[RelZ] FWE - FO3 Wanderers Edition #25

Post » Sat Jan 30, 2010 7:22 am

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 a complex mod.


Yes, I do that every time. Again, perhaps its just some oddity on my machine(s). It happened on the old computer (which is now my sons), and happens on the new one. The two machines are almost identical, except mine has an ASUS mobo and a 2.9ghz AMD dual core, while his is a Gigabyte mobo and a 2.6ghz AMD dual core.

Perhaps its an oddity with Windows 7 64 bit, who knows?
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Facebook me
 
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Post » Sat Jan 30, 2010 10:24 am

Yes, I do that every time. Again, perhaps its just some oddity on my machine(s). It happened on the old computer (which is now my sons), and happens on the new one. The two machines are almost identical, except mine has an ASUS mobo and a 2.9ghz AMD dual core, while his is a Gigabyte mobo and a 2.6ghz AMD dual core.

Perhaps its an oddity with Windows 7 64 bit, who knows?


No shouldnt have anything to do with the computer.
I'll test the Intense training perk with a vanilla save when I get home just to be sure.
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Spaceman
 
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Post » Sat Jan 30, 2010 11:49 am

i two questions, if i use Mez's Merged Patch will i still have to make a merged patch using FO3Edit? also im experiencing some random crashes with FWE i changed to FWE from FOOK2 becourse fook2 was crashing all the time and there was no help to get, is there any way to stop the crashes, their happening more frequently than with fook2.....
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Charlie Ramsden
 
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Post » Sat Jan 30, 2010 11:10 am

Overlords start spawning at LvL 18. Any Misc Quests with Super Mutants are best resolved by then, heh.
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Bedford White
 
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Post » Fri Jan 29, 2010 11:30 pm

i two questions, if i use Mez's Merged Patch will i still have to make a merged patch using FO3Edit? also im experiencing some random crashes with FWE i changed to FWE from FOOK2 becourse fook2 was crashing all the time and there was no help to get, is there any way to stop the crashes, their happening more frequently than with fook2.....

No, if you use Mez Merged Patch you shouldnt make one yourself.

Also FWE itself doesn't cause any crashes. If you are experiencing some they are most likely either caused by another mod, Fallout3 itself or your system.
You can also use the MMM patch from my FWE Fixes and Tweaks page(see my signature), if you are using MMM, it should fix most crashes related to it.
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zoe
 
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Post » Sat Jan 30, 2010 9:41 am

No, if you use Mez Merged Patch you shouldnt make one yourself.

Also FWE itself doesn't cause any crashes. If you are experiencing some they are most likely either caused by another mod, Fallout3 itself or your system.
You can also use the MMM patch from my FWE Fixes and Tweaks page(see my signature), if you are using MMM, it should fix most crashes related to it.


hmm, if its fallout 3 itself it could be some of the tweaks i did to the ini file, is there anyway to find out which is causing the problem? (ooh and thanks for the swift response)
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Luis Reyma
 
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Post » Fri Jan 29, 2010 11:31 pm

hmm, if its fallout 3 itself it could be some of the tweaks i did to the ini file, is there anyway to find out which is causing the problem? (ooh and thanks for the swift response)

You can always delete your Fallout.ini and Falloutprefs.ini , FO3 will automatically create new ones.
The only really vital ini tweaks are the inumhwthreads=2 and busethreadedai=1
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Neko Jenny
 
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Post » Sat Jan 30, 2010 1:49 am

any luck duplicating my issue, Kai?

Im not sure I still have the saves anywhere (I tend to delete them when I get stonewalled and just start over), but I can look and see, if you need.
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Veronica Martinez
 
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Post » Sat Jan 30, 2010 7:45 am

any luck duplicating my issue, Kai?

Im not sure I still have the saves anywhere (I tend to delete them when I get stonewalled and just start over), but I can look and see, if you need.

Nope, works exactly like it should. If I have 6 intense training levels from vanilla, activate FWE, make a clean slave and gain another level I can't pick another level of intense training(since FWE only allows 6). Also no lock up or anything like that(can't really see why that should happen anyways).
If you have the save you can send it to me.
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Elena Alina
 
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Post » Sat Jan 30, 2010 12:04 am

any idea what the culprit could be then?

I'm looking, and I'm not seeing the file anymore, I think I deleted it in a fit of Emo-ism :embarrass:
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luis ortiz
 
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Post » Sat Jan 30, 2010 3:20 am

I think finding out the problem (if it's not caused by FWE) is beyond the scope of this thread.
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Iain Lamb
 
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Post » Sat Jan 30, 2010 12:17 am

any idea what the culprit could be then?

I'm looking, and I'm not seeing the file anymore, I think I deleted it in a fit of Emo-ism :embarrass:

Really can't say then. I rechecked everything in FWE and it looks exactly as it should. Also never really had anyone else report anything like this before.
Your save might've been borked, maybe you had some other mod loaded before or while you did that, but FWE definitly shouldn't cause this lock up. Not to mention that the FWE Intense training perks are entirely new objects and don't actually conflict with the vanilla one, we simply flag the vanilla one as unplayable. Via console you could theoretically give yourself the vanilla and the FWE versions for example.
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trisha punch
 
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Post » Sat Jan 30, 2010 3:27 pm

A great mod in my books. A must-have, I've never had any problems other than texture errors, but I found out how to fix the error I was having. Good work. +endorsed


How did you fix your missing texture errors? I am having trouble with the portable stuff, like the bed, cookers, and water purifier.
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Ownie Zuliana
 
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Post » Sat Jan 30, 2010 2:57 pm

How did you fix your missing texture errors? I am having trouble with the portable stuff, like the bed, cookers, and water purifier.

Make sure you have our Assets package properly installed and that you have Archive Invalidated applied.
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lucile
 
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Post » Sat Jan 30, 2010 6:36 am

I found another bug: FWE readds the quest item flag to Colonel Autumn's Laser Pistol. The flag is also on in the FWE Broken Steel mod.

Edit: Actually it looks like most of the settings for the pistol that was changed for Broken Steel is reverted by FWE and FWE Broken Steel.
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Ron
 
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Post » Sat Jan 30, 2010 6:33 am

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.

Seems a bit overpowered for a starting character? A scoped hunting rifle and one of the Merc outfits seems more apropriate, You need something to work up to. ;)
.32 ammo is cheaper and easier to get a hold of too.
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He got the
 
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Post » Sat Jan 30, 2010 5:58 am

Seems a bit overpowered for a starting character? A scoped hunting rifle and one of the Merc outfits seems more apropriate, You need something to work up to. ;)
.32 ammo is cheaper and easier to get a hold of too.


I plum forgot about the scoped .32 rifle. That would be perfect.

Lets see, the enclave refugee gets 40 shots for his plasma rifle, but starts in some really bad territory....AND theres the chance for him to get (SPOILER!)
Spoiler
The Thor Powered Armor
as well...

So to balance things, since sniper is a great perk...

What would you guys say to starting him with 20 ammo, a scoped hunting rifle, the sniper perk, and a Mercenary outfit, and 25 caps?

"During your years in the vault, you spent as much time as possible in the shooting range your father built you. Unsatisfied by the close range targets, you designed and built more of every shape and size, even adding a few moving targets powered by old, low-power motors run by extra fission batteries, then practiced til you could literally plug a bottlecap size target at 25 yards. Years later, your shooting skill honed to a deadly edge, you left the vault in search of your father."

Player starts in Springvale.

Whatchu tink?
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sam westover
 
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Post » Sat Jan 30, 2010 4:18 am

Question! Is there a http://www.fallout3nexus.com/downloads/file.php?id=8050 like function attached to FWE?
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Madison Poo
 
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Post » Sat Jan 30, 2010 9:22 am

Question! Is there a http://www.fallout3nexus.com/downloads/file.php?id=8050 like function attached to FWE?


Nope. I looked at the mod at one point to figure out how it was implemented. I don't remember it specificially, but it had something to do with modifying factions and messing with the track crime flags. There was a big downside to how it was implemented, but I can't remember anymore :P

EDIT . . . .by the way, Ratatat rules.
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sam
 
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Post » Sat Jan 30, 2010 4:00 am

Can you guys make a patch to allow the use of Antistar's AA-12 Combat Shotgun Replacer for WMK, that would be the bee's knees.
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Dina Boudreau
 
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Post » Sat Jan 30, 2010 12:38 pm

I found another bug: FWE readds the quest item flag to Colonel Autumn's Laser Pistol. The flag is also on in the FWE Broken Steel mod.

Edit: Actually it looks like most of the settings for the pistol that was changed for Broken Steel is reverted by FWE and FWE Broken Steel.

We're aware, this is fixed in 5.0
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rolanda h
 
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Post » Sat Jan 30, 2010 1:28 am

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.


Where would I go in the construction set to change these values? I can't find it :o
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Emma Louise Adams
 
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Post » Sat Jan 30, 2010 11:37 am

Where would I go in the construction set to change these values? I can't find it :o

Two Gamesettings:
iCombatDismemberPartChance and iCombatExplodePartChance
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Jack Moves
 
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Post » Sat Jan 30, 2010 9:14 am

I have a little issue, as I emerged from the vault, I was prompted to configure the "primal needs" plugin. Since I wasn't interested in it, I selected the options to disable all thirst, sleep and hunger needs. The problem is, the HUD is still displaying them on the upper right corner. Is that a glitch, or did I do something wrong?


EDIT: Once again, thanks goth!
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Danny Warner
 
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Post » Sat Jan 30, 2010 2:08 am

I have a little issue, as I emerged from the vault, I was prompted to configure the "primal needs" plugin. Since I wasn't interested in it, I selected the options to disable all thirst, sleep and hunger needs. The problem is, the HUD is still displaying them on the upper right corner. Is that a glitch, or did I do something wrong?

That happened to me also. But the HUD elements disappeared after some time. I'm not sure what the trigger was, loading a new save in a new area or leveling up once or what. But, it's okay. You haven't done anything wrong and it should disappear eventually.

gothemasticator
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Lifee Mccaslin
 
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