[RelZ] FWE - FO3 Wanderers Edition #25

Post » Sat Jan 30, 2010 3:39 am

Ok, FO3/FWE noob here from top of page 7 is back with different questions.

Realistic hunger/thirst is owning me. I have a house in megaton, but the purified water you get there is good for like 1 day supply and doesn't restock for a week. Do I just drink Nuke Cola and then have to pay the doctor to clear my RADs later? Does rad resistance help with food/drink radiation (and if not, why not)? I can see spending a lot of $ on food, since you don't want to eat stuff that gives you a lot of RADs like radroach meat. I can't seem to find anything to drink but Nuke Cola. Do I need to refill empty bottles with water from sinks and then buy a water purifier? If I active a sink will I get rads from it even if I don't drink?

What the two above me say. Radaway is your friend in the field, otherwise doctors can be more cost efficient if you have tons of rads. And yeah I personally stick to Nuka Cola a lot or use the water purifier from Moira's store, when I can afford it.
So yeah, you're in the wasteland and you will get Rads, there's no easy way around that and that's how it should be :)
Radiation is supposed to be a serious danger

I take a lot of damage in combat. Clearing out springvale school, for example, is really hard for a L3 character. Do you all usually sleep to heal (I have partial sleep healing enabled), or do you just spend a ton of $$ on stimpaks and the doctor? It seems like you'd run out of caps real quickly. Speaking of $, I fully loot all raiders so I can sell their gear. Is there any way to break down gear 'in the field' so I can get parts from it that are still valuable but weight less? I mean, sometimes it takes like 3 trips from battle site to vendor and back just to pick up everything and sell it. Also, at what point of repair/barter skill in FWE does it become cost effective to save spare weapons/armor and use them to repair your armor rather than just sell them and have someone else repair? My repair is ~40 but in limited experience I found it's better just to sell items for caps and then have Moira repair. Combining, say, two hunting rifles for repair hasn't repaired my gear very much.

No sleeping here, I personally keep the healing disabled. I spend cash at the doctor, they're cheap enough. Later on you will also be able to accumulate tons and tons of stimpacks. I personally never loot armor and weapons. They are the least weight/money efficient items. I only use them for repairs in the field(but mostly stick to repair parts). When you get 50 repair, you can create your own repair parts out of spare metal, with which you can repair any weapon. Keep in mind that if your repair is only 40%, you can't repair your equipment too maximum health. Only at 100 repair can you repair items to 100%.
Also Drugs and ammo is where the real money is at.
And like T3T suggested, simply pay a visit to the Outcasts. You can trade tons of items for stimpacks, radaway, ammo...basically everything essential.

Lastly... are quests/random mobs player-level adjusted or fixed level? Like, when I'm level 15 will the wasteland have things that hit much harder compared to when I'm level 3? I know this was a big mess in Oblivion, and mods such as OOO/FCOM changed things to fixed level. No idea how FO3 or its mods like FWE handle this.

Thanks for any replies and sorry for the rambling. I am really enjoying FWE so far.

No it doesn't work like in Oblivion. But that's already from vanilla Fallout, they luckily changed that in this game.
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Natalie J Webster
 
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Post » Sat Jan 30, 2010 2:23 am

Realistic hunger/thirst is owning me... I take a lot of damage in combat... radiation...

Few things you can do:
  • Adjust to the provided gameplay: accept that caps you acquire are really for the purposes of buying healing, food and water, and radiation reduction. Different economics.
  • Disable Primary Needs altogether in the in-game menu. This is what I do. I think it's a very well implemented piece of FWE, but I don't personally find it fun. To each their own, and I'm glad it is configurable.
  • Play as a ghoul character, which changes how rads affect you. Now, they are actually good for you. I'm doing this on my current playthrough, and I enjoy it. I've been unhappy with the game's implementation of radiation from the beginning. I personally (again, to each his own) find constantly managing radiation levels to be more of an annoyance than fun. So, playing as a ghoul solves that problem for me.
gothemasticator
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CArla HOlbert
 
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Post » Sat Jan 30, 2010 2:05 pm

If I can be so bold to ask:

You are aware of the Jury street Metro problem, obviously, but do you have a bead on what the issue is, exactly?

If so, is this something resolved in the next version already, or could you use a grunt to do some heavy lifting to fix it?

If it's something that doesn't seem Fixable, may I suggest you go to both (or however many) ends of Jury Street Metro and just collapse the entire areas with boulders and crud like some of the vanilla metro's they didn't develop?
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LuCY sCoTT
 
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Post » Sat Jan 30, 2010 4:56 am

I just got done with the flare, rock, and molotov icons yesterday. So woo for that!

Woo!

Any previews?
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Pixie
 
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Post » Sat Jan 30, 2010 4:03 pm

If I can be so bold to ask:

You are aware of the Jury street Metro problem, obviously, but do you have a bead on what the issue is, exactly?

If so, is this something resolved in the next version already, or could you use a grunt to do some heavy lifting to fix it?

If it's something that doesn't seem Fixable, may I suggest you go to both (or however many) ends of Jury Street Metro and just collapse the entire areas with boulders and crud like some of the vanilla metro's they didn't develop?

Eh as Mez already stated above, we've fixed this in FWE 5.0 :)
It's really a minor adjustment.
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Harry-James Payne
 
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Post » Sat Jan 30, 2010 1:36 pm

Thanks for the replies:

mez -- I missed out on the food sanitizer since I didn't complete the optional part of that quest. I tried once but was overwhelmed. I think if I had done the quest in two trips (not ended it after one trip back) I could have finished it. Just too many raiders and not enough healing/ammo in my inventory. I look forward to trying the motorcycle soon. I have that enabled but apparently just walked right by it although it's supposed to be parked outside megaton? I had to do a forum search to find out where it was, and have no idea how I missed it. Maybe I thought it was a non-functional or someone else's.

Looks like I need to start making use of radaway. I wasn't sure how rare it was, so I just stockpiled it.

kai - thanks for repair/health notes. I guess once my repair exceeds Moira's I'll try doing it myself again. it sounds like water purifiers have a limited lifespan/# of uses? hmm.

goth - the ghoul start sounds fun. I may do that a 2nd playthrough. I am sure it opens up all sort of tactical advantages, fighting from water, etc, and less hassle from food. too bad NPCs don't take RAD damage. If primary needs never feels right to be, I'll end up disabling it. gonna give it a longer shot though, probably with enabling food healing.
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Andrew Perry
 
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Post » Sat Jan 30, 2010 5:23 am

I have just accepted the fact that at lower levels I'm going to suffer from constant radiation sickness. :shrug:

Usually just stash all my loot in trashcans or lockers untill I feel I need it for caps I then leave everything in my house and go on "Loot Runs"
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Laura Shipley
 
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Post » Sat Jan 30, 2010 7:34 am

When you get 50 repair, you can create your own repair parts out of spare metal, with which you can repair any weapon. Keep in mind that if your repair is only 40%, you can't repair your equipment too maximum health. Only at 100 repair can you repair items to 100%.

And remember that you can build repair kits (+10 Repair) and that Workbenches give +10 Repair.

I have just accepted the fact that at lower levels I'm going to suffer from constant radiation sickness. :shrug:

Strangely, I seldom got to have radiation sickness. I just used Radaway when I got into problems. Also be aware that Brahmin milk (I think) reduces rad counts. If you use MMM floater meat reduces rad counts by a lot. They are pretty dangerous, but it is a neat trick.
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Nienna garcia
 
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Post » Sat Jan 30, 2010 11:16 am

I'm a level 10 character and still pretty irradiated. Doing allright for caps, though, so splashing out for a bit of rad treatment every week isn't too bad. Getting crippled, now THAT'S a problem! Or at least, it was, and will be later, but I recently had a load of luck. I'm the proud owner of 15 stimpacks, 5 medical braces, and 4 surgical sets! I'm like a proper doctor!

Floaters are great - they used to be more overpowered, but they got nerfed in an upgrade, but they're still well worth fighting a room of super mutants for.
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Laura Shipley
 
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Post » Sat Jan 30, 2010 3:58 pm

Woo!

Any previews?


http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/P90.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/M60.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Deagle.jpg
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Theodore Walling
 
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Post » Sat Jan 30, 2010 12:51 pm

Not sure if this is a bug or a feature.. not even 100% sure if this mod is responsible.... but I just started a new game with this, FOOK, MMM, WMK and the UFP (as well as a few other small mods) and the DLC quest "Into the Pitt" isn't starting... Mothership Zeta ("Not of this World") and Point Lookout ("The Local Flavor") started normally and I'm pretty sure that Broken Steel has started... Operation Anchorage ("Aiding the Outcasts") didn't start initially but once I'd listened to the Outcast's signal it started, however no matter how long I listen to Werner's Signal "Into the Pitt" doesn't start..... does FWE require you to do something else before starting this quest?
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Lisa Robb
 
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Post » Sat Jan 30, 2010 6:01 pm

Hey, would it be hard, or even worth your trouble, to add one more option to the explosive entry/alternate lockpicking scripts?

IF the player has a rock (the weapon) in his inventory, he can expend it to BASH LOCK. This will always work on simple locks and ammo containers, but never on terminal or other electronic based doors and gates.

The rock is expended, and there is a chance of the items being damaged or destroyed, especially for ammunition, which would also have a chance of exploding with the force of a grenade.


Just an idea, maybe for a 5.1 or 6.0 release :D

I just always thought it was idiotic that a simple army ammo can couldnt be busted open with all the debris lying around.

Another option could be a pry-bar that the player could buy and carry around, that would act as a sort of skeleton key with sucess based on a combination of lockpicking skill and strength.
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Pawel Platek
 
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Post » Sat Jan 30, 2010 5:57 am

Also be aware that Brahmin milk (I think) reduces rad counts. If you use MMM floater meat reduces rad counts by a lot. They are pretty dangerous, but it is a neat trick.

I have a separate mod - Brahmin milk products - that adds rad-reducing milk and cheese to the game, but I wasn't aware of this existing in FWE. Am I missing something, or do you perhaps have the same separate mod?

gothemasticator
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lillian luna
 
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Post » Sat Jan 30, 2010 9:30 am

Not sure if this is a bug or a feature.. not even 100% sure if this mod is responsible.... but I just started a new game with this, FOOK, MMM, WMK and the UFP (as well as a few other small mods) and the DLC quest "Into the Pitt" isn't starting... Mothership Zeta ("Not of this World") and Point Lookout ("The Local Flavor") started normally and I'm pretty sure that Broken Steel has started... Operation Anchorage ("Aiding the Outcasts") didn't start initially but once I'd listened to the Outcast's signal it started, however no matter how long I listen to Werner's Signal "Into the Pitt" doesn't start..... does FWE require you to do something else before starting this quest?

FOOK, I think the DIK plugin to be precise does this.

I have a separate mod - Brahmin milk products - that adds rad-reducing milk and cheese to the game, but I wasn't aware of this existing in FWE. Am I missing something, or do you perhaps have the same separate mod?

That's a seperate mod(though FWE does include several Brahmin products, such as Brahmin cheese and steak).
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Samantha Pattison
 
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Post » Sat Jan 30, 2010 3:08 am

Strangely, I seldom got to have radiation sickness. I just used Radaway when I got into problems.


:facepalm:
I've been play testing my rarity mod so Rad-X, and RadAway are almost non-existent now.

I restate my "dealing with radiation" advice:

A little radiation never hurt anyone, just see a doctor once it gets too high.
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MARLON JOHNSON
 
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Post » Sat Jan 30, 2010 2:59 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/P90.jpg http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/M60.jpg http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Deagle.jpg

In desktop resolution no less. :D
I'm assuming you draw them with vectors?
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Melanie
 
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Post » Sat Jan 30, 2010 4:53 pm

Couple of changes for FWE 5.0 relative to radiation:

  • The rad accumulation rates will be configurable, although not from food/water sources, just the rads from being high rad zones.
  • Alochol now has a mild rad reduction effect like in FO1 and FO2. We could add this to the brahmin milk / food items too, didn't think of that.
  • Lastly, we've raised the base rad reduction amount of radaway, so individual radaway packs will go a little further for you.

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Lil Miss
 
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Post » Sat Jan 30, 2010 10:58 am

ooh, better radaways, lovely <3
Can I assume FWE5's default settings will be pretty close to FWE4's?

Is there any chance of having an explosive-entry style thing for terminals? Seeing as the system design is so horribly insecure (Turning it off then on again resets login attempt counters? Dear me), I would have thought an automated system would be trivial. Of course, bruteforcing would take time, which would be the balancing point - perhaps an hour of gametime for a very easy hack, up to say a week for a very hard hack? Of course, obtaining a magical auto-hack should be quite difficult, and take a fairly high... something? INT, perhaps?. Just seems that right now, locks are way easier to get into than terminals!
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Rex Help
 
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Post » Sat Jan 30, 2010 9:39 am

ooh, better radaways, lovely <3
Can I assume FWE5's default settings will be pretty close to FWE4's?

Is there any chance of having an explosive-entry style thing for terminals? Seeing as the system design is so horribly insecure (Turning it off then on again resets login attempt counters? Dear me), I would have thought an automated system would be trivial. Of course, bruteforcing would take time, which would be the balancing point - perhaps an hour of gametime for a very easy hack, up to say a week for a very hard hack? Of course, obtaining a magical auto-hack should be quite difficult, and take a fairly high... something? INT, perhaps?. Just seems that right now, locks are way easier to get into than terminals!

Not quite, terminals have an entirely different alternative: Bypass Modules
People seem to often forget about those...

And yes FWE5.0 default settings will largely resemble those of 4.0, but with a few balance tweaks(like mucho reduced weapon degradation).
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Claire Jackson
 
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Post » Sat Jan 30, 2010 12:29 pm

Ah, they got integrated? I remember seeing an optional module back before FWE went master-ed, I assumed they got dropped when the plugin went away. Brilliant, thanks :)

(I spend so long thinking of something to make FWE better, and waddayaknow, it's already done! <3)
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Damian Parsons
 
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Post » Sat Jan 30, 2010 10:38 am

IF the player has a rock (the weapon) in his inventory, he can expend it to BASH LOCK. This will always work on simple locks and ammo containers, but never on terminal or other electronic based doors and gates.

The rock is expended, and there is a chance of the items being damaged or destroyed, especially for ammunition, which would also have a chance of exploding with the force of a grenade.

My http://www.fallout3nexus.com/downloads/file.php?id=9801 has real-time lockbashing included. When you install it, you can even disable all other features. It were, however, balanced with vanilla damage in mind, so bashing things open works a bit faster than intended. The weapon is damaged when bashing, but there is (currently) no chance of items being damaged. When I get around to it, I intend to add a few FWE specific improvements, such as more HP and damage absorbtion.

Another option could be a pry-bar that the player could buy and carry around, that would act as a sort of skeleton key with sucess based on a combination of lockpicking skill and strength.

That option actually exists in my security overhaul as well. You can use knives to pry open locks. I would have added crowbars as well, but I only recently got permission from Frostbitex460 to use the meshes and textures from the crowbar mod.

The major problem with these features are that the mod were built with near 100% compatibility in mind. This had the unfortunate consequence that I only had the lock level of a lock to compute HP and damage threshold. Thus, bashing a blast door locked as Very Easy is just as difficult as bashing a crumbling closet with a Very Easy lock. The infrastructure for adding custom HP to containers and doors are in place (and, just like scripted traps, have been since v 1.0), but I held back from adding them, as I foresaw a need for a lot of compatibility patches with a lot of mods that I did not use at the time, as it would require editing a lot of containers.
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Matthew Barrows
 
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Post » Sat Jan 30, 2010 3:29 am

My http://www.fallout3nexus.com/downloads/file.php?id=9801 has real-time lockbashing included. When you install it, you can even disable all other features. It were, however, balanced with vanilla damage in mind, so bashing things open works a bit faster than intended. The weapon is damaged when bashing, but there is (currently) no chance of items being damaged. When I get around to it, I intend to add a few FWE specific improvements, such as more HP and damage absorbtion.


That option actually exists in my security overhaul as well. You can use knives to pry open locks. I would have added crowbars as well, but I only recently got permission from Frostbitex460 to use the meshes and textures from the crowbar mod.

The major problem with these features are that the mod were built with near 100% compatibility in mind. This had the unfortunate consequence that I only had the lock level of a lock to compute HP and damage threshold. Thus, bashing a blast door locked as Very Easy is just as difficult as bashing a crumbling closet with a Very Easy lock. The infrastructure for adding custom HP to containers and doors are in place (and, just like scripted traps, have been since v 1.0), but I held back from adding them, as I foresaw a need for a lot of compatibility patches with a lot of mods that I did not use at the time, as it would require editing a lot of containers.



Zumb...your mod gets my vote for coolness :D I wonder if Kai and Mez would consider adding it to the picking system menus, be3cause I tend to worry what will happen when two mods with menus get mixed.


Something I'm going to try tonight or tomorrow: I want to go in and associate the nifs and textures from Colossus BOS and Colossus Outcast with the 'fitted' armors, so they don't revert to the vanilla textures.

That brings up a salient point, btw: When you FIT armor, it gets set to a specific health level, Im not sure based on what. This is really annoying when you take the time to fully repair something only to have it drop to half item health on 'fitting' it. Is there a way you could script it to pump the original items condition into a variable and then during the 'fitting' set the new items condition equal to the old item?
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N3T4
 
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Post » Sat Jan 30, 2010 3:35 pm

Zumb...your mod gets my vote for coolness :D I wonder if Kai and Mez would consider adding it to the picking system menus, be3cause I tend to worry what will happen when two mods with menus get mixed.

Zumbs' mod is perfectly compatible with FWE.

Something I'm going to try tonight or tomorrow: I want to go in and associate the nifs and textures from Colossus BOS and Colossus Outcast with the 'fitted' armors, so they don't revert to the vanilla textures.

That brings up a salient point, btw: When you FIT armor, it gets set to a specific health level, Im not sure based on what. This is really annoying when you take the time to fully repair something only to have it drop to half item health on 'fitting' it. Is there a way you could script it to pump the original items condition into a variable and then during the 'fitting' set the new items condition equal to the old item?

No, there's a scripting limitation that prevents that.
It's possible with WMK, because you only modify the weapon that you currently have equipped(which serves to identify the weapon). However since the fitting happens with armors in your inventory, you can't identify them that way and thus you can't determine their health.
Trust me, we really put a lot of thought into our systems and settings. Everything we do has a reason and purpose.
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Big mike
 
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Post » Sat Jan 30, 2010 1:04 pm

No, there's a scripting limitation that prevents that.
It's possible with WMK, because you only modify the weapon that you currently have equipped(which serves to identify the weapon). However since the fitting happens with armors in your inventory, you can't identify them that way and thus you can't determine their health.
Trust me, we really put a lot of thought into our systems and settings. Everything we do has a reason and purpose.


Could you do a force equip as part of the fitting process?
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anna ley
 
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Post » Sat Jan 30, 2010 3:45 am

Could you do a force equip as part of the fitting process?

No, since an unfitted armor can't be equipped.
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Chloe Yarnall
 
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