[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sat Feb 06, 2010 7:50 pm

Darn, requires FWE.

I really would love to use both FWE and FOOK2 together but I think I'm going to wait until the new versions come out so that the merger can be properly updated.



I'm actually fairly new to the Fallout 3 modding scene, I was an Oblivion modder for quite awhile though..

So could somebody possibly sum up the difference between FOOK2 and FWE for me? Heh. Bonus points for somehow relating it to Oblivion so I can understand :D
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Manuela Ribeiro Pereira
 
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Post » Sun Feb 07, 2010 3:53 am

FWE is like OOO, FOOK is like Frans.

That's actually a lie, but it gives a general idea - FWE is the harsher, more realistic overhaul, and FOOK is the lighter-hearted overhaul.

FOOK's main feature is still "Adds more guns than one knows what to do with", wheras FWE only adds ones that have been in previous fallout games.
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Stay-C
 
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Post » Sun Feb 07, 2010 1:22 am

It's kinda like OOO and MMM...cept there's an MMM for Fallout as well. I'm waiting on the next FOOK2 patch before running it, but FWE + MMM is AWESOME.
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A Boy called Marilyn
 
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Post » Sat Feb 06, 2010 6:00 pm

FWE is like OOO, FOOK is like Frans.

That's actually a lie, but it gives a general idea - FWE is the harsher, more realistic overhaul, and FOOK is the lighter-hearted overhaul.

FOOK's main feature is still "Adds more guns than one knows what to do with", wheras FWE only adds ones that have been in previous fallout games.



I was really hoping someone would make a Frans/OOO comparison. Nice.


Perhaps I'll install both and just use seperate load orders depending on which one I'm going to play.




EDIT:

While I'm here I might as well ask - Where can I find the correct load order for FWE? Is there somewhere where I can find a list of mods that go well with it? Etc. etc. :P





Thanks for the help I'm definitely going to give FWE a try.
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Rach B
 
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Post » Sat Feb 06, 2010 7:50 pm

Yes T3T_MII will be integrated along with the new icons I've been making. I've been hired by the FWE Team as the official "Icon Guy" hehehe.
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Trevor Bostwick
 
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Post » Sat Feb 06, 2010 7:56 pm

I was really hoping someone would make a Frans/OOO comparison. Nice.


Perhaps I'll install both and just use seperate load orders depending on which one I'm going to play.




EDIT:

While I'm here I might as well ask - Where can I find the correct load order for FWE? Is there somewhere where I can find a list of mods that go well with it? Etc. etc. :P





Thanks for the help I'm definitely going to give FWE a try.

http://www.gamesas.com/bgsforums/index.php?showtopic=1056342&hl=Immersion shows pretty well what mods are and aren't compatible to FWE(and which ones are already included).
Some load order advice can be foundhttp://www.gamesas.com/bgsforums/index.php?showtopic=1062103
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Sxc-Mary
 
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Post » Sun Feb 07, 2010 8:24 am

EDIT:

Fixed it. I had some things loaded that didn't need to be loaded.

Starting my first FWE game now. Very exciting, hehe :)
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Chris Cross Cabaret Man
 
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Post » Sun Feb 07, 2010 5:34 am

Why doesn't anybody ever read our ReadMes? :(

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmStreetLights.esmEnclaveCommander-OA-Pitt-Steel.esmTau Ammo.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCASM.espPersonalTerminal.espOwned!.espDragonskin Tactical Outfit.espDragonskinBonusPack.espFO3 Wanderers Edition - Main File.esp---------->You're missing all FWE DLC support filesUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Quest Perks.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.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 - Feral Ghoul Rampage.espMart's Mutant Mod - FWE Master Release.esp1PipboyPDA.espDogmeatEssentialToken.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-pipboylight.espKH_223EX.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_NoAmmoWeight.espKH_MMM override.espFO3 Wanderers Edition - Optional Sneak Msgs.espMez's Merged Patch - FWE-WMK-MMM.espMart's Mutant Mod - Increased Spawns.esp----------->Remove this, it's included in FWEMart's Mutant Mod - Natural Selection.esp----------->Remove this, it's included in FWEUsableCigarettes.esp----------->Remove this, it's included in FWESprint Mod.esp----------->Remove this, it's included in FWEDK_BulletTime.esp----------->Remove this, it's included in FWEAuto Aim Fix v1.1.esp----------->Remove this, it's included in FWEThese I don't know:VDSP-01.espPCB.espsuitcase_nuke.espLJD_ENCLAVE ENABLED MOIRA BROWN.espEnclaveCommander SMv.esp


Now a CTD at startup is generally caused by a missing master. At the moment I can't say however what master exactly you are missing. Try disabling all those bottom mods first and see if that fixes it.

EDIT: Oh yeah you don't have the FWE DLC Support files installed. Mez's Merged Patch requires these.
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Umpyre Records
 
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Post » Sun Feb 07, 2010 1:34 am

-snip-


Thank you, but I ended up figuring it out. Yes, the problem was that I somehow forgot the FWE DLC files (Not sure how I missed those?).

Thanks again. I'm really enjoying FWE so far. Its very challenging.
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Brandon Wilson
 
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Post » Sun Feb 07, 2010 2:03 am

I think it would be crazy awesome to have a pair of binoculars. Sometimes I'm just scared to go down that road with 8 rounds of 10 mm and 13 rounds of 556 cause I just "know" there's gonna be hell to pay if I do...
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candice keenan
 
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Post » Sun Feb 07, 2010 4:29 am

Thanks again. I'm really enjoying FWE so far. Its very challenging.


Its a really different style of game play!
Quick words of advice - Use cover at all times, take your time in battle, pick your fights, grab all the medical braces and surgical supplies you can get your mits on.
enjoy!
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courtnay
 
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Post » Sat Feb 06, 2010 9:53 pm

So I've got myself a bunch of great overhaul mods and have been thoroughly enjoying my new Fallout 3 experience. Vanilla, though great in its own right, left a bit to be desired. Like I found with Oblivion the modding community has greatly improved on already great games.

That said, I'm having a problem with FWE. I'm 23 hours in and the first real problem I've come across is attempting to transition to Jury St. Tunnels under Jury Street Metro Station. When I enter the door from Jury St. Station I enter to find myself stuck in the middle of a room with all of the items, skeletons, raiders, and mole rats violently thrashing about while all occupying the same space I am.

I found that disabling specifically FWE fixes the problem when re-entering, and of course disabling all mods fixes the problem as well. But disabling everything except FWE (and CALIBR and CRAFT, of course) exhibits the problem as well.

My regular FOMOD list is as follows:
[X] Fallout3.esm[X] Unofficial Fallout 3 Patch.esm[X] CRAFT.esm[X] CALIBR.esm[X] FOOK2 - Main.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] eyes_hairpack_en.esp[X] CRAFT - Activation Perk.esp[X] GalaxyNewsRadio100[M].esp[X] Fellout-Full.esp[X] RRR 1.0.esp[X] SniperZooming.esp[X] FOOK2 - Main.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FO3 Wanderers Edition - Main File.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - FOOK.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] Classic Fallout Weapons BETA.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - CFW.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - FOOK2.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] FO3 Wanderers Edition - FOOK Support.esp[X] RadioTenpennyTower.esp[X] mods patch.esp[X] CALIBRxMerchant.esp

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Alisia Lisha
 
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Post » Sat Feb 06, 2010 8:21 pm

Are the super muties supposed to be so powerful? I understand they should be stronger than me, but it takes about 2 H&K CAW clips to kill just one, where most of the shots are head-shots. And they kill me in about 2 shots from a regular assault rifle. I enjoy the challenge, but I think in this case they're a bit to overpowered.
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City Swagga
 
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Post » Sun Feb 07, 2010 5:35 am

So I've got myself a bunch of great overhaul mods and have been thoroughly enjoying my new Fallout 3 experience. Vanilla, though great in its own right, left a bit to be desired. Like I found with Oblivion the modding community has greatly improved on already great games.

That said, I'm having a problem with FWE. I'm 23 hours in and the first real problem I've come across is attempting to transition to Jury St. Tunnels under Jury Street Metro Station. When I enter the door from Jury St. Station I enter to find myself stuck in the middle of a room with all of the items, skeletons, raiders, and mole rats violently thrashing about while all occupying the same space I am.

I found that disabling specifically FWE fixes the problem when re-entering, and of course disabling all mods fixes the problem as well. But disabling everything except FWE (and CALIBR and CRAFT, of course) exhibits the problem as well.

You probably used MasterUpdate, that causes this problem. Simply use MasterRestore and it's gone.

Are the super muties supposed to be so powerful? I understand they should be stronger than me, but it takes about 2 H&K CAW clips to kill just one, where most of the shots are head-shots. And they kill me in about 2 shots from a regular assault rifle. I enjoy the challenge, but I think in this case they're a bit to overpowered.

Yes super mutants are supposed to be powerful. But you're dramatizing a bit. 2 shots from an assault rifle definitly won't kill you.
Also you should specify what Super Mutants you are talking about. Brutes, Masters, Berserkers, Overlords? There are worlds of difference. Also 2 clips from a CAWS a thousands over thousands points of damage, nothing short of a behemoth can survive that(unless your weapon condition and weapon skill are low).
I can take a Super Mutant Maser down with two shots of my sawed off to the head for example.

But we are taking their version of the Nerd Rage perk down a notch in the next version.
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Daniel Holgate
 
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Post » Sun Feb 07, 2010 6:18 am

You probably used MasterUpdate, that causes this problem. Simply use MasterRestore and it's gone.


By that you mean FO3MasterUpdate, the renamed FO3Edit? What does MasterRestore do? I assume to use MasterRestore I just rename again to FO3MasterRestore.
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Ludivine Poussineau
 
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Post » Sun Feb 07, 2010 4:16 am

By that you mean FO3MasterUpdate, the renamed FO3Edit? What does MasterRestore do? I assume to use MasterRestore I just rename again to FO3MasterRestore.

Exactly that.
And MasterRestore simply reverts the changes to the esps that MasterUpdate makes.
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Hearts
 
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Post » Sat Feb 06, 2010 8:51 pm

You probably used MasterUpdate, that causes this problem. Simply use MasterRestore and it's gone.


Yes super mutants are supposed to be powerful. But you're dramatizing a bit. 2 shots from an assault rifle definitly won't kill you.
Also you should specify what Super Mutants you are talking about. Brutes, Masters, Berserkers, Overlords? There are worlds of difference. Also 2 clips from a CAWS a thousands over thousands points of damage.
I can take a Super Mutant Maser down with two shots of my sawed off to the head for example.

But we are taking down their version of the Nerd Rage perk a notch in the next version.


I can tell you im not exaggerating much at all. I didn't have full health, around 75%. And mostly brutes is what Ive been seeing in the museum of technology, where I am now. 2 clips from the CAWS is about what it was taking, give or take a few crits. The floaters take even more, but they don't do much damage, nor are they ranged so they doesn't bother me much. I'm starting to think something might be screwy in my game then.
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Bones47
 
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Post » Sun Feb 07, 2010 6:29 am

By that you mean FO3MasterUpdate, the renamed FO3Edit? What does MasterRestore do? I assume to use MasterRestore I just rename again to FO3MasterRestore.

Yep, that's right. Masterrestore basically just reverts what masterupdate did.
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Avril Louise
 
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Post » Sat Feb 06, 2010 9:11 pm

Thanks alot, fixed my problem.

I thought it was recommended to use the MasterUpdate, or is simply generating the patch using FO3Edit all that's necessary.
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SamanthaLove
 
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Post » Sun Feb 07, 2010 8:02 am

I can tell you im not exaggerating much at all. I didn't have full health, around 75%. And mostly brutes is what Ive been seeing in the museum of technology, where I am now. 2 clips from the CAWS is about what it was taking, give or take a few crits. The floaters take even more, but they don't do much damage, nor are they ranged so they doesn't bother me much. I'm starting to think something might be screwy in my game then.

Do you have another weapons mod installed? Other mods like CFW(which shouldnt be used with FWE anyways) and FOOK add CAWS too, but they are massivly weaker than the FWE version.

Also again make sure your weapons skill is high and your weapon is properly repaired. If that's not the case, you are most likely doing little damage and hitting anything but what you are aiming at. The CAWS does massive damage, but also has very high spread.

Also don't forget you can always use the Weaponscanner to check your weapons exact stats. The CAWS should show 75 damage, 15 projectiles and I think a spread of 4.5. Compare that to any other weapon you'll find and you'll see just how insanely much damage the CAWS does. And the weaponscanner also always shows the stats that are used in the game, it can also show stats of weapons added by other mods.
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Nitol Ahmed
 
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Post » Sun Feb 07, 2010 3:07 am

Do you have another weapons mod installed? Other mods like CFW(which shouldnt be used with FWE anyways) and FOOK add CAWS too, but they are massivly weaker than the FWE version.

Also again make sure your weapons skill is high and your weapon is properly repaired. If that's not the case, you are most likely doing little damage and hitting anything but what you are aiming at. The CAWS does massive damage, but also has very high spread.

Also don't forget you can always use the Weaponscanner to check your weapons exact stats. The CAWS should show 75 damage, 15 projectiles and I think a spread of 4.5. Compare that to any other weapon you'll find and you'll see just how insanely much damage the CAWS does. And the weaponscanner also always shows the stats that are used in the game, it can also show stats of weapons added by other mods.


I don't have CFW or FOOK. In the pip-boy it said around 1500 damage, I know this is inaccurate I just never looked in the weapon scanner. I was about 10 feet away tops during the battle. Usually closer, it got pretty tight. The Bashers can kill me with two hits of their sledge hammer at about 75% health.
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TIhIsmc L Griot
 
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Post » Sun Feb 07, 2010 4:47 am

I don't have CFW or FOOK. In the pip-boy it said around 1500 damage, I know this is inaccurate I just never looked in the weapon scanner. I was about 10 feet away tops during the battle. Usually closer, it got pretty tight. The Bashers can kill me with two hits of their sledge hammer at about 75% health.

Make sure you have the difficulty set to Normal or lower, and not to Hard or Very Hard.
Lots of people forget to change that when moving from vanilla to FWE.

In general people seem to forget about using the difficulty slider....it's not there for [censored] and giggles, it makes a huge difference.
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Kat Stewart
 
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Post » Sun Feb 07, 2010 10:28 am

Is there any way to mod the recon helmet to look like night vision specs like in some peoples screenshots?
They get it to look like Sam Fisher from Splinter Cell
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Danial Zachery
 
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Post » Sun Feb 07, 2010 9:12 am

I'm finding some 'invisible walls' in the Capitol. After a little search, I found out on FOOKunity that this problem might be caused by 'alternate start-roleplayer'. The author of this as released a fix for it.
Does the integrated version of this mod incorporate that fix or not ? If yes, have you any idea on what my problem might be, if not is it going to be the case in version 5 of FWE ?
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Louise Andrew
 
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Post » Sat Feb 06, 2010 10:25 pm

Someone mentioned a setting to change in (can't remember which) either a specific file, or the console maybe to stop MMM from spawning EXTRA creatures above and beyond the vanilla norms (this is WITHOUT the increased spawns files by the way).

Can you repost that setting to change?

I love the DIFFERENT spawns I get with MMM, I just don't want EXTRA ones.

Again, this is *WITHOUT* the 'added spawns' .esps.

MMM in and of itself increases the number of creatures in every area. I just need the setting to change to tell it NOT to add extras.
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Veronica Flores
 
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