[RelZ] FWE - FO3 Wanderers Edition #22

Post » Wed Dec 30, 2009 5:52 am

Fallout 3 - Wanderers Edition (FWE)

Authors: Mezmorki (lead), Kai Hohiro, delmar, jjgun

Master Release 4.1.1

Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761



FWE REQUIRES the following utilities + mod standards to work:

* Fallout Script Extender (FOSE)

* CALIBR - custom ammo standard

* CRAFT - work bench expansion standard



In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:

* The Fallout Mod Manager (FOMM) - for setting the proper load order

* Fallout Interoperability Program (FOIP) for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).

* FWE-FOOK Merger (New Version) to get FOOK + FWE to play together. Similar to FOIP.

* FO3Edit - Conflict Detector / Resolution Tool / and a lot more =)



Overview of Changes

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

Richer Character Development
Developing a character requires careful attention to how you balance stats, skills, and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.

More Realistic + Lethal Combat
Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator." Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.

Struggle for Survival
Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.

Weapon and Armor Rebalance
Weapons and armor are all rebalanced so that everything has a potential use and benefit. There are real trade-offs to using one armor over another. Weapons have been completely rebalanced, so many weapons you'd never use now can serve a purpose. Once worthless armors now can now make a difference between life and death. Power armor has been revamped to be more beneficial while still remaining balanced.

Item + Loot Enhancements
Tweaks to loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need. Many new drugs have been added to the game world, item weights and properties tweaked, all with the aim of making the world more immersive and challenging.

Elimination of "Immersion Breakers"
A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is an experience that is more challenging and rewarding.



Recent Changes



Master Release 4.1.1

Corrected a problem with the workbench repair bonus not getting applied correctly.

Fixed a glitch with Diazepam (drug) being set to a "Quest Item" so you couldn't drop it.

Corrected the text in the toughness perk to mention the max DR of 95%

Corrected the text in the Wasteland Surgeon Perk to show intelligence requirement.

Adjusted the Outcast Tech Reward quest to no longer get Mini-Nukes as a reward.




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.



Master Release 4.0

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New Features
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Integrated Arewen's Realism tweaks (v2.8) from the Sneak and SmartAI module. The sneak changes replace FWE's current settings. Note that you should NOT use Enhanced Tactics alongside FWE anymore, as it will conflict with the integrated version of Arwen's Tweaks (which works much better in my opinion anyway).

Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.

Knockdown effect added to the super sledge weapons as well, although the chance of knockdown is less than for explosions.

Complete overhaul of power armor acquisition, training, repair, and armor stats. See the "FWE Power Armor Changesl.txt" file for a complete description of the changes. These changes make power armor more powerful (higher DR and benefits), but more difficult to get your hands-on. Briefly, there are now three levels of power armor training (none, basic, and advanced), each providing additional benefits to power armor. Found/looted power armor can now be worn without any training, however it must be taken to a workbench and "fitted" to the player first. Without training, power does not provide its full weight reduction benefit, and players receive an additional agility penalty. Unique or quest reward power armors are automatically "fitted" can be worn immediately. The advanced training perk removes all agility penalties, and provides an additional STR and END boost. Repairing power armor relies on using other suits or CRAFTing power armor repair kits from 3 scrap metals, 1 conductor, and 1 abraxo cleaner. Again, see the "FWE Power Armor Changes.txt" file for a complete description of these changes.

Integration of a streamlined version of Foes Reworked (the FWE Edition by Kai Hohiro). This mod adds more diversity to the major factions, in terms of equipment, abilities, and difficulty of the encounters. This no longer required Mart's Mutant Mod (as with the standalone version) and can be used with the Worn Weapon Module. See the "FWE - Foes Reworked.txt" document for a detailed description of the changes.

Integrated Kai Hohiro's "FPS Grenade Hotkey" mod. This mod adds a configurable "quick switch" hotkey for throwing grenades similar to systems used in other FPS games. A second configurable key switches between grenade types.

Integrated Kai Hohiro's "Pip-Boy Weapon Stat" mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption, all through the pip-boy. No more, "why does my gun to 3472 damage!?"

The "Alternate Travel" optional module now includes Arthmoor's "Wasteland Travel Caravans" mod, which introduces a Morrowind-style travel system between major settlements. NPC's outside of the major towns will provide a fast travel service for modest fee between a set of locations. The mod has been tweaked to improve follower behavior when traveling this way, as well as increasing the costs for traveling. Traveling to unvisited locations is more expensive compared to known locations.

Inclusion of T3T's "Outcast Tech Support" mod, along with changes to the reward quest in general. This additional expands the range of tech you can provide to the outcast, as well as expanding the ammo reward choices to include ALL ammo's used in FWE, both original Fallout ammo and those added by CALIBR. Additionally, Protector Casdin will no longer take away your outcast armor if you start as an outcast (Alt Starts) or have gained their trust from turning in tech.

Integrated support for Darn's UI, so that the x-panels can be configured to display your current hunger, thirst, and sleep levels from primary needs.

FWE now includes TheTalkieToaster's mutant animations that allow them to yield a broader range of weapons.

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TWEAKS / MINOR CHANGES
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Significant weapon balance changes. These changes include:

- Damage reduction (2-3 points) and accuracy reduction for all assault rifles.
- Minor tweaks to the spread factors for shotguns.
- Increase health of minigun / gattling laser type weapons that degraded way too fast.
- Decreased the damage and increased spread for minigun / gattling laser type weapons.
- Increased damage, magazine capacity, and fire rate of the laser rifle.
- Reduced fire rate and magazine capacity of the plasma rifle.
- Wattz Laser Rifles are now effectively "silenced" energy weapons, with a much quieter firing sound.
- Replaced the Winchester Plasma Rifle with Chai's P95 plasma rifle (also used in the EVE ? FWE FOIP patch).
- Turned the "Turbo Plasma Rifle" into . . . a BFG. Swing by the national guard armory and try yours today! Great fun.

Significant changes throughout the leveled weapon and armor lists. You'll find more distinction between factions and ranks, as well as potentially better (and worse) equipped foes. Many of these changes are carried over from the Foes Reworked FWE edition (by Kai Hohiro).

Added an in-game option to disable (and re-enable) triage. Typing "startquest disabletriage" into the console will turn off triage and restore normal stimpak and healing and limb healing. Typing "startquest enabletriage" can be used to re-enable triage functionality. The triage related perks will not be added or removed during this process.

Armor and damage resistance improvements. Max DR raised to 95, and the damage reduction effect of armor raised, such that armor reduces damage by 50% DR value (was previously 40%).

Reduced the base wear rate of all equipment types.

Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.

Adjusted vendor repair functionality. Some repair vendors (for instance Flak and Shrapnel) have even higher repair skills, providing an option for players not focusing on the repair skill. Increases have been applied to other vendors as well. Repair vendors will also stock "repair parts" in their inventory.

The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor (prior FWE version), it should be more feasible to use vendors to repair.

Reduced the value of most food items.

Minor balance tweaks in the harsher wasteland module corresponding to the main FWE changes.


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BUG FIXES
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Stimpak hotkey is no longer lost after accessing container and other menus. The "triage" versions of stimpaks have been reverted to use normal stimpaks. Note, that you can apply stimpaks directly to limbs in the pip-boy again, however, they will ONLY provide the normal hitpoint healing effect, and will not restore any limb condition. You still need to use the triage menu to restore limb condition or crippled status.

Using the skill based hacking and lockpicking now provides the normal experience rewards.

A number of bug fixes and improvements to the Wasteland Explorer (motorcycle) in the alternative travel optional module, in particular with the motorcycle getting lost after some fast travel situations. A "recall motorcycle" option has been added to use in these circumstances. Please refer to the "FWE - Motorcycle Owners Manual.txt" for full details.

No longer receive negative karma for killing robots/talon/raiders as a result of their crime tracking, but they will go hostile towards you still if you are in their faction (Alternative Starts) and you start killing them.

Adjusted the optional followers enhanced modules remove the ridiculous hit points that creature followers were getting (RL-3, Fawkes, Dogmeat), as well as to correct a bug with RL-3 going unconscious after combat. Tweaked RL-3's repair parts list, to include "repair parts" as well as clarifying the dialogue.

Corrected a script problem with the Book Perk quest/scripts being overwritten.

Removed the infinite Paradise Lost glitch which previously gave unlimited speech book perks.

Fixed a problem with the follower counting scripts used by the Followers Hire by Charisma mod not working properly in some circumstances (quests that auto-fire followers).


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DLC Patches
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Significant rebalancing and updating to the DLC patches.

DLC food and water now works with Primary needs!

All DLC weapons were rebalanced according to the new FWE 4.0 standards.

"Magic" damage on Point Lookout enemies removed

Explosions from DLCs also had the knockdown effect added


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FOIP Patches
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Updated EVE FOIP Patch

Updated Mart's Mutant Mod FOIP patch.

Significant updating to the WMK patch and the development of FWE versions of the WMK ? DLC patches. Yeah!
- All Weapons rebalanced
- Changed sounds and projectiles used for most silenced weapon
- Autofire upgrade better balanced through a flat spread increase
- Added DLC support files
- Better animation speeds for most autofire weapons
- Numerous small tweaks and fixes



Full Readme
CODE
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FALLOUT 3 WANDERERS EDITION (FWE)

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Version: Master Release 4.1.1

Date: 2009.11.18

Lead Author:
    Mezmorki

Team Members:
    Kai Hohiro
    jjgun
    delmar


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================================================================================
Acknowledgements
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FritZ_Fretz ### For helping with the intitial FWE releases, fixing a multitude bugs and script issues, and providing excellent advice throughout the process!

jjgun ### For developing a number of new scripts and features (Alternate Travel) for FWE as well as resolving a number of bugs.

Kai Hohiro ### For expanding WMK support to new FWE weapons, and releasing a number of hot fixes for glitches and oversights, keeping me organized, and so much more!  Cheers!

Delamer ### For providing excellent tech support for FWE users without being asked.  Thanks man!



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Table of Contents
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0. Critical Information
    - Acknowledgements
    - Requirements
    - Contact + Feedback

1. Overview

2. Installation
    - Basic install instructions
    - Included Files and Plugins
    - Load Order / Compatibility (FOIP)
    - Frequently Asked Questions

3. Credits + Contributors
    - Integrated mods + author credits
    - Contributor credits
    - Recommended Mods

4. Detailed Description
    - Character Development
    - Combat
    - Healing, Injuries, Necessitiesy
    - Weapons and Armor
    - Items, Loot, and Spawning
    - NPC's and Followers
    - Immersion + Miscellaneous
    - Optional Mods
    - DLC Support
    - Fallout Interoperability Program (FOIP)
    
5. Licensing + Legal Information


    See "FWE - MR Changelog.txt" for a full changelog of prior versions.



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Requirements
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The following files and utilities are REQUIRED for using Fallout 3 Wanderers Edition:

### Fallout Script Extender (FOSE)
    http://fose.silverlock.org/

### CALIBR mod (custom ammo standard)
    http://www.fallout3nexus.com/downloads/file.php?id=3447

### CRAFT mod (work bench expansion standard)
    http://www.fallout3nexus.com/downloads/file.php?id=4447


In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:

### The Fallout Mod Manager (FOMM) (for setting the proper load order)
    http://timeslip.chorrol.com/fomm.html

### Fallout Interoperability Program (FOIP) for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).
    http://www.fallout3nexus.com/downloads/file.php?id=4968

### FO3Edit - Conflict Detector / Resolution Tool / and a lot more =)
    http://www.fallout3nexus.com/downloads/file.php?id=637


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Contact + Feedback
================================================================================
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Official Bethesda Forum
    http://www.gamesas.com/bgsforums/index.php?showforum=45
    PM @ Mezmorelda

Fallout 3 Nexus (Download)
    http://www.fallout3nexus.com/downloads/file.php?id=2761
    PM @ Peekaboom



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1. Overview

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Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game.  The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game.  Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.

FWE's development is guided by two objectives.  The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options).  This includes making combat faster paced, exciting, and more player-skill based.  The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options.  Both these objectives aim to increase the replay value of Fallout 3.

Key areas of change in the mod include:


### Richer Character Development ###

Developing a character requires careful attention to how you balance stats, skills, and perks.  No longer can you be a master of everything by the time you are level 20.  Leveling is slower, and choices of perks and skills are far more important.  Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths.  An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.


### More Realistic + Lethal Combat ###

Weapons and attacks do significantly more damage, both to you and your enemies.  Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator."  Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.


### Struggle for Survival ###

Getting injuries, particularly crippling ones, is no laughing matter.  The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult.  You can't lie down on the ground for an hour and wake up a fully healed individual.  An optional "primary needs"
feature requires you to eat, drink, and sleep or suffer grave consequences.  All of this makes the wasteland a gritty, harsh, and demanding place.


### Weapon and Armor Rebalance ###

Weapons and armor are all rebalanced so that everything has a potential use and benefit.  There are real trade-offs to using one armor over another.  Weapons have been completely rebalanced, so many weapons you'd never use now can serve a purpose.  Once worthless armors now can now make a difference between life and death.  Power armor has been revamped to be more beneficial while still remaining balanced.


### Item + Loot Enhancements ###

Tweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive.  Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive.  Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.


### Elimination of "Immersion Breakers" and free hand-outs. ###

A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game.  The result is an experience that is more challenging and rewarding.  




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2. Installation

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Basic Insall Instructions
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Please follow the install instructions carefully:

1)
Download both the "Main Files" package and the "Assets" package (as well as any posted Asset Updates) from the Nexus website.

2)
Extract both files to your Fallout 3 "data" folder.  The archives are ready to be made into FOMODS using FOMM (Fallout Mod Manager) if that is your thing.

3)
MAKE SURE that you have downloaded and installed the required CRAFT and CALIBR mods.  In addition, ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.

4)
Adjust the load order of loaded mods according to the suggested load order guide (below) using FOMM or another load-order tool.  Ensure that the "FO3 Wanderers Edition - Main File.esm" is loaded towards the top of your mod list.  You can use the .esp main file to control where mod overrides occur (see below).

5)
Move any desired optional files from the "FWE Support\Optional Mods" folder to your "Fallout3\data folder".

5)
FWE will work with prior versions of Fallout 3 using (for instance) the fake patch as well as the current version of Fallout.  If using the version 1.5 you will need to download and use the FO3Edit MasterUpdate patch (see link at the top of this readme under "requirements").  If using Fallout version 1.6 or later, MasterUpdate is not required.

6)
You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.

7)
Launch fallout via FOSE (again using FOMM or running the FOSE launcher directly).


STARTING THE GAME

When you start a new game, after the opening video, the "birth scene" will begin playing normally.  Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!"  If you choose to wake up, you will find yourself in an empty shack (not in Vault 101).  This is the begenning of the integrated "Alternative Start" mod.  

There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history."  The different histories determine where you start the game and what equipment you have.  While setting up your character, a number of scripts will be initializing in the background.  The primary needs scripts in particular will eventually prompt you to define the configuration settings.  See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.

After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!


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Incuded Plugins / Files
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FO3 Wanderers Edition contains a number of different files that are required or optional.

Once you extract FWE archive, you should see the followig files and folders in your fallout3\data folder:


    FO3 Wanderers Edition - Main File.esm    Core master file
    FO3 Wanderers Edition - Main File.esp    Core plugin file

    FWE Support \ FWE Documents        Contains this readme and other information
    FWE Support \ Mod Readme's        Contains original mod readme's the currently integrated version
    FWE Support \ Optional Mods        Contains a number of optional and support plugins for FWE.


There are a number of optional modules and support plugins for FWE.  These are described more extensively in the "Detailed Description" section of the readme.  A brief description is provided here:

> FO3 Wanderers Edition - DLC Anchorage        Support for the official DLC
> FO3 Wanderers Edition - DLC Broken Steel    Support for the official DLC
> FO3 Wanderers Edition - DLC Mothership Zeta    Support for the official DLC
> FO3 Wanderers Edition - DLC Point Lookout    Support for the official DLC
> FO3 Wanderers Edition - DLC The Pitt        Support for the official DLC

> FO3 Wanderers Edition - FOOK Support        A VERY crude support plugin for FOOK (intended for FOOK v1.6)
> FO3 Wanderers Edition - UFP Support        Compatibility Patch for the unofficial fallout 3 patch

> FO3 Wanderers Edition - Alternate Travel    Links fast travel to the use of new motorcycle feature
> FO3 Wanderers Edition - Lvl 30 Balance    A level advancement / pacing rebalance for Broken Steel, limits total skills
> FO3 Wanderers Edition - Lvl 30 More Skills    Provide more skills when using Broken Steel.  Do not use both Lvl 30 plugins.
> FO3 Wanderers Edition - Followers Enhanced    Module containing all of the changes to, and new features for, followers.

> FO3 Wanderers Edition - Optional Free Play After Mainquest    Do not use with Broken Steel
> FO3 Wanderers Edition - Optional No Fast Travel        Disables fast travel.  Do not use with the Alternate Travel module.
> FO3 Wanderers Edition - Optional Restore Tracers        Restores many of the bullet tracer effects to projectiles.
> FO3 Wanderers Edition - Optional VATS Halftime        VATS is 1/2 of realtime speed, players take more damage in VATS.
> FO3 Wanderers Edition - Optional VATS Realtime        VATS animations play in realtime.  Players ake less damage in VATS.
> FO3 Wanderers Edition - Optional Harsher Wasteland        Further increases the difficult of the game
> FO3 Wanderers Edition - Optional Worn Weapons            Good condition and more powerful guns are significantly less common.


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Load Order / Compatibility / Fallout Interoperability Program (FOIP)
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Compatibility between FWE and other popular mods such as Mart's Mutant Mod and Weapon Mod Kits is addressed through the Fallout Interoperability Program.  "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:

FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968

Suggested Load Order for using FWE, MMM, and WMK:

.......................................

    Fallout3.esm
    
    Anchorage.esm
    ThePitt.esm
    Brokensteel.esm
    PointLookout.esm
    Zeta.esm

.......................................

    CALIBR.esm
    CRAFT.esm

    FO3 Wanderers Edition - Main File.esm

    Mart's Mutant Mod.esm

    (Other mod master files)

.......................................

    (mods that don't conflict with FWE or that you DON'T WANT to override FWE)

.......................................

    FO3 Wanderers Edition - Main File.esp
    FWE Optional Modules (DLC support, unofficial patch support, etc.)

.......................................

    WeaponModKits.esp
    WeaponModKits - FWE Master Release.esp (see FOIP page)

.......................................

    Mart's Mutant Mod.esp
    Mart's Mutant Mod - Optional Modules
    Mart's Mutant Mod - FWE Master Release.esp (see FOIP page)

.......................................

    (mods that conflict with FWE and that you WANT to override FWE)

.......................................


Refer to the FOIP page for additional guidance and assistance with load order.
    http://www.fallout3nexus.com/downloads/file.php?id=4968


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================================================================================
Frequently Asked Questions
================================================================================
--------------------------------------------------------------------------------


###### Why does the game crash when it tries to load the main menu?

This is usually the result of an installed looking for a required master file which is not present.  For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup.


###### Why use FWE versus downloading the mods individually?

Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are.  In addition, it provides a consistent reference for rebalancing the gameplay experience.


###### Will FWE work with patch 1.5 and/or Broken Steel?

Yes, provided you use the FO3MasterUpdate utility (http://www.fallout3nexus.com/downloads/file.php?id=637).


###### Can I use "such and such mod" with FWE?

FWE changes many aspects of the game, and compatibility is always an issue.  The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.


###### One of the integrated mods has been updated, will you update the version in FWE to this newer version?

This is always a tricky question, and the answer is that it depends.  In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult.  In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.


###### Can I upgrade to this version from the non-mastered version and continue using the same character?

Unfortunately you cannot.  A non-mastered (non-merged) version of FWE is available for use with existing FWE characters.




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================================================================================

3. Credits, Contributors, Recommendations

================================================================================
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


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================================================================================
Integrated Mods
================================================================================
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Fallout 3 Wanderers Edition is the result of a massive compatibility and conflict resolution activity.  In addition to providing new content itself, FWE hinges on successfully integrating over 50 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game.  The following list contains the mods and authors that were utilized, integrated, modified, or were a source of inspiration for FWE.

################################################################################

0h Followers - Hire by Charisma and Karma    Jalor
10mm assault rifle                Lucien834
Action Point Recharge                The Kitchen Sink
Advanced Combat Armor                Prometheus_ts's
Alternative Power Armor Training        Gryphon
Alternative Starts                Khet
Ammo Weight Mod                    AnT01
Arwen's Realism Tweaks                Arwen
Auto Aim Fix - Headshot Edition            rlilewis
Better Companions                Rasana
Better Living Thru Chemistry            O Captain My Captain
Book Perks                    Kelenius
Caravan's Upgraded                Da Mage
Classic Fallout Weapons                War1982
Classic Glock 86 plasma Pistol            DaiShi
DAV - Weighted Ammo Weight            poncratias
DK Bullet Time                    Dunderklumpen
Explosive Entries                Lap
Explosive Explosives                Malakaius
Fall Damage                    Azar
Fallout Balance Overhaul (XFO)            Xodarap777
Fast but dramatic VATS                Jay
FDA Mod                        Lugaru
FF Interactive Bobbleheads            FritZ_FretZ
Followers Regular Gear                CraterFace
FPS Style Grenade Throw Hotkey            Kai Hohiro
Free Play After Main Quest            DJ_Kovrik & Zalmoxis
Haldurs Improved Workbench            Haldur
Increased Movement Speed            SplitSoul
Karma Revamp                    Brazuca
Location Damage                    Mefiu
M72_PPK12 Gauss BETA                Einherjrar
MFO                        decoy catfish
Miscellaneous Items Weight            Raptre
Missing Unique Armor and Clothing        Galahaut and Sanguine Assassin
Missing Unique Weapons                Galahaut and Sanguine Assassin
Monstet Perk Addon                Mihoshi333
MR Armor Rebalance                Moonracer
Mutant Animations                TheTalkieToaster
No Bobble Head Effects                Makagulfazel
No Fast Travel                    Lord_Santa
No Tracers                    taylorsd
Outcast Tech Support                The 3rd Type
Persistent Skill Books                Tukka
Plasma Weapons Redesign Rebalance        Chai
Pointiac                    Shabador
Portable Laboratory + Infirmary            FritZ_FretZ
Primary Needs - Addendum            FritZ_FretZ
Projectile Fix                    joefoxx
Radiation RevampP                hantomSpaceman + spineynorman
Realistic Chems                    Zer0Morph
Realistic Explosions                 Zer0Morph
Remote Control Companions            b3w4r3
Reneers Invisible Karma                Reneer
Repair Rethought                Vocha
Respawn Timer                    Acleacius
RI Healing (partial)                K.Schenk
RI Primary Needs                K.Schenk
Selected Containers Respawn            JustinOther
Skill Based Hacking & Lockpicking        Alystin
Slower Backpedaling                Lork
Sprint Mod                    Lork
T3T's Weapon Rebalance                The 3rd Type
Triage                        Kearsage
Wasteland Explorer                jjgun + malacola
Wasteland Travel Caravans            Arthmoor
Weapon Scanner Pipboy Mod            Kai Hohiro


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================================================================================
Additional Contributors
================================================================================
--------------------------------------------------------------------------------


A number of individuals have helped extensively with the development of FWE and deserve special recognition.  This includes:

Fritz_FretZ ### Expanding and refining Primary Needs integration and resolving a number of scripting issues.

jjgun ### For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules.

RGDelta ### For developing a number of bug fixes that are incorporated into the current release.

Delamer ### For always being on the forums and helping to resolve FWE users' technical issues.  Best customer support ever!

EliminsterAU ### For helping troubleshoot and provide technical feedback on FWE's development.

Kai Hohiro ### For expanding WMK support and providing a number of hot fixes for bugs.


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================================================================================
Recommended Mods to Use with FWE
================================================================================
--------------------------------------------------------------------------------


A number of other mods were used alongside FWE during it's development. Using these mods in conjunction with FWE is HIGHLY recommended.  These mods are not included in FWE for a number of reasons, including: being complex mods in their own right; the authors did not wish their works to be included; or the mods addressed different aspects of Fallout 3 and were not appropriate to include in FWE. Recommended mods include:


Darn's UI ..................................... by Darn

> Overhauls the entire in-game menu system, getting rid of console-itis in the process
> http://www.gamesas.com/bgsforums/index.php?showtopic=929918&hl=darnified


Martigen's Mutant Mod ......................... by Martigen

> Adds new monsters and variations, increases number of spawns, and more.  This is an ESSENTIAL mod to be used along side FWE.
> http://www.fallout3nexus.com/downloads/file.php?id=3211


Weapon Mod Kits ............................... by Antistar

> This mod adds new "mods" to the game, like scopes and laser sights, that you can attach to most of the original weapons.    
> http://www.fallout3nexus.com/downloads/file.php?id=3388


Robco Certified ............................... TheTalkieToaster  

> Perk tree allowing you to build + command robots.  Makes the science skill more important.
> http://www.fallout3nexus.com/downloads/file.php?id=712


Wasteland Whisperer ........................... TheTalkieToaster
  
> Perk tree allowing you to tame + command animals.  Makes the speech skill serve a purpose.
> http://www.fallout3nexus.com/downloads/file.php?id=1610



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================================================================================

4. Detailed Description of Changes

================================================================================
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

FWE makes changes to a broad range of gameplay elements.  This includes:

- Character Development
- Combat
- Healing, Injuries, Necessities
- Weapons and Armor
- Items, Loot, and Spawning
- NPC's and Followers
- Immersion + Miscellaneous
- Optional Mods
- DLC Support
- Fallout Interoperability Changes

The following section describes these changes, credits the source of these changes in the case of integrated mods, and highlights and special usage options, requirements, or other details.



--------------------------------------------------------------------------------
================================================================================
Character Development
================================================================================
--------------------------------------------------------------------------------

Changes to the character development include changes to S.P.E.C.I.A.L, skills, perks, level advancement, and a number of other improvements.  The intention of these changes is to foster more diverse character types and eliminate the inevitability of becoming a "master of all trades" as seen in the unmodded game.  



Alternative Starts [credit: Alternate Start Roleplayers by Khet]
#################################

FWE incorporates a heavily modified version of the Alt Start Mod.  When you start a new game, after the opening video, the "birth scene" will begin playing normally.  Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!"  If you choose to wake up, you will find yourself in an empty shack (not in Vault 101).  This is the begenning of the integrated "Alternative Start" mod.  

There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history."  The different histories determine where you start the game and what equipment you have.  While setting up your character, a number of scripts will be initializing in the background.  

This mod has been tweaked moderately in FWE for better balance.  The starts no longer provide overly advantageous bonuses, others receive better starting equipment, etc. Refer to the "FWE - Alternative Start Histories.txt" document for a description of the different alternative start options.



Leveling / Experience
#################################

Adjusted the experience formula for a slower level/pacing experience.  You will now require roughly three times as much experience to level up.

Tweaked the experience rewards.  You'll receive more experience from exploration but less experience from easier lockpicking, hacking, and other feats.

Added two (2) optional modules controlling character advancement, experience, and skill gains for better balance after level 20 when using Broken Steel.  Use only ONE of these (if any).


### Level 30 Balance (FWE Optional Module)

This module lowers the experience needed to level up (compared to FWE's default) so obtaining level 30 is more achievable.  This requires roughly 30-45% more experience across all levels than the original game.  This is compared to the default/existing FWE setting of +100-150% experienced.  The level 30 balance module also reduces the skill gains per level to 5, and intelligence only provides +1 skill point per 3 INT (INT 10 provides +4 skill points).  This will provide a more limited end-game skills, preventing players from mastering too many skills.

### Level 30 More Skills (FWE Optional Module)

This module lowers the experience needed to level from the current FWE amount, but still 60-90% more experience is needed compared to the vanilla game.  Skill gains per level remains at +10, with every two points of INT providing +1 skill points.  This will yield a greater number of skill points by level 30, resulting in a more powerful character.  However, it will still take a while to get to level 30!



S.P.E.C.I.A.L
#################################

SPECIAL's are balanced to be more important, and to make choices between which attributed to increase more important and have greater consequences.

All specials now provide +3 to their associated skills (was +2), but skills only start at 5 [credit: Pointiac].

Each point of strength increase carry weight by +25 (was +10).  Base carry weight reduced to 25 (was 150!).  You can now carry more weight if you are super strong (strength 9 or 10) compared to the vanilla game, but less weight for other strengths.

Perception now provides a penalty (below 5) or bonus (above 5) to your criticial hit chance [credit: XFO].

Endurance only provides +15 hit points per point (instead of +20).  However, hit points only increase by +5 per level, so endurance is relatively more important.

Charisma provides a small penalty (below 5) or bonus (above 5) to NPC disposition depending on your charisma [credit: XFO].  Additionally, higher levels of charisma will allow you to take on more followers [Credit: 0h Followers].

Intelligence only provides an extra skill point for every two points of intelligence [credit: Pointiac/XFO].

Each point of agility provides +6 action points (was +2).  Base action points is now 40 (was 65).  You get more action points with higher agility (8+) compared to vanilla.

SPECIAL bobbleheads no longer provide +1 to their associated stat [Credit: No Bobble Head Effects] but instead when you activate a SPECIAL bobblehead you will be confronted with a choice to raise that stat 'and' lower a choice of one of three other stats, or do nothing.  This provides an incentive to collect the bobbleheads and allow you to SPECIAL-ize you're character more without becoming to powerful. Raising the aaIBHSPECIALBonus global to a value greater than 0 will disable this feature, and provide that amount of a SPECIAL gain instead.



Skills
#################################

All skills start at 0 + 3 points per associated special.

Tagged skills provide an immediate +10 bonus.  Each point spent raising tagged skills during level up raises that skill by two.

Gain 10 skill points at level up (plus 1 per two point of intelligence)

Skill bobbleheads now only provide +5 skills (instead of +10).


------------------------------------
Barter

Barter settings tweaked to make higher levels of barter skill much more useful.  At 100 skill you can trade with an equal exhange.  With very low barter skills, items are significantly more expensive.


------------------------------------
Lockpicking & Science [credits: Skill Based Hacking + Lockpicking]

A new skill based lockpicking and hacking option has been implemented . A message box will allow you to bypass the mini-games and the skill requirement check.  This allows you, for instance, to open a level 50 lock with less than 50 in lockpicking.  However, the chance of an unsuccessful attempt get's higher, along with breaking bobby pins or jamming the lock.  The mini-games can still be played normally as well.


------------------------------------
Science / Bypass Module


A new hacking alternative, which uses bypass modules and your repair skill, can be used to attempt to break into terminals.  The bypass modules are created by obtaining up to three schematics (four are hidden in the game world; think about placed with people who might use these). Bypass modules are made from 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera combined at the workbench.  Obtaining additional schematics will improve the quality of your built bypass modules.  Creating a new bypass module will also upgrade any order versions of the modules that you might have.

When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module."  Success with the bypass module is based on your repair skill (not science) and there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.  


------------------------------------
Explosives

Integrated Lap's Explosive Entries mod, which prompts you with an option when activating a locked object to use an explosive (grenade, mine, etc.) to attempt to breech the lock.  

Significant rebalancing of explosives.  Base damage and radius increased slightly for most explosion types.  In addition, a new hidden perk has been added to the game that provides an additional bonus to explosion damage based on your explosive skill.  This helps balance out the global FWE change of weapon skills primarily affecting accuracy not damage (which is a problem for explosibes!).  Now, with an explosive skill of 0, you will do ~56% of the base damage of explosive, scaling up to 200% at 100 explosives.  This combines with the demolish expert perk as well, with the level 3 perk, you will deal a total of 320% increased damage for explosives.  Missile launchers, fat boys, the MIRV, and the Miss Launcher also recieve this benefit even through they are still classified as "big guns" and use that skill.


------------------------------------
Stealth [credits: XFO]

Sneak settings are tweaked.  The weight of armor begins to have a significant detrimental effect on your sneak abilities with armors over 10 weight.  

Sneaking is now more realistic in that you can rarely remain hidden when someone is looking straight at you.

The sneak messages (i.e. detected, caution, hidden) are removed from head's up display, making sneaking more challenging.  Use your compass to assess when enemies are moving more to search for you.


------------------------------------
Medicine

The medicine skill is more important for healing, especially treating injured limbs (see the Healing + Injuries section for more information).

Various items of medical equipment now provides a bonus to your medicine skill when contained in your inventory.  These include:
- Bonesaw (+3 medicine)
- Scalpal (+3 medicine)
- Forcepts (+2 medicine)
- Tweezers (+2 medicine)




Repairing
#################################

The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].
- Many weapons and armor are now cross-repairable with logical counterparts.
- Schematic-built weapons repairable with original parts
- Clothing and leather armor repairable with fabric items and wonderglue
- Weapons and metal armors repairable with scrap metal
- Wooden stuff repairable with wooden stuff

Wrenches, hammers, scissors, and the iron now boost your repair skill if held in your inventory.

Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].

Tweaked the repair gamesettings.  You can now repair weapon armor condition the same level as your repair skill.  For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition.  Now with 50 repair skill you can repair to 50% condition.

The repair skill of Vendors has been increased to provide an alternative to those who do not specialize in repair.

The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost.  In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.  

Changed the role of scrap metal for use in repairing weapons and armor.  Scrap metal is no longer used in the repair lists.  Instead, you must use the workbench to CRAFT "repair parts" out of scrap metal.  You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts.  At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts.  The weight of scrap metal has been increased from 1.o to 1.5.  Repair parts weigh 0.5.




Perks
#################################

Perk Rebalance [credits: XFO]
Makes a number of balance changes to perks, and rewards players that focus their perk advancements to make a more specialized character.  See XFO_Readme.html for additional details.

Intense training perk limited to 6 ranks.

Educated how has 2 ranks, each providing +2 skill points per level.

Integration of the Book Perks mod (by Kelenius).
- After reading a certain number of books, you'll get a perk instead of the normal skill increases.  The perks provide some fun bonuses.  
- There are five levels for each skill (7 with comprehension).  
- The skill requirements have been tweaked to be a little more forgiving given FWE's reduced skill point pool.  




Karma
#################################

Karma Revamp (by Brazuca)
- Increased the range for neutral karma, making very bad and very high karma levels harder to obtain.
- Lots of tweaks to the karma gains/losses for performing certain acts.  See the Karma Revamp readme for details.

Hidden Karma Messages [credits: Reeners Invisible Karma]
- Mod hides the annoying karma messages that pop up all the time.


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Combat
================================================================================
--------------------------------------------------------------------------------

The combat changes adjust a number of "game settings" to make combat behave and function more like a true FPS, as well as making combat more dynamic and challenging.  This segment of changes was heavily inspired by changes in other released overhaul mods (including XFO + MFO in particular).  Other mods expand the range of options at your disposal in combat, to provide a more diverse combat experience.



Damage + Accuracy
#################################

Accuracy
- Auto-aim settings tweaked to yield a more genuine FPS feel [credit: Auto Aim Fix ? Headshot Edition].
- Accuracy (weapon spread) is affected significantly by weapon skill (base is .9 versus original of.5; skill multiplier is -.009 versus original of -.005)
- Accuracy (weapon spread) is affected by weapon condition (-0.4 versus original of 0).
- Effect of strength is greater for Melee and Unarmed damage.
- Running and crouching have a more significant reduction and improvement in accuracy respectively.

Damage
- Damage is only slightly effected by weapon skill now at .3 (was .5).
- Weapon condition has a slight effect (20%) on weapon damage.
- Base damage is increased significantly across the board for all weapons (2.25x), more than doubling the original damage in the game.

Armor / Damage Resistence
- The DR calculation for armor is scaled up in-line with the global damage, so power armor and other high DR armors remain useful despite the global damage increases.



Dodging
#################################

Implemented a tweaked version of XFO's unarmed "dodge" bonus feature.  This feature provides a chance to avoid damage based on a dodge bonus provided by your unarmed skill.  This chance ranges from 0 to 40% at 100 unarmed skill (skill / 2.5).  The weight of worn armor affects the chance of your dodge bonus as well, with armor subtracting its (weight / 6)  from your chance.  



Wounding
#################################

Increased Falling Damage (by Azar) greatly increases the damage taken from falling.

Locational Damage (by Mefiu)
- Arm damage reduced to 33% (was 100%)
- Leg damage reduced to 50% (was 100%)
- Headshots are 200% damage for both the PC and NPC.  Watch out!
- Limb damage changes apply equally to the PC and the NPC.
These changes, in conjunction with an increased limb damage rate, means limbs are more likely to be crippled, but less likely to reduce the overall health of the target.

Location damages have been tweaked for many creature/NPC types.  For example, super mutants are less affected by headshots (125% bonus) while things like ghouls require headshots to effectively take down.  Multi-legged things like rad scorps take less damage in their limbs.

Reduced Limb Explosions / Dismemberment [credits: XFO].  The chance that limbs explode or fly off is reduced to 10%.  Was 75% and 50% respectively in vanilla.



VATS changes
#################################

Hit location %'s are tweaked different body parts, making certain areas harder or easier to hit on different enemy types.

Weapon degradation in VATS is the same as out of VATS (was 5x)

Distance to the target is less detrimental to VATS accuracy than in the original game (i.e. you can be accurate further out in VATS) provided you're weapon skill is high enough.


VATS speed is the same as in original fallout, but players recieve 100% damafe in VATS.


###### VATS_halftime (FWE Optional Module)

VATS speed is 50% of realtime (faster).  Players and NPCs/creatures move close to the same speed in VATS, and players take 75% damage in VATS.


###### VATS_realtime  (FWE Optional Module)

VATS speed is nearly realtime, with players and NPCs/creatures moving at the same relative speed.  players take 66% damage while in VATS.



Equipment Tweaks
#################################

Weapon Condition
- Reduced equipment condition degradation [credit: XFO].  Damage to weapon and armor condition is roughly halved.
- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
- When reloading, there is a chance the weapon will jam.  1% at 50% condition, to 25% at 10% condition.

Explosions
- Explosion damage radius increased noticeably for most explosion types [credit: Realistic Explosions]
- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
- Explosive "ammo" (i.e. grenades, thrown grenades, mines) are targetable in  and out VATS [credits: Explosive Explosives]


Movement
#################################

Moving backwards is slower and dependent on agility.  Characters with high agility can move backwards closer to normal speed [credits: Slower Backpedaling].

Movement speeds increased by 10% for everyone at all speeds.



Bullet Time (by Dunderklumpen)
#################################

New feature that allows you to slow down the game speed for a brief period of time.  An in-game configuration menu (the bullet time tool) allows you to set your keybinding and adjust the settings.  You're action points slowly drain down while in bullet time mode.

FWE adds TWO new perks that relate to bullet time mode.  These perks further slow down the time speed and reduce the action point drain.  

NOTE!!  If you manually change the slowdown effect or AP drain using the configuration tool, it will override the changes imposed by having the new parks.



Sprint Mod (by Lork)
#################################

The sprint mod allows you to hold down a customizable key to "sprint" for a short distance.  Sprinting drains your action points and required putting away your weapon.  It provides a big advantage for melee characters or those in lighter armor, as you can close in to your foe quicker or better incoming avoid fire respectively.

A new perk allow you to sprint with your weapon still unholstered.  Another new perk allows you to smash into and knock down opponents while sprinting.

This mod has been slightly tweaked under FWE to account for adjustments to the carry weight and action point pool.



Action Point Recharge
#################################

Action points are now used for VATS (as normal), the bullet time mod , and the sprint mod.  Base action point recharge rate has been increased from 4 to 5.  

Two new perks have been added that allow you to further increase your action point recharge rate.  The "Track Star" perk is a level three perk that requires 5 END and increases the AP regen rate by 40% (to 7, slightly slower than FWE's current rate). "Olympian" is a level 9 perk that requires 7 END and increases the AP regen by 80% (to 9, slightly faster than FWE's current rate)






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================================================================================
Healing, Injuries, Necessities
================================================================================
--------------------------------------------------------------------------------


Crippled Effects
#################################

Crippled injuries are more severe and influential [Credit: RI - Healing]
- Wounded arms results in greatly reduced weapon accuracy.
- Cripple leg movement speed reduced significantly (40% with one leg, 20% with two broken)
- Crippled torsos results in a random chance to stagger and fall over and reduced endurance.
- Crippled heads induces a nasty blurring effect to vision and concussion (reduces PER).

Damage multiplier to crippled limbs increased to .66 (was .5)



Triage (by Kearsage)
#################################

This mod changes how youtr heal limbs and recover from injuries.  New perks (Wasteland Doctor and Wasteland Surgeon) provide ways to effectively heal yourself.  Having a higher medical skill is far more useful compared to the vanilla game.  Refer to the included Triage readme for more information, but briefly healing works like this:

You are no longer able to apply stimpaks directly to injured limbs, but instead use the triage menu item (under the armor tab) to open the healing options. Essentially there are three healing options:

###### First-Aid
- Used without the doctor or surgeon perks or when in combat.
- Restores crippled limbs by regaining +5 condition.
- Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.

###### Triage
- Used with doctor or surgeon perks when out of combat
- The surgeon perk is required to triage chest and head injuries.
- Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)
- Requires brace / surgical supplies with a chance to recover dependent on your medical skill.

###### Injured Limb Healing
- Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)
- Restores injured limbs to full condition
- Does NOT require brace / surgical supplies

Added an in-game option to disable (and re-enable) triage.  Typing "startquest disabletriage" into the console will turn off triage and restore normal stimpak and healing and limb healing.  Typing "startquest enabletriage" can be used to re-enable triage functionality.  The triage related perks will not be added or removed during this process.



Radiation
#################################


Faster Radiation Gains [credits: XFO]
- Radiation accumulated 5x the normal rate
- Swiming and wading increases rads even faster
- Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.

More severe radiation sickness effects [credits: Radiation Revamp]
- You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning.
- At higher rad levels, you begin to glow with radiation!



Primary Needs (by K.Schenk and FritZ_FretZ)
#################################

FWE features a fully customizable (and disable'able) primary needs mod for hunger, thirst, and sleep.  In addition to controlling how often (and how much) you need to eat, drink, or sleep, the mod also controls how sleeping affects health recovery, and how food and water restores health (or not).

When the game loads, the configuration menu will run.  You can also re-access this menu by HOLDING the keypad enter key for a few seconds or launching PN Config Tool from your pip boy (a miscellanous item).  The configuration menu allows you to choose health recovery and food/drink options.  By default, you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs from sleep.  Food provides some mild healing effects, but water provides none.  You'll need to sleep on average 8 hours per day.  

The configuration menu allows you to adjust any of these conditions, as well as tweak the "rates" that control how often and how much food, drink, or sleep you need.  Setting these rates to ZERO will effectively disable the primary needs module for those who do not wish to use it.

The mod also adds a portable bed roll, a water purifier, cooking oven, and a portable wonder meat maker.  

Refer to the "RI - Primary Needs readme.html" and the "FWE_PN_Addendum_ReadMe.txt" file in the mod readme folder for more details.



--------------------------------------------------------------------------------
================================================================================
Weapons + Armor
================================================================================
--------------------------------------------------------------------------------


New Weapons
#################################

FWE integrates a heavily tweaked version of Classic Fallout Weapons, which adds dozens of new weapons to the game.  New items appear in loot containers, on NPC's, and in vendor lists.  New ammunition types (CRAFT supported) are added to the game.  The new weapons include:


###### Small Guns

HK CAWS, FN P90c, Tommy Gun, HK G11, HK G11 E, Pancor Jackhammer, M3a1 Grease Gun, .223 Pistol, Desert Easgle, 14mm Pistol, Shotgun, FN FAL, XL3OE3


###### Big Guns

Bozar, L86 LSW, M60 Machine Gun


###### Energy Weapons

Wattz 1000 Pistol, Wattz 2000 Rifle, Magneto Laser Pistol, Turbo Plasma Rifle, Pulse Rifle, Pulse Pistol


###### Melee + Thrown Weapons

Rocks, Motoltov Cocktails, Cattle Prod, Wakizashi


In addition, FWE adds three new weapons, in line with other "classic" fallout weapons, including the PPK-12 gauss pistol, M72 Gauss Rifle (credit to Einherjrar, Ghoul, Stalkerpele, GSC Gameworls, TehSnake) and the Classic Glock 86 Plasma Pistol (credit to DaiShi).  All three of these weapons have had minor texture tweaks (by me) and rebalanced to fit with FWE standards.  Weapons have been inserted into vendor lists and certain faction equipment lists as well.  The Classic Glock Pistol utilizes a scope.



Weapons + Weapon Rebalance
#################################

Weapons (including Classic Fallout Weapons) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.

All weapons are typically more accurate at a given skill level, bearing in mind that with lower weapon skills, you will still be quite in accurate with certain weapons.

Projectile Weapons
- Properties based more on "real world" physics.
- The 10mm round does 20 base damage, and scales up (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
- The critical damage of projectile weapons is 50% the base damage.  Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
- The speed and range of projectile weapons has been tweaked.  Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further.  Pistol rounds are also slower, making them less effective over longer distances.
- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature.  Simpler weapons (like a .32 pistol) have higher durability.

Energy Weapons
- Energy weapons generally do more damage than originally.  Their crit damage and crit chance is higher than projectile weapons.
- Laser weapons shoot very far, very fast, very accurately.
- Clip sizes for most energy weapons reduced, forcing more reloads.
- The durability of energy weapons is significantly reduced to offset their increased power.

AP costs for all weapons tweaked.  You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.

Missing Unique Weapons added to game, these are hand placed throughout the wasteland [credits: Missing Unique Weapons]

Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod.  Most explosives now have chance to knock players, NPC's, and creatures down.  This chance is based on the average strength and endurance of the actors in the explosion radius.  With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.

Knockdown effect added to the super sledge weapons as well, although the chance of knockdown is less than for explosions.


Armor Rebalance + Additions
#################################

Armor and damage resistance improvements.  Max DR raised to 95, and the damage reduction effect of armor raised, such that armor reduces damage by 50% DR value (was previously 40%).

Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].

All armors are rebalanced and tweaked to improve the range of valid armor choices [credits: MR Armor Rebalance]
- Many armors now weigh far less and are well-suited to sneaky types.
- Armors increasingly weight more for the amount of protection they provide.

Complete overhaul of power armor acquisition, training, repair, and armor stats.  See the "FWE Power Armor Changesl.txt" file for a complete description of the changes.  These changes make power armor more powerful (higher DR and benefits), but more difficult to get your hands-on.  Briefly, there are now three levels of power armor training (none, basic, and advanced), each providing additional benefits to power armor.  Found/looted power armor can now be worn without any training, however it must be taken to a workbench and "fitted" to the player first.  Without training, power does not provide its full weight reduction benefit, and players receive an additional agility penalty.  Unique or quest reward power armors are automatically "fitted" can be worn immediately.  The advanced training perk removes all agility penalties, and provides an additional STR and END boost.  Repairing power armor relies on using other suits or CRAFTing power armor repair kits from 3 scrap metals, 1 conductor, and 1 abraxo cleaner.  Again, see the "FWE Power Armor Changes.txt" file for a complete description of these changes.

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.


--------------------------------------------------------------------------------
================================================================================
Items, Loot, and Spawning
================================================================================
--------------------------------------------------------------------------------


Weapon Loot Lists
#################################

Revised leveled item loot lists for the major factions and vendors so existing and current weapons spawn across a broader (and higher!) range of levels.   Weapons appear at level 1, 5, 9, 12, 15, and 18.  Common weapons appear at level 1, less common weapons at level 5, 9, and 12, and rare weapons at level 15, 18.

Adjusted the ratioo of gun to melee spawns for raider and super mutant factions.  Two of every three spawns for these factions will be a melee equipped NPC/creature, and one of every three will be a gun equipped NPC/creature.  This will reduce the amount of ammunition available in the game world from looting, and may provide a greater range of encounter types between factions.


### Optional Worn Weapons (Optional FWE Module)


Implemented a new optional module that reduces the quantity of good condition weapons seen in leveled lists across the wasteland, the effects of which are most prononced at lower levels.  This module creates new "worn" weapon variants for the most weapons in the wasteland (i.e. 10mm weapons, hunting rifles, etc.). These weapon variants will show up on all relevant leveled lists for encounters INSTEAD of their normal (i.e. good condition) equivolents, particularly at lower levels. The worn weapons have greatly reduced max condition (so they break more often), do slightly less damage, and have worse accuracy. They also do not accept mod kits from WMK!

Normal (good condition) weapons will start appearing on leveled lists at a higher level, although at a reduced occurance compared to the worn varieties. The lowest tier of most factions will rarely have good condition weapons, while the highest tier of opponents have moderate chance for good condition weapons.

An even higher proportion of spawns are now melee based instead of gun based. While this might appear to favor the player, it does mean there is significantly less ammo available from defeated enemies, and can provide some relief for melee based characters.

Tin Can's and other cheap repair items have been removed from the normal (good condition) weapon repair lists, although they remain usable in the worn weapon varieties.  

Worn weapon's have been pre-fixed with an appropriate "janky" sounding adjetive.




Item Values + Weight
#################################


Rebalance item values, in particular weapons and food/chem. Items.  Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste.  Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced.

The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].



Chem, Drugs, Medicine, and Food Overhaul
#################################

Over 40 new ingestible items are added to the game, [credits: Better Living Through Chemistry and the FDAMod]
- All new items are added to loot and leveled lists, and can be found throughout the wastelands.
- New visual effects for many drugs.
- Tweaked addiction and withdrawal effects.

The duration of most drugs and chems increased to 600 seconds (in game time).

Stimpacks now heal over time.  Consuming multiple stimpacks does not let you heal faster, so watch out!

Morphine and Ceremonial Herbs (added by FDAMod) now provide an "ignore crippled effect" property, letting you temporarily fight through crippling injuries.

All chems and drugs now have weight.  The cost and value of many have been further tweaked.

Revamped loot and vendor tables increases the rarity of most drugs, particularly stimpacks. [credits: XFO]

"Placed" drugs have not been removed, so there are still some up for grabs but they will not respawn.

Some "medicine" type chems are now addictive, including rad-x and radaway.



### No Drug Visuals (FWE Optional Module)

This optional module removes the new drug effects created by the BLTC mod for those who don't enjoy the nausea =)




Ammo OVerhaul
#################################

Integration of the Weighted Ammo Mod (by AnT01)
- Now you can't carry an entire ammo supply dump around with you (changed applied to new ammo types as well)
- 0.01 lbs : Darts; BB Ammo; 5mm
- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell
- 0.05 lbs : 44 Magnum; .308 Caliber; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel; Rail Spikes
- 0.10 lbs : Shotgun Shell; Mesmetron Cell
- 1.00 lbs : Missile
- 3.00 lbs : Mini Nuke

The weight of different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].  Helpful when estimating how much you need to lug around.




Spawning / Respawning
#################################

Many containers throughout the game that did not respawn now do, particularly in areas where NPC's are likely to respawn (like camps and hideouts) [credits: Selected Containers Respawn].

The gobal respawn timer has been increased to 7 days.  Note: Use Mart's Mutant Mod to control zone and cell respawning.

Vendors now respawn independently of the global respawn.  They now respawn every 2.5 days.



--------------------------------------------------------------------------------
================================================================================
NPC's + Creatures
================================================================================
--------------------------------------------------------------------------------

Creatures
#################################

Integrated a re-built version of Mihoshi333's "Monster Perk's Addon for MMM" as a functional mod into FWE, even if not using MMM.  The MMM FOIP patch is updated to include these changes as well.  This adds perk effects to many creatures, including super mutants, ghouls, robots, yau gaui, deathclaws, scorps, and more.  Most notably is giving various creates the toughness perk (of which FWE use's up to 5 ranks) to provide DR protection for creatures and nerd rage perk to make close combat opponents real nasty.  Make creatures a bit tougher.

The health formula for NPC health is the same as for the player character.  Previously, NPC's had a minor health penalty.  


Followers Enhanced (FWE Optional Module)
#################################

All of the changes FWE has made to followers has been split into an optional "Followers Enhanced" module.  There is both an Broken Steel version and a Non-Broken Steel version of this mod.  Use only one version.

Companion stats slightly improved to compensate for the extra challenge [credits: Better Companions].

Companion weapons now require ammunition

Companions are set to essential.

The essential revival timer is set to 90 seconds (from 10).  Once your companions are down in combat, they will likely be out of action for the remainder of the fight.

You can now have multiple companions based on your karma [credits: 0h Followers]

Companions now use stimpaks and chems in and out of combat and do not autoheal [credits: jjgun].  See the "FWE - Followers Enhanced.txt" document for further information.

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!



Caravans
#################################

Improved Caravans [credits: Caravan's Upgraded]
- The trade caravan's now have four unique guards per caravan, armed with a diversity of equipment.
- The original mod is modified so carvan's no longer respawn if killed.


--------------------------------------------------------------------------------
================================================================================
Immersion + Miscellaneous
================================================================================
--------------------------------------------------------------------------------


Integrated Kai Hohiro's "FPS Grenade Hotkey" mod. This mod adds a configurable "quick switch" hotkey for throwing grenades similar to systems used in other FPS games.  A second configurable key switches between grenade types.

Integrated Kai Hohiro's "Pip-Boy Weapon Stat" mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption, all through the pip-boy.  No more, "why does my gun to 3472 damage!?"

The global timescale changed to 1:5, so that 1 real-life minute equals 5 in-game minutes.  This means that it takes 12 real-life minutes to equal 1 in-game hour, compared to the vanilla setting of 1:30.

Integration of FF Interactive Bobbleheads (by Fritz_Fretz), which allows you to move bobbleheads around and adds a portable bobblehead stand that is available for purchase.

Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This mod adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower.  New models and great scripting make this a very useful addition..

Persistent Skill Books (by Tukka).  Makes it so skill books no longer disappear after reading them.  Now you can build a library with something other than burned books!  This works with the Book Perk mod as well.

Integration of Projectile Fix (by jayfoxx)
- Changes the mesh and texture for bullets to match the actual caliber/type of round being fired.  Nice effect in the VATS sequences.
- Also removes the tracer effect from bullet firing weapons.  Makes it more realistic and harder to tell where from you're being shot.

### Optional Restore Tracers (Optional FWE Module)

Restores some of the traces to weapos that are removed by the projectile fix mod, for those who can't live without their tracers!

Alternative Power Armor Training (by Gryphon)
This mod adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route.  This is essential for starting histories that don't let you follow the normal main quest.  For spoilers, see the "Power Armor Training" readme's.

Inclusion of T3T's "Outcast Tech Support" mod , along with changes to the reward quest in general.  This additional expands the range of tech you can provide to the outcast, as well as expanding the ammo reward choices to include ALL ammo's used in FWE, both original Fallout ammo and those added by CALIBR.  Additionally, Protector Casdin will no longer take away your outcast armor if you start as an outcast (Alt Starts) or have gained their trust from turning in tech.  


--------------------------------------------------------------------------------
================================================================================
Optional Mods
================================================================================
--------------------------------------------------------------------------------


Other optional mods not mentioned in the above descriptions are listed here.


FO3 Wanderers Edition - UFP Support
#################################

Support patch for the Unofficial Fallout 3 Patch. Load FWE after the UFP, with the included plugin.



FO3 Wanderers Edition - Alterative Travel (by jjgun + malacova)
#################################

This mod provides an altenative fast travel mechanism based arounf the use and maintenance of the "wasteland Explorer," a pre-war motorcycle waiting for a new rider.  This mod disables the normal-fast travel system, and instead requires you to use the motorcycle for your fast travel needs.  The motorcycle requires fuel and parts to keep ir running, and can be upgraded with saddlebags, a GPS unit, and other amenities.

See the "FWE - Wasteland Explorer Motorcycle.txt" document for the users manual.

The "Alternate Travel" optional module now includes Arthmoor's "Wasteland Travel Caravans" mod, which introduces a Morrowind-style travel system between major settlements.  NPC's outside of the major towns will provide a fast travel service for modest fee between a set of locations.  The mod has been tweaked to improve follower behavior when traveling this way, as well as increasing the costs for traveling.   Traveling to unvisited locations is more expensive compared to known locations.


FO3 Wanderers Edition - Optional No Fast Travel.esp (by Lord_Santa)
#################################

Disables fast travel.  Love it or hate it, this is a quintessential immersion mod.  With all of the other changes presented thus far, nothing beats having to drag yourself half dead and limping, fresh out of stimpacks, and chased by a horde of wasteland scum back to the safety of some nearby hovel.


Optional Harsher Wasteland
#################################

This optional module is designed to work with the Worn Weapon module, although it can be used by itself as well. The aim of this module is to make the gameworld even more unforgiving (for those who asked for it) and provide a greater sense of challenge by further limited ammo/chems, and adjusting gamesettings to make many aspects of the game less in the players favor.  Changes include:

- Stimpaks and healing supplies are even rarer
- Stimpaks heal over 10 seconds instead of 5
- The appearance of drugs/chems is greatly reduced
- Morphine provides a much smaller DR bonus in addition to the ignore cippled limb effect.
- Ammo found in loot has been greatly reduced. Rare ammo types are pretty rare now, and the total quantities should be close to half what they are now.
- Ammo from vendors has been slightly reduced.
- Tweaked the accuracy formulas so gun condition has an even more pronounced effect on accuracy, with a slight reduction in the base accuracy as well. Generally, you'll be less accurate across the board.
- Increased the frequency of weapons jamming or having reload jams when in poor condition.
- Slightly "decreased" global damage (2.25 to 2) which draws fights out longer and generally favors tougher opponents relative to the player.
- Adjusted barter buy/sell gamesettings. The base purchasing cost is now 4x the base value (was 3x), and you get a little less from selling equipment as well. The result is that at 100 barter you can't trade for an equal exhance anymore, instead you buy at 150% base value, and sell for 100% base value.
- Adjusted carry weight to a flat +20 WG per point of strength.  For example, you can now only carry 100 lbs at STR 5 (was 150).
- Reduced the base action points from 40 to 20, but increased the amount provided by agility from +6 to +7. It results in a slightly smaller pool of AP's overall, with agility determining total AP's even more than the non-harsher version.


FO3 Wanderers Edition - Optional Free Play After MQ.esp (by DJ_Kovrik & Zalmoxis)
#################################

Allows you to continue playing after the main quest is over, provided you lived through the end sequence.  Do not use with Broken Steel.


--------------------------------------------------------------------------------
================================================================================
Downloadable Content (DLC) Support
================================================================================
--------------------------------------------------------------------------------


DLC: Operation Anchorage
#################################

Rebalanced the wasteland versions of all weapons and armor for consistency with FWE.  Weapons and armors within the simulator were not changed.

Modified the stealth suit to be helmet-less and provided a standalone helmet next to it on the shelf.

This fix is courtesy of Nairax's Stealth Suit Fixed mod.  Removed the stealth field effect but provided alternative bonuses for wearing the suit.  

Added winterized combat armor, and the Chinese dragoon and alloy steel weapons.  They have a higher durability and better accuracy than their normal counterparts.

Included a fix for the gauss rifle inspired by Coelomate Gauss Rifle VATS damage fix.



DLC: The Pitt
#################################

Rebalanced all weapons and armor for consistency with FWE, including power armor properties.

Applied location based damage effects to the Trog.

Added expanded repair options to the new weapons and armor.  Other minor tweaks.



DLC: Broken Steel
#################################

Removed the "free play after mainquest" mod from the FWE quest module and made it optional for those not using Broken Steel.

Re-applied broken steels companion scripts.  This may cause a conflict with the follower changes incorporated into FWE.  Please let me know if you find specific conflicts.

Rebalanced weapons and armor for consistency with FWE.



DLC: Point Lookout (by Kai Hohiro)
#################################

DLC04ArmorTribal had it's AR slightly increased

The DLC creatures now have Bodypart data equivalent to the FWE variants (for example Swamp Feral Ghouls have the same as FWE Feral Ghouls now)

Reworked the repair lists according to FWE variants (added Scrap Metal, Wonder Glue, etc..) and some weapons like the new shotgun and Lever-Action Rifle share appropriate repair lists with Vanilla counter parts.

Weapons:
- Non-Playable weapons used by monsters now do damage according to their Vanilla FWE counter parts.
- All weapons had their values changed according to FWE standards



DLC: Mothership Zea (by Kai Hohiro)
#################################

Adjusted AR values of armor to be in line with Vanilla FWE counter parts.

Reduced Limb damage on new monsters and robots according to FWE standards.

Added Conductor and Scrap Metal to the alien weapon repair lists.

Weapons:
- Made Cryo Grenades targetable, like the other grenades
- Changed Alien Rifle weapons to be energy weapons, as they should be (in Vanilla Mothership Zeta they are falsely defined as Small Weapons).
- Brought enemy weaponry inline with player weapons (they did pathetic damage, so no wonder this DLC was a pushover)
- Rebalanced all weapons according to FWE standards





--------------------------------------------------------------------------------
================================================================================
Fallout Interoperability Program (FOIP)
================================================================================
--------------------------------------------------------------------------------


Refer to this page for more information: http://www.fallout3nexus.com/downloads/file.php?id=4968

This release of FWE contains two additional .esp files for use in conjunction with Mart's Mutant Mod and Weapon Mod Kits.  These files will also be available from the FOIP page.  The compatibility patches implement minor tweaks and changes to resolve conflicts and better balance the experience.



Mart's Mutant Mod - FWE Master Release.esp
#################################

This patch contains MMM's Zone's Respawn and Increased Spawns.  You can use any of the other optional plugins, but the tougher traders plugin will override portions of Caravans Upgraded that is included in FWE.



WeaponModKits - FWE Master Release.esp
#################################

Compatibility patch for the "Weapon Mod Kits" mod changes a few things about the original mod.  

You can no longer mod unique weapons.  T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.  

The effects of the mod kits have been adjusted, according to the following scheme:

Mod kit durability
- No increase in durability from installing mod kits.

Extended Clip
- Doubles capacity (typically)
- Value: 25 caps

AutoFire
- Allows automatic firing (firing rate typically increases, duh)
- Increases minimum spread by 20%
- Increases spread by 50%
- Value: 75 caps

Laser Sight
- Reduces minimum spread by 25%
- Reduces spread by 25%
- Action point cost reduced by 15%
- Critical chance multiplier increased by 25% (i.e. 1 goes to 1.25)
- Value: 50 caps

Scope
- Typically halves your zoom FOV
- Reduces minimum spread by 25%
- Reduces spread by 25%
- Maximum range increased by 50% (note this only effects AI engagement range)
- Value: 75 caps

Silencer
- Reduces base damage by 10%
- Increases minimum spread by 20%
- Increases spread by 20%
- Halves minimum range (affects AI only)
- Reduces critical damage by 10%
- Doubles the original critical chance multiplier (i.e. 1 goes to 2, bonus from sight added after)





%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
================================================================================

5. Licensing + Legal Information

================================================================================
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package.  FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

If you have any questions, please contact (PM) me at the Official Bethesda forums (user id: Mezmorelda) or on the Fallout 3 Nexus forums (user id: Peekaboom).



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
================================================================================

Changelog

================================================================================
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


Refer to the included "FWE - MR Changelog.txt"


--------------------------------------------------------------------------------
================================================================================
Contact + Feedback
================================================================================
--------------------------------------------------------------------------------

Official Bethesda Forum
    http://www.gamesas.com/bgsforums/index.php?showforum=45
    PM @ Mezmorelda

Fallout 3 Nexus (Download)
    http://www.fallout3nexus.com/downloads/file.php?id=2761
    PM @ Peekaboom

User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue Dec 29, 2009 8:48 pm

Can you just install this right over a previous version of FWE? I'm also using FOOK2 and compatibility patches, so I don't want to break things...
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Wed Dec 30, 2009 3:12 am

[ shameless plug ]

I live by FWE, I won't play Fallout3 without it anymore. If you havn't tried FWE yet, you should. It will change the way you think about Fallout 3.

Don't forget MMM too, FWE (nor any other mod loadout) is complete without some Martigen sauce on top.

[ /shameless plug ]

Miax
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Tue Dec 29, 2009 9:28 pm

i dont know if this has been mentioned before but the metal blaster is a God weapon. im mowing through supermutants on hard difficulty. i looked at the stats and nothing jumped out except that its a shotgun type weapon so im assuming that it gets more than one chance per shot to get a critical. too often im getting two shot or even one shot kills without even aiming for the head.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Tue Dec 29, 2009 5:39 pm

i dont know if this has been mentioned before but the metal blaster is a God weapon. im mowing through supermutants on hard difficulty. i looked at the stats and nothing jumped out except that its a shotgun type weapon so im assuming that it gets more than one chance per shot to get a critical. too often im getting two shot or even one shot kills without even aiming for the head.

Are you talking about regular super mutants? Because when you have a high weapons skill you will one shot them with most single-shot type weapons like Shotguns, Magnums, plasma weaps etc.
The Metalblaster isn't really buffed much in FWE.

And before you say we should buff super mutants even further, they are MASSIVLY buffed in FWE. People are already complaining as is how hard FWE is, so buffing mutants even further is not an option. Especially if people don't do much sidequests and just pursue mainly the mainquest line, they are pretty tough.

My point is, if your character has high skills, you are a good player and you have good equipment, stuff will simply get easier after awhile :)
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Tue Dec 29, 2009 9:29 pm

I live by FWE, I won't play Fallout3 without it anymore. If you havn't tried FWE yet, you should. It will change the way you think about Fallout 3.


I would agree with this :) I'm loving the new versions, I haven't played Fallout since FWE 2.0 or so.

Mez, would there be any chance of adding the shields and football gear from http://www.fallout3nexus.com/downloads/file.php?id=7918 to FWE at all? I think it can be used as a modder's resource, and the first thing I'd do in post apocalyptia would be to rip a stop sign down and use it as a shield :P

http://www.fallout3nexus.com/downloads/images/7918-1-1250269853.JPG

Thanks for the hard work on the mod!
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Wed Dec 30, 2009 6:21 am

i dont know if this has been mentioned before but the metal blaster is a God weapon. im mowing through supermutants on hard difficulty. i looked at the stats and nothing jumped out except that its a shotgun type weapon so im assuming that it gets more than one chance per shot to get a critical. too often im getting two shot or even one shot kills without even aiming for the head.


I've found this with a few weapons and think perhaps criticals are happening too often in gameplay. I'm still experimenting with settings myself and have tried removing the crit bonus in vats which seems to have made one shot kills happen less often. I've even gone so far as reducing my characters luck after having a look at the formulas. I still like criticals in the game just not so often as happens with default settings.
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Tue Dec 29, 2009 4:40 pm

I've found this with a few weapons and think perhaps criticals are happening too often in gameplay. I'm still experimenting with settings myself and have tried removing the crit bonus in vats which seems to have made one shot kills happen less often. I've even gone so far as reducing my characters luck after having a look at the formulas. I still like criticals in the game just not so often as happens with default settings.



i dont use vats, its in real game time. i might try and lower the number of projectiles and see if that makes a difference. i dont get as many criticals with the one projectile weapons so im assuming that every projectile gets a chance at a critical and that would mean nine chances for every shot for the metal blaster.

@Kai hairo.......even the super mutant masters fall pretty easily. i dont want the supermutants buffed any more cause the behemoths and deathclaw matriarchs are just right for me and my companions. i just noticed the difference when switching from my standard lazer rifle to the metal blaster from the Pitt DLC, all of a sudden i was getting criticals ever other shot or so. im also using the EVE modules so im not sure if they add extra criticals or not. i just envision that one or two head shots would kill a supermutant but it would take alot more body shots since they are supermutants and are supposed to be tough.

keep up the excellent work on this mod everyone. i got a couple of my friends hooked on oblivion and now fallout 3 mods so word does get around about your endeavors. :)
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Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Dec 30, 2009 3:49 am

I'm rather pleased with how my game's working out, as well.


I find that I'm rather satisfied with how my guns skill and criticals all balance out. Most of the time, if I aim for the head, I would expect an instant kill any ways.

It's rather fun to Splinter Cell someone, though. Sneak up behind someone (and I use a REALLY dark interior lighting mod) from out of a shadow, slam a knife into their head, and drag them back into the shadows. Really impressive, and thanks to FWE.


Been using Brurpo's M1911 gun mod, and I love it, as well. I popped it open in the GECK, gave it the repair list of 10mm guns, gave it a few FWE like stats, and it blends right in. I repair it with Repair Parts just like it was part of FWE (which one day I hope it will be) and it's one of my favourite handguns of all time.

I must say, though, that as I go through the game, things seem to get easier. Is this intentional? I'm using guns that are a bit nerfed and less powerful on purpose, I wear lighter armours, and overall try to make it harder on myself, but I still find myself becoming a bit powerful and comfortable pretty fast. By level 14, I have over 40 guns that I can keep in ammunitions, food and chems aplenty, and generally, if I need it I already have it. It seems like I find myself going out less and less for new things.

Oh, and I'm using Harsher Wasteland, FWE's battered weapons module, and a third party gun rarity module, and I still am rolling in munitions and arms.

It seems like the farther I go, the harder it should be to find things I need. But it's completely opposite, and I can't explain it.


Aside from that rant, EVERYTHING about FWE has worked flawlessly for me. This is one of two mods I give a ten of ten to (and the other is MMM), and I am proud to shout it.
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Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Tue Dec 29, 2009 7:32 pm

To be honest thats how just about every RPG game I've played has gone!
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Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Tue Dec 29, 2009 10:33 pm

I must say, though, that as I go through the game, things seem to get easier. Is this intentional? I'm using guns that are a bit nerfed and less powerful on purpose, I wear lighter armours, and overall try to make it harder on myself, but I still find myself becoming a bit powerful and comfortable pretty fast. By level 14, I have over 40 guns that I can keep in ammunitions, food and chems aplenty, and generally, if I need it I already have it. It seems like I find myself going out less and less for new things.


I agree with your observations, but I have no idea how this mod, or any other game for that matter, can be made harder without making it impossible.

I think the primary reasons why you are finding things easy after a while maybe because you are playing a stealthy character, and because you are a packrat, keeping large quantities of stuff in your house. I think you'll find things a bit more challenging if you try playing without stealth, or playing as a nomad (no permanent house).

Something else that might help to raise the challenge is if you remove the enemy location indicators on the compass; you'll need DarNified UI to do this. Then you won't know who's around the corner until you actually turn it.
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kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Wed Dec 30, 2009 1:56 am

Oh, I don't pay attention to that damned compass. I've made myself a more or less custom interface texture, where it's got a pretty good alpha going on, and on top of that, it's dark grey. Thought, you say you can remove them - how? I would like to remove the whole damn compass if possible. :EDIT: You need not explain this now, I figured out how to remove the compass and a WHOLE lot more. :D

I am indeed a packrat...I never gave much thought to how that might be my problem. Might be about time to sell off a bunch of it. Never use much of it, though the windfall in caps might be nice. Oh, and it's simply impossible for me to be a nomad - I like workbenches too much. And static radios (for some reason, the pipboy radio crashes me).


Thank you very much for your very sound advice! I will start ridding myself of my clutter.
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Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Wed Dec 30, 2009 3:03 am

Hi there,

after I found out about how affordable it is to buy the GOTY edition in UK/International localisation at amazon.co.uk® compared to ordering the US version from one of the regular shops in Austria or Germany which are specialized to fulfill german-speaking advlt gamer's needs for uncensored software, I grabbed it right away.

Now of course my load order is a little different than it was back at the time I asked for help in the previous thread. Like stated there, optimizing the airflow helped a bit; in my case the GPU is never over 55-60? Celsius when playing, yet the CPU still gets into the high 50's range when coping with demanding games like FO3 or ArmA 2.

Well, even after removing the UFP, I still get my CTD's, but I know now that it is most likely not just because of overheating alone or a wrong load order. Like one of the modders who work on the Real Time Settler mod stated:

"Be kind and patient when asking for help; just remember these 3 things

1. Fallout 3 was released with bugs and ctd.
2. Arcoolka and Dev team have given up there spare time to produce this mod.
3. If you wanted a perfect mod you may have had to wait another 3 months."

I guess these principles applies to FWE as well.

Alas, just to be sure, I'll post my load order here to check if I made a mistake with the DLC position. I already played through Broken Steel successfully using my existing Char from a save before the "Take it Back!" Quest.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] Owned!.esp
[X] SniperZooming.esp
[X] TenpennyGhoulsAtPeace.esp
[X] CRAFT - Activation Perk.esp
[X] CALIBR Ammo Schematics - CRAFT.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] Wasteland Whisperer.esp
[X] RobCo Certified.esp
[X] BlackWolf Backpack.esp
[X] Blank's Container Backpack (BlackWolf Backpack Plugin).esp
[X] 1Animated Nightvision goggles.esp
[X] Directional PipLight.esp
[X] RobCo Universal Battery Charger Kit.esp
[X] DN_RecyclingMachine.esp
[X] DCInteriors_Georgtown.esp
[X] DCInteriors_Mason.esp
[X] DCInteriors_SewardSq.esp
[X] DCInteriors_LEnfntPl.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Enhanced Weather - Sneak Bonus during Storms.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Fellout-Full.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - Lvl 30 Balance.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - No Drug Visuals.esp
[X] FO3 Wanderers Edition - Optional Harsher Wasteland.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[ ] FO3 Wanderers Edition - UFP Support.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - No Ghoul Raise.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mez's Merged Patch - FWE-WMK-MMM.esp
[ ] Mart's Mutant Mod - CFW.esp
[ ] Mart's Mutant Mod - FOOK2.esp
[ ] Mart's Mutant Mod - FOOK2 - DIK.esp
[ ] WeaponModKits - FWE Optional Worn Weapons.esp
[ ] Mart's Mutant Mod - XFO.esp
[ ] Mart's Mutant Mod - FWE with EVE.esp
[ ] Enhanced Weather - Radioactive Rain and Snow Plugin.esp
[ ] test.esp
[ ] Mart's Mutant Mod - No DLC Increased Spawns.esp
[ ] Mart's Mutant Mod - No Corpse Flies.esp
[ ] Mart's Mutant Mod - No Floaters.esp
[ ] Mart's Mutant Mod - Increased Increased Spawns.esp
[ ] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[ ] Mart's Mutant Mod - Increased Spawns.esp
[ ] Mart's Mutant Mod - No Wanamingos.esp
[ ] Mart's Mutant Mod - No Geckos.esp
[ ] Mart's Mutant Mod - No Skeleton Decay.esp
[ ] Mart's Mutant Mod - No Size Scaling.esp
[ ] Mart's Mutant Mod - Zones Respawn.esp
[ ] Mart's Mutant Mod - Reduced Wasteland Spawns.esp
[ ] Mart's Mutant Mod - Tougher Traders.esp
[ ] FO3 Wanderers Edition - Lvl 30 High Skills.esp
[ ] FO3 Wanderers Edition - Optional No Fast Travel.esp
[ ] FO3 Wanderers Edition - Optional Worn Weapons.esp
[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp
[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp
[ ] FO3 Wanderers Edition - Followers Enhanced.esp
[ ] FO3 Wanderers Edition - Optional Free Play After MQ.esp


A few oddities jumped into view: first, like another player already mentioned, the Black Wolf Backpacks vanished from the vendors apparently after a respawn. I had seen them in the shops at the start of my current game (this game began prior to DLC installation) when I could not afford to buy them. After the FWE respawn had taken place once and after I had sold tons of stuff to Moira and Flak, they were all gone. I can not specify what made them go. Yet the Backpacks are in the game and work, too, as I found out by kicking in the door in at a specific location obviously altered by the Container Backpack mod.

Spoiler
Within the Talon Co. Base near Sewer Waystation/Wasteland Motors, there were all of the Black Wolf Backpack variants placed as (although empty) containersin the Room where the Mercs had their beds and trunks. I took them and gave one to myself and one to Star Paladin Cross, and that actually increased our carry weight.


Second, Fawkes doesn't follow me although he says so. Even if I tell Cross to wait, he simply won't trot along. After the Broken Steel final battle,
Spoiler
when you get extracted by Vertibird and eventual companions -I had only Cross with me despite of having ordered Fawkes to follow via Remote Control Headset- re-join you in the Citadel, I had them both in the courtyard. But only Cross really followed me; although I ordered them both to do so. Fawkes just stayed (of all places for a Super Mutant to stomp in and poop, it must be the Citadel, LOL!)even if he had his dialogue normally finished ("Let's go." -"By all means, let's!")with me.


Third, I cannot fit Enclave Hellfire Armour or Helmet to my body. Several other PA variants checked so far (T-45 D, Enclave PA, Enclave Tesla PA) work fine.

Well, hope someone can make some sort of advice out of these notations and the load order.

Thanks in advance for any help given,

tourist
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Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Wed Dec 30, 2009 7:40 am

Mm, just a few little things that I thought to post.

I have run in to a little problem with scopes, again. I decided to procrastinate doing any changes the previous time I asked, until I had actually found something with a scope, or that I would like to attach a scope to. Anyway, I removed the "Has Scope" tag, along with the "Don't use 1st person... etc." tag, where appropriate, but in-game, the weapons still use the scoped vision, and have 100% accuracy on their first shot.

May I ask if there is anything I am overlooking or have forgotten? o.o

Oh, and I ran in to the Outcasts, and noticed a few problems with the Tech-Trade quest. I haven't been able to make much sense of the dialogue trees etc. to figure it out for myself, but they only seem to offer the default 5.56mm, RadAway, Stimpack and Grenades for the default trade-in items. Oh, and he does not seem to recognise the new, fitted, power armours - though I have not tested PAs too thoroughly or anything.

Anyway, thank you. ^_^
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Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Tue Dec 29, 2009 8:30 pm

Mm, just a few little things that I thought to post.

I have run in to a little problem with scopes, again. I decided to procrastinate doing any changes the previous time I asked, until I had actually found something with a scope, or that I would like to attach a scope to. Anyway, I removed the "Has Scope" tag, along with the "Don't use 1st person... etc." tag, where appropriate, but in-game, the weapons still use the scoped vision, and have 100% accuracy on their first shot.

May I ask if there is anything I am overlooking or have forgotten? o.o

Oh, and I ran in to the Outcasts, and noticed a few problems with the Tech-Trade quest. I haven't been able to make much sense of the dialogue trees etc. to figure it out for myself, but they only seem to offer the default 5.56mm, RadAway, Stimpack and Grenades for the default trade-in items. Oh, and he does not seem to recognise the new, fitted, power armours - though I have not tested PAs too thoroughly or anything.

Anyway, thank you. ^_^

Did you also remove the scope model and reduce the FOV to normal values(I mentioned that last time too)? Also the accuracy of the weapons is affected by their spread values. Pretty much all scoped weapons have very low min spread values, so they'll be accurate either way if you have a high small guns weapon skills. The scope itself actually has nothing to do with a weapons accuracy, it's all determined by the min spread value.

And the outcast rewards should be fine(I've been using them a lot). You maybe have another mod overwriting them.


Well, even after removing the UFP, I still get my CTD's, but I know now that it is most likely not just because of overheating alone or a wrong load order. Like one of the modders who work on the Real Time Settler mod stated:

Both Owned! and MMM cause CTDs. Load orders actually are hardly ever the cause of CTDs(usually only when you place a plugin infront of it's master file, but then the game will refuse to start altogether).


A few oddities jumped into view: first, like another player already mentioned, the Black Wolf Backpacks vanished from the vendors apparently after a respawn. I had seen them in the shops at the start of my current game (this game began prior to DLC installation) when I could not afford to buy them. After the FWE respawn had taken place once and after I had sold tons of stuff to Moira and Flak, they were all gone. I can not specify what made them go. Yet the Backpacks are in the game and work, too, as I found out by kicking in the door in at a specific location obviously altered by the Container Backpack mod.

Load the mod after FWE, not before.

Second, Fawkes doesn't follow me although he says so. Even if I tell Cross to wait, he simply won't trot along. After the Broken Steel final battle, when you get extracted by Vertibird and eventual companions -I had only Cross with me despite of having ordered Fawkes to follow via Remote Control Headset- re-join you in the Citadel, I had them both in the courtyard. But only Cross really followed me; although I ordered them both to do so. Fawkes just stayed (of all places for a Super Mutant to stomp in and poop, it must be the Citadel, LOL!)even if he had his dialogue normally finished ("Let's go." -"By all means, let's!")with me.

Followers have issues like that, it's nothing FWE specific. To fix a stuck companion, open the console and click on your companion. You'll see his name at the top of the screen and his ref number. Write that number down. Go to a different cell, reopen console and type "prid ", then hit enter and type "moveto player". Companion will appear next to you and be unstuck

Third, I cannot fit Enclave Hellfire Armour or Helmet to my body. Several other PA variants checked so far (T-45 D, Enclave PA, Enclave Tesla PA) work fine.

It should work, unless you have an outdated Merged Patch. Maybe the one Mez uploaded doesn't have the newest formlist in it. Try creating an own merged patch and see if that works.
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Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Wed Dec 30, 2009 8:36 am

Hello,

I've played through unmodded Fallout 3 a couple times, last time on Very Hard.

After a break I wanted to start again with the FWE and MMM mods. I understand they extensively rebalance the game.

I'm wondering what people here recommend for a difficulty level?

I'm trying with Very Hard but it seems like my low level character dies withn a fraction of a second of meeting enemies. I sometimes have to reload many times to take out a group of Raiders or Super Mutants, and so get the feel like I might just be lucky when I survive. I had one character that got to level 4, but then I think I installed some mods incorrectly and started again. At level 2 I'm having considerable difficulty with the Raiders outsided Springvale Elementary.

But I don't want to feel like I'm not getting the correct experience. Many have said that the unmodded game really needs to be played on Very Hard. But with FWE/MMM is Very Hard just too hard or is it a matter of me (the player) getting more skilled? Later on I suspect it will be much easier, so should I stick it out at Very Hard, or should I drop back to Hard. Dropping to Hard or Normal then increasing the difficulty with levels is something I'd like to avoid -- feels too much like level scaling.

So comments on recommended difficulty level for FWE/MMM are welcome. Thanks.
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Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Wed Dec 30, 2009 8:01 am

I'm wondering what people here recommend for a difficulty level?

I'm trying with Very Hard but it seems like my low level character dies withn a fraction of a second of meeting enemies. I sometimes have to reload many times to take out a group of Raiders or Super Mutants, and so get the feel like I might just be lucky when I survive. I had one character that got to level 4, but then I think I installed some mods incorrectly and started again. At level 2 I'm having considerable difficulty with the Raiders outsided Springvale Elementary.

FWE is designed to be played at normal difficulty. Even then you can expect to have trouble surviving. You'll have to use tactics and cover. You'll also have to avoid taking on too many enemies at once.
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Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Wed Dec 30, 2009 12:31 am

QUOTE
Third, I cannot fit Enclave Hellfire Armour or Helmet to my body. Several other PA variants checked so far (T-45 D, Enclave PA, Enclave Tesla PA) work fine.

It should work, unless you have an outdated Merged Patch. Maybe the one Mez uploaded doesn't have the newest formlist in it. Try creating an own merged patch and see if that works.


Actually - its a very good advice. I had a LOT of ctd's without self created merged patch, and virtually none after creating it. Also - you can always try to write down item id (if it behaves in unexpected manner) and see f3edit for conflicts/overrides. This trial/error path was the way I ironed out my load order.
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zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Wed Dec 30, 2009 12:09 am

FWE is designed to be played at normal difficulty. Even then you can expect to have trouble surviving. You'll have to use tactics and cover. You'll also have to avoid taking on too many enemies at once.


Thanks. Now I don't feel bad about cranking down the difficulty.

Challange is one thing, but dying constantly is not a lot of fun.

Re tactics, yes I try to have cover available and use divide an conquer. I also feel like sneak skills are particularly important for this mod.

Other comments on difficulty are welcome. But thanks for the reply.
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Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Tue Dec 29, 2009 7:58 pm

Thanks. Now I don't feel bad about cranking down the difficulty.

Challange is one thing, but dying constantly is not a lot of fun.

Re tactics, yes I try to have cover available and use divide an conquer. I also feel like sneak skills are particularly important for this mod.

Other comments on difficulty are welcome. But thanks for the reply.

As Jigun says, FWE is balanced about normal difficulty, because that is the only setting where players and enemies do equal damage.
The readme is fairly clear that this mod makes Fallout more challenging then anything else out there.
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emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Wed Dec 30, 2009 2:02 am

Hey guys could you make some compatibility patch for RE_Iron.Sights mod?

I would be very appreciated
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kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Wed Dec 30, 2009 7:26 am

in my opinion FWE does a great job in making the game more challenging, I play with normal difficulty and I'm having fun.
if you stay at distance, look for cover and abuse bullet time you have no problem, but if you try something more aggressive you have to be quite skilled. explosives are good to wipe out enemy fast.
melee and unarmed, on the other hand, imho are quite useless because the damage is not enough good to balance the risks of getting near to the enemy. I think that melee damage should be increased, like in XFO.

@mez: since I added the WMK Broken Steel patch, not a single ctd. so, UFP has no fault, all the fault was mine :lol:
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WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Wed Dec 30, 2009 9:32 am

So I'm still on the enemy damage/shooting skill topic. I had another thread where I asked about damage and finally decided to universally cut damage in half. That helped, a bit.

I've been playing Fallout 3, mostly since the beginning, with FWE installed. As I've been playing the game I periodically get all introspective and ask myself what I do and don't like about the game. What I've really found lacking from the beginning is combat. It's always been so binary, in that if something sees me first it usually kills me very close to instantly. There's no tango, just full-health alive or no-health dead. Cutting the damage in half gave me a couple more seconds to duck into cover, but the next time I pop a sliver of my head up, I'm usually dead. What I'm describing is true with only one enemy. With multiple enemies I don't get the duck into cover part, even on half damage.

Is it a Fallout 3 thing in general or FWE? Am I correct that not only is nearly every enemy shot hitting, it's hitting my head? I know I've had situations where I've pointed my shots at an enemy chest, and watch my next two shots go over each of his shoulders. I'm cool with that. I know that my weapon skill is being represented and the weapon's spread is also coming into play. Does the enemy AI experience weapon skill and weapons spread modifiers?

In the early game I kinda understood that I was mostly a soft-flesh, bullet-catching doll. I can understand when fighting a soldier that he has the skillset and the weapon to put the shots on target. But when I'm wearing power armor and fighting raiders, I'm visualizing that I'm a pretty darn experienced guy wearing Iron Man's armor fighting (in the case of Raiders) crazed lunatics wearing patches of leather and spikes and lots of skin showing. Nope, I'm still doomed. If the crazed lunatic has anything other than a melee weapon I can NOT go toe-to-toe with him. It's pang-pang-pang and I go down. My weapon skill is near 75 and my weapons/armor are nearly always repaired up to full. I'm on normal difficulty. Heck, even in bullet-time it feels like the same results are happening, just slower.

Interestingly to me, I just got Star Paladin Cross as a follower and she puts enemies down with two or three shots also. I finally have the enemy AI working FOR me! :woot: Still, it's not satisfying combat. Whoever the AI spots first is dead. One theory I've had, after reading the forums a lot, is that perhaps there's a lot of players playing with high stealth skills and sniper weapons and their normal M.O. is spotting the enemy first and putting a bullet in his head. They're almost never receiving return fire, so this mod has been designed to keep the game interesting for them in that an enemy that spins around (or has companions) will still be able to threaten them. Eh, just a theory.

To avoid some obvious responses, let me say that I've been playing games for 30 years or so with a ton of emphasis on first-person shooters and particularly playing them online. Tribes, Unreal Tournament, Quake, etc have been a big part of my life. I'm not trying to claim I'm Mr. Skillz and I'd own you svcka, I'm just trying to avoid the "If you got hit with a bullet in real life, it's SUPPOSED to hurt" type responses. In the last thread I posted about this, one response let me know that head shots are SUPPOSED to hurt. I immediately jotted that down. So please keep in mind, if you're responding to me, that I'm not asking why do headshots hurt (whimper, sob). I'm asking if the enemy misses. Better yet, does he ever miss my head? Why is a one-armed, half-naked, coked-to-the-gills raider with a pistol as effective as an Enclave soldier with a mini-gun?
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Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Tue Dec 29, 2009 9:25 pm

I find that if my character is in power armour I can take quite alot of hits from all types of enemies and weapons before my health is significantly lowered. Only rapid fire weapons like miniguns, gatling lasers (and, amusingly, 10mm submachine guns) pose any real danger one on one. In fact the speed of fire from a weapon is the single most important factor. My wattz pistol with autofire and extended mag rips through anything really fast, though it takes alot of repairing. So always take out the enemies with the automatics first!

In armour other than power armour then, yes, my character easily becomes very dead very quickly. I don't find this surprising though.
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ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Wed Dec 30, 2009 1:48 am

So I'm still on the enemy damage/shooting skill topic. I had another thread where I asked about damage and finally decided to universally cut damage in half. That helped, a bit.
......
To avoid some obvious responses, let me say that I've been playing games for 30 years or so with a ton of emphasis on first-person shooters and particularly playing them online. Tribes, Unreal Tournament, Quake, etc have been a big part of my life. I'm not trying to claim I'm Mr. Skillz and I'd own you svcka, I'm just trying to avoid the "If you got hit with a bullet in real life, it's SUPPOSED to hurt" type responses. In the last thread I posted about this, one response let me know that head shots are SUPPOSED to hurt. I immediately jotted that down. So please keep in mind, if you're responding to me, that I'm not asking why do headshots hurt (whimper, sob). I'm asking if the enemy misses. Better yet, does he ever miss my head? Why is a one-armed, half-naked, coked-to-the-gills raider with a pistol as effective as an Enclave soldier with a mini-gun?


- If you like it better with damage cut in half, that's good. The modability of Fallout makes it so great. That said, it doesn't necessarily mean people see it how you do. I find damage just right how it is and there are enough people that play FWE on hard(like I do), where enemies do even more damage.
- Enemies actually hit LESS then in Vanilla.
- Except for torso(which takes a lot of punishment to cripple), Head is by far the least that is crippled for me. My legs and arms are crippled way more often(and it actually takes longer to cripple those than the head). So no, enemies do not magically aim for the head.
- If you're finding your companion doings a better job in killing enemies then yourself, well sorry you're doing something wrong. I can usually take down any enemy group before my companions even open fire.

So to summarize and answer your final question. No there is nothing that makes enemies hit better in FWE(quite the contrary), than in vanilla Fallout. Hi's are simply more pronounced since weapons do more damage, and you take additional damage through headshots(2x vs 1x in Vanilla).

Also my character has no stealth skill, wears leather armor and runs around only with a modded desert eagle and frag grenades and I can't say I really die much at all.
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Nathan Risch
 
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