[RelZ] FWE - FO3 Wanderers Edition #23

Post » Sat Jan 02, 2010 4:01 am

... Disturbingly, this happened to me as well. However, I don't have FWE installed. I have FOOK, though I'm probably gonna switch over. Just posting to say I don't believe its FWE related, that bug.
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Brooks Hardison
 
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Post » Sat Jan 02, 2010 10:41 am

Hi everyone,

I'm just wondering if anyone has some advice on fighting FWE/MMM raider mobs at low levels. For the most part, I can handle 1-2 raiders or molerats/wild dogs, etc. When I see any kind of mob, I tend to run like hell, sprint key ftw. I try and sneak as much as possible. I prefer the night for stealth, but have gotten badly owned by packs of 15+ night ghouls on a semi-regular basis (they seem to pop up all over the place and if one of them spots me...). So, I've taken to the day. For the most part running/hiding works. However, there are some paths/destinations that just seem to require fighting through at least a small force of raiders (camped out) who usually have at least a couple ranged weapons, sometimes semi/autos. E.g., trying to make it from Megaton to Canterbury seems tough to avoid raider mobs. I've been trying to make good use of the limited explosives I may have at low levels, but have had limited success against midsized mobs. Ideally, I'd like to entice them through a well laid-out minefield, but that's not always possible, especially at low levels.

Staying away from DC, raider mobs are my worst nightmare. I try to play dead-is-dead (sometimes with a couple reloads if I'm doing well/like my char) and raider mob deaths are the most common for me. Any advice appreciated.
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Natalie J Webster
 
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Post » Sat Jan 02, 2010 11:20 am

... Disturbingly, this happened to me as well. However, I don't have FWE installed. I have FOOK, though I'm probably gonna switch over. Just posting to say I don't believe its FWE related, that bug.


Ah ok, I was using a FOOK + FWE + A KITCHEN SINK +... ETC... moded game. I'm actually redoing my game without fook as I read of some other troubles on their site and I don't think I'm gonna miss it too much anyways. Glad to hear it's a FOOK'in problem.
(sorry, I couldn't resist)
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lucile davignon
 
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Post » Sat Jan 02, 2010 1:15 am

Hell, might as well ask here- Any way to easily (read, trauma free) uninstall FOOK? I'm finnin' to switch over but I've got this little hurdle to go over. I know it'll screw my saves, but I wanted to start fresh anyway. I was really aiming to gradually build up my tech-head, but he's already kicking [censored] and I think dialing the difficulty to overload (Which I hear FWE does, haha) would be the perfect remedy for my meh-itis.
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Vicki Blondie
 
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Post » Sat Jan 02, 2010 12:47 am

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.

As Mista Styles stated, this is a bug from FOOK not FWE
I'll get back to your other questions further above later(unless Mez beats me to it), as I'm in a bit of a rush right now.

Hell, might as well ask here- Any way to easily (read, trauma free) uninstall FOOK? I'm finnin' to switch over but I've got this little hurdle to go over. I know it'll screw my saves, but I wanted to start fresh anyway. I was really aiming to gradually build up my tech-head, but he's already kicking [censored] and I think dialing the difficulty to overload (Which I hear FWE does, haha) would be the perfect remedy for my meh-itis.

Didn't FOOK come with an uninstaller as far as I remeber?
Otherwise since you plan on starting over anyhows, you could just do a complete reinstall from Fallout3.
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Suzie Dalziel
 
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Post » Sat Jan 02, 2010 5:13 am

But then I lose all my -other- mods, which were painful to gather.

It was originally in installer form, though I'm not sure running that will make it uninstall. I need to find the damn thing to make sure though.
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Alkira rose Nankivell
 
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Post » Sat Jan 02, 2010 1:33 am

Just go to Windows control panel -> Add/Remove (Uninstall) Programs and it'll be listed there.
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Elizabeth Davis
 
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Post » Sat Jan 02, 2010 1:45 am

Alright. I've been looking at Mez's Realism and Immersion Mod-list. Pardon the stupid, but for my own mental ease, I just want to make sure. The mods that are "FWE Integrated" are present in the FWE mainfiles, or is it that they can be downloaded and seamlessly mesh with existing FWE setups?
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Cathrine Jack
 
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Post » Sat Jan 02, 2010 9:29 am

As Mista Styles stated, this is a bug from FOOK not FWE
I'll get back to your other questions further above later(unless Mez beats me to it), as I'm in a bit of a rush right now.


Must be something the FOOK2 uninstaller left behind. I'll restore my data dir from one of my backups.

Good note for players and modders alike, by the way folks...if you can spare the gigs of disk space, make copies of your data directory. For gamers, one or two copies of the patched but unmodded data directory, and for modders, probably 3 to 6 copies.

In my case I have three backups all of which contain my teams mod's base files only, and three which are 'unsullied' by anything.

This is going to change soon, since I built an only slightly lesser machine for my kid. I'm going to put my modding stuff on his machine, since I only want him playing vanilla or vanilla + .esp only mods exclusively.

Why so many backups? because when you are a modder, 4am screwups happen...more often than you think...so do power surges, UAC weirdness, and data loss.

Most guys here would swear a careful modder doesn't need a backup, or if he does, one would suffice, but honestly, we live in an age of Terrabyte hard drives, so why not err on the cautious side? :)
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Spooky Angel
 
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Post » Sat Jan 02, 2010 3:23 am

Alright. I've been looking at Mez's Realism and Immersion Mod-list. Pardon the stupid, but for my own mental ease, I just want to make sure. The mods that are "FWE Integrated" are present in the FWE mainfiles, or is it that they can be downloaded and seamlessly mesh with existing FWE setups?

Everything that says FWE integrated is integrated in our main file and you should definitly NOT use the standalone versions together with FWE.

Must be something the FOOK2 uninstaller left behind. I'll restore my data dir from one of my backups.

Well if this is a save from a time when you still had FOOK installed, it's possible the problem could still persist. This problem can't be caused by FWE, since we don't change any content, scripts or dialogue. The only thing the FWE patch does is adjust weapon, armor, explosions, projectiles and body part data.

Good note for players and modders alike, by the way folks...if you can spare the gigs of disk space, make copies of your data directory. For gamers, one or two copies of the patched but unmodded data directory, and for modders, probably 3 to 6 copies.

In my case I have three backups all of which contain my teams mod's base files only, and three which are 'unsullied' by anything.

This is going to change soon, since I built an only slightly lesser machine for my kid. I'm going to put my modding stuff on his machine, since I only want him playing vanilla or vanilla + .esp only mods exclusively.

Why so many backups? because when you are a modder, 4am screwups happen...more often than you think...so do power surges, UAC weirdness, and data loss.

Most guys here would swear a careful modder doesn't need a backup, or if he does, one would suffice, but honestly, we live in an age of Terrabyte hard drives, so why not err on the cautious side? :)

This is a good suggestion for anyone. After you've installed the most basic things (patches and DLC) you should make a backup of your FO3 directory, it saves you a lot of hastle. Also best is to install mods ONLY through FOMODs. Creating fomods yourself is easy enough and it just makes installing/uninstalling mods a snap.
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Connie Thomas
 
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Post » Sat Jan 02, 2010 3:45 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?

We've changed pretty much all body part data, so damage will be different than vanilla in most all cases. For example limb shots do much less damage to the HP than torso and head shots. Also the player now suffers additional damage from headshots too(unlike in vanilla)


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

In the Leveled Item list" VendorChestMedicalSupplies" up the count of "ClutterDoctor75" (default is 5)

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.,

The bedroll is actually from http://fallout3nexus.com/downloads/file.php?id=2125, which is integrated in FWE. You can also find several other bedrolls on nexus, just search for "portable"

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.

I wouldn't recommend to do this to be honest. You are very likely to break dependencies this way, and when we release new versions it'll be a [censored] for you to upgrade and will most likely cause issues for your savegame.

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

Kudos, guys and gals.

When it's done :)
Which definitly won't be this year anymore.
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LittleMiss
 
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Post » Sat Jan 02, 2010 5:54 am

This is going to change soon, since I built an only slightly lesser machine for my kid. I'm going to put my modding stuff on his machine, since I only want him playing vanilla or vanilla + .esp only mods exclusively.


Wanting them to play vanilla I can see, but what do you have against .esms? :|
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Sanctum
 
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Post » Fri Jan 01, 2010 8:50 pm

Hi everyone,

I'm just wondering if anyone has some advice on fighting FWE/MMM raider mobs at low levels. For the most part, I can handle 1-2 raiders or molerats/wild dogs, etc. When I see any kind of mob, I tend to run like hell, sprint key ftw. I try and sneak as much as possible. I prefer the night for stealth, but have gotten badly owned by packs of 15+ night ghouls on a semi-regular basis (they seem to pop up all over the place and if one of them spots me...). So, I've taken to the day. For the most part running/hiding works. However, there are some paths/destinations that just seem to require fighting through at least a small force of raiders (camped out) who usually have at least a couple ranged weapons, sometimes semi/autos. E.g., trying to make it from Megaton to Canterbury seems tough to avoid raider mobs. I've been trying to make good use of the limited explosives I may have at low levels, but have had limited success against midsized mobs. Ideally, I'd like to entice them through a well laid-out minefield, but that's not always possible, especially at low levels.

Staying away from DC, raider mobs are my worst nightmare. I try to play dead-is-dead (sometimes with a couple reloads if I'm doing well/like my char) and raider mob deaths are the most common for me. Any advice appreciated.


I'll answer my own question :) I thought of something last night that seems "brilliant" :lol: and I'm surprised I didn't think of it sooner! The issue I'm having at low levels is getting between settlements. I certainly don't run toward raider-infested locations, but instead thought that I should try and do as many quests at the various settlements as possible to bump a few levels and to gather supplies before heading out into the dangerous wastes on my own. That just seems more realistic to me than running out into the middle of God-knows-where to face God-knows-what armed with a 10mm handgun or whatnot.

Anyway, I tried getting from Megaton to Canterbury on my own last night and couldn't make it. BUT, what about simply taking advantage of the tougher traders?!? It will take longer, but if I travel alongside them along their route, I will hit the majority of the major settlements and have the support of their heavier firepower (i.e., their guards). I mean, how does any civilian make it from point A to B in these wastes? They MUST go with the caravans, right? Else, they would be raider-food for sure. In exchange, I further help protect the caravan. If I add Jericho as well, we should be able to keep everyone alive along the way.

Thoughts?
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Susan Elizabeth
 
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Post » Sat Jan 02, 2010 5:10 am

I certainly don't run toward raider-infested locations, but instead thought that I should try and do as many quests at the various settlements as possible to bump a few levels and to gather supplies before heading out into the dangerous wastes on my own. That just seems more realistic to me than running out into the middle of God-knows-where to face God-knows-what armed with a 10mm handgun or whatnot.


That's definetly more realistic and how I play. Are you using the alternate travel optional module? Because in addition to the fast travel motorcycle it adds, it also adds new "travel caravans" to the major settlements to let you travel (for a price) between them.
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Danny Warner
 
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Post » Sat Jan 02, 2010 1:15 am

...I'm just wondering if anyone has some advice on fighting FWE/MMM raider mobs at low levels. For the most part, I can handle 1-2 raiders or molerats/wild dogs, etc. ....



...Anyway, I tried getting from Megaton to Canterbury on my own last night and couldn't make it. BUT, what about simply taking advantage of the tougher traders?!? ...


I asked a similar question (about Talons but applies to raiders too). The best answer is probably to try to avoid them.

Or explosives/sneak.

I took advantage of the tougher traders recently too. My character was leaving Marrigold station towards Rivet City. Four Talons where waiting. I ran towards Crow's caravan and they dealt with them. But I reloaded, snuck up the subway steps until I could see their blips but no line of sight, then lobbed some grenades to kill them all without even a single health point loss. But using the traders is a good strategy at lower levels, I think.
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Conor Byrne
 
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Post » Fri Jan 01, 2010 9:02 pm

Wanting them to play vanilla I can see, but what do you have against .esms? :|


.esm's I dont mind either, really, what I WILL mind, most certainly, is mods that require assets (textures, etc) as I intend to do my modding on his machine, and I need a clean folder in case I accidently bork up something and need to fix it.

Yes, I do keep backups, but sometimes you do something, save it, back it up, then realize you havent cleaned your backups in 3 months, delete some backups, then suddenly realize (too late) that you made a critical error....

Modding gets to be very tedious and repetitive when you are the 'master modder' of the team, which is to say, the guy who has to keep track of every single development between three to five people, incorporate it all into a coherent mod, and then UPDATE the same data in the mod repeatedly, by hand, when someone, say, adds a dot three inches to the left of that other dot on that texture that is only seen when you look at the players LEFT buttcheek, under ultraviolet light, at 3am on a Tuesday, while a dog is barking, if you see what I mean :D

Because of this, and because I tend to do my work in 18 hour marathons, mistooks happenz.

Therefore, there shall be no textures, models or other frippery on my kiddies komputenmachinen other than mine.

BESIDES...this way I can force him to play and replay my mod...effectively giving me a captive audience heheh.
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Claire Lynham
 
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Post » Sat Jan 02, 2010 12:51 pm

There's nothing worse than having nobody to test something out, I'll agree to that! :P

(You could force him to install everything as FOMODs, easy to get rid of? :P)
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Allison C
 
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Post » Sat Jan 02, 2010 10:40 am

Tell me exactly how to FOMOD mods and I'll gladly do eet to all my faves for heem.
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Haley Merkley
 
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Post » Sat Jan 02, 2010 10:48 am

Go to FOMM, Package Manager, and "Add New"/"Create From Folder" each one. If the archive isn't set out so the root of the archive is equal to \data (as in, you could just paste the contents there and everything would work), you'll need to mix that up a little (meaning that just throwing FWE's archive in there would work, but all the optional plugins would stay in their subdirectories, never to be seen by fo3) and extract to a folder, put it back together in the right way, and create from folder! It's quite simple stuff, and works well <3

Alternatively, you could make a copy of his \Data, let him do what he wants to it, then rename that to something else, and rename your copy back to \data, whenever you want a clean version. Win-Win, right? :D
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Latisha Fry
 
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Post » Sat Jan 02, 2010 8:32 am

Go to FOMM, Package Manager, and "Add New"/"Create From Folder" each one. If the archive isn't set out so the root of the archive is equal to \data (as in, you could just paste the contents there and everything would work), you'll need to mix that up a little (meaning that just throwing FWE's archive in there would work, but all the optional plugins would stay in their subdirectories, never to be seen by fo3) and extract to a folder, put it back together in the right way, and create from folder! It's quite simple stuff, and works well <3

Alternatively, you could make a copy of his \Data, let him do what he wants to it, then rename that to something else, and rename your copy back to \data, whenever you want a clean version. Win-Win, right? :D


So basically, set up a fake folder called DATA, drop all the mod parts I want in the .fomod in there, including the subdirs for textures, etc, then create the FOMOD. Okiday. thanks.
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Kirsty Collins
 
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Post » Sat Jan 02, 2010 7:32 am

So basically, set up a fake folder called DATA, drop all the mod parts I want in the .fomod in there, including the subdirs for textures, etc, then create the FOMOD. Okiday. thanks.

Basically yes, but you should create a seperate FOMOD for each mod you install.

This is how my folder structure is set up for example:
I have a folder called "Fallout Mods". In that folder there is a seperate folder for each single mod I install (for example "FWE - 4.11").
When you open those folders you should directly see the .esp files, the texture folders, sound folders, etc...(basically the way it should be copied into the Data folder).
When I create a FOMOD I simply hit Create from folder and select the mods folder(in this case that would be "FWE - 4.11"), and voila you have a fomod that you can install and uninstall as you please.
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Kyra
 
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Post » Sat Jan 02, 2010 3:08 am

Recently installed FWE for the first time and I seem to have lost karma related messages ingame (don't know whether it's caused by FWE or not), but most others messages like whomever is crippled where appears.

Here's my load order, and would also appreciate any other needed changes to load order.
[X] Fallout3.esm[X] Project Beauty HD version.esm[X] CRAFT.esm[X] CALIBR.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Destruction.esm[X] FOOK2 - Main.esm[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm[X] 20th Century Weapons.esm[X] RH_IRONSIGHTS.esm[X] StreetLights.esm[X] Enhanced Weather - Rain and Snow.esm[X] Unofficial Fallout 3 Patch.esm[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] CRAFT - Activation Perk.esp[X] FOOK2 - Main.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] MyFOOK2 - Black & White Tranquility Lane.esp[X] FOOK2 - [DESTRUCTION] Main.esp[X] FOOK2 - [DESTRUCTION] Main - Statics.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - Optional Sneak Msgs.esp[X] FWE - Weightless Ammo.esp[X] FWE - Reduced Radiation.esp[X] FO3 Wanderers Edition - FOOK Support.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] EVE.esp[X] EVE - FWE Master Release.esp[X] WeaponModKits.esp[X] EVE - FWE with WeaponModKits.esp[X] WeaponModKits - FOOK.esp[X] WeaponModKits - FWE Master Release.esp[X] 1Animated Nightvision goggles.esp[X] 1PipboyPDA.esp[X] 7_HolsterForHandGunsV1_1.esp[X] Princess Better Prompts v1pt1.esp[X] Stealth Kills Enabled.esp[X] KillableKidsOptional.esp[X] Rivens_Eyescapes.esp[X] SniperZooming.esp[X] 20th Century v4 ALIVE (Vendor).esp[X] 20th Century v4 ALIVE (NPC_Settler).esp[X] 20th Century v4 ALIVE (Raider).esp[X] 20th Century v4 ALIVE (Talon_Regulator).esp[X] 20th Century v4 ALIVE (Brotherhood_Outcast).esp[X] 20th Century v4 ALIVE (Chinese Ghoul).esp[X] 20th Century v4 ALIVE (SuperMutant).esp[X] 20th Century v4 ALIVE (Vault 101).esp[X] 20th Century v4 ALIVE (RivetCity).esp[X] 20th Century v4 ALIVE (TEST Container).esp[X] CRI-Squad-new.esp[X] Phalanx-MainFollowerModule.esp[X] Phalanx-DogmeatEnemyTweaks.esp[X] Phalanx-PerksAndStims.esp[X] Phalanx-OPTIONAL-WeaponChange.esp[X] Phalanx-OPTIONAL-WeaponRepairLists.esp[X] Phalanx-OPTIONAL-VendorChanges.esp[X] Phalanx-TGBlank-K9AlternateStart.esp[X] Raider preset beta.esp[X] PB FOOK2 - Main.esp[X] PB MMM HD.esp[X] Colossus Outcast.esp[X] colossus BOS.esp[X] Portable Turrets.esp[X] BoogeymansHoodALTcombo.esp[X] 1alexscorpionsnipergear.esp[X] NAPA.esp[X] blanket.esp[X] Solas' Leander Equipment.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Fellout-Full.esp[X] Fellout-pipboylight.esp[X] lessviewdistance.esp[X] DCInteriors_ComboEdition.esp[X] Improved Turrets.esp[X] Turret Terminal Re-Vamp.esp[X] BoSPatrols.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - FOOK2.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] S.T.A.L.K.E.R. Mutants[addon for MMM].esp[X] Slower Degradation (-80%).esp[X] Arwen_FULL_Tweaks.esp[X] Choose your own hairstyle (load this last on FOMM).esp

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Rich O'Brien
 
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Post » Fri Jan 01, 2010 10:56 pm

Recently installed FWE for the first time and I seem to have lost karma related messages ingame (don't know whether it's caused by FWE or not), but most others messages like whomever is crippled where appears.


As per our ReadMe:

- 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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neen
 
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Post » Sat Jan 02, 2010 6:58 am

Alright, I installed FWE and I get my [censored] owned hard so much, its so much fun. :D

That said, I've admittedly not run into any Brotherhood of Steel, though I did see one "Fallen Brother" Outcast. Out of curiousity, does FWE do anything to visually improve their standard Power Armor? If there was one thing I did like about FOOK, it was the nice glowy bits, though I wished more than Lyons had the T-51b.

If not, are there any recommended enhancers? I really love how Fallout-y FWE feels. Bravo!
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megan gleeson
 
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Post » Fri Jan 01, 2010 9:30 pm

Alright, I installed FWE and I get my [censored] owned hard so much, its so much fun. :D

That said, I've admittedly not run into any Brotherhood of Steel, though I did see one "Fallen Brother" Outcast. Out of curiousity, does FWE do anything to visually improve their standard Power Armor? If there was one thing I did like about FOOK, it was the nice glowy bits, though I wished more than Lyons had the T-51b.

If not, are there any recommended enhancers? I really love how Fallout-y FWE feels. Bravo!

No, there aren't any texture or mesh replacers included in FWE. But you can get the stand alone versions from most all replacers that are included in FOOK http://fallout3nexus.com/modules/members/index.php?id=1026866
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mishionary
 
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