[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sun Feb 07, 2010 12:30 am

If you don't want an increased spawn rate, and there is not a optional plugin, you could try setting the global called MMMzIncreasedSpawnsMax to 1.
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Dawn Porter
 
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Post » Sat Feb 06, 2010 8:08 pm

Tubal you should make a unique skin for the .223(EX) ;)

(EX) ?

I'd love to do a unique .223 though, I've noticed that it isn't used in-game.
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ImmaTakeYour
 
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Post » Sun Feb 07, 2010 7:48 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 ?

Can you give link to this fix, or fix itself?

@MillionsKnives
I thought it was recommended to use the MasterUpdate, or is simply generating the patch using FO3Edit all that's necessary.

Masterupdate can be very usefull in some circumstances but can create some troubles as well.
One of examples- unofficial patch. It's Broken Steel plugin can crash the game exterior without masterupdate
At the same time in some interior locations with masterupdate it can create havok
Tell me please if you use UF3P patch and I will try to give solution to this issue
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Sakura Haruno
 
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Post » Sat Feb 06, 2010 11:28 pm

Kai means they're starting to do Uniques for the added weapons, the EX Pistol is the Unique .223, fires explosive bullets. I think he means he'd like you to texture that.
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Emzy Baby!
 
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Post » Sun Feb 07, 2010 10:16 am

I see there's a night vision component in FWE but it doesn't work; I assume I need to find proper goggles/armor for it to work?
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Ben sutton
 
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Post » Sun Feb 07, 2010 4:13 am

QUOTE (glsix @ Jan 21 2010, 06:18 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 ?

Can you give link to this fix, or fix itself?


Here's the link I found on Fookunity:
http://www.fallout3nexus.com/downloads/download.php?id=59842

I won't be able to look at this fix today as I'll be working but I don't think it will be compatible with FWE in it's actual form.
As anybody got the same invisible walls issue as me ?
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Add Meeh
 
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Post » Sun Feb 07, 2010 3:45 am

(EX) ?

I'd love to do a unique .223 though, I've noticed that it isn't used in-game.

Like T3T said, we're adding a unique version of the .223 in 5.0
We have unique models and skins for all the other unique weapons in Fallout, so it would be cool to have a unique skin for that also :)


I see there's a night vision component in FWE but it doesn't work; I assume I need to find proper goggles/armor for it to work?

It works, but you need to wear power armor helmet.

I won't be able to look at this fix today as I'll be working but I don't think it will be compatible with FWE in it's actual form.
As anybody got the same invisible walls issue as me ?

No the fix is not compatible with FWE. But I've also never heard of anyone ever experiencing that in FWE.
You also can't use the standalone version of Alternate Starts with FWE, that could cause a number of issues.
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Rachael Williams
 
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Post » Sun Feb 07, 2010 6:15 am

Like T3T said, we're adding a unique version of the .223 in 5.0
We have unique models and skins for all the other unique weapons in Fallout, so it would be cool to have a unique skin for that also :)

Any specific requests? Does the gun have a backstory? Is it found anywhere of note?

Send me a PM if you don't want to put spoilers in the thread. :)
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Brittany Abner
 
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Post » Sun Feb 07, 2010 12:45 am

No the fix is not compatible with FWE. But I've also never heard of anyone ever experiencing that in FWE.
You also can't use the standalone version of Alternate Starts with FWE, that could cause a number of issues.

I have this problem constantly in the capitol building. I don't know for now is it connected to FWE, but it will be interesting to look into it

glsix
Thanks for the link
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Baylea Isaacs
 
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Post » Sun Feb 07, 2010 1:22 am

QUOTE (glsix @ Jan 21 2010, 06:18 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 ?

Can you give link to this fix, or fix itself?



As anybody got the same invisible walls issue as me ?

Are you by chance running MasterUpdate and/or UFP?
Again I have found no instance of FWE causing this, since it doesnt even touch that area.

Also I should point out that our Alternate Start is very very different from the Alternate Start mod, since Mez rewrote the entire shebang. So any bugs encountered there are unlikely to be found in FWE.
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Jack Bryan
 
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Post » Sat Feb 06, 2010 9:06 pm

Im not sure whether to post here or at the MMM thread, Is the FOIP MMM-FWE patch necessary for FWE and MMM to work togethor? Because i dont want the increased spawns.esp that the patch includes but i want both mods as well
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Natalie Harvey
 
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Post » Sun Feb 07, 2010 2:05 am

Im not sure whether to post here or at the MMM thread, Is the FOIP MMM-FWE patch necessary for FWE and MMM to work togethor? Because i dont want the increased spawns.esp that the patch includes but i want both mods as well

Yes it's required.

But I uploaded a quick patch for you http://fallout3nexus.com/downloads/file.php?id=10273. Download the "MMM No Increased Spawns" file and put it in your load order below the MMM FWE foip patch. It'll set the spawns back to the vanilla value.
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Vicky Keeler
 
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Post » Sun Feb 07, 2010 5:18 am

is this mod intended to be played on normal setting? Seems like the higher settings make some enemies unrealistically difficult (radroaches eating hundreds of rounds)
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Joie Perez
 
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Post » Sun Feb 07, 2010 4:13 am

is this mod intended to be played on normal setting? Seems like the higher settings make some enemies unrealistically difficult (radroaches eating hundreds of rounds)

Read what I wrote above: yes.

FWE Very Easy is probably what equals to about Vanilla Very Hard.


But Radroaches will never eat hundreds of rounds, no matter what setting they will only take one shot.
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Robyn Lena
 
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Post » Sun Feb 07, 2010 4:32 am

Awesome mod :)

i would like to request a small feature for the next version, hopefully you like the idea.
i think it would feel more immersive, if crafting stuff would actually take a little time.
"Crafting..." message -> disablecontrol+fadetoblack -> gamehour + 1 -> restorecontrols -> done, sth like this. the same effect (except the gamehour + 1) can be found in the doctor scripts.
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Louise
 
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Post » Sun Feb 07, 2010 3:39 am

Awesome mod :)

i would like to request a small feature for the next version, hopefully you like the idea.
i think it would feel more immersive, if crafting stuff would actually take a little time.
"Crafting..." message -> disablecontrol+fadetoblack -> gamehour + 1 -> restorecontrols -> done, sth like this. the same effect (except the gamehour + 1) can be found in the doctor scripts.

Glad you enjoy it.

While I understand your notion, I think this would be detrimental to gameplay, since some items you want to create in bulks(like repair kits) and each time doing a fade to black would become annoying after a short while.
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Janeth Valenzuela Castelo
 
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Post » Sun Feb 07, 2010 7:16 am

Then maybe allow Repair kits to be build in stacks. And have the hours passed something like this. AmountRepairkist * gamehour + 1 or something.

Or have it disabled but that you can enable it in the FWE meu.
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Avril Churchill
 
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Post » Sat Feb 06, 2010 8:09 pm

Glad you enjoy it.

While I understand your notion, I think this would be detrimental to gameplay, since some items you want to create in bulks(like repair kits) and each time doing a fade to black would become annoying after a short while.


hm unfortunately that's true :(
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John N
 
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Post » Sun Feb 07, 2010 9:23 am

Are you by chance running MasterUpdate and/or UFP?
Again I have found no instance of FWE causing this, since it doesnt even touch that area.

Also I should point out that our Alternate Start is very very different from the Alternate Start mod, since Mez rewrote the entire shebang. So any bugs encountered there are unlikely to be found in FWE.


I'm using MasterUpdate as otherwise I'm unable to avoid the corrupt save problem. I know that it might be the cause of the problem (as in Jury Street Station), so I tried the capitol building after a MasterRestore but the result was still the same.
I'm not using the original AS-roleplayer mod as it's integrated in FWE. I will have more time to compare the original esp with the fixed version and the records in FWE tomorrow. I'll try to find the difference and I'll post here about it.
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lucile
 
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Post » Sun Feb 07, 2010 10:58 am

I'm using MasterUpdate as otherwise I'm unable to avoid the corrupt save problem. I know that it might be the cause of the problem (as in Jury Street Station), so I tried the capitol building after a MasterRestore but the result was still the same.
I'm not using the original AS-roleplayer mod as it's integrated in FWE. I will have more time to compare the original esp with the fixed version and the records in FWE tomorrow. I'll try to find the difference and I'll post here about it.

Are you using the Unofficial Fallout patch? That's more important to know.

And again, you really don't need to bother cross referencing the Alternate Roleplayer mod with FWE. It's completely different. While FWE uses some general functions from AR, most of it is written from the ground up.
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Amy Smith
 
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Post » Sun Feb 07, 2010 6:40 am

No, I'm not using the Unofficial Patch.
I made a check of both alternate start esp and the only real difference is the presence in the fix of a script : TrigPlayerDisableSCRIPT
I suppose it's that who's solving the issue I'm having when you're only using the original mod and not FWE.
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Ilona Neumann
 
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Post » Sun Feb 07, 2010 10:31 am

The Alternate Start System is really nice in FWE, you can even do the Main Quest/Trouble on the Homefront still.
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Jonathan Montero
 
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Post » Sat Feb 06, 2010 6:56 pm

Well... I've now worked my way up to the pivotal decision in the Pitt (lvl 21)... first time playing with the addons... when everything's working right, and with the right mods, this game really is very good. :mohawk:

Something I've noticed: I've discovered how nice a Deagle is with the Auto-fire mechanism... but I find that the animation doesn't quite match up with the sounds and shots, especially when first firing. I also see this a bit with the Pancor... just doesn't feel quite right. Oddly enough a Combat shotgun with auto-fire "feels" better than the Pancor to me. Is it within the purview of FWE to adjust this? I suspect that the WMK'd weapons are up to the WMK team to adjust but what about the Pancor?

Edit: Also wondering if there's any news re the new models for the HK G11, Pancor etc? (yes, I'm excited about 5.0!)
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Robert Garcia
 
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Post » Sun Feb 07, 2010 7:20 am

This is probably the wrong thread... and im surely not the first to notice this, still i didnt find any recent FOIP thread so im posting it here, i hope thats ok.
I noticed a few bugs in the FWE-EVE Master release from FOIP:
- The On Death flag on the A3-21 plasma rifle is cleared. this means whenever i score a critical hit, the enemy turns invisible (while still alive and shooting)
- The prices for YK42B pulse rifle and YK32 pulse pistol are overriden with the wrong values

especially to fix the 1st one i had to search a while, that's why im reporting it in case anyone runs into the same problem.
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Nicole Coucopoulos
 
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Post » Sun Feb 07, 2010 3:24 am

Well... I've now worked my way up to the pivotal decision in the Pitt (lvl 21)... first time playing with the addons... when everything's working right, and with the right mods, this game really is very good. :mohawk:

Something I've noticed: I've discovered how nice a Deagle is with the Auto-fire mechanism... but I find that the animation doesn't quite match up with the sounds and shots, especially when first firing. I also see this a bit with the Pancor... just doesn't feel quite right. Oddly enough a Combat shotgun with auto-fire "feels" better than the Pancor to me. Is it within the purview of FWE to adjust this? I suspect that the WMK'd weapons are up to the WMK team to adjust but what about the Pancor?

Thanks for the feedback and I can adjust these things in the FWE WMK Foip patch. As a matter of fact I fine tuned several weapons that felt 'off' in WMK. But the animation on weapons with autofire mechanisms is generally an issue, especially if a base weapon has a slow rate of fire.
For example a 10mm has a very high fire rate, so it's not noticable. But if you test it out with the Plasma rifle for example, it becomes very noticable(same goes for the pancor).
I'll see if I can fine tune these some more however, but it's difficult. The autofire flag in Fallout was never intended for "slow" automatic fire, since in vanilla Fallout almost all autofire weapons have a very high rate of fire.

This is probably the wrong thread... and im surely not the first to notice this, still i didnt find any recent FOIP thread so im posting it here, i hope thats ok.
I noticed a few bugs in the FWE-EVE Master release from FOIP:
- The On Death flag on the A3-21 plasma rifle is cleared. this means whenever i score a critical hit, the enemy turns invisible (while still alive and shooting)
- The prices for YK42B pulse rifle and YK32 pulse pistol are overriden with the wrong values

This is all known and fixed in 5.0 :)
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Micah Judaeah
 
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