[RelZ] FWE - FO3 Wanderers Edition #27

Post » Sun Feb 07, 2010 6:39 am

Fallout 3 - Wanderers Edition (FWE)

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

------------------------
OVERALL GOALS
------------------------

  • 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

------------------------
CHARACTER
------------------------

  • 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

------------------------
COMBAT
------------------------

  • 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

------------------------
EQUIPMENT
------------------------

  • 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

------------------------
SURVIVAL
------------------------


  • 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

------------------------
ACTORS
------------------------

  • 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

------------------------
IMMERSION
------------------------

  • 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

------------------------
SUPPORT
------------------------

  • 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)

User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Sat Feb 06, 2010 11:30 pm

"Ammo doesn't have anything to do with it. LSW stands for Light Support Weapon and is definitly a big gun.

There are also small guns that use 5mm ammo for example."

I'm cool with that. Just didn't understand. I must say, it certainly 'felt' like a big gun when that raider got on to me with it :whistle:
User avatar
FirDaus LOVe farhana
 
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Joined: Thu Sep 13, 2007 3:42 am

Post » Sat Feb 06, 2010 8:53 pm

Just in case no one caught this in the last thread.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PARepairBox.jpg
User avatar
Leilene Nessel
 
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Post » Sat Feb 06, 2010 8:12 pm

I like the icon. Makes sense. I love this mod, so keep up the good work :)
User avatar
George PUluse
 
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Joined: Fri Sep 28, 2007 11:20 pm

Post » Sun Feb 07, 2010 3:08 am

All of these icons are outstandingly lovely.
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Catherine Harte
 
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Post » Sat Feb 06, 2010 10:28 pm

I thank you both. I like making icons for this mod because I'm also a user of this mod, so it's a win win situation.
User avatar
dav
 
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Post » Sun Feb 07, 2010 4:34 am

Great icons! :foodndrink:
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Natasha Biss
 
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Post » Sun Feb 07, 2010 2:11 am

Ammo doesn't have anything to do with it. LSW stands for Light Support Weapon and is definitly a big gun.

Meanwhile, in the real world, the British have changed the L86 from an LSW to a DMR. :D (Designated Marksmans Rifle)

The difference between some of the the new 'Big Guns' and regular Small Guns is pretty small. I understand the reason for it, and Big Guns is a much more useful skill now, but I still feel it's a problem that you can confuse them. In my opinion Big Guns should be shoulder launched or 'handle' carried, ie missile launchers, miniguns, flamers etc, like in Vanilla. Maybe belt-fed weapons could count too.

Since you're probably not going to change it based on my opinion alone, maybe there's a way of showing the player what a weapon is graphically? Through the inventory icon for example?
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Sarah MacLeod
 
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Post » Sat Feb 06, 2010 9:00 pm

Doesn't the weaponscanner how a gun's class? If all else fails, you could hotkey it and look at the icon.
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..xX Vin Xx..
 
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Joined: Sun Jun 18, 2006 6:33 pm

Post » Sun Feb 07, 2010 3:09 am

Doesn't the weaponscanner how a gun's class? If all else fails, you could hotkey it and look at the icon.

Exactly this. Weaponscanner always shows you the truth.
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Causon-Chambers
 
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Post » Sat Feb 06, 2010 4:58 pm

I'm finding shooting supermutants in the arm to be very useful (compared to vanilla). Raiders you just want to crease their skull so they die, but supermutant brutes take a lot of bullets before they fall down and directing a couple of them into their right arm so they drop their gun buys you the time to kill them.
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Antonio Gigliotta
 
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Joined: Fri Jul 06, 2007 1:39 pm

Post » Sat Feb 06, 2010 9:13 pm

I have a scoped M16 and a silenced M16.
Can I somehow put them together and get a scoped silenced M16?
My repair skill at the work bench is 84.
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rheanna bruining
 
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Post » Sun Feb 07, 2010 4:57 am

Assuming they are both WMK'd weapons you should be able to remove the scope or scilencer at a workbench. There is a chance that you could lose the attachment, it depends in your repair skill. If either of the two M16s are from another mod then this might not work.
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Jordan Fletcher
 
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Post » Sat Feb 06, 2010 8:54 pm

Ok, I'm downloading the add-on now.
I'll just asume the weapons i have now have fixed scopes.
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Rachel Briere
 
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Post » Sat Feb 06, 2010 7:26 pm

Ok, I'm downloading the add-on now.
I'll just asume the weapons i have now have fixed scopes.

Please don't forget about WMK-FWE CP from FOIP page
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victoria gillis
 
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Post » Sat Feb 06, 2010 10:00 pm

I thank you both. I like making icons for this mod because I'm also a user of this mod, so it's a win win situation.

Actually, I have a question for you obliquely relating to that: will v5 include your Misc Item Icons mod, or is that mod compatible as it is?

I'm a little too rusty at the beth engines to understand the latter on my own right now ...
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Betsy Humpledink
 
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Post » Sat Feb 06, 2010 5:37 pm

Actually, I have a question for you obliquely relating to that: will v5 include your Misc Item Icons mod, or is that mod compatible as it is?

I'm a little too rusty at the beth engines to understand the latter on my own right now ...

T3Ts icons are all included in 5.0
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Matthew Warren
 
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Post » Sat Feb 06, 2010 8:22 pm

Awesome. I bought the game when it was released, and thought it was a joke. Now, I just tried it again with FWE and that's a different story. The mod adds a new dimension to the game.
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Emily Graham
 
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Post » Sat Feb 06, 2010 7:18 pm

T3Ts icons are all included in 5.0

Very awesome.

5.0 sounds like it approaches the awesome singularity ... awesomularity?

The Project Beauty CP is coming out with 5.0 as well, innit?
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Life long Observer
 
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Post » Sun Feb 07, 2010 4:30 am

Very awesome.

5.0 sounds like it approaches the awesome singularity ... awesomularity?

The Project Beauty CP is coming out with 5.0 as well, innit?

Yep :)
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Siobhan Thompson
 
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Post » Sat Feb 06, 2010 8:21 pm

I've seen this asked before, but what was the weapon being used in the FWE video with the Super Mutants and the Brotherhood patrols?

Heh. Just curious. I'm pretty sure it was stated that it was a "personal mod" and it wasn't released yet but I can't really remember.
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jennie xhx
 
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Post » Sun Feb 07, 2010 1:34 am

I've seen this asked before, but what was the weapon being used in the FWE video with the Super Mutants and the Brotherhood patrols?

Heh. Just curious. I'm pretty sure it was stated that it was a "personal mod" and it wasn't released yet but I can't really remember.


Its Kai Hohiro's personal weapon (.223 pistol w/ exploding shells). If I remember right, you can get it in his FWE tweeks mod.
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Jennifer Rose
 
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Post » Sun Feb 07, 2010 9:13 am

Its Kai Hohiro's personal weapon (.223 pistol w/ exploding shells). If I remember right, you can get it in his FWE tweeks mod.

Yeah it's on my tweaks page.
It will also be included as unique weapon in 5.0
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Eve Booker
 
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Post » Sun Feb 07, 2010 12:04 am

Edit: Woop, too late :)
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Sanctum
 
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Post » Sat Feb 06, 2010 8:28 pm

Edit: Woop, too late :)

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