[RelZ] FWE - FO3 Wanderers Edition #24

Post » Fri Jan 08, 2010 8:11 am

I don't think 54C is too hot for any video card, so you should be OK.

Next step is to install the game.

Run it totally unmodded, testing out different graphics settings for long enough to know what your crash rate is. I'm sure you're aware by now that this game does crash a lot, in a general sense. So, don't be too disheartened by some crashes. Just keep track of how many and how often.

Keep plugging, dude. You'll get it.

gothemasticator
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Kayla Oatney
 
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Post » Fri Jan 08, 2010 12:18 pm

Request: Would be handy if the Weapon Scanner had some info about range... ran low on 32 cal so switched the scope to a .223 pistol and am curious how much range I have lost vs a hunting rifle.

Weapons don't really have a range. How accurate they are is determined by their spread. Most single shot rifles simply have a much lower spread which makes them more accurate.

Small issue: When I use the grenade hotkey to switch there is no message indicating which grenade is equipped... readme says there should be a message. Known issue?

This isn't an issue but a design choice. I must've forgotten to update that in the ReadMe. It's unfortunate, but having the message display had too many draw backs for the scripting, so I removed it. As soon as FOSE is able to return string values I'll be able to readd it again.


Happy new year folks
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Ricky Meehan
 
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Post » Fri Jan 08, 2010 3:05 am

I've never actually seen the infamous "Red Diamond with an Exclamation Point" before, though I'm fully aware, or so I thought, of what causes them and how to fix them. They appear only when I look straight down at the ground the feet would be if you could see them. I can't figure out what mesh is missing, and FWE is the only new mod I've loaded that includes meshes. Does anyone have any thoughts? I'll go back over all my mods just in case, but it did only show up with my new FWE playthru.
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Stay-C
 
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Post » Fri Jan 08, 2010 9:13 am

I've never actually seen the infamous "Red Diamond with an Exclamation Point" before, though I'm fully aware, or so I thought, of what causes them and how to fix them. They appear only when I look straight down at the ground the feet would be if you could see them. I can't figure out what mesh is missing, and FWE is the only new mod I've loaded that includes meshes. Does anyone have any thoughts? I'll go back over all my mods just in case, but it did only show up with my new FWE playthru.

It doesn't have to be caused by a mod that adds new meshes, this can be caused by ANY mod, since it's enough for a mod to simply point at the wrong location for a mesh.
Best you simply deactivate all your mods until you can find the one that's causing the missing mesh.
Also in this case it might be due to something you have equipped, so see if it goes away after you unequip a certain item.
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Adam Baumgartner
 
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Post » Fri Jan 08, 2010 12:59 am

I equipped and unequipped and reequiped thinking it might be that.


It doesn't have to be caused by a mod that adds new meshes, this can be caused by ANY mod, since it's enough for a mod to simply point at the wrong location for a mesh.


:facepalm:
I think deep down somewhere I already knew this. I'll go back through my full list this time.

Thank you Kai
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Ray
 
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Post » Fri Jan 08, 2010 7:03 am

Weapons don't really have a range. How accurate they are is determined by their spread. Most single shot rifles simply have a much lower spread which makes them more accurate.
...
Happy new year folks

Ok. Would be weird if the bullet just disappeared at some point... I'm sure it must actually do this... eventually. Does FO3 actually have bullets as objects? I know of the vats cinematic thing, but otherwise as well? I asked because the description in the ingame WMK note says something like "adding a scope increases weapon range by 30%".

Here's to a good year! :foodndrink:
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Mandi Norton
 
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Post » Thu Jan 07, 2010 9:42 pm

Ok. Would be weird if the bullet just disappeared at some point... I'm sure it must actually do this... eventually. Does FO3 actually have bullets as objects? I know of the vats cinematic thing, but otherwise as well? I asked because the description in the ingame WMK note says something like "adding a scope increases weapon range by 30%".

Here's to a good year! :foodndrink:

Scopes simply reduce the spread for the player. There is range value, but it only determines up to which range an NPC will use a gun(and yes scopes increase that range, so if you for example give a follower a scoped weapon he will actually start shooting at longer distances than he would normally).

Regarding projectiles, they differ a lot from weapon to weapon. As I said most bullet based weapons have hitscan projectiles, which means the moment you press the trigger, the game calculates the impact. The projectile hits instantaneously so to speak.
Most energy weapons on the other hand aren't hitscan. Their impact is calculated when the actual projectile hits the target.
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lauren cleaves
 
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Post » Fri Jan 08, 2010 1:37 am

I'm not sure if this has been reported, but the Lead Belly perk seems to have no effect. The perk is advertised as With the Lead Belly perk, you absorb no radiation from drinking from an irradiated water source, but when I drink from a water source I take the full rad hit. The HUD displays the half rad hit when the crosshair is above the water source. Taking a look in FO3Edit shows that the perk has a Adjust Drinking Radiation entry point with a value of 0.5 in vanilla and FWE. This would explain the HUD, but not why my character takes the full rad hit.

A few days ago, I posted the comment above, but no one replied. Has anyone had a similar issue, has it been asked ad nauseum, or am I doing something wrong?

Regarding projectiles, they differ a lot from weapon to weapon. As I said most bullet based weapons have hitscan projectiles, which means the moment you press the trigger, the game calculates the impact. The projectile hits instantaneously so to speak.
Most energy weapons on the other hand aren't hitscan. Their impact is calculated when the actual projectile hits the target.

Huh? That sounds a bit strange. One would expect the laser to hit pretty much instantaneous (light speed, anyone) and regular guns to be a bit slower.
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CSar L
 
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Post » Fri Jan 08, 2010 5:45 am

A few days ago, I posted the comment above, but no one replied. Has anyone had a similar issue, has it been asked ad nauseum, or am I doing something wrong?

Sorry thought I had replied. This is getting fixed in the next version.

Huh? That sounds a bit strange. One would expect the laser to hit pretty much instantaneous (light speed, anyone) and regular guns to be a bit slower.

Lasers don't work like that in video games.

Just kidding. Actually I was talking more about plasma weapons and such.
Laser Weapon projectiles are 'Beam' projectiles, which work a bit differently than others and are basically ALWAYS hitscan. You can't even turn it off for them. So yeah lasers instantly hit the target no matter how fast the projectile visual actually travels.
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Kayleigh Mcneil
 
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Post » Fri Jan 08, 2010 5:27 am

Sorry thought I had replied. This is getting fixed in the next version.

Thanks, I'll just pick another perk in the mean time :)

Lasers don't work like that in video games.

Just kidding. Actually I was talking more about plasma weapons and such.
Laser Weapon projectiles are 'Beam' projectiles, which work a bit differently than others and are basically ALWAYS hitscan. You can't even turn it off for them. So yeah lasers instantly hit the target no matter how fast the projectile visual actually travels.

:biglaugh: Nice to know that the lasers work as I expected ...
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Genocidal Cry
 
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Post » Fri Jan 08, 2010 4:19 am

What sort of limitations do non-hitscan projectiles have? Is their collision handled interpolatively, and can you increase the speed of them to silly levels? If so, I can definitely see scripted bullet physics mods appearing at some point in the future (Maybe when FOSE reaches a higher version number)
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Kill Bill
 
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Post » Thu Jan 07, 2010 9:41 pm

What sort of limitations do non-hitscan projectiles have? Is their collision handled interpolatively, and can you increase the speed of them to silly levels? If so, I can definitely see scripted bullet physics mods appearing at some point in the future (Maybe when FOSE reaches a higher version number)


Yeah projectiles have a lot of customization options actually. You can change the velocity, gravity, impact strength and all that jazz.
I don't really see a need for a mod to change projectile physics, FO3 is actually pretty indepth with that.

But weapons being hitscan is the norm in pretty much all games and for good reason and not because programmers are lazy.

First of all Wind: You can't feel wind in games and the only way to implement that would be with a friggin arrow like in Worms.
Also encounter ranges in video games are in most cases too short for bullet physics to factor in that much.
Hitscan weapons also are much simpler calculations than having a "physical" projectile travel through the air and such cause less of a performance hit when you have a bunch of guys firing miniguns or some such.
Also when a gamer fires a weapon that has no recoil and nothing else is interfering, he expects the bullet to hit what his crosshair was pointing at.
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Smokey
 
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Post » Fri Jan 08, 2010 5:52 am

Oh, hitscan is definitely the way I do things, far easier than simulating each round. As for changing the physics - that's the spirit of modding, though, isn't it! As far as I know, fo3 has no bullet drop, you rounds don't ricochet off small angled hits, bullets don't stick around (Imagine: Shooting a minigun for 1500 rounds at one of MZ's force fields, and seeing all the bullets just waiting there in mid air. Lovely effect), it could be used to more accurately simulate an object moving when shot, allow WMK to increase bullet drop with a silencer attached, so on. Yes, it would be computationally expensive (especially with lots of enemies - I expect MMM to have an extra-extra-extra spawns by then :P), but it's not like we don't have the sheer processing power to do it with newer processors like the i7. Companies are restricted by what technology is available today, modders aren't. I'm not saying it'd be a brilliant idea to do, but it'd be cool, wouldn't it :P

(Also, proper bullet time! Seeing the bullets whiz past slowly is a lovely effect!)
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Connie Thomas
 
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Post » Fri Jan 08, 2010 7:29 am

Oh, hitscan is definitely the way I do things, far easier than simulating each round. As for changing the physics - that's the spirit of modding, though, isn't it! As far as I know, fo3 has no bullet drop, you rounds don't ricochet off small angled hits, bullets don't stick around (Imagine: Shooting a minigun for 1500 rounds at one of MZ's force fields, and seeing all the bullets just waiting there in mid air. Lovely effect), it could be used to more accurately simulate an object moving when shot, allow WMK to increase bullet drop with a silencer attached, so on. Yes, it would be computationally expensive (especially with lots of enemies - I expect MMM to have an extra-extra-extra spawns by then :P ), but it's not like we don't have the sheer processing power to do it with newer processors like the i7. Companies are restricted by what technology is available today, modders aren't. I'm not saying it'd be a brilliant idea to do, but it'd be cool, wouldn't it :P

(Also, proper bullet time! Seeing the bullets whiz past slowly is a lovely effect!)



Hey guys.

After some odd and esoteric tweaks, things have stabilized quite a bit and I'm running the full on FWE+WMK+MMM package along with Owned!. I plan to slowly add mods later today until it becomes unstable again.

Anyway, back on topic:

I recall reading somewhere that in Fallout 3, bullets don't drop...they rise. Go figure :P

As to the forcefield, maybe you could find a way to script the bullets so when they encounter the specific object type used for forcefields, they stop all motion, then invoke a random timer from 1 to 4 seconds, put a tiny explosion on each at the end of the timer, a 'poof' or 'bzzt' sound, and destroy them. In fact, I wonder if you could do that to creatures too...like corpse flies :D Heh...Enclave force field...or worlds largest bug zapper?

As to bullet time...I had a really bizzare idea based on bullet time a while ago while I was nodding off in my chair.

I was daydreaming about bullet time...Im a geek, I know. Anyway, the daydream was a combination of Bullet Time and an old movie: "The Girl, the Gold Watch, and Everything."

Player activates the effect. All creatures in the cell are frozen in place ala the end scene from Operation Anchorage (That'll do, soldier, stand down. yadda yadda).
The player is the only one able to move, and further, the AI of the game is switched off as is detections so the player is now totally ignored and raises no alarms with his actions.
The game then applies a temporary perk to the player increasing all MELEE damage by 250% and applying an effect to his target(s) that applies an automatic sever effect to the head. Lastly, player guns wouldnt work because as soon as the bullet becomes 'unowned' by the player, it would be affected by the time stop effect.


Now, heres how it plays out: (forgive me, I'm an amateur author with a little talent, diarrhea of the keyboard, and terrible editing skills)

 "Heart pounding, I mashed the activator pin on the watch just as the bullets began to fly and watched with something akin to mortal terror as the bullets kept coming. With mounting relief I watched as they first slowed (allowing me to sidestep them), then stopped completely.  Idly, I picked one out of the air and fiddled with it in one hand while I checked the watch...1 minute, 48 seconds left to do my work.  Switching the watch to my left hand, and dropping the spent bullet, I drew my massive Junk Blade, knowing that only a tool firmly held in my possession would be unaffected by the watches' time stop effect, and strode forward to the first of the helpless Super Mutants, across whose gullet I raked my blade with as much force as I could muster, noting with a slight stomach lurch that the blade passed entirely through his neck with seemingly no effect.  1 minute, 14 seconds left...must hurry...an oxymoron or ultimate irony?  As quickly as I could, I ripped through the enemy ranks, spinning, thrusting and hacking at necks til my arms ached. Finally I passed the seventh Supermutant and turned to survey the area....no others in sight...bright red line across all seven necks.  The watch shows 21 seconds left.  Turning to a nearby outcropping of rock (I don't trust my perception, nor my handiwork you see) I sprinted for cover, making the outcropping just as...*TICK*  The second hand hit zero for the last time and with a whoosh and a pop, time resumed its normal flow.  Strangled cries floated to my ears from beyond the rocks as I carefully peeked over the top to see seven severed mutant heads whizzing through the air while seven headless bodies fell simultaneously to the ground, spurting blood.  As I strode off into the sunset, patting the pocket where the watch was now secured, I thought to myself...not for the first..or the last time:  "Damn, I love this watch".


So what do you guys think? Maybe a rare, level 20 or 25 (for the leveled lists) consumeable item could have an effect like this?
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Gill Mackin
 
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Post » Fri Jan 08, 2010 6:14 am

Great mod... Got me to sign up just to tell you guys to keep up the good work. :) I especially love how customizable it is, and am looking forward to the next version. Is it possible to allow more customization with the followers module? Like, "use X drug when there are a lot of enemies".

Also, any tips for early portion of the game would be much appreciated. :D Ammo is so scarce...

On a side note, I find myself becoming a bit of a kleptomaniac with this mod installed. :P
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Nadia Nad
 
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Post » Thu Jan 07, 2010 9:23 pm

I just raided the National Guard Armory. Stuff Was So Cash.

I also got the MIRV without the Keller Tapes. Go on, ask me how I did. Please.
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Jason Rice
 
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Post » Fri Jan 08, 2010 1:16 am

I just raided the National Guard Armory. Stuff Was So Cash.

I also got the MIRV without the Keller Tapes. Go on, ask me how I did. Please.


Clicked the door while the console was open and typed, unlock?
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Nicole Elocin
 
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Post » Thu Jan 07, 2010 8:31 pm

Nope, didn't use the console.
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Gwen
 
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Post » Fri Jan 08, 2010 3:28 am

...
Also, any tips for early portion of the game would be much appreciated. :D Ammo is so scarce...

On a side note, I find myself becoming a bit of a kleptomaniac with this mod installed. :P

:lol: Yes... kleptomaniaism helped me through the first few levels- my karma is "mercenary". Loot everything with a value of 10 caps or more/low weight, and buy ammo... get yourself a scoped weapon (WMK will help here) and, when opportunity presents, engage from afar. Bullet Time is amazing and helps even the odds... it's not instant win though, IMO it's just about perfect (using Kai's tweaks).

I got a huge boost at level ~5 by following a group of Outcasts for a bit... they went right to Wheaton Armory and killed most of the Raiders before getting wasted. Left me with a few stragglers to finish off and a huge amount of loot. Inside the armory is deadly radiation though.
:)

Edit: The 3rd Type... How did you do it? :whisper:
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Jessica White
 
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Post » Fri Jan 08, 2010 12:43 am

Something that is working great for me is having the Road Wardens mod installed without using MMM tougher traders. That makes the caravan groups into killing machines. I have just about finished following them around 1 circuit of their route. Along the way, I've picked up xp, loot, and mapped out a lot of terrain. I'm also trying to get the quests done at the different locations. Haven't died yet :) and I'm level 4. I'm trying to play dead-is-dead, which can be...unhealthy...if you head out onto the wastes by yourself. Basically, I suggest following armed groups (e.g., Brotherhood Outcasts, Hunters, etc. etc.) wherever you can, especially the caravans (best with Road Wardens though imo). Try and stay safe until you level up as much as you can without heading out into the great wasteland on your own. And, by on your own, I mean with 2-3 followers preferably. I just don't think it's very realistic for one PC to head out into the wastes and survive. Groups of raiders, explosives, supermutants, behemoths (!!!), etc. etc. etc. At the very least, you want some backup and skills first before you try your luck against packs of armed raiders with a hankerin' for some killin'.
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Kayla Oatney
 
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Post » Fri Jan 08, 2010 8:39 am

...Try and stay safe until you level up as much as you can without heading out into the great wasteland on your own. And, by on your own, I mean with 2-3 followers preferably. I just don't think it's very realistic for one PC to head out into the wastes and survive...

In theory, I completely agree. With this in mind, I recruited Dogmeat... he runs off into the blue yonder to get through a narrow area or small jump that I have no problem traversing. In practice, the follower AI drives me crazy. :ahhh:

Phalanx looks very interesting... will be checking that out soon but will have to learn more about Master Update.
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Camden Unglesbee
 
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Post » Fri Jan 08, 2010 5:52 am

Again, anyone who's had problems early on, get to GNR, help the BoS defeat the Muties (go this far if you're RPing, maybe farther if you want Enclave goons to appear, hehehe) and take the fallen BoS's Tech to Casdin (the muties will kill a ton at the entrance) and he'll give you PA training and Outcast Power Armor, and Stimpacks!

And the MIRV: Just position yourself so you're right next to the door (left) and terminal (right) and you're staring behind the terminal in First Person. Manipulate the Vanity Camera until you can Activate the Electrical Switch on the opposite side of the door. You can do this to get Col. Autumn's 10mm Pistol, Coat, and your Dad's Outfit too.
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Vicky Keeler
 
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Post » Fri Jan 08, 2010 12:40 pm

I found dogmeat!

5 minutes later, he died. Bugger. What level is dogmeat's puppies? :(
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lilmissparty
 
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Post » Fri Jan 08, 2010 7:44 am

Reload it from before you found Dogmeat, get FO3Phalanx. Dogmeat will not die unless killed with a Energy Weapon Critical, that goes for all followers. Instead, until level 14, you when your follower goes down in Battle, he'll get up after combat ceases, and you'll need to give them a Pep Talk to get them functional. After that LvL, you'll need to let followers rest at a camp (one near Megaton that Phalanx adds, or by the Temple of The Union, and later in the game a military base to call your own) for about 2-7 days, and they'll be right as rain.

If you're serious about followers, Tarrant's FO3Phalanx is tough to beat.
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Loane
 
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Post » Fri Jan 08, 2010 11:20 am

That sounds fantastic, actually. Not as simple as "Hey they're essential they never die!!!" but not as brutal as "Man, fawkes tripped over a rock! Oh well, he's dead"
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Racheal Robertson
 
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