[RelZ] FWE - FO3 Wanderers Edition #21

Post » Tue Dec 29, 2009 2:46 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?

Perfectly. I use them together long time already
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 ;)

There is no limit to perfection, but FWE already incorporate some of this mod functions. F.e.- skill based lockpicking/hacking, explosive access and so on. As I understand- only bashing not realised
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Benito Martinez
 
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Post » Tue Dec 29, 2009 11:36 am

There is no limit to perfection, but FWE already incorporate some of this mod functions. F.e.- skill based lockpicking/hacking, explosive access and so on. As I understand- only bashing not realised



I assume I could use Zumb's by loading it after FEW, overwriting the lockingpicking mod it uses?
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Kevin S
 
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Post » Tue Dec 29, 2009 6:41 pm

I just started my first FWE game, and it seems really awesome!!
I'll surely come back here in a few days with some question or feedback :nod:

Perfectly. I use them together long time already


and that's really a good thing!
I had to deactivate FOOK2 to play FWE (I know of merging patches, but I don't think the game would be coherent using both of them), so now I wonder if there's some world-enriching or new stuff-adding mod that works good with FWE... something that preseves FWE immersion and balance, and focus only on adding something.
any suggestion?
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benjamin corsini
 
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Post » Tue Dec 29, 2009 8:25 am

I just started my first FWE game, and it seems really awesome!!
I'll surely come back here in a few days with some question or feedback :nod:

Please- you are welcome :)

and that's really a good thing!
I had to deactivate FOOK2 to play FWE (I know of merging patches, but I don't think the game would be coherent using both of them), so now I wonder if there's some world-enriching or new stuff-adding mod that works good with FWE... something that preseves FWE immersion and balance, and focus only on adding something.
any suggestion?

Tailor's maid mod, series of Puce Moose mods, Broadway Cinema, Excessive interiors. Not sure about two last, but they have very good feedbacks. All this mods, if loaded before FWE, will not cause any serious conflicts.

I assume I could use Zumb's by loading it after FEW, overwriting the lockingpicking mod it uses?

I'm not sure about it, you can have doubled effect on the exit.
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Lizzie
 
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Post » Tue Dec 29, 2009 11:32 am

There is no limit to perfection, but FWE already incorporate some of this mod functions. F.e.- skill based lockpicking/hacking, explosive access and so on. As I understand- only bashing not realised

Zumbs Overhaul is real time though. ;)
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David John Hunter
 
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Post » Tue Dec 29, 2009 5:05 pm

Hello, again. Just a quick question this time: May I ask the console command to alter the global respawn rate? I am hoping to reduce it to 3 or so days, again. As the Wasteland is getting rather barren, lately. *whistles innocently* :3
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hannaH
 
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Post » Tue Dec 29, 2009 5:49 am

Hello, again. Just a quick question this time: May I ask the console command to alter the global respawn rate? I am hoping to reduce it to 3 or so days, again. As the Wasteland is getting rather barren, lately. *whistles innocently* :3


You'll want to change the hours to respawn gamesetting . . . try this in the console:

setgs ihourstorespawn 72

That should so the trick =)
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Nicola
 
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Post » Tue Dec 29, 2009 4:46 pm

<3

Thank you. I do very much enjoy this mod, and it is the core of my game whenever I bring myself to play again, and it is definitely a bonus to have such good support... almost too good. I've barely started with 4.0 and apparently 4.1 is around the corner! *shakes fist* :P

Again, thank you. ^_^
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Holli Dillon
 
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Post » Tue Dec 29, 2009 2:02 pm

<3

Thank you. I do very much enjoy this mod, and it is the core of my game whenever I bring myself to play again, and it is definitely a bonus to have such good support... almost too good. I've barely started with 4.0 and apparently 4.1 is around the corner! *shakes fist* :P

Again, thank you. ^_^


I have you the wrong gamesetting . . .

it should be

ihourstorespawncell
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Dawn Porter
 
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Post » Tue Dec 29, 2009 7:59 pm

*had just come back to ask after that* Thank you. :)
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John Moore
 
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Post » Tue Dec 29, 2009 3:21 pm

I have you the wrong gamesetting . . .

it should be

ihourstorespawncell

Thank you from me too- now I know why this setting's changing don't work for me. I used set instead setgs :)
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Stephanie Valentine
 
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Post » Tue Dec 29, 2009 5:52 am

For reference . . .

GLOBALS use the syntax: set GLOBALNAME to VALUE

GAMESETTINGS use the syntax: setgs GAMESETTING VALUE
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Roy Harris
 
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Post » Tue Dec 29, 2009 5:35 am

I have an important question.

Are there Small Guns skill weapons in FWE which use the same ammo as some Big Guns?
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Bee Baby
 
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Post » Tue Dec 29, 2009 8:16 pm

I have an important question.

Are there Small Guns skill weapons in FWE which use the same ammo as some Big Guns?


Regarding your new scripts for Phalanx I imagine?
But yeah, off the head there are small and big weapons that use 5mm and 4.7 caseless
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Flutterby
 
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Post » Tue Dec 29, 2009 1:56 pm

Regarding your new scripts for Phalanx I imagine?
But yeah, off the head there are small and big weapons that use 5mm and 4.7 caseless


Yeah.

I wanted to know how widespread this practice was among mods like FWE, FOOK etc. FOOK has a fair bit of it.

In the future I'm intending to re-work my weapon selection system in a way that should allow clean function with weapon overhaul sorts of mods. It'll do that by offloading some of the main script's workload into effect scripts, which will allow me more room in that initial controller sort of script.

I theorize that I can create a batch of formlists that will more or less be divided up and assigned to various weapon overhaul mods. Those mods could choose to utilize them by making a compatibility patch which edits the formlists and adds the correct weapons to them. I won't know all the details on it until I am actually doing it.

But on the big-guns small-guns issue, I just needed to know how widespread it was, because I have to make some design changes for the system to survive that.
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City Swagga
 
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Post » Tue Dec 29, 2009 9:01 am

Yeah.

I wanted to know how widespread this practice was among mods like FWE, FOOK etc. FOOK has a fair bit of it.

In the future I'm intending to re-work my weapon selection system in a way that should allow clean function with weapon overhaul sorts of mods. It'll do that by offloading some of the main script's workload into effect scripts, which will allow me more room in that initial controller sort of script.

I theorize that I can create a batch of formlists that will more or less be divided up and assigned to various weapon overhaul mods. Those mods could choose to utilize them by making a compatibility patch which edits the formlists and adds the correct weapons to them. I won't know all the details on it until I am actually doing it.

But on the big-guns small-guns issue, I just needed to know how widespread it was, because I have to make some design changes for the system to survive that.

It will be good. But FWE, unlike such mods as FOOK, don't change ammo requirements for vanilla weapons, so FWE run with minimum problems, if followers equipped with vanilla weaponry
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Marcus Jordan
 
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Post » Tue Dec 29, 2009 7:33 pm

Tarrant . . . a few off the top of my head:

5.56 ammo -> assault rifles (small guns) and the LSW rifle (a big gun)
7.61 ammo -> FNFAL (small gun) and the Bozar (big gun)
5mm -> XL03e rifle (small gun) and the miniguns (big gun)
4.7mm -> G11 rifle (small gun) and the vindicator miniguns (big gun)



=============
HELP REQUEST
=============

FWE 4.1 will be released in the not too distant future . . . which is a good thing.

However, for the next big FWE release (5.0) I'd like to find a talented model + texture artist to help improve some of the new models/textures that FWE has incroporated over it's history. This includes many of the Classic Fallout Weapons, some new armors that have been added, and some other odds and ends. I'm getting a list pulled together of things that could use some improvement.

So, if you are a talented modeling, and would like support FWE with your mad skillz, please PM (or post here) and we can discuss what might need to be done. It will be important as well that we proivode these changed or modified assets to the original mod authors as well, should they care to use them.

=============
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Anthony Rand
 
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Post » Tue Dec 29, 2009 5:57 pm

It will be good. But FWE, unlike such mods as FOOK, don't change ammo requirements for vanilla weapons, so FWE run with minimum problems, if followers equipped with vanilla weaponry


That explains why i've heard no complaints of wild malfunctions with FWE, then.
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Andrew Lang
 
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Post » Tue Dec 29, 2009 6:15 pm

Hello, again. I've ran in to a little quirk, and thought to mention it.

[Snips the rambling] When I went to change the Hunger and Thirst 'rates', to adjust how satiating food and drink is, the percentage displays go in to negatives. Should I just stop drinking/eating, and let them come back up in to positives, or has something gone horrible wrong? (-80h/-20t)
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Dean
 
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Post » Tue Dec 29, 2009 9:33 am

Hello, again. I've ran in to a little quirk, and thought to mention it.

[Snips the rambling] When I went to change the Hunger and Thirst 'rates', to adjust how satiating food and drink is, the percentage displays go in to negatives. Should I just stop drinking/eating, and let them come back up in to positives, or has something gone horrible wrong? (-80h/-20t)

Firstly- try to stop. Try to sleep, one day for example, negative values must be resetted or will be decreased
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Dan Stevens
 
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Post » Tue Dec 29, 2009 5:54 am

I wish more people were posting, then I would feel less like I am pestering with all these questions. ^^;;

May I ask what effect Perception has, outside of skills? In the ReadMe, it claims that Perception effects the chance to achieve critical hits, but I have not seen any perk, or change in DarnUI's critical chance display.

- Thanks anyway. :3
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luis dejesus
 
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Post » Tue Dec 29, 2009 1:01 pm

I wish more people were posting, then I would feel less like I am pestering with all these questions. ^^;;

May I ask what effect Perception has, outside of skills? In the ReadMe, it claims that Perception effects the chance to achieve critical hits, but I have not seen any perk, or change in DarnUI's critical chance display.

- Thanks anyway. :3

I can't say much about it, cos not went deep into this.
Perception is requirements for many perks, such as infiltrator, light step, thief, VATS perks
Also perception level determine your AIM ability and enemies detection level.
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Danny Blight
 
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Post » Tue Dec 29, 2009 11:38 am

I can't say much about it, cos not went deep into this.
Perception is requirements for many perks, such as infiltrator, light step, thief, VATS perks
Also perception level determine your AIM ability and enemies detection level.


This.
Shouldn't affect crit at all. But you will hit a good deal better in VATS over longer distances.
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patricia kris
 
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Post » Tue Dec 29, 2009 7:30 am

Ah, okay. May I ask if it still has any impact on accuracy outside of VATs? :3

"Added XFO's perception effect on bullet spread for ranged weapons" - Prior Change Log, snipped from 2.0.

"Perception now provides a penalty (below 5) or bonus (above 5) to your criticial hit chance [credit: XFO]." - snipped from the current readme.

"Changed the Perception "perk" bonus from XFO's stat changes. Previously, perception factored into your base spread / VATS to-hit calculations, with PER 5+ providing upwards
of a 25% bonus. This has been changed so that perception provides a slight bonus to your critical hit chance at PER 5+, and a penalty below 5. " - snipped from the MR changelog 1f.

Just added these for reference' sake. :P
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Robert Devlin
 
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Post » Tue Dec 29, 2009 2:39 pm

Ah, okay. May I ask if it still has any impact on accuracy outside of VATs? :3

"Added XFO’s perception effect on bullet spread for ranged weapons" - Prior Change Log, snipped from 2.0.

"Perception now provides a penalty (below 5) or bonus (above 5) to your criticial hit chance [credit: XFO]." - snipped from the current readme.

"Changed the Perception "perk" bonus from XFO's stat changes. Previously, perception factored into your base spread / VATS to-hit calculations, with PER 5+ providing upwards
of a 25% bonus. This has been changed so that perception provides a slight bonus to your critical hit chance at PER 5+, and a penalty below 5. " - snipped from the MR changelog 1f.

Just added these for reference' sake. :P

Perception not provide crit bonus itself, but Perception perk is.
Perception Perk activated from the beginning of the game and determine your bonus/penalty for the crit. chance.
Per=4 give 0.9 penalty
Per=10 give 1.65 bonus
You can see Perception Perk in the FO3edit
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Cccurly
 
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