[RelZ] FWE - FO3 Wanderers Edition #24

Post » Thu Jan 07, 2010 7:55 pm

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.


Thanks for the great advise.

Realized I'm being cranky because my character shoots so much worse than I like to think I do myself LOL. Poor guy is not very proficient in Small Guns and is using a piece of junk for a rifle. I should be grateful that I can fire a round in the correct compass direction. :)
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Annick Charron
 
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Post » Fri Jan 08, 2010 5:50 am

Not that it's the easiest low level encounter, but super duper mart is do-able at level 2 or 3 for me . . . there are a few laser pistols and quite a few energy cells in the right front corner of the store. For what's it worth. Otherwise, what Kai said.
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Naomi Ward
 
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Post » Thu Jan 07, 2010 7:09 pm

Not that it's the easiest low level encounter, but super duper mart is do-able at level 2 or 3 for me . . . there are a few laser pistols and quite a few energy cells in the right front corner of the store. For what's it worth. Otherwise, what Kai said.


Actually, if you can ambush the two guards in the parking lot-which is a major pain; you can sneak into the Mart and scarf up the laser pistols and energy cells without fighting the guys inside - if you are very sneaky. :) Makes the Mart a very useful early venture - for me any way.
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April
 
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Post » Fri Jan 08, 2010 9:10 am

IF you do it right you can sneak in and get the lazer pistols and food and be gone b'fore anyone notices. It'll likely take a few tries though.
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Bethany Watkin
 
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Post » Fri Jan 08, 2010 1:31 am

Just to go back to the sniper talk, sniping is great in FWE. I made a sniper not too long ago and it was by far and away the easiest time I had. Starting with a hunting rifle then working up to a real sniper rifle with WMK customizations when I could afford to maintain it, I was popping heads from the extremes of visible ranges with free aim and bullet time.

I mean extreme too, like they were on the very edge of max actor fade. I was geared for stealth and crit damage and could 1 shot almost any humanoid out there. 1 shot, 1 kill sniping is really easy in FWE where it's near impossible in vanilla.
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Greg Cavaliere
 
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Post » Fri Jan 08, 2010 12:53 am

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.


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.

is there any alternatives to ezcompanions i can use that dont suffer from these problems? im looking at RR companions vault. is this any good?
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Amy Gibson
 
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Post » Fri Jan 08, 2010 10:54 am

Just to go back to the sniper talk, sniping is great in FWE. I made a sniper not too long ago and it was by far and away the easiest time I had. Starting with a hunting rifle then working up to a real sniper rifle with WMK customizations when I could afford to maintain it, I was popping heads from the extremes of visible ranges with free aim and bullet time.

I mean extreme too, like they were on the very edge of max actor fade. I was geared for stealth and crit damage and could 1 shot almost any humanoid out there. 1 shot, 1 kill sniping is really easy in FWE where it's near impossible in vanilla.


Speaking of your signature, I used the hunting rifle with WMK extended mag and scope for a very long time. It could also one-shot normal humanoids (mutants were a different story) but eventually the lack of .32 ammo (which I shouldn't complain about since I can make ammo now) led me to upgrade to a .308 which I had accumulated a large quantity of rounds for.
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Mashystar
 
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Post » Fri Jan 08, 2010 10:12 am

I just trade laser rifles or power armor for ammo and stimpaks it's a good trade you barely ever run out of them. You also get power armor training from the outcasts.
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Kelly James
 
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Post » Fri Jan 08, 2010 2:26 am

Just to go back to the sniper talk, sniping is great in FWE. I made a sniper not too long ago and it was by far and away the easiest time I had. Starting with a hunting rifle then working up to a real sniper rifle with WMK customizations when I could afford to maintain it, I was popping heads from the extremes of visible ranges with free aim and bullet time.

I mean extreme too, like they were on the very edge of max actor fade. I was geared for stealth and crit damage and could 1 shot almost any humanoid out there. 1 shot, 1 kill sniping is really easy in FWE where it's near impossible in vanilla.


Nice to hear, as this is my current goal. I'm vastly enjoying the game, esp with the improvement bundle of FWE, but I'm not esp good at mass melees and such. After the good advise on Small Guns, will be investing heavily soon at I'm about to hit level 5. Also, need to figure out WMK. Ammo is a problem and a scope on a Hunting Rifle might be a good plan.
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Christina Trayler
 
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Post » Thu Jan 07, 2010 11:34 pm

Anybody knows where to buy Gauss Rifle M72 or PPK12 Gauss Pistol? I just started playing with FWE so Im only in Megaton.
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Poetic Vice
 
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Post » Fri Jan 08, 2010 5:16 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.

Also note that the Sniper Rifle has almost double the damage of a hunting rifle, that really starts to get noticeable against mutants and Enclave where the hunting rifle struggles.

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.

If you don't use Alternate Travel you can still fast-travel to Vault 101 straight away, in case you need it.

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.

I prefer going up to the Republic of Dave for another unique in .32 caliber:
Spoiler
Ol' Painless, a silenced hunting rifle
. It gives you a very good Small Guns arsenal almost immediately. At least until you have to deal with power armour...

Anybody knows where to buy Gauss Rifle M72 or PPK12 Gauss Pistol? I just started playing with FWE so Im only in Megaton.

It's very uncommon. You could try Flak&Shrapnel, and Gustavo at Tenpenny, but there's no guarantee that they will stock it when you get there. Either way I wonder how you'll be able to afford it (and ammo) if you just started playing?
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Eileen Collinson
 
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Post » Thu Jan 07, 2010 10:11 pm

Probably won't but caps in FO3 come easy. Already have 600 and I just started.
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Jack
 
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Post » Thu Jan 07, 2010 10:38 pm

Probably won't but caps in FO3 come easy. Already have 600 and I just started.


Is that with FWE and what's your barter skill?

For my character in FWE caps did not come easy early on. She still only has 15 barter.

If you have 15 or less barter, how did you get caps so easily?
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Joe Bonney
 
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Post » Fri Jan 08, 2010 1:54 am

First of all, 400 caps from Silver in Springvale. My barter is around 20, too.
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Julie Ann
 
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Post » Thu Jan 07, 2010 6:59 pm

Kai I know you said not to point fingers at FWE when it comes to physical editing of worldspaces, but something happened in Jury Street Tunnels that screwed up the cell big time, everyone (NPCs, me, misc objects) warp to one spot upon entry and swirl in hell. I know the wonder meat maker was edited so that's why I come here.
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JaNnatul Naimah
 
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Post » Fri Jan 08, 2010 6:31 am

I don't think getting caps is unreasonably difficult in FWE. I had close to 900 at one point, but then I had to buy ammo and get my gun and armour repaired. I'm still penniless.
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Eve(G)
 
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Post » Fri Jan 08, 2010 6:48 am

Kai I know you said not to point fingers at FWE when it comes to physical editing of worldspaces, but something happened in Jury Street Tunnels that screwed up the cell big time, everyone (NPCs, me, misc objects) warp to one spot upon entry and swirl in hell. I know the wonder meat maker was edited so that's why I come here.


Sounds a lot like http://www.gamesas.com/bgsforums/index.php?showtopic=1065208. Try doing what they did?
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no_excuse
 
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Post » Fri Jan 08, 2010 7:52 am

It seems like I'd need to remove the cell references, but that means no portable WMM.
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scorpion972
 
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Post » Thu Jan 07, 2010 8:39 pm

Also I think there's a problem with cars in Scrapyard. The physics go crazy the moment I touch it.
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Dj Matty P
 
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Post » Fri Jan 08, 2010 1:48 am

i recently installed FWE and love it so far, the only thing is ive run into a glitch. its hard to explain but here is a screen shot, ive seen this on a couple of npcs in my game

http://img.photobucket.com/albums/v334/JaviJ01/fo3fwe.jpg

any idea on what might be the issue?
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Maddy Paul
 
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Post » Fri Jan 08, 2010 10:18 am

That's some meshes missing. Sure you copied all the files correctly?
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Kyra
 
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Post » Fri Jan 08, 2010 12:51 am

I want to say how awesome it is to have a WMK'd Desert Eagle.

What other FWE-added Weapons are WMK-itable? I found out about the DE by accident.
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Gwen
 
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Post » Fri Jan 08, 2010 10:21 am

What other FWE-added Weapons are WMK-itable? I found out about the DE by accident.

Most of them I think. Not all weapons accept all upgrades though.
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Ashley Campos
 
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Post » Fri Jan 08, 2010 12:48 am

I had looked at FWE a while back and decided not to use it, there were a few things I wanted and a few that I didn't. I got the standalone mods for what I wanted and was happy. Due to the everincreasing popularity of FWE I have decided to give it another go. Sweet Christams has it grown! I downloaded it a week ago and have spent this time reading all the readmes. I have, on my own, been using some mods that are already integrated into this latest version so I think I'll be happy with most of the additional content. I'm thinking that I'll try this out as "Vanilla FWE", with out a lot of extra mods. I know that MMM and WMK are not only compatable but recomended, which is good because I hate playing without them, but are ther other mods that people feel add to FWE without over riding its many changes?
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gandalf
 
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Post » Fri Jan 08, 2010 9:12 am

I had looked at FWE a while back and decided not to use it, there were a few things I wanted and a few that I didn't. I got the standalone mods for what I wanted and was happy. Due to the everincreasing popularity of FWE I have decided to give it another go. Sweet Christams has it grown! I downloaded it a week ago and have spent this time reading all the readmes. I have, on my own, been using some mods that are already integrated into this latest version so I think I'll be happy with most of the additional content. I'm thinking that I'll try this out as "Vanilla FWE", with out a lot of extra mods. I know that MMM and WMK are not only compatable but recomended, which is good because I hate playing without them, but are ther other mods that people feel add to FWE without over riding its many changes?

Pre-War Book Titles and Perks works well with FWE, fits in pretty well to the feel, and I like it very much.

Weather mods are all good, as are the radio mods.

I recommend Streetlights, Baby Deathclaw Commander, and Gifts4Kids.

Also, I'm a big fan of quest mods, but that's pretty much up to your taste.

gothemasticator
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Zach Hunter
 
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