[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sat Feb 06, 2010 10:16 pm

Why cant we run tougher traders with FWE? I have been since I got FWE and I haven't noticed an issue?
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Sun Feb 07, 2010 7:46 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?

EVE has an esp however and esps can be required as masters just as much as esms. And yes it is advisable that you run the regular EVE suite + FWE EVE foip patches.

Why cant we run tougher traders with FWE? I have been since I got FWE and I haven't noticed an issue?

You can run it in theory, it's not going to break anything, but FWE already makes traders much tougher so it's redundant.
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Sun Feb 07, 2010 12:55 pm

- 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.


um..does that mean I'm going to get "zones respawn, increased spawns, and the natural selection" because of FOIP patch, even if I never installed them with MMM?

here's my load order, is this going to work as intended (the MMM plugins):

Fallout3.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCRAFT - Activation Perk.espDarNifiedUIF3.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional Sneak Msgs.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Geckos.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espKH_MMM override.espKH_MMMNoIncreasedSpawns.espKH_FWE Tweaks.espKH_FWE Fixes.espXepha's Dynamic Weather - Main.esp=Subtle+Very Far=DOF1.1.espmerged_patch.espTotal active plugins: 29Total plugins: 29

User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Sun Feb 07, 2010 2:49 am

um..does that mean I'm going to get "zones respawn, increased spawns, and the natural selection" because of FOIP patch, even if I never installed them with MMM?

here's my load order, is this going to work as intended (the MMM plugins):

Yes

And load order is fine
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Sun Feb 07, 2010 8:10 am

I'm using the eve that came with the Fook installation. Can I just use the Fook + FWE Foip patch then?
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Sun Feb 07, 2010 1:22 am

I'm using the eve that came with the Fook installation. Can I just use the Fook + FWE Foip patch then?

No you need the standalone version of EVE to use it with the FWE foip patch.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Sat Feb 06, 2010 8:31 pm

http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en
Any mod on this list is incompatible with FWE.
This is a Work in Progress, just started this a little while ago.
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Sat Feb 06, 2010 11:17 pm

My god, you're like some sort of fo3 modding cyborg! (And we love you for it <3)
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Sun Feb 07, 2010 7:07 am

I am very interested in using FWE, but am afriad that the weapon damages will not carry over to the 20th century weapons which I really enjoy using. Are these two mods compatible or have compatibility patches been made?

Thanks in advance.
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Sun Feb 07, 2010 9:03 am

My god, you're like some sort of fo3 modding cyborg! (And we love you for it <3)

Well I'm tired seeing people using Bullet time, Sprint, No Auto Aim and such with FWE...
So if our Readme's aren't clear enough, here is one simple big [censored] list for people to look at :D
Plus I just got back from celebrating a friends engagement, so I'm not in the condition to do anything more productive(you know how they say...don't drink and script...or something like that).
Just fyi I finished the Triage hotkey the other day...it's cool I really wonder why I didn't add this before...


I am very interested in using FWE, but am afriad that the weapon damages will not carry over to the 20th century weapons which I really enjoy using. Are these two mods compatible or have compatibility patches been made?

Thanks in advance.

You can use them together, but as you say, FWE's weapons are balanced much differently. It's likely that 20th Century weapons would feel a tad weak. Don't think there's a compatibility patch out there yet.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Sun Feb 07, 2010 2:30 am

Nice list, subscribed to the changes :)
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Sun Feb 07, 2010 9:50 am

http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en
Any mod on this list is incompatible with FWE.
This is a Work in Progress, just started this a little while ago.


Wow, kudos for that list! I was shocked to see it cause I thought there would only be a few things to list for now, but you have been busy! I personally want to thank you for all the work you have done (scripting, answering questions on the forums, your tweaks, the Incompatibility list and I am sure many other things).

It really makes a mod stand out when people in this mod group take the extra time to help others out, no matter how many times questions have been asked. This is a great modding group, you all are lucky to have each other :) Keep up the great work! I am waiting patiently to give this mod a spin when the 5.0 version comes out, and I am sure I will have a blast!
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Sun Feb 07, 2010 11:48 am

Wow, kudos for that list! I was shocked to see it cause I thought there would only be a few things to list for now, but you have been busy! I personally want to thank you for all the work you have done (scripting, answering questions on the forums, your tweaks, the Incompatibility list and I am sure many other things).

It really makes a mod stand out when people in this mod group take the extra time to help others out, no matter how many times questions have been asked. This is a great modding group, you all are lucky to have each other :) Keep up the great work! I am waiting patiently to give this mod a spin when the 5.0 version comes out, and I am sure I will have a blast!

Thank you!

And yes our team and our playerbase are cool and fun to work with, that makes going the extra mile easier :)
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Sat Feb 06, 2010 9:28 pm

...
Just fyi I finished the Triage hotkey the other day...it's cool I really wonder why I didn't add this before...
...

Great, and thank you! I fiddle around in the PipBoy enough as it is...
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Sat Feb 06, 2010 9:32 pm

Yes

And load order is fine



okay, thanks again.

but new game still crashed like 10 minutes in, in the rivet city.

I have i7 cpu and after I applied multicore hotfix (bUseThreadedAI=1; iNumHWThreads=2) freezing in the starting shack was gone. but it still occured in the wasteland.
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Sun Feb 07, 2010 1:07 am

Hey there. Any planned release date for 5.0? I can easily wait for a couple of months since I've already waited for quite some time, but would be nice to have an idea of when it will be ready :)
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sun Feb 07, 2010 5:33 am

okay, thanks again.

but new game still crashed like 10 minutes in, in the rivet city.

I have i7 cpu and after I applied multicore hotfix (bUseThreadedAI=1; iNumHWThreads=2) freezing in the starting shack was gone. but it still occured in the wasteland.

If you have changed your load order, please post your current load order.

Hey there. Any planned release date for 5.0? I can easily wait for a couple of months since I've already waited for quite some time, but would be nice to have an idea of when it will be ready :)

From what I hear, there will be no reason to start a new game when updating from 4.1, so I say Just go for it! This is not a OOO1.3 change :)
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Sat Feb 06, 2010 11:56 pm

I'm aware that I need not start a new game. But as far as I know there will be quite a few new features, which I'd rather have from the very start. Which is why I'd rather wait until 5.0 is out :)
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Sat Feb 06, 2010 10:19 pm

Found something that doesn't seem right. There are 2 "Super Sledge"(s) with the same model but with different stats:

Dam: 45.00
Att/s: 1.50
Crit*: 1.00
Crit/Bon: 30.00
ActionPts: 30.00

vs.

25
1.5
1
25
38

I noticed this a while ago, but just got one of the second, inferior, types from a Overlord and wonder if they always get this one. Either way, it seems like some sort of mistake. :) (I don't use any other weapon adding mods)
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Sun Feb 07, 2010 6:27 am

Found something that doesn't seem right. There are 2 "Super Sledge"(s) with the same model but with different stats:

I noticed this a while ago, but just got one of the second, inferior, types from a Overlord and wonder if they always get this one. Either way, it seems like some sort of mistake. :) (I don't use any other weapon adding mods)

Thanks and you're right, the stats on that weapon is incorrect. Already fixed in 5.0 though :)
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sun Feb 07, 2010 5:01 am

Mez,

In-box is full

Miax
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Sat Feb 06, 2010 11:48 pm

Is it regarding the remade CFW models?
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sun Feb 07, 2010 4:50 am

Mez,

In-box is full

Miax


Thanks, purged that =)

I've been sick for past few days, so haven't been on too much =(
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Sun Feb 07, 2010 9:10 am

I turned off FWE.. I didnt like that the combat play prettymuch traded VATS dependancy for Bullet Time dependancy... bullet time being the answer to everything was differrent but didnt feel like a real game changer from stock vanilla gunplay. Just miss the cinematic cameras from VATS but everything else played about the same. I liked the hunger and thirst stuff. Crippled limbs seemed a greater inconvenience to me than to the enemy, still. I like the alternate start.

I am very curious about the computer the FWE trailer was recorded on. the FPS is very smooth and stable despite a lot going on. What hardware in it?
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Sun Feb 07, 2010 10:14 am

I turned off FWE.. I didnt like that the combat play prettymuch traded VATS dependancy for Bullet Time dependancy... bullet time being the answer to everything was differrent but didnt feel like a real game changer from stock vanilla gunplay. Just miss the cinematic cameras from VATS but everything else played about the same. I liked the hunger and thirst stuff. Crippled limbs seemed a greater inconvenience to me than to the enemy, still. I like the alternate start.

I am very curious about the computer the FWE trailer was recorded on. the FPS is very smooth and stable despite a lot going on. What hardware in it?

Bullet time isnt the biggest change you know. I'm not sure what exactly you're hoping for, but in FWE auto aim is disabled, spread is much tighter, grenades are much more usable, damage is higher and hitareas are much more differentiated,etc, etc.... There isn't a mod out there that comes close to FWE in terms of gunplay, don't know what else you would ask for.

My system is a Phenom II 940BE @3.8Ghz, 4GB DDR2 RAM, GB DS4H mobo and a Powercolor PCS+ Radeon 4870@ 4Ghz mem clock
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

PreviousNext

Return to Fallout 3