[RelZ] FWE - FO3 Wanderers Edition #23

Post » Sat Jan 02, 2010 4:00 pm

...
Yes when you load FO3Edit, you could for example only load ALL the WMK mods and create the merged patch from them. But with your load order it doesn't really matter, you can just load all your mods and create the merged patch.

Thanks again for the advice. I guess things may get a bit more complicated as I add a couple more quest mods, such as Return to Shady Sands... :cold: Learning more about FO3Edit should prove valuable. :read:

2. Since a few people are requesting this I might simply upload my override that disables MMM's controller scripts.

If you think it would be useful, by all means do so! Some info re what this might mean for MMM would be good too.
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Elisabete Gaspar
 
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Post » Sat Jan 02, 2010 12:38 am

Quick question concerning RI and Crippled Limbs. Currently, my character has a crippled head/torso/arm. A helpful popup instructed me to visit my doctor, so I haul ass to rivet city, and visit DR. Preston (fine man). I ask him to fix me up and he imparts his expert wisdom on me by saying "There's nothing wrong with you". While it's true my HP is full, I'm definitely feeling those wonderful crippled effects. Is there any way to get the doc to fix crippled limbs if my HP is full?
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Sarah Knight
 
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Post » Sat Jan 02, 2010 10:31 am

I Don't know if this will help.

When I create my Merged Patch I leave out all the FOIP patches out.When its complete I have all the FOIP's load after.I've also do not include any mmm+FOOK2 patches.
On my last good session which was over 6Hrs.I never had any crashes.

That's incorrect. You need to have all FOIP patches loaded when you create the merged patch, *especially* the WMK foip patches. And the Merged patch should be loaded dead last in your load order.


I notice Kai you say Either use Mez's merged patch or your own, not both at the same time. is that correct please?

I wouldn't say that if it weren't correct :P
Having both loaded defeats the entire purpose, since they will simply overwrite each other. Either create one yourself or use Mez's patch, not both.

I'm also having my Patch load after MMM DLC's,which seems to work fine.Am I going to cause problems as the game progresses?

TY for any info.

James.

Again, your merged patch(or Mez's if you uset aht one) has to be loaded dead last.


Thanks again for the advice. I guess things may get a bit more complicated as I add a couple more quest mods, such as Return to Shady Sands... Learning more about FO3Edit should prove valuable.

When you start adding mods like Arefu Expanded and Shady sands, I advise you to simply have ALL mods loaded when you create your merged patch. In this case for example that will also create faction mergers, which helps resolve problems when you have MMM and town mods loaded.
So unless you have some knowledge about modding and FO3Edit yourself, it really advisable to simply load your entire modlist when creating the merged patch.

Quick question concerning RI and Crippled Limbs. Currently, my character has a crippled head/torso/arm. A helpful popup instructed me to visit my doctor, so I haul ass to rivet city, and visit DR. Preston (fine man). I ask him to fix me up and he imparts his expert wisdom on me by saying "There's nothing wrong with you". While it's true my HP is full, I'm definitely feeling those wonderful crippled effects. Is there any way to get the doc to fix crippled limbs if my HP is full?

Honestly, just jump of a ledge. Docs will never heal you when you're at completely full HP, so it's easist to just jump down somewhere a short distance to get a little fall damage before visiting the doc.
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Kristian Perez
 
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Post » Sat Jan 02, 2010 7:36 am

Was meaning to briefly test my new mod setup (FWE as a base) last night, and ended up playing 'til morning. :P

I've always been a huge fan of the original Fallout games (still play them regularly) and FO3 always felt a bit too simplistic and empty compared to them, beneath that beautiful exterior. The lack of any real challenge always made everything feel so hollow and pointless.

It's harsh, maybe even unfair at times, but that's the Wasteland for ya! Some of the custom starts - like the Escaped Slave - make the initial struggle so hilariously tough that eventually succeeding is all the more sweeter. If Bethesda had done similar optional game starts, I'm sure that slave would've been packing a powerful rifle, good armor and a backpack full of stims. :rolleyes:

Maybe it's not to everyone's liking, but I hope the FWE team never deviates from this basic concept of making the Wastes live up to its name in later versions. In my opinion anyway, this is what Fallout 3 should've been right from the start.

So MASSIVE kudos to Mez and the FWE team, you've done a brilliant job so far - hope you never stop! :bowdown:
And extra thanks to Kai for patiently answering a lot of questions in this forum - learned a lot and probably saved a lot of headaches thanks to that, as well.
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quinnnn
 
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Post » Sat Jan 02, 2010 12:11 pm

Nilms-

the real point of that post was to introduce the idea of wrye bash to FWE folks.

Was off base on the master load order, but the value of what a properly ported wrye bash could do should not be understated-underestimated. It would solve most of the upcoming issues people will have with trying to combine FWE and FOOK or even other less developed overhauls.

But it is not properly ported and should be considered very early alpha. The author though was very active a few weeks ago and so there is hope that he will return and try to get more appropriate file recogntion started - then after that start a dialogue with overhaul authors and other modders to figure what would be the best GMST settings and imports and tags to implement into the bashed patch.

So the ball is in his court and at this point it does not look like there is interest on this side either.

Probably you could use the BAIN functions - and I will get around to testing that in the next few weeks.

As for advantages of BAIN over FOMM you'd have to read my http://www.gamesas.com/bgsforums/index.php?showtopic=957424&hl= on that. the short answer is that BAIN offers exacting control over data files install order. Whereas FOMM only has last loaded wins, but FOMM offers scripted installs (barely implemented here), shader installs, and FOSE plugin installs.

I use both for Oblivion with 98% installed via BAIN.

Worry not about those fingers - that is just a metaphor - I don't, I have very thick hide - another metaphor. I've been playing Fallout since last spring.

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

As for master load order - even if not game breaking - I'd change it for the sake of having internal consistency. MMM and WMK have such internal consistency in that each plugin has consistent load order of masters.
It undermines the importance of load order.

Thanks for the reply Psymon.

I'm not undermining your goal with Wrye. I Know how important it is for Running Oblivion. I also use it but in the old style,because I haven't got a clue how to use Bain,and I've read the instructions from front to back/I'm still clueless!it Must be My Blonde Genes lol :embarrass:
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Karl harris
 
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Post » Sat Jan 02, 2010 2:57 am

Hi, I seem to have an issue with primary needs where the config menu constantly pops up while playing if I press "E" repeatedly. Anyone know how to fix this? When I left the vault, I had the config menu re-appear every 2 seconds even if I just stood still and kept pressing "exit", then it quieted down, and now it only happens if I keep pressing E (which happens a lot when going through containers and items). I doubt it's a mod conflict or anything, I'm using v1.7 version of the game with FWE, MMM and DarfiniedUI (and FOSE obviously), and everything else works without any issues. Tried activating the config tool item but that didn't help either.
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Paula Ramos
 
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Post » Sat Jan 02, 2010 12:12 am

One (very minor) issue I've noticed so far:

I can't seem to bind the command headset into a hotkey? I checked the original mod and it seems to have been a 'normal' apparel item you could put into the 1-8 hotkey setup, but in my current FWE game it has the <> brackets and cannot be dropped or hotkey'ed to anything.
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Jinx Sykes
 
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Post » Sat Jan 02, 2010 3:53 pm

I've got a question regarding the empty bottles I've got in my inventory. I assume I can fill them with water for travelling, but I can't seem to figure out how this is done. Clicking on them in the inventory while standing near a water source doesn't do anything.
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Cathrin Hummel
 
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Post » Sat Jan 02, 2010 3:42 am

3. Yeah the scopes work, but http://fallout3nexus.com/downloads/file.php?id=5351 makes them better! :)


Suddenly my guy is shaking like a leaf and the point of aim is all over the place. When I just look at him holding a rifle I can see it shaking - this wasn't like this before. What have I done? As it is a scope is useless. :(

BTB, I fed and watered him - still shakes like a leaf. Also, reloaded an old save and he is shaking there now. This is bad.
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Mrs shelly Sugarplum
 
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Post » Sat Jan 02, 2010 8:55 am

I've got a question regarding the empty bottles I've got in my inventory. I assume I can fill them with water for travelling, but I can't seem to figure out how this is done. Clicking on them in the inventory while standing near a water source doesn't do anything.

Activate the water source immediately after.
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Harry Leon
 
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Post » Sat Jan 02, 2010 1:52 am

I am having a problem with this mod breaking just about every companion mod i have active. help would be nice. thanks
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Jessica Phoenix
 
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Post » Sat Jan 02, 2010 11:12 am

Hi, I seem to have an issue with primary needs where the config menu constantly pops up while playing if I press "E" repeatedly. Anyone know how to fix this? When I left the vault, I had the config menu re-appear every 2 seconds even if I just stood still and kept pressing "exit", then it quieted down, and now it only happens if I keep pressing E (which happens a lot when going through containers and items). I doubt it's a mod conflict or anything, I'm using v1.7 version of the game with FWE, MMM and DarfiniedUI (and FOSE obviously), and everything else works without any issues. Tried activating the config tool item but that didn't help either.


This is because there is hotkey button that is pre-assigned and opens up the primary needs config. Next time it opens, re-assign the hotkey through the config to some other key that you won't accidentally press.

I can't seem to bind the command headset into a hotkey? I checked the original mod and it seems to have been a 'normal' apparel item you could put into the 1-8 hotkey setup, but in my current FWE game it has the <> brackets and cannot be dropped or hotkey'ed to anything.


This is because this item is now a quest item, meaning it can't be dropped, and unfortunately can't be bound. If there is a lot of interest in having it bindable, I can change things around a bit so that you can still drop it if desired.

Suddenly my guy is shaking like a leaf and the point of aim is all over the place. When I just look at him holding a rifle I can see it shaking - this wasn't like this before. What have I done? As it is a scope is useless.


What is the condition of your limbs? If your arms are crippled or really low condition, you'll have a lot more scope sway. What is your weapon skill?

I am having a problem with this mod breaking just about every companion mod i have active. help would be nice. thanks


How is this breaking your companion mods? FWE only changes companions if you use the "followers enhanced" optional module, otherwise, it doesn't do anything to companions.



EDIT: And happy holidays all!
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Joanne Crump
 
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Post » Sat Jan 02, 2010 7:12 am

Try disabling the Followers Enhanced ESP if you have it active.

Edit: oops, too late!
Also: Happy Holidays.
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Lil Miss
 
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Post » Sat Jan 02, 2010 1:53 am

*snip*

Disable the scope mod and check again. Also, which weapon are you using?
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Jack Moves
 
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Post » Sat Jan 02, 2010 3:32 pm

This is because this item is now a quest item, meaning it can't be dropped, and unfortunately can't be bound. If there is a lot of interest in having it bindable, I can change things around a bit so that you can still drop it if desired.


Well like I said it's just a minor issue, not a big deal to go through the pipboy to use it (having it bindable would just be a bit more fluent). Good to know it is intended behavior rather than some mod conflict, though.
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Nomee
 
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Post » Sat Jan 02, 2010 10:08 am

Suddenly my guy is shaking like a leaf and the point of aim is all over the place. When I just look at him holding a rifle I can see it shaking - this wasn't like this before. What have I done? As it is a scope is useless. :(

BTB, I fed and watered him - still shakes like a leaf. Also, reloaded an old save and he is shaking there now. This is bad.


I have a similar issue where when Small Arms is at 81 (100 with items) and even with the controlled breathing perk, I still have some sway in scoped mode. It's nothing I can't compensate for and I've learned to deal with it. I highly recommend that since you are using FWE anyways, you use bullettime as a "focus" mode to take the shot. I've been playing almost exclusively with scoped weapons at medium-long ranges with FOOK2 rifles and I'm arguably doing very well with them. And that's with FWE-WMK-FOOK2.

Do I miss headshots on supermutants sometimes? Yeah. But the advantage of range is that you have time to make those mistakes. Just focus, slow time down and aim. For best results (especially if using bolt-action rifles) turn off slow mo the instant you fire.
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Rhi Edwards
 
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Post » Sat Jan 02, 2010 6:01 am

Try disabling the Followers Enhanced ESP if you have it active.

Edit: oops, too late!
Also: Happy Holidays.

i dont have it active. but i know its this mod. because when i have this mod off all companion mods work normally
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Nathan Barker
 
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Post » Sat Jan 02, 2010 3:08 pm

Just a quick aside here - Is the lack of non-vanilla ammo intended? Whenever I'm looting containers or bodies I almost always turn up a single round of the CALIBR ammo where I would find 5-20 vanilla ammo. It's also pretty tough to get at vendors, even at high levels. Is this intended or an oversight?
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Vicky Keeler
 
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Post » Sat Jan 02, 2010 7:50 am

I have a quick question, does FWE remove the backpacks for miniguns?

In my game they are gone, so I am trying to see what is causing it.
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Naazhe Perezz
 
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Post » Sat Jan 02, 2010 12:44 pm

Ok FWE; great and fun so far!

Possible Issues. Need help.

Has anyone reported an echo voice? Sometimes when I speak to an NPC and he/she replies, I hear the reply again, like an echo.

2nd.... Is the H&K Caws supposed to show/do 2200+ in damage? (according to the stats). Seems crazy high?

That is all.. And kudos again on thsi mod!

Mahalo,
Nemesis.
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Matt Terry
 
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Post » Sat Jan 02, 2010 12:09 am

Has anyone reported an echo voice? Sometimes when I speak to an NPC and he/she replies, I hear the reply again, like an echo.

Unlikely to be an FWE issue.
2nd.... Is the H&K Caws supposed to show/do 2200+ in damage? (according to the stats). Seems crazy high?

The damage stat in Fallout 3 is meaningless for automatic weapons, use the weapon scanner included in FWE.
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Marnesia Steele
 
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Post » Sat Jan 02, 2010 3:23 pm

Could someone please explain how to use the night vision? I cant for the life of me figure it out. Since I have fellout it gets hella dark out and I cant see at all. I have another issue that isn't really FWE related, its about EVE. When ever an energy weapon hits the ground, or wall or what ever, it creates a small white square where it hit, the new hit animations still play. These squares are really ugly though. http://imgcash5.imageshack.us/img684/1061/screenshot13b.png a picture so you have a better idea.


Thanks,
Rydain

EDIT: I almost forgot, sometimes my enemies will turn purple and explode when I kill them with a laser rifle. This is probably intentional, except for the purple part. http://imgcash4.imageshack.us/img684/2963/screenshot16d.png a picture, ignore the exclamation marks, those are from a past solved issue.
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Motionsharp
 
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Post » Sat Jan 02, 2010 12:06 pm

You have texturing problems, possibly due to faulty archive invalidation. Try toggling invalidation off/on in FOMM and see if it helps.
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Anthony Santillan
 
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Post » Sat Jan 02, 2010 2:17 am

Just a quick aside here - Is the lack of non-vanilla ammo intended? Whenever I'm looting containers or bodies I almost always turn up a single round of the CALIBR ammo where I would find 5-20 vanilla ammo. It's also pretty tough to get at vendors, even at high levels. Is this intended or an oversight?

Actually it's mainly 5.56 ammo that is so prelevant(it already was in vanilla).
However 7.62 ammo is fairly common and 4.7 ammo is easier to come by later as well. If you need specific ammo just pay a visit to the Outcasts and trade them for some tech.


I have a similar issue where when Small Arms is at 81 (100 with items) and even with the controlled breathing perk, I still have some sway in scoped mode. It's nothing I can't compensate for and I've learned to deal with it. I highly recommend that since you are using FWE anyways, you use bullettime as a "focus" mode to take the shot. I've been playing almost exclusively with scoped weapons at medium-long ranges with FOOK2 rifles and I'm arguably doing very well with them. And that's with FWE-WMK-FOOK2.

Working as intended. At 100 there is still supposed to be a minimal sway.

Could someone please explain how to use the night vision? I cant for the life of me figure it out. Since I have fellout it gets hella dark out and I cant see at all.

Simply press your Nightvision hotkey while you are wearing a power armor helmet..
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barbara belmonte
 
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Post » Sat Jan 02, 2010 6:13 am

You have texturing problems, possibly due to faulty archive invalidation. Try toggling invalidation off/on in FOMM and see if it helps.


Nadda, still got white squares and purple-ness. I was running AII before anyways so I doubted that was the problem.

Simply press your Nightvision hotkey while you are wearing a power armor helmet..


Yeah I really was hoping it wasn't something that simple, but I look stupid any how :lol: Could you tell me how to add the attribute to other items, so I could just use something like plain old night vision goggles? I really dont like power armor all that much.
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Vahpie
 
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