Authors: Mezmorki (lead), Kai Hohiro, delmar, jjgun
Master Release 4.1.1
Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761
FWE REQUIRES the following utilities + mod standards to work:
* http://fose.silverlock.org/
* http://www.fallout3nexus.com/downloads/file.php?id=3447 - custom ammo standard
* http://www.fallout3nexus.com/downloads/file.php?id=4447 - work bench expansion standard
In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:
* http://timeslip.chorrol.com/fomm.html (FOMM) - for setting the proper load order
* http://www.fallout3nexus.com/downloads/file.php?id=4968 for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).
* http://www.fallout3nexus.com/downloads/file.php?id=10167 to get FOOK + FWE to play together. Similar to FOIP.
* http://www.fallout3nexus.com/downloads/file.php?id=637- Conflict Detector / Resolution Tool / and a lot more =)
Overview of Changes
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OVERALL GOALS
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- Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
- Faster paced and more unforgiving combat for an enhanced FPS experience
- Greatly improved the survival aspect of the game, including injuries, loot rarity, and daily needs
- New equipment and a complete rebalance of all weapons, armor, and other gear
- Improvements to the diversity, character, and behavior of many actors, factions, and creatures
- Overall a more immersive game experience
- Compatiblity with other popular mods including MMM, WMK, EVE, and FOOK
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CHARACTER
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- Built-in alternative start option
- Slower experience, leveling, and pacing choices
- SPECIALS's made more important to your character's skills and abilities
- Adjusted carrying weight capacity
- Major rebalance of existing perks and new FWE-specific perks
- Tagged skills are more important
- Reduced skill points overall
- Skills matter more to your performance in most situations
- Adjusted bobblehead bonuses and functionality
- Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
- Sneaking made more realistic and challenging
- Improvement to the karma system
- Changed health formulas for the player for better balance
- Improved barter settings for a more balanced economy
- Skill books now provide unique perks instead of skill points
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COMBAT
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- Greatly increased the global damage multiplier for damage taken and dealt
- Significantly lessened the effect of auto-aim
- Adjusted the weapon spread (accuracy formula) for better gameplay
- Unarmed skill provides a "dodge" bonus when wearing lighter armors
- Implemented body-part location based damage specific to each NPC/creature type
- Reduced limb explosion + dismemberment rates
- VATS balancing, including increased player damage and adjusted hit %
- Optional VATS real-time and half-time modules
- Movement speed increased
- Backwards movement speed dependent on agility
- Integrated Bullet time feature that consumes AP's
- Integrated Sprinting feature that uses AP's (configurable)
- Adjusted Action Point pool size and recharge rates )
- Built-in FPS-style grenade hotkey mod
- More realistic falling damage
- Greatly increased velocity and range of projectiles
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EQUIPMENT
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- Over 30 new weapons added from prior fallout games and to the gameworld
- Over a dozen new armors added, appropriate to the fallout setting
- Missing unique weapons + armor added to the wasteland
- Complete rebalance of all weapons, all weapons now have a viable purpose
- Complete rebalance of all explosives for greater stopping power and realism
- Explosions and super sledges now have a knockdown effect
- Complete rebalance of all armor for greater range of viable armor choices
- Power armor overhaul, making PA potentially more powerful but more difficult to acquire
- Power armor + recon armor helmets have night vision capabilities
- Adjusted weapon and armor wear rates
- Weapons more likely to jam on reload or firing when in poor condition
- Greatly expanded the repair parts lists for fixing weapons + armor
- Added many new CRAFT'able items to the workbench
- Ammo is significantly more rare
- Ammo now has weight so you can't carry mountains of it around
- Rebalanced the value and weight of misc items
- OPTIONAL worn weapon's module makes good condition weapons much rarer
- New portable lab kits and infirmaries for sale
- New bedroll, water purifier, and portable grills for sale
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SURVIVAL
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- Over 40 new chems and drugs added to the gameworld in vendor and loot lists
- Significantly increased the negative effects of crippled limbs
- New healing system (Triage) for fixing crippled body parts
- Stimpaks and other drugs are much more rare
- Complete rebalance of all drug and chem effects. Chems how have weight.
- Stimpaks heal over time instead of instantly
- Morphine and certain other drugs allow you to temporarily ignore crippled effects.
- Radiation is much more dangerous and accumulates faster
- Sleeping recovers health/condition depending on time spent sleeping
- Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis
- New drug visual effects
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ACTORS
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- Improved enemy AI and combat performance
- Complete overhaul of faction equipment lists for greater faction diversity and character
- Most creatures have one or more perks, making them tougher and more dangerous
- Improved the survivability and look of trade caravans
- Optional enhanced follower module adds multi-follower support and expands their functionality
- Most repair vendors have a higher repair skill
- Tweaked NPC/Creature health formulas and base health
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IMMERSION
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- Many standard containers now respawn across the wastes
- Slower timescale
- Increased the global respawn timer to 7.5 days
- Vendors respawn independently of the global respawn timer )
- Fast travel can be disabled
- OPTIONAL fast travel system, including a new fast-travel motorcycle and travel caravans
- Built-in weapon scanner mod to display accurate weapon stats in the pip-boy
- Skill books don't "disappear" after being read
- New bobblehead stand and fully havoc'd bobbleheads
- Tracers removed from most projectiles (optional)
- Improved the balance and of range of choices for the outcast tech quest reward quest
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SUPPORT
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- Support for all DLC's, new features and balance changes extended to all DLC content
- Built-in Delay DLC mod improves the immersion of DLC quests
- Support for Weapon Mod Kits (see FOIP)
- support for Mart's Mutant Mod (see FOIP)
- Support for energy Visuals Enhanced (see FOIP)
- Support for Project Beauty (see FOIP)
- Support for FOOK (see FWE-FOOK merger)