[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sat Feb 06, 2010 9:03 pm

The end result of those under the hood changes didnt have a great impact on the feel for me. I just went bullet time and shot the head instead of going into vats and selecting the head. Bullet time was more "smooth" than vats though, since it doesnt take you out of the game to play another game like vats does. I did like that. I liked the scavving aspect of things, I'm just wierd and don't ken to having the most efficient way to play being to tap-tap the bullet time key all the time is all.


Hmm. Is Fallout extremely cpu dependant? I have a geforce 9800gt, 4g ddr2 and amd64 4000+ and I don't get performance anywhere near as nice as you do. My cpu is way lamer than yours though...
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Judy Lynch
 
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Post » Sun Feb 07, 2010 12:25 am

The end result of those under the hood changes didnt have a great impact on the feel for me. I just went bullet time and shot the head instead of going into vats and selecting the head. Bullet time was more "smooth" than vats though, since it doesnt take you out of the game to play another game like vats does. I did like that. I liked the scavving aspect of things, I'm just wierd and don't ken to having the most efficient way to play being to tap-tap the bullet time key all the time is all.

Well you can play it without VATS and bullet time...but people do want to use their AP for something :shrug:
And I personally do [censored] love bullet time. I mean I even modded it for Oblivion heh.

Hmm. Is Fallout extremely cpu dependant? I have a geforce 9800gt, 4g ddr2 and amd64 4000+ and I don't get performance anywhere near as nice as you do. My cpu is way lamer than yours though...

Yeah a good CPU makes a world of difference in FO3. That video is actually only running at half my real FPS, because I limited it at 30 to keep the video size smaller(and video compression would've limited it to 30 anyways).
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Gemma Archer
 
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Post » Sun Feb 07, 2010 9:19 am

I'm jealous...
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He got the
 
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Post » Sun Feb 07, 2010 4:31 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 :)


I'm curious about estimated release date, too.
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Rob Davidson
 
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Post » Sun Feb 07, 2010 8:26 am

Quick question...I have Moira's radiation perk and the rad child perk..

For some reason as soon as my radiation hits somewhere around 790 to 800, it starts to KEEP going up even if I get totally away from the source of radiation.

Is this intended? Just curious...I died while standing in front of Doc Church because I didn't have the DUI radiation meter turned on, so I had no clue other than the ticking noise that my rads were still climbing, and I assumed (wrongly) the ticking was just a sound glitch.
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victoria johnstone
 
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Post » Sun Feb 07, 2010 1:45 am

I'm curious about estimated release date, too.

When it's done :)
Shouldn't be too long anymore though(definitly not months).

Quick question...I have Moira's radiation perk and the rad child perk..

For some reason as soon as my radiation hits somewhere around 790 to 800, it starts to KEEP going up even if I get totally away from the source of radiation.

Is this intended? Just curious...I died while standing in front of Doc Church because I didn't have the DUI radiation meter turned on, so I had no clue other than the ticking noise that my rads were still climbing, and I assumed (wrongly) the ticking was just a sound glitch.

Yes that's intended. If you accumulate too many rads you're SOL unless you get treatment asap.
It's more interesting that way. Instead of walking around with an absurd amount of rads and thinking that you're not going to die unless you go skinny dipping in the tidal basin, you will actually start dying slowly (and not just instantly) from the radiation. Rad Child actually does counter this affect a little, but not entirely.
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Adriana Lenzo
 
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Post » Sun Feb 07, 2010 6:53 am

You didn't happen to be a designer for S.T.A.L.K.E.R. did you? Because the more I play FWE the more I'm reminded of it. Especially that last thing about rads.
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Sanctum
 
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Post » Sun Feb 07, 2010 4:33 am

Any chance I could knock heads with you guys on the FWE team for an optional plugin for after 5.0 is released?

Nothing major, I just feel the radiation penalties are neither severe enough, nor exotic enough.

You know about where I am as far as script capability...straightforward stuff, a bit of mimicking for tougher stuff, but when it comes to doing totally original stuff, I definately need help.


Some ideas I had were:

200 Rads: Character every so often (steal the sound from Jericho), AP goes up by 20 points (due to the initial 'boost' to cellular function from the radiation).

400 Rads: Character quite often. AP is still boosted by 20, vision becomes permanently (until rads are cured) tinged as if a dose of MDMA had been taken (I like how bright colors are on this stuff!). A soft light now surrounds the player, with a radius of about 3 to 6 feet, reducing sneak skill by 10. Players bullettime occaisionally kicks on for no reason, player may randomly eat or drink an item from their inventory with no control by the player.

600 Rads: All previous alterations, player has 10% reduced limb health, -5 DR (skin is erupting and sore), LOSES the initial AP boost, suffers from random 'concussion' VFX playing, and sometimes hears and sees strange things (play the animation sequence from the 'purple' vault where a guy appears in front of you for a second then vanishes...this will require some spawning or .moveto's.)...player gets frozen momentarily when these things happen. Auditory hallucinations would be things from the players past like hearing Dad or the Overseer, or a nursery rhyme, a snatch of music played on a music box...weird stuff like that.

800 Rads: Player now moves at 75% speed when unencumbered, all previous alterations except the AP boost of course, Player occaisionally 'goes critical', causing a short range burst of 50 rads to affect anything in a 6 foot radius. Players light emittance grows to the equivalent of a 30' radius Pip-boy light, reducing stealth by 25 additional points. Player occaisionally stops (gets frozen) and the 'fall down' animation (from when the player is captured at the end of Vault 87) plays and you hear the player retching (requires a new sound effect).

900 Rads: All previous effects plus player randomly 'blacks out' for anywhere from 5 to 30 seconds (random) while not in combat.

950 Rads: straight 25% chance on reaching 950 rads of player's race being shifted to ghoul permanently (and resetting radiation to 200), 25% chance of player lethally exploding as per the Singularity Perk (killing the player too). These two checks are done INSTANTLY on reaching 950 rads, but only happen once.

1000 Rads: Death, just as normal, but...GIB the player as he enters the death camera.

I know the ideas could use a bit of tweaking, but this will do for a start, maybe?

I forsee it, as I said, as an optional addon for FWE.

P.S. the chance to turn into a Ghoul would require either FWE or the addon to incorporate a 'race fix' setup to compensate for broken steel.
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Becky Palmer
 
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Post » Sun Feb 07, 2010 12:31 am

You didn't happen to be a designer for S.T.A.L.K.E.R. did you? Because the more I play FWE the more I'm reminded of it. Especially that last thing about rads.

:shifty:


Any chance I could knock heads with you guys on the FWE team for an optional plugin for after 5.0 is released?

Nothing major, I just feel the radiation penalties are neither severe enough, nor exotic enough.

You know about where I am as far as script capability...straightforward stuff, a bit of mimicking for tougher stuff, but when it comes to doing totally original stuff, I definately need help.

Well that stuff is definitly doable, but it wouldn't have to be a specific addon for FWE. Someone could do that as a standlone mod. Since it just changes the effects and scripts up, it would only have to be loaded after FWE and it would work fine.
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Chantel Hopkin
 
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Post » Sun Feb 07, 2010 8:48 am

Will this mod be made compatible with FOOK2 1.1?
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Tha King o Geekz
 
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Post » Sun Feb 07, 2010 1:49 am

How about a dodge? Sprint and left/right don't currently do anything - even if you enable strafing, you have to run forward a little bit first.

Plus with a dodge, everybody can be that step closer to feeling like Max Payne (What I think, ultimately, everybody should aspire to)
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Ashley Tamen
 
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Post » Sun Feb 07, 2010 10:19 am

Will this mod be made compatible with FOOK2 1.1?

http://fallout3nexus.com/downloads/file.php?id=10167

How about a dodge? Sprint and left/right don't currently do anything - even if you enable strafing, you have to run forward a little bit first.

Plus with a dodge, everybody can be that step closer to feeling like Max Payne (What I think, ultimately, everybody should aspire to)

Agreed, Max Payne is a role model for all of us.
But this is not something that will be in FWE 5.0.

I've actually already implemented dodge/roll animations into Fallout...but that's just one of the few sideprojects that I currently dont have the time to work on :shrug:
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Rhysa Hughes
 
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Post » Sun Feb 07, 2010 6:38 am

I've heard that some people don't like how bullet time is used so frequently...

http://www.gamesas.com/bgsforums/index.php?showtopic=1070793

Maybe you might consider something like that.
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Jani Eayon
 
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Post » Sun Feb 07, 2010 4:54 am

Hey Kai, the weight problem is still persisting after I re-dl'd your ammo weight .esp although not 100% of the time. It seems that if I reload the save I will have my regular weight. I have only seen it add 1 pound over weight, no matter how much I carry at the time of the save. Not sure if that helps identifying the problem or not.

Im also having trouble with the built in sprint mod. I would prefer to have it on the games vanilla run key but sometimes it just wont work. Ill mash the button, reset the key etc etc. Ive tried using different keys from shift to 'p' but it just seems to work when it wants.

EDIT: Another thing I noticed last time I played fallout about the weight problem. It doesnt stay at the weight when I drop stuff anymore. So Its probably one item in my inventory thats screwy so ill try and hunt it down next time it happens.
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Thema
 
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Post » Sun Feb 07, 2010 10:50 am

I've noticed that the XL70E3's scope reticule is vertically off-center. It seems to be about a 3/4 notch above the normal game crosshair.
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Neko Jenny
 
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Post » Sun Feb 07, 2010 5:08 am

I've noticed that the XL70E3's scope reticule is vertically off-center. It seems to be about a 3/4 notch above the normal game crosshair.


Maybe i'm missing something vital here, but I can't seem to pick the Robco Portable Bed back up... I'm holding the "Grab" Key, which in my case is Z.

I also tried E just to see if it would work but no avail.

I'm 100% sure this is one of those things where i'm going to facepalm, but it's bugging me.

Anybody know?
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Sweet Blighty
 
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Post » Sun Feb 07, 2010 10:12 am

Um, why'd you quote me?

Hold the grab key while pressing the use key. It took me a while to work that out, too. There should probably be a more obvious placement of that note in the game, since it seems like a lot of items from mods do that.
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Mike Plumley
 
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Post » Sun Feb 07, 2010 6:46 am

Um, why'd you quote me?

Hold the grab key while pressing the use key. It took me a while to work that out, too. There should probably be a more obvious placement of that note in the game, since it seems like a lot of items from mods do that.


I quoted you because the reply option automatically quotes and it's 3 am and I didn't notice. Thanks tho, that did the trick.
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Britney Lopez
 
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Post » Sun Feb 07, 2010 12:34 am

Currently I use Bullet Time for pretty much every round I fire. It doesn't feel special at all, because I'm never not using it.
I have a couple of suggestions
1) At the moment I toggle on bullet time for half a second to line up the shot, turn it off as I fire and wait for my gun to be ready again, then tap it on again for another moment as I reaim. This means that I use up very few AP and can pretty much keep doing this indefinitely. Maybe there should be a 'flagfall' cost of AP to turn Bullet Time on, with a (lowered) cost per time after that.
2) Introduce a perk called 'God Among Men' (requires both other bullet time perks). If you have this and double-tap the bullet time key you enter 'lightning time', where time slows down but you are only slowed half as much. This mode uses up AP at a ferocius rate though, no more than about 3 realtime seconds from a full bar.
These would help to make bullet time a powerful rather than ubiquitous tool, that you use to get an edge at a critical moment rather than every time you pull the trigger

Edit: The trick with deploying RobCo stuff seems to be getting the orientation right - if the object is lying on its side it won't deploy no matter how flat the surface. You need to drop it then use 'grab' to turn it the right way up. The grill is easy but I always have a hell of a job trying to figure out how to orient the bedroll - perhaps some kind of label could be added?
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Chris Guerin
 
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Post » Sun Feb 07, 2010 5:40 am

Yeah the Grab+Use Key thing seemed so obvious when I figured it out, but before that I was a AAAARRRRRGGGGGHHH
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Brooke Turner
 
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Post » Sun Feb 07, 2010 11:09 am

Maybe there should be a 'flagfall' cost of AP to turn Bullet Time on, with a (lowered) cost per time after that.

I rather like the idea of a starting cost for bullet time. Not to lower the total time available, but to punish abuse. :)
I imagine it would be pretty easy to implement too.
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!beef
 
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Post » Sat Feb 06, 2010 9:42 pm

There was talk in another thread about the possible use of jet as a requirement to use Bullet Time. Maybe if you used Jet you could use Bullet Time for the next 5 minutes. Would also make chems much more usefull. Just an idea thrown in there from another thread :)
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jess hughes
 
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Post » Sun Feb 07, 2010 4:22 am

I would not like tying bullet time and chems together. I'm pretty happy with chems as they are - diverse and pretty balanced in terms of benefits/downsides. And bullet-time is configurable if you think it's too cheap in AP.

gothemasticator
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laila hassan
 
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Post » Sun Feb 07, 2010 11:57 am

i recently started using the primary needs portion of the mod (except sleep) and have it configured nicely so that its not too annoying but i still have to carry water and food around.

i was wondering if it would be possible to change the water purifier so that you arent going through 3 stages to get good water, how about just bad water and then purified water. if you using radx and what im assuming is boiling and then recondensing then it should be just fine after one cycle........not three. also from a gameplay perspective its a bit of a time waster since you sitting there for 30 seconds just to get one "good" bottle of water not to mention that if i dont do all the cycles i now have several versions of water in my inventory taking up space. purified, aqua pura, terrible, bad, good and forgot what the other one was called. its frankly easier just to load up with aqua pura or purified water from the shops and my robot. just my two cents.

cant wait for the next version.

as for the bullet time and chems thing i think you already get a boost in bullet time by using jet simply because it adds 30 AP, although i havent tried it out ingame myself.
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Naazhe Perezz
 
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Post » Sun Feb 07, 2010 9:28 am

It's probably been suggested before (and I don't know if it's even possible), but as an extra alternate start I think Rivet City security would be pretty cool.
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Wayne Cole
 
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