[RelZ] FWE - FO3 Wanderers Edition #25

Post » Sat Jan 30, 2010 3:47 am

I haven't actually looked at the scripting behind this but I would imagine that allowing the player to equip the Armor involves changing a variable via script. Couldn't that variable be flipped, force equip the armor, get the armor health then unequip the armor? Or is does every piece of power armor in the game spawn as unplayable and is exchanged for a playable version?
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Damned_Queen
 
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Post » Sat Jan 30, 2010 4:17 am

I haven't actually looked at the scripting behind this but I would imagine that allowing the player to equip the Armor involves changing a variable via script. Couldn't that variable be flipped, force equip the armor, get the armor health then unequip the armor? Or is does every piece of power armor in the game spawn as unplayable and is exchanged for a playable version?

No, our effects work very different than from how the regular powerarmor flag works. Our solution is a bit more creative, so power armors from other mods are compatible with FWE(ie they don't have to be fitted).
We have a script in place that forcefully unequips vanilla power armors the moment they are equipped. And you can't simply stop this from happening, because it's tied to an object effect attached to each vanilla power armor.
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Cesar Gomez
 
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Post » Sat Jan 30, 2010 4:46 am

That's very interesting! Very interesting indeed. I'm going to have to take a closer look at that part of it.

I really wasn't trying to be a pain, I was just curious.

Thanks Kai!
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Sammygirl
 
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Post » Sat Jan 30, 2010 1:02 pm

In desktop resolution no less. :D
I'm assuming you draw them with vectors?

Well, I use the Photoshop Pen Tool...
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Susan
 
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Post » Sat Jan 30, 2010 11:53 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.


Awesome! Really nice to hear a FWE specific version is coming! :)
Just an idea, but perhaps you could add skill-based damage modifiers and other restrictions to make things more challenging? For example, now you can just equip about any weapon and just blast or bash the lock until it dies. You could even use the baseball bat on a very hard lock and it will eventually crumble. Perhaps you could make it so that certain "groups" of weapons have little to zero chance of damaging a high level lock while certain other groups can? Or the misfortune of missing the lock when firing; a higher small/big guns skill would increase the chance of hitting a lock + induce criticals (imagining the player would face away to protect his/her eyes <- cliche action-movie logic). I also really like the prying option, makes Strength more useful for players with low lockpick skill. Maybe you could add a menu-based option for "kicking" a container? Depending on the weight of your armor you could make certain damage calculations (if you imagine something like heavier armor=better and heavier boots). Perhaps being overencumbered would actually give you a bonus and increases the damage of your kicks? Mighty Foot engaged!
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Nicola
 
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Post » Sat Jan 30, 2010 9:09 am

Hmmm.. it would seem that Explosive Ordinance is playing up on my install.... I just cleared out the entire Bethesda Ruins West building with a single frag grenade.... which set off every explosive in every room of the building including a mini-nuke. :facepalm:
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oliver klosoff
 
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Post » Sat Jan 30, 2010 4:17 am

: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.



actually alot of radiation helps alot. if im not going to run into any glowing ones (which will kill me with one blast if i have advanced radiation sickness at the time) i prefer to have advanced radiation sickness cause my limbs regenerate and you can pop some chemicals to boost your stats back to normal. :)

also, is FWE 5.0 still aways off? i started doubling the damage of some of the weapons but i dont want to waste time on the rest if the new version is coming out really soon.
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Felix Walde
 
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Post » Sat Jan 30, 2010 5:07 am

I think it could be interesting to have both the Rad Child perk and the Rad Tolerance perk then Radiation would be your friend
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Pants
 
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Post » Sat Jan 30, 2010 11:09 am

...
And yes FWE5.0 default settings will largely resemble those of 4.0, but with a few balance tweaks(like mucho reduced weapon degradation).

Sounds good. I was dismayed to see my extended clip + auto fire Plasma rifle lose 10% condition (from 100%) after firing one clip.

On a related note, any idea what these bolded lines mean:
BookPerks readme:
Repair
Expert Electronics
5 Ranks (7 with comprehension)
You have a better understanding of repairing and scavenging items. You are more efficient at repairing and you scavenge more parts from items you repair with.
With each rank of this perk you gain 1% more condition per repair and 5% more health from used item.
?
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Guinevere Wood
 
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Post » Sat Jan 30, 2010 1:28 pm

http://www.gamesas.com/index.php?showtopic=1061677 is updated to V1.5, and still FWE compatible. I didn't hear of any bugs from the last version but I await reports eagerly. :o
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Rachell Katherine
 
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Post » Sat Jan 30, 2010 11:37 am

Anyone have any suggestions why Explosive Explosives is acting up? I can't really play it if every time I toss a nade I blow up everything in the building... kills immersion/difficulty and makes ammo rather rare.... just seems that the blast radius is bypassing walls somehow.

Had a similar problem in the Super-Dooper Mart.. placed a bottle-cap mine in the hall near the locked room... and all the nuka-cola bottles got blasted through the wall.... interesting to note that when I reloaded the raider reinforcement where already there despite the save being before I entered the locked room.
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Kanaoka
 
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Post » Sat Jan 30, 2010 1:22 pm

Anyone have any suggestions why Explosive Explosives is acting up?...

Sounds like you should post your load order. Something's borked. And please use codebox tags when you do.

gothemasticator
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keri seymour
 
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Post » Sat Jan 30, 2010 6:12 pm

Just came back to FO3 after a lengthy break - got Bioshock for $5 and it revived my interest in a good FPS-RPG.

Playing through with increased spawns, harsher wasteland, and all the other fun stuff enabled, and doing it as a melee character without sneaking - pretty fun, and it makes some fights (especially ones out in the wastes where they see you from a good distance, and there isn't a lot of cover) particularly challenging. But that's okay - with 7 base Strength, once I do get close, they die pretty damn fast, and it seems like it's a lot easier to knock their weapons out of their hands... presumably from crippling limbs? I haven't gotten very far in just yet - only a little past Level 3 (using the LV30 rebalance file) due to lack of time, but I'm looking forward to trying all the new stuff that's been added from the last time I played. The motorcycle, in particular, sounds fun.

I do have a couple of quick questions, though - in regards to making repair kits and other things like that, do I simply run up to a workbench, select the CRAFT option, and then there should be an option to craft a repair kit? I noticed there wasn't a schematic for a repair kit in my notes section, and my Repair skill is only at something like 38, so I haven't tried to craft them yet. Is it the same way for power armor repair kits and power armor fitting? Will I need to enable the Craft Perk Activation .esp file in my load order to be able to use these things?

I did have one hard crash that required a reboot after running away from the Enclave patrol outside the Wasteland Motors building (no way I'm gonna beat them using a half-broken police baton while they're using pulse rifles), but it's possible my load order is a little wonky somewhere - haven't had time to play since then, so I haven't had a chance to try and recreate the crash. I do have the extra music tracks from EVE (and EVE itself, of course) running, but I don't think they'd cause a crash. Hell, FO3 seems to enjoy crashing on my system, so it could be unrelated.

Anyway, thanks for all the hard work on FWE - it really does make FO3 worth playing, and certainly makes it more exciting than just running around with a shishkebab while mashing your stimpak key constantly.
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Lynne Hinton
 
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Post » Sat Jan 30, 2010 5:18 pm

[snip]

I like your comments and ideas, but maybe we should take up that discussion in the relz thread for http://www.gamesas.com/bgsforums/index.php?showtopic=1052651 and not FWE?
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yermom
 
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Post » Sat Jan 30, 2010 10:06 am

Hmmm.. it would seem that Explosive Ordinance is playing up on my install.... I just cleared out the entire Bethesda Ruins West building with a single frag grenade.... which set off every explosive in every room of the building including a mini-nuke. :facepalm:

No, that's normal. The building is a death trap, you have to be careful not to set off the grenade bouquet or the mini nuke.

I do have a couple of quick questions, though - in regards to making repair kits and other things like that, do I simply run up to a workbench, select the CRAFT option, and then there should be an option to craft a repair kit? I noticed there wasn't a schematic for a repair kit in my notes section, and my Repair skill is only at something like 38, so I haven't tried to craft them yet. Is it the same way for power armor repair kits and power armor fitting? Will I need to enable the Craft Perk Activation .esp file in my load order to be able to use these things?

Yes you need to activate the CRAFT Perk Activation file. And some of the schematics(like for the repair parts) you will only receive when you have a certain repair skilll

I did have one hard crash that required a reboot after running away from the Enclave patrol outside the Wasteland Motors building (no way I'm gonna beat them using a half-broken police baton while they're using pulse rifles), but it's possible my load order is a little wonky somewhere - haven't had time to play since then, so I haven't had a chance to try and recreate the crash. I do have the extra music tracks from EVE (and EVE itself, of course) running, but I don't think they'd cause a crash. Hell, FO3 seems to enjoy crashing on my system, so it could be unrelated.

A hard crash is usually driver, codec or hardware related.
And FO3 is pretty touchy when it comes to sound and music, espcially if you have a bunch of non standard codecs installed, like from Nero or the k-lite codec pack.
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Maya Maya
 
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Post » Sat Jan 30, 2010 4:26 am

Will I need to enable the Craft Perk Activation .esp file in my load order to be able to use these things?

It's required, yes.
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Kit Marsden
 
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Post » Sat Jan 30, 2010 4:27 pm

I'm really strugging with money in this mod. I always seem to hover around ~300-500 caps, no matter how much I sell, because I'm buying repairs/ammo/health/rad cures/etc. Level 7 at the moment, and house upgrades seem far away. My barter skill is only 17. Should I upgrade this? Are the exact FWE changes to barter listed anywhere? The readme only has 3 short sentences on the subject. I've been dumping skill points into science/medicine/lockpick/repair/small guns so far, with a little also in speech and melee.
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Eilidh Brian
 
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Post » Sat Jan 30, 2010 3:56 am

Is the crazy bullet drop with the Bozar intentional? Ill be aiming at something, say a coffee cup. The bullet will hit a good 4 inches down (in-game) or about half an inch IRL.
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sam westover
 
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Post » Sat Jan 30, 2010 4:24 pm

I'm really strugging with money in this mod. I always seem to hover around ~300-500 caps, no matter how much I sell, because I'm buying repairs/ammo/health/rad cures/etc. Level 7 at the moment, and house upgrades seem far away. My barter skill is only 17. Should I upgrade this? Are the exact FWE changes to barter listed anywhere? The readme only has 3 short sentences on the subject. I've been dumping skill points into science/medicine/lockpick/repair/small guns so far, with a little also in speech and melee.

Yes barter makes a world of a difference. If you really want money, you will have to work for it.

Is the crazy bullet drop with the Bozar intentional? Ill be aiming at something, say a coffee cup. The bullet will hit a good 4 inches down (in-game) or about half an inch IRL.

The Bozar uses the same projectile like any other assault rifle, it doesn't have any bullet drop.

However you do have to shoot with the Bozar from a longer distance(it's a sniper rifle afterall), to hit correctly. This is because the Bozar barrel lies pretty low, so if you shoot from a very short distance it can hit below your crosshair.
Also of course you always have spread factoring in.
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Alexander Lee
 
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Post » Sat Jan 30, 2010 11:39 am

Sounds like you should post your load order. Something's borked. And please use codebox tags when you do.

gothemasticator


[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] CRAFT.esm[X] CALIBR.esm[X] FOOK2 - Main.esm[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3_FWE.esp[X] CRAFT - Activation Perk.esp[X] CALIBRxMerchant.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Optional No Fast Travel.esp[X] FO3 Wanderers Edition - FOOK Support.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FWE - FOOK DLC Support.esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE - FWE with WeaponModKits.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - FOOK2.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] sunglassescollection.esp[X] BlackWolf Backpack.esp[X] BoS_DX.esp[X] Mez's Merged Patch - FWE-WMK-MMM.esp[ ] Stealthboy Recon Armor - CRAFT.esp[ ] WeaponModKits - FWE Optional Worn Weapons.esp[ ] EVE - FWE Master Release.esp[ ] BlackWolf Backpack - Vendor Script Replenish.esp[ ] BlackWolf Backpack - Blank's Container Patch.esp[ ] Mart's Mutant Mod - Increased Spawns.esp[ ] Mart's Mutant Mod - Increased Increased Spawns.esp[ ] Mart's Mutant Mod - Feral Ghoul Rampage.esp[ ] Mart's Mutant Mod - Hunting & Looting.esp[ ] Mart's Mutant Mod - Tougher Traders.esp[ ] DarNifiedUIF3.esp[ ] Mart's Mutant Mod - Natural Selection.esp[ ] Mart's Mutant Mod - Zones Respawn.esp[ ] Mart's Mutant Mod - Reduced Wasteland Spawns.esp[ ] Mart's Mutant Mod - No DLC Increased Spawns.esp[ ] Mart's Mutant Mod - No Size Scaling.esp[ ] Mart's Mutant Mod - No Corpse Flies.esp[ ] Mart's Mutant Mod - No Ghoul Raise.esp[ ] Mart's Mutant Mod - No Geckos.esp[ ] Mart's Mutant Mod - No Wanamingos.esp[ ] Mart's Mutant Mod - No Floaters.esp[ ] Mart's Mutant Mod - No Skeleton Decay.esp[ ] MyFOOK2 - Black & White Tranquility Lane.esp[ ] MyFOOK2 - No [censored] Victims.esp



Gotta say though, only 3 levels in as a stealth assassin... and this has been DAMNED fun. :D
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Krystina Proietti
 
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Post » Sat Jan 30, 2010 5:49 am

Gotta say though, only 3 levels in as a stealth assassin... and this has been DAMNED fun. :D

Your load order is fine...really good actually.
Like I said, Bethesda West is a death trap, so what you saw happening there is normal.
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FITTAS
 
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Post » Sat Jan 30, 2010 6:43 am

Just got FWE and its like playing for my first time all over again!

I love being scared of 2-3 raiders, love not being able to take out a few super mutants at a time, and love not seeing every bullet fly through the air, really got rid of my lag issues.

Thanks!
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john palmer
 
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Post » Sat Jan 30, 2010 1:50 pm

Just got FWE and its like playing for my first time all over again!

I love being scared of 2-3 raiders, love not being able to take out a few super mutants at a time, and love not seeing every bullet fly through the air, really got rid of my lag issues.

Thanks!


What will really rock your noggin is when you learn how to compensate for all this difficulty to the point you can face down four supermutant infantry, two bashers(or whatever their called), and an overlord and tickle their brain pans with 10mm shells while they stagger around helpless. At that point, raiders are mostly there to amuse you.


In the spirit of my loony-toon, Crimdrac, here are some tips for living in the wasteland:

1. Radiation? I see it as a positive thing! Between Moira's goofy experiment, and the latent rad-absorption power I later developed (Thanks, you crazy woman!), and a resistance to it I developed even later, I eat radiation like candy! Broken leg? Take a short swim in the radioactive goo! Arm shaking from tendon damage? Go hug a Glowing one!

2. You call it a drug addiction, I call it one more good reason to keep stabbing myself with syringes full of Morphine, baby! Watch me fist this Behemoth to death!

3. The purpose of 5.56 mm bullets are to trade in to finance refilling my bags with 14mm rounds for my pistol, and 10mm rounds for my machinegun.

4. Laser scopes are a boys best friend...so are extended magazines! 50 rounds of laser guided love and affection, for all your wasteland tete-a-tetes!

5. The more armor, the better. If I could cut holes in a brinks truck for my legs and walk around wearing it, I would.

6. Slow motion-ness is next to Godly-ness.

7. If the irresistable force has met an immovable object, the irresistable force just needs to upgrade its weaponry.

8. Making smiley faces with mines has proven to be the most effective configuration for destroying entire companies of Enclave troops.
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Penny Courture
 
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Post » Sat Jan 30, 2010 6:20 pm

The only problem I have with laser aiming is that the laser model so totally isn't pointing in the right direction, at least on the 10mm :(
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victoria johnstone
 
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Post » Sat Jan 30, 2010 7:39 pm

The only problem I have with laser aiming is that the laser model so totally isn't pointing in the right direction, at least on the 10mm :(

The lasersight from WeaponModKits only exists as a visual gimmick, it doesn't actually help the player aiming. And actually the lasers are always aligned with the barrel, but the PC doesn't hold the weapons in a straight way, so naturally the laserpointer usually won't point in the proper direction.
But attaching the lasersight does have the added effect of reducing a weapon's spread and increasing the crit change slightly.
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Ludivine Poussineau
 
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