[RelZ] FWE - FO3 Wanderers Edition #25

Post » Sat Jan 30, 2010 11:44 am

http://www.gamesas.com/index.php?showtopic=1063937 is required for that.


Ah, thanks a lot. It works! :)
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Monika Krzyzak
 
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Post » Sat Jan 30, 2010 10:21 am

Thanks! When I get around to revisit it, I could make a FWE plugin that disable explosive entry and skillbased hacking & picking?


I'd like that as well. Zumb's lockpicking is a must both in Oblivion and in Fallout 3 :)
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Aaron Clark
 
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Post » Sat Jan 30, 2010 12:05 pm

Howdy,

Quick question about spent shells (not that it really matters at any level to game play). While making my first set of screenshots, I noticed that my PN F90c (one of my favorite short-range assault weapons) is ejecting what looks like http://71.114.110.202/DTO_PoorTribal.jpg. Is this a bug or just something that happens for all guns? (again not any serious issue).

Cheers!

Miax
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Veronica Flores
 
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Post » Sat Jan 30, 2010 8:02 am

I managed to save the Rangers. Go me!
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Emma Louise Adams
 
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Post » Sat Jan 30, 2010 2:22 pm

good job, 3rd, i find alittle prep work in the loby beforehand goes a long way:)
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elliot mudd
 
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Post » Sat Jan 30, 2010 5:35 am

Howdy,

Quick question about spent shells (not that it really matters at any level to game play). While making my first set of screenshots, I noticed that my PN F90c (one of my favorite short-range assault weapons) is ejecting what looks like http://71.114.110.202/DTO_PoorTribal.jpg. Is this a bug or just something that happens for all guns? (again not any serious issue).

Cheers!

Miax


Search nexus for "ammo" and there's an ESM file that most definitely might end up fixing that for you.
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Chloé
 
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Post » Sat Jan 30, 2010 2:28 pm

Search nexus for "ammo" and there's an ESM file that most definitely might end up fixing that for you.


Thanks. :) It's not a concern for me, more something I wanted to point out to Mez and team given this is a FWE weapon. Definitely not something I would attempt to fix myself given its a part of FWE

Cheers
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Ross
 
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Post » Fri Jan 29, 2010 10:49 pm

Howdy,

Quick question about spent shells (not that it really matters at any level to game play). While making my first set of screenshots, I noticed that my PN F90c (one of my favorite short-range assault weapons) is ejecting what looks like http://71.114.110.202/DTO_PoorTribal.jpg. Is this a bug or just something that happens for all guns? (again not any serious issue).

Cheers!

Miax

Your right it does use the assault rifle casing. Thanks for reporting, we'll change that in the next version.
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Jessica Thomson
 
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Post » Sat Jan 30, 2010 8:10 am

Quick Question: How likely is it that the Rangers will survive the lobby battle with this mod on?


It's rather more difficult...


I managed to save the Rangers. Go me!


Congratulations!

Hopefully this is not a dumb question, but the above exchanges are timely since I was just considering starting the the R. Rangers quest with a level 13 character. Is there a preferred time to do this quest to make saving the Rangers easier? I imagine that at high levels Overlords appear and it would be near impossible. But at too low a level your character might not have the skills or equipment to help them through the fight?

I'm really enjoying the mod with MMM. Very well put together and stable. Thanks.
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Greg Swan
 
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Post » Sat Jan 30, 2010 12:17 am

Hey,

I found a couple of bugs related to Broken Steel.

The first one is at the time when you have to activate the purifier: I tried to make Fawkes activate it, and his dialogue ran through okay, but he just stood there and didn't do anything. I tried saving, and turning off and on the FWE .esps at different points of the scene, and it seems like something in it is the cause. Turning it off before telling him made him run in normally and activate it. I then tried saving and turning FWE back on, when he was in the middle of punching in the code, and he ended up stopping and trying to walk towards me. I also saved right between him finishing the code entry, and the purifier activating: with FWE on, the purifier activated, but he still walked towards me. Something in his AI is probably overriding that action... It seems to have been http://thenexusforums.com/lofiversion/index.php/t94274-1350.html

The second bug I found is much simpler than the first one: The pure water from the new lake doesn't work properly. Drinking from it heals 20hp and doesn't quench thirst. Even though this is a bug, I actually don't really mind; I kind of considered it as a reward for activating the purifier, and given the context, made some sense. It kinda makes me think of toggling the Primary Needs so I can heal myself with Aqua Cura.
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patricia kris
 
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Post » Sat Jan 30, 2010 8:00 am

Hey,

I found a couple of bugs related to Broken Steel.

The first one is at the time when you have to activate the purifier: I tried to make Fawkes activate it, and his dialogue ran through okay, but he just stood there and didn't do anything. I tried saving, and turning off and on the FWE .esps at different points of the scene, and it seems like something in it is the cause. Turning it off before telling him made him run in normally and activate it. I then tried saving and turning FWE back on, when he was in the middle of punching in the code, and he ended up stopping and trying to walk towards me. I also saved right between him finishing the code entry, and the purifier activating: with FWE on, the purifier activated, but he still walked towards me. Something in his AI is probably overriding that action... It seems to have been http://thenexusforums.com/lofiversion/index.php/t94274-1350.html

No, the scripts arent touched by FWE.
Unless you are using our Followers Enhanced plugin. In that case you have to make sure that you use the BrokenSteel version and not the regular version, as that will indeed overwrite the scripts.

The second bug I found is much simpler than the first one: The pure water from the new lake doesn't work properly. Drinking from it heals 20hp and doesn't quench thirst. Even though this is a bug, I actually don't really mind; I kind of considered it as a reward for activating the purifier, and given the context, made some sense. It kinda makes me think of toggling the Primary Needs so I can heal myself with Aqua Cura.

Yeah this is getting fixed in FWE 5.0
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JAY
 
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Post » Sat Jan 30, 2010 5:46 am

Well FWE is completely balanced around 'normal' difficulty for one thing. But yes, in general you will get shot to pieces before you can close to melee distance if you don't stealth.
There are a few ways around this. First you should max out your unarmed weapon skill. We implemented a hidden dodge script. It's checked everytime you would get hit and if you make your dodge roll, you receive no damage. The higher your unarmed skill and the less armor you wear, the more likely you are to dodge.
Bullet time and sprint should also help close distance without getting hit.

And you can also try out my FWE tweaks mod, which lowers global damage and increases survivability rate. In the next FWE version(which is not far off anymore) Mez has also implemented a menu that let's you change the global damage modifier.

If you have any suggestions however, we're all ears. Balancing melee is definitly difficult since FWE is very firearms centric.
I would also suggest taking a look at UPP, which offers several great melee-centric perks.


XFO's readme noted that the unarmed dodge skill only applies when you're not wielding a weapon. The above post, on the other hand, indicates otherwise. Has this been changed, or does it still only work when unarmed?
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Jessica Raven
 
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Post » Sat Jan 30, 2010 9:46 am

Your right it does use the assault rifle casing. Thanks for reporting, we'll change that in the next version.


Cool, thanks Kai Hohiro! :)

Cheers,

Miax
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amhain
 
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Post » Sat Jan 30, 2010 11:07 am

XFO's readme noted that the unarmed dodge skill only applies when you're not wielding a weapon. The above post, on the other hand, indicates otherwise. Has this been changed, or does it still only work when unarmed?

Works now with Hand to Hand, all melee weapons and one handed firearms.
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David John Hunter
 
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Post » Sat Jan 30, 2010 9:19 am

Is there a preferred time to do this quest to make saving the Rangers easier?

The Rangers have a fixed level while the super mutants are levelled, so going on that it should theoretically be easier the earlier you try it as the Rangers will be comparatively more powerful.
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JD FROM HELL
 
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Post » Sat Jan 30, 2010 12:11 pm

No, the scripts arent touched by FWE.
Unless you are using our Followers Enhanced plugin. In that case you have to make sure that you use the BrokenSteel version and not the regular version, as that will indeed overwrite the scripts.

I'm not using Followers Enhanced. All I did was touch the FWE Main File .esp, and it gave the results I mentioned. That led me to think that the script is somehow being interrupted. Instead of walking into the airlock, he just keeps on following me when I walk around. He even interrupted his code entry to do so.
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Russell Davies
 
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Post » Sat Jan 30, 2010 2:30 am

Hey guys, I'd like to make two requests for scripting addons to the startup for FWE's alternate starts component.

Add a check on game start to see if the player has completed the ESCAPE! quest.

1. If the player has completed ESCAPE!, offer the player the chance to be transported to the alternate starts shack. This would only happen on savegames that were played without FWE, as the quest would set a variable telling itself 'this is an FWE save'.

Essentially, on a new game start, whether into the vault, or into the alternate start shack, when the player leaves the vault, you would tag the exit door script to add a variable like 'FWEsave == 1'

You would also script the bed in the alternate starts shack to add this variable.

This means that either way, when a new game is started, that character is forever after labeled as an FWE character, as long as they have kept FWE installed, that is.

Now, the reason for this:

2. If a player 'imports' a savegame that was made WITHOUT FWE, there is a high chance they have taken perks that FWE does not allow, and furthermore which can LOCK UP FWE during levelup.

The solution for this is to give the player a messagebox telling them 'Non FWE character detected, transporting to re-leveling chamber'.

Once the player is inside the shack, inform them that due to savegame incompatibility, they will be releveled to their current level, keeping their equipment and completed quests.



3. Store the characters current Level, then remove all their perks, delevel them to level 1, lower their HP to that of a level 1 character, and change all their stats to 5, then add an option to the computer to restore their current level, according to the FWE systems xp requirements for that level. This lets them reassign stats, karma, and then grab back their level if they want.

This way the character STILL has all the quests done that they completed, has the OPTION to keep all their gear, or trade any or all of it for caps, and the character gets converted to an FWE-friendly format that won't lock the game up on levelup.

I know I'm bad at explaining stuff, so if you need clarification, or if you like the idea but don't have the time/resources to develop it, let me know and I'll try to be more clear and/or lend a helping hand if I can.

-------------------------------------------

Next, could you add two more options to the alternate starts backgrounds? I'd really like to see Grognak brought back, and I'd LOVE to see a character class 'SNIPER' that starts with the sniper perk.

I'll even write the backstory if you want :D .

The 'sniper' would start with a sniper rifle in medium condition, the sniper perk, 20 rounds of .308 ammo, a combat knife, and a recon armor and recon helmet. Exiting the shack would place the player on the rocks above and overlooking Springvale school, in a position where the raiders can't see him, but where he could snipe the raiders outdoors in back of the school if he so chooses.
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Robert Jackson
 
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Post » Sat Jan 30, 2010 4:47 am

Works now with Hand to Hand, all melee weapons and one handed firearms.


Excellent to know, just made playing a [light armored] melee char vastly more viable. Thank you.
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Elizabeth Davis
 
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Post » Sat Jan 30, 2010 1:49 am

Congratulations!

Hopefully this is not a dumb question, but the above exchanges are timely since I was just considering starting the the R. Rangers quest with a level 13 character. Is there a preferred time to do this quest to make saving the Rangers easier? I imagine that at high levels Overlords appear and it would be near impossible. But at too low a level your character might not have the skills or equipment to help them through the fight?

I'm really enjoying the mod with MMM. Very well put together and stable. Thanks.


Yes I did it around LvL 12, my weapon of choice was a Desert Eagle w/ Extended Clip, Laser Sight, and Automatic Fire, the other weapons in my inventory (Combat Shotgun w/EC, Sniper Rifle w/LS, SI, and Chinese Assault Rifle w/ SI, SC, EC, LS) were not ideal for the battle in the lobby. The Deagle could deal a lot of accurate damage in a small amount of time, that's ideally what you want. Super Mutants generally go stupid when you cripple their arms and/or break their weapon, they'll look around for more powerful weapon, and not always their original even if it's in workable condition and close, for that matter. This gives the rangers precious seconds to pump them full of lead while you reload. You want to make sure to do this before hitting LvL 18 as it just gets stupid hard, even without mods.
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Emzy Baby!
 
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Post » Sat Jan 30, 2010 1:25 am

Now, the reason for this:

2. If a player 'imports' a savegame that was made WITHOUT FWE, there is a high chance they have taken perks that FWE does not allow, and furthermore which can LOCK UP FWE during levelup.


This way the character STILL has all the quests done that they completed, has the OPTION to keep all their gear, or trade any or all of it for caps, and the character gets converted to an FWE-friendly format that won't lock the game up on levelup.

This is completely wrong. Having ineligible perks does not cause any lock ups on level up. Also FWE itself does also does not ever cause a lockup on level up itself.

There is a bug that can cause this lockup and I know exactly why it happens. This bug was in FOOK2, Arwen's mod and a handful of other mods, however it was never in FWE.
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Nathan Hunter
 
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Post » Sat Jan 30, 2010 3:06 am

...You want to make sure to do this before hitting LvL 18 as it just gets stupid hard, even without mods.

Is that when Behemoths enter the spawn list? First time playing with Broken Steal... lvl 13 now <--- would be great if FWE included different leveling options... I would be happy if it was, maybe, 25% slower than default FWE (using MMM too).

-----------------------------------------------------------

I just completed Operation Anchorage and received Power Armor Training but am unable to select Advanced PAT on level up. There's no mention of additional requirements. Edit: Oops...I don't have 7 endurance. Do I need to acquire PAT through the main quest?

Would also like to retain the WMK durability per mod kit increase. One of the FWE readmes says this was disabled... some weapons (ex. 10mm submachine gun) weaken annoyingly quickly. Maybe this would be worth and option? :bowdown: :dance:

The FWE experience continues to be very fun... with SG at 100 I am now able to fight back very effectively, and with zero scope sway with a 100% weapon. :toughninja:
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Bethany Short
 
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Post » Sat Jan 30, 2010 2:38 pm

This is completely wrong. Having ineligible perks does not cause any lock ups on level up. Also FWE itself does also does not ever cause a lockup on level up itself.

There is a bug that can cause this lockup and I know exactly why it happens. This bug was in FOOK2, Arwen's mod and a handful of other mods, however it was never in FWE.



Then enlighten me on what the exact bug is?

Because here is whats happening to me:

FWE+WMK+MMM *ONLY*...no other mods...No mods are ESM'd that shouldnt be, pop in a savegame from VANILLA (no mods).

Character comes into game with, in my instance, SIX RANKS (6) of 'Intense Training', having boosted strength to 10 (5 pts) and agility to 6 (1 pt).

Character levels up.

Character is eligible for the FWE version of 'Intense Training' because of his level.

Click on Intense Training perk: BAM...machine locks completely solid.

Hope that explains it better.

I still say the catch-all relevel script would be a kick butt addition that would iron out a lot of things.
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Marguerite Dabrin
 
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Post » Sat Jan 30, 2010 2:13 am

Yes, what you are reporting is a different animal than the level-up lockup that Kai is talking about. I've experienced the lockup in the past (not with FWE), and you never even make it to perk selection.

Something else going on for you.

gothemasticator
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Olga Xx
 
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Post » Sat Jan 30, 2010 6:56 am

dunno what it could be, but its consistent across both FWE and vanilla with Pointiac. Maybe another weirdness of my PC, I just dunno.

Still, food for thought. I bet that delevel/deperk/de-special script would be a neat way to let people recycle old saves :)

Heck, if you give me the base skills and stats for FWE characters, I'd be willing to kludge a script together...it wouldnt be elegant, but it would get the job done :D
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KiiSsez jdgaf Benzler
 
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Post » Sat Jan 30, 2010 11:36 am

Then enlighten me on what the exact bug is?

Because here is whats happening to me:

FWE+WMK+MMM *ONLY*...no other mods...No mods are ESM'd that shouldnt be, pop in a savegame from VANILLA (no mods).

Character comes into game with, in my instance, SIX RANKS (6) of 'Intense Training', having boosted strength to 10 (5 pts) and agility to 6 (1 pt).

Character levels up.

Character is eligible for the FWE version of 'Intense Training' because of his level.

Click on Intense Training perk: BAM...machine locks completely solid.

Hope that explains it better.

I still say the catch-all relevel script would be a kick butt addition that would iron out a lot of things.


There is a VERY specific script in FWE to avoid exactly this. When you load your save to do you make a clean save first? ie load save (with FWE), save game, exit game, start game, load new save. You should do this whenever you add or remove a mod(in particular bigger ones like MMM and FWE).

Also we recommend to start an entirely new game with FWE anyhows.
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Johanna Van Drunick
 
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