[RelZ] FWE - FO3 Wanderers Edition #28

Post » Fri Mar 12, 2010 3:17 pm

This is the first time I've ever bothered to use repair in FWE, is this usual at all?

The bonus you get is simply +10 to repair while you're near the workbench.

its more reasonable now. you should have seen it in the earlier releases. the only weapons i saw that was uber in this one is the metal blaster which upped the ammo usage and reduced the projectiles abit. that way i get the weapon to use in a pinch (i play on hard and very hard) but i have to pay a price for it by going through ammo quickly.

Don't worry I didn't forget about your stupid metalblaster ;)
I actually finally found out why it was so powerful(it's kinda complicated actually) and it'll be properly balanced in next version. And it's getting a cool new skin in return.
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Daniel Holgate
 
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Post » Fri Mar 12, 2010 7:14 pm

I have a question about primary needs. I just bought the field cooker and water treatment pot and once I placed them somewhere I can't pick them up again. I tried grabbing them but nothing. Is there another way to pick them up again?
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David Chambers
 
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Post » Fri Mar 12, 2010 8:42 am

You need to press and hold the "grab" key and then press the "use" key.
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Undisclosed Desires
 
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Post » Fri Mar 12, 2010 10:15 am

You need to press and hold the "grab" key and then press the "use" key.


Thank you, I didn't know I had to also press the use key. :foodndrink:
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Destinyscharm
 
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Post » Fri Mar 12, 2010 8:48 am

The bonus you get is simply +10 to repair while you're near the workbench.


Don't worry I didn't forget about your stupid metalblaster ;)
I actually finally found out why it was so powerful(it's kinda complicated actually) and it'll be properly balanced in next version. And it's getting a cool new skin in return.

I love the Metalblaster... yes it is probably a little op... so far, it's the only semi-auto weapon I've used extensively that can actually give a Deathclaw Matriarch pause as it charges me medium range (lvl 26 master of energy weapons & small guns, 10 perc, 9 luck with eq).

Very small issue that has probably been though of for 5.0: would be nice if the repair messages where a one time thing... receiving a new message every time I approach a workbench is very redundant.
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CYCO JO-NATE
 
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Post » Fri Mar 12, 2010 2:11 pm

The bonus you get is simply +10 to repair while you're near the workbench.


Yes, I realize this its the note that gets added to the pipboy I was asking about. This should happen when your repair skill gets to 50 enabling you to craft repair parts, so if you go near a repair bench at skill level 40 you get the bonus 10 from the bench and then the note gets added to the pipboy.

This is quoted from the readme "You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts" I have this ability now at 40 repair skill.
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Amy Cooper
 
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Post » Fri Mar 12, 2010 11:20 am

I still can't get any sort of bonus from the workbench.

I've noticed that the NewWorkbenchScript in FWE.esm is different to that of FWE.esp. Might this be a problem?
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Guinevere Wood
 
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Post » Fri Mar 12, 2010 10:08 am

I still can't get any sort of bonus from the workbench.

I've noticed that the NewWorkbenchScript in FWE.esm is different to that of FWE.esp. Might this be a problem?


That script should only be in the FWE master file (.esm) . . . you should use FO3Edit and delete it from the esp to see if that fixes it. Also, is there anything unusual about the workbench you're testing. Is it a player added workbench (like in a custom/new house mod). It's possible there are using a new workbench record with a different base object, in which case it wouldn't have the right scripts running on it.
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renee Duhamel
 
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Post » Fri Mar 12, 2010 12:09 pm

Is this normal with FWE.

I am using the Companions mod and currently I have:

Star Paladin Cross
RL-3
Jericho
Butch
Dogmeat

Now, when I use the Command Handset to tell them all to "wait" Dogmeat ALWAYS returns to Vault 101. Everyone else in my posse stays where I tell them to wait. Do I have too many companions now? Any fix to this? If I've got to lose one follower I have no issue with putting a bullet in Cross's head. I really don't like her.
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Jeffrey Lawson
 
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Post » Fri Mar 12, 2010 10:36 am

Is this normal with FWE.

I am using the Companions mod and currently I have:

Star Paladin Cross
RL-3
Jericho
Butch
Dogmeat

Now, when I use the Command Handset to tell them all to "wait" Dogmeat ALWAYS returns to Vault 101. Everyone else in my posse stays where I tell them to wait. Do I have too many companions now? Any fix to this? If I've got to lose one follower I have no issue with putting a bullet in Cross's head. I really don't like her.


Sounds like the Dogmeat issue might be a glitch. We'll look into it . . .
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Floor Punch
 
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Post » Fri Mar 12, 2010 7:06 am

Thank you, I'd appreciate it.
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Phoenix Draven
 
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Post » Fri Mar 12, 2010 11:29 am

That script should only be in the FWE master file (.esm) . . . you should use FO3Edit and delete it from the esp to see if that fixes it. Also, is there anything unusual about the workbench you're testing. Is it a player added workbench (like in a custom/new house mod). It's possible there are using a new workbench record with a different base object, in which case it wouldn't have the right scripts running on it.


Super, deleting the script from FWE.esp did the job. Hurrah! Thanks for the help.
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Scotties Hottie
 
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Post » Fri Mar 12, 2010 8:41 am

One change I would like to see in FWE/Primary Needs, is the option (a setting in PN) that if you fill one empty bottle with water you fill all of the empty bottles in your inventory.

I love Fallout. I REALLY love FWE Fallout, but I feel silly standing by a sink filling up one empty bottle at a time with water.

Just something to consider for next time.



Speaking of the next FWE, is there a rough ETA on FWE 5.0?


Thanks and keep up the AMAZING work you guys.


You can fill empty bottles with water from sinks, toilets etc, and purify it to reduce the radiation level and increase the hp restore, you will almost never find pure water lying around untill after the main quest
Hey i am having a problem, drinking pure water from the river does not quench my thirst, im using http://www.fallout3nexus.com/downloads/file.php?id=7238 mod BTW, if it is an incompatibility is there any way to patch it myself

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Kieren Thomson
 
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Post » Fri Mar 12, 2010 8:35 am

One change I would like to see in FWE/Primary Needs, is the option (a setting in PN) that if you fill one empty bottle with water you fill all of the empty bottles in your inventory.

I love Fallout. I REALLY love FWE Fallout, but I feel silly standing by a sink filling up one empty bottle at a time with water.

Just something to consider for next time.

As a tip, you can simply put the bottles onto a hotkey, that makes it pretty quick.


Speaking of the next FWE, is there a rough ETA on FWE 5.0?


Thanks and keep up the AMAZING work you guys.

Not too far off anymore. The menu just takes a fair amount of time of writing and testing.
It's worth it though and will quiet anybody who complains about FWE being too unmodular :)

You can simply configure sooo many options through the menu...
Want harder sneaking settings? BAMM you got it. Want to decrease damage on all weapons? BAMM one click away. Want weapons skills to only affect accuracy and not damage at all? BAMM you got it. Want to find less drugs in containers? BAMM not a problem. Simply want to use Vanilla Fallout settings instead of any modded ones?...BAMM there it is.
Lots and lots of powerful stuff, it's like build your own mod, just instead of fighting around with the GECK or a large number of esps, you do it comfortably through an ingame menu.
You can even configure Mart's Mutant Mod through our menu, how fancy is that?


..what's with all the BAMM today, geez...
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~Amy~
 
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Post » Fri Mar 12, 2010 12:44 pm

Is this message menu stuff?
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Blaine
 
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Post » Fri Mar 12, 2010 2:23 pm

Is this message menu stuff?

Yeah, won't conflict with your UI, if that's why you're asking.
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JLG
 
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Post » Fri Mar 12, 2010 3:06 pm

You can even configure Mart's Mutant Mod through our menu, how fancy is that?


..what's with all the BAMM today, geez...


BAMM! Post, and I'm impressed :lol:

I'm making a menu and I hate it. Esspecialy making multi layered ones.

Question: How the heck did you managed to be able to configure MMM through FWE?
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Kortknee Bell
 
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Post » Fri Mar 12, 2010 8:05 am

BAMM! Post, and I'm impressed :lol:

I'm making a menu and I hate it. Esspecialy making multi layered ones.

Question: How the heck did you managed to be able to configure MMM through FWE?

Magic!
No Actually we enable the MMM menu through the FWE-MMM FOIP patch.
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Samantha hulme
 
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Post » Fri Mar 12, 2010 11:36 am

Mmh, should have known. Thanks :)
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Agnieszka Bak
 
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Post » Fri Mar 12, 2010 6:55 pm

Yeah, won't conflict with your UI, if that's why you're asking.

Not at all. I was just feeling sorry for you. :D

I hope to have a system you can use one of these days.
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Tiffany Holmes
 
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Post » Fri Mar 12, 2010 2:49 pm

Not at all. I was just feeling sorry for you. :D

I hope to have a system you can use one of these days.

That would be great yeah :)
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Barbequtie
 
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Post » Fri Mar 12, 2010 9:16 am

Hello all :)

Great work, I like just about everything according to what I have read!

I seem to have a problem however:

When I start a new game, after I select the "Wake up!" option my game freezes a few seconds later. I have installed the assets, running FOSE, patched to 1.7 and have narrowed the problem down into the following load order (CRAFT and CALIBR newest versions):

Fallout3.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
FO3 Wanderers Edition - Main File.esp

The game freezes in the exact same spot every time. Anyone has an idea on what gives?
I'm running the game on win7 64bit on Core i5 750 and radeon 5770. Installing the UFP didnt help any :(.
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Laura Cartwright
 
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Post » Fri Mar 12, 2010 8:29 pm

Did you apply the Fallout multicore fix? Is necessary if you run an i5

Fallout 3 crashes when loading interiors
If you have a multi-core CPU, like the Quad, and you experience a Fallout 3 crash when loading interiors (the PC version of Fallout 3, specially in closed spaces). It seems that this crash is caused by a bug in Fallout which doesn't adapt multi-threading well, and this PC game stops responding in small areas.

Fallout 3 crash fix
The fix for this Fallout 3 bug is very easy: just copy and paste and you are ready to go:

Open the folder My documents / My Games / Fallout3
Edit the file FALLOUT.ini.
Inside FALLOUT.ini look for a group called [general].
Inside the general group, after all the configuration parameters, just copy and paste the following 2 lines:
bUseThreadedAI=1
iNumHWThreads=2

Now close and save the Fallout 3 configuration file.

And that's it: you should have fixed the Fallout 3 crash when loading small closed interior areas. Well, Fallout 3 could stop responding sometimes, but these crashes won't be a frequent bug in Fallout.

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Naomi Lastname
 
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Post » Fri Mar 12, 2010 8:21 am

Did you apply the Fallout multicore fix? Is necessary if you run an i5

Don't want to go too far off-topic, but this always bugged me and since it just came up: Can you (or anybody else) confirm that this actually makes a difference? Because I own an i5 and those closed-space (destroyed pre-war houses and basemants, to be exact) crashes happen to me a lot, but even though I changed all threading-related settings in my .ini to all possible values, it didn't help at all. However, even without any .ini changes my game is pretty much playable.
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Jimmie Allen
 
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Post » Fri Mar 12, 2010 7:46 am

Don't want to go too far off-topic, but this always bugged me and since it just came up: Can you (or anybody else) confirm that this actually makes a difference? Because I own an i5 and those closed-space (destroyed pre-war houses and basemants, to be exact) crashes happen to me a lot, but even though I changed all threading-related settings in my .ini to all possible values, it didn't help at all. However, even without any .ini changes my game is pretty much playable.

Yes those fixes work 100%.
It's very easy to notice because the crashes caused by the multicore bug are different from the usual crashes.
Regular crash will give you "Fallout has stopped responding etc..". Multicore related crash will simply freeze the game or boot you back to the desktop, without any error message.
This is no voodoo, it's a real fix in this case.
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Breautiful
 
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