[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sun Feb 07, 2010 11:00 am

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 :)



that sounds like an excellent idea to me, personally im pretty quick to hate anything to do with giving people "special" powers.. and free bullet time certainly feels like one. Ive never found chems all that useful otherwise, other than buffout or maybe morphine, and only ever get addicted to them so may as well just throw em away since their not worth much.

besides jet kinda sounds like itd have an amphetamine like effect, as in "Speeding up of bodily functions"
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Calum Campbell
 
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Post » Sun Feb 07, 2010 5:35 am

So, razorwire, it doesn't sound like you're using FWE, which changes chems and chem use drastically from the original game. You should try the mod out. You might change your mind about suggesting a change to it.

gothemasticator
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Sami Blackburn
 
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Post » Sun Feb 07, 2010 7:18 am

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.

Yes, it is possible- all is possible, but will it to be better?
Now you work with two clicks before and after, more complicated algorithm will need additional menu, more complex script, more input to the core. It is always better to avoid such things, if possible.
For me- I almost always use WP in my home (I place it here), so I have only one cycle to convert Dirty water into Good water.
Why?
-10 bottles of water have less weight then WP itself
-My clear water supply I use when I have need in this, and periodically mix Good water with other types of water for the radhealing effect.
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Adam
 
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Post » Sun Feb 07, 2010 5:13 am

If FWE ever includes a bullet-time linked to chems system, please make it optional! In theory, it's a sound idea... in practice it would limit bullet-time too much, especially for those who use it largely as a replacement for VATS (which, to some degree, is like ultimate bullet-time- time stands virtually still with unmodified VATS).

Perhaps another idea would be to increase AP consumption during bullet-time and allow kills to replenish AP- for the full-on Max Payne effect!
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Danii Brown
 
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Post » Sun Feb 07, 2010 1:22 pm

1. If FWE ever includes a bullet-time linked to chems system, please make it optional!
2. Perhaps another idea would be to increase AP consumption during bullet-time and allow kills to replenish AP- for the full-on Max Payne effect!

1. Not directle, but if you use chems, which increase your AP, then you increase possible time in bullet time
2.
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Jason King
 
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Post » Sun Feb 07, 2010 4:12 am

1. Not directle, but if you use chems, which increase your AP, then you increase possible time in bullet time
2.

Yeah, I know this. :) Just wanted to give my 2 cents re some of the suggestions recently posted here, such as: allowing bullet-time only when under the influence of jet.
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Alexis Acevedo
 
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Post » Sun Feb 07, 2010 8:24 am

So, razorwire, it doesn't sound like you're using FWE, which changes chems and chem use drastically from the original game. You should try the mod out. You might change your mind about suggesting a change to it.

gothemasticator


Thats merely a presumption on your part, again, just "my opinion" about a number of chems and drugs. If jet had more of a purpose id probably feel stronger about it, but it gets hyped ingame and then all it is is an AP boost... tsk.. bit of a let down really.

edit: it would be nice to at least have an option for tying a powerful effect like bullet time to a chem effect to add some responsibly to its usage. otherwise look forward to FWE 5, great job guys.
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Strawberry
 
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Post » Sat Feb 06, 2010 10:23 pm

I have no idea if it's simple to tie jet-use into Bullet-time, but I'm sure if it was done it would become optional. But yes, it would make more sense that if so many uses it, the benefit should match the demand. And Bullet-Time seems like a good trade-off to me.
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Brandon Bernardi
 
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Post » Sun Feb 07, 2010 4:51 am

I can look into an optional jet-requirement for initiating bullet time. In theory it should not be too tricky to implement this, along with some global checks that would allow you to turn this change on or off. The thought of having to wade through raiders with more limited bullet time sounds difficult . . . . but strangely tantalizing . . .

The new FWE versions does include Kai's tweakes to the bullet time time AP consumption and slow down. Regardless of which perk level you have, bullet time now requires more AP's and doesn't slow things as much. We've also fixed an issue with the perks and the custom bullet time settings, so that now your bullet time perk level determines a "base" AP rate + slowdown factor, which you can then modify up or down in the config. In 4.1.1, if you modify the settings in the config it overrites you're perk effects, or vise versa =(

Incidentially things are coming along for 5.0. We only have a few more loose ends to tie up in implementing changes, but playtesting revealed some glitches and bugs that required more elaborate solutions than anticipated. Regardless, things are moving forward and we appreciate everyone's patience. FWE 5.0 is shaping up to be a very significant step forward and probably the biggest update so far. It may not look like it on paper (i.e. changelog) but most of the core features have been looked at from a "big picture" perspective and adjusted as needed.

We'll keep you all posted and hanks for the feedback.
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Katie Louise Ingram
 
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Post » Sun Feb 07, 2010 12:14 am

Almost can't wait for 5.0 to be released, but will sure be worth the wait. Take your time and we will all be here waiting for this gem to make Fallout 3 an even better experience :) Really appreciate that the changes to Bullet Time will be implemented. Yes, it will be harder with a requirement of Jet, but I like my games hard :D
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Manuel rivera
 
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Post » Sat Feb 06, 2010 10:34 pm

EDIT: I'm thinking it would be better that when you hit the bullet time hotkey, it checks to see if you have jet, and actually uses it right then, as opposed to having to open your inventory, take jet, and then enter bullet time seperately?
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Laurenn Doylee
 
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Post » Sun Feb 07, 2010 5:35 am

I would say yes, better to have it use it automatically. Could it be made so you can use Bullet Time for as long as Jet lasts or would that be too difficult?
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Eileen Müller
 
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Post » Sun Feb 07, 2010 2:02 am

I personally think bullet time should be left as is, without the jet requirement. RPing a character who doesn't want to abuse substances would be impossible if you wanted to use bullet time.
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Siidney
 
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Post » Sun Feb 07, 2010 10:18 am

Well jet lasts 600 seconds (as with most chems) so that won't work =) What I'll do though is have the check see if you're currently "on" jet, so that if you drop out of bullettime, but jet is still in effect, you don't take more jet each time you enter bullet time.

EDIT: "IF" I implement this . . . it will be disabled by defualt and there will be an option to turn it on.

BTW, does anyone know a script function to force someone to ingest an item?
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stevie trent
 
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Post » Sun Feb 07, 2010 11:06 am

I would think player.Equip Jet 1 1. I like the idea.
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Jamie Moysey
 
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Post » Sun Feb 07, 2010 10:11 am

...
BTW, does anyone know a script function to force someone to ingest an item?

I don't know much about scripting, but... wouldn't Triage use something related to this?
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Queen
 
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Post » Sun Feb 07, 2010 4:56 am

player.Equip Jet 1 1.

Yes, this will work
player.equipitem Jet 1 1
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Michelle Smith
 
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Post » Sun Feb 07, 2010 1:05 am

If you do implement it, Mez, how about tying into the bullettime perks?
They can be slightly unbalancing, but only being able to use them while on jet could be a nice way to sidestep that issue.
(As in, most enemies, your regular, free bullet time will do. See 5 enclave soldiers run round the corner, you're going to want to react a little faster.)
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Lucky Girl
 
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Post » Sun Feb 07, 2010 12:41 pm

I freaking love this mod, but I cant make it past bloody level 3 :( I keep dying, Im a new player to computers and as soon as I decide to venture to say, the super duper mart... I die. Damn.
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A Dardzz
 
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Post » Sun Feb 07, 2010 12:10 pm

I freaking love this mod, but I cant make it past bloody level 3 :( I keep dying, Im a new player to computers and as soon as I decide to venture to say, the super duper mart... I die. Damn.


Well . . . you might not be well equiped / skilled enough to take on Super Duper Mart at level 3 . . . it's a tough encounter with a lot of enemies in a tricky location =) Springvale Elem. is also pretty tough starting out. You're better off (I think) hunting around for low level creatures or raiders in the open wasteland to brush up on skills + get looted equipment.
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SexyPimpAss
 
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Post » Sun Feb 07, 2010 1:34 pm

Thanks Mez ;D Question: How many mods are you running. Im running over 100, but thats the only way I feel like my game is good.. Im gonna offload a few =\
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Juan Cerda
 
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Post » Sun Feb 07, 2010 5:57 am

Thanks Mez ;D Question: How many mods are you running. Im running over 100, but thats the only way I feel like my game is good.. Im gonna offload a few =\
Thet's my list. All work just fine :)
And don't forget to lower difficulty settings until you will be more experienced (if you don't make it already)

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmFallsChurchMetroFix.esmCMF-Zeta.esmCALIBR.esmCRAFT.esmArefuExpandedByAzar.esmDCInteriors_ComboEdition.esmCubeExperimental (EN).esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espEcho_BatteryCharger.espDLM_solarchargerzeta.espVaultTechLocators.espCaravan Tracking.espMole Rat Maze.espThe_Collector.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espD.C. Confidential with Glow.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espPLweightadjust.espMegatonContracts.espNuka Cola Refill Stations.espQuantumPipeV2.espRivet City Underworks 1.1.espDelayAnchorage.espDelayThePitt.espDelaySteel.espdelaypl.espdelayzeta.espShadySands.espReturn to Shady Sands - FWE weapons rebalance.espArefuExpandedByAzar-Radio.espR.A.C.E. Station.espExistence2.0.espCONELRAD 640-1240.espStripClub.espTailor Maid.espTailor Maid Black Retex.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espTailor Maid ZETA.espKelseyCompanion.espJessiCompanion.espMeresti Metro Station Entrance.espTenpenny Suite [Engl].espBroadway_cinema.espCEI - CaesarrulezExcessiveInteriorsEN.espYevicsUrbanTownhome.esphouseexpansion.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espUPP - Experience Perks.espMoreMapMarkers.espSniperZooming.espRealFragGrenade3.espCentered 3P Cam_new.espLongerDeathCamera.espSkillCheck.espCASM.espF3UmpaAnimation.espCRAFT - Activation Perk.espWastelandMastery.espProject Beauty.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Restore Tracers.espPreWar Book Titles and Perks.espRobCo Certified.espWasteland Whisperer.espXFO_Pacing_Extra_Levels.espMaxLevelWorkaround.espDarNifiedUIF3.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espEVE - FWE Master Release (Follower Enhanced).espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - Project Beauty + FWE.espProject Beauty- Point Lookout MMM.espPhalanx-MainFollowerModule.espPhalanx-BrokenSteel-Integration.espKH_MMM override.espFreePumpkin-perk.espDLM_Phalanx-BS-FWE_CP.espDLM_Phalanx+UPP_CP.espDLM_PuceMoose+FWE_CP.espDLM_UF3P_fix.espDLM_UF3P-BS_fix.espDLM_FWE-Fixes.espDLM_FWE_ScrapCreation.espDLM_FWE-CUBE_fix.espDLM_Stealthboy Recon Armor - CRAFT+FWE.espDLM_P90_for_Jessi_Companion.espDLM_TreasureMaps+Calibr_fix.espDLM_Zeta+CMF_ patch.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.esppip30.esp1.espTotal active plugins: 154Total plugins: 155

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Makenna Nomad
 
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Post » Sun Feb 07, 2010 3:23 am

I freaking love this mod, but I cant make it past bloody level 3 :( I keep dying, Im a new player to computers and as soon as I decide to venture to say, the super duper mart... I die. Damn.



I find that if I'm using energy weapons (and http://www.fallout3nexus.com/downloads/file.php?id=2559) and pick up a wattz 1000 pistol I can do the school at lvl 2.

I have found too that if I can reach the national guard armory (hint, don't walk on the road), the armory is actually fairly easy to complete (at least for me). I took my last big guns character there at lvl 2 or 3 (spring dale school was a no go for him) with only a 10mm for his weapon and did just fine. In some ways I feel the armory is to easy, at least for the rewards. I also use ammo schems (http://www.fallout3nexus.com/downloads/file.php?id=4514) to feed the big gun habit.

I also find that with MMM, the problem of the super duper mart isn't the inside, but rather the encounter outside.
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Quick draw II
 
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Post » Sun Feb 07, 2010 11:35 am

I freaking love this mod, but I cant make it past bloody level 3 :( I keep dying, Im a new player to computers and as soon as I decide to venture to say, the super duper mart... I die. Damn.


I like to wander around a bit at fisrt until I find an Outcast patrol, then I just follow them around for a while. I can get some XP from easier foes and still get loot from the tougher ones. And if I'm patient I get some free power armor.

I had some more early-level-easy-gameplay-tips, but FWE has negated many of them. Thanks Mez!! :goodjob:

In regards to Jet and Bullet Time, what if Jet gave a significant boost to the AP recharge rate. This would make it useful for Bullet Time, V.A.T.S. and Sprinting. :shrug:
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Lisa Robb
 
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Post » Sun Feb 07, 2010 11:18 am

...
In regards to Jet and Bullet Time, what if Jet gave a significant boost to the AP recharge rate. This would make it useful for Bullet Time, V.A.T.S. and Sprinting. :shrug:

That would be perfect! I think the "jet adds to AP#" is a relic of the original turn-based combat where AP really was a measure of everything you could do in a single turn. In FO3, it's AP regeneration that is the true measure of that.
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Alan Cutler
 
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