[RelZ] FWE - FO3 Wanderers Edition #21

Post » Tue Dec 29, 2009 10:20 am

Haven't met a supermutant with an energy weapon yet, but hopefully my including of the EVE FWE main patch will have sorted that one.

I don't use EVE, but almost now meet with two muties, equipped with energy weapon
First wear tri-beam laser rifle, second- Watts 2000 laser rifle.
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Lizs
 
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Post » Tue Dec 29, 2009 9:08 pm

I'm having problems with my follower (Star Paladin Cross). When she gets knocked unconscious, any enemies in the area will stop attacking me and try to loot her body over and over (unsuccessfully, since she's not dead). Kinda makes the enemies sitting ducks for explosives since they all congregate around her body.

Anyone else have this problem?
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Robyn Lena
 
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Post » Tue Dec 29, 2009 7:17 am

Just tried a couple of things and found a fix of sorts. I used F03edit to change the base damage of the neglected hunting rifle to 40 to match the unworn variant (no other changes, ie health and value left the same), but muties still didn't use them. So then I just changed the levelled lists to replace the supermutant worn hunting rifle with the normal one, and it worked. They now use hunting rifles.

Haven't met a supermutant with an energy weapon yet, but hopefully my including of the EVE FWE main patch will have sorted that one.


Found the problem, there were some entries missing in the supermutantweapon formlist, including the neglected hunting rifle + the plasma gun in the worn weapons version of list. Should be all nice and updated now for the next release.
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sunny lovett
 
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Post » Tue Dec 29, 2009 4:11 pm

I consider it to be poor follower management to not note your followers' weapon conditions for such a long period that one goes down to 0%. Follower weapons barely take any damage as it is - - their weapons do not degrade through use, they only degrade through being damaged by explosions and things. For a follower's weapon to get all the way down to zero is like, wow, that musta taken some unattentiveness (hah!).
In that case I have to disagree with Tarrant. I'd really like to take better care of Jericho, but that gets pretty hard since he just loves to rush into enemy groups head-on and I'm a semi-specialized explosives character. Group of Super Mutants + Frag Grenade + Jericho behaving like a headless chicken = ouch...
I don't really consider it my fault that he essentially broke my fully repaired Minigun during a Museum of Technology run (which doesn't feature that many enemies).
I'm having problems with my follower (Star Paladin Cross). When she gets knocked unconscious, any enemies in the area will stop attacking me and try to loot her body over and over (unsuccessfully, since she's not dead). Kinda makes the enemies sitting ducks for explosives since they all congregate around her body.

Anyone else have this problem?
That sounds rather odd. Since I don't have her in my party, I can neither confirm nor deny anything; though when I had her as a follower in 3.4, I remember no such thing happening. You're not by any chance using external mods that affect AI behavior (the MMM Hunting & Looting plugin, for instance)?
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sarah
 
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Post » Tue Dec 29, 2009 8:15 pm

Oops- wrong topic :)
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GLOW...
 
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Post » Tue Dec 29, 2009 4:51 pm

That sounds rather odd. Since I don't have her in my party, I can neither confirm nor deny anything; though when I had her as a follower in 3.4, I remember no such thing happening. You're not by any chance using external mods that affect AI behavior (the MMM Hunting & Looting plugin, for instance)?

I don't think any of my other mods alter the AI, but here's my my mod list just in case.
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmAmmo Bench.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmSharing and Caring Companions.esmSomePoses.espCRAFT - Activation Perk.espShellRain.espF3UmpaAnimation.espJessiCompanion.espKelseyCompanion.espAmmo Bench - Car Mechanic.espAmmo Bench - Artisan.espAmmo Bench - Alien Power Cell.espAmmo Bench - Toolkit Retex.espAmmo Bench - CRAFT Plugin.espAmmo Bench - CALIBR.espFollowerAmata.espfirelance-quest.espBetter Caravans.espDCInteriors_ComboEdition.espGhoulSafariDeluxeBSPittAnch.espFixedNinja.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Alternate Travel.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release (Follower Enhanced).espExtreemeLongDeathCamera.espMrSlackPants-DecentPipBoyLight.espGalaxyNewsRadio100[M].espVanishingPiles.espMZAllAccessPass.espCALIBRxMerchant.espSCC Armor.espWeightedCompanionCube.espTchos Vault 101 Sealed Wing.espkikaiEquipment.espSlower Degradation (-50%).espProject Beauty.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espDarNifiedUIF3_FWE.espCASM.espTinCanCRAFTing.espchoose_XP_FOSE.espSCC - Talk to Anyone.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espfwe projbeut.espSydney Follower.esp444.espOwned!.espowned balanced.espOwned Doubled taxes.espThief-Proof Megaton House Lockers.espfixedscanner.espmerged patch.esp

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Nims
 
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Post » Tue Dec 29, 2009 11:44 am

Sorry if i overlooked something, but i'm still not sure if can add fwe to my existing game without screwing it up. I'm especially thinking about the new character/class system. I got no popup whatsoever after installing fwe. Should i uninstall if i dont want to restart? Also i dont have the dlcs yet, but sadly read about them being required after installing. Havent noticed any problems yet, tho. Should everything be fine if i add them now?

Thanks And sorry for being dumb :)
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Oyuki Manson Lavey
 
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Post » Tue Dec 29, 2009 6:57 pm

Hmm . . . so when you started FWE with an existing game, you didn't get any pop-ups asking you to configure primary needs, describing explosive entires, or anything? I'd have to look at it, but it makes me think it may not initialize correctly with an existing game.

As for needing DLC's, you don't need any of the DLC's to use FWE. In the optional mods folder there are support patches for the DLC's if you use them, but you don't need them for it work correctly.

I don't think any of my other mods alter the AI, but here's my my mod list just in case.


I haven't used cross before, so I can't comment on this. I do know that I haven't noticed this behavior on any of the other companions, and there really isn't much difference in the scripts / handling from one to another that would account for this occuring with cross but not others. Have you tested this at all with other companions?

You might try pulling up FO3Edit and loading your mods and see if there are any conflicts with Cross or her scripts.
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Greg Cavaliere
 
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Post » Tue Dec 29, 2009 10:54 am

Sorry if i overlooked something, but i'm still not sure if can add fwe to my existing game without screwing it up.
1. I'm especially thinking about the new character/class system. I got no popup whatsoever after installing fwe. Should i uninstall if i dont want to restart?
2. Also i dont have the dlcs yet, but sadly read about them being required after installing. Havent noticed any problems yet, tho. Should everything be fine if i add them now?
Thanks And sorry for being dumb :)

1. After installing FWE you must receive some configuration menues from Explosive entry, Wasteland Traveller and Primary needs components of FWE. Do you had them?
Alternative start mod, which allow you to choose your past, can be activating only after beginning of new game. If you install FWE in the middle of the game, you play as "Dreamer" (standard game beginning)
2. If you don't have DLC-s, simply don't activate FWE-DLC components and all will be just fine
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victoria johnstone
 
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Post » Tue Dec 29, 2009 6:19 pm

Sorry if i overlooked something, but i'm still not sure if can add fwe to my existing game without screwing it up. I'm especially thinking about the new character/class system. I got no popup whatsoever after installing fwe. Should i uninstall if i dont want to restart? Also i dont have the dlcs yet, but sadly read about them being required after installing. Havent noticed any problems yet, tho. Should everything be fine if i add them now?

I've never tried to starting FWE in the mdst of an existing game. I've updated FWE mid-game and that works fine. Given the extensive nature of the changes in FWE you should really start a new game. If you don't resart your skill levels will be too high, your XP will be too high, you'll have missed the opportunity to acquire some great new perks, you'll just not be able to experience FWE properly. Starting a new game will enable you to experience the shock of just how hard the Wasteland has become and how hard it is to do just about everything. Your first encounter with a raider will be a shock. I strongly recommend that you start over and role a new character, maybe even try out one of the alternate starts. Oh, and don't forget to install http://www.fallout3nexus.com/downloads/file.php?id=3211 and http://www.fallout3nexus.com/downloads/file.php?id=3388. The three make an awesome combination.
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Danel
 
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Post » Tue Dec 29, 2009 1:35 pm

Yes i had those. What about the class system? Is it active? Because i wasnt asked to choose a class. Ifcit is, is there a way to play fwe without it? Im not afraid of diving into geck..

I really like the difficulty so far; i just dont want to change game mechanics too much.
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Emma Parkinson
 
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Post » Tue Dec 29, 2009 10:46 am

Yes i had those. What about the class system? Is it active? Because i wasnt asked to choose a class. Ifcit is, is there a way to play fwe without it? Im not afraid of diving into geck..

I really like the difficulty so far; i just dont want to change game mechanics too much.

There is no class system. I believe that you are refering to the different histories available from Alternate Start. You only get to choose that if you start a game using FWE. Start a new game, and select "Wake Up" at the end of the birth scence. You'll appear in a shack with a terminal. Use the terminal to set up your character.
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kirsty williams
 
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Post » Tue Dec 29, 2009 3:37 pm

Yes i had those. What about the class system? Is it active? Because i wasnt asked to choose a class. Ifcit is, is there a way to play fwe without it? Im not afraid of diving into geck..

I really like the difficulty so far; i just dont want to change game mechanics too much.


There isn't a class system in FWE. TheCastle's Fallout Advanced Mod has more of a class system, but not FWE.

EDIT: Yes, there is the alt start. All the choices do is determine where in the wasteland you start, what your starting equipment is, and provides some mild skill bonuses and penalities starting out. You can also choose a starting karma level.
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Bek Rideout
 
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Post » Tue Dec 29, 2009 8:50 am

Hmm . . . so when you started FWE with an existing game, you didn't get any pop-ups asking you to configure primary needs, describing explosive entires, or anything? I'd have to look at it, but it makes me think it may not initialize correctly with an existing game.

Check it now- all initializations works fine
All quests started, all items added
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Matthew Warren
 
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Post » Tue Dec 29, 2009 12:49 pm

Ah okay so i probably messed stuff up in my head. So ill just go on playing. I'm only lvl 4 so i guess there hasnt been much to miss out yet :). Thanks guys.
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Rebecca Clare Smith
 
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Post » Tue Dec 29, 2009 8:19 am

http://www.fallout3nexus.com/downloads/file.php?id=8340 is now at version 0.9.5. The http://www.fallout3nexus.com/downloads/file.php?id=4968 is for version 0.9.4. Here are the changes introduced in version 0.9.5:
  • Pulse Pistol now added to the FO3 wasteland. Found in roughly 12 locations and currently sports 10 critical kill effects to be seen.
  • Shredder Grenade added. Tech is unique to Outcasts. Can be obtained through Protector Casdin, or found at some Outcast related places.
  • Plasma Explosions Leave plasma entities
  • Strong laser shots leave a rising black smolder wisp at point of impact
  • Pulse Grenades when thrown now open up to reveal an animated electric energy core that emits a glow aura
  • Pulse Mines have a new mesh with FX
  • Source Alpha on shaders and Tangent spaces on meshes updated to help prevent Nvidia's "black square bug" in Fallout3.
  • Added small flame particle emitters to laser deaths: Ashes to ashes, Meteor, Disintigration, Flashfry, and 3rd Degree
  • Added small green wisp emitter to death: Final Fizz, and Pimple
  • Added large flame emitter to death: Flashfry
  • Added refract shockwave to deths: Flashry, pimple, meteor
  • Created a new dust/cinder emitter for all laser deaths
  • Added new spark emitter for all pulse deaths

I think that I can ignore the EVE.esp packaged with the compatibility patch esps and just use EVE - FWE Master Release.esp but some of the EVE changes may require updates to the compatibility patch esps.
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sally R
 
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Post » Tue Dec 29, 2009 5:43 pm

Yeah I have the same question as above (if you can call it a question).

Do we use the replacement EVE.esp in the FOIP package still?

thanks
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Jay Baby
 
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Post » Tue Dec 29, 2009 9:45 pm

In the new version of EVE, is the main esp file name just "EVE.esp" . . . i.e. the same as the one included in the FOIP Patch? It hope to god it is, because that was the plan, in which casee you would stop using the EVE.esp included in the FOIP patch. Let me know and I can pull it out of the FOIP package.

FWE 4.1 is getting closer to a release as well, so I'll grab the latest eve version and make sure to update the FOIP patch for the new EVE and the new FWE at the same time. For now, the old patch should work fine (provided the main file name changed!) . . . but there could be a few erroneous records.
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Elizabeth Davis
 
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Post » Tue Dec 29, 2009 9:28 am

In the new version of EVE, is the main esp file name just "EVE.esp" . . . i.e. the same as the one included in the FOIP Patch? It hope to god it is, because that was the plan, in which casee you would stop using the EVE.esp included in the FOIP patch. Let me know and I can pull it out of the FOIP package.

EVE.esp version 0.9.5 is about twice the size of the version 0.9.4 EVE.esp in the FOIP patch so something has changed. BTW, in the EVE bonus material they have provided new meshes and textures Mr Gutsy, SentryBots, and Gun Turrets. They look very nice. Perhaps they can be included in FWE.
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Talitha Kukk
 
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Post » Tue Dec 29, 2009 11:36 am

EVE.esp version 0.9.5 is about twice the size of the version 0.9.4 EVE.esp in the FOIP patch so something has changed. BTW, in the EVE bonus material they have provided new meshes and textures Mr Gutsy, SentryBots, and Gun Turrets. They look very nice. Perhaps they can be included in FWE.


Right . . . the old EVE.esp that was in included in the FOIP patch was the old EVE-094-beta.esp file, just renamed. In any case, you're saying that in 0.9.5, the main file is just EVE.esp, but that it probably has a ton of changes in it? I don't know what the ramifications of using the old FOIP patch will be as I think about it . . . it really depends on how much was changed in old the version as opposed to new stuff being added. The EVE FOIP patch isn't terribly complicated or large though, so it won't take too much to sort through it all.

Thanks!
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james reed
 
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Post » Tue Dec 29, 2009 5:13 pm

I've been getting CTDs when I am repairing items at completely random times. I'm using 4.0 and it is the only mod that effects repairing.

I think that it only started happening after I got the Expert Electronics perk from the skill books, but I can't be sure. It happens randomly, effecting items from vanilla, this mod, and others.

Everything else seems to work fine except that when I use a stimpack I get one indicator that the stim is done after 6 seconds (as it should), then another after another 6 seconds. My hp stops rising after the first indicator, so I'm getting the right amount of healing.
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Niisha
 
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Post » Tue Dec 29, 2009 7:03 am

I've been getting CTDs when I am repairing items at completely random times. I'm using 4.0 and it is the only mod that effects repairing.
I think that it only started happening after I got the Expert Electronics perk from the skill books, but I can't be sure. It happens randomly, effecting items from vanilla, this mod, and others.

You don't right about EE perk IMHO, I had crashes even without this perk. And not only with repairs, but with drinking water too. But now I don't have this problem, and I'm not sure why. My load order still be the same, only version of FWE was changed, but there was no any changes about repairs and drinks in the couple of last FWE's versions.
My only suggestion is- some changes in my hardware settings was take effect, so this glitches connected with overall game stability.
In my case it was probably decreasing number of processor's cores to 2 from 3.
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Melanie Steinberg
 
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Post » Tue Dec 29, 2009 8:10 pm

In 3.4 repairing worked perfectly for me. My hardware hasn't changed. The only thing that has changed is 4.0 and I added MMM. Everything was installed fresh.

And did you try using the fallout 3 multicore fix? I only have an Athlon X2 so I don't need it.
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Emily Shackleton
 
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Post » Tue Dec 29, 2009 8:37 pm

In 3.4 repairing worked perfectly for me. My hardware hasn't changed. The only thing that has changed is 4.0 and I added MMM. Everything was installed fresh.

And did you try using the fallout 3 multicore fix? I only have an Athlon X2 so I don't need it.

Can you be more specific? I don't know about this fix, I use ini tweaking, but this is not enough, so I must downcore my processor and it is not good.
About the rest- I doubt it is mod fault, if one gamer experienced some problems while another one not.
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Beth Belcher
 
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Post » Tue Dec 29, 2009 2:07 pm

A question. How does http://www.fallout3nexus.com/downloads/file.php?id=5573 play alongside FEW? Will there be any bugs? Anyone else using them together?

I also plan on using http://www.fallout3nexus.com/downloads/file.php?id=9801, which looks great. Any plans to contact him and ask whether he minds it being included in FEW? Seems you can disable everything you don't like, so no reason not to. If he liked the idea of course ;)
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james kite
 
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