[RelZ] FWE - FO3 Wanderers Edition #22

Post » Tue Dec 29, 2009 7:59 pm

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.


Is there an Iron Sights mod that has emerged as a more popular one? If there is a lot of interest in one, I can look into what it would take to get a FOIP patch pulled together. I really don't know what's all involved at the moment though.

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.


The miniguns could probably use a debuff on the damage. I agree that they are pretty powerful.
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Peter lopez
 
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Post » Wed Dec 30, 2009 3:22 am

I'd love to see an Iron Sights mod for FWE, if that counts for anything.
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lauraa
 
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Post » Tue Dec 29, 2009 9:34 pm

The miniguns could probably use a debuff on the damage. I agree that they are pretty powerful.

You do remember that we nerfed miniguns a [censored]ton with the last version :)

I can't really say I find them much too powerful at the moment, especially when compared to assault rifles. Keep in mind that miniguns need to be the strongest DPS weapon in the game.
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Katey Meyer
 
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Post » Wed Dec 30, 2009 9:19 am

Big guns and energy weapons seem to be on par in my experience.
With energy weapons and a crit build I can pretty much kill anything but a behemoth or a matriarch in two head shots. With a vindicator or vengeance if I'm close I can kill things faster by aiming for the head, but miniguns already miss a lot or hit the body. And the spinup and lack of a scope really tend to put you in harm's way, and they burn through ammo increadibly fast.

Overall I'd say that small guns just needs to be buffed. The M72 hasn't ever done much for me, despite being my favorite FO2 weapon. That's ignoring the almost useless H2H and Melee.
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Horror- Puppe
 
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Post » Wed Dec 30, 2009 11:01 am

I wonder about the M72 as well. I've tried using it a few times, and it really doesn't perform any better than in my feeling than the plasma weapons, or a bozar, or a lot of other weapons. Plus the ammo is rare and unique to the gun. It could probably use a damage increase, although it needs something to keep it differentiated from the sniper rifle, which is also a single ammo use weapon.
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Soph
 
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Post » Tue Dec 29, 2009 11:48 pm

is there any chance of adding in my new favorite gun....the smith and wesson .500?

http://www.smith-wesson.com/webapp/wcs/stores/servlet/CatalogSearchResultView?storeId=10001&catalogId=10001&langId=-1&pageSize=10&published=1&beginIndex=0&resultType=2&attributeName1=Caliber&attributeValue1=.500&attributeValueType1=STRING&attributeValueOperator1=EQUAL&isFirearm=Y
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Jordan Moreno
 
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Post » Tue Dec 29, 2009 10:47 pm

A little away from current discussion, but I wanted to report a bug(?) with companions. It seems, that in some situations they can accept enormous amounts of stuff, disregarding their weight. Sometimes, they change their mind and stop accepting stuff, and then again - begin to accept more than before... I.e. bringing along 6+ power armour... just like that.
And - is it possible to actually show companion item weight in the upper left corner of UI, when trading takes place? Instead of the some misc label that is shown there...
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Ells
 
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Post » Wed Dec 30, 2009 4:40 am

A little away from current discussion, but I wanted to report a bug(?) with companions. It seems, that in some situations they can accept enormous amounts of stuff, disregarding their weight. Sometimes, they change their mind and stop accepting stuff, and then again - begin to accept more than before... I.e. bringing along 6+ power armour... just like that.
And - is it possible to actually show companion item weight in the upper left corner of UI, when trading takes place? Instead of the some misc label that is shown there...

Are you using the followers mod from FWE? Because in that Followers can get crippled, and do not have their attributes automatically restored after combat. That means you need to give them stimpacks, medical braces and surgical supplies to heal themselves with. They also use drugs, so they could be using buffout for example.
And keep in mind that there are items that when equipped affect carry weight, like power armor and many items from Tailor Maid.

And no, displaying carry weight of your opposite in the trade menu is not possible afaik.
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Becky Cox
 
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Post » Wed Dec 30, 2009 6:45 am

Are you using the followers mod from FWE? Because in that Followers can get crippled, and do not have their attributes automatically restored after combat. That means you need to give them stimpacks, medical braces and surgical supplies to heal themselves with. They also use drugs, so they could be using buffout for example.
And keep in mind that there are items that when equipped affect carry weight, like power armor and many items from Tailor Maid.

And no, displaying carry weight of your opposite in the trade menu is not possible afaik.


6x PA (some of them were teslas I think)should be ~500 pounds of weight? Buffout = +2 str, i.e. +50 weight limit? I'm sorry if my bug report is unclear, but I really cant give any more detail :(
After noticing this behavior I began intentionally giving them stuff, to see just "how much" it would amount to. I actually got bored:) Final amount should have been way over 600 pounds... Maybe there are problems with the script which calculates ammo weight...
Another thing, which might prove interesting - if they do not take the heavy item during first try, I succeeded at giving it away during the second or third attempt.
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Javaun Thompson
 
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Post » Wed Dec 30, 2009 2:24 am

On the ironsights front, this seems to be the overall best mod:

http://www.fallout3nexus.com/downloads/file.php?id=6938

However, I don't think this is integrated properly with fallout 3 reanimated, whereas this mod

http://www.fallout3nexus.com/downloads/file.php?id=3795

together with this mod

http://www.fallout3nexus.com/downloads/file.php?id=9899

is.

Unfortunately, the latter's crosshair does not line up properly with the ironsights, which is less than desirable, whereas the former's does. Rogue Hallow is the modder who seems to be the don at this.

I personally am going to wait out until there's a mod which does it all properly. I do know that if FOIP/FWE peeps got involved and made an ironsights mod that made a Reanimated/FWE/WMK/CFW ironsights set up possible, it would be very, very, very good.

Can we have a bunch of yes pleases to this? I have no skills I can offer unfortunately so I'll just have to offer moral support.
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OTTO
 
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Post » Tue Dec 29, 2009 9:23 pm

6x PA (some of them were teslas I think)should be ~500 pounds of weight? Buffout = +2 str, i.e. +50 weight limit? I'm sorry if my bug report is unclear, but I really cant give any more detail :(
After noticing this behavior I began intentionally giving them stuff, to see just "how much" it would amount to. I actually got bored:) Final amount should have been way over 600 pounds... Maybe there are problems with the script which calculates ammo weight...
Another thing, which might prove interesting - if they do not take the heavy item during first try, I succeeded at giving it away during the second or third attempt.


Yes, I've noticed this myself. Unfortunetly, it is a pretty tricky issue to track down, and I don't see it being resolved anytime soon. The companions each had a "weight" limit in the original game, that I believe was hardcoded in some fashion, at least I haven't been able to figure it out. Clearly this mystery weight limit is influenced by their strength and/or carry weight mods. I've noticed that if you give them PA, their weight weight capacity jumps WAY up, probably due to their strength bonus (since FWE raises the weight capacity per point of strength) and how the PA weight reduction effect works.

A lot of this stems from the fact that non-player containers (including NPC's to my knowledge) don't have weight limit as they did in Morrowind (for example). Scripting our way around this issue would be a nightmare, and frankly I don't have any motivation to fix it right now =)


On the ironsights front . . .


Thanks for the information. Looking over the options, I think it will be best for me to hold off on messing with iron sights / animations right now. If someone can get a handle on how the iron sight mods interface with things like fallout reanimated, once those are working together we could explore extended functionality to FWE and WMK (via FOIP presumably). I'll keep this on the burner though =)
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Bellismydesi
 
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Post » Wed Dec 30, 2009 5:44 am

Hello everyone,

while playing Fallout FWE I had a few ideas of features that could be implemented if you like. In my opinion each of them would add a bit more realism to the game.

- Molerats, Dogs and other animals should only have the specific meat in their loot lists if the player has a knife, combat knife or trench knife in his inventory. How would you be able to cut a brahmin steak out of an irradiated cow if you don't have a blade to do it!?

- A new perk "6th sense" that becomes available at a certain level of perception and enables the removed sneak markers [HIDDEN], [DETECTED] and [DANGER].

- A charisma penalty when you have drawn your weapon. You won't need charisma in combat and it's kind of strange that everyone is friendly to you when you point an assault rifle right at their nose.

What do you think about these ideas?
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Blessed DIVA
 
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Post » Tue Dec 29, 2009 11:48 pm

I have been trying out FWE for a couple days, and I like what I see. Most of it at anyways. Hard as heck though.

However, is there a way to, an optional whatever, reduce the amount of radiation you are taking? I feel like I find
myself all radiated up and glowy by just looking at a water puddle for too long. I think someone over at the download
page at Nexus asked the same thing in the comments, but then said he found something, 'FWE - Radiation Reduced'.
I have tried to find this too, but can't. :/

Anyone know how to lower the radiation, or find this 'FWE - Radiation Reduced '?
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Brandi Norton
 
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Post » Wed Dec 30, 2009 10:31 am

Hello everyone,

while playing Fallout FWE I had a few ideas of features that could be implemented if you like. In my opinion each of them would add a bit more realism to the game.

- Molerats, Dogs and other animals should only have the specific meat in their loot lists if the player has a knife, combat knife or trench knife in his inventory. How would you be able to cut a brahmin steak out of an irradiated cow if you don't have a blade to do it!?

- A new perk "6th sense" that becomes available at a certain level of perception and enables the removed sneak markers [HIDDEN], [DETECTED] and [DANGER].

- A charisma penalty when you have drawn your weapon. You won't need charisma in combat and it's kind of strange that everyone is friendly to you when you point an assault rifle right at their nose.

What do you think about these ideas?


I think http://www.fallout3nexus.com/downloads/download.php?id=61135 is what you are looking for.
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Natalie Taylor
 
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Post » Wed Dec 30, 2009 10:03 am

Do a search on Nexus for "FWE-FOOK" . . . you'll see a FWE-FOOK Merger (new version) file. One of the optional files is a radiation reducing mod. I don't think you need to use FOOK as well to use it.

While were discussing it, the next version of FWE is mostly a bug fix version. However, one new feature is the addition of a rather sophistcated in-game configuration menu. This in-game menu will accomplish a number of exciting things:

(1) Consolidate many of the existing in-game "config" menus (Bullet time, primary needs, weaponscanner, etc...) into a larger menu system, so you're inventory isn't getting taken over with config tools.

(2) Control many of the gameplay options currently managed by the optional modules, allowing us to remove many of the optional files and keep our load orders more tidy. This will include things like the optional experience/skill modules, harsher wasteland, etc... Most of will be controlled in-game now.

(3) Include controls / toggles for many of the FWE specific features that are only accessible via the console right now. For example, disabling or enabling triage, controlling the bobblehead settings, enabling/disabling the power armor changes.

(4) Add additional options for freuqently requested changes. So things like enabling / disabling sneak messages, controlling the sneak settings themselves, radiation settings, ammo weight on/off toggle, etc.. Hopefully options will even be added to control ammo and med rarity. This will make FWE substantially more customizable to your individual preferences and preferred playstyle.

(5) Incorporate a number of gamesetting "presets." You'll be able to restore the FWE factory settings. The "Harsher Wasteland" module will now take the form of a preset than you can turn on in-game. Likewise, I'm looking to include a "I like vanilla" preset that reverts many of the gameplay settings to something closer to the default game. I may dream up a few other presets as I'm developing this.

This menu system is something that's been sorely lacking in FWE for quite a long-time, and hopefully it will become an excellent way to make FWE more user-friendly, simplier to manage, and able to be tailored to different types of players. I have the basic menu framework and functionality in place, I just need to spend a while actually adding in the different option effects. I'll keep you all posted!
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Melly Angelic
 
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Post » Tue Dec 29, 2009 7:54 pm

Hurray for customizable features :woot: I also like the fact that there will be less .esps to go and search for.

I have been keeping my eye on this mod and wanting to try it out very soon but I wasn't looking forward to all the "if you want this, get this esp and if you don't like that, find this esp".

Now that you are going to make these menus, there will be no stopping me now :bolt:

Thank you :)
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[Bounty][Ben]
 
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Post » Wed Dec 30, 2009 7:06 am

Thanks! I just need to refrain from getting too complicated. I already have 36 menu's and submenu's built into the system, so it's going to have a lot packed into it. It's well organized and logical (I think so anyway), and I've avoided having to use "more" buttons, which I feel make the menu's confusing. Anyway, glad to hear there is enthusiasm for it =)
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lillian luna
 
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Post » Wed Dec 30, 2009 7:43 am

Ok, found the 'FWE - Radiation Reduced' on the Nexus. Thank you.

Not sure it does all that much though? I eat some radroach meat,
drank a cola, stood in a water puddle. To me it looked like I took
the same amount of radiation both and without this file. Maybe it
just work on some items, items I didn't try. hmm...

Looking much forward to this in game menu system you mention.
Sounds like the way to do it with the amount of things you can
tweak in this overhaul.

You think you can you have it ready at about 5.30pm, central,
today? That's after dinner for me and I'd love to take it out for
a spin. :P J/K!

Keep up the good work...
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Ron
 
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Post » Wed Dec 30, 2009 3:28 am

Awesome, I am always for more customization. One thing that made me kidna :cryvaultboy: when FWE went to the Master release (as opposed to the modular version) was the lack of customization. Thanks!
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Auguste Bartholdi
 
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Post » Wed Dec 30, 2009 8:26 am

Awesome, I am always for more customization. One thing that made me kidna :cryvaultboy: when FWE went to the Master release (as opposed to the modular version) was the lack of customization. Thanks!


Cool beans =)

BTW, if there are things I didn't mention in my list of customizable stuff up above, feel free to toss out ideas for things you wish were tweakable or customizable. I'll do what I can to address it as I'm working through the menu scripts.
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Amiee Kent
 
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Post » Wed Dec 30, 2009 11:41 am

Tracers, perhaps? I'm not sure if that is something you can do in game or what, but I know the FWE install has the optional file.
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JUDY FIGHTS
 
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Post » Wed Dec 30, 2009 10:36 am

yeah for consolidated menus. this will make it easier for people like me who would like to try out the different game styles but then have to constantly redo bash patches. :)
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Jynx Anthropic
 
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Post » Wed Dec 30, 2009 10:55 am

I think http://www.fallout3nexus.com/downloads/download.php?id=61135 is what you are looking for.

Hm!? What has Radiation reduced to do with my ideas!? :confused:
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Destinyscharm
 
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Post » Wed Dec 30, 2009 10:03 am

Hm!? What has Radiation reduced to do with my ideas!? :confused:


Nothing, Centrofly was responding to Carenzi's request for a mod to reduce rad gains in FWE. I think he may have quoted the wrong message for his reply =)
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u gone see
 
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Post » Tue Dec 29, 2009 9:01 pm

Nothing, Centrofly was responding to Carenzi's request for a mod to reduce rad gains in FWE. I think he may have quoted the wrong message for his reply =)

Ahh... makes sense!
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Jennifer Munroe
 
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