[RelZ] FWE - FO3 Wanderers Edition #24

Post » Thu Jan 07, 2010 9:21 pm

God I think I had my biggest what the [censored] moment ever. So I'm raiding a small super mutant outpost in the wastes near paradise falls, right. I fire on it kill the biggest one with a few shots of my sniper rifle. Then start backpedaling to avoid the bashers that are getting fairly close. So as I backpedal I hit a rock or at least I think I do. Then after a couple seconds I hear "SCREEEEQ! Thwack." Three ants had hit my at once reducing me to nil health. I had thought they were rocks until one of them climbed over my corpse.


*Whips out his favorite character: Draco (Mongolian looking fellow with a Ling's Coiffure hairdo that makes him look like a kung fu master...right down to the black diamond on his forehead)*

Ahh, grasshopper, this is why SPRINT MOD was invented!...oh..and do a line of coke and maybe some heroin and morphine before you go into slaver HQ's next time :D

Oh my God...how bizzare is it to have a game where telling people to do drugs can be considered a public service? :rofl:
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Auguste Bartholdi
 
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Post » Thu Jan 07, 2010 6:17 pm

I didn't see the ants before they hit me I was busy killing the 3 super mutant bashers that were looking to hit me with super sledges. I had already been hit twice so was at half health.
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Kanaoka
 
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Post » Thu Jan 07, 2010 8:40 pm

*Whips out his favorite character: Draco (Mongolian looking fellow with a Ling's Coiffure hairdo that makes him look like a kung fu master...right down to the black diamond on his forehead)*

Ahh, grasshopper, this is why SPRINT MOD was invented!...oh..and do a line of coke and maybe some heroin and morphine before you go into slaver HQ's next time :D

Oh my God...how bizzare is it to have a game where telling people to do drugs can be considered a public service? :rofl:


Siggied! That is the best line I have heard in the longest time :lmao:
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Kelly Upshall
 
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Post » Thu Jan 07, 2010 11:48 pm

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esm1Animated Nightvision goggles.espTotW_Opt_PIMP.espDragonskin Tactical Outfit.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espUndergroundHideout.espDarNifiedUIF3.espCRAFT - Activation Perk.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 - Optional Sneak Msgs.espWeaponModKits.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Geckos.espMart's Mutant Mod - No Skeleton Decay.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - FWE Master Release.espKH_MMM override.espTotal active plugins: 41Total plugins: 41

You should try adding in Mez's merged patch which is custom made for an all DLC + FWE + WMK + MMM setup. And, running masterupdate to esmify all your mods isn't a bad idea. It may help, and I don't see how it could hurt.

Now, Kai's suggestion that your problems are not due to FWE but to your computer or current state of install is probably on track. Have you tried running vanilla FO3? Turn off all mods and see what your performance is like? If you haven't, you've come far enough that this is now an unskippable troubleshooting step.

You need to make sure that you have vanilla FO3 running well, and then start adding mods. And add them slowly, so that when problems arise, you know what you just changed.

gothemasticator
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Killah Bee
 
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Post » Fri Jan 08, 2010 7:20 am

@Kai:

-Sorry, I didnt see you mention about the +100 training in your reply. Im half blind from the GECK right now :D

-Vanilla has been running fine, thats why its so maddening that as soon as I run with any combination of these three particular mods I start crashing.

-I have a feeling the culprit isn't the mods themselves, but the order I installed them, other stuff that got installed before/after, and resources that got overwritten.

-As an older Nvidia card user (9600 GT OC), the crashes could be related to any number of things up to and including a slight error in a texture or model.

I'm not in this thread to point fingers, but to look for help, so please don't ever mistake my griping for calling your mod buggy :D


Now, someone mentioned masterifying my mod setup. Do I just run masterupdate and let it fly on the whole shebang, or do I need some command line switches or anything?

As to the merged mod. Thanks, but my crashes got worse with it, so Im running my own version now and doing better...still crashes at times..but better.

-Reinstalls...I've nuked data several times and copied a virgin version over, perhaps it really IS time for a full reinstall. My disk is old and a bit scratchy, perhaps an error got introduced that slipped past the game installer.

After the 1st of the month, I'll go buy the GOTY edition and see what happens.

Lastly, I got to thinking, its possible maybe there was an update for one or more DLC's that I don't know about, because I refuse to log onto that abomination GFWL.
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Naomi Ward
 
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Post » Thu Jan 07, 2010 9:53 pm

I noticed there were some floating objects in the Guard Shack and the Bazaar in Evergreen Mills. It was like the furniture under it was deleted. I don't know how that happened though, thought you might need to know that.
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Jessica Phoenix
 
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Post » Fri Jan 08, 2010 8:29 am

I noticed there were some floating objects in the Guard Shack and the Bazaar in Evergreen Mills. It was like the furniture under it was deleted. I don't know how that happened though, thought you might need to know that.

Not caused by FWE, it doesn't "physically" touch that area.

Just to note FWE hardly touches any cells in a "physical" way.
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Rebecca Clare Smith
 
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Post » Fri Jan 08, 2010 1:03 am

Alright now I'm terrified. I'll mosey around in FO3Edit and see what's what. Sorry to bug you.

Again, awesome mod.

I think it's because when you survive a tough fight and get some great loot (in this case Jack's Stash, Terrible Shotgun and the Barter Bobblehead) it still makes you feel like your a tough mofo even at below 10 levels, most fun I've had with Fallout in a long time.

Also, 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! Precious Stimpacks...
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Natasha Callaghan
 
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Post » Thu Jan 07, 2010 7:58 pm

Alright now I'm terrified. I'll mosey around in FO3Edit and see what's what. Sorry to bug you.

I wouldn't worry about that if I were you. Fallout3 has a few of instances of floating items, objects and even terrain.
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Liii BLATES
 
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Post » Fri Jan 08, 2010 5:08 am

@Kai:

-Sorry, I didnt see you mention about the +100 training in your reply. Im half blind from the GECK right now :D

-Vanilla has been running fine, thats why its so maddening that as soon as I run with any combination of these three particular mods I start crashing.

-I have a feeling the culprit isn't the mods themselves, but the order I installed them, other stuff that got installed before/after, and resources that got overwritten.

-As an older Nvidia card user (9600 GT OC), the crashes could be related to any number of things up to and including a slight error in a texture or model.

I'm not in this thread to point fingers, but to look for help, so please don't ever mistake my griping for calling your mod buggy :D


Now, someone mentioned masterifying my mod setup. Do I just run masterupdate and let it fly on the whole shebang, or do I need some command line switches or anything?

As to the merged mod. Thanks, but my crashes got worse with it, so Im running my own version now and doing better...still crashes at times..but better.

-Reinstalls...I've nuked data several times and copied a virgin version over, perhaps it really IS time for a full reinstall. My disk is old and a bit scratchy, perhaps an error got introduced that slipped past the game installer.

After the 1st of the month, I'll go buy the GOTY edition and see what happens.

Lastly, I got to thinking, its possible maybe there was an update for one or more DLC's that I don't know about, because I refuse to log onto that abomination GFWL.


Sorry that you've been having problems. I would definetly do a full reinstall of Fallout3 + the DLC and start from there. Remember to delete your Fallout3 folder (back up the data folder just in case) and delete the fallout3 folder in the my docs area so you clean out your saves/ini (backup first!). I'd then try running + installing JUST the FOIP mods (FWE/MMM/WMK) and see how things perform.

For reference, I have an even older video card (Geforce 7700) in a laptop no less, and everything runs stable (although a little chunky at times =).

I personally don't run master update . . . I understand why and when it's needed (primarily to fix nav mesh problems in esp files) . . . but it's potentially a pretty invasive thing to do. I don't use master update at all, and everything runs well.

As for the DLC's . . . there haven't been updates to those, just the main game engine was updated with each DLC that was released. I wouldn't bother buying the GOTY edition unless you really don't want to re-download the DLC's (or don't have them backed up somewhere).
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Trevi
 
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Post » Thu Jan 07, 2010 10:56 pm

Go me.

So I've (FINALLY) made some progress on the Shotgun/Loot freeze bug and I'm no longer shooting in the dark. So there's good news and bad news.

The good news is, it's not caused by FWE in the slightest (thank god I was already tearing my hair out).
The bad news is, it's caused by MMM. Which is just annoying as all hell, since I've already killed off about 90% of it's scripts and there's still something causing an issue.
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Janette Segura
 
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Post » Fri Jan 08, 2010 5:59 am

Go me.

So I've (FINALLY) made some progress on the Shotgun/Loot freeze bug and I'm no longer shooting in the dark. So there's good news and bad news.

The good news is, it's not caused by FWE in the slightest (thank god I was already tearing my hair out).
The bad news is, it's caused by MMM. Which is just annoying as all hell, since I've already killed off about 90% of it's scripts and there's still something causing an issue.


Kai . . . just as a means of narrowing it down . . . could this be a result of the MMM-FWE FOIP patch? Might try running MMM without the FOIP patch and see if that makes any difference. Glad to hear you're making some progress =)
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Charlotte X
 
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Post » Thu Jan 07, 2010 8:34 pm

Kai . . . just as a means of narrowing it down . . . could this be a result of the MMM-FWE FOIP patch? Might try running MMM without the FOIP patch and see if that makes any difference. Glad to hear you're making some progress =)

No nothing to do with FWE FOIP patch or anything, it's just MMM(I'm running my tests without another mod, since I'm finally able to replicate the bug).
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Flesh Tunnel
 
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Post » Thu Jan 07, 2010 11:23 pm

does this mean we don't need to mess with shotguns . . . or do you think they are still too powerful? I honestly don't think they are overly powerful. At distances other than near point blank range, I still can't always kill lightly armored humans in 1-shot as you describe. Maybe it's because I'm a newb.
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Maeva
 
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Post » Fri Jan 08, 2010 1:22 am

does this mean we don't need to mess with shotguns . . . or do you think they are still too powerful? I honestly don't think they are overly powerful. At distances other than near point blank range, I still can't always kill lightly armored humans in 1-shot as you describe. Maybe it's because I'm a newb.

Yeah I still think lowering the projectile count a bit would be wise idea, to me they still seem a bit too powerful when you reach 100 small guns. I really only need a few shots with a shotgun to take down a Behemoth.
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Jake Easom
 
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Post » Thu Jan 07, 2010 9:52 pm

Very much enjoying FWE/MMM/WMK/EVE so far... lvl 3 now. Bullet time is just awesome... new drugs like 2CB!! are going to make my character a junky!... got the modded 10mm from Mr. Burke :thumbsup: ... strongly prefer a lower than default PN configuration- the eating/drinking really puts the pressure on via intake vs rad accumulation :cold: .

Questions:
1. What does "Effects->Open" mean? I have found, for instance, some Carton of Cigarettes with this effect, which get placed in the Aid category and have a lower cost than those in the Misc category (with no Effect->Open). Nothing seems to happen when I select these items except that they dissapear- same with "Sack of Weed".

2. If I use a mod such as Solar Charger, Echo Battery Charger or DN Recycling Machine, will the items created/converted conform to Calibr/Craft? Haven't found any compatibility plugins for these.
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Brandon Bernardi
 
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Post » Fri Jan 08, 2010 9:10 am

Ref the scope shaking problems, thanks guys for the ideas, but according to Kai it is supposed to be that way. :(

OK, Kai; two suggestions:
1) Make it adjustable, as it is currently when aiming down from a hill onto a section of freeway, the point of aim wanders the entire width of the four lanes of the road - crazy.
2) With a real scope, it seems to me the major problem is breathing with the point of aim moving in a fairly regular pattern of up and down; then you can judge when to fire fairly accurately. As it stands the point of aim in FO is more of a circular pattern but quite irregular. Maybe if you could get it to mimic the breathing issue I could hit something.
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chirsty aggas
 
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Post » Thu Jan 07, 2010 9:16 pm

(1) The "effects open" means that you are "opening" the package . . . so if you open a carton of cigs, the carton goes away and you get 10 packs of cigs. If you open a pack of cigs, you get 20 individual cigarettes, etc.... you'll have to open + close the pipboy to see the added items, since the pip-boy does refresh automatically . . . because the pip-boy svcks.

(2) Yes, you can use any of the energy converters . . . they work fine with CALIBR. Calibr doesn't really touch the energy weapon ammo, so it isn't a problem at all.
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SiLa
 
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Post » Thu Jan 07, 2010 11:08 pm

Ref the scope shaking problems, thanks guys for the ideas, but according to Kai it is supposed to be that way. :(

OK, Kai; two suggestions:
1) Make it adjustable, as it is currently when aiming down from a hill onto a section of freeway, the point of aim wanders the entire width of the four lanes of the road - crazy.
2) With a real scope, it seems to me the major problem is breathing with the point of aim moving in a fairly regular pattern of up and down; then you can judge when to fire fairly accurately. As it stands the point of aim in FO is more of a circular pattern but quite irregular. Maybe if you could get it to mimic the breathing issue I could hit something.


Can you please provide the following formation:

1) The type and condition of your scoped weapon
2) Your characters weapon skill
3) The condition of your arms
4) The presense of any negative effects on your character

There isn't any reason why your weapon should be swaying "four lanes" wide (unless you are rediculously far away) if your weapon is in decent shape, your skills are halfway decent, and your arms are in good condition. In the default FWE, at max skill / condition, the base accruacy calculation returns a minium value of .05 or so, compared to vanilla of .00. It's hardly any difference. At lower skills / condition, yes, your accuracy is going to be a bit worse, but not as much as you describe.

I'd HIGHLY recommend using bullet time when aiming scoped shots. You can activate it while zoomed in to effectively "steady" your aim for half a second or so while you fire, when quickly get out of bullet time for reloading. It works really well. But the amount of sway you're describing doesn't seem right to me at all.
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Louise Dennis
 
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Post » Thu Jan 07, 2010 5:24 pm

I have to say that with 100 skill, a perfect rifle, and steady aim perks my aim sway in FWE-FOOK is smaller than a head at maximum zooming and about 400 yards distance, making sniping pretty much easy even without bullet time (which I still use because when firing on a mutant with a helmet on, you want to hit them in the face).
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Tom
 
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Post » Fri Jan 08, 2010 12:25 am

Can you please provide the following formation:

1) The type and condition of your scoped weapon
2) Your characters weapon skill
3) The condition of your arms
4) The presense of any negative effects on your character

There isn't any reason why your weapon should be swaying "four lanes" wide (unless you are rediculously far away) if your weapon is in decent shape, your skills are halfway decent, and your arms are in good condition. In the default FWE, at max skill / condition, the base accruacy calculation returns a minium value of .05 or so, compared to vanilla of .00. It's hardly any difference. At lower skills / condition, yes, your accuracy is going to be a bit worse, but not as much as you describe.

I'd HIGHLY recommend using bullet time when aiming scoped shots. You can activate it while zoomed in to effectively "steady" your aim for half a second or so while you fire, when quickly get out of bullet time for reloading. It works really well. But the amount of sway you're describing doesn't seem right to me at all.


1. Sniper Rifle in @ 20% condition.
2. Small Guns - 45
3. Arms are fine
4. No negative effects

And when I went back to a save game to check, I'm only getting a side to side sway of two lanes width, not four-although I remember seeing that at one time. And I'm not especially far from my target, 100 meters or so?

Will investigate bullet time.

Thx
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Yvonne
 
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Post » Thu Jan 07, 2010 10:47 pm

1. Sniper Rifle in @ 20% condition.
2. Small Guns - 45
3. Arms are fine
4. No negative effects

And when I went back to a save game to check, I'm only getting a side to side sway of two lanes width, not four-although I remember seeing that at one time. And I'm not especially far from my target, 100 meters or so?

Will investigate bullet time.

Thx


Well, I'm not terribly surprised at the sway your're getting at all given the above information. Your sniper rifle is basically in terrible shape and you're small guns skill is below 50 . . . so that's the issue right there. I'd say our changes are pretty much working as intended. You're going to end up with a base spread value of about 0.80, compared to the vanilla game 0.30. In the original game, weapon condition had no bearing on accuracy, so you need to get sniper rifle repaired up more =)

EDIT: As another point of advice . . . when starting a new character, depending on your playstyle it can be highly advantagous to spend the first 2-3 levels raising you're primary weapon skill as fast as you can. If you have say 6 SPECIAL into agility (for example), you'll have 18 starting skill points for small guns. if you tag it, that raises it to 28. Right when you leave the shack, you level up, so you can sink 7-10 skill points ino small guns (depending on what lvl 30 balancer you're using), which doubles since it's tagged for +14 or +20. If you then take the gun nut perk, you get another +5. So at level 2 you can theoretically have at least 50 in small guns. If you continue to invest in your main weapon skill for another 1 or 2 levels, you can get it up into the 75 range, which will go a long way towards improving your aim.

Remember to crouch down too (i.e. enter sneak mode) . . . as that also improves your aim.
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Isaiah Burdeau
 
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Post » Fri Jan 08, 2010 8:51 am

Maybe it's because I'm a newb.
Thanks, I needed a good laugh. :lmao:
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Jeneene Hunte
 
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Post » Fri Jan 08, 2010 9:16 am

1. Sniper Rifle in @ 20% condition.
2. Small Guns - 45
3. Arms are fine
4. No negative effects

And when I went back to a save game to check, I'm only getting a side to side sway of two lanes width, not four-although I remember seeing that at one time. And I'm not especially far from my target, 100 meters or so?

Will investigate bullet time.

Thx

Yeaaah, as Mez says, you will see a lot of sway with that set up. But as Barihawk pointed out above, you can counteract that pretty well with Bullet time.
It's very well balanced this way, since you can still get some good shots in even with bad skill and weapon, but it'll cost you AP.
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Sophie Morrell
 
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Post » Fri Jan 08, 2010 3:38 am

1. Sniper Rifle in @ 20% condition.
2. Small Guns - 45
3. Arms are fine
4. No negative effects

And when I went back to a save game to check, I'm only getting a side to side sway of two lanes width, not four-although I remember seeing that at one time. And I'm not especially far from my target, 100 meters or so?

Will investigate bullet time.

Thx

Yeaaah, as Mez says, you will see a lot of sway with that set up. But as Barihawk pointed out above, you can counteract that pretty well with Bullet time.
It's very well balanced this way, since you can still get some good shots in even with bad skill and weapon, but it'll cost you AP.
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Sakura Haruno
 
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