[RelZ] FWE - FO3 Wanderers Edition #28

Post » Fri Mar 12, 2010 2:57 pm

Non. Lootable. Armour. I suggested this 10 threads ago but nobody would listen. :P

Lot's of people don't like that, me included. Always hated that about the original Fallout games.
But we made armor worth much less caps and made it unwearable until you fitted it to your body, so that's the best compromise I believe :)

I just can point out again that Armor and Weapons have a purposefully low caps/weight ratio in FWE. If you got out of your way to carry that stuff back and forth, you deserve the caps.
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Veronica Martinez
 
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Post » Fri Mar 12, 2010 8:25 am

Lot's of people don't like that, me included. Always hated that about the original Fallout games.
...

Agreed, but... If one is to take the awesome 2d critical deaths from those games seriously, you could hardly expect to loot intact armor from the aftermath. IMO, the ideal situation would involve lootable eq being dependent on the nature of the kill- gooiefied or gibbed would result in no lootable armor.

Re weaker than expected power armor equipped npcs: the original games have the answer for this too. Damage reduction in addition to damage resistance coupled with armor penetrating values for guns/ammo... If I understand correctly, FO3 doesn't allow these things to be easily incorporated. :nope:
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Liv Brown
 
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Post » Fri Mar 12, 2010 11:52 am

when do you think fwe 5.0 is coming out?Do you have to start a new game when 5.0 comes out?

Is it possible to remove Weapon Scanner Pipboy Mod, sprint mod, and bullet time mod? I would love to use them but i use the 360 controller.

Also is there a way i can combine all FWE 5 dlc. esp together? if so how

How do i lower the speed of running with a weapon and with the weapon on the holster?

Can i use arwens Skills Module (Arwen_Skills.esp with fwe?
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Kaylee Campbell
 
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Post » Fri Mar 12, 2010 10:14 am

Agreed, but... If one is to take the awesome 2d critical deaths from those games seriously, you could hardly expect to loot intact armor from the aftermath. IMO, the ideal situation would involve lootable eq being dependent on the nature of the kill- gooiefied or gibbed would result in no lootable armor.

Re weaker than expected power armor equipped npcs: the original games have the answer for this too. Damage reduction in addition to damage resistance coupled with armor penetrating values for guns/ammo... If I understand correctly, FO3 doesn't allow these things to be easily incorporated. :nope:


I agree with both points of you're statement.

Otherwise the armor in F3 doesn't make any difference. You can only feel the difference between the Power Armor and the armors with small DR. Differences like 15 or 30 DR are irrelevant, especially since FWE has so powerful weapons.
Remember F1 or F2 difference between all armors? It was really visible. That's where F3 even with FWE or FOOK falls a little bit short.

That's not to say that FWE isn't GREAT overhaul -it IS and I'm eagerly waiting for 5.0, while having real fun with 4.1.1.
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Breanna Van Dijk
 
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Post » Fri Mar 12, 2010 1:22 pm

when do you think fwe 5.0 is coming out?Do you have to start a new game when 5.0 comes out?

We're in the testing phase, so it's not too far off. No you don't have to start a game.

Is it possible to remove Weapon Scanner Pipboy Mod, sprint mod, and bullet time mod? I would love to use them but i use the 360 controller.

Maybe you should take a look at http://xpadder.com/, it let's you simulate keyboard presses through the joypad. That way you can simulate keypresses on your joypad and you could use all the custom hotkey. But no we didnt have any plans to disable these, since normally people could just map these to keyboard keys that they don't use and simply ignore them.

Also is there a way i can combine all FWE 5 dlc. esp together? if so how

That's not something I would recommend trying at all

How do i lower the speed of running with a weapon and with the weapon on the holster?

Edit fMoveRunMult and fMoveNoWeaponMult in FO3Edit, GECK or console(however if you do it via console you need to do it everytime you restart the game)

Can i use arwens Skills Module (Arwen_Skills.esp with fwe?

http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en
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Samantha Mitchell
 
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Post » Fri Mar 12, 2010 6:11 am

So apparently FO3: New Vegas features an optional hardcoe mode, that adds some features like:
Need to drink water
Ammo has weight
Healing isn't instant

Now if there only was a FO3 mod that did all that....oh wait... ;)
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keri seymour
 
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Post » Fri Mar 12, 2010 3:14 pm

Were did you read that? I love all news regarding New Vegas :)
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Flesh Tunnel
 
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Post » Fri Mar 12, 2010 8:47 am

Were did you read that? I love all news regarding New Vegas :)

Latest PC Gamer UK issue.
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Sara Johanna Scenariste
 
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Post » Fri Mar 12, 2010 1:21 pm

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/TriageTag001.jpg
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Jhenna lee Lizama
 
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Post » Fri Mar 12, 2010 1:50 pm

Edit fMoveRunMult and fMoveNoWeaponMult in FO3Edit, GECK or console(however if you do it via console you need to do it everytime you restart the game)


i cant seem to find this on fwe main.esm and esp. I can only find it on fallout.esm
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Elizabeth Davis
 
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Post » Fri Mar 12, 2010 3:30 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/TriageTag001.jpg


Love the icon T3T :)
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sexy zara
 
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Post » Fri Mar 12, 2010 5:13 pm

What are these "FO3 Wanderers Edition - More Gore.esp" files I see in some load orders and where can I find them? Don't see this in the 4.1.1 archive or on the tweaks page. I would like some more gore!
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KU Fint
 
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Post » Fri Mar 12, 2010 2:54 pm

http://img205.imageshack.us/img205/9208/fallout3.jpg has to be a bug right? No way a single shotgun can deal that much damage...heck, I think even fat man dealt less. :P The weapon damages seem to be somehow bugged in my game, for instance, all assault weapons deal extremely high damage. My minigun dealt over 900 at 40% repair or so, and most super mutants kill my character in a couple of seconds with an assault rifle. Or is it intentional?
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Darlene Delk
 
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Post » Fri Mar 12, 2010 2:45 pm

http://img205.imageshack.us/img205/9208/fallout3.jpg has to be a bug right? No way a single shotgun can deal that much damage...heck, I think even fat man dealt less. :P The weapon damages seem to be somehow bugged in my game, for instance, all assault weapons deal extremely high damage. My minigun dealt over 900 at 40% repair or so, and most super mutants kill my character in a couple of seconds with an assault rifle. Or is it intentional?
It has been mentioned numerous times that the "DAM" value displayed by Fallout 3 is not a reliable indicator as to how much damage a weapon actually does. Rather, it is a number calculated on the basis of the gun's bullet damage, fire rate and some other characteristics. I don't know the details, but what I do know is that you can simply use the Weapon Scanner tool integrated into FWE to check out the exact damage your weapon deals per bullet (or per pellet for shotguns) along with other stats such as accuracy.
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BEl J
 
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Post » Fri Mar 12, 2010 10:01 am

What are these "FO3 Wanderers Edition - More Gore.esp" files I see in some load orders and where can I find them? Don't see this in the 4.1.1 archive or on the tweaks page. I would like some more gore!



I have also seen these... maybe from an older release? :shrug:
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DeeD
 
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Post » Fri Mar 12, 2010 2:14 am

can some one remind me the command for setting the xp to next level number is? FWE is too high for my tastes, by vinalla is too low, something in the slighlty more towrds vinalla would be great.

P.S

I wanted to get the new FOOK ( I took a break from fallout for about a year now ) and I remember how badly fook and FWE/WMK clashed, is that fixed now?
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Stephanie Kemp
 
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Post » Fri Mar 12, 2010 6:01 pm

Check out FOIP, I use all three and everything works just fine.
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jessica sonny
 
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Post » Fri Mar 12, 2010 8:52 am

can some one remind me the command for setting the xp to next level number is? FWE is too high for my tastes, by vinalla is too low, something in the slighlty more towrds vinalla would be great.

P.S

I wanted to get the new FOOK ( I took a break from fallout for about a year now ) and I remember how badly fook and FWE/WMK clashed, is that fixed now?

Just use FO3 Wanderers Edition - Lvl 30 Balance or FO3 Wanderers Edition - Lvl 30 High Skills from the optional mods folder, they reduce the required exp.

FWE and FOOK2 clash massivly and always will. But on nexus you can find the http://fallout3nexus.com/downloads/file.php?id=10167 project which attempts to remedy this.
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Matt Bigelow
 
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Post » Fri Mar 12, 2010 6:05 pm

Will the release of a new version result in incompatibility, or will we be able to continue using things like the FWE-FOOK merger and FOIP without upgrades?
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Ebony Lawson
 
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Post » Fri Mar 12, 2010 1:49 pm

I do not have any DLC, nor do i want any at this time, can you still use those?
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how solid
 
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Post » Fri Mar 12, 2010 6:02 am

Will the release of a new version result in incompatibility, or will we be able to continue using things like the FWE-FOOK merger and FOIP without upgrades?

FWE 5.0 will comes out we will also release new FOIP patches (we write the FWE ones afterall and the FOIP project was started by Mez)

The FWE-FOOK merger will most likely have some compatbility issues when FWE 5.0 is released, until the merger is updated.


I do not have any DLC, nor do i want any at this time, can you still use those?

You can still use those files, they dont depend on DLCs
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Auguste Bartholdi
 
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Post » Fri Mar 12, 2010 12:54 pm

You can still use those files, they dont depend on DLCs

I'd imagine you'll need a level uncapper mod regardless, though, right?
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Bonnie Clyde
 
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Post » Fri Mar 12, 2010 11:01 am

I'd imagine you'll need a level uncapper mod regardless, though, right?

No, all those two plugins do is reduce the required exp to a level that sits between vanilla and default FWE. No other mods required.
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how solid
 
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Post » Fri Mar 12, 2010 6:38 pm

well, its working.
I kinda wish it was a little less inbetween levels, but with MMM and ++spawns and ghoul rampage I am sure I can make it throuhg the levels.

Game is for sure much harder now, ammo harder to come by, and you die really easy, seems like raiders are much tougher.

can anyone offer any tips?
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latrina
 
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Post » Fri Mar 12, 2010 12:16 pm

lol, uh. Craft is conflicting with the armor mods I have, giving me the vanilla armors whenever I craft fitted armor. I don't want to turn craft off, but how do I... turn off the armor fitting? The readme's of both don't offer help, and I don't think I can find any in-game configuration thingie... :<
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Gemma Woods Illustration
 
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