[RelZ] FWE - FO3 Wanderers Edition #24

Post » Fri Jan 08, 2010 3:58 am

Thanks, this will be corrected in the next version.


If your FO3 crashes with apparently any kind of mod, has it perhaps ever occured to you that your problems might actually be caused by your PC or your Fallout installation or your ini tweaks? Because I can definitly say that WMK never causes crashes.


I explained to you before that DarnUI enables training skill past 100! And that doesn't cause any bugs or crashes whatsoever. I've also uploaded a new version of my No Ammo weight plugin, try that to see if you still have any weight issues.


How does a FOMOD installation make ANY kind of difference? The installed files would still all be the sames as they currently are. FOMOD installs are only there to install or uninstall certain files, but have no other kind of impact on the game whatsoever. You should simply completely uninstall FO3, reinstall it and start a new game.


I think having messages like that pop up in your screen would be more annoying than anything else. A first person perspective is there for immersion, such a feature would be more immersion breaking.


We've explained this before FWE does not touch or do anything with companion mods. It cannot "break" them. Please describe your problem more detailed.


The setup you posted is okay, but you are missing the DLC WMK files, which will prevent you from modding DLC weapons. And you definitly should consider starting an entirely new game. And the only real ini tweaks you need are the inumhwthread and the threadedAI tweaks.


its makes them...glitchy, they are set to not be able to pick up weapons, yet they do anyway, and sometimes they will get stuck in an endless pickup animation loop. they will also randomly stop using their normal weapons and start using their fists, and will not use any weapons. Sometimes when they are backing up, they dont stop...ever
. and some other wierd things like holding invisible weapons
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leigh stewart
 
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Post » Thu Jan 07, 2010 9:15 pm

its makes them...glitchy, they are set to not be able to pick up weapons, yet they do anyway, and sometimes they will get stuck in an endless pickup animation loop. they will also randomly stop using their normal weapons and start using their fists, and will not use any weapons. Sometimes when they are backing up, they dont stop...ever
. and some other wierd things like holding invisible weapons

No FWE wouldnt really cause such issues.
For reference, I use several companion mods, such as Lucywest, Cloverplus, Kelsey, Bittercup, Nitro, Brianna, Sydney, etc.. they all work fine.
What companion mod are you talking about exactly?
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El Goose
 
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Post » Thu Jan 07, 2010 7:26 pm

Great job on the mod, mate! Endorsed it on F3N. It's much better than the vanilla game although I disabled RI as they are very annoying and for role-playing purposes (android).
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Neko Jenny
 
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Post » Fri Jan 08, 2010 2:11 am

Having decent luck now after making some changes to my system itself. I still get crashes, but not as often, so its bearable.

Wanted to ask, is there any no-karma companion hire mod and essential-companion mods that I can use with FWE+WMK+MMM ?

Also, any optional parts of Arwen's balance mods that I can use with the setup?

Also, would companion behaviour mods be ok with the trinity?

Lastly, there seems to be a crash problem related to using Megaton House Overhaul (the one that has a working television, hehe). Even with a merge patch, I just can't get the mods to coexist. Would using Plugin to merge it into one of the FWE files fix this?
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Kellymarie Heppell
 
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Post » Thu Jan 07, 2010 8:08 pm

Hi to all,

if I use the Alternate Starts option, can I still do the main quest? I'm getting bored starting always from 101 and near Megaton (I restart a lot) but I still want to do the main quest as I've never completed it.

Thanks
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GLOW...
 
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Post » Thu Jan 07, 2010 9:38 pm

Having decent luck now after making some changes to my system itself. I still get crashes, but not as often, so its bearable.
Wanted to ask, is there any no-karma companion hire mod and essential-companion mods that I can use with FWE+WMK+MMM ?

FWE's follower plugin already makes followers essential, among many other things. There's also Phalanx and the original 0h followers mod(which is the basis for the FWE followers plugin), which you could also use instead of the FWE followers plugin. I personally use the FWE Followers plugin as it's the one I like best from the features.

Also, any optional parts of Arwen's balance mods that I can use with the setup?

No, since we included pretty much everything from Arwen's mod that doesn't directly conflict with FWE.

Also, would companion behaviour mods be ok with the trinity?

FWE doesn't do anything with companions unless you use the FWE followers plugin, so anything is compatible.

Lastly, there seems to be a crash problem related to using Megaton House Overhaul (the one that has a working television, hehe). Even with a merge patch, I just can't get the mods to coexist. Would using Plugin to merge it into one of the FWE files fix this?

FWE doesn't conflict with that mod. MHO itself causes various crashes. MHO has problems when used with an already existing save and it has a borxed navmesh in the interior.

Hi to all,

if I use the Alternate Starts option, can I still do the main quest? I'm getting bored starting always from 101 and near Megaton (I restart a lot) but I still want to do the main quest as I've never completed it.

Thanks

Basically yes. But there are two exceptions, namely Talon and Raider which make completing the main quest almost impossible since Brotherhood of Steel are hostile towards you. But all the other ones work fine.
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Stephy Beck
 
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Post » Fri Jan 08, 2010 1:56 am

Thank you very much.
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Jenna Fields
 
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Post » Thu Jan 07, 2010 8:04 pm

I also wanted to ask why the game works slower when I installed the mod. It worked just fine on ultra setting but it lags sometimes now. Do you think its a mod or system?
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Mistress trades Melissa
 
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Post » Fri Jan 08, 2010 8:38 am

I also wanted to ask why the game works slower when I installed the mod. It worked just fine on ultra setting but it lags sometimes now. Do you think its a mod or system?


A mix of the two - your system was borderline capable of running ultra perfectly, and FWE adds a fair amount of stuff. You could probably mitigate this loss by turning off everything on your PC that's not absolutely necessary to run fo3, or putting it down to high. If the lag is loading stutter, well, you could use it as an excuse to get yourself an SSD, the latest generation are fantastic (and I really want one :'()
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Brandi Norton
 
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Post » Fri Jan 08, 2010 9:59 am

I also wanted to ask why the game works slower when I installed the mod. It worked just fine on ultra setting but it lags sometimes now. Do you think its a mod or system?


Mods can put some strain on the system, especially mods like MMM and Enhanced Weather.
But FWE itself doesn't really affect performance.
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Sarah Kim
 
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Post » Thu Jan 07, 2010 7:24 pm

So it might me Wasteland Weather Overhaul 9, huh? OK, I'll try to lower my settings and see what's what. Thanks for the feedback
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chinadoll
 
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Post » Fri Jan 08, 2010 1:54 am

So it might me Wasteland Weather Overhaul 9, huh? OK, I'll try to lower my settings and see what's what. Thanks for the feedback


No, not the wasteland weather. It's the enhanced weather mod (the one that adds rain and snow) than can cause slowdowns. There is a lot processing that needs to occur to create the rain effect. I notice a big slowdown on my antiquated computer with that mod running, as cool as it is.
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Riky Carrasco
 
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Post » Fri Jan 08, 2010 8:07 am

I don't have enhanced weather - rain and snow installed as the author did not clearly state it was compatibile with WWO
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Talitha Kukk
 
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Post » Fri Jan 08, 2010 1:00 am

No FWE wouldnt really cause such issues.
For reference, I use several companion mods, such as Lucywest, Cloverplus, Kelsey, Bittercup, Nitro, Brianna, Sydney, etc.. they all work fine.
What companion mod are you talking about exactly?

i am using companions based on ez companions. kelsey companion, and some other one forget its name, but they all work fine with fwe off
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Dewayne Quattlebaum
 
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Post » Fri Jan 08, 2010 9:14 am

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 ...


I'm not sure if this is a recommendation for FWE or not. But since sniper rifle sway has been mentioned and FWE does weaponing rebalancing...

Relative to, for example a hunting rifle, the Sniper Rifle his much heavier, degrades rapidly, is harder to find repair parts and has rare amunition.

So it seemed to me for balance it might have much higher accuracy than many other weapons. But it didn't seem too. I tried sniping Raiders with a pretty well maintained Sniper Rifle on a broken overpass by fairfax, with decent small guns skills. And I noticed a lot of sway and not much more accuracy relative to a hunting rifle.

Maybe the sniper rifle accuracy should be increased to compensate for the other downsides?

Or maybe I'm just missing something regarding the value of Sniper Rifles?

Just to be clear, this is in no way a complaint. Just and observation and/or thought. Is there some big advantage of Sniper Rifles that I'm missing? Thanks.
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Kat Stewart
 
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Post » Fri Jan 08, 2010 3:06 am

i am using companions based on ez companions. kelsey companion, and some other one forget its name, but they all work fine with fwe off

Kelsey works fine with FWE.
ezCompanions might have issues since it's scripts don't account for custom ammo types and try to force itself around some gameplay settings. From the looks of it I wouldn't recommend loading this mod wholeheatedly, but maybe someone else has more experience with it.

So it seemed to me for balance it might have much higher accuracy than many other weapons. But it didn't seem too. I tried sniping Raiders with a pretty well maintained Sniper Rifle on a broken overpass by fairfax, with decent small guns skills. And I noticed a lot of sway and not much more accuracy relative to a hunting rifle.

Maybe the sniper rifle accuracy should be increased to compensate for the other downsides?

Or maybe I'm just missing something regarding the value of Sniper Rifles?

Just to be clear, this is in no way a complaint. Just and observation and/or thought. Is there some big advantage of Sniper Rifles that I'm missing? Thanks.

The Sniper rifle has the best accuracy rating of all weapons, with only the gauss rifle being equal to it. We can't improve it anymore, since it's spread is at 0, the best possible setting in the game.
The Hunting rifle has also a very good accuracy.
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James Shaw
 
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Post » Thu Jan 07, 2010 6:35 pm

Snipers seem to hit harder the farther the target is away. That might just be my mileage, but it sure seems to be the case.

Examples:

I TGM'd and popped a mutant in the head with the sniper rifle at melee range (no vats, just bullettime)...took 3 shots to kill him.

Then I popped another of the same type mutant in the dome from what I would call 'average' distance...about the distance where you can start to tell what TYPE of rifle he is holding.

Then I popped one (same type) from halfway across the catwalk outside Project Purity (the mutie was at the very END of the catwalk, just at the top of the steps)...1 hit killed him.

Then I reloaded and shot the same mutie from almost the entire distance of the catwalk by standing myself on top of the railing so I could draw a bead. Four misses later (grin) I managed to tag and bag him....head exploded.

Hope that helps?

P.S. To anyone who thinks using bullettime is 'cheating' somehow...think of it as using the snipers meditation technique...uber focus.
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Nany Smith
 
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Post » Fri Jan 08, 2010 4:00 am

Snipers seem to hit harder the farther the target is away. That might just be my mileage, but it sure seems to be the case.

Examples:

I TGM'd and popped a mutant in the head with the sniper rifle at melee range (no vats, just bullettime)...took 3 shots to kill him.

Then I popped another of the same type mutant in the dome from what I would call 'average' distance...about the distance where you can start to tell what TYPE of rifle he is holding.

Then I popped one (same type) from halfway across the catwalk outside Project Purity (the mutie was at the very END of the catwalk, just at the top of the steps)...1 hit killed him.

Then I reloaded and shot the same mutie from almost the entire distance of the catwalk by standing myself on top of the railing so I could draw a bead. Four misses later (grin) I managed to tag and bag him....head exploded.

Hope that helps?

P.S. To anyone who thinks using bullettime is 'cheating' somehow...think of it as using the snipers meditation technique...uber focus.


No, range doesn't affect damage in the slightest.

Keep in mind when you're in a close gunfight you are often standing and when you're sniping you probably crouch more often. Crouch=Stealth=Sneak Attack bonus damage.
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Charlotte X
 
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Post » Fri Jan 08, 2010 10:00 am

No, range doesn't affect damage in the slightest.

Keep in mind when you're in a close gunfight you are often standing and when you're sniping you probably crouch more often. Crouch=Stealth=Sneak Attack bonus damage.


That's what came to my mind. At further distances, you probably got the automatic sneak attack bonus.

Regarding sniper rifle accuracy . . . it may appear that the sniper rifle has more sway, than say a scoped hunting rifle, when zoomed in because the zoom is A LOT more powerful (i.e. higher magnification). So you probably have a comparable amount of sway between the two weapons, but you notice it more on the sniper rifle.
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Alyna
 
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Post » Thu Jan 07, 2010 11:33 pm

...The Sniper rifle has the best accuracy rating of all weapons, with only the gauss rifle being equal to it. We can't improve it anymore, since it's spread is at 0, the best possible setting in the game.
The Hunting rifle has also a very good accuracy.


Thanks. I didn't know that the Sniper rifle had the best accuracy. I'll try again. I had good small gun skills before. Now small gun is at nearly 100 so maybe I'll see a bigger difference.

I thought from the description that the Bozar would have better accuracy (it says something about it being the pinnacle of sniping). But I didn't check the stats.

Thanks again.
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krystal sowten
 
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Post » Fri Jan 08, 2010 1:20 am

Thanks. I didn't know that the Sniper rifle had the best accuracy. I'll try again. I had good small gun skills before. Now small gun is at nearly 100 so maybe I'll see a bigger difference.

I thought from the description that the Bozar would have better accuracy (it says something about it being the pinnacle of sniping). But I didn't check the stats.

Thanks again.

Yeah don't forget you can always check the weapons exact stats with the weaponscanner ('E' while in the inventory).
It shows a weapon's min spread, which is basically their "accuracy" rating. Unlike most of the other values, for min spread lower is better.
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Georgine Lee
 
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Post » Fri Jan 08, 2010 2:17 am

BOZAR is listed in FOOK2 as a heavy weapon, I believe.

-------------------------------------
Some random drooling below, read at your peril :D

Minor issue report: A number of teeny tiny issues, some annoyance, another...technical.

Technical: When choosing Regulator as your start, the outside door of the shack, and the 'my bed' bed inside are marked as owned by someone else, making using the door criminal and using the bed impossible.

Second (annoyances), the roleplay starts do NOT give you equivalent gear to what you would earn just by making a half-hearted run through the escape from the vault quest.

Even a blind halfwit should come out of ESCAPE! with:

100 to 120 rounds of 10mm
1 to 8 DR 10 Vault security armor
1 to 8 DR 3 Vault security helmet
5 to 15 stimpacks depending on mod running
8 to 12 bobby pins
1 to 3 scrap metal
2 pair of glasses
1 to 8 melee weapons

This leads me, and I'm sure others, to feel rather cheated when, for example you start as a Regulator and all you get is:

DR 8 Duster
Nearly broken laser pistol
ONE clip of laser pistol ammo


Even at level 2, as a Regulator, you would never be so badly equipped...especially not when you are RIGHT THERE at headquarters.

I do understand that the Lawdog is in the hideout (if you aren't using FOOK2), but there is generally no ammo for it. There is a small amount of ammo inside for several weapon types which sort of makes up for this...but no corresponding weapons.


Would you consider perhaps setting the player up, as Regulator, with something along the following?:

-50% condition watts 1000 laser pistol.
-2 stimpacks
-4 tribal powder
100 rounds for the laser pistol
2/3rds condition duster
Sunglasses

Anyway, just some info for ya and food fer thought. Flush it if you see fit :)
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joseluis perez
 
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Post » Thu Jan 07, 2010 9:46 pm

BOZAR is listed in FOOK2 as a heavy weapon, I believe.

The Bozar is a heavy weapon in FWE as well, it's always been in the Fallout series

-------------------------------------
Some random drooling below, read at your peril :D

Minor issue report: A number of teeny tiny issues, some annoyance, another...technical.

Technical: When choosing Regulator as your start, the outside door of the shack, and the 'my bed' bed inside are marked as owned by someone else, making using the door criminal and using the bed impossible.

No they aren't, unless another mod is overwriting the ownership settings. FOOK2 and UFP are candidates for doing something like that.

Second (annoyances), the roleplay starts do NOT give you equivalent gear to what you would earn just by making a half-hearted run through the escape from the vault quest.

Even a blind halfwit should come out of ESCAPE! with:

100 to 120 rounds of 10mm
1 to 8 DR 10 Vault security armor
1 to 8 DR 3 Vault security helmet
5 to 15 stimpacks depending on mod running
8 to 12 bobby pins
1 to 3 scrap metal
2 pair of glasses
1 to 8 melee weapons

This leads me, and I'm sure others, to feel rather cheated when, for example you start as a Regulator and all you get is:

DR 8 Duster
Nearly broken laser pistol
ONE clip of laser pistol ammo

You aren't supposed to get equal equipment. First of all all alternative starts receive different kind of equipment, some better, some worse.
Second, doing the Vault costs time, so of coure the reward is better and it's supposed to be.

Even at level 2, as a Regulator, you would never be so badly equipped...especially not when you are RIGHT THERE at headquarters.

I do understand that the Lawdog is in the hideout (if you aren't using FOOK2), but there is generally no ammo for it. There is a small amount of ammo inside for several weapon types which sort of makes up for this...but no corresponding weapons.


Would you consider perhaps setting the player up, as Regulator, with something along the following?:

-50% condition watts 1000 laser pistol.
-2 stimpacks
-4 tribal powder
100 rounds for the laser pistol
2/3rds condition duster
Sunglasses

Anyway, just some info for ya and food fer thought. Flush it if you see fit :)

Almost all alternate starts start you off with the bare minimum of equipment. You're supposed to do some early scavenging. The Regular has a pretty good perk right off the bat, so that gives him a big starting advantage already.
You have to look at the big picture. A few stims and some more 10mm ammo might be great at the start, but later on it doesn't matter one bit. Now compare that to the Scavenger or the Regulator who have right off the bat a very good high level perk, that will help them throughout the entire game.
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Laura-Lee Gerwing
 
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Post » Fri Jan 08, 2010 8:02 am

Agreed, my only issue with this is that there are no stores, no sources of energy ammo, and no melee monsters other than animals nearby.

To try and assault the nearest source of energy ammo (the Armory) in the area would be instant death.

Honestly, Im a failure when it comes to strategies to accumulate crap and caps, so I'm probably not the best person to be squeaking up about it, but it just feels like theres no point in starting at Regulator HQ if I'm unable to survive to reach the nearest town with a merchant and all the surrounding sources of gear are lethal and, really, intended for level 5 and above.

Although, I suppose I could beat feet for Canterbury Commons, but thats still a crapshoot.


Right now, my odds-on favorite is the Cyborg, simply because Dogmeat is right there.


Don't get me wrong...overall I feel the alternate starts are awesome, it just...feels a bit unfinished.
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Kate Murrell
 
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Post » Thu Jan 07, 2010 7:05 pm

Agreed, my only issue with this is that there are no stores, no sources of energy ammo, and no melee monsters other than animals nearby.

To try and assault the nearest source of energy ammo (the Armory) in the area would be instant death.

Honestly, Im a failure when it comes to strategies to accumulate crap and caps, so I'm probably not the best person to be squeaking up about it, but it just feels like theres no point in starting at Regulator HQ if I'm unable to survive to reach the nearest town with a merchant and all the surrounding sources of gear are lethal and, really, intended for level 5 and above.

Although, I suppose I could beat feet for Canterbury Commons, but thats still a crapshoot.


Right now, my odds-on favorite is the Cyborg, simply because Dogmeat is right there.


Don't get me wrong...overall I feel the alternate starts are awesome, it just...feels a bit unfinished.

You better not try the enclave start then, that one really has you running.

Most of the starts are designed with challenge in mind. As a regulator you have a pretty good starting position if you know how to make the best of it. You pick up Lawdog, then you head over west to the scrapyard, pick up Dogmeat and loot the raiders. That'll already net you some .32 ammo or some other weapons. Then you can head straight over to minefield, sneak around the edge and kill Arkansas, take his sniper, loot the entire town and all the mines. And voila you have a bunch of equipment, dogmeat, a unique gun and loot to sell for good caps.
If your first course of action is to sprint over to Megaton, well that's not the best idea for most alternate starts(especially if you start on the other half of the map).
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tegan fiamengo
 
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