[RelZ] FWE - FO3 Wanderers Edition #28

Post » Fri Mar 12, 2010 10:11 am

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?

Tag your primary weapon skill and spend your first 2 levelups to raise it to ~70 and then work towards repair skill until 72 (the remaining 28 points can be gained through other means). Go do the Grayditch quest first - fire ants are very easy to kill and you'll find a chinese assault rifle with some ammo in the process. Collect all conductors, fission batteries etc. and trade them to outcasts for more ammo. If you specialize in small guns pretty much any assault rifle is a BFG but there are some truly awesome guns (my favourite is XL703E which uses very light ammo that is very easy to get from outcasts) in a National Guard Depot that you should raid ASAP which is when you have good weapon and repair skills and 300-400 bullets to your assault rifle. For me that happens around level 5. After that the Wasteland becomes Disneyland.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Fri Mar 12, 2010 5:35 am

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... :<

I think the variable you're looking for is FWEPAChanges.
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Fri Mar 12, 2010 4:42 pm

I think the variable you're looking for is FWEPAChanges.


What's that? A quest I start via console? An item I select? A file?
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Fri Mar 12, 2010 3:26 am

What's that? A quest I start via console? An item I select? A file?

Simply type into the console:
set FWEPAChanges to 0
User avatar
Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Fri Mar 12, 2010 5:22 pm

Tag your primary weapon skill and spend your first 2 levelups to raise it to ~70 and then work towards repair skill until 72 (the remaining 28 points can be gained through other means). Go do the Grayditch quest first - fire ants are very easy to kill and you'll find a chinese assault rifle with some ammo in the process. Collect all conductors, fission batteries etc. and trade them to outcasts for more ammo. If you specialize in small guns pretty much any assault rifle is a BFG but there are some truly awesome guns (my favourite is XL703E which uses very light ammo that is very easy to get from outcasts) in a National Guard Depot that you should raid ASAP which is when you have good weapon and repair skills and 300-400 bullets to your assault rifle. For me that happens around level 5. After that the Wasteland becomes Disneyland.



I need to rebuild my guy, I got my special pretty badly messed up, I didn't notice how much FWE changes stats to really matter, I used to dump perp, but now I think I am gonna go wiht something else.


I finally cleared out the school near M/T and I learned that 10MM>>>Hunting rifle inside now, its so much harder over normal, add in ++ spawns and wow, game is a challange.

but I love that bolt action!!! I am guessing its the only boltaction in FWE? FOOK might have some but its too much hassle.

I forgot how good this game can be, when I stop hating it for what I wanted it to be.

P.S
Is there a pump action shotty with proper anim now?
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Fri Mar 12, 2010 6:20 pm

I can't seem to find the FWE DLC files.

Help anyone, please?
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Fri Mar 12, 2010 7:59 am

I'm having a bit of a problem with repair, I've got the note for having repair at 50. My understanding of this is you can craft repair parts from two scrap metal at a workbench. The workbench has two options which are weapons modification and activate neither lead anywhere to do with repair parts. So is there some step i'm missing out on. I normally just pay to repair, I thought I'd do it myself this time.
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Fri Mar 12, 2010 12:49 pm

I can't seem to find the FWE DLC files.

FWE Support\Optional Mods\

The workbench has two options which are weapons modification and activate

There should be a third option CRAFT, something is probably wrong with your installation or load order.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Fri Mar 12, 2010 5:43 pm

I'm having a bit of a problem with repair, I've got the note for having repair at 50. My understanding of this is you can craft repair parts from two scrap metal at a workbench. The workbench has two options which are weapons modification and activate neither lead anywhere to do with repair parts. So is there some step i'm missing out on. I normally just pay to repair, I thought I'd do it myself this time.

Like x4lien says, you should have a CRAFT option.
There should be:
Activate
Weapon Modification
Craft

It would be strange if you had Weapon Modification two times. Are you using any other WMK plugins other than the regular WMK file and the optional files from the FWE WMK foip package?
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Fri Mar 12, 2010 3:58 pm

I'm having a bit of a problem with repair, I've got the note for having repair at 50. My understanding of this is you can craft repair parts from two scrap metal at a workbench. The workbench has two options which are weapons modification and activate neither lead anywhere to do with repair parts. So is there some step i'm missing out on. I normally just pay to repair, I thought I'd do it myself this time.

You probably just forgot to load CRAFT - Activation Perk.esp. It's included with CRAFT.
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Fri Mar 12, 2010 9:06 am

In my game I can't use repair parts on the .44 Magnum. They work on every other weapon I've so far encountered. Sadly the Magnum is the one which I really want to use! Is this just me, and if so why?
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Fri Mar 12, 2010 7:03 am

In my game I can't use repair parts on the .44 Magnum. They work on every other weapon I've so far encountered. Sadly the Magnum is the one which I really want to use! Is this just me, and if so why?

If the weapon you mean is the .44 scoped magnum, then the FWE repair list does contain repair parts, so there must be some other mod overwriting it in your load order. You can check out which mod that would be loading your load order up in FO3Edit and see which mods change RepairScoped44Magnum. In my case for example, the Unofficial FO3 Patch - Broken Steel would overwrite the changes from FWE. You have to create/use a merged patch to resolve this, or change your load order if it's possible.
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Fri Mar 12, 2010 11:22 am

I believe Arwen has a bleeding damage implemented in her mods.

gothemasticator

No, none of my mods add any kind of bleeding damage. But I use Real Injuries' Wound System in my own game, which does add blood loss effects, for three levels of wounds (from light to severe).
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Fri Mar 12, 2010 3:15 pm

Like x4lien says, you should have a CRAFT option.
There should be:
Activate
Weapon Modification
Craft

It would be strange if you had Weapon Modification two times. Are you using any other WMK plugins other than the regular WMK file and the optional files from the FWE WMK foip package?


I've just got these

WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - PointLookout.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - Zeta.esp
This is going to take some time I think. I've got a merged patch as well with just the formid's and some race changes. I'll restart the game with just the FWE and WMK esps and see if I get the right thing message box.

/edit With just these mods and a new game, bumping the level up to get over 50 repair I only get the "you dont know how to make any weapons yet".

Fallout3.esm
Anchorage.esm
ThePitt.esm
PointLookout.esm
BrokenSteel.esm
Zeta.esm
CRAFT.esm craft1.25
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
DarNifiedUIF3.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

Do you need the Craft activation perk esp as well? /edit It appears you do, good guess there schlangster. Thanks for the responses.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Fri Mar 12, 2010 3:35 am

Right, got the Magnum issue sorted. As advised above, it was the UFP causing a conflict.

However I've noticed that the workbench bonus doesn't seem to work. It is still +10 to repair? If so, I'm not getting it. I can't see any conflicts since ony FWE.esm and FWE.esp seem to use the script.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri Mar 12, 2010 2:58 am

Right, got the Magnum issue sorted. As advised above, it was the UFP causing a conflict.

However I've noticed that the workbench bonus doesn't seem to work. It is still +10 to repair? If so, I'm not getting it. I can't see any conflicts since ony FWE.esm and FWE.esp seem to use the script.

When you approach a workbench a short message should pop up in the top left corner. Are you getting that?
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Fri Mar 12, 2010 2:57 pm

Hello. First of all I wanted to thank you for making this fun mod. Second I wanted to say that I noticed that water doesn't heal me anymore, is that normal? I've made an install with several mods using FOIP.
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Fri Mar 12, 2010 4:06 pm

Hello. First of all I wanted to thank you for making this fun mod. Second I wanted to say that I noticed that water doesn't heal me anymore, is that normal? I've made an install with several mods using FOIP.

Yes that's normal. Water and Food is there for thirst and hunger now.
If you wish to change/deactivate it you can do that through the Primary Needs Menu(just click on the inventory item)
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Fri Mar 12, 2010 7:57 am

Yes that's normal. Water and Food is there for thirst and hunger now.
If you wish to change/deactivate it you can do that through the Primary Needs Menu(just click on the inventory item)

Thank you for the quick reply. If that is the best option for the full FO3 Wanderers Edition sensation then I will try to survive like this :) . I can feel the game is significantly harder from the first hours of gameplay. Any advice on what to do to survive better in the beginning with these hardships? :P
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Fri Mar 12, 2010 5:06 pm

Thank you for the quick reply. If that is the best option for the full FO3 Wanderers Edition sensation then I will try to survive like this :) . I can feel the game is significantly harder from the first hours of gameplay. Any advice on what to do to survive better in the beginning with these hardships? :P

Play as if your life depended on it ;)

Use stealth, cover, bullet time and explosives to your advantage. The new grenade hotkey also makes using grenades more intuitive and fun. Mines and drugs are also immensly helpful.
Basically use everything at your disposal. Only shooting with a gun often wont cut it.

Also keep in mind that you want to hold on to a lot of junk you come across. Medical Bracers and Surgical Supplies are mandatory. You also want to take any scrap metal you can find so you can make repair parts out of it.
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Fri Mar 12, 2010 11:44 am

Play as if your life depended on it ;)

Use stealth, cover, bullet time and explosives to your advantage. The new grenade hotkey also makes using grenades more intuitive and fun. Mines and drugs are also immensly helpful.
Basically use everything at your disposal. Only shooting with a gun often wont cut it.

Also keep in mind that you wont to hold on to a lot of junk you come across. 'Medical Bracers and Surgical Supplies are mandatory. You also want to take any scrap metal you can find so you can make repair parts out of it.


Thank you for the useful advices :foodndrink: . I'm having lots of fun so far thanks to this mod. The intense fast combat is great, and the need for food, water and sleep really increases the realism and I love that.
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Fri Mar 12, 2010 6:27 pm

When you approach a workbench a short message should pop up in the top left corner. Are you getting that?


Yes I get the message, but I don't get any increase in repair skill. When actually repairing it seems to make little difference whether I'm close to the bench or not.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmHairPack.esmEnhanced Weather - Rain and Snow.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espCRAFT - Activation Perk.espDarNifiedUIF3.espDUIF3Extras.espCALIBRxMerchant.espStealthboy Recon Armor - CRAFT.espUPP  - Quest Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espRobCo Certified.espBlackWolf Backpack.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espMoreMapMarkers.espGalaxyNewsRadio40[M].espSniperZooming.espRealFragGrenade3.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Lvl 30 Balance.espFO3 Wanderers Edition - Optional Worn Weapons.espDLM_FWE-Sneak_fix.espBackpackFixForShishkebabENG.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Size Scaling.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espEnhanced Weather - Rain and Snow in Fallout.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espMerged1.espTotal active plugins: 82Total plugins: 83

User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Fri Mar 12, 2010 5:28 am

Check your skill menu in the pipboy it should be showing up there
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Fri Mar 12, 2010 4:01 pm

Check your skill menu in the pipboy it should be showing up there


No, its not there. My repair skill is 70 so when receiving the bonus it should show as 80 (+) shouldn't it, to show that the extra skill is a bonus? Well, it doesn't. It doesn't just seem to be a display issue since it makes no practical difference to any repairs either.
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Fri Mar 12, 2010 6:21 pm

No, its not there. My repair skill is 70 so when receiving the bonus it should show as 80 (+) shouldn't it, to show that the extra skill is a bonus? Well, it doesn't. It doesn't just seem to be a display issue since it makes no practical difference to any repairs either.

This might not make any sense at all, but you could try to manually enter player.dispel XX37779E in the console, where XX is the mod index of your FWE main file esm.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

PreviousNext

Return to Fallout 3