» Sat Jan 30, 2010 10:59 am
FWE Turns One!
That's right . . . a year ago today marked the first release of Fallout3 Wanderers Edition. The mod has come a long way since it's humble beginnings and I feel that FWE has evolved substantially over the year. What started out as a mod that initially just merged and balanced a few dozen individual mods, FWE now builds-off over 70 integrated mods by adding many new features and gameplay elements that are unique and distinctive to FWE. As I've learned more about modding (and scripting), and as a number of individual's have stepped forward to help develop various parts of FWE further, the mod has grown increasingly more polished, refined, and sweeping in that changes it makes to the fallout3 game.
History time (for those who are interested . . . I apologies for any perceived self-glorification)
For those who weren't around in the beginning, the first five versions of FWE (i.e. the non "Master Release" versions) was a series of about a dozen individual modules that could mostly be used individually or all together. In the early days, Fritz_Fretz here on the forums was a tremendous help in testing and validating a lot of FWE's content. In addition, Fritz took the Primary Needs mod, originally made by K.Schenk, and greatly improved the scripting, reliability, and flexibility of the mod. Today, I think his contribution has made FWE's integrated primary needs mod one of the best, most developed, "Needs" mod available.
In March, a number of modders got together than formulated the groundwork for the FOIP program, an effort to get many of the larger mods playing together well. This included XFO, Classic Fallout Weapons (CFW), FOOK, FWE, MMM, and WMK initially. There was a lot of collaboration, and FOIP has worked reasonable well since it's beginnings to provide compatibility patches for the community.
Oh, back to the individual modules . . . the upside of FWE's older, multiple-module format, is that these modules made FWE, in many ways, more modular than the version today is. The downside is that new features I wanted to add to FWE would often require many of the individual modules as a master . . . so things got confusing fast with overrides, and masters all over the place. I actually needed a flow chart to keep all the overrides straight . . . and compatibility patches? Those were a nightmare to try and manage.
So, around the start of June I rebuilt all of FWE from the ground, integrating all of the various changes and tweaks into a master file format (hence the master release version naming), with an associated .esp file, plus a few additional pluings. Since the master release, FWE has continued to add a few new integrated mods at each major new version, but the bulk of the effort has been fine tuning balance, fixing bugs and glitches, and developing novel gameplay changes for FWE.
Since the master release, a number of others have helped out with FWE's development in some key ways, and FWE wouldn't be nearly what it is without their contributions and support. This includes Kai Hohiro, jjgun, delamer in particular, who all put a lot of time into developing and testing FWE. In addition, JustinOther, The 3rd Type (recently), and a host of others have helped out in various ways. My thanks go out to all of you!
What is next for FWE? We were half-hoping that FWE 5.0 would be done by FWE's birthday, but we didn't want to rush things out the door in a half-polished state. That being said, the next version of FWE is a major step forward. The new integrated menu system has nearly 40 different control settings you can specify in-game, that let you tailor many aspects of the gameplay to your liking, from radiation accumulation rates and to enabling/disabling new features to adjusting global damage multipliers and changing ammo/chem rarity on the fly. In addition, the next version of FWE will come with four "preset" options, that let you radically change the settings at the push of a button. Want the game to be more like "vanilla" fallout? Use the vanilla preset. You can use the Harsher Wasteland preset to make everything much more difficult for you masochistic types. You can then tweak or customize settings based off the preset values. A consequence of the in-game "control panel" is that many of the optional esp files are no longer needed and can be removed from your load orders, keeping the number of files to a minimum. In addition, we're re-structuring all of FWE's documentation into a much clearer and easy to navigate HTML file . . . something that should have been done a long time ago. And . . . there are the usual new surprises and additions that will be unveiled in the not too distant future.
If you're still reading this, thanks! I hope you found this little perspective back on FWE's history interesting. I have to say, it's been quite a ride for me and I never imaged playing a part in developing a large mod like FWE. I've learned a lot along the way, met some great people, and continue to be motivated by all of your good ideas and continued support.
Cheers!