[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sun Feb 07, 2010 4:11 am

Hi

I played something close to vanilla Fallout 3 a year or so ago, and I'd like to boot it up again now. From my research, it certainly seems that FWE answers my concerns with the original, so first, a thank you! I'm not likely to get a chance to play this game again though, so I want to make sure that I have the best experience possible within the context of mod development over the last year. Consequently, do you guys think I should wait for 5.0 or is the present version sufficient (i.e. are you not expecting to change a great deal in your new release?).

Additionally, I note that you list compatibility with a mod called MMM that people rate highly. As a baseline, I'd really like to install mods which improve the gameplay, and then as an added benefit, I'd like to have additional well written content and graphics improvements/variation too. The standard FWE pack seems to contain the above, but are there other mods that I should get? I'd like to ensure total compatibility because I'm not technically minded, and I struggle enough to follow the installation instructions!

Thanks very much for all of your work.

Chris
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celebrity
 
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Post » Sun Feb 07, 2010 8:53 am

I generated my own merged patch and it seems to be all good now.

However, there are few more things that concern me:

1) Since I'm using Xepha's darker nights, would you guys recommend his Night Time Sneak Boost minimod? is it compatible with FWE? Is it well balanced?
2) is MMM's hunting&looting esp compatible?
3) I have Kai's Marts' Mutant Mod override from this thread, but I also have specific MMM setup: no floaters, no ghoul raise, no geckos, no wanamingos, reduced spawns, hunting and looting. Is Kai's override file compatible with these choices?
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Stacey Mason
 
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Post » Sun Feb 07, 2010 7:41 am

I too would like to ask #2.

Also, I can answer #1: if you read the comments Xepha says its a bit of a cheat and is looking for ideas on how to refine it, so the answer to the third part of the question would be no.
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Nick Pryce
 
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Post » Sat Feb 06, 2010 10:01 pm

thanks. so it's out of question, then.

however I read in MMM description that NPCs are at a disadvantage at night time:
* Night vision penalties -- It's harder to shoot and fight in the dark, isn't it? At least it should be. NPCs now suffer a penalty to Perception, Weapon and Melee abilities at night making sneaking in the dark and generally staying undetected at night easier, as well making night time combat harder. The effect applies only to NPCs outside, and is nullified if they wear Power Armour. Creatures are also unaffected (most will have adapted to night time survival).


does it work well? do supermutants count?
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Anna Watts
 
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Post » Sun Feb 07, 2010 2:13 am

wrong post
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Zach Hunter
 
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Post » Sun Feb 07, 2010 1:04 am

Hi

I played something close to vanilla Fallout 3 a year or so ago, and I'd like to boot it up again now. From my research, it certainly seems that FWE answers my concerns with the original, so first, a thank you! I'm not likely to get a chance to play this game again though, so I want to make sure that I have the best experience possible within the context of mod development over the last year. Consequently, do you guys think I should wait for 5.0 or is the present version sufficient (i.e. are you not expecting to change a great deal in your new release?).

Additionally, I note that you list compatibility with a mod called MMM that people rate highly. As a baseline, I'd really like to install mods which improve the gameplay, and then as an added benefit, I'd like to have additional well written content and graphics improvements/variation too. The standard FWE pack seems to contain the above, but are there other mods that I should get? I'd like to ensure total compatibility because I'm not technically minded, and I struggle enough to follow the installation instructions!

Thanks very much for all of your work.

Chris

My base recommendation is FWE, MMM, WMK and Fellout.

1) Since I'm using Xepha's darker nights, would you guys recommend his Night Time Sneak Boost minimod? is it compatible with FWE? Is it well balanced?

Well Fallout in general already makes it harder to detect you when there is no light and FWE enhances this. I personally dont think that mod is necessary.

2) is MMM's hunting&looting esp compatible?

Yes

3) I have Kai's Marts' Mutant Mod override from this thread, but I also have specific MMM setup: no floaters, no ghoul raise, no geckos, no wanamingos, reduced spawns, hunting and looting. Is Kai's override file compatible with these choices?

Yes my override is compatible with all the various plugins, it only requires you have FWE and the MMM FWE foip patch loaded.
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Olga Xx
 
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Post » Sun Feb 07, 2010 12:16 am

Thank you.
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Nienna garcia
 
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Post » Sat Feb 06, 2010 9:13 pm

Ok, I've decided to wait for 5 and the PB CPs before I start a new game with FWE, but in the meanwhile I'm still looking at neat stuff that's compatible to add ot the list.

Now, on the main FWE 4.1.1 readme it suggests RobCo Certified and Wasteland Whisperer. Then I'm reading http://www.gamesas.com/bgsforums/index.php?showtopic=1062103&view=findpost&p=15432954, which seems to suggest I at the very least don't need RobCo certified anymore.

So ... uuhh ... which one is it? :D
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Taylrea Teodor
 
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Post » Sat Feb 06, 2010 9:40 pm

Ok, I've decided to wait for 5 and the PB CPs before I start a new game with FWE, but in the meanwhile I'm still looking at neat stuff that's compatible to add ot the list.

Now, on the main FWE 4.1.1 readme it suggests RobCo Certified and Wasteland Whisperer. Then I'm reading http://www.gamesas.com/bgsforums/index.php?showtopic=1062103&view=findpost&p=15432954, which seems to suggest I at the very least don't need RobCo certified anymore.

So ... uuhh ... which one is it? :D

Robco certified isn't integrated in FWE, it would still be required. What that post was referring to is MMM Monster Perks,
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JLG
 
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Post » Sat Feb 06, 2010 10:59 pm

Ah, ok, thanks :D
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Britney Lopez
 
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Post » Sun Feb 07, 2010 6:55 am

One thing i miss from FOOK2, now that i use FWE instead is the variety of weapons. Is it possible that version 5.0 of FWE will contain more weapons? I miss the AK's :P
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CHANONE
 
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Post » Sun Feb 07, 2010 2:10 am

I'm not exactly sure on which thread to mention this, since this is actually a FWE-WMK problem. It seems like I can't modify some of the Anchorage weapons, and I'm not sure if it's intentional or an oversight. I can't modify my Chinese Dragoon and Alloy Steel weapons. It even still says "Silenced 10mm Alloy Steel Pistol".

I've taken a look through FO3Edit and I've found records for modified Chinese Dragoon and Alloy Steel weapons in WMK, but I also noticed that it doesn't look like they've been updated for FWE, which made me wonder if it was an intentional exclusion, or just because FOIP hasn't been updated for it.
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asako
 
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Post » Sun Feb 07, 2010 7:10 am

One thing i miss from FOOK2, now that i use FWE instead is the variety of weapons. Is it possible that version 5.0 of FWE will contain more weapons? I miss the AK's :P

Honestly no, we're not too hot on adding even more weapons.
We want weapons to be different from each other and to fulfill a unique purpose. An AK woudn't be anything else but a reskin/model of chinese assault rifle(it's based on the AK afterall), so it wouldnt have any special gameplay purpose. Plus we focus more on weapons that have appeared in the Fallout series at some point.

I'm not exactly sure on which thread to mention this, since this is actually a FWE-WMK problem. It seems like I can't modify some of the Anchorage weapons, and I'm not sure if it's intentional or an oversight. I can't modify my Chinese Dragoon and Alloy Steel weapons. It even still says "Silenced 10mm Alloy Steel Pistol".

I've taken a look through FO3Edit and I've found records for modified Chinese Dragoon and Alloy Steel weapons in WMK, but I also noticed that it doesn't look like they've been updated for FWE, which made me wonder if it was an intentional exclusion, or just because FOIP hasn't been updated for it.

It's intentional. We treat those weapons like unique weapons(they have better stats than their regular counterparts) and unique weapons can't be modified in FWE.
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Liii BLATES
 
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Post » Sun Feb 07, 2010 2:38 am

One thing i miss from FOOK2, now that i use FWE instead is the variety of weapons. Is it possible that version 5.0 of FWE will contain more weapons? I miss the AK's :P

It's quite possible that could just rename and move the AK model to "Data\Meshes\Weapons\2HandAutomatic\AssaultRifle.NIF" to change it's appearance. It would revert it's model if you apply a mod kit though.
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Jinx Sykes
 
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Post » Sun Feb 07, 2010 10:56 am

I recently came back to FO3 to see how the modding's come along, and since Xoderap seems to have disappeared I figured I'd try out FWE. The only problem though is that my game crashes on start-up, and I know that it's FWE doing this (I disabled and re enabled esps until it crashed again). I read in the read-me that this could happen if you didn't have Craft or Calibre, so I reinstalled them, but no dice. Is there anything else that could be causing this?
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Alan Whiston
 
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Post » Sat Feb 06, 2010 8:11 pm

Are you loading the DLC plugins without having the DLCs? Crash on startup mostly means missing master.
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Nicholas C
 
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Post » Sat Feb 06, 2010 9:25 pm

I don't really want to see 'more' weapons, but I would love to see some (even optional) reskins of existing weapons, particularly the self-made ones.

Yes, I understand they are made from junk, but honestly...a crutch for a gunstock? and the dart gun looks like a 3 year old designed it. I mean..a TOY CAR? cmon...

I never use these weapons because honestly, they are too weak, even on 'version 3', and they just plain look ridiculous. Even the sword I have to get a mod to remove the backpack before I can stand it, and as soon as I find Jing Wei's shocksword...it goes in the trash.

For that matter, why didn't they include a .32 or 10mm 'zip gun'?
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lucile davignon
 
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Post » Sun Feb 07, 2010 12:05 pm

Are you loading the DLC plugins without having the DLCs? Crash on startup mostly means missing master.


All I'm using are the main esp and esm, and the foip patches (plus Craft and Calibre).
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Gracie Dugdale
 
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Post » Sun Feb 07, 2010 12:31 pm

Please post your load order. In FOMM: Load Order->Copy to clip board.
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Jason White
 
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Post » Sat Feb 06, 2010 8:07 pm

Fallout3.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Destruction.esm
FOOK2 - Main.esm
Unofficial Fallout 3 Patch.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
DCInteriors_ComboEdition.esm
Project Beauty.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [DESTRUCTION] Main.esp
FOOK2 - [DESTRUCTION] Main - Statics.esp
FO3 Wanderers Edition - Main File.esp
Attentater's Wasteland Economy.esp
DarNifiedUIF3_FWE.esp
Tailor Maid.esp
TheOutbreak - WMS Vanilla Combo Pack - C12H.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FWE with EVE.esp
Mart's Mutant Mod - FWE Master Release.esp
FO3 Wanderers Edition - UFP Support.esp
CRAFT - Activation Perk.esp

Total active plugins: 35
Total plugins: 41
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P PoLlo
 
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Post » Sun Feb 07, 2010 1:57 am

I think that Mart's Mutant Mod - FWE with EVE.esp is a likely culprit for your crashes. I also think that you should get the latest DarNifiedUI as you do not require the FWE patch anymore. And a few of the MMM optional files are included in Mart's Mutant Mod - FWE Master Release.esp, such as the Mart's Mutant Mod - Increased Spawns.esp and maybe a few others.
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Heather Kush
 
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Post » Sun Feb 07, 2010 10:43 am

It's in the readme for MMM FOIP. It's pretty important to at least take a look at them, for this stuff. It might have compatibility or load order information, for one thing.

- The FWE patches automatically includes zones respawn, increased spawns, and the natural selection optional modules. You do not need to load these plugins from the original MMM archive (and in fact you shouldn't).
...
- Do NOT use the MMM - Tougher Traders modules when using FWE.

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claire ley
 
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Post » Sun Feb 07, 2010 11:31 am

I unchecked those MMM plugins and tryed the other UI esp but still no dice.
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stephanie eastwood
 
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Post » Sun Feb 07, 2010 1:43 am

I unchecked those MMM plugins and tryed the other UI esp but still no dice.

Proper load order

Fallout3.esmCRAFT.esmCALIBR.esmUnofficial Fallout 3 Patch.esmDestruction.esmDCInteriors_ComboEdition.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espProject Beauty.espAttentater's Wasteland Economy.espTailor Maid.espCRAFT - Activation Perk.espFOOK2 - Main.espFOOK2 - [EVE] Energy Visuals Enhanced.espFOOK2 - [DESTRUCTION] Main.espFOOK2 - [DESTRUCTION] Main - Statics.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espWeaponModKits.espWeaponModKits - FOOK.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FWE Master Release.espTheOutbreak - WMS Vanilla Combo Pack - C12H.espRemove these:DarNifiedUIF3_FWE.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Increased Spawns.esp

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Nicole Elocin
 
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Post » Sun Feb 07, 2010 3:44 am

I think I just forgot to install the .esm for ESM...

EVE has no esm, interesting.

Ok, it's the EVE with FWE Foip patch that's screwing me. Is that not needed if I'm using FOOK's EVE plugin?
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BrEezy Baby
 
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