[RelZ] FWE - FO3 Wanderers Edition #21

Post » Tue Dec 29, 2009 8:57 pm

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.

About trader issue-I think I catch it.
Caravan guard "loot" script not working correctly . . . often go hostile even when player didn't loot?

I check DMHadrithCavaranGuardsScript before, and all was just fine. But I proceeded from the fact that the guard takes unmotivated aggression against Player. But surely this aggression is motivated in light of recent reports.
begin onactivate ;if SOMEONE activate the dead body
if getdead == 1 && ( (player.getdetected HarithGuard01 == 1)... ;if (guard?) is dead and PLAYER IS AROUND
...
LuckyHarithREF.startcombat player ; Harith start fight PLAYER.

So- to prevent this issue in the future we need to block this unmotivated aggression. Surely, if Mutant try to loot dead body, this occur during the battle. So we need to make check for the battle situation
elseif (counter == 2) && isincombat == 0
LuckyHarithREF.startcombat player ; Harith start fight PLAYER if we not in combat.


If we in combat, Harith already aggressive against enemies and... well... player can use it for his own advantage :)
Or may be this will be even better
begin onactivate PLAYER ;if PLAYER activate the dead body


Not sure about turret issue, need to check this one more. Will say later. But something not clear here.
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Lifee Mccaslin
 
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Post » Tue Dec 29, 2009 5:14 pm

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.

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.
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.

No, I look at this refubrish mod before, it not made modifications of this cell.
You say armory was open? Not just inlocked, but open?
Turret is hostile to the player from the beginning, but until player will be spotted by the turret (and it will be happen when door is open only) there will be no battle.
Question is- who open the door?
-it can be one of the guards. if you alarm them before, they begin to behave strangely
-It can be vanilla bug. Even if door is closed and locked, there is some position, when turret can spot the player (or your companion can spot the turret). It can trigger the alarm situation also.
So simply try to be more accurate in the RC area, especially in the Bridge Tower.
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Hot
 
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Post » Tue Dec 29, 2009 6:34 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.


I used Blackwolf Backpack with Arwen's and now with FWE. I haven't experienced any problems, either.
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lolli
 
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Post » Tue Dec 29, 2009 7:43 pm

quick question... do you need to have that perk that raises your AP recovery rate by 40% (forget the name of it) in order to get the olympian perk which raises AP recovery 80%? I'm more then level 9, have an endurance of 7, yet I can't get the olympian perk, presumably because that first perk is a requirement, though it doesn't specifically state it is. Thanks.
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Tiffany Holmes
 
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Post » Tue Dec 29, 2009 12:23 pm

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.



Sometime ago I mentioned with the blackwolf's backpack mod, occasionally some of the other items that FWE has added for sale will not be in the trade inventory window. When it has happened the next time I've visited Moira's they have been there. This only use to happen when using the backpack mod.
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Mariaa EM.
 
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Post » Tue Dec 29, 2009 3:18 pm

quick question... do you need to have that perk that raises your AP recovery rate by 40% (forget the name of it) in order to get the olympian perk which raises AP recovery 80%? I'm more then level 9, have an endurance of 7, yet I can't get the olympian perk, presumably because that first perk is a requirement, though it doesn't specifically state it is. Thanks.

Yes, you need Track Star perk to get the Olympian.
This perk's requirements - constant headache.
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adam holden
 
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Post » Tue Dec 29, 2009 5:32 pm

"Sometime ago I mentioned with the blackwolf's backpack mod, occasionally some of the other items that FWE has added for sale will not be in the trade inventory window. When it has happened the next time I've visited Moira's they have been there. This only use to happen when using the backpack mod."

Mm, was that after the re-stock script triggered, may I ask? o.o

Also, I am not sure if it is intentional, but lever-rifles always seem to be stocked in prestine condition.

Edit: Oh, and I managed to track down the turret-issue, at least in my game. I made a brand new 'Doctor' character, with +1000 disposition (if that is important, I tested again with neutral Karma), and moved directly from the Science Lab up to the Bridge Tower, without interracting with anyone, picking anything up, and definitely avoiding the 'hostile, closed market' area. Commander Danvers is 'agitated' and runs around, but is not hostile, and she 'can' open the armory door. None of the other guards behave that way, even in the same room - in case it was the turret's presence at fault.
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Sammygirl
 
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Post » Tue Dec 29, 2009 4:29 pm

"Sometime ago I mentioned with the blackwolf's backpack mod, occasionally some of the other items that FWE has added for sale will not be in the trade inventory window. When it has happened the next time I've visited Moira's they have been there. This only use to happen when using the backpack mod."

Mm, was that after the re-stock script triggered, may I ask? o.o

Also, I am not sure if it is intentional, but lever-rifles always seem to be stocked in prestine condition.


It was only on the first visit to Moira's after that all the stuff was there on a second visit some time later. As I said though it didn't happen every game and it was the only problem I ran into with using that mod with FWE.
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[ becca ]
 
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Post » Tue Dec 29, 2009 5:52 pm

Yes, you need Track Star perk to get the Olympian.
This perk's requirements - constant headache.



I went with a very low luck character.. luck one and charisma one and it's pretty powerful that way... the worst part is the beginning of the game up to the point of acquiring decent weapons to kill with.. I did edit the mod so that the bobbleheads increase the SPECIAL stats by one though... though the benefit isn't much for me now since the strength was at 10... started it at 8, did the ant quest and snuck into the house and got the bobblehead to get it to 10, so the power armor bonus of 2 does nothing. On the other hand, taking the advanced power armor training perk isn't needed, as all it would do is increase agility by one.

Fun mod... still possible to get skills high by level 10.. the tagged skills can be raised to near 100.. took 5 levels of thief to raise lockpick and sneak both to 75+ .. explosives and energy weapons are both above 65 as I approach level 13.. nice balanced mod, fun, much easier after the first few levels, and the low luck setup is powerful. The perks that raise the crit chance by 3 points of luck will come in handy going forward.

high repair early on comes in extremely handy, as does a high strength stat. Stumbled upon a raider type with both a piece of armor, and a helmet, that raise speech 10 each.. that comes in handy too.
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Sammi Jones
 
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Post » Tue Dec 29, 2009 7:06 pm

Hello all,

I just wanted to post that the next FWE release won't happen for a while, but that doesn't mean development is slowing down at all =)

One thing that I'd like to do with the next release is a fair amount of cleanup work + reorganization of some of the features. In particular, there are a lot of optional modules right now, as well as a lot of gameplay settings (added by FWE or otherwise) that would probably be easier for everyone if it was handled through an in-game FWE config menu. Many of the lesser used config tools for FWE (i.e. sprint mod, bullet time, night vision, etc...) that you generally setup once then leave alone, could probably be moved into an overall FWE config. This config could also handle the global settings, like for instance the bobblehead bonuses, the PA changes on/off setting, etc... I'm even looking at building in some optional gamesetting packages that could be set through the config (i.e. harder vs easier sneak, high vs. low damage, etc...)

This will take a while to get developed and sufficiently tested, but I figured I'd float the idea and get feedback / suggestions on it early on in the process.

The other big item for FWE moving forward is improving the models/textures for some of the new content. I already have recieved a few kind offers to help out, but I'm still looking for someone with some mature modeling experience. Let me know if interested. Cheers!
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Marina Leigh
 
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Post » Tue Dec 29, 2009 9:13 am

Hi i just got a question about the weapon balancing. It seems that I am able to mow down heavily armoured enemies, like sentry bots and enclave power armours, with eugene and shotguns (in particular Charon's crazy shotgun!!) but for some reason the energy guns, plasma weapons being the main focus, seem to do inadequate damage compared to the effectiveness of the afor mentioned weapons. Also, the Turbo Plasma Rifle is more of a big friendly giant than a "B.F.G!!!! RAWR". It seems just to be a knockdown weapon, without any serious damage to heavies.

Is this intended? I was under the impression it would be akin to the power of the Pulse and Turbo Plasma of FO2... though i have to say, despite the damage issue, i really love the interpretation of the Turbo Plasma Rifle and how u modified it to suit Fallout3 and FWE


Thanks for any input
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Alan Cutler
 
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Post » Tue Dec 29, 2009 6:59 pm

Couple things about damage . . .

With the location based damage, it's pretty important to hit the head or body in order to deal signficant damage. That said, weapons like the shotgun, which fire many projectiles, or weapons like the miniguns, which fire projectiles really quickly, can have the upper hand in some situations since less bullets are hitting the weapon, arms, legs of the target. This is particularly true of enclave and PA equiped units that have big bulky arms. The plasma rifle comes close to 1-hit killing PA troops if you get a headshot, so keep that in mind.

The turbo plasma rifle deals a fair amount of damage for the projectile impact, as well as the explosion. If you line up your shots and get the projectile to hit your target, and not just the explosion radius, you'll find that it deals quite a bit of damage. Still, it isn't meant to be an insta-gib weapon against the heaviest targets in the game.

Thanks for feedback, we'll keep these points in mind moving forward.
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Tai Scott
 
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Post » Tue Dec 29, 2009 8:46 pm

Thanks for the quick reply! Will keep all that in mind.

As a separate feedback, the optional FWE-Anchorage mod doesn't correct (at least on mine) the Winterised T51-b Active object to point to your FWE-Winterised T51-b. As far as i know (skiming through the info on FO3edit) the original DLC's script for the active object is still in operation. So i just copy overrided the original script into the optional mod and made it point to your armour.

Thanks for the hardwork puttin this amazing mod(s) together!
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Vincent Joe
 
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Post » Tue Dec 29, 2009 11:58 am

As a separate feedback, the optional FWE-Anchorage mod doesn't correct (at least on mine) the Winterised T51-b Active object to point to your FWE-Winterised T51-b. As far as i know (skiming through the info on FO3edit) the original DLC's script for the active object is still in operation. So i just copy overrided the original script into the optional mod and made it point to your armour.


This was fixed in the 4.1.1 update. I just looked at the script again to verify, and it does point to the "wasteland" version of the T51-b armor, as opposed to the simulation version. Make sure that you update any of the optional modules you are using as well as the main files.
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Wanda Maximoff
 
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Post » Tue Dec 29, 2009 2:59 pm

Hello, again. (sorry!) *waves*

I was wondering if I might request a little troubleshooting help. I am trying to get some NV goggles (cosmetic-only), from Kiki's module, to use FWE's night vision.

I managed to find the script in FO3Edit, and as far as I can tell, it checks...
.GetEquippedObject 2 and 9, which according to a http://fose.silverlock.org/fose_command_doc.html#Equipment_Slot_IDs I found is the upper body slot, and the headband slot; checking if slot 9 is in the NightVisionHatList.

I added the goggles to the NightVisionHatList, in my merged patch. So, I think I have that half of the problem sorted. Now I just need to learn how to count as equipped object 9...

Both the goggles and the Power Helmets (fitted) share these values...
BMDT - Biped Data Headband Headband, (PA also has Head, Hair, Hat, Eye Glasses, Mask.)
ETYP - Equiptment Type Head Wear

*cups hands and commences puppy-eyes*

Edit: ... *facepalms* I may have been testing the glasses-slot variant of the goggles, while trying to get the headband-variant to work. Don't judge me, I achey and have a cold. That's my excuse, anyway. o.o;;
Mm, but I guess I'll leave that up, incase anyone else wanted to do it, too.
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mishionary
 
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Post » Tue Dec 29, 2009 10:32 am

Edit: ... *facepalms* I may have been testing the glasses-slot variant of the goggles, while trying to get the headband-variant to work. Don't judge me, I achey and have a cold. That's my excuse, anyway. o.o;;
Mm, but I guess I'll leave that up, incase anyone else wanted to do it, too.

Heh that happens to the best of us. Also stop apologizing everytime you ask something and get better quick.
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Alyesha Neufeld
 
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Post » Tue Dec 29, 2009 9:03 pm

Heh that happens to the best of us. Also stop apologizing everytime you ask something and get better quick.


+1

You do alot for the community, and your efforts are appreciated Mez!
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amhain
 
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Post » Tue Dec 29, 2009 10:33 am

hello, I've never had any ctd with FWE but since I added the mods recommended to be used alongside FWE (WMK, RC, WW) I have something like a crash every 2 hours of play.
is there any issue with my load order?

Fallout3.esm
BrokenSteel.esm
CALIBR.esm
CRAFT.esm
Unofficial Fallout 3 Patch.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
CALIBRxMerchant.esp
CRAFT - Activation Perk.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Lvl 30 High Skills.esp
FO3 Wanderers Edition - Optional No Fast Travel.esp
FO3 Wanderers Edition - UFP Support.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - FWE Master Release.esp
RobCo Certified.esp
Wasteland Whisperer.esp

Total active plugins: 24
Total plugins: 44
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Karine laverre
 
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Post » Tue Dec 29, 2009 6:08 pm

I'd try removing the unofficial patch and all associated plugins and see if that helps at all. I'm growing increasingly suspectful of the unofficial patch. Also, you'll want to add the WMK Broken Steel Patch to your load order. Use the version of the patch included with the WMK-FWE FOIP package, and load it after WeaponModKits - FWE Master Release.esp.
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sunny lovett
 
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Post » Tue Dec 29, 2009 7:50 am

thanks Mez!
I didn't add the WMK Broken Steel patch before because FOIP readme says that WMK DLCs patches require merged patch, and running master update/master restore everytime I change load order only to be able to mod 3 weapons I never use is not a great bargain... but if this can reduce ctd, it's another story! ^_^
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Clea Jamerson
 
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Post » Tue Dec 29, 2009 6:44 pm

Hi, Fallout Wiki says O:A adds some Outcast responses:

# "Good to have some reinforcements!" (Only with Operation: Anchorage add-on, while you are in the Outcast Outpost and are wearing Outcast Power Armor.)
# "Nice to see a friendly faceplate." (Only with Operation: Anchorage add-on, while you are in the Outcast Outpost and are wearing Outcast Power Armor.)
# "Nothing to report, soldier." (Only with Operation: Anchorage add-on, while you are in the Outcast Outpost and are wearing Outcast Power Armor.)

Would it be possible to add these responses as standard when you select the Outcast 'alternate start'. (And remove the the normal Outcast responses about banging rocks together)

I think that would be a nice little thing if it's possible.

:)
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Carolyne Bolt
 
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Post » Tue Dec 29, 2009 2:53 pm

I just wanted to report an issue with repair lists - Chinese assault rifle cant be fixed with repair parts and/or other assault rifles. Scoped version as well. (I'm using FWE,MMM and WMK, all fresh set up yesterday :) )

Also - maybe you have a public issue/release/feature tracker? something like http://dev-heaven.net maybe? :) For a mod this big I think it would work very well:)
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Rich O'Brien
 
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Post » Tue Dec 29, 2009 6:40 pm

I just wanted to report an issue with repair lists - Chinese assault rifle cant be fixed with repair parts and/or other assault rifles. Scoped version as well. (I'm using FWE,MMM and WMK, all fresh set up yesterday :) )

Also - maybe you have a public issue/release/feature tracker? something like http://dev-heaven.net maybe? :) For a mod this big I think it would work very well:)


Chinese assault rifle repair works fine, we also haven't touched the repair list for it in a long time
You sure you don't maybe have some mod installed that is overwriting the Chinese Assault Rifle entry? Are you also using the WMK foip patch?
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sharon
 
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Post » Tue Dec 29, 2009 10:51 am

Chinese assault rifle repair works fine, we also haven't touched the repair list for it in a long time
You sure you don't maybe have some mod installed that is overwriting the Chinese Assault Rifle entry? Are you also using the WMK foip patch?


Face-palm moment for me... :) Unofficial patch esm overwrote the repair list... AND bunch of other stuff :) So, if someone has similar problem - RTFM (i.e. load unofficial patch files as early as possible in your load order).

On the bright side - just had a crash course in GECK&F3Edit :)
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Nadia Nad
 
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Post » Tue Dec 29, 2009 1:48 pm

Cheers :)
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Myles
 
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