[RelZ] FWE - FO3 Wanderers Edition #25

Post » Sat Jan 30, 2010 6:26 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.


I'm using it with FWE and WMK and it seems to work fine. What's the problem with it?
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Isaiah Burdeau
 
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Post » Sat Jan 30, 2010 1:20 pm

I'm using it with FWE and WMK and it seems to work fine. What's the problem with it?

It seems to work fine, but actually the stats are completely wrong and your weapon is much weaker than it should be because it has the vanilla combat shotgun stats and not the FWE ones.

I can upload a CP for it sometime on my FWE tweaks page.
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Elle H
 
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Post » Sat Jan 30, 2010 5:37 am

Kai, I know it exists in FOOK2, but since not everyone uses that mod all the time, (at least currently), I'd like to make a special request:

Would you at least consider adding the Barret rifle from Alexscorpions sniper gear to the game, maybe give it an item level of 8 or 10, and add it to the spawn and vendor lists along with .50 bmg ammo for it?

Just the basic rifle would be good enough, but to be honest, I'd adore to see a WMK 'aware' version in the mod that could start as the plain Barret rifle, but be modifiable to have an extended magazine, silencer, and laser sight.

If you are at least willing to consider the idea, let me make this offer: I am very busy with my own teams mod right now, but I'm willing to take a couple of nights a week away (which would do me good anyway) and work on helping convert the Barret over to WMK capability, including making the separate item versions, modifying the scripts, and whatever else you would need done.

This is all, of course, assuming Alex will give permission to use the rifle?


Oh, yes...I do have one other request as well. Would you also consider adding the Blackwolf 50' backpack in black and possibly digital camo into the mod? It would be SO nice to have them in the game and placed on the merchants PROPERLY instead of having to rely on an invasive script that refreshes the supply every ten darn minutes.

Anyway, like I say, these are just some random requests from someone who (now that my system is mostly stable!) LOVES where the mod compilation is headed!
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Philip Rua
 
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Post » Sat Jan 30, 2010 7:45 am

Less so, there are a few good reasons we don't have a ridiciously large number of new weapons. I personally would even prefer to have several of the new weapons removed(but we're not going to do that).

A few criteria:
- A weapon should have appeared before in some Fallout game. We're not lore fanatics, but that criteria makes it easier to justify the weapon's existance.
- A weapon needs to fulfill a somewhat unique purpose. We don't want dozens of assault rifles, when they're all going to perform the same role and just use different ammo. WeaponModKits already allow plenty of different weapon varations.
- Adding a new weapon is always a big deal, since we hold a very tight reign on weapon balance. I alone have investend dozens if not hundreds of hours just tinkering with weapon balance. We currently have with all the WMKs more than a thousand unique weapon entries.

So because of this we probably won't integrate any new regular weapons anytime soon.

On a slightly different note, in FWE 5.0 we are integrating the latest version of T3Ts Weapontweaks, which means that in 5.0 almost every unique weapon, even most from the DLCs, will have a unique model or atleast texture. This will also add a couple new unique effects, for example Protectrons Gaze will now be a sort of EMP weapon that can disable robots, lots of good stuff.


Regarding the backpack..this has been brought up before. But to be honest Mez (and I to some extent) are pretty allergic to backpacks (we don't like the visuals). Mez even went so far and has removed pretty much all backpacks from all minigun type weapons :D
So I don't think we will integrate a backpack type mod anytime soon (I also don't like the idea of having to manage a "seperate" inventory space and find it counter intuitive). But any backpack mod should be compatible with FWE anyhows.
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Sabrina Steige
 
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Post » Sat Jan 30, 2010 2:35 am

So because of this we probably won't integrate any new regular weapons anytime soon.

I also think there are already enough new weapons in the game. I don't need any more!

The only thing I don't like is that there are so big quality differences between the models of the guns. While the FN FAL, the Desert Eagle or the 14 mm Pistol have absolutely great models, the model of the HK G11 for example is much worse. It could be much more detailled and better textured. Or the Tommy-Gun.. it is far to big! I don't use these weapons, because they kind of kill immersion for me. Is it planned to remodel these "not-so-nice" weapons to match the quality of the rest of the arsenal?

An other issue are the Pip-Boy icons of all new weapons. I think it would be really nice to use Fallout-3-Style Icons, instead of the current ones.
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gemma king
 
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Post » Sat Jan 30, 2010 2:33 pm

I also think there are already enough new weapons in the game. I don't need any more!

The only thing I don't like is that there are so big quality differences between the models of the guns. While the FN FAL, the Desert Eagle or the 14 mm Pistol have absolutely great models, the model of the HK G11 for example is much worse. It could be much more detailled and better textured. Or the Tommy-Gun.. it is far to big! I don't use these weapons, because they kind of kill immersion for me. Is it planned to remodel these "not-so-nice" weapons to match the quality of the rest of the arsenal?

An other issue are the Pip-Boy icons of all new weapons. I think it would be really nice to use Fallout-3-Style Icons, instead of the current ones.

Actually those are exactly the two weapons I had in mind. The G11 and Tommy Gun definitly don't compare favouribly to the other weapon models. When seens on other NPCs they don't look too bad, but close up and especially in first person their deficiencies are obvious. Their use is also debatable, so if we can't get new models for them we'll have to reevaluate their implementation.

And no worries the Pip boy icons are all being redone this version :)
T3Ts is creating amazing icons for all new FWE items and for many existing ones. So expect to see a *huge* change in the icon department in 5.0
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Brandon Bernardi
 
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Post » Sat Jan 30, 2010 9:49 am

I have to agree re the, IMO, sub-par textures for some weapons, including the CAWS and Pancor (or are these intentionally made to appear totally decrepit?). These, and those mentioned above, really stand out... and not in a good way.

Request: The night vision modes included in http://www.fallout3nexus.com/downloads/file.php?id=9802 are exceptionally nice (love the red filter). I really don't care for the night vision filter included in 4.1.1- maybe it's realistic (don't know) but it is a pain to view and isn't particularly effective... and for some reason it kills a few FPS fps me. Maybe, like in STALKER, a "good" and "bad" NV could exist on different quality gear. Otherwise, ANVG works well with FWE.
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:

Any chance of this ^?

Edit: Seems that you've set up the G11 to be a low damage, high ROF, precision small gun. Seems to have a worthy role... and was a staple of FO2. :nerd:

Maybe when considering what weapons to include, it would be good to start with what ammo your including. For example: I was exploring along the southern border of the map, on the way to Tenpenny Tower, and found the Raider Hideout (a large cave). Was running low on my primary ammos so ended up switching to the Tommy Gun since the .45ACP was accumulating. Without the TG, what use would that ammo be?
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BethanyRhain
 
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Post » Sat Jan 30, 2010 12:52 pm

I have to agree re the, IMO, sub-par textures for some weapons, including the CAWS and Pancor (or are these intentionally made to appear totally decrepit?). These, and those mentioned above, really stand out... and not in a good way.

Request: The night vision modes included in http://www.fallout3nexus.com/downloads/file.php?id=9802 are exceptionally nice (love the red filter). I really don't care for the night vision filter included in 4.1.1- maybe it's realistic (don't know) but it is a pain to view and isn't particularly effective... and for some reason it kills a few FPS fps me. Maybe, like in STALKER, a "good" and "bad" NV could exist on different quality gear. Otherwise, ANVG works well with FWE.

Any chance of this ^?

Well as you say Animated NV is pretty compatible with FWE(there are a few minor conflicts, but nothing really worth mentioning), so there's not a real need at the moment to include them at the moment.
There are lot's of great NV mods out there that work perfectly fine with FWE, so it's not really a pressing matter to expand it in FWE at the moment(however of course it's always a possibility). Also the applied ISFXs are always a matter of user taste. Some want it more realistic, some want it to be better visible, you can't really make everyone always happy.

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?

No, it was a conscious decision to remove this.

Edit: Seems that you've set up the G11 to be a low damage, high ROF, precision small gun. Seems to have a worthy role... and was a staple of FO2. :nerd:

Yes that's what it's intended to be and we balanced it accordingly, overall the G11 is a pretty good weapon. Again all weapons in FWE fulfill some unique roll. There's also a good deal of difference between the FN FAL, chinese and regular assault rifle. But the model of the G11 and G11e is currently a small issue.

Maybe when considering what weapons to include, it would be good to start with what ammo your including. For example: I was exploring along the southern border of the map, on the way to Tenpenny Tower, and found the Raider Hideout (a large cave). Was running low on my primary ammos so ended up switching to the Tommy Gun since the .45ACP was accumulating. Without the TG, what use would that ammo be?

No it's actually the other way around. We decide what weapons are included and base the ammo off of that. Adding ammo is simple enough, balancing weapons is more difficult.
Naturally if a certain ammo type isn't used anymore it would be removed from the game. In this case the .45 ACP is also used by the grease gun just fyi.
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Louise Dennis
 
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Post » Sat Jan 30, 2010 6:31 am

I for one really want to limit the amount of different ammo types that are being used, and at the moment I think it's pretty good. In otherwords, I wouldn't want to add or remove any of the ammo types.

Regarding the quality of the models . . . it is a concern, and I can understand it's mildly immersion breaking. I've asked in this thread a number of times if there are any modelers/textures that are interested specificially in improving some of the included CFW weapons (Pancor, CAWS, Tommy Gun, G11 are the main ones that need some love, although the gauss rifles and glock plasma could use some work too), so far I haven't heard much. I can do texturing, but I'm not that good at it and horrendously slow, so my time is probably better spent elsewhere.
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Khamaji Taylor
 
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Post » Sat Jan 30, 2010 3:14 pm

Cool. I'm happy to experience your vision of FO... since I am, it's good to here what your thinking is. Forgot about the Grease Gun- it was a fairly common weapon early on, but haven't seen it much lately and .45 ACP accumulated slowly.

Any plans for level rate options? Or is it possible to use a global experience adjusting mod along with FWE? Using MMM, it's very fun to have such big battles but levels come a bit too fast.

Unfortunately, I have almost zero computer science/design background... a little tweaking here and there is about all I have figured out so far. :bigsmile:
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leni
 
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Post » Sat Jan 30, 2010 5:10 am

Any plans for level rate options? Or is it possible to use a global experience adjusting mod along with FWE? Using MMM, it's very fun to have such big battles but levels come a bit too fast.

Implemented in 5.0 :)
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Nathan Barker
 
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Post » Sat Jan 30, 2010 12:49 am

I for one really want to limit the amount of different ammo types that are being used, and at the moment I think it's pretty good. In otherwords, I wouldn't want to add or remove any of the ammo types.

Regarding the quality of the models . . . it is a concern, and I can understand it's mildly immersion breaking. I've asked in this thread a number of times if there are any modelers/textures that are interested specificially in improving some of the included CFW weapons (Pancor, CAWS, Tommy Gun, G11 are the main ones that need some love, although the gauss rifles and glock plasma could use some work too), so far I haven't heard much. I can do texturing, but I'm not that good at it and horrendously slow, so my time is probably better spent elsewhere.


I wouldn't mind trying my hand at it if your interested. I'm not a master modeler but can hold my own, and much more confident as an artist thanks to folks like Artisten, Echonite, SkyKappa and MadCat221, I've picked-up enough skill to modify or create ~1,340 textures for my mod thus far. I havn't done alot of work on weapons yet, and this sounds like a great opportunity to get my hands wet. Perhaps I could start with one weapon, fix it up and send it to you for thoughts/comments. If you guys like it, I can work on others.

Let me know your thoughts,

Miax
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danni Marchant
 
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Post » Sat Jan 30, 2010 1:38 am

Just the basic rifle would be good enough, but to be honest, I'd adore to see a WMK 'aware' version in the mod that could start as the plain Barret rifle, but be modifiable to have an extended magazine, silencer, and laser sight.

Laser sights are overused in WMK... :rolleyes:
Anyway, I don't know how skilled you are with modelling, or Fallout modding in general, but to avoid a lot of hassle when setting up your 3D-program you can use LHammonds guide for Blender: http://www.fallout3nexus.com/downloads/file.php?id=30. The files he use are easily available in the files section.
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Jake Easom
 
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Post » Sat Jan 30, 2010 3:26 pm

I wouldn't mind trying my hand at it if your interested. I'm not a master modeler but can hold my own, and much more confident as an artist thanks to folks like Artisten, Echonite, SkyKappa and MadCat221, I've picked-up enough skill to modify or create ~1,340 textures for my mod thus far. I havn't done alot of work on weapons yet, and this sounds like a great opportunity to get my hands wet. Perhaps I could start with one weapon, fix it up and send it to you for thoughts/comments. If you guys like it, I can work on others.

Let me know your thoughts,

Miax

We definitly wouldn't say no to any help in this regard. Please feel free to take a shot at any weapon you wish :) (though preferably would be the ones like G11, G11-E, Pancor and CAWS)
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luis ortiz
 
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Post » Sat Jan 30, 2010 8:23 am

Laser sights are overused in WMK... :rolleyes:
Anyway, I don't know how skilled you are with modelling, or Fallout modding in general, but to avoid a lot of hassle when setting up your 3D-program you can use LHammonds guide for Blender: http://www.fallout3nexus.com/downloads/file.php?id=30. The files he use are easily available in the files section.


I'm a scripter/writer/balance figure-outer. I know enough about modelling to move nodes around using the transform boxes, but not via mouse, but with direction I can usually look like I know what I'm doing if a task is just do A, then B, then C.
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jesse villaneda
 
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Post » Sat Jan 30, 2010 4:56 am

I see that there are many who want just 1 or 2 things added, but are not implemented for reasons of either vision or balance or both. So rather than asking for the inclusion of whatever weapon and armor mods happen to tickle a specific players fancy, perhaps it be better to give us the thought process that goes into adding and balancing new items. This way those of us willing to go through the brain pain may add those items ourselves.

For example if there were an armor mod that I wanted to "fit" into FWE I imagine that there could be some formula for calculating the new DR. (I thought about dividing the base DR by a weighted average of the DR on the current in game armors then factoring in the increase of max DR from 85 to 95. I always tend to overcomplicate things!)
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Kirsty Collins
 
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Post » Sat Jan 30, 2010 4:34 am

We definitly wouldn't say no to any help in this regard. Please feel free to take a shot at any weapon you wish :) (though preferably would be the ones like G11, G11-E, Pancor and CAWS)


Sounds great, thanks! :) I've always been partial to shot-guns honestly, I think I'll take a crack at the CAWS first and send you some samples.

Stay Tuned!

Miax
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Taylah Illies
 
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Post » Sat Jan 30, 2010 3:07 pm

I see that there are many who want just 1 or 2 things added, but are not implemented for reasons of either vision or balance or both. So rather than asking for the inclusion of whatever weapon and armor mods happen to tickle a specific players fancy, perhaps it be better to give us the thought process that goes into adding and balancing new items. This way those of us willing to go through the brain pain may add those items ourselves.

For example if there were an armor mod that I wanted to "fit" into FWE I imagine that there could be some formula for calculating the new DR. (I thought about dividing the base DR by a weighted average of the DR on the current in game armors then factoring in the increase of max DR from 85 to 95. I always tend to overcomplicate things!)


This is an excellent idea.

Mez, Kai? Would you two be willing to post some guidelines and some instructions on how to convert our own modlets to be 'FWE and WMK aware and friendly' ?

For instance, the armor and weapon damage balance guidelines, and for sure the steps involved in creating a full on 4 to 5 variation WMK weapon?

I have to say this, what you folks are doing is turning into less of a 'cool mod compilation to play' and more of a 'you have to have this to play the game right' kind of deal.

Fallout 3 just plain svcks without FWE+WMK+MMM.

Now if only we could get some massive AI tweaks for NPCs to go with MMM's monster AI tweaks!
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Naazhe Perezz
 
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Post » Sat Jan 30, 2010 2:44 am

Sounds great, thanks! :) I've always been partial to shot-guns honestly, I think I'll take a crack at the CAWS first and send you some samples.

Stay Tuned!

Miax


Awesome, thanks! Kai didn't mention it, but the Tommy Gun is far and away the worst of the bunch I think . . . if you're interest, search nexus for "Thompson" . . . someone made a nice looking thomsom SMG model (aka a tommy gun), but never made textures for it. Might be an alternative to modifying the current one. But if you like shotguns, by all means start there, any help is appreciated!

Mez, Kai? Would you two be willing to post some guidelines and some instructions on how to convert our own modlets to be 'FWE and WMK aware and friendly' ?


Formula's are cool and all, and I often use them as a starting point for starting to rebalance something. However, it is only a starting point, and I VERY quicky deviate from any formulas I start with in the interest of achieving a more specific / intentional outcome. Basically, balancing is subjective, and formula's often don't offer you the flexibiltiy make more distinct differences.

If you're looking to port something to FWE's standard, I'd look at the current weapon (or armor or whatever) lineup, and see where you want it to "fit in" relative to the other weapons. Start with damage, and go from there. The 10mm pistol weapons do a base damage of 20 in FWE, .45cal does 16-18, 5.56 around 24-26, 7.76 28-30, etc.... on up. Once you figure out where it fits in, you'll have to look at the weight, ammo capacity, fire rate, accuracy, crit damage and crit multiplier as the really important variables.
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Project
 
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Post » Sat Jan 30, 2010 8:31 am

Awesome, thanks! Kai didn't mention it, but the Tommy Gun is far and away the worst of the bunch I think . . . if you're interest, search nexus for "Thompson" . . . someone made a nice looking thomsom SMG model (aka a tommy gun), but never made textures for it. Might be an alternative to modifying the current one. But if you like shotguns, by all means start there, any help is appreciated!


Actually I have no problems starting with the Tommy Gun - I remember liking that gun and then not using it for that very reason, but had forgotten it until you mentioned it. I'll hunt-up that tommy-gun model and compare them to see if we can use it.

Stay Tuned!

Miax
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Rebecca Dosch
 
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Post » Sat Jan 30, 2010 3:19 pm

The Tommy Gun cold use a better model, sure, but I disagree that's it's truly the worst. I'd say the others Kai and Mez mentioned are a little worse. But still, glad to see these get some attention!
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oliver klosoff
 
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Post » Sat Jan 30, 2010 2:17 pm

Would the Energy Weapon overhaul mod (EWE) conflict with FWE? Thanks.
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Kieren Thomson
 
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Post » Sat Jan 30, 2010 4:53 am

since were talking about guns any chance of adding the smith and wesson 500......please. :)
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Rachael Williams
 
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Post » Sat Jan 30, 2010 11:35 am

Would the Energy Weapon overhaul mod (EWE) conflict with FWE? Thanks.

There's an extra FOIP patch that ensures compatbility

since were talking about guns any chance of adding the smith and wesson 500......please.

As for reasons stated above...it's not a gun from the Fallout series and it wouldn't have a different purpose than the regular .44, so as a regular weapon the answer is probably no.
But we have several new models for the unique revolvers and I think one of them might actually use that model(I think Wernhers revoler).
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Emmanuel Morales
 
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Post » Sat Jan 30, 2010 5:12 pm

It would seem there is a problem with Mez's Merged Patch for the DLCs, FWE, MMM & WMK... I can't use it since it has FO3 "Wanderers Edition - DLC Broken Steel.esp" as a required file.. something that I can't find.... I also have to disable the DLC supports for my other mods since they are also looking for FWE DLC files (Usually anchorage).. FWE - FOOK DLC Support also looks for all the FWE DLC files.

merging major mod compatibility files into one ESP.. good idea.. including the DLCs which these very same mods use... not smart.



NVM.. I'm an idiot.. found the files...
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Miss Hayley
 
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