[RelZ] FWE - FO3 Wanderers Edition #23

Post » Fri Jan 01, 2010 7:15 pm

Thanks for the help :celebration:
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Sat Jan 02, 2010 9:47 am

A quick question to our FWE players, especially those that use shotguns ALOT:
Have you ever noticed while firing a shotgun(any shotgun) a short pause/delay after you pressed the attack button?
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Sat Jan 02, 2010 11:00 am

A quick question to our FWE players, especially those that use shotguns ALOT:
Have you ever noticed while firing a shotgun(any shotgun) a short pause/delay after you pressed the attack button?


Yes, enough to stop using them except when I was running low on other ammo.
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Sat Jan 02, 2010 10:52 am

Yes, enough to stop using them except when I was running low on other ammo.

Why did you not mention this before? :D

Anyhows, I did a ton of troubleshooting and I appear to have found the culprit. It seems the ammo weight script causes the delay when firing shotguns(probably due to the multiple projectiles) and also seems to cause short freezes when looting from time to time.
I uploaded a new version of myhttp://fallout3nexus.com/downloads/file.php?id=10273 plugin, which disables the entire ammo weight script and fixes this issue.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri Jan 01, 2010 8:24 pm

Why did you not mention this before? :D

Anyhows, I did a ton of troubleshooting and I appear to have found the culprit. It seems the ammo weight script causes the delay when firing shotguns(probably due to the multiple projectiles) and also seems to cause short freezes when looting from time to time.
I uploaded a new version of myhttp://fallout3nexus.com/downloads/file.php?id=10273 plugin, which disables the entire ammo weight script and fixes this issue.


Oh, brilliant! I'm a shotgun guy, and I'd assumed the tiny delay was just a thing that was there :(
I spent a moment considering whether removing ammo weight was cheating, then realised that between FWE, Harsher Wasteland, and Savage Wasteland, like hell am I ever going to get enough bullets for it to matter :P

<3 u kai
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Fri Jan 01, 2010 8:13 pm

Oh, brilliant! I'm a shotgun guy, and I'd assumed the tiny delay was just a thing that was there :(

Well apparently everybody assumed that because absolutly no one mentioned this to us :rolleyes:

I spent a moment considering whether removing ammo weight was cheating, then realised that between FWE, Harsher Wasteland, and Savage Wasteland, like hell am I ever going to get enough bullets for it to matter :P

<3 u kai

Exactly that. I mean most of the ammo really didn't weigh too much anyhows. Only too bad that missiles and mini nukes are now weightless again too, oh well se la vi. Can't say if this issue is fixable or not, Jigun will have to look into this.
Cheers :foodndrink:
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Fri Jan 01, 2010 9:18 pm

Well apparently everybody assumed that because absolutly no one mentioned this to us :rolleyes:


Exactly that. I mean most of the ammo really didn't weigh too much anyhows. Only too bad that missiles and mini nukes are now weightless again too, oh well se la vi. Can't say if this issue is fixable or not, Jigun will have to look into this.
Cheers :foodndrink:


Ha, blame the lucrative-ness of FWE for that one. First playthrough was pretty much VATS only, second was with FWE :P
Pity that missiles and nukes are weightless, but even so, they weren't THAT heavy, and certainly not that plentiful :P
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Sat Jan 02, 2010 11:37 am

I just wanted to report a brief update about my experience so far with Jericho, while trying to adhere to "dead is dead" (or close to it). Having him use non-automatic weapons does seem to help the ammo situation, but he still goes through it quickly, such that he is down to his melee weapon fairly often, which svcks. Early on, I don't have the caps or firepower to keep him fully stocked with ammo. Also, they say you can't fix stupid, and he does some stupid things, especially when he sees an enemy in the distance. Like, for example, he will run into a lake full of irradiation and mirelurks just to slash away at a mirelurk he saw swimming peacefully and not attacking us. Or, he'll see a pack of night ghouls and be like "oh goody, let's fire my 10mm at them from 1km (mile for the Americans) away with no chance to hit, but 100% chance of bringing them charging toward us." However, balancing this out is that in a shootout, it's nice having someone else firing at my enemies and also to serve as a target, while I get closer to take out the enemy. This worked great against a couple supermutant brutes near arefu, for example, where they were firing at Jericho in the distance (he survived with only a crippled leg), while I was able to sneak in close enough to lob grenades to take them out.

So, pros and cons. Right now, I'm low on food, water, ammo, and caps while returning from Meresti to Arefu. However, it's not completely dire. I'm going to head back to Megaton where I have some food and water stashed. Plus, I have a small pile of frag mines and grenades that should help me clear out Springvale School finally, which should help with the caps and ammo situation.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Sat Jan 02, 2010 9:31 am

Why did you not mention this before? :D


I've been put off posting about things to do with FWE. Too many posts with no response so I didn't think there was any point.
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Sat Jan 02, 2010 2:57 am

I've been put off posting about things to do with FWE. Too many posts with no response so I didn't think there was any point.

Of course there's always a point. If someone had mentioned this sooner, we could've looked into this problem much earlier.
We do take note (or atleast try to) of every single post in the FWE thread. We depend on constructive player feedback afterall and just because we didn't reply directly to a post, doesn't mean we didn't read it.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Fri Jan 01, 2010 7:35 pm

I've been put off posting about things to do with FWE. Too many posts with no response so I didn't think there was any point.

Dang, I think that Mezmorelda and/or Kai respond to nearly EVERYTHING! Just scroll up, or through previous threads to see that this is true. Most everyone that gets *paid* for support doesn't respond as well as these guys. Not half as well. They're even responding in other threads, on Fallout 3 Nexus, via private message, and probably smoke signals and messages in bottles.

Respect!
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Fri Jan 01, 2010 11:23 pm

Dang, I think that Mezmorelda and/or Kai respond to nearly EVERYTHING! Just scroll up, or through previous threads to see that this is true. Most everyone that gets *paid* for support doesn't respond as well as these guys. Not half as well. They're even responding in other threads, on Fallout 3 Nexus, via private message, and probably smoke signals and messages in bottles.

Respect!



:goodposting:
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat Jan 02, 2010 1:19 am

i didnt really notice the lagtime from the shotguns. i was using the CAWS and the other one (forgot the name) and really only stopped using them after i got the metal blaster.
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Fri Jan 01, 2010 8:42 pm

Dang, I think that Mezmorelda and/or Kai respond to nearly EVERYTHING! Just scroll up, or through previous threads to see that this is true. Most everyone that gets *paid* for support doesn't respond as well as these guys. Not half as well. They're even responding in other threads, on Fallout 3 Nexus, via private message, and probably smoke signals and messages in bottles.

Respect!


I should have clearer here, to many of My posts with no response. I can see quite well that users of FWE get a lot of support in this and other threads.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Sat Jan 02, 2010 5:53 am

Unfortunately, I seem to be getting CTDs upon entering Megaton and various metro stations.
My load order:
Fallout3.esmAnchorage.esmBrokenSteel.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmEnhanced Weather - Rain and Snow.esmProject Beauty HD version.esmCRAFT - Activation Perk.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espFellout-SOTD.espFellout-Anchorage.espFellout-BrokenSteel.espBOA - Embrace the Darkness.espno blur on hit.espAntAgonizerLair.espOwned!.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - Optional Sneak Msgs.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espDCInteriors_ComboEdition.esp1PipboyPDA.espChoose your own hairstyle (load this last on FOMM).esp

Also, in case it's relevant, I spent a few hours fixing every incompatibility I could find in FO3Edit, and the bug doesn't seem to go away upon deactivating all of my mods.
Megaton loaded fine beforehand, and only began to not load properly after installing FWE.
Any help would be appreciated, as it's annoying to have to save every time I enter a door in case it gives me a CTD.

User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Sat Jan 02, 2010 7:28 am

i didnt really notice the lagtime from the shotguns. i was using the CAWS and the other one (forgot the name) and really only stopped using them after i got the metal blaster.

Did you never notice any short pauses when firing the metal blaster or when looting enemies from time to time?
If not at all, have you performend any kind of ini tweaks and what kind of CPU/RAM do you have?

I should have clearer here, to many of My posts with no response. I can see quite well that users of FWE get a lot of support in this and other threads.

Your one of our most experienced players, who understands how mods work, so I do tend to take particular note of everything you post. I assure you we really try to read everything posted in these threads, even if we don't directly reply to it.

Also, in case it's relevant, I spent a few hours fixing every incompatibility I could find in FO3Edit, and the bug doesn't seem to go away upon deactivating all of my mods.
Megaton loaded fine beforehand, and only began to not load properly after installing FWE.
Any help would be appreciated, as it's annoying to have to save every time I enter a door in case it gives me a CTD.

How did you "fix" every incompatbility? There need to be conflicts otherwise stuff isn't working right.
Anyway FWE shouldn't cause any crashes itself. What you need to try is deactivate all your mods, make a save game, quit Fallout, restart it and load that new save game. You now have a clean save and if you're still getting CTDs it's not mod related(only replacer mods for textures, models, etc. will remain active, because those you have to completely uninstall since they are not esp dependant).
Also FWE doesn't actually change anything at all in Megaton and nothing in most Metro stations either, so in anyway it's unlikely to be caused by FWE.

And regarding your LO:
ProjectBeauty shoujld be loaded just after Fallout3 and all DLCs and before ALL other mods. Enhanced Weather and Fellout esps should be loaded at the bottom.
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Sat Jan 02, 2010 5:06 am

RE: Shotguns, fire delay, and Ammo Weight script

Kai . . . I haven't noticed this delay with non-automatic shotguns, just the auto-shotguns. Does it happen with all auto-shotguns, including mod kitted ones? In addition, are we positive that shutting off the ammo weight script resolves the problem? I'm wondering if the ammo weight script might be changed to only run in MenuMode. It won't update as you deplete ammo, but at least when you pick ammo up it will register. Might try that too and see how it works.

If we need to change the handling for the ammo weight script, that's okay with me, as I'm changing how most of the new feature scripts are handled as they are integrated into the menu system.

IDEA: I'm wondering, since we're using FOSE, if we can change the ammo weight script entirely. Ideally, I'd like to avoid how it maniupulates the player's weight condition directly. I'm wondering if instead we create a new misc item called "Ammo Supply" or something. There are FOSE functions (SetWeight) to change the weight of an object. So, when the ammo script updates, it would remove the current "Ammo Supply" item, change the weight of it to reflect your new ammo weight, and re-add the item. It's a reference function so maybe it can be used to change the weight without even removing/re-adding the item.

This would seem to be a much cleaner approach to me, and might resolve the shotgun issue.

RE: Replying to posts

Yes, we do read all the posts. We can't respond to them all, but be assured they aren't being overlooked. We track all bugs/ideas/tweaks in a communal changelog file, so we often write your comments down there so we can look into things during development. Apologies for not reypling to everyone, but it's how it goes sometimes =) Thanks again for your continued support!
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Sat Jan 02, 2010 10:46 am

RE: Shotguns, fire delay, and Ammo Weight script

Kai . . . I haven't noticed this delay with non-automatic shotguns, just the auto-shotguns. Does it happen with all auto-shotguns, including mod kitted ones? In addition, are we positive that shutting off the ammo weight script resolves the problem? I'm wondering if the ammo weight script might be changed to only run in MenuMode. It won't update as you deplete ammo, but at least when you pick ammo up it will register. Might try that too and see how it works.

If we need to change the handling for the ammo weight script, that's okay with me, as I'm changing how most of the new feature scripts are handled as they are integrated into the menu system.

IDEA: I'm wondering, since we're using FOSE, if we can change the ammo weight script entirely. Ideally, I'd like to avoid how it maniupulates the player's weight condition directly. I'm wondering if instead we create a new misc item called "Ammo Supply" or something. There are FOSE functions (SetWeight) to change the weight of an object. So, when the ammo script updates, it would remove the current "Ammo Supply" item, change the weight of it to reflect your new ammo weight, and re-add the item. It's a reference function so maybe it can be used to change the weight without even removing/re-adding the item.

This would seem to be a much cleaner approach to me, and might resolve the shotgun issue.

Actually, while I hate doing that, I'm pretty much taking shots in the dark here. I'm not entirely sure why the current implementation of the ammo weigh script would necessarily cause this. But I do like your idea with the misc item, that is definitly a much cleaner solution and something we should aim to implement in the next version.

Anyhows this "bug" has manifested itself for me in the following way:
From time to time I would experience that my game would "freeze" for a split second when looting a container or shooting weapons with multiple projectles. If I reloaded the game, the problem was instantly gone. It would also go away by itself after awhile and only appeared from time to time. Again, disabling the ammo script fixed this for me, so it seems to somehow relate to that.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat Jan 02, 2010 11:27 am

Hmm . . . the ammo weight script is really a kinda ugly thing in how it's implemented, so hopefully we can clean it up in the process. One other advantage of having an actual weighted item is that you'll be able to mouse over the misc "ammo supply" item and actually see what the collective weight of all your ammo is.
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Sat Jan 02, 2010 2:29 am

Is there someplace that lists the new perks in the order of levels they are available at? I checked the xfo homepage and it lists the perks, but not in the order of what level they are available at? Having this list will make it easier to plan my character development (like in the original vault-dweller's guide that came with the game).

Thx
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Sat Jan 02, 2010 4:10 am

Is there someplace that lists the new perks in the order of levels they are available at? I checked the xfo homepage and it lists the perks, but not in the order of what level they are available at? Having this list will make it easier to plan my character development (like in the original vault-dweller's guide that came with the game).

Thx


This raises the broader issue of needing a more comprehensive FWE manual. But in answer you question, no there isn't a list. you can load it all up in FO3Edit it browse to the Perk entries in the FWE master file to see all the changes. If you felt like writing it up that would be cool =)
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Sat Jan 02, 2010 11:47 am

Thanks Mez, a comprehensive FWE manual would be awesome. Where can I find the FO3Edit on my comp? If I have some time, I will write it up.

Thx
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Fri Jan 01, 2010 7:42 pm

IDEA: I'm wondering, since we're using FOSE, if we can change the ammo weight script entirely. Ideally, I'd like to avoid how it maniupulates the player's weight condition directly. I'm wondering if instead we create a new misc item called "Ammo Supply" or something. There are FOSE functions (SetWeight) to change the weight of an object. So, when the ammo script updates, it would remove the current "Ammo Supply" item, change the weight of it to reflect your new ammo weight, and re-add the item. It's a reference function so maybe it can be used to change the weight without even removing/re-adding the item.

I seem to recall that if the weight of an item carried by the player is changed, the carry weight is not. I'm not 100% sure, but it should be pretty easy to make a POC.

Where can I find the FO3Edit on my comp?

If you don't know, you have to fly to http://www.fallout3nexus.com/downloads/file.php?id=637 and get it :)
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Sat Jan 02, 2010 1:10 am

I seem to recall that if the weight of an item carried by the player is changed, the carry weight is not. I'm not 100% sure, but it should be pretty easy to make a POC.

Dang yeah I had forgotten about that. The weight only gets updated if you drop and pick up the item again.
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Fri Jan 01, 2010 10:32 pm

I seem to recall that if the weight of an item carried by the player is changed, the carry weight is not. I'm not 100% sure, but it should be pretty easy to make a POC.


If you don't know, you have to fly to http://www.fallout3nexus.com/downloads/file.php?id=637 and get it :)



Thanks, seems like it might be a bit beyond my computer skills, but I'll see if I can take a look at it.
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

PreviousNext

Return to Fallout 3