[RelZ] FWE - FO3 Wanderers Edition #23

Post » Fri Jan 01, 2010 11:47 pm

All perks are listed when you level up, even those you're not qualified for. It's probably the easiest way to check them if you're not familiar with modding. You can also sort by level in the GECK.
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john page
 
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Post » Sat Jan 02, 2010 8:33 am

Yeah, thanks, I think I am going to write it all down next time I level up. Cheers.
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Melis Hristina
 
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Post » Sat Jan 02, 2010 3:29 am

Hello, I'm back after taking a few months breather from FO3. Just a quick question, does the harsher wasteland module gel well with a FOOK2 / FWE install? Seems like they do kind of opposite things in terms of weapons and just curious if that combo works at all. I'm looking at trying for a Realistic Wasteland Inhabitants install. Thanks in advance :)
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Gavin boyce
 
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Post » Sat Jan 02, 2010 4:54 am

Apart from the small "recommended mods" list in the readme, are there any other mods that the community has found to go well with FWE? FWE sounds great on its own, and I'd probably just go with it if additional mods are too much of a bother, but seeing as I last played when Broken Steel wasn't still out yet, getting to try as many great mods that have been created during that time (without compromising game stability of course) would be great.

Edit: Well to answer myself, I found this thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1056342 but if anyone has some additional ideas, feel free to share.
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Shannon Marie Jones
 
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Post » Sat Jan 02, 2010 8:06 am

At the very least, Mart's Monster Mod and Enhanced Weather. I don't really use anything else that can't be found on that list personally.
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Ross Zombie
 
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Post » Sat Jan 02, 2010 12:04 am

I agree, that list is pretty good. Since FWE is so comprehensive I mostly just get cosmetic mods and minor tweaks alongside it. I recommend http://www.fallout3nexus.com/downloads/file.php?id=5351 though, it lets you use the scrollwheel to vary the zoom strength on scoped weapons. It's pretty nice. :)
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Allison C
 
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Post » Sat Jan 02, 2010 9:28 am

i just tried out the two auto shotguns and didnt notice anything while i cleaned out little lamplight. i use metal blaster alot and havent had any issues cept that i had to nerf it a bit. :) im currently using my back up gaming computer which is a primitive i7 quad core OCd at 2.9 (im surprised i can even play minefield) :rolleyes: and i have 6GB or ram or something ridiculously tiny like that.

oops forgot load order in case that might be of some help....

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmEnclaveCommander-OA-Pitt-Steel.esmEnhanced Weather - Rain and Snow.esmMart's Mutant Mod.esmSharing and Caring Companions.esmStreetLights.esmZeta Inertia Field Balance.espContinuousCyroCreation.espPointLookout_lesstraveltime-3to5days.espPointLookout-nofiring.espThePitt-NoFireFollowers.espAdjustable Perks - Broken Steel.espantagonizer.espARTNightVision-No AP drain.espBlackWolf Backpack.espBobbleheadDelivery.espCaravan Tracking.espCRAFT - Activation Perk.espDarNifiedUIF3.espDCInteriors_Georgtown.espDCInteriors_Mason.espDCInteriors_SewardSq.esp3EFdrg.espEnhanced Tenpenny Suite.espFawkes-warmachine.espGhoulSafariDeluxeBSPittAnch.espHolyWaterPamphletsDisabler.espImproved Turrets.espTurret Terminal Re-Vamp.espLevelersTruckTrailer.espmechanist.espMZ-Weak-EasyShield.esp1PipboyPDA.espPortableCampStuff.espPortable Turrets.espPrincess Better Prompts v1pt1.espradio_fix.espRemoteControlCompanions.esproyphilipsevilwmask.espSP_EFECT - Combat Elevation - Stronger Sneak - 3x.espStreetLights - Wasteland.espTenpennyGhoulsAtPeace.espMore Hotkeys.esp3EFfaceplate.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Optional Restore Tracers.espAlternateStart.espcolossus BOS.espCOL Enclave Hell.espCOL Enclave VER2.espColossus Outcast.espcolossus T51c.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMez's Merged Patch - FWE-WMK-MMM.espSlower Degradation (-95%).espXFO_Weapskill_accuracy_notdmg_mild_FOOK.espBetter Companions Clover Ess.espSydney Follower.espSydney Follower - Load Order Fix.espEssential death time 30 secondes.espEcho_UseBothGloves.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.esplessviewdistance.espMyPowerArmor.espTenpennyGuardsNoAttack.espTotal active plugins: 110Total plugins: 116

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Hayley Bristow
 
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Post » Sat Jan 02, 2010 6:35 am

Apart from the small "recommended mods" list in the readme, are there any other mods that the community has found to go well with FWE? FWE sounds great on its own, and I'd probably just go with it if additional mods are too much of a bother, but seeing as I last played when Broken Steel wasn't still out yet, getting to try as many great mods that have been created during that time (without compromising game stability of course) would be great.

Edit: Well to answer myself, I found this thread: http://www.gamesas.com/bgsforums/index.php?showtopic=1056342 but if anyone has some additional ideas, feel free to share.

Yes, definitely try Artorps Zooming Scoped Weapons like mentioned above. It's a must have.
Here's a list of great mods I found to be a worthy addition to FWE. The ones I picked either aim towards immersion or adding (imho) Fallout worthy content:

- http://fallout3nexus.com/downloads/file.php?id=2654 -
Adds new variants on the Recon Armor (does not replace existing items) and comes with various headpieces that have their own function. Find it at a well guarded location.

- http://fallout3nexus.com/downloads/file.php?id=9192 -
Like the name implies, this mod adds Brotherhood of Steel patrols in DC Ruins area. It just makes more sense for BoS to patrol there and this mod makes sure they do.

- http://fallout3nexus.com/downloads/file.php?id=4532 -
Changes the appearance of the Brotherhood of Steel more like Classic Fallout by switching their armors. For example, BoS Initiates don't wear Power Armor anymore, they wear simple Combat Armor and BoS Paladins wear the T-51b Power Armor instead of the T-45d. Just makes sense and now you can spot their ranks more easily from a distance by looking at their appearance alone. Author also tries to change Bethesda's way of making the T-51b inferior to the T-45d, it is now the other way around and in my opinion, much better.

- http://fallout3nexus.com/downloads/file.php?id=7558 -
Same as above only now for Brotherhood Outcasts. Excellent stuff.

- http://fallout3nexus.com/downloads/file.php?id=538 -
Replacement for the default moon phases, more realistic. Choose between bright and dark version.

- http://fallout3nexus.com/downloads/file.php?id=442 -
Replacement for the default starry nightsky, more realistic.

- http://fallout3nexus.com/downloads/file.php?id=7836 -
Receive penalties on accuracy in VATS depending on your Perception, more like Classic Fallout. This make Perception more important and not something like a stupid compass marker.

- http://fallout3nexus.com/downloads/file.php?id=10023 -
Increases the detail on the model, making Harold look more eyecatching. From a gamedesign perspective it makes more sense since he is a important character in Fallout lore. This fixes that.

- http://fallout3nexus.com/downloads/file.php?id=2952 -
Cosmetic enhancement for the vault panels. Looks much and much better this way.

- http://fallout3nexus.com/downloads/file.php?id=10273
Bugfixes and tweaks for FWE. Highly recommended.

- http://fallout3nexus.com/downloads/file.php?id=7694 -
You want this if you play with a darker nights mod, such as Wasteland Moods or Enhanced Weather. Enlarges the area that will be lighted by activating the Pip-Boy light. Balanced and not overpowered or unrealistic.

- http://fallout3nexus.com/downloads/file.php?id=8366 AND http://fallout3nexus.com/downloads/file.php?id=8302
Greatly increases the detail on the Pip-Boy 3000 while retaining the original look as much as possible. Awesome stuff.

- http://fallout3nexus.com/downloads/file.php?id=5277 -
Increases the time at which ejected bullet cartridges will dissapear from the game world while also upping the maximum count. The author has also increased the range at which the shells will be removed from the game world, making it possible to revisit previous battle areas of your mayhem and still find the ground littered with it! This also applies to NPCs.

- http://fallout3nexus.com/downloads/file.php?id=8517 -
Adds a backpack to the game that works in a very realistic, non-cheating way when compared to other backpack mods that for example add DR. The backpack halves the weight of every item you put into it but gives you -1 Agility penalty since it makes it harder to move. It acts as a container when put on the ground. I would like to see it being added to vendors in the future since it's quite unrealistic to be the only guy with a backpack in the Wasteland.

- http://fallout3nexus.com/downloads/file.php?id=8824 -
Makes every bucket found in the Wasteland equippable as a helmet for protection! So simple yet so very awesome, kind of fits the Fallout universe too. Try this with Mart's Mutant Mod and his plugin "Hunting & Looting" for lulz :)

- http://fallout3nexus.com/downloads/file.php?id=4489 -
Adds torches to the game so you can lighten up the place, literally. I recommend using the optional plugin, which adds them to NPCs who will only use them at night.


Hope this helps!
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Elizabeth Falvey
 
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Post » Sat Jan 02, 2010 3:24 am

I've decided to try mods that use fose and FWE is at the top of my list. I had a meager mod list before with Mart's Mutant Mod, Weather enhanced, and combat enhanced being the only overhauls and had no major ctd's that weren't alchemy related (dsoundlog hits 10MB and the game crashes). While everything seems fine so far, I've noticed that closing animations of containers are very choppy. I'm assuming this is a script heavy time with FWE? I've also had a couple of combat crashes that could be Alchemy, or something else. Here is my current load order. I've switched out Combat Enhanced Package for Arwen's Smarter AI as it seems to fit better with FWE. I placed it at the end of the load order as suggested on her site.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmCASM.espCONELRAD 640-1240.espExistence2.0.esphundredfists.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espFNNCampingGear.espkikaiLibertyRifle.espTribal Power Helmet.espMannequin.espAbandoned Car Fort Redone.espBoat House.espBurgerBoyCompound.espForgedStrongHold.espMy Bomb Shelter.espPersonalVertibird.espPre-War Shelter.espWater_Tower_Hideout_byOrophin.espFleshBurningPlasma.espColored Piplight (White).espLOWER-real-thirdpersonview.espCALIBRxMerchant.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Lvl 30 High Skills.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_NoAmmoWeight.espvats weapon damage 1x.espWasteland Weather Overhaul .9 (no interiors).espLevel 1 Smallest More Color.espWasteland Weather Overhaul .9 Level 1 Color.espEnhanced Weather - Rain and Snow in Fallout.espDarNifiedUIF3.espArwen_SmarterAI.espTotal active plugins: 60Total plugins: 66


My weather mods are a little out of date, but I like the combination of effects. Is there anything missing, out of order, or visibly out of date that might be updated for improvements? I tried using BOSS, but it didn't recognize half of the minor mods in my list.
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danni Marchant
 
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Post » Sat Jan 02, 2010 3:34 am

You shouldn't be using Combat Enhanced or Arwen's Smart AI module. We've integrated that into FWE.

The combat crashes are most likely related to MMM.

Regarding the delay when opening containers, I've noticed that too and am currently looking into it. I thought first it related to our ammo weight script. But it seems I've been mistaken. I've played for a good deal now with the script disabled and the problem still seems to come up after awhile..
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Tom Flanagan
 
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Post » Sat Jan 02, 2010 2:25 am

Thanks for that. It's good to know as I don't think I could do without better ai anymore. Fighting against lemmings isn't much fun. I can usually go ~3 or 4 hours without crashing before I'll get an access violation appcrash. I use alchemy to prevent radio stutter and the crashes usually follow quickly after a sound glitch. MMM alone has been very stable for me apart from backtracking but I think that was fixed in the time I was away (I was using rc3.x or rc4). There was an issue with nested templates and something about needing to kill everything before backtracking... my memory is fuzzy on it now. At any rate, I've played about 20 hours on rc5 with no issue before adding fose and fwe and starting fresh again.
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Setal Vara
 
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Post » Sat Jan 02, 2010 3:34 am

Hello. :)

I'm looking to use FWE- am very interested in most of the changes/additions and I see instructions in the readme's for disabling the few that I don't want... except for one- the Ammo Weight mod. Nothing to do with the possible problems being discussed with it here- I just like the (unrealistic) ability to carry around a fully stocked arsenal and not have to spend time managing ammo supply.

How would I go about disabling this? Will I need to use FO3Edit or via console?

Looking forward to the possibility of in-game menu options for FWE!
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Prisca Lacour
 
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Post » Sat Jan 02, 2010 2:20 am

Hello. :)

I'm looking to use FWE- am very interested in most of the changes/additions and I see instructions in the readme's for disabling the few that I don't want... except for one- the Ammo Weight mod. Nothing to do with the possible problems being discussed with it here- I just like the (unrealistic) ability to carry around a fully stocked arsenal and not have to spend time managing ammo supply.

How would I go about disabling this? Will I need to use FO3Edit or via console?

Looking forward to the possibility of in-game menu options for FWE!

Just go to the FWE tweaks page in my signature, there's a no ammo weight mod there, just load it at the bottom of your LO.
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Rachell Katherine
 
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Post » Sat Jan 02, 2010 2:23 am

Thanks!

I see your .223 explosive round there too... nice vid BTW. :thumbsup:
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Sebrina Johnstone
 
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Post » Fri Jan 01, 2010 11:02 pm

To be honest I've never understood the ammo weight as incorporated in FWE. It makes no difference at all IMO since you can still easily carry massive amounts of ammo with no real issues. If the script is actually causing problems as suggested earlier then why not ditch it altogether?
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Big mike
 
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Post » Sat Jan 02, 2010 12:33 pm

To be honest I've never understood the ammo weight as incorporated in FWE. It makes no difference at all IMO since you can still easily carry massive amounts of ammo with no real issues. If the script is actually causing problems as suggested earlier then why not ditch it altogether?

Nah it turns out that the ammo script apparently wasn't the culprit afterall. Disabling only appeared to have fixed it, but turns out I only had a lucky run and the problems still persist. I can't even say I'm all too sure if it's really directly related to FWE anymore, since reallybigjohnson says he never encountered this problem at all.
And it's also not a persistent problem, but something that just pops up from time to time, so it's difficult to troubleshoot since I can't reproduce the bug at all.
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Emma Copeland
 
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Post » Sat Jan 02, 2010 4:57 am

To be honest I've never understood the ammo weight as incorporated in FWE. It makes no difference at all IMO since you can still easily carry massive amounts of ammo with no real issues. If the script is actually causing problems as suggested earlier then why not ditch it altogether?


Well I for one like the ammo weight part of the mod. With some minor improvements I think it can be a better system. However, the new config menu includes the option to disable it for those who don't like using it, so there is always that. And in resonse to the point about still being able to carry massive amount of ammo . . . I've never bothered to actually look up what the ammo rounds might actually weigh and adjust the values accordingly. It's easy enough to change the weight values, which I might do if it deviates substantially from a more real weight.

In practice however, I do find that the carring a lot of many types of ammo does add up. I'm regularly carrying around ~10 pounds of ammo for various weapons. My current character uses energy weapons mainly, and the MF cells get pretty heavy once you get few hundred stockpiled.
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Czar Kahchi
 
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Post » Fri Jan 01, 2010 8:31 pm

Here's a list of great mods I found to be a worthy addition to FWE. The ones I picked either aim towards immersion or adding (imho) Fallout worthy content:


Thanks, just what I was looking for, appreciate it!
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Katie Louise Ingram
 
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Post » Fri Jan 01, 2010 11:16 pm

Double thanks on that list. I wold love to see that backpack integrated into FWE.
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Steve Fallon
 
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Post » Sat Jan 02, 2010 12:10 am

Just wanted to say this mod is fantastic. Looking forward to the next version.
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Eibe Novy
 
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Post » Sat Jan 02, 2010 11:11 am

Questions for you guys...

What in the mod is controlling the limb and head damage? Is it actually increased, or is it just seeming that way because of the increased enemy accuracy and weapon damage?

Next, if I want to increase the likelihood of surgical supplies appearing for sale at the merchants, which entry(ies) do I need to edit? I'm not much with form lists and need the practice :P

Next, I'm trying to create a bedroll modlet that works similar to yours, and got to thinking...why not just ask if you would release yours as a separate modlet? Not everyone wants to use compilation mods, so breaking off some of your more innovative ideas like the bedroll and making a modlet (in addition to keeping it in the compilation, of course!) would please a lot of people.,

Lastly, would it screw up if I were to try and combine all the main and DLC files for MMM and WMK into one big file? Would it need to be an .esp with the original masters, or could I include those and just master the entire shebang?

I realize those mods are slated for upgrades eventually, but the fewer entries in my load order, the better, as I start getting crashy after 15 mods of any kind for some reason.

Oh, and, any idea when the version with the advanced options is coming out? :)

Kudos, guys and gals.
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Anthony Santillan
 
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Post » Sat Jan 02, 2010 2:37 am

There's at least one portable mattress modd on the nexus (called Portable Mattress no less :)). Have you checked it out?
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His Bella
 
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Post » Sat Jan 02, 2010 3:07 am

There's at least one portable mattress modd on the nexus (called Portable Mattress no less :) ). Have you checked it out?


Yeah, they all have bad implementations like 'drop this here doodad and then point it where you want, then hold down shift+y+stand on one foot and hop while mashing activate'

FWE's is simple, elegant, and flat out works ferpectly, just like most things in the mod.

I'm installing it again now, actually.
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Veronica Flores
 
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Post » Fri Jan 01, 2010 11:43 pm

Bug issue?

Anyone else noticed the little girl from Zeta popping up when you run the FWE zeta support? She shows up for me when I issue a wait outside of Moira's in Megaton and just stands there. I can talk to her, but she doesn't move.

This breaks the questline unless you cheat your way through the first locked door on the ship.
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Noely Ulloa
 
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Post » Sat Jan 02, 2010 4:21 am

So that's where she's from. I walked out of the common house door into Megaton and she was standing at my feet and asking if she should help lead me out.

I didn't do anything weird, in fact all I had done so far in my game up to that point was get to megaton and walk around inside the town for a bit. I guess it's just a very random bug.
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Claire Jackson
 
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