[RelZ] FWE - FO3 Wanderers Edition #22

Post » Wed Dec 30, 2009 2:22 am

another little thing, surely a question already answered but I didn't find where. a mod that changes NPC faces, hair, eyes etc how much does it conflict with FWE(+ MMM and WMK)?
A. no conflict at all
B. insignificant conflicts
C. game-breaking conflicts
D. ctd

a single letter answer is enough for me


Unfortunetly I can't answer with a single letter. Something like Project Beauty, which edits many NPC records, will conflict with FWE + MMM both, because those mods edit many of the same things. If you load Project Beauty AFTER FWE/MMM, it could cause significant problems, as the gameplay/mechanic changes to those NPC's would be overridden by the cosmetic changes. If you load Project Beauty before FWE/MMM, many of the cosmetic changes won't be applied for NPC's that are also edited by FWE/MMM. NPC's not touched by FWE/MMM would have project beauty's changes in this case.

Getting compatiblity patches pulled together for project beauty is what needs to happen. It's fairly straight forward for MMM + FWE, and it's close to the top of my agenda =)


This is no bug, and is also not related to FWE at all.
This is simply a feature built into Darn's UI latest version. However note that many skills actually don't have an affect when you level them past 100, unless you install a mod like Wasteland Mastery. Weapon skills might be an exception in that case, as they are a multiplicator for a few things (like spread and damage), but I'm not entirely sure on that. So either way, just get Wasteland Master from Nexus.


Interesting. It would make sense (to me at least), that this feature in Darn's UI be toggle-able, and set to OFF by default for this exact reason. I wasn't aware that it did this. I can bring it up with Darn, because I agree it's confusing!


I've started a new game with the latest version and I'm experiencing an odd bug with the explosives skill. The damage from grenades increases normally from a skill level of 0 to 19, but then at 20 it increases by an irregular amount (double what it was at 19 when examining frag grenades). Damage increases at a normal rate from 20 until a skill level of 89 where it decreases by a large amount. Going from 89 to 100 increases damage at a normal rate, but at 100 the damage is less than it would be at 88. Not really sure what is causing this or if anyone else is having the problem.

Despite this, the latest version is fantastic! Nice job to everyone involved!


Interesting. A few versions back we implemented a hidden perk that increases explosive damage more for every 10 levels of explosive skill. This is to make up for the fact that weapon skills don't effect damage nearly as much as in the original game, which resulted in the explosive skill being a lot less useful.

It sounds like the multipliers for the hidden perk levels are goofed up or not being applied to the correct level. I'll take a look at this, and thanks for pointing it out!


In the original game followers had unlimited ammo so extra shots didn't make a difference. Unfornuately, the game's AI hasn't changed with regards to ammo use and I don't know if that aspect can be tweaked. Certainly you can have them just use melee weapons but then they'll take a lot more damage and require more stimpak. Either way followers are a drain on your resources.


I keep going back and forth in my mind about the best way to handle follower weapons. I agree that it's somewhat of a "penalty" to have followers with ranged weapons right now, since they require such an extra investment in terms of ammunition, which they often waste. There are a couple of options I've been considering:

Option #1
Revert follower weapons to their original function, where they don't consume ammo but the player can't use the weapon either. Damage for follower weapons might want to be reduced to compensate for their unlimited ammo capacity.

Option #2
Revert follower weapons as above, but allow them to be used by the player still. When the player has the item in their inventory, it could be switched behind the scenes for a version that consumes ammo. When you give it back to the correct follower, it would get switched back to the ammo-less version.

Option #3
Implement some system that would reflect having to continuially "resupply" your followers, but once supplied they would have enough ammo to last them for say 3 days or a week. It might work by having your followers periodically ask for some money for "supplies" If you fork over the cash, they get unlimited ammo for their guns for a while. If you give them a weapon other than their preferred weapon, they'd still need to use ammo regularly. This would be a slightly more immersive approach i suppose.

Any opinions on these ideas?
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Matthew Warren
 
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Post » Wed Dec 30, 2009 1:19 am

What about a perk like Quartermaster that adds team ammo regeneration, kind got the idea from Borderlands Solider class.
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{Richies Mommy}
 
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Post » Wed Dec 30, 2009 10:31 am

Interesting. A few versions back we implemented a hidden perk that increases explosive damage more for every 10 levels of explosive skill. This is to make up for the fact that weapon skills don't effect damage nearly as much as in the original game, which resulted in the explosive skill being a lot less useful.

It sounds like the multipliers for the hidden perk levels are goofed up or not being applied to the correct level. I'll take a look at this, and thanks for pointing it out!

There's a typo in the 90-99 section. It actually says 20-99, which means it overwrites most damage settings in the list.
Also all there's an overall logic flaw, because the sections always go 10-18, 20-28, 30-38, etc....meaning whenever you have a 9 at the end, the damage doesn't get applied correctly.

I keep going back and forth in my mind about the best way to handle follower weapons. I agree that it's somewhat of a "penalty" to have followers with ranged weapons right now, since they require such an extra investment in terms of ammunition, which they often waste. There are a couple of options I've been considering:

Option #1
Revert follower weapons to their original function, where they don't consume ammo but the player can't use the weapon either. Damage for follower weapons might want to be reduced to compensate for their unlimited ammo capacity.

Don't think it's such a nice idea, I prefer being able to trick out my followers with nice weapons.

Option #2
Revert follower weapons as above, but allow them to be used by the player still. When the player has the item in their inventory, it could be switched behind the scenes for a version that consumes ammo. When you give it back to the correct follower, it would get switched back to the ammo-less version.

We already have almost a thousand weapon entries, I think adding another 1000 just for this function is a bit overkill...

Option #3
Implement some system that would reflect having to continuially "resupply" your followers, but once supplied they would have enough ammo to last them for say 3 days or a week. It might work by having your followers periodically ask for some money for "supplies" If you fork over the cash, they get unlimited ammo for their guns for a while. If you give them a weapon other than their preferred weapon, they'd still need to use ammo regularly. This would be a slightly more immersive approach i suppose.

Any opinions on these ideas?

This is more reasonable, but eh....I don't believe this is such a great issue that it warrants such a feature. The thing is, while yes Followers do use a good deal of ammo, you also find plenty.
Not to mention we have so many varities of ammo currently, that it really is easy to give your followers a weapon that uses ammo you don't need.
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Andrea Pratt
 
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Post » Wed Dec 30, 2009 2:22 am

Interesting. It would make sense (to me at least), that this feature in Darn's UI be toggle-able, and set to OFF by default for this exact reason. I wasn't aware that it did this. I can bring it up with Darn, because I agree it's confusing!


I actually found what my "problem" was...

Turns out that with the default Darn UI package the setting to allow skills > 100 is flagged as OFF by default however in the FWE package I had downloaded the setting is flagged to ON.
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Killah Bee
 
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Post » Wed Dec 30, 2009 7:35 am

I actually found what my "problem" was...

Turns out that with the default Darn UI package the setting to allow skills > 100 is flagged as OFF by default however in the FWE package I had downloaded the setting is flagged to ON.

Ah you don't actually need(and shouldn't) use the FWE specific esp anymore. Simply use the latest version of DarnUI, the special FWE features are integrated, because FWE "recognizes" when DarnUI is being loaded, so there is no need for an extra esp.
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Yvonne
 
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Post » Tue Dec 29, 2009 10:35 pm

Makes sense. Though I don't know why Darn would include a FWE specific ESP in his latest hotfix then...
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Andrew Tarango
 
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Post » Wed Dec 30, 2009 6:06 am

Makes sense. Though I don't know why Darn would include a FWE specific ESP in his latest hotfix then...

Because when he made the latest version he wasn't aware that we had already implemented his script in FWE.
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jodie
 
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Post » Wed Dec 30, 2009 2:31 am

Well, some people simply have bad luck with FO3 CTD, and some even worse luck. Like me. These days, FO3 CTD frequency has reached an unbeareable 3-4 per hour rate for me. I even tried BOSS for FO3, just in case, but while it made nothing worse, it made nothing better as well. After reading a bit in FO3Edit's help file, I checked for conflicts and re-ordered some files after the BOSS sorting was done. Then followed merged patch creation and then MasterUpdate. My current load order is now

Fallout3.esm
PointLookout.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
CRAFT - Activation Perk.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Fellout-Full.esp
RobCo Universal Battery Charger Kit.esp
DN_RecyclingMachine.esp
Directional PipLight.esp
SniperZooming.esp
DCInteriors_Georgtown.esp
DCInteriors_SewardSq.esp
DCInteriors_Mason.esp
DCInteriors_LEnfntPl.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Lvl 30 Balance.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Optional Harsher Wasteland.esp
FO3 Wanderers Edition - No Drug Visuals.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
CALIBR Ammo Schematics - CRAFT.esp
Stealthboy Recon Armor - CRAFT.esp
Wasteland Whisperer.esp
RobCo Certified.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - FWE Master Release.esp
TenpennyGhoulsAtPeace.esp
Owned!.esp
PLweightadjust.esp
1Animated Nightvision goggles.esp
BlackWolf Backpack.esp
Blank's Container Backpack (BlackWolf Backpack Plugin).esp
BOSSED_LO_patch_0.esp

Total active plugins: 63
Total plugins: 94

Patch 1.7 had already been installed before obtaining the DLCs.

I let run 3D Mark 06 (could only do it once since it's shareware), played ArmA2 (a VERY HW-demanding game as everyone will admit who plays it) and S.T.A.L.K.E.R. for over an hour each, let Furmark check my GPU and let this super-killer-algorythm-software prime 95 push my CPU to its four cores limit. It did not go into forced 8-BIT colour mode like sometimes after a FO3 crash ,which I originally had believed to be a sign of overheating. Therefore improving the airflow, which is always good, helped keep the temperatures lower, but still those weird CTD with forced 8-BIT safe mode like resolution happens most of the time when FO3 crashes. Just then. In fact, the system didn't crash at all when challenged by anything other than FO3. So, my hardware seems o.k.

Just in case, these are my system specs

WinXP
4 GB Ram (3 in use due to XP 32BIT)
Gforce 8800 GT 512 MB PCI Express 2.0 ,overclocked to 700 MHZ (Core)/1704 MHZ (Shader)/1003 MHZ (Memory) @ 186.18 driver
AMD Phenom II X4 940
GA-M720-US3 Motherboard
550W PSU
Realtek ALC 888 soundcard
DXDIAG said all is fine.
3D Mark Score 13772 points.

Heat isn't an issue anymore; after further repositioning of additional fans and new cooler fixing (applied new heat dissipation grease as well), measured with speedfan CPU (Core, not surrounding) stays AROUND 50?Celsius (Max value: 52) when stresstested with all four cores challenged to the max and GPU was under full challenge at 82? Celsius max, acceptable for that model when overclocked. I even ALT-Tabbed out of ArmA2 and S.T.A.L.K.E.R. to check what happens to the heat when I actually play instead of benchmark/stresstest. Still, CPU was never higher than around 50? Celsius (well 46-48? max rather than 52? max because the games rarely use the four cores, as we all know...)and GPU even a lot lower than 82? Celsius, around 50? Celsius it stayed.

That leaves me to ask if someone has any ideas left where to look for errors in my sytem. E.G., if my PSU would be too weak, would I be able to run all the stresstests, but FO3 needs more power and therefor CTD? Sometimes when it said FO3 has to be terminated and I was forced into safe mode 8_BIT display, I could still move the mouse and look at speedfan's readings. These showed no readings from the GPU at all.

Well, hope that someone comes up with an idea,

tourist
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Rachel Cafferty
 
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Post » Wed Dec 30, 2009 1:53 am

Well, some people simply have bad luck with FO3 CTD, and some even worse luck. Like me. These days, FO3 CTD frequency has reached an unbeareable 3-4 per hour rate for me. I even tried BOSS for FO3, just in case, but while it made nothing worse, it made nothing better as well. After reading a bit in FO3Edit's help file, I checked for conflicts and re-ordered some files after the BOSS sorting was done. Then followed merged patch creation and then MasterUpdate. My current load order is now


Well, have you tried running vanilla fallout for a while to see if you are getting crashes? Alternatively, you might try disabling portions of your mod list at a time and seeing if the crash frequency changes at all. Your load order looks good to me otherwise. Do you have other heavy texture replacer mods running (that don't have esp files)? Maybe try removing those. You can always make a backup of your data folder and saves, and reinstall fallout and test out a clean version of the game (with the 1.7 patch and DLC's). Also, have you tried starting a new game? It's possible your saves could be corrupted in some manner, which has been known to happen from time to time. You might also try running without the merged patch and without master update, just to see if that makes a difference.
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Zosia Cetnar
 
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Post » Wed Dec 30, 2009 9:56 am

Well, some people simply have bad luck with FO3 CTD, and some even worse luck. Like me. These days, FO3 CTD frequency has reached an unbeareable 3-4 per hour rate for me. I even tried BOSS for FO3, just in case, but while it made nothing worse, it made nothing better as well. After reading a bit in FO3Edit's help file, I checked for conflicts and re-ordered some files after the BOSS sorting was done. Then followed merged patch creation and then MasterUpdate.

CTD can be very hard to trackdown. Do these crashes happen inside or outdoors? If they are only happening outdoors it might be related to MMM. I've had situations in which I'd always crash when I moved into certain areas if the wasteland. Martigen recently added an optional plug-in Mart's Mutant Mod - Reduced Wasteland Spawns, this might help. You also don't need to include his Natural Selection plug-in since that's included in FWE, but that won't help with your crashes

You might also want to try using the http://www.fallout3nexus.com/downloads/file.php?id=8886. This seems to have added to my stability in addition to reducing micro-stutter. One of the side effects of FSR is that it lowers temps. My CPU and Southbridge temps are about 2 degrees celsius cooler using FSR. In order to use FSR you'll need FOSE 1.2 Beta.

Finally, turn off autosaving and use http://www.fallout3nexus.com/downloads/file.php?id=3729 instead.
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JERMAINE VIDAURRI
 
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Post » Wed Dec 30, 2009 7:25 am

Well, some people simply have bad luck with FO3 CTD, and some even worse luck. Like me. These days, FO3 CTD frequency has reached an unbeareable 3-4 per hour rate for me. I even tried BOSS for FO3, just in case, but while it made nothing worse, it made nothing better as well. After reading a bit in FO3Edit's help file, I checked for conflicts and re-ordered some files after the BOSS sorting was done. Then followed merged patch creation and then MasterUpdate. My current load order is now

Fallout3.esm


Drop Enchanced Weather esps to the end together with Fellout. Load the one whose features you want most last since some aspects do conflict. Load Calibr before craft. I would load things like the nightvision goggles and backpack before the FWE esps. Also I don't believe you need MMM - Natural Selection when using FWE. I would avoid using merged patches and the like unless you absolutely must have full WMK functionality. Maybe try the Unofficial Patch? Failing that disable mods one at a time until it doesn't crash.
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Tanika O'Connell
 
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Post » Tue Dec 29, 2009 11:49 pm

I keep going back and forth in my mind about the best way to handle follower weapons. I agree that it's somewhat of a "penalty" to have followers with ranged weapons right now, since they require such an extra investment in terms of ammunition, which they often waste. There are a couple of options I've been considering:
Option #1
Revert follower weapons to their original function, where they don't consume ammo but the player can't use the weapon either. Damage for follower weapons might want to be reduced to compensate for their unlimited ammo capacity.

Somehow - unlimited ammo option doesn't sound well to my ears...

Option #2
Revert follower weapons as above, but allow them to be used by the player still. When the player has the item in their inventory, it could be switched behind the scenes for a version that consumes ammo. When you give it back to the correct follower, it would get switched back to the ammo-less version.

As Kai wrote: +1k weapons = more maintenance problems in the future...

Option #3
Implement some system that would reflect having to continuially "resupply" your followers, but once supplied they would have enough ammo to last them for say 3 days or a week. It might work by having your followers periodically ask for some money for "supplies" If you fork over the cash, they get unlimited ammo for their guns for a while. If you give them a weapon other than their preferred weapon, they'd still need to use ammo regularly. This would be a slightly more immersive approach i suppose.

This is an interesting idea actually... Although "only preferred weapon" doesn't sound very well to me.

And if I may offer Option #4
Implement some kind of script, which compensates wasted ammo (i.e. adds a small "wasted" ammount back to the inventory) and is triggered after the companion kills an enemy.
For example: the script retrieves targets health tHealth, weapon damage (per shot) wBulletDmg and calculates how many bullets were required to kill the target: tHealth / wBulletDmg. Companion skill and weapon accuracy should influence this value, although I'm not sure, how (I'm not familiar with inner workings of combat system). This is the supposedly real amount of ammo, which was supposed to be used killing the enemy. Now the tricky part - how much ammo was used? I dont know if that can be calculated. If yes - then "actual amount" - "supposed amount" = "compensated ammo amount". If this value cant be calculated, then this solution is doomed.

... and Option #5
We can assume that NPC was engaging a target 0,1-1,0 sec AFTER the targed died, thus "wasted ammo". During this period he was firing constantly, thus used RoF * time rounds, which should be compensated to the inventory instantly after the target is killed. Somehow this option sounds easy and lightweight to implement... Although exceptions are in order for mini-guns, because they tend to be inertial, IIRC.

Problems could arise in following situations:
1. NPC was using different weapons for a single kill (applies to Option #4)
2. NPC was engaging several enemies (applies to Option #4)
3. Player killed the enemy, not the NPC (thus calculation script is not triggered).
4. I'm not sure how NPC behaves, if several targets are present. Does he wastes ammo or changes target instantly?
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Katie Pollard
 
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Post » Wed Dec 30, 2009 1:54 am

Regarding followers wasting ammo. I don't think anything should be done. In my opinion using followers is a cheat. You are suppose to be the Lone Wanderer so you should be able to tackle the wastleland on your own. I think that the changes that FWE implemented to followers helps to reduce this cheat by making the followers consume resources such as ammo and stimpaks. So what if Charon uses five extra shotgun shells than he should have. That's a small price to pay for having his help.
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john page
 
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Post » Wed Dec 30, 2009 2:02 am

using followers is realistic. noone.......and i mean noone should be able to walk into a room by themselves and take out 10 supermutants....that just shouldnt happen. otherwise why would supermutants be this terrible scourge of the wasteland that the vaulted BoS can barely contain if someone guy from a vault can wipe them out by himself. it makes more sense if you have a couple of followers along with you and i dont feel like the terminator or superman. if i wanted to be a godlike killing machine then i would download the terminator mod and use that. and i play on hard and very hard.

as for the ammo thing i have found a somewhat nice balance. giving the followers single shot weapons like shotguns and rifles instead of automatic weapons makes them very manageable. as long as i keep selling stuff and dont blow to much money i can keep them supplied, in fact they are running around with lots of ammo right now. automatic weapons on the other hand are just insane and you cant keep up wiht the amount of ammo they waste. i gave over 1000 rounds of ammo to one of them and a vindicator and he shot through all of it in only a few fights. assualt rifles are a bit more manageable than miniguns and gatling laser or flamers but not by much.

the only thing i could think of is have a script that adds x amount of ammo to your followers after every fight or ever couple of ingame hours or even every 24 hours. that way they get some ammo but if you go on lots of firefights they will use it up and you will have to provide the rest. it might even be easier just to have a script add the ammo to you or a respawning container every once in a while and you can just parse it out, probably might be better that way for modded companions.
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Suzie Dalziel
 
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Post » Tue Dec 29, 2009 9:49 pm

I have a small question regarding WeaponModKits in combination with FWE. I have the GOTY Edition of Fallout 3, so all the DLCs are installed.

What files do I need?

I have:
Weapon Mod Kits (Main File) (http://www.fallout3nexus.com/downloads/file.php?id=3388)
FOIP - WMK and FWE Master Release Package with the patches for all DLCs (http://www.fallout3nexus.com/downloads/file.php?id=4968)

Do I also have to download the Package for the Classic Weapons, since they are included in FWE!?

Thanks!

PS: Have you read my bug report about the workbench bonus!?
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Shaylee Shaw
 
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Post » Tue Dec 29, 2009 7:00 pm

I have a small question regarding WeaponModKits in combination with FWE. I have the GOTY Edition of Fallout 3, so all the DLCs are installed.

What files do I need?

I have:
Weapon Mod Kits (Main File) (http://www.fallout3nexus.com/downloads/file.php?id=3388)
FOIP - WMK and FWE Master Release Package with the patches for all DLCs (http://www.fallout3nexus.com/downloads/file.php?id=4968)

Do I also have to download the Package for the Classic Weapons, since they are included in FWE!?

Thanks!

PS: Have you read my bug report about the workbench bonus!?

No you don''t need anything at all related to Classic Fallout Weapons.

And yes I saw the glitch you found. The effect isn't terminated properly, because you change cells without moving away from the workbench.
Thanks for reporting this, but the effect of this is minimal, since usually workbenches aren't located so close to a door that you can zone out without leaving it's proximity. But definitly something to keep in mind for future updates.
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Petr Jordy Zugar
 
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Post » Wed Dec 30, 2009 7:40 am

using followers is realistic. noone.......and i mean noone should be able to walk into a room by themselves and take out 10 supermutants....that just shouldnt happen. <...>

as for the ammo thing i have found a somewhat nice balance. giving the followers single shot weapons like shotguns and rifles instead of automatic weapons makes them very manageable. as long as i keep selling stuff and dont blow to much money i can keep them supplied, in fact they are running around with lots of ammo right now. automatic weapons on the other hand are just insane and you cant keep up wiht the amount of ammo they waste. i gave over 1000 rounds of ammo to one of them and a vindicator and he shot through all of it in only a few fights. assualt rifles are a bit more manageable than miniguns and gatling laser or flamers but not by much.
<...>


Well - if this is not too much to ask, this ammo compensation could be an optional thing and companions/no companions are a matter of personal preference. I for one just LOVE Charon and his mumbling :)

Oh, and giving single shot weapons is ok, but even combat shotgun uses ammo like hell, when used by Charon :) AND, since virtually all automatic weapons are better (read: do more DAM), companion chooses them over single shot options. Maybe a quick and dirty solution would be a possibility for player to hand-pick a weapon, which NPC should use without ability to choose another one... If that is even possible?
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Kieren Thomson
 
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Post » Wed Dec 30, 2009 8:10 am

Well - if this is not too much to ask, this ammo compensation could be an optional thing and companions/no companions are a matter of personal preference. I for one just LOVE Charon and his mumbling :)

Oh, and giving single shot weapons is ok, but even combat shotgun uses ammo like hell, when used by Charon :) AND, since virtually all automatic weapons are better (read: do more DAM), companion chooses them over single shot options. Maybe a quick and dirty solution would be a possibility for player to hand-pick a weapon, which NPC should use without ability to choose another one... If that is even possible?

Just don't give them a weapon with higher damage value or any ammo for it.
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Lisha Boo
 
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Post » Wed Dec 30, 2009 10:36 am

I don't use followers because, to be honest, the companion AI is just so retarded that it ruins the game for me. At best they get in the way, at worst they actually cause problems. If I had to use them I would have to insist on either infinite ammo (as the easiest option) or some kind of payment system as proposed above (as the most sensible alternative).
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Emma Parkinson
 
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Post » Wed Dec 30, 2009 4:01 am

Just don't give them a weapon with higher damage value or any ammo for it.
That's exactly what I do with my current character - problem is, he's a Big Guns specialist, so I have to decide whether to give Jericho that 30lbs Fat Man or the 6 Mini Nukes, which weigh in at a total of 18lbs. Either way I have to carry a considerable additional weight around just to keep my companion from using the wrong weapon (in this case the Fat Man). It's nothing game-breaking, but it'd certainly be nice to have some control over what weapons a follower actually uses and which ones he's supposed to lug around only.

I don't use followers because, to be honest, the companion AI is just so retarded that it ruins the game for me. At best they get in the way, at worst they actually cause problems. If I had to use them I would have to insist on either infinite ammo (as the easiest option) or some kind of payment system as proposed above (as the most sensible alternative).
Agreed, setting up mine traps is a true pain in the behind when you've got a follower going berserk upon spotting an enemy...
I agree that the payment option would be the most sensible solution to the ammo issue, if any solution is at all required. Personally I can cope with companions' ammo consumption (I simply give them ammo types which I don't use myself), but I certainly can see where you're coming from.
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kirsty joanne hines
 
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Post » Wed Dec 30, 2009 2:29 am

im using a follower mod that prevents them from going nuts while im in sneak mode. ive set up a few mine traps and havent had any issues. basically they wont fire on the enemy unless they are fired on or i start charging them at them and get spotted.
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meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Tue Dec 29, 2009 7:03 pm

Nexus Link:
http://fallout3nexus.com/downloads/file.php?id=10273

Alright guys, I've started a small page on which I will upload bug fixes, tweaks and CPs for FWE.
My decision to start this is so I can constantly update things, without us having to release a new FWE version every other week.

On that page you will find an up to date FWE patch. This fixes several small bugs that other players or myself noticed during gameplay. This is no test patch, but real fixes, and will eventually get integrated into the next FWE release.

Also you'll find a tweak package, that changes some gamesettings in a way I prefer to have them during my gameplay. This includes somewhat reduced weapons damage, reduced NPC accuracy, a bit increased carry weight and other things(just look at the mod description, I wrote down everything I changed there).

Here I will also upload any compatbility patches that I should write. I can also write the occasional CP on request, though that of course will also depend on how much work that involves and how much time I have available. You can PM me with requests, but keep in mind that I also might simply say no.
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sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Tue Dec 29, 2009 7:47 pm

Greetings,

Over the weekend I got FWE installed and running. I am really liking it, this is definitely a much deeper and more difficult game now.

I only had two only problems. One was with the DarN UIF3 which I could not even get to install on a clean un-modded install of FO3. It has been three days since I asked for help on the DarN thread and I'm hoping to hear eventually.

The other problem cropped up after I installed the very useful Mini Hideout - Player Home - Katanas (located in Springvale). I installed only FWE and the required and recommended mods, not including DarNUIF3, and was able to play with no problems - other than dying more than with Vanilla. Feeling a need for a quiet place to store things and sleep I loaded Mini Hideout - Player Home - Katanas, which had run trouble free for a week when I was playing Vanilla FO3. All of a sudden I started having save problems. Either F4 Save or CASM Save would CTD. Moving the .esp much further up the load order seemed to help, at first then CTD. Fiddling around I discovered that if I would load up to my Hideout (haven't tried this with other locations yet) and get away from that location, even just as far as Megaton would work, I could then save and play the game without problems, I could then even save back at the Hideout without CTD.

This seems to suggest something wrong in the initial location of the save game I load in to. Like there is something that needs to clear or reset, as I can then save safely a little distance away.

Any advise would be appreciated.
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Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Wed Dec 30, 2009 10:25 am

Has anyone used any ironsights mods successfully with FWE? Most of them seem to be buggy. I haven't tried any but the prospect of having some kind of FOIP fallout 3 reanimated ironsights mod action makes me tremble with joy. The Fallout 3 advanced overhaul mod has integrated ironsights I see.
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matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Wed Dec 30, 2009 3:01 am

Has anyone tried using a minigun (or Eugene)? They seem really overpowered to me. I'm playing on hard difficulty and I can tear through just about anything in less than a second.
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Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

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