that effects weight's penalty to movement/sneak.

I know, I'm not very practical. :I
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GPMG
 
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Post » Tue Dec 29, 2009 9:48 pm

Mm, just randomly suggesting some crazy idea...

Encumbrance is a little weird, it basically has absolutely zero effect on the game, until you suddenly cross some arbitrary threshold, and can no longer walk. So... what if, using something similar to what is found in http://www.fallout3nexus.com/downloads/file.php?id=8517, miscellaneous junk and basically anything not equipped could have its cumulative weight applied to a piece of self-carrying pseudo-apparel, so that carry weight would dynamically effect your character's ability to sneak as well as their base movement speed. Strength could probably have a hidden, associated perk that alters the multiplier that effects weight's penalty to movement/sneak.

I know, I'm not very practical. :I

You really really would like to see that mod included in FWE, wouldn't you?

I personally am not sure if I would like to manage an extra container/inventory next to the main one. Seems a bit like hassle :shrug:
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Tracy Byworth
 
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Post » Tue Dec 29, 2009 12:31 pm

*grins* Oh, no. It's fine, really. I only linked to it the first time, because it seemed like it might help with what Mezmorelda was talking about, with weight reduction perks. *adjusts halo*
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tannis
 
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Post » Tue Dec 29, 2009 3:34 pm

Is there anyway to increase the leveling speed? (plug-in /setting)

It's not that I want it anywhere as near as fast as normal game speed, but its depressingly and un-rewardingly slow!
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Alberto Aguilera
 
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Post » Tue Dec 29, 2009 8:01 pm

*grins* Oh, no. It's fine, really. I only linked to it the first time, because it seemed like it might help with what Mezmorelda was talking about, with weight reduction perks. *adjusts halo*


In all honesty, I really really don't want to include a backpack mod in FWE. I don't know . . . to me it's a huge visual issue. Sure it is unrealistic to carry all this stuff about with no backpack . . . but I dunno, it's a graphical preference I guess.

Now, what would be helpful is if someone interested in having backpack would test one or more of them out with FWE and see if there is even a conflict with using the backpack. It might be worth getting in touch with the original backpack authors to make an FWE version that tweaks things.
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Meghan Terry
 
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Post » Tue Dec 29, 2009 6:36 am

I've used the Blackwolf Backpack mod for months with FWE and had no problems of any sort. All it is is a piece of apparel that goes in one of the unused slots that has a +50 wg enchantment. Nothing big.
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Jerry Cox
 
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Post » Tue Dec 29, 2009 2:22 pm

Is there anyway to increase the leveling speed? (plug-in /setting)

It's not that I want it anywhere as near as fast as normal game speed, but its depressingly and un-rewardingly slow!

Yes, it is.
1. There is perk, which allow you to increase gained XP
2. There are two optional modules+FWE default, which allow you to choose what you want.
3. There are mods on Nexus, such as this: http://www.fallout3nexus.com/downloads/file.php?id=2812
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Joanne
 
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Post » Tue Dec 29, 2009 7:23 am

I don't think there are any conflicts, if there are, they would be world-placement. Blackwolf Backpack have a weird vendor-stocking script, that triggers the first time the .esp loads, or optionally repeats. There are some placed in the Talon Base, near Megaton. The Technical Backpack is placed in the Kellar Armory, and I am not sure about the Arsenal Backpack. o.o

Edit: Arsenal Backpacks, "VendorContainerBackPackRef [REFR:01000EB0] (places VendorContainerBackPack "BackPack" [CONT:01000EAF] in GRUP Cell Temporary Children of MegatonCratersideSupply "Craterside Supply" [CELL:00003A2A])", owner Moira. There is another with Bannon, and I just posted that because I haven't a clue how that might effect things. ^_^
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Vicky Keeler
 
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Post » Tue Dec 29, 2009 8:04 am

In all honesty, I really really don't want to include a backpack mod in FWE. I don't know . . . to me it's a huge visual issue. Sure it is unrealistic to carry all this stuff about with no backpack . . . but I dunno, it's a graphical preference I guess.

Yes, using backpack sometimes looks weird. For example- with Power Armor equipped

Now, what would be helpful is if someone interested in having backpack would test one or more of them out with FWE and see if there is even a conflict with using the backpack. It might be worth getting in touch with the original backpack authors to make an FWE version that tweaks things.

Some time ago I use backpack from Jessy Companion mod. There was no issues, including Alternative Travel plugin.
This backpack simply add +30 to carry capacity, in additional to calculated by FWE itself.
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!beef
 
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Post » Tue Dec 29, 2009 1:47 pm

Yes, it is.
1. There is perk, which allow you to increase gained XP
2. There are two optional modules+FWE default, which allow you to choose what you want.
3. There are mods on Nexus, such as this: http://www.fallout3nexus.com/downloads/file.php?id=2812


Herro again Del',
1. = What's the name of the perk, and how do earn it?
2. = How do i access these 'moduals'
3. Excellent, but last resort, a FOSE savvy XP rate setting mod!

Cheers, once again.
EM
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meg knight
 
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Post » Tue Dec 29, 2009 1:36 pm

Herro again Del',
1. = What's the name of the perk, and how do earn it?
2. = How do i access these 'moduals'
3. Excellent, but last resort, a FOSE savvy XP rate setting mod!

Cheers, once again.
EM

1. You will have this perk automatically, if will rest in your bed with appropriate settings in the Primary Needs Config. Well Rested perk- remember? +10% Exp. :)
2. FWE Support\Optional Mods\FO3 Wanderers Edition - Lvl 30 Balance.esp
FWE Support\Optional Mods\FO3 Wanderers Edition - Lvl 30 High Skills.esp
3. This mod is good. It change nothing, simply modified your gained experience on the fly.
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Ladymorphine
 
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Post » Tue Dec 29, 2009 9:36 pm

1. You will have this perk automatically, if will rest in your bed with appropriate settings in the Primary Needs Config. Well Rested perk- remember? +10% Exp. :)
2. FWE Support\Optional Mods\FO3 Wanderers Edition - Lvl 30 Balance.esp
FWE Support\Optional Mods\FO3 Wanderers Edition - Lvl 30 High Skills.esp
3. This mod is good. It change nothing, simply modified your gained experience on the fly.


1. Didn't know you are referring to the Well rested Perk, I never miss a nights sleep and it still appears to do nothing!
2. Didn't know these plug-ins were relevant to levels under 30 (I'm stuck at lvl8) as there's no readme, that I could find, saying what they do.

Thanks again, I think I have enough to go on...
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Devils Cheek
 
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Post » Tue Dec 29, 2009 10:10 am

1. Didn't know you are referring to the Well rested Perk, I never miss a nights sleep and it still appears to do nothing!
2. Didn't know these plug-ins were relevant to levels under 30 (I'm stuck at lvl8) as there's no readme, that I could find, saying what they do.

Thanks again, I think I have enough to go on...

1. You need to configure Sleep options, this perk disabled by default.
2. Yes, it relevant.
FO3 Wanderers Edition - Lvl 30 Balance.esp give you less skillpoints under level-up, but you grow faster
FO3 Wanderers Edition - Lvl 30 High Skills.esp give you more skillpoints under level-up, but you grow slower
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Nicole Coucopoulos
 
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Post » Tue Dec 29, 2009 10:02 am

1. Didn't know you are referring to the Well rested Perk, I never miss a nights sleep and it still appears to do nothing!
2. Didn't know these plug-ins were relevant to levels under 30 (I'm stuck at lvl8) as there's no readme, that I could find, saying what they do.

Thanks again, I think I have enough to go on...


The main gamesetting that controls how much experience you need to level up is iXPBumpBase. The default value for Fallout is 150. I think FWE is around 250 or 300.

Or you can check the current gamesetting value in the console by typing: getgamesetting iXPBumpBase

You can change this value in the console by typing: setgamesetting iXPBumpBase VALUE

Be aware, that when you change the base, I believe it will immediately re-adjust the XP table, so if you lower the value you'll get 1 or more level ups immediately to put where you "should be" as if you were using that setting from the beginning. If you save your game after changing the gamesetting, it will be written into your save. No need to do it again.
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Amanda Furtado
 
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Post » Tue Dec 29, 2009 10:15 am

Mm, I think someone may have already posted this, but just in case... The trader-looting script doesn't seem to distinguish between me and npcs, when a caravan npc died, the supermutant's looting caused them to turn hostile towards me. :c

Edit: I had a bit more of a test today, starting at Rivet City (Medic!). I am mainly just using the FOIP bundle and a few custom/cosmetics. The Rivet City Armory, the room with the hostile in (which I learned was a turret) was already open, for some reason, and everything turned hostile the moment the turret spotted me, wandering aimlessly up the steps.

Oh, also, I had a bit more of a go with altering the RI - Primary Needs. Altering the speed that you grow hungry and tired works perfectly, but altering the amount that food and drink replenish you skews the display horribly. Changing Hunger: 2 to 4.5, and Thirst: 1 to 1.5 leaves you with -90% Hunger, -60% Thirst (ish). Penalties begin to apply at -60/-30% ish. ^_^

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CALIBR.esm[X] CRAFT.esm[X] Unofficial Fallout 3 Patch.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] CALIBRxMerchant.esp[X] CRAFT - Activation Perk.esp[X] FireLightFix.esp[X] ExtreemeLongDeathCamera.esp[X] SS OTS Camera FOSE.esp[X] BlackWolf Backpack.esp[X] TechnicalBackpack.esp[X] BPV.esp[X] WasteWearGloves.esp[X] 3EFwandererGear.esp[X] kikaiEquipment.esp[X] eyes_hairpack_en.esp[X] F3Eyelashes.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] Refurbish [OA].esp[X] Refurbish [TP].esp[X] Refurbish [BS].esp[X] Refurbish [PL].esp[X] Refurbish [MZ].esp[ ] BusworldV1.05c.esp[X] DCInteriors_SewardSq.esp[X] DCInteriors_LEnfntPl.esp[X] DCInteriors_Mason.esp[X] DCInteriors_Georgtown.esp[X] DarNifiedUIF3.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Lvl 30 Balance.esp[X] FO3 Wanderers Edition - Optional Harsher Wasteland.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Worn Weapons.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Reduced Wasteland Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - No Floaters.esp[X] Mart's Mutant Mod - No Geckos.esp[X] Mart's Mutant Mod - No Wanamingos.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] Refurbish [OA] - FWE.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] Enhanced Weather - Rain.esp[X] Enhanced Weather - Rain in the Pitt Plugin.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] GalaxyNewsRadioFix[N].esp[X] MokuPatch.esp[X] PreWar Book Titles and Perks.esp[X] 1PipboyPDA.esp


The apparel-related things are all stripped down to be console'd in, but the Refurbish alters some areas, like placing the Point Lookout quest-giver NPC in Rivet City, so that might be at fault for the armory-thing.
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Kayla Oatney
 
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Post » Tue Dec 29, 2009 8:13 am

Mm, I think someone may have already posted this, but just in case... The trader-looting script doesn't seem to distinguish between me and npcs, when a caravan npc died, the supermutant's looting caused them to turn hostile towards me. :c

Yes, it was already posted, but this part about mutants- this is new.
Thank you
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Jason White
 
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Post » Tue Dec 29, 2009 9:40 am

Mm, I think someone may have already posted this, but just in case... The trader-looting script doesn't seem to distinguish between me and npcs, when a caravan npc died, the supermutant's looting caused them to turn hostile towards me. :c

Edit: I had a bit more of a test today, starting at Rivet City (Medic!). I am mainly just using the FOIP bundle and a few custom/cosmetics. The Rivet City Armory, the room with the hostile in (which I learned was a turret) was already open, for some reason, and everything turned hostile the moment the turret spotted me, wandering aimlessly up the steps.

Oh, also, I had a bit more of a go with altering the RI - Primary Needs. Altering the speed that you grow hungry and tired works perfectly, but altering the amount that food and drink replenish you skews the display horribly. Changing Hunger: 2 to 4.5, and Thirst: 1 to 1.5 leaves you with -90% Hunger, -60% Thirst (ish). Penalties begin to apply at -60/-30% ish. ^_^

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CALIBR.esm[X] CRAFT.esm[X] Unofficial Fallout 3 Patch.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] CALIBRxMerchant.esp[X] CRAFT - Activation Perk.esp[X] FireLightFix.esp[X] ExtreemeLongDeathCamera.esp[X] SS OTS Camera FOSE.esp[X] BlackWolf Backpack.esp[X] TechnicalBackpack.esp[X] BPV.esp[X] WasteWearGloves.esp[X] 3EFwandererGear.esp[X] kikaiEquipment.esp[X] eyes_hairpack_en.esp[X] F3Eyelashes.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] Refurbish [OA].esp[X] Refurbish [TP].esp[X] Refurbish [BS].esp[X] Refurbish [PL].esp[X] Refurbish [MZ].esp[ ] BusworldV1.05c.esp[X] DCInteriors_SewardSq.esp[X] DCInteriors_LEnfntPl.esp[X] DCInteriors_Mason.esp[X] DCInteriors_Georgtown.esp[X] DarNifiedUIF3.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Lvl 30 Balance.esp[X] FO3 Wanderers Edition - Optional Harsher Wasteland.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Worn Weapons.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Reduced Wasteland Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - No Floaters.esp[X] Mart's Mutant Mod - No Geckos.esp[X] Mart's Mutant Mod - No Wanamingos.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] Refurbish [OA] - FWE.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] Enhanced Weather - Rain.esp[X] Enhanced Weather - Rain in the Pitt Plugin.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] GalaxyNewsRadioFix[N].esp[X] MokuPatch.esp[X] PreWar Book Titles and Perks.esp[X] 1PipboyPDA.esp


The apparel-related things are all stripped down to be console'd in, but the Refurbish alters some areas, like placing the Point Lookout quest-giver NPC in Rivet City, so that might be at fault for the armory-thing.


FWE didn't change anything with turrets other than adjusting their base health and the damage of their weapon. So I don't know why the Rivet city bug is cropping up.

I know this might sound personal, but what is your karma like?

I'm wondering if the turret issue and the trader issue is a reusult of your disposition relative to the karma is such that it just doesn't like you and turns hostile. If you've attracted a bounty with Rivet City (although not enough to make the average resident hostile) it might for some reason be enough to make the turret hostile. At which point the city dwellers, being allied with the turret, rush to it's aid and you to your demise. Same theory might apply with the Caravans.

I'll keep thinking this one over.
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Robert Jr
 
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Post » Tue Dec 29, 2009 12:00 pm

It isn't personal. :P

I had just made a new character, using the Doctor alternate start. I was +1000 starting disposition, I think. I was not stealing, though perhaps there was a mistagged noodle soup (I've picked up things displayed as unowned, and got in trouble before), and that started the chain of events. Though no one was hostile towards me, perhaps an npc somehow opened the army? People were running around, which is never good - but again, no one was hostile until caught the turret's attention upstairs.

I tested the Caravans a fair amount, since there were two outside Rivet City as I was starting. Basically, if one of the guards died, and a Super Mutant went to loot the corpse, I would receive that pop-up message, and - assuming the supermutant didn't take heed - the caravan turned hostile. This happened even when I was back at the bridge, and they were fighting near the monument. I'm good, honest. I was just framed. D:

Edit: Sorry, I am fairly certain that the turret-thing was just my mistake. I've repeated in a few times to check, making a new character and heading up to the control tower, and both times the door was sealed.
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Lauren Denman
 
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