[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sat Feb 06, 2010 9:14 pm

Excellent! Hope you can find the right alignment... did notice this with the Plasma rifle but abandoned the auto-fire because it degraded too fast for spamming shots(aware that this will be different in 5.0).

Something I mentioned earlier, and that Mezmorelda picked up on: a hotkey for the Triage menu... just want to be sure the idea is on the radar.

Last couple levels I have upped my Big Guns skill... just want to mention and give kudos for the M60- absolutely love the feel of this weapon... gets the job done very nicely too. Scrounge every bit of 7.62 to use for big battles... need more!
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LittleMiss
 
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Post » Sun Feb 07, 2010 11:13 am

I think this may have been asked a long time ago, I searched but didn't find an answer. Is it possible to add the IronSights mod to FWE without it breaking a lot of things? I was going to see if this is possible, but if there is already a patch that would be much easier :)
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Rachel Tyson
 
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Post » Sun Feb 07, 2010 9:25 am

Wait... so Very Hard Vanilla = FWE Very Easy?

I play on Normal with FWE.

I suddenly feel like a pretty cool guy. Eh kill enclaves and doesn't afraid of anything.
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Grace Francis
 
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Post » Sat Feb 06, 2010 9:33 pm

Ah thanks for the help Kai. I'm a little amazed I was playing on very hard for this long with FWE. It almost feels too easy now :P
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Crystal Birch
 
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Post » Sun Feb 07, 2010 6:21 am

Ok so ..

I've been playing this mod with FOOK2, MMM, Fellout, a 3rd person camera adjustment mod, WMK and a mod that adds advanced recon armour in a location I don't know where so it's like a mini quest.

This has enhanced my game to like one thousand times. I'll call it something like Max Payne meets Hitman in the Fallout universe.
It's awesome.

But now a question. How, from ingame, do I change the values of hunger and thirst? It seems I made it so my character doesn't have to eat and drink but his fridge is full.
Also, did FWE add the MP5SD? Because the model, when on the character, is broken. I have some screenshots if you want to see.
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Emilie M
 
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Post » Sun Feb 07, 2010 8:13 am

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.

I make some research
Mess s in the Jury Street tonnels, invincible walls in the JS and Capitol Building not connected to FWE nor alternative start. Period :)
Will try to catch responsible mod and tell you here, so stay tuned ;)

@SevenExxes
But now a question. How, from ingame, do I change the values of hunger and thirst? It seems I made it so my character doesn't have to eat and drink but his fridge is full.

Yes, you can. Use PN config tool to adjust your settings, you can find it in the AID section of the Pip-Boy
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jesse villaneda
 
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Post » Sun Feb 07, 2010 12:34 am

Ah thanks for the help Kai. I'm a little amazed I was playing on very hard for this long with FWE. It almost feels too easy now :P

And you thought that was the intended difficult...wow I bet this was like flipping a switch, huh? :P

I suddenly feel like a pretty cool guy. Eh kill enclaves and doesn't afraid of anything.

i think canada is a pretty cool guy. eh plays very hard and doesn't afraid of anything.

Also, did FWE add the MP5SD? Because the model, when on the character, is broken. I have some screenshots if you want to see.

No that weapon is from FOOK2
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SexyPimpAss
 
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Post » Sun Feb 07, 2010 5:44 am

Also, did FWE add the MP5SD? Because the model, when on the character, is broken. I have some screenshots if you want to see.

FWE does not add any MP5's.

Edit: Too late again!
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Daramis McGee
 
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Post » Sun Feb 07, 2010 4:32 am

Har
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Jessica Colville
 
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Post » Sun Feb 07, 2010 2:37 am

Concerning my invisible walls problem in the capitol, it's seems the culprit is the 'A quest for Heaven' plugin.
Don't really see why as it doesn't touch anything in these area but without this mod the problem is gone. I'll ask the author if he knows of this problem.
Sorry for wasting your time on a problem that wasn't coming from FWE.
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sunny lovett
 
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Post » Sat Feb 06, 2010 9:26 pm

Concerning my invisible walls problem in the capitol, it's seems the culprit is the 'A quest for Heaven' plugin.
Don't really see why as it doesn't touch anything in these area but without this mod the problem is gone. I'll ask the author if he knows of this problem.
Sorry for wasting your time on a problem that wasn't coming from FWE.

That's okay, people do that all the time :P

Seriously though, best you just make a small comment about that on the mods nexus page so the author becomes aware of it and users know what's causing the problem when they have the same issue.
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Enny Labinjo
 
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Post » Sun Feb 07, 2010 11:21 am

Concerning my invisible walls problem in the capitol, it's seems the culprit is the 'A quest for Heaven' plugin.
Don't really see why as it doesn't touch anything in these area but without this mod the problem is gone. I'll ask the author if he knows of this problem.
Sorry for wasting your time on a problem that wasn't coming from FWE.

I was trying all combinations of FWE, UF3P and masterupdate and can not reproduce this bug too. But I'm sure I always had it before
So- one of my another mods can be responsible, I will try to catch it later, when it will be needed.
In any case- not FWE issue

Kai- Jury Street problem caused by combination of FWE+Masterupdate
Without masterupdate I don't see any issues.
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Marta Wolko
 
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Post » Sun Feb 07, 2010 8:26 am

While we're on the subject of bugs, the EVE FOIP patches and Kai's 'Hellfire armor fix' both cause my game to crash on startup. I have no idea why, I just disabled them (and also EVE).
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john page
 
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Post » Sun Feb 07, 2010 11:05 am

I've been trying to set up optimal combination of FWE+WMK+EVE+MMM. I have foip's, merged patch, kai's fixes and tweaks and mmm override, etc. Can't post my exact load order right now because I'm at work, but what I've found is that Mez's Merged patch causes CTD when I try to launch the game. when I turn it off and leave everything else on the game works normal.
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Miss Hayley
 
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Post » Sun Feb 07, 2010 12:01 am

@The Lone Badger&david_atman
Crashes on start-up in most cases caused by one or more masters missing.
Please check requirements of your disabled mods and be sure you have all masters
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Mélida Brunet
 
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Post » Sat Feb 06, 2010 9:40 pm

Kai- Jury Street problem caused by combination of FWE+Masterupdate
Without masterupdate I don't see any issues.

Yeah that we know, that's already fixed in 5.0

While we're on the subject of bugs, the EVE FOIP patches and Kai's 'Hellfire armor fix' both cause my game to crash on startup. I have no idea why, I just disabled them (and also EVE).

You are either missing a master, or you have them in the wrong location of your load order.

I've been trying to set up optimal combination of FWE+WMK+EVE+MMM. I have foip's, merged patch, kai's fixes and tweaks and mmm override, etc. Can't post my exact load order right now because I'm at work, but what I've found is that Mez's Merged patch causes CTD when I try to launch the game. when I turn it off and leave everything else on the game works normal.

You are missing some of the required files in that case. AGain you're missing a master.
Check the requirements carefully, as you need to have ALL DLC and ALL DLC support files from FWE, WMK and MMM.
If any of that is missing your game wont start. I would recommend you to simply create an own merged patch.
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Jack Moves
 
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Post » Sun Feb 07, 2010 1:23 am

I have a question. Can something like this be implemented into FWE:
http://www.fallout3nexus.com/downloads/file.php?id=10920

What I mean - real damage system like threshold system from F1/2 or something similar to the armor having different DR for different types of ammo / flame / energy weapons? The current DR system of F3 just doesn't feel good for me.
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Nitol Ahmed
 
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Post » Sun Feb 07, 2010 12:16 am

I have a question. Can something like this be implemented into FWE:
http://www.fallout3nexus.com/downloads/file.php?id=10920

What I mean - real damage system like threshold system from F1/2 or something similar to the armor having different DR for different types of ammo / flame / energy weapons? The current DR system of F3 just doesn't feel good for me.

Unlikely, it screws up compatbility with any armor and weapons mod out there. Plus it's one thing implementing this system on vanilla weapons and an entirely new thing implementing it on thousands of weapon entries.

Also I will take a look at the mod when I get home to see if it actually does what it advertises. All other mods that have attempted this have been flukes because the modders in most cases didn't know what certain game settings actually do.
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matt oneil
 
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Post » Sun Feb 07, 2010 8:21 am

FWE already has a form of damage-control, in the dodge script! One would assume you could hack out a basic working model based on, say Armour DR, Agility, Armour Weight, and luck (So an agile person with light armour could have a good chance to keep well armoured parts of their body facing towards the gun, wheras a PA-wearing tank would face penalties for it's weight - but it's still power armour).

Could take a lot of balancing work, but I think it'd be a neat addition that'd certainly put FWE ahead of the crowd (Well, ahead-er :P)
Seems more like a 6.0 feature, though - and a major bullet-point 6.0 feature, from all the balancing I can imagine going on.
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Ludivine Dupuy
 
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Post » Sat Feb 06, 2010 10:03 pm

FWE already has a form of damage-control, in the dodge script! One would assume you could hack out a basic working model based on, say Armour DR, Agility, Armour Weight, and luck (So an agile person with light armour could have a good chance to keep well armoured parts of their body facing towards the gun, wheras a PA-wearing tank would face penalties for it's weight - but it's still power armour).

Could take a lot of balancing work, but I think it'd be a neat addition that'd certainly put FWE ahead of the crowd (Well, ahead-er :P)
Seems more like a 6.0 feature, though - and a major bullet-point 6.0 feature, from all the balancing I can imagine going on.

Hm but thats how it works currently
You have a much higher chance of dodging when wearing light armor or no armor. If you wear a complete suit of power armor the dodge chance is pretty much non existant.
To put some numbers behind this, if you wear no armor and have 100 HtH skill, you have a 40% chance to completely dodge any kind of damage(and that's pretty effin high if you ask me).

Plus you also have the agility penalties on the power armor, so less bullet time, less sprinting, slower backwards walking speed, etc..
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Flash
 
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Post » Sun Feb 07, 2010 12:05 am

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.

Thanks for the patch

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


That explains a lot, ive been playing with normal difficulty till now, and it took me almost 5 hours just to get till galaxy news studio from megaton, but it was fun though
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Claire Mclaughlin
 
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Post » Sun Feb 07, 2010 3:31 am

Oh, yes, I simply meant the basic framework for such an effect is there - not it's in right now. But I don't see too much of a difference between the two - no idea if you can check for specific weapon types, then exclude explosives and energy weapons from the chances, but still. Might make mid-range armours seem a little useless, though. No dodge chance, little block chance.
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Dan Wright
 
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Post » Sun Feb 07, 2010 5:45 am

Hey Kai, I like the various 'camp items' in FWE a lot...never leave home without em, but the mattress seems to be WAY too picky about where and how it can be placed.

Could you either offer some advice on placing the blasted thing, or, even better, consider making it a bit less sensitive to where its being placed in version 5?

I've just been using a tent mod for now because of this, but to be honest, I despise the tent I'm using because it weighs like 5 pounds, but mysteriously has everything from gas fireplaces to a kitchen sink in it... :/


I've placed the mattress on flat roadway and been told its not flat...I've placed it on a flat section of brick near a building...same result...placed it on a flat floor inside a building...same message...
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Jessica Stokes
 
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Post » Sat Feb 06, 2010 7:51 pm

You are missing some of the required files in that case. AGain you're missing a master.
Check the requirements carefully, as you need to have ALL DLC and ALL DLC support files from FWE, WMK and MMM.
If any of that is missing your game wont start. I would recommend you to simply create an own merged patch.


I don't own any DLCs, only fallout 3.esm. I'll try to generate my own merged patch then.
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IM NOT EASY
 
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Post » Sun Feb 07, 2010 4:31 am

I just found the xuanlong assault rifle after FINALLY getting out of downtown. I really, really like the fact that you guys added unique textures and meshes for the unique weapons. The xuanlong though, its scope bothers me a little. Maybe if a reflection or something could be put on the back of it, rather than have it just pure black.
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Jessie
 
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