[RelZ] FWE - FO3 Wanderers Edition #23

Post » Fri Jan 01, 2010 11:12 pm

I'm on the fence about a choice I need to make, so I'll open it up for discussion here to see what the users preferences are:

I'd like to do a substantial re-write of the readme, into more of an FWE manual. I have a couple of ways I could approach this:

(1) Keep it as one giant text file, the advantage is that it's easy to post a copy of it on the forum threads

(2) Make it an HTML file, so it's a little richer graphically and can include some internal bookmarks

(3) Make it a .pdf file so it reads more like a document, can also include internal bookmarks

(4) Make a Wiki page or website for the manual, which would only be accessible when online

Any preferences?
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Queen Bitch
 
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Post » Fri Jan 01, 2010 11:03 pm

I'm on the fence about a choice I need to make, so I'll open it up for discussion here to see what the users preferences are:

I'd like to do a substantial re-write of the readme, into more of an FWE manual. I have a couple of ways I could approach this:

(1) Keep it as one giant text file, the advantage is that it's easy to post a copy of it on the forum threads

(2) Make it an HTML file, so it's a little richer graphically and can include some internal bookmarks

(3) Make it a .pdf file so it reads more like a document, can also include internal bookmarks

(4) Make a Wiki page or website for the manual, which would only be accessible when online

Any preferences?


I say PDF or HTML.

They are both much easier, or maybe just less plain boring, to read than huge text files. A little more graphically richer is also nice to break off from just...text. Bookmarks, good idea too to find things fast if the document is indeed a large one. Good documentation is a very important thing in any big projects ala FWE.
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Karl harris
 
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Post » Sat Jan 02, 2010 9:00 am

I'd say 1 and/or 4.

On the subject of the next version, is there anything planned for Power Armour? Because I, a lowly level 7 character armed with naught but a 10mm pistol (With an expanded magazine, that thing has seen me through so many battles) and a few grenades just successfully took out an outcast patrol. That doesn't seem right, to me! I realise that at level 7 I'm above the average wastelander, but even so, I stand no chance against a well-armed group of raiders, I'd have assumed the outcasts wouldn't want their fancy power armours nicked by raiders, y'know? Not sure what really can be done without overpowering power armour, and it's DR is already pretty high, but just something that came to my attention. I'd love fighting enemies in power armour to practically require explosives or high end energy weapons.
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~Amy~
 
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Post » Fri Jan 01, 2010 11:25 pm

Sneak is a bloody nightmare as well. At 85 sneak skill, in total darkness, moving slowly and wearing a total of 5 wg I can't seem to creep up on anyone. Hell, it's tough to creep around the wasteland in general. Being caught from 100m away by a single raider at night (and by night I mean fellout night) is just ridiculous and pretty unfair.

Perhaps you could take a look at it and give it a de-nerf or show me what to tweak in fo3edit?
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CArla HOlbert
 
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Post » Fri Jan 01, 2010 10:55 pm

Sneak is a bloody nightmare as well. At 85 sneak skill, in total darkness, moving slowly and wearing a total of 5 wg I can't seem to creep up on anyone. Hell, it's tough to creep around the wasteland in general. Being caught from 100m away by a single raider at night (and by night I mean fellout night) is just ridiculous and pretty unfair.

Perhaps you could take a look at it and give it a de-nerf or show me what to tweak in fo3edit?

In those conditions you actually sneak much better in FWE than in vanilla Fallout.
Are you running MMM? Because it's randomized stat scripts can have enemies spawn with 10 perception, which makes sneaking more difficult

EDIT: And for the record we also reduced the max distance at which you can be actually detected.
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christelle047
 
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Post » Sat Jan 02, 2010 11:08 am

I'd say 1 and/or 4.

On the subject of the next version, is there anything planned for Power Armour? Because I, a lowly level 7 character armed with naught but a 10mm pistol (With an expanded magazine, that thing has seen me through so many battles) and a few grenades just successfully took out an outcast patrol. That doesn't seem right, to me! I realise that at level 7 I'm above the average wastelander, but even so, I stand no chance against a well-armed group of raiders, I'd have assumed the outcasts wouldn't want their fancy power armours nicked by raiders, y'know? Not sure what really can be done without overpowering power armour, and it's DR is already pretty high, but just something that came to my attention. I'd love fighting enemies in power armour to practically require explosives or high end energy weapons.

We buffed power armor pretty heavily in the last version and I don't think we'll buff it anymore.
The issue is actually not necessarily with PA DR, but with the hitpoints of NPCs. Grenades do a [censored]ton of damage and DR, even at the highest possible rating, only absorbs so much.
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Raymond J. Ramirez
 
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Post » Fri Jan 01, 2010 10:04 pm

Yeah, I checked in FO3Edit, and PA has some pretty damn high DR. What it really needs is some sort of "small guns resist", but I gather that's not currently possible. Ah well :(
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sarah taylor
 
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Post » Sat Jan 02, 2010 1:21 pm

Yeah, I checked in FO3Edit, and PA has some pretty damn high DR. What it really needs is some sort of "small guns resist", but I gather that's not currently possible. Ah well :(

Are you running regular FWE or do you have my tweaks mod loaded?
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LuCY sCoTT
 
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Post » Sat Jan 02, 2010 2:16 am

I do have your tweaks loaded, but I put damage back to harsher-wasteland levels.
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Symone Velez
 
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Post » Sat Jan 02, 2010 1:53 am

I do have your tweaks loaded, but I put damage back to harsher-wasteland levels.

Well that's the thing then.
You watched my FWE video so you saw that the BoS take a lot more punishment in my game.

See the damage change I made wasn't so that I would suffer less damage, I made it so tougher enemies and NPCs can take more punishment. Raiders and ghouls will still die from a single headshot of pretty much any weapon, but BoS, Enclave and Muties take a good deal more before going down.
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Betsy Humpledink
 
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Post » Sat Jan 02, 2010 7:26 am

Fair enough, I guess. Might give it a try your way, then :)
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Lizbeth Ruiz
 
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Post » Sat Jan 02, 2010 5:55 am

Fair enough, I guess. Might give it a try your way, then :)


You should give it a shot, I put a lot of thought into it.

What currently happens in FWE, with powerful single shot weapons most prominently, is that they do a [censored]ton of overflow damage. See in regular FWE, if I fire a shotgun shell at an enclaves head I do enough damage to kill half a dozen enclaves with that shot, but all that damage simply goes wasted, you lose damage so to speak. This is also the reason why automatic weapons appear so powerful in FWE, they don't suffer from this problem. Say you need 3 shots from an assault rifle to kill someone, you can immidietly aim at the next target and you will have done little to no overflow damage. So you're making the best use of your DPS.
I really put a lot of testing and calculations to come up with the value I picked, I didn't pull it out of my [censored] :)

To put it even more into context, following is an example how this currently works in my game:
My character has 100 small guns and I currently have a Gauss Rifle M72.

When I shoot an enclave in the head with a stealth crit, I can usually kill them instantly with one shot.
If I do a non stealth headshot, I normally won't kill them, but damage them heavily. I will normally require around 2 consecutive headshots to kill them this way(possibly even three).
Now the M72 is a really powerful rifle, but the enclave armor is also one of the toughest around. So if I do only body shots, I will require several, I would estimate about 4-7 shots(again depending on crits etc..)

This is how it currently is in my game. And I have to say I really really like it and consider it pretty well balanced. I never have that feeling that I can one shot anybody with anything. Again I point to my gameplay video. There is a reason why I keep switching weapons. I use my powerful single shot weapons like the sawed off and the .223 to quickly kill targets of opportunity depending on the range. My assault rifle won't actually kill enemies that fast, unless I got a good aim and manage to land several rounds in the head. But it's easier for me to run up to somebody and dump a single shotgun shell into their head than a whole assault rifle burst.
But on the other hand I can't use my single shot weapons against masses of enemies effectively, because the rate of fire is too slow and I would be constantly reloading...etc...
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Queen
 
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Post » Sat Jan 02, 2010 9:18 am

I can't seem to be able to "fit" the Enclave Hellfire Helmet, so I can't wear it :( Is this a known issue, and is there a workaround?
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Kathryn Medows
 
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Post » Sat Jan 02, 2010 4:36 am

I can't seem to be able to "fit" the Enclave Hellfire Helmet, so I can't wear it :( Is this a known issue, and is there a workaround?

It's a known issue. Actually just give me a bit, I'll throw up a fix on nexus.
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Thema
 
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Post » Sat Jan 02, 2010 3:46 am

You can download the fix http://fallout3nexus.com/downloads/file.php?id=10273.
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Maria Garcia
 
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Post » Sat Jan 02, 2010 10:26 am

In those conditions you actually sneak much better in FWE than in vanilla Fallout.
Are you running MMM? Because it's randomized stat scripts can have enemies spawn with 10 perception, which makes sneaking more difficult

EDIT: And for the record we also reduced the max distance at which you can be actually detected.


I think you are right there. MMM must be spawning a lot of high PER enemies, or at least one in a mob of enemies. I diasbled it to test and had a much smoother time.
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Naughty not Nice
 
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Post » Sat Jan 02, 2010 3:18 am

I think you are right there. MMM must be spawning a lot of high PER enemies, or at least one in a mob of enemies. I diasbled it to test and had a much smoother time.

Yeah...what I've actually done is I killed off all MMM controller scripts in my game...
I still have the increased spawns, the new monsters, ghouls ressurection and all that good stuff, but by killing off the controller scripts I disabled his AI/confidence control scripts, the stat and height randomization and such things.
The thing is we have Arwen's AI module integrated in FWE and I believe it's more than sufficient for controlling AI behaviour, so I don't actually need MMM controller scripts to be pulling additional strings.

Don't get me wrong, all of Martigens scripts are written flawlessly, but there are some elements that I prefer not to have managed by MMM at the moment.
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Jordan Fletcher
 
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Post » Sat Jan 02, 2010 2:37 am

Hi Guys,

Can somebody check my load order please?

I'll explain why down the bottom.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] FaceMe.esm
[X] Destruction.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] StreetLights.esm
[X] FOOK2 - Main.esm
[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm
[X] FOOK2 - [DIK] DLC Improvement Kit.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] DarNifiedUIF3.esp
[X] FaceMe.esp
[X] FaceMe-Broken Steel.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] CALIBRxMerchant.esp
[X] DelayAnchorage.esp
[X] DelayThePitt.esp
[X] DelaySteel.esp
[X] delaypl.esp
[X] delayzeta.esp
[X] Auto Aim Fix v1.1.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Enhanced Weather - Rainbows.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Fellout-SOTD.esp
[X] Fellout-Anchorage.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-pipboylight.esp
[X] NotSoFast.esp
[X] Reykjavik.esp
[X] rockville.esp
[X] RockopolisRebuilt.esp
[X] SniperZooming.esp
[X] Destruction - Main - Statics.esp
[X] DCInteriors_ComboEdition.esp
[X] DarNifiedUIF3_FWE.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp
[X] P94-95.esp
[X] FOOK2 - [DIK] DLC Improvement Kit.esp
[X] FOOK2 - [DESTRUCTION] Main - Statics.esp
[X] FOOK2 - Mothership Zeta.esp
[X] Sally Fix 2.1.esp
[X] UF3P [BS anomaly].esp
[X] GalaxyNewsRadio100[M].esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FWE - FOOK DLC Support.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Lvl 30 High Skills.esp
[X] FO3 Wanderers Edition - Followers Enhanced.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional VATS Realtime.esp
[X] FO3 Wanderers Edition - Optional Worn Weapons.esp
[X] FO3 Wanderers Edition - Optional Sneak Msgs.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] MyFOOK2 - Black & White Tranquility Lane.esp
[X] MyFOOK2 - No [censored] Victims.esp
[X] FO3 Wanderers Edition - FOOK Support.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - No Corpse Flies.esp
[X] Mart's Mutant Mod - No Ghoul Raise.esp
[X] Mart's Mutant Mod - No Skeleton Decay.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - FOOK2.esp
[X] Mart's Mutant Mod - FOOK2 - DIK.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] FaceMe-MMM.esp
[X] StreetLights - Wasteland.esp
[X] Rivet City Realignment.esp

I am getting absolutely battered,and I'm only doing the Superduper Mart quest :nothanks:

My first visit in the car Park I'm up against 6 bandits.Its hard work when you only have a pistol,especially when the last bandit uses a Fatman.I know i'm big but I'm no Bohemuth lol :nuke:

The alternative Enemy is A Deathclaw! I thought they appeared at a higher level lol :o

Inside the Superduper Mart there's another 8 bandits.All with more powerful weapons.I love a challenge,but Rambo would struggle lol :P :gun:

Trying to use the new grenade system.Do you use the G Key to throw.If so its not doing it on mine.

The Primary Needs Mod.I've tried reading the readme.txt but it's not very clear how you sustain your needs.When you complete the 1st Wasteland Survival Quest you get the Food Sanitiser.Do you still need the Mobile Cooker?

You'll notice there is not a Merged Patch.The reason for this I asked on a thread yesterday about masterupdate. Max suggested to just use the relevant FOIP Patches.

Any Help is very much appreciated. There's no pet Shop to buy a parrot when your hopping around on one leg lol :lol: :P

Thank You for your time and Help.

James. :)
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Queen Bitch
 
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Post » Sat Jan 02, 2010 3:44 am

You can download the fix http://fallout3nexus.com/downloads/file.php?id=10273.


Thank you, good sir :)
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Adam
 
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Post » Sat Jan 02, 2010 10:18 am

The Primary Needs Mod.I've tried reading the readme.txt but it's not very clear how you sustain your needs.

Eat food, drink water, sleep in a bed -_-
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JD FROM HELL
 
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Post » Sat Jan 02, 2010 12:56 am

Trying to use the new grenade system.Do you use the G Key to throw.If so its not doing it on mine.

The Primary Needs Mod.I've tried reading the readme.txt but it's not very clear how you sustain your needs.When you complete the 1st Wasteland Survival Quest you get the Food Sanitiser.Do you still need the Mobile Cooker?

You'll notice there is not a Merged Patch.The reason for this I asked on a thread yesterday about masterupdate. Max suggested to just use the relevant FOIP Patches.

Any Help is very much appreciated. There's no pet Shop to buy a parrot when your hopping around on one leg lol :lol: :P

Thank You for your time and Help.

James. :)

First it sounds to me like you might not have FOSE installed properly.
And you actually do need to create a Merged Patch yourself for this kind of setup.
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Wanda Maximoff
 
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Post » Sat Jan 02, 2010 12:38 pm

Question:

I know you have some modified perks in your mod, and a few additional new ones as well.

If I were to use the UPP, but not use the original perk modifying .esp, would the game be alright, or would it conflict majorly?

Also, where are you storing the information that controls gun sway on the player? I like that even at 100 skill theres some sway, but it seems like its just a few points too high.

Further, would the controlled breathing perk from the UPP stop or lessen the sway at 100 skill? Is there any other way to lose the sway other than 'cheating' by modifying the esp/esm?
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teeny
 
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Post » Sat Jan 02, 2010 7:23 am

First it sounds to me like you might not have FOSE installed properly.
And you actually do need to create a Merged Patch yourself for this kind of setup.


Thank You for the reply.

I'm using the latest version of FOSE. I've not had any issues with previous editions.

Creating the merged Patch.I Know to try and avoid the Mart and FOOK2 mods,Are there any others I should Avoid like the FOIP Patches.

A update on the SuperDuperMart. It was 12 bandits not 8 lol

Finally!! I think I'm losing the Plot.Every now and then I hear someone clearing there throat.Inside and Outside. Look roud to see where they are.There's nobody There lol :o :nuts:

Thanks for your help.

James. :foodndrink:
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Alycia Leann grace
 
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Post » Sat Jan 02, 2010 5:27 am

Question:

I know you have some modified perks in your mod, and a few additional new ones as well.

If I were to use the UPP, but not use the original perk modifying .esp, would the game be alright, or would it conflict majorly?

Also, where are you storing the information that controls gun sway on the player? I like that even at 100 skill theres some sway, but it seems like its just a few points too high.

Further, would the controlled breathing perk from the UPP stop or lessen the sway at 100 skill? Is there any other way to lose the sway other than 'cheating' by modifying the esp/esm?

I used the UPP Pack 1 and 2, but none of the other ones. The Original perks part, as you already suggested, conflicts with FWE. If I remember correctly so does the beverages part. Thr quest perks part works fine, but I found it slightly overpowered (but not much, mainly the perk you got after completing 24 quests was a bit strong in my opinion)
And no the controlled breathing perk won't help you at all, because all it does is termparily increase your weapon's skill to 100.

And the game settings you need to change to improve Iron Sight sway I believe are fGunSpreadIronSightsBase and/or fGunSpreadIronSightsMult(but I'm not 100% sure if this affects the sway or only the spread). We didn't change them in FWE so you will have to create those values in the GECK.

I'm using the latest version of FOSE. I've not had any issues with previous editions.

Creating the merged Patch.I Know to try and avoid the Mart and FOOK2 mods,Are there any others I should Avoid like the FOIP Patches.

A update on the SuperDuperMart. It was 12 bandits not 8 lol

Finally!! I think I'm losing the Plot.Every now and then I hear someone clearing there throat.Inside and Outside. Look roud to see where they are.There's nobody There lol

That's strange, the grenade hotkey should be working then. Do you have your attack button set to something other than leftmousebutton? In that case you need to redefine it in the grenade hotkey menu.

And it's normal to have 12 bandits in the super duper mart with MMM. It's not an easy area for a rookie. I only go there when I have some grenades/mines and some more ammo.

The coughing part is also normal, that's your character coughing.
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kelly thomson
 
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Post » Sat Jan 02, 2010 2:13 am

...Finally!! I think I'm losing the Plot.Every now and then I hear someone clearing there throat.Inside and Outside. Look roud to see where they are.There's nobody There lol :o :nuts:...


I think that's the audio alert that your character is getting thirsty and should drink something.

Just like the stomach rumbling is an alert that you might need food (though I've heard my characters stomach rumbling on a full/gluttoned stomach).
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Ella Loapaga
 
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