Authors: Mezmorki (lead), Kai Hohiro, delmar, jjgun
Master Release 4.1.1
Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761
FWE REQUIRES the following utilities + mod standards to work:
* Fallout Script Extender (FOSE)
* CALIBR - custom ammo standard
* CRAFT - work bench expansion standard
In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:
* The Fallout Mod Manager (FOMM) - for setting the proper load order
* Fallout Interoperability Program (FOIP) for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).
* FWE-FOOK Merger (New Version) to get FOOK + FWE to play together. Similar to FOIP.
* FO3Edit - Conflict Detector / Resolution Tool / and a lot more =)
Overview of Changes
Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.
FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.
FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.
Richer Character Development
Developing a character requires careful attention to how you balance stats, skills, and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.
More Realistic + Lethal Combat
Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator." Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.
Struggle for Survival
Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs" feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.
Weapon and Armor Rebalance
Weapons and armor are all rebalanced so that everything has a potential use and benefit. There are real trade-offs to using one armor over another. Weapons have been completely rebalanced, so many weapons you'd never use now can serve a purpose. Once worthless armors now can now make a difference between life and death. Power armor has been revamped to be more beneficial while still remaining balanced.
Item + Loot Enhancements
Tweaks to loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need. Many new drugs have been added to the game world, item weights and properties tweaked, all with the aim of making the world more immersive and challenging.
Elimination of "Immersion Breakers"
A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is an experience that is more challenging and rewarding.
Recent Changes
Master Release 4.1.1
Corrected a problem with the workbench repair bonus not getting applied correctly.
Fixed a glitch with Diazepam (drug) being set to a "Quest Item" so you couldn't drop it.
Corrected the text in the toughness perk to mention the max DR of 95%
Corrected the text in the Wasteland Surgeon Perk to show intelligence requirement.
Adjusted the Outcast Tech Reward quest to no longer get Mini-Nukes as a reward.
Master Release 4.1
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MAJOR CHANGES / NEW FEATURES
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Integrated a night vision mod for power armor helmets and recon armor helmets developed by Delamer. A new tool is added to your inventory (under apparel) that let's you customize the night vision options. When wearing full power armor, the night vision doesn't drain energy, otherwise it consumes energy cells during operation. This mod's capabilities have been extended to the DLC power armors and the Anchorage stealth suit.
Added better handling of disabling or re-enabling the integrated triage mod, also courtesy of Delamer. FWE will now remember what perks you had if you disable the mod, and choose to later re-enable it.
Removed the repair and medicine skill bonus received from having tools (hammers, wrenches, etc?) or medical equipment (bone saw, forceps, etc?) in your inventory. Instead, you can now CRAFT a tool kit or medical kit that provides the equivalent bonus. The bonuses show up as a (+) modifier next to your skills now as well, similar to armor effects.
Added an option to CRAFT medical braces and surgical supplies, IF you have the wasteland doctor perk, courtesy of razorwire. You can make a medical brace from 1 leather belt and 1 scrap metal, and surgical supplies fro 1 abraxo cleaner and 3 empty bottles.
Integrated Prometheus_ts's Advanced Combat Armor module, which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.
Integrated b3w4r3's Remote Control Companion mod into FWE's optional Follower's Enhanced module. This mod adds a "command headset" to your apparel tab, that let's you give orders to your companions remotely, including group orders. Orders include follow (variable distances), wait, relax, etc?. Very handy addition!
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TWEAKS / BUG FIXES
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Fixed a problem with PA outcast helmet not getting "fitted" correctly at the workbench (included in 4.0 hotfix).
Fixed a problem with the Followers Enhanced non-Broken steel version requiring broken steel. Doh! (included in 4.0 hotfix).
Adjusted the Raider Marauder weapon list to use less rare or high level weapons.
Fixed weapon scanner mod to correctly show associated weapon skill.
Fixed the wasteland travel caravan vans (in the optional Alternative Travel module) to not give you a free ride. Also re-enabled the infinite weight capacity option for the wasteland explorer motorcycle.
Fixed a problem with the outcast tech collection quest not accepting "Brotherhood" PA.
The workbench repair bonus now shows up properly as a "+" modifier to your repair skill, instead of increasing your base repair skill.
Tweaked the effects of alcohols, in particular correcting a problem with beer effect durations.
Minor tweaks and adjustments to chem and drug effects.
Needle pistols will now be found for sale at vendors, and in some additional loot lists around the wastes.
Smuggler's end unique laser pistol got a damage increase to match the normal laser pistol.
Increased the ammo capacity of A-31's rifle to 5, reduced the drifter laser rifle capacity to 9. The A-31 plasma rifle now fires at a normal volume level instead of loud.
Improved the balance of the Turbo Plasma Rifle by making each shot require 20 EC's. Remains at three shots per reload.
Fixed a problem with ants and other actors moving oddly in some circumstances.
Tweaked the values of cigarettes/packs/cartons. Carton's are worth more (75), packs remain at 5, and individual cigs are now worth zero (0). Basically, you can't cheat by opening up all your packs and selling individual cigs for a ton more money.
Fixed a problem with winterized PA not being the right armor in the DLC Anchorage patch. Also corrected an issue with the player not receiving the right training perk (i.e. the FWE version of PA Training).
Updated the primary scripts for the Sprint Mod to be more reliable.
Increased the health of Deathclaws, Yai Gaui and other tougher creatures, but not the super creatures like behemoths. In addition, the monster version of the nerd rage perk was adjusted to provide a +20 bonus to DR.
Fixed problems in normal FWE + the optional worn weapons patch with Super Mutants not using plasma rifles and hunting rifles despite being given them.
Added pipe rifles to the weapon lists in the worn weapon module. The pipe rifle will occur on low level raiders and wastelanders.
Morphine only provides 5 DR instead of 25 in the harsher wasteland optional module.
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FOIP
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Updated EVE FOIP patch to support EVE Beta 0.9.5
The EVE FOIP patch now includes an extra module when using FWE and Weapon Mod Kits, which extends EVE's visual effects to the mod'ed weapons. You won't see the new EVE textures/models on the weapons, but you will see the new projectile, critical kills, and other effects.
Mart's Mutant Mod FOIP patch updated to support MMM 5.0.
The MMM FOIP patch now includes all of the optional MMM Natural Selection mod.
Reduced the drop rate for night ghoul eyes in the MMM FOIP patch.
Tweaked the effects of some of the new MMM ingestibles.
Added an extra module to the MMM FOIP package for using FWE and EVE alongside MMM.
Master Release 4.0
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New Features
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Integrated Arewen's Realism tweaks (v2.8) from the Sneak and SmartAI module. The sneak changes replace FWE's current settings. Note that you should NOT use Enhanced Tactics alongside FWE anymore, as it will conflict with the integrated version of Arwen's Tweaks (which works much better in my opinion anyway).
Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.
Knockdown effect added to the super sledge weapons as well, although the chance of knockdown is less than for explosions.
Complete overhaul of power armor acquisition, training, repair, and armor stats. See the "FWE Power Armor Changesl.txt" file for a complete description of the changes. These changes make power armor more powerful (higher DR and benefits), but more difficult to get your hands-on. Briefly, there are now three levels of power armor training (none, basic, and advanced), each providing additional benefits to power armor. Found/looted power armor can now be worn without any training, however it must be taken to a workbench and "fitted" to the player first. Without training, power does not provide its full weight reduction benefit, and players receive an additional agility penalty. Unique or quest reward power armors are automatically "fitted" can be worn immediately. The advanced training perk removes all agility penalties, and provides an additional STR and END boost. Repairing power armor relies on using other suits or CRAFTing power armor repair kits from 3 scrap metals, 1 conductor, and 1 abraxo cleaner. Again, see the "FWE Power Armor Changes.txt" file for a complete description of these changes.
Integration of a streamlined version of Foes Reworked (the FWE Edition by Kai Hohiro). This mod adds more diversity to the major factions, in terms of equipment, abilities, and difficulty of the encounters. This no longer required Mart's Mutant Mod (as with the standalone version) and can be used with the Worn Weapon Module. See the "FWE - Foes Reworked.txt" document for a detailed description of the changes.
Integrated Kai Hohiro's "FPS Grenade Hotkey" mod. This mod adds a configurable "quick switch" hotkey for throwing grenades similar to systems used in other FPS games. A second configurable key switches between grenade types.
Integrated Kai Hohiro's "Pip-Boy Weapon Stat" mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption, all through the pip-boy. No more, "why does my gun to 3472 damage!?"
The "Alternate Travel" optional module now includes Arthmoor's "Wasteland Travel Caravans" mod, which introduces a Morrowind-style travel system between major settlements. NPC's outside of the major towns will provide a fast travel service for modest fee between a set of locations. The mod has been tweaked to improve follower behavior when traveling this way, as well as increasing the costs for traveling. Traveling to unvisited locations is more expensive compared to known locations.
Inclusion of T3T's "Outcast Tech Support" mod, along with changes to the reward quest in general. This additional expands the range of tech you can provide to the outcast, as well as expanding the ammo reward choices to include ALL ammo's used in FWE, both original Fallout ammo and those added by CALIBR. Additionally, Protector Casdin will no longer take away your outcast armor if you start as an outcast (Alt Starts) or have gained their trust from turning in tech.
Integrated support for Darn's UI, so that the x-panels can be configured to display your current hunger, thirst, and sleep levels from primary needs.
FWE now includes TheTalkieToaster's mutant animations that allow them to yield a broader range of weapons.
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TWEAKS / MINOR CHANGES
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Significant weapon balance changes. These changes include:
- Damage reduction (2-3 points) and accuracy reduction for all assault rifles.
- Minor tweaks to the spread factors for shotguns.
- Increase health of minigun / gattling laser type weapons that degraded way too fast.
- Decreased the damage and increased spread for minigun / gattling laser type weapons.
- Increased damage, magazine capacity, and fire rate of the laser rifle.
- Reduced fire rate and magazine capacity of the plasma rifle.
- Wattz Laser Rifles are now effectively "silenced" energy weapons, with a much quieter firing sound.
- Replaced the Winchester Plasma Rifle with Chai's P95 plasma rifle (also used in the EVE ? FWE FOIP patch).
- Turned the "Turbo Plasma Rifle" into . . . a BFG. Swing by the national guard armory and try yours today! Great fun.
Significant changes throughout the leveled weapon and armor lists. You'll find more distinction between factions and ranks, as well as potentially better (and worse) equipped foes. Many of these changes are carried over from the Foes Reworked FWE edition (by Kai Hohiro).
Added an in-game option to disable (and re-enable) triage. Typing "startquest disabletriage" into the console will turn off triage and restore normal stimpak and healing and limb healing. Typing "startquest enabletriage" can be used to re-enable triage functionality. The triage related perks will not be added or removed during this process.
Armor and damage resistance improvements. Max DR raised to 95, and the damage reduction effect of armor raised, such that armor reduces damage by 50% DR value (was previously 40%).
Reduced the base wear rate of all equipment types.
Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.
Adjusted vendor repair functionality. Some repair vendors (for instance Flak and Shrapnel) have even higher repair skills, providing an option for players not focusing on the repair skill. Increases have been applied to other vendors as well. Repair vendors will also stock "repair parts" in their inventory.
The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor (prior FWE version), it should be more feasible to use vendors to repair.
Reduced the value of most food items.
Minor balance tweaks in the harsher wasteland module corresponding to the main FWE changes.
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BUG FIXES
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Stimpak hotkey is no longer lost after accessing container and other menus. The "triage" versions of stimpaks have been reverted to use normal stimpaks. Note, that you can apply stimpaks directly to limbs in the pip-boy again, however, they will ONLY provide the normal hitpoint healing effect, and will not restore any limb condition. You still need to use the triage menu to restore limb condition or crippled status.
Using the skill based hacking and lockpicking now provides the normal experience rewards.
A number of bug fixes and improvements to the Wasteland Explorer (motorcycle) in the alternative travel optional module, in particular with the motorcycle getting lost after some fast travel situations. A "recall motorcycle" option has been added to use in these circumstances. Please refer to the "FWE - Motorcycle Owners Manual.txt" for full details.
No longer receive negative karma for killing robots/talon/raiders as a result of their crime tracking, but they will go hostile towards you still if you are in their faction (Alternative Starts) and you start killing them.
Adjusted the optional followers enhanced modules remove the ridiculous hit points that creature followers were getting (RL-3, Fawkes, Dogmeat), as well as to correct a bug with RL-3 going unconscious after combat. Tweaked RL-3's repair parts list, to include "repair parts" as well as clarifying the dialogue.
Corrected a script problem with the Book Perk quest/scripts being overwritten.
Removed the infinite Paradise Lost glitch which previously gave unlimited speech book perks.
Fixed a problem with the follower counting scripts used by the Followers Hire by Charisma mod not working properly in some circumstances (quests that auto-fire followers).
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DLC Patches
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Significant rebalancing and updating to the DLC patches.
DLC food and water now works with Primary needs!
All DLC weapons were rebalanced according to the new FWE 4.0 standards.
"Magic" damage on Point Lookout enemies removed
Explosions from DLCs also had the knockdown effect added
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FOIP Patches
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Updated EVE FOIP Patch
Updated Mart's Mutant Mod FOIP patch.
Significant updating to the WMK patch and the development of FWE versions of the WMK ? DLC patches. Yeah!
- All Weapons rebalanced
- Changed sounds and projectiles used for most silenced weapon
- Autofire upgrade better balanced through a flat spread increase
- Added DLC support files
- Better animation speeds for most autofire weapons
- Numerous small tweaks and fixes
Full Readme
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FALLOUT 3 WANDERERS EDITION (FWE)
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Version: Master Release 4.1.1
Date: 2009.11.18
Lead Author:
Mezmorki
Team Members:
Kai Hohiro
jjgun
delmar
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Acknowledgements
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FritZ_Fretz ### For helping with the intitial FWE releases, fixing a multitude bugs and script issues, and providing excellent advice throughout the process!
jjgun ### For developing a number of new scripts and features (Alternate Travel) for FWE as well as resolving a number of bugs.
Kai Hohiro ### For expanding WMK support to new FWE weapons, and releasing a number of hot fixes for glitches and oversights, keeping me organized, and so much more! Cheers!
Delamer ### For providing excellent tech support for FWE users without being asked. Thanks man!
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Table of Contents
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0. Critical Information
- Acknowledgements
- Requirements
- Contact + Feedback
1. Overview
2. Installation
- Basic install instructions
- Included Files and Plugins
- Load Order / Compatibility (FOIP)
- Frequently Asked Questions
3. Credits + Contributors
- Integrated mods + author credits
- Contributor credits
- Recommended Mods
4. Detailed Description
- Character Development
- Combat
- Healing, Injuries, Necessitiesy
- Weapons and Armor
- Items, Loot, and Spawning
- NPC's and Followers
- Immersion + Miscellaneous
- Optional Mods
- DLC Support
- Fallout Interoperability Program (FOIP)
5. Licensing + Legal Information
See "FWE - MR Changelog.txt" for a full changelog of prior versions.
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Requirements
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The following files and utilities are REQUIRED for using Fallout 3 Wanderers Edition:
### Fallout Script Extender (FOSE)
http://fose.silverlock.org/
### CALIBR mod (custom ammo standard)
http://www.fallout3nexus.com/downloads/file.php?id=3447
### CRAFT mod (work bench expansion standard)
http://www.fallout3nexus.com/downloads/file.php?id=4447
In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:
### The Fallout Mod Manager (FOMM) (for setting the proper load order)
http://timeslip.chorrol.com/fomm.html
### Fallout Interoperability Program (FOIP) for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).
http://www.fallout3nexus.com/downloads/file.php?id=4968
### FO3Edit - Conflict Detector / Resolution Tool / and a lot more =)
http://www.fallout3nexus.com/downloads/file.php?id=637
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Contact + Feedback
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Official Bethesda Forum
http://www.gamesas.com/bgsforums/index.php?showforum=45
PM @ Mezmorelda
Fallout 3 Nexus (Download)
http://www.fallout3nexus.com/downloads/file.php?id=2761
PM @ Peekaboom
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1. Overview
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Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.
FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.
FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.
Key areas of change in the mod include:
### Richer Character Development ###
Developing a character requires careful attention to how you balance stats, skills, and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.
### More Realistic + Lethal Combat ###
Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator." Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.
### Struggle for Survival ###
Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs"
feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.
### Weapon and Armor Rebalance ###
Weapons and armor are all rebalanced so that everything has a potential use and benefit. There are real trade-offs to using one armor over another. Weapons have been completely rebalanced, so many weapons you'd never use now can serve a purpose. Once worthless armors now can now make a difference between life and death. Power armor has been revamped to be more beneficial while still remaining balanced.
### Item + Loot Enhancements ###
Tweaks to leveled loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need to survive. Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive. Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.
### Elimination of "Immersion Breakers" and free hand-outs. ###
A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is an experience that is more challenging and rewarding.
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2. Installation
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Basic Insall Instructions
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Please follow the install instructions carefully:
1)
Download both the "Main Files" package and the "Assets" package (as well as any posted Asset Updates) from the Nexus website.
2)
Extract both files to your Fallout 3 "data" folder. The archives are ready to be made into FOMODS using FOMM (Fallout Mod Manager) if that is your thing.
3)
MAKE SURE that you have downloaded and installed the required CRAFT and CALIBR mods. In addition, ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.
4)
Adjust the load order of loaded mods according to the suggested load order guide (below) using FOMM or another load-order tool. Ensure that the "FO3 Wanderers Edition - Main File.esm" is loaded towards the top of your mod list. You can use the .esp main file to control where mod overrides occur (see below).
5)
Move any desired optional files from the "FWE Support\Optional Mods" folder to your "Fallout3\data folder".
5)
FWE will work with prior versions of Fallout 3 using (for instance) the fake patch as well as the current version of Fallout. If using the version 1.5 you will need to download and use the FO3Edit MasterUpdate patch (see link at the top of this readme under "requirements"). If using Fallout version 1.6 or later, MasterUpdate is not required.
6)
You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.
7)
Launch fallout via FOSE (again using FOMM or running the FOSE launcher directly).
STARTING THE GAME
When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.
There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history." The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background. The primary needs scripts in particular will eventually prompt you to define the configuration settings. See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.
After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!
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Incuded Plugins / Files
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FO3 Wanderers Edition contains a number of different files that are required or optional.
Once you extract FWE archive, you should see the followig files and folders in your fallout3\data folder:
FO3 Wanderers Edition - Main File.esm Core master file
FO3 Wanderers Edition - Main File.esp Core plugin file
FWE Support \ FWE Documents Contains this readme and other information
FWE Support \ Mod Readme's Contains original mod readme's the currently integrated version
FWE Support \ Optional Mods Contains a number of optional and support plugins for FWE.
There are a number of optional modules and support plugins for FWE. These are described more extensively in the "Detailed Description" section of the readme. A brief description is provided here:
> FO3 Wanderers Edition - DLC Anchorage Support for the official DLC
> FO3 Wanderers Edition - DLC Broken Steel Support for the official DLC
> FO3 Wanderers Edition - DLC Mothership Zeta Support for the official DLC
> FO3 Wanderers Edition - DLC Point Lookout Support for the official DLC
> FO3 Wanderers Edition - DLC The Pitt Support for the official DLC
> FO3 Wanderers Edition - FOOK Support A VERY crude support plugin for FOOK (intended for FOOK v1.6)
> FO3 Wanderers Edition - UFP Support Compatibility Patch for the unofficial fallout 3 patch
> FO3 Wanderers Edition - Alternate Travel Links fast travel to the use of new motorcycle feature
> FO3 Wanderers Edition - Lvl 30 Balance A level advancement / pacing rebalance for Broken Steel, limits total skills
> FO3 Wanderers Edition - Lvl 30 More Skills Provide more skills when using Broken Steel. Do not use both Lvl 30 plugins.
> FO3 Wanderers Edition - Followers Enhanced Module containing all of the changes to, and new features for, followers.
> FO3 Wanderers Edition - Optional Free Play After Mainquest Do not use with Broken Steel
> FO3 Wanderers Edition - Optional No Fast Travel Disables fast travel. Do not use with the Alternate Travel module.
> FO3 Wanderers Edition - Optional Restore Tracers Restores many of the bullet tracer effects to projectiles.
> FO3 Wanderers Edition - Optional VATS Halftime VATS is 1/2 of realtime speed, players take more damage in VATS.
> FO3 Wanderers Edition - Optional VATS Realtime VATS animations play in realtime. Players ake less damage in VATS.
> FO3 Wanderers Edition - Optional Harsher Wasteland Further increases the difficult of the game
> FO3 Wanderers Edition - Optional Worn Weapons Good condition and more powerful guns are significantly less common.
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Load Order / Compatibility / Fallout Interoperability Program (FOIP)
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Compatibility between FWE and other popular mods such as Mart's Mutant Mod and Weapon Mod Kits is addressed through the Fallout Interoperability Program. "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:
FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968
Suggested Load Order for using FWE, MMM, and WMK:
.......................................
Fallout3.esm
Anchorage.esm
ThePitt.esm
Brokensteel.esm
PointLookout.esm
Zeta.esm
.......................................
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
(Other mod master files)
.......................................
(mods that don't conflict with FWE or that you DON'T WANT to override FWE)
.......................................
FO3 Wanderers Edition - Main File.esp
FWE Optional Modules (DLC support, unofficial patch support, etc.)
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WeaponModKits.esp
WeaponModKits - FWE Master Release.esp (see FOIP page)
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Mart's Mutant Mod.esp
Mart's Mutant Mod - Optional Modules
Mart's Mutant Mod - FWE Master Release.esp (see FOIP page)
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(mods that conflict with FWE and that you WANT to override FWE)
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Refer to the FOIP page for additional guidance and assistance with load order.
http://www.fallout3nexus.com/downloads/file.php?id=4968
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Frequently Asked Questions
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###### Why does the game crash when it tries to load the main menu?
This is usually the result of an installed looking for a required master file which is not present. For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup.
###### Why use FWE versus downloading the mods individually?
Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are. In addition, it provides a consistent reference for rebalancing the gameplay experience.
###### Will FWE work with patch 1.5 and/or Broken Steel?
Yes, provided you use the FO3MasterUpdate utility (http://www.fallout3nexus.com/downloads/file.php?id=637).
###### Can I use "such and such mod" with FWE?
FWE changes many aspects of the game, and compatibility is always an issue. The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.
###### One of the integrated mods has been updated, will you update the version in FWE to this newer version?
This is always a tricky question, and the answer is that it depends. In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult. In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.
###### Can I upgrade to this version from the non-mastered version and continue using the same character?
Unfortunately you cannot. A non-mastered (non-merged) version of FWE is available for use with existing FWE characters.
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3. Credits, Contributors, Recommendations
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Integrated Mods
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Fallout 3 Wanderers Edition is the result of a massive compatibility and conflict resolution activity. In addition to providing new content itself, FWE hinges on successfully integrating over 50 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, modified, or were a source of inspiration for FWE.
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0h Followers - Hire by Charisma and Karma Jalor
10mm assault rifle Lucien834
Action Point Recharge The Kitchen Sink
Advanced Combat Armor Prometheus_ts's
Alternative Power Armor Training Gryphon
Alternative Starts Khet
Ammo Weight Mod AnT01
Arwen's Realism Tweaks Arwen
Auto Aim Fix - Headshot Edition rlilewis
Better Companions Rasana
Better Living Thru Chemistry O Captain My Captain
Book Perks Kelenius
Caravan's Upgraded Da Mage
Classic Fallout Weapons War1982
Classic Glock 86 plasma Pistol DaiShi
DAV - Weighted Ammo Weight poncratias
DK Bullet Time Dunderklumpen
Explosive Entries Lap
Explosive Explosives Malakaius
Fall Damage Azar
Fallout Balance Overhaul (XFO) Xodarap777
Fast but dramatic VATS Jay
FDA Mod Lugaru
FF Interactive Bobbleheads FritZ_FretZ
Followers Regular Gear CraterFace
FPS Style Grenade Throw Hotkey Kai Hohiro
Free Play After Main Quest DJ_Kovrik & Zalmoxis
Haldurs Improved Workbench Haldur
Increased Movement Speed SplitSoul
Karma Revamp Brazuca
Location Damage Mefiu
M72_PPK12 Gauss BETA Einherjrar
MFO decoy catfish
Miscellaneous Items Weight Raptre
Missing Unique Armor and Clothing Galahaut and Sanguine Assassin
Missing Unique Weapons Galahaut and Sanguine Assassin
Monstet Perk Addon Mihoshi333
MR Armor Rebalance Moonracer
Mutant Animations TheTalkieToaster
No Bobble Head Effects Makagulfazel
No Fast Travel Lord_Santa
No Tracers taylorsd
Outcast Tech Support The 3rd Type
Persistent Skill Books Tukka
Plasma Weapons Redesign Rebalance Chai
Pointiac Shabador
Portable Laboratory + Infirmary FritZ_FretZ
Primary Needs - Addendum FritZ_FretZ
Projectile Fix joefoxx
Radiation RevampP hantomSpaceman + spineynorman
Realistic Chems Zer0Morph
Realistic Explosions Zer0Morph
Remote Control Companions b3w4r3
Reneers Invisible Karma Reneer
Repair Rethought Vocha
Respawn Timer Acleacius
RI Healing (partial) K.Schenk
RI Primary Needs K.Schenk
Selected Containers Respawn JustinOther
Skill Based Hacking & Lockpicking Alystin
Slower Backpedaling Lork
Sprint Mod Lork
T3T's Weapon Rebalance The 3rd Type
Triage Kearsage
Wasteland Explorer jjgun + malacola
Wasteland Travel Caravans Arthmoor
Weapon Scanner Pipboy Mod Kai Hohiro
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Additional Contributors
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A number of individuals have helped extensively with the development of FWE and deserve special recognition. This includes:
Fritz_FretZ ### Expanding and refining Primary Needs integration and resolving a number of scripting issues.
jjgun ### For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules.
RGDelta ### For developing a number of bug fixes that are incorporated into the current release.
Delamer ### For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever!
EliminsterAU ### For helping troubleshoot and provide technical feedback on FWE's development.
Kai Hohiro ### For expanding WMK support and providing a number of hot fixes for bugs.
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Recommended Mods to Use with FWE
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A number of other mods were used alongside FWE during it's development. Using these mods in conjunction with FWE is HIGHLY recommended. These mods are not included in FWE for a number of reasons, including: being complex mods in their own right; the authors did not wish their works to be included; or the mods addressed different aspects of Fallout 3 and were not appropriate to include in FWE. Recommended mods include:
Darn's UI ..................................... by Darn
> Overhauls the entire in-game menu system, getting rid of console-itis in the process
> http://www.gamesas.com/bgsforums/index.php?showtopic=929918&hl=darnified
Martigen's Mutant Mod ......................... by Martigen
> Adds new monsters and variations, increases number of spawns, and more. This is an ESSENTIAL mod to be used along side FWE.
> http://www.fallout3nexus.com/downloads/file.php?id=3211
Weapon Mod Kits ............................... by Antistar
> This mod adds new "mods" to the game, like scopes and laser sights, that you can attach to most of the original weapons.
> http://www.fallout3nexus.com/downloads/file.php?id=3388
Robco Certified ............................... TheTalkieToaster
> Perk tree allowing you to build + command robots. Makes the science skill more important.
> http://www.fallout3nexus.com/downloads/file.php?id=712
Wasteland Whisperer ........................... TheTalkieToaster
> Perk tree allowing you to tame + command animals. Makes the speech skill serve a purpose.
> http://www.fallout3nexus.com/downloads/file.php?id=1610
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4. Detailed Description of Changes
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FWE makes changes to a broad range of gameplay elements. This includes:
- Character Development
- Combat
- Healing, Injuries, Necessities
- Weapons and Armor
- Items, Loot, and Spawning
- NPC's and Followers
- Immersion + Miscellaneous
- Optional Mods
- DLC Support
- Fallout Interoperability Changes
The following section describes these changes, credits the source of these changes in the case of integrated mods, and highlights and special usage options, requirements, or other details.
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Character Development
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Changes to the character development include changes to S.P.E.C.I.A.L, skills, perks, level advancement, and a number of other improvements. The intention of these changes is to foster more diverse character types and eliminate the inevitability of becoming a "master of all trades" as seen in the unmodded game.
Alternative Starts [credit: Alternate Start Roleplayers by Khet]
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FWE incorporates a heavily modified version of the Alt Start Mod. When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.
There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history." The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background.
This mod has been tweaked moderately in FWE for better balance. The starts no longer provide overly advantageous bonuses, others receive better starting equipment, etc. Refer to the "FWE - Alternative Start Histories.txt" document for a description of the different alternative start options.
Leveling / Experience
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Adjusted the experience formula for a slower level/pacing experience. You will now require roughly three times as much experience to level up.
Tweaked the experience rewards. You'll receive more experience from exploration but less experience from easier lockpicking, hacking, and other feats.
Added two (2) optional modules controlling character advancement, experience, and skill gains for better balance after level 20 when using Broken Steel. Use only ONE of these (if any).
### Level 30 Balance (FWE Optional Module)
This module lowers the experience needed to level up (compared to FWE's default) so obtaining level 30 is more achievable. This requires roughly 30-45% more experience across all levels than the original game. This is compared to the default/existing FWE setting of +100-150% experienced. The level 30 balance module also reduces the skill gains per level to 5, and intelligence only provides +1 skill point per 3 INT (INT 10 provides +4 skill points). This will provide a more limited end-game skills, preventing players from mastering too many skills.
### Level 30 More Skills (FWE Optional Module)
This module lowers the experience needed to level from the current FWE amount, but still 60-90% more experience is needed compared to the vanilla game. Skill gains per level remains at +10, with every two points of INT providing +1 skill points. This will yield a greater number of skill points by level 30, resulting in a more powerful character. However, it will still take a while to get to level 30!
S.P.E.C.I.A.L
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SPECIAL's are balanced to be more important, and to make choices between which attributed to increase more important and have greater consequences.
All specials now provide +3 to their associated skills (was +2), but skills only start at 5 [credit: Pointiac].
Each point of strength increase carry weight by +25 (was +10). Base carry weight reduced to 25 (was 150!). You can now carry more weight if you are super strong (strength 9 or 10) compared to the vanilla game, but less weight for other strengths.
Perception now provides a penalty (below 5) or bonus (above 5) to your criticial hit chance [credit: XFO].
Endurance only provides +15 hit points per point (instead of +20). However, hit points only increase by +5 per level, so endurance is relatively more important.
Charisma provides a small penalty (below 5) or bonus (above 5) to NPC disposition depending on your charisma [credit: XFO]. Additionally, higher levels of charisma will allow you to take on more followers [Credit: 0h Followers].
Intelligence only provides an extra skill point for every two points of intelligence [credit: Pointiac/XFO].
Each point of agility provides +6 action points (was +2). Base action points is now 40 (was 65). You get more action points with higher agility (8+) compared to vanilla.
SPECIAL bobbleheads no longer provide +1 to their associated stat [Credit: No Bobble Head Effects] but instead when you activate a SPECIAL bobblehead you will be confronted with a choice to raise that stat 'and' lower a choice of one of three other stats, or do nothing. This provides an incentive to collect the bobbleheads and allow you to SPECIAL-ize you're character more without becoming to powerful. Raising the aaIBHSPECIALBonus global to a value greater than 0 will disable this feature, and provide that amount of a SPECIAL gain instead.
Skills
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All skills start at 0 + 3 points per associated special.
Tagged skills provide an immediate +10 bonus. Each point spent raising tagged skills during level up raises that skill by two.
Gain 10 skill points at level up (plus 1 per two point of intelligence)
Skill bobbleheads now only provide +5 skills (instead of +10).
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Barter
Barter settings tweaked to make higher levels of barter skill much more useful. At 100 skill you can trade with an equal exhange. With very low barter skills, items are significantly more expensive.
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Lockpicking & Science [credits: Skill Based Hacking + Lockpicking]
A new skill based lockpicking and hacking option has been implemented . A message box will allow you to bypass the mini-games and the skill requirement check. This allows you, for instance, to open a level 50 lock with less than 50 in lockpicking. However, the chance of an unsuccessful attempt get's higher, along with breaking bobby pins or jamming the lock. The mini-games can still be played normally as well.
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Science / Bypass Module
A new hacking alternative, which uses bypass modules and your repair skill, can be used to attempt to break into terminals. The bypass modules are created by obtaining up to three schematics (four are hidden in the game world; think about placed with people who might use these). Bypass modules are made from 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera combined at the workbench. Obtaining additional schematics will improve the quality of your built bypass modules. Creating a new bypass module will also upgrade any order versions of the modules that you might have.
When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module." Success with the bypass module is based on your repair skill (not science) and there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.
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Explosives
Integrated Lap's Explosive Entries mod, which prompts you with an option when activating a locked object to use an explosive (grenade, mine, etc.) to attempt to breech the lock.
Significant rebalancing of explosives. Base damage and radius increased slightly for most explosion types. In addition, a new hidden perk has been added to the game that provides an additional bonus to explosion damage based on your explosive skill. This helps balance out the global FWE change of weapon skills primarily affecting accuracy not damage (which is a problem for explosibes!). Now, with an explosive skill of 0, you will do ~56% of the base damage of explosive, scaling up to 200% at 100 explosives. This combines with the demolish expert perk as well, with the level 3 perk, you will deal a total of 320% increased damage for explosives. Missile launchers, fat boys, the MIRV, and the Miss Launcher also recieve this benefit even through they are still classified as "big guns" and use that skill.
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Stealth [credits: XFO]
Sneak settings are tweaked. The weight of armor begins to have a significant detrimental effect on your sneak abilities with armors over 10 weight.
Sneaking is now more realistic in that you can rarely remain hidden when someone is looking straight at you.
The sneak messages (i.e. detected, caution, hidden) are removed from head's up display, making sneaking more challenging. Use your compass to assess when enemies are moving more to search for you.
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Medicine
The medicine skill is more important for healing, especially treating injured limbs (see the Healing + Injuries section for more information).
Various items of medical equipment now provides a bonus to your medicine skill when contained in your inventory. These include:
- Bonesaw (+3 medicine)
- Scalpal (+3 medicine)
- Forcepts (+2 medicine)
- Tweezers (+2 medicine)
Repairing
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The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].
- Many weapons and armor are now cross-repairable with logical counterparts.
- Schematic-built weapons repairable with original parts
- Clothing and leather armor repairable with fabric items and wonderglue
- Weapons and metal armors repairable with scrap metal
- Wooden stuff repairable with wooden stuff
Wrenches, hammers, scissors, and the iron now boost your repair skill if held in your inventory.
Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].
Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.
The repair skill of Vendors has been increased to provide an alternative to those who do not specialize in repair.
The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.
Changed the role of scrap metal for use in repairing weapons and armor. Scrap metal is no longer used in the repair lists. Instead, you must use the workbench to CRAFT "repair parts" out of scrap metal. You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts. At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts. The weight of scrap metal has been increased from 1.o to 1.5. Repair parts weigh 0.5.
Perks
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Perk Rebalance [credits: XFO]
Makes a number of balance changes to perks, and rewards players that focus their perk advancements to make a more specialized character. See XFO_Readme.html for additional details.
Intense training perk limited to 6 ranks.
Educated how has 2 ranks, each providing +2 skill points per level.
Integration of the Book Perks mod (by Kelenius).
- After reading a certain number of books, you'll get a perk instead of the normal skill increases. The perks provide some fun bonuses.
- There are five levels for each skill (7 with comprehension).
- The skill requirements have been tweaked to be a little more forgiving given FWE's reduced skill point pool.
Karma
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Karma Revamp (by Brazuca)
- 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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Combat
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The combat changes adjust a number of "game settings" to make combat behave and function more like a true FPS, as well as making combat more dynamic and challenging. This segment of changes was heavily inspired by changes in other released overhaul mods (including XFO + MFO in particular). Other mods expand the range of options at your disposal in combat, to provide a more diverse combat experience.
Damage + Accuracy
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Accuracy
- Auto-aim settings tweaked to yield a more genuine FPS feel [credit: Auto Aim Fix ? Headshot Edition].
- Accuracy (weapon spread) is affected significantly by weapon skill (base is .9 versus original of.5; skill multiplier is -.009 versus original of -.005)
- Accuracy (weapon spread) is affected by weapon condition (-0.4 versus original of 0).
- Effect of strength is greater for Melee and Unarmed damage.
- Running and crouching have a more significant reduction and improvement in accuracy respectively.
Damage
- Damage is only slightly effected by weapon skill now at .3 (was .5).
- Weapon condition has a slight effect (20%) on weapon damage.
- Base damage is increased significantly across the board for all weapons (2.25x), more than doubling the original damage in the game.
Armor / Damage Resistence
- The DR calculation for armor is scaled up in-line with the global damage, so power armor and other high DR armors remain useful despite the global damage increases.
Dodging
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Implemented a tweaked version of XFO's unarmed "dodge" bonus feature. This feature provides a chance to avoid damage based on a dodge bonus provided by your unarmed skill. This chance ranges from 0 to 40% at 100 unarmed skill (skill / 2.5). The weight of worn armor affects the chance of your dodge bonus as well, with armor subtracting its (weight / 6) from your chance.
Wounding
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Increased Falling Damage (by Azar) greatly increases the damage taken from falling.
Locational Damage (by Mefiu)
- Arm damage reduced to 33% (was 100%)
- Leg damage reduced to 50% (was 100%)
- Headshots are 200% damage for both the PC and NPC. Watch out!
- Limb damage changes apply equally to the PC and the NPC.
These changes, in conjunction with an increased limb damage rate, means limbs are more likely to be crippled, but less likely to reduce the overall health of the target.
Location damages have been tweaked for many creature/NPC types. For example, super mutants are less affected by headshots (125% bonus) while things like ghouls require headshots to effectively take down. Multi-legged things like rad scorps take less damage in their limbs.
Reduced Limb Explosions / Dismemberment [credits: XFO]. The chance that limbs explode or fly off is reduced to 10%. Was 75% and 50% respectively in vanilla.
VATS changes
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Hit location %'s are tweaked different body parts, making certain areas harder or easier to hit on different enemy types.
Weapon degradation in VATS is the same as out of VATS (was 5x)
Distance to the target is less detrimental to VATS accuracy than in the original game (i.e. you can be accurate further out in VATS) provided you're weapon skill is high enough.
VATS speed is the same as in original fallout, but players recieve 100% damafe in VATS.
###### VATS_halftime (FWE Optional Module)
VATS speed is 50% of realtime (faster). Players and NPCs/creatures move close to the same speed in VATS, and players take 75% damage in VATS.
###### VATS_realtime (FWE Optional Module)
VATS speed is nearly realtime, with players and NPCs/creatures moving at the same relative speed. players take 66% damage while in VATS.
Equipment Tweaks
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Weapon Condition
- Reduced equipment condition degradation [credit: XFO]. Damage to weapon and armor condition is roughly halved.
- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
- When reloading, there is a chance the weapon will jam. 1% at 50% condition, to 25% at 10% condition.
Explosions
- Explosion damage radius increased noticeably for most explosion types [credit: Realistic Explosions]
- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
- Explosive "ammo" (i.e. grenades, thrown grenades, mines) are targetable in and out VATS [credits: Explosive Explosives]
Movement
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Moving backwards is slower and dependent on agility. Characters with high agility can move backwards closer to normal speed [credits: Slower Backpedaling].
Movement speeds increased by 10% for everyone at all speeds.
Bullet Time (by Dunderklumpen)
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New feature that allows you to slow down the game speed for a brief period of time. An in-game configuration menu (the bullet time tool) allows you to set your keybinding and adjust the settings. You're action points slowly drain down while in bullet time mode.
FWE adds TWO new perks that relate to bullet time mode. These perks further slow down the time speed and reduce the action point drain.
NOTE!! If you manually change the slowdown effect or AP drain using the configuration tool, it will override the changes imposed by having the new parks.
Sprint Mod (by Lork)
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The sprint mod allows you to hold down a customizable key to "sprint" for a short distance. Sprinting drains your action points and required putting away your weapon. It provides a big advantage for melee characters or those in lighter armor, as you can close in to your foe quicker or better incoming avoid fire respectively.
A new perk allow you to sprint with your weapon still unholstered. Another new perk allows you to smash into and knock down opponents while sprinting.
This mod has been slightly tweaked under FWE to account for adjustments to the carry weight and action point pool.
Action Point Recharge
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Action points are now used for VATS (as normal), the bullet time mod , and the sprint mod. Base action point recharge rate has been increased from 4 to 5.
Two new perks have been added that allow you to further increase your action point recharge rate. The "Track Star" perk is a level three perk that requires 5 END and increases the AP regen rate by 40% (to 7, slightly slower than FWE's current rate). "Olympian" is a level 9 perk that requires 7 END and increases the AP regen by 80% (to 9, slightly faster than FWE's current rate)
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Healing, Injuries, Necessities
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Crippled Effects
#################################
Crippled injuries are more severe and influential [Credit: RI - Healing]
- Wounded arms results in greatly reduced weapon accuracy.
- Cripple leg movement speed reduced significantly (40% with one leg, 20% with two broken)
- Crippled torsos results in a random chance to stagger and fall over and reduced endurance.
- Crippled heads induces a nasty blurring effect to vision and concussion (reduces PER).
Damage multiplier to crippled limbs increased to .66 (was .5)
Triage (by Kearsage)
#################################
This mod changes how youtr heal limbs and recover from injuries. New perks (Wasteland Doctor and Wasteland Surgeon) provide ways to effectively heal yourself. Having a higher medical skill is far more useful compared to the vanilla game. Refer to the included Triage readme for more information, but briefly healing works like this:
You are no longer able to apply stimpaks directly to injured limbs, but instead use the triage menu item (under the armor tab) to open the healing options. Essentially there are three healing options:
###### First-Aid
- Used without the doctor or surgeon perks or when in combat.
- Restores crippled limbs by regaining +5 condition.
- Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.
###### Triage
- Used with doctor or surgeon perks when out of combat
- The surgeon perk is required to triage chest and head injuries.
- Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)
- Requires brace / surgical supplies with a chance to recover dependent on your medical skill.
###### Injured Limb Healing
- Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)
- Restores injured limbs to full condition
- Does NOT require brace / surgical supplies
Added an in-game option to disable (and re-enable) triage. Typing "startquest disabletriage" into the console will turn off triage and restore normal stimpak and healing and limb healing. Typing "startquest enabletriage" can be used to re-enable triage functionality. The triage related perks will not be added or removed during this process.
Radiation
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Faster Radiation Gains [credits: XFO]
- Radiation accumulated 5x the normal rate
- Swiming and wading increases rads even faster
- Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.
More severe radiation sickness effects [credits: Radiation Revamp]
- You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning.
- At higher rad levels, you begin to glow with radiation!
Primary Needs (by K.Schenk and FritZ_FretZ)
#################################
FWE features a fully customizable (and disable'able) primary needs mod for hunger, thirst, and sleep. In addition to controlling how often (and how much) you need to eat, drink, or sleep, the mod also controls how sleeping affects health recovery, and how food and water restores health (or not).
When the game loads, the configuration menu will run. You can also re-access this menu by HOLDING the keypad enter key for a few seconds or launching PN Config Tool from your pip boy (a miscellanous item). The configuration menu allows you to choose health recovery and food/drink options. By default, you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs from sleep. Food provides some mild healing effects, but water provides none. You'll need to sleep on average 8 hours per day.
The configuration menu allows you to adjust any of these conditions, as well as tweak the "rates" that control how often and how much food, drink, or sleep you need. Setting these rates to ZERO will effectively disable the primary needs module for those who do not wish to use it.
The mod also adds a portable bed roll, a water purifier, cooking oven, and a portable wonder meat maker.
Refer to the "RI - Primary Needs readme.html" and the "FWE_PN_Addendum_ReadMe.txt" file in the mod readme folder for more details.
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Weapons + Armor
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New Weapons
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FWE integrates a heavily tweaked version of Classic Fallout Weapons, which adds dozens of new weapons to the game. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CRAFT supported) are added to the game. The new weapons include:
###### Small Guns
HK CAWS, FN P90c, Tommy Gun, HK G11, HK G11 E, Pancor Jackhammer, M3a1 Grease Gun, .223 Pistol, Desert Easgle, 14mm Pistol, Shotgun, FN FAL, XL3OE3
###### Big Guns
Bozar, L86 LSW, M60 Machine Gun
###### Energy Weapons
Wattz 1000 Pistol, Wattz 2000 Rifle, Magneto Laser Pistol, Turbo Plasma Rifle, Pulse Rifle, Pulse Pistol
###### Melee + Thrown Weapons
Rocks, Motoltov Cocktails, Cattle Prod, Wakizashi
In addition, FWE adds three new weapons, in line with other "classic" fallout weapons, including the PPK-12 gauss pistol, M72 Gauss Rifle (credit to Einherjrar, Ghoul, Stalkerpele, GSC Gameworls, TehSnake) and the Classic Glock 86 Plasma Pistol (credit to DaiShi). All three of these weapons have had minor texture tweaks (by me) and rebalanced to fit with FWE standards. Weapons have been inserted into vendor lists and certain faction equipment lists as well. The Classic Glock Pistol utilizes a scope.
Weapons + Weapon Rebalance
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Weapons (including Classic Fallout Weapons) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.
All weapons are typically more accurate at a given skill level, bearing in mind that with lower weapon skills, you will still be quite in accurate with certain weapons.
Projectile Weapons
- Properties based more on "real world" physics.
- The 10mm round does 20 base damage, and scales up (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
- The critical damage of projectile weapons is 50% the base damage. Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
- The speed and range of projectile weapons has been tweaked. Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further. Pistol rounds are also slower, making them less effective over longer distances.
- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature. Simpler weapons (like a .32 pistol) have higher durability.
Energy Weapons
- Energy weapons generally do more damage than originally. Their crit damage and crit chance is higher than projectile weapons.
- Laser weapons shoot very far, very fast, very accurately.
- Clip sizes for most energy weapons reduced, forcing more reloads.
- The durability of energy weapons is significantly reduced to offset their increased power.
AP costs for all weapons tweaked. You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.
Missing Unique Weapons added to game, these are hand placed throughout the wasteland [credits: Missing Unique Weapons]
Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.
Knockdown effect added to the super sledge weapons as well, although the chance of knockdown is less than for explosions.
Armor Rebalance + Additions
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Armor and damage resistance improvements. Max DR raised to 95, and the damage reduction effect of armor raised, such that armor reduces damage by 50% DR value (was previously 40%).
Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].
All armors are rebalanced and tweaked to improve the range of valid armor choices [credits: MR Armor Rebalance]
- Many armors now weigh far less and are well-suited to sneaky types.
- Armors increasingly weight more for the amount of protection they provide.
Complete overhaul of power armor acquisition, training, repair, and armor stats. See the "FWE Power Armor Changesl.txt" file for a complete description of the changes. These changes make power armor more powerful (higher DR and benefits), but more difficult to get your hands-on. Briefly, there are now three levels of power armor training (none, basic, and advanced), each providing additional benefits to power armor. Found/looted power armor can now be worn without any training, however it must be taken to a workbench and "fitted" to the player first. Without training, power does not provide its full weight reduction benefit, and players receive an additional agility penalty. Unique or quest reward power armors are automatically "fitted" can be worn immediately. The advanced training perk removes all agility penalties, and provides an additional STR and END boost. Repairing power armor relies on using other suits or CRAFTing power armor repair kits from 3 scrap metals, 1 conductor, and 1 abraxo cleaner. Again, see the "FWE Power Armor Changes.txt" file for a complete description of these changes.
Integrated Prometheus_ts's Advanced Combat Armor module, which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.
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Items, Loot, and Spawning
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Weapon Loot Lists
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Revised leveled item loot lists for the major factions and vendors so existing and current weapons spawn across a broader (and higher!) range of levels. Weapons appear at level 1, 5, 9, 12, 15, and 18. Common weapons appear at level 1, less common weapons at level 5, 9, and 12, and rare weapons at level 15, 18.
Adjusted the ratioo of gun to melee spawns for raider and super mutant factions. Two of every three spawns for these factions will be a melee equipped NPC/creature, and one of every three will be a gun equipped NPC/creature. This will reduce the amount of ammunition available in the game world from looting, and may provide a greater range of encounter types between factions.
### Optional Worn Weapons (Optional FWE Module)
Implemented a new optional module that reduces the quantity of good condition weapons seen in leveled lists across the wasteland, the effects of which are most prononced at lower levels. This module creates new "worn" weapon variants for the most weapons in the wasteland (i.e. 10mm weapons, hunting rifles, etc.). These weapon variants will show up on all relevant leveled lists for encounters INSTEAD of their normal (i.e. good condition) equivolents, particularly at lower levels. The worn weapons have greatly reduced max condition (so they break more often), do slightly less damage, and have worse accuracy. They also do not accept mod kits from WMK!
Normal (good condition) weapons will start appearing on leveled lists at a higher level, although at a reduced occurance compared to the worn varieties. The lowest tier of most factions will rarely have good condition weapons, while the highest tier of opponents have moderate chance for good condition weapons.
An even higher proportion of spawns are now melee based instead of gun based. While this might appear to favor the player, it does mean there is significantly less ammo available from defeated enemies, and can provide some relief for melee based characters.
Tin Can's and other cheap repair items have been removed from the normal (good condition) weapon repair lists, although they remain usable in the worn weapon varieties.
Worn weapon's have been pre-fixed with an appropriate "janky" sounding adjetive.
Item Values + Weight
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Rebalance item values, in particular weapons and food/chem. Items. Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste. Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced.
The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].
Chem, Drugs, Medicine, and Food Overhaul
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Over 40 new ingestible items are added to the game, [credits: Better Living Through Chemistry and the FDAMod]
- All new items are added to loot and leveled lists, and can be found throughout the wastelands.
- New visual effects for many drugs.
- Tweaked addiction and withdrawal effects.
The duration of most drugs and chems increased to 600 seconds (in game time).
Stimpacks now heal over time. Consuming multiple stimpacks does not let you heal faster, so watch out!
Morphine and Ceremonial Herbs (added by FDAMod) now provide an "ignore crippled effect" property, letting you temporarily fight through crippling injuries.
All chems and drugs now have weight. The cost and value of many have been further tweaked.
Revamped loot and vendor tables increases the rarity of most drugs, particularly stimpacks. [credits: XFO]
"Placed" drugs have not been removed, so there are still some up for grabs but they will not respawn.
Some "medicine" type chems are now addictive, including rad-x and radaway.
### No Drug Visuals (FWE Optional Module)
This optional module removes the new drug effects created by the BLTC mod for those who don't enjoy the nausea =)
Ammo OVerhaul
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Integration of the Weighted Ammo Mod (by AnT01)
- Now you can't carry an entire ammo supply dump around with you (changed applied to new ammo types as well)
- 0.01 lbs : Darts; BB Ammo; 5mm
- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell
- 0.05 lbs : 44 Magnum; .308 Caliber; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel; Rail Spikes
- 0.10 lbs : Shotgun Shell; Mesmetron Cell
- 1.00 lbs : Missile
- 3.00 lbs : Mini Nuke
The weight of different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight]. Helpful when estimating how much you need to lug around.
Spawning / Respawning
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Many containers throughout the game that did not respawn now do, particularly in areas where NPC's are likely to respawn (like camps and hideouts) [credits: Selected Containers Respawn].
The gobal respawn timer has been increased to 7 days. Note: Use Mart's Mutant Mod to control zone and cell respawning.
Vendors now respawn independently of the global respawn. They now respawn every 2.5 days.
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NPC's + Creatures
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Creatures
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Integrated a re-built version of Mihoshi333's "Monster Perk's Addon for MMM" as a functional mod into FWE, even if not using MMM. The MMM FOIP patch is updated to include these changes as well. This adds perk effects to many creatures, including super mutants, ghouls, robots, yau gaui, deathclaws, scorps, and more. Most notably is giving various creates the toughness perk (of which FWE use's up to 5 ranks) to provide DR protection for creatures and nerd rage perk to make close combat opponents real nasty. Make creatures a bit tougher.
The health formula for NPC health is the same as for the player character. Previously, NPC's had a minor health penalty.
Followers Enhanced (FWE Optional Module)
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All of the changes FWE has made to followers has been split into an optional "Followers Enhanced" module. There is both an Broken Steel version and a Non-Broken Steel version of this mod. Use only one version.
Companion stats slightly improved to compensate for the extra challenge [credits: Better Companions].
Companion weapons now require ammunition
Companions are set to essential.
The essential revival timer is set to 90 seconds (from 10). Once your companions are down in combat, they will likely be out of action for the remainder of the fight.
You can now have multiple companions based on your karma [credits: 0h Followers]
Companions now use stimpaks and chems in and out of combat and do not autoheal [credits: jjgun]. See the "FWE - Followers Enhanced.txt" document for further information.
Integrated b3w4r3's Remote Control Companion mod into FWE's optional Follower's Enhanced module. This mod adds a "command headset" to your apparel tab, that let's you give orders to your companions remotely, including group orders. Orders include follow (variable distances), wait, relax, etc?. Very handy addition!
Caravans
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Improved Caravans [credits: Caravan's Upgraded]
- The trade caravan's now have four unique guards per caravan, armed with a diversity of equipment.
- The original mod is modified so carvan's no longer respawn if killed.
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Immersion + Miscellaneous
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Integrated Kai Hohiro's "FPS Grenade Hotkey" mod. This mod adds a configurable "quick switch" hotkey for throwing grenades similar to systems used in other FPS games. A second configurable key switches between grenade types.
Integrated Kai Hohiro's "Pip-Boy Weapon Stat" mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption, all through the pip-boy. No more, "why does my gun to 3472 damage!?"
The global timescale changed to 1:5, so that 1 real-life minute equals 5 in-game minutes. This means that it takes 12 real-life minutes to equal 1 in-game hour, compared to the vanilla setting of 1:30.
Integration of FF Interactive Bobbleheads (by Fritz_Fretz), which allows you to move bobbleheads around and adds a portable bobblehead stand that is available for purchase.
Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This mod adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower. New models and great scripting make this a very useful addition..
Persistent Skill Books (by Tukka). Makes it so skill books no longer disappear after reading them. Now you can build a library with something other than burned books! This works with the Book Perk mod as well.
Integration of Projectile Fix (by jayfoxx)
- Changes the mesh and texture for bullets to match the actual caliber/type of round being fired. Nice effect in the VATS sequences.
- Also removes the tracer effect from bullet firing weapons. Makes it more realistic and harder to tell where from you're being shot.
### Optional Restore Tracers (Optional FWE Module)
Restores some of the traces to weapos that are removed by the projectile fix mod, for those who can't live without their tracers!
Alternative Power Armor Training (by Gryphon)
This mod adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route. This is essential for starting histories that don't let you follow the normal main quest. For spoilers, see the "Power Armor Training" readme's.
Inclusion of T3T's "Outcast Tech Support" mod , along with changes to the reward quest in general. This additional expands the range of tech you can provide to the outcast, as well as expanding the ammo reward choices to include ALL ammo's used in FWE, both original Fallout ammo and those added by CALIBR. Additionally, Protector Casdin will no longer take away your outcast armor if you start as an outcast (Alt Starts) or have gained their trust from turning in tech.
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Optional Mods
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Other optional mods not mentioned in the above descriptions are listed here.
FO3 Wanderers Edition - UFP Support
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Support patch for the Unofficial Fallout 3 Patch. Load FWE after the UFP, with the included plugin.
FO3 Wanderers Edition - Alterative Travel (by jjgun + malacova)
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This mod provides an altenative fast travel mechanism based arounf the use and maintenance of the "wasteland Explorer," a pre-war motorcycle waiting for a new rider. This mod disables the normal-fast travel system, and instead requires you to use the motorcycle for your fast travel needs. The motorcycle requires fuel and parts to keep ir running, and can be upgraded with saddlebags, a GPS unit, and other amenities.
See the "FWE - Wasteland Explorer Motorcycle.txt" document for the users manual.
The "Alternate Travel" optional module now includes Arthmoor's "Wasteland Travel Caravans" mod, which introduces a Morrowind-style travel system between major settlements. NPC's outside of the major towns will provide a fast travel service for modest fee between a set of locations. The mod has been tweaked to improve follower behavior when traveling this way, as well as increasing the costs for traveling. Traveling to unvisited locations is more expensive compared to known locations.
FO3 Wanderers Edition - Optional No Fast Travel.esp (by Lord_Santa)
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Disables fast travel. Love it or hate it, this is a quintessential immersion mod. With all of the other changes presented thus far, nothing beats having to drag yourself half dead and limping, fresh out of stimpacks, and chased by a horde of wasteland scum back to the safety of some nearby hovel.
Optional Harsher Wasteland
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This optional module is designed to work with the Worn Weapon module, although it can be used by itself as well. The aim of this module is to make the gameworld even more unforgiving (for those who asked for it) and provide a greater sense of challenge by further limited ammo/chems, and adjusting gamesettings to make many aspects of the game less in the players favor. Changes include:
- Stimpaks and healing supplies are even rarer
- Stimpaks heal over 10 seconds instead of 5
- The appearance of drugs/chems is greatly reduced
- Morphine provides a much smaller DR bonus in addition to the ignore cippled limb effect.
- Ammo found in loot has been greatly reduced. Rare ammo types are pretty rare now, and the total quantities should be close to half what they are now.
- Ammo from vendors has been slightly reduced.
- Tweaked the accuracy formulas so gun condition has an even more pronounced effect on accuracy, with a slight reduction in the base accuracy as well. Generally, you'll be less accurate across the board.
- Increased the frequency of weapons jamming or having reload jams when in poor condition.
- Slightly "decreased" global damage (2.25 to 2) which draws fights out longer and generally favors tougher opponents relative to the player.
- Adjusted barter buy/sell gamesettings. The base purchasing cost is now 4x the base value (was 3x), and you get a little less from selling equipment as well. The result is that at 100 barter you can't trade for an equal exhance anymore, instead you buy at 150% base value, and sell for 100% base value.
- Adjusted carry weight to a flat +20 WG per point of strength. For example, you can now only carry 100 lbs at STR 5 (was 150).
- Reduced the base action points from 40 to 20, but increased the amount provided by agility from +6 to +7. It results in a slightly smaller pool of AP's overall, with agility determining total AP's even more than the non-harsher version.
FO3 Wanderers Edition - Optional Free Play After MQ.esp (by DJ_Kovrik & Zalmoxis)
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Allows you to continue playing after the main quest is over, provided you lived through the end sequence. Do not use with Broken Steel.
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Downloadable Content (DLC) Support
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DLC: Operation Anchorage
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Rebalanced the wasteland versions of all weapons and armor for consistency with FWE. Weapons and armors within the simulator were not changed.
Modified the stealth suit to be helmet-less and provided a standalone helmet next to it on the shelf.
This fix is courtesy of Nairax's Stealth Suit Fixed mod. Removed the stealth field effect but provided alternative bonuses for wearing the suit.
Added winterized combat armor, and the Chinese dragoon and alloy steel weapons. They have a higher durability and better accuracy than their normal counterparts.
Included a fix for the gauss rifle inspired by Coelomate Gauss Rifle VATS damage fix.
DLC: The Pitt
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Rebalanced all weapons and armor for consistency with FWE, including power armor properties.
Applied location based damage effects to the Trog.
Added expanded repair options to the new weapons and armor. Other minor tweaks.
DLC: Broken Steel
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Removed the "free play after mainquest" mod from the FWE quest module and made it optional for those not using Broken Steel.
Re-applied broken steels companion scripts. This may cause a conflict with the follower changes incorporated into FWE. Please let me know if you find specific conflicts.
Rebalanced weapons and armor for consistency with FWE.
DLC: Point Lookout (by Kai Hohiro)
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DLC04ArmorTribal had it's AR slightly increased
The DLC creatures now have Bodypart data equivalent to the FWE variants (for example Swamp Feral Ghouls have the same as FWE Feral Ghouls now)
Reworked the repair lists according to FWE variants (added Scrap Metal, Wonder Glue, etc..) and some weapons like the new shotgun and Lever-Action Rifle share appropriate repair lists with Vanilla counter parts.
Weapons:
- Non-Playable weapons used by monsters now do damage according to their Vanilla FWE counter parts.
- All weapons had their values changed according to FWE standards
DLC: Mothership Zea (by Kai Hohiro)
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Adjusted AR values of armor to be in line with Vanilla FWE counter parts.
Reduced Limb damage on new monsters and robots according to FWE standards.
Added Conductor and Scrap Metal to the alien weapon repair lists.
Weapons:
- Made Cryo Grenades targetable, like the other grenades
- Changed Alien Rifle weapons to be energy weapons, as they should be (in Vanilla Mothership Zeta they are falsely defined as Small Weapons).
- Brought enemy weaponry inline with player weapons (they did pathetic damage, so no wonder this DLC was a pushover)
- Rebalanced all weapons according to FWE standards
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Fallout Interoperability Program (FOIP)
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Refer to this page for more information: http://www.fallout3nexus.com/downloads/file.php?id=4968
This release of FWE contains two additional .esp files for use in conjunction with Mart's Mutant Mod and Weapon Mod Kits. These files will also be available from the FOIP page. The compatibility patches implement minor tweaks and changes to resolve conflicts and better balance the experience.
Mart's Mutant Mod - FWE Master Release.esp
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This patch contains MMM's Zone's Respawn and Increased Spawns. You can use any of the other optional plugins, but the tougher traders plugin will override portions of Caravans Upgraded that is included in FWE.
WeaponModKits - FWE Master Release.esp
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Compatibility patch for the "Weapon Mod Kits" mod changes a few things about the original mod.
You can no longer mod unique weapons. T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.
The effects of the mod kits have been adjusted, according to the following scheme:
Mod kit durability
- No increase in durability from installing mod kits.
Extended Clip
- Doubles capacity (typically)
- Value: 25 caps
AutoFire
- Allows automatic firing (firing rate typically increases, duh)
- Increases minimum spread by 20%
- Increases spread by 50%
- Value: 75 caps
Laser Sight
- Reduces minimum spread by 25%
- Reduces spread by 25%
- Action point cost reduced by 15%
- Critical chance multiplier increased by 25% (i.e. 1 goes to 1.25)
- Value: 50 caps
Scope
- Typically halves your zoom FOV
- Reduces minimum spread by 25%
- Reduces spread by 25%
- Maximum range increased by 50% (note this only effects AI engagement range)
- Value: 75 caps
Silencer
- Reduces base damage by 10%
- Increases minimum spread by 20%
- Increases spread by 20%
- Halves minimum range (affects AI only)
- Reduces critical damage by 10%
- Doubles the original critical chance multiplier (i.e. 1 goes to 2, bonus from sight added after)
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5. Licensing + Legal Information
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You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.
You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.
If you have any questions, please contact (PM) me at the Official Bethesda forums (user id: Mezmorelda) or on the Fallout 3 Nexus forums (user id: Peekaboom).
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Changelog
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Refer to the included "FWE - MR Changelog.txt"
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Contact + Feedback
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Official Bethesda Forum
http://www.gamesas.com/bgsforums/index.php?showforum=45
PM @ Mezmorelda
Fallout 3 Nexus (Download)
http://www.fallout3nexus.com/downloads/file.php?id=2761
PM @ Peekaboom