» Tue Dec 29, 2009 12:02 pm
Well more fun news on this November Sunday . . .
NOTE: You don't need to force a cell re-set, but if you want to see some of the new loot changes immediately, you may want to.
Recent Changes
Master Release 4.1
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MAJOR CHANGES / NEW FEATURES
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Integrated a night vision mod for power armor helmets and recon armor helmets developed by Delamer. A new tool is added to your inventory (under apparel) that let's you customize the night vision options. When wearing full power armor, the night vision doesn't drain energy, otherwise it consumes energy cells during operation. This mod's capabilities have been extended to the DLC power armors and the Anchorage stealth suit.
Added better handling of disabling or re-enabling the integrated triage mod, also courtesy of Delamer. FWE will now remember what perks you had if you disable the mod, and choose to later re-enable it.
Removed the repair and medicine skill bonus received from having tools (hammers, wrenches, etc…) or medical equipment (bone saw, forceps, etc…) in your inventory. Instead, you can now CRAFT a tool kit or medical kit that provides the equivalent bonus. The bonuses show up as a (+) modifier next to your skills now as well, similar to armor effects.
Added an option to CRAFT medical braces and surgical supplies, IF you have the wasteland doctor perk, courtesy of razorwire. You can make a medical brace from 1 leather belt and 1 scrap metal, and surgical supplies fro 1 abraxo cleaner and 3 empty bottles.
Integrated Prometheus_ts's Advanced Combat Armor module, which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.
Integrated b3w4r3's Remote Control Companion mod into FWE's optional Follower's Enhanced module. This mod adds a "command headset" to your apparel tab, that let's you give orders to your companions remotely, including group orders. Orders include follow (variable distances), wait, relax, etc…. Very handy addition!
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TWEAKS / BUG FIXES
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Fixed a problem with PA outcast helmet not getting "fitted" correctly at the workbench (included in 4.0 hotfix).
Fixed a problem with the Followers Enhanced non-Broken steel version requiring broken steel. Doh! (included in 4.0 hotfix).
Adjusted the Raider Marauder weapon list to use less rare or high level weapons.
Fixed weapon scanner mod to correctly show associated weapon skill.
Fixed the wasteland travel caravan vans (in the optional Alternative Travel module) to not give you a free ride. Also re-enabled the infinite weight capacity option for the wasteland explorer motorcycle.
Fixed a problem with the outcast tech collection quest not accepting "Brotherhood" PA.
The workbench repair bonus now shows up properly as a "+" modifier to your repair skill, instead of increasing your base repair skill.
Tweaked the effects of alcohols, in particular correcting a problem with beer effect durations.
Minor tweaks and adjustments to chem and drug effects.
Needle pistols will now be found for sale at vendors, and in some additional loot lists around the wastes.
Smuggler's end unique laser pistol got a damage increase to match the normal laser pistol.
Increased the ammo capacity of A-31's rifle to 5, reduced the drifter laser rifle capacity to 9. The A-31 plasma rifle now fires at a normal volume level instead of loud.
Improved the balance of the Turbo Plasma Rifle by making each shot require 20 EC's. Remains at three shots per reload.
Fixed a problem with ants and other actors moving oddly in some circumstances.
Tweaked the values of cigarettes/packs/cartons. Carton's are worth more (75), packs remain at 5, and individual cigs are now worth zero (0). Basically, you can't cheat by opening up all your packs and selling individual cigs for a ton more money.
Fixed a problem with winterized PA not being the right armor in the DLC Anchorage patch. Also corrected an issue with the player not receiving the right training perk (i.e. the FWE version of PA Training).
Updated the primary scripts for the Sprint Mod to be more reliable.
Increased the health of Deathclaws, Yai Gaui and other tougher creatures, but not the super creatures like behemoths. In addition, the monster version of the nerd rage perk was adjusted to provide a +20 bonus to DR.
Fixed problems in normal FWE + the optional worn weapons patch with Super Mutants not using plasma rifles and hunting rifles despite being given them.
Added pipe rifles to the weapon lists in the worn weapon module. The pipe rifle will occur on low level raiders and wastelanders.
Morphine only provides 5 DR instead of 25 in the harsher wasteland optional module.
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FOIP
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Updated EVE FOIP patch to support EVE Beta 0.9.5
The EVE FOIP patch now includes an extra module when using FWE and Weapon Mod Kits, which extends EVE's visual effects to the mod'ed weapons. You won't see the new EVE textures/models on the weapons, but you will see the new projectile, critical kills, and other effects.
Mart's Mutant Mod FOIP patch updated to support MMM 5.0.
The MMM FOIP patch now includes all of the optional MMM Natural Selection mod.
Reduced the drop rate for night ghoul eyes in the MMM FOIP patch.
Tweaked the effects of some of the new MMM ingestibles.
Added an extra module to the MMM FOIP package for using FWE and EVE alongside MMM.