[RelZ] FWE - FO3 Wanderers Edition #28

Post » Fri Mar 12, 2010 2:12 pm

ok ill disable it for now.......although ill miss the effects. thanks again for all your guys hard work and i cant wait.

also before i forget i posted in the old thread about changing the water purifier to make it more streamlined. instead of having 4 types of water simply have it change dirty water to pure water that way you dont have 5 types of water cluttering up the inventory. that was one of my little miffs with broken steel as well. its washinton dc not mexico just call it purified water. :)

edit: man im batting 100% today :rolleyes: i almost forgot to mention this mod.

http://www.fallout3nexus.com/downloads/file.php?id=8682

i found it looking through another thread. apparently its a more reliable version of container repsawning. williesea says that just checking the respawn doesnt always work. just to let you know if anyone is having issues with not getting boxes to respawn.
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Sammygirl
 
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Post » Fri Mar 12, 2010 11:16 am

If I download FWE do I need to download WMK, MMM and EVE? or is that what FOIP is for?

Sorry its all got me a bit confused.
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katsomaya Sanchez
 
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Post » Fri Mar 12, 2010 1:08 am

If I download FWE do I need to download WMK, MMM and EVE? or is that what FOIP is for?

Sorry its all got me a bit confused.


That's what FOIP is for - however WMK and MMM are definitely worth the effort, and EVE most certainly is if you have any interest in energy weapons at all.
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Marquis T
 
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Post » Fri Mar 12, 2010 10:23 am

So If I download wmk eve or mmm I have to get foip?
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leigh stewart
 
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Post » Fri Mar 12, 2010 7:14 am

Yep, because each one changes the same thing - but MMM WMK and EVE are balanced for vanilla, so FOIP has to rebalance things for FWE, as well as do things like add the new FWE guns into WMK's moddables, and so on. It's easy!
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ImmaTakeYour
 
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Post » Fri Mar 12, 2010 1:34 am

k TY for the info Phoshi thatll explain the problems I was having last time I downloaded all this stuff I didnt have foip
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chinadoll
 
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Post » Fri Mar 12, 2010 11:39 am

Can't repair sniper rifles with abraxo cleaners nor repair parts, only other sniper rifles work. No problems with other weapons so far, only snipers.
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DAVId MArtInez
 
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Post » Fri Mar 12, 2010 2:00 pm

Could you tell me if you are going to make any changes to the crafting menu for the next FWE version? Because right now I'm fiddeling with it and I thought about releasing a bunch of patches if anything good comes out of it. However, if you changed that already it would be a wasted effort.
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mollypop
 
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Post » Fri Mar 12, 2010 10:11 am

Could you tell me if you are going to make any changes to the crafting menu for the next FWE version? Because right now I'm fiddeling with it and I thought about releasing a bunch of patches if anything good comes out of it. However, if you changed that already it would be a wasted effort.



actually it would be nice to have an option to take all kits off of a gun with just one click when you want to transfer them to another gun. maybe even have an option to fully upgrade your gun if you have all the parts available although that one wouldnt be as useful since people dont use all upgrades. i for one almost never use the auto fire upgrade cause of the loss of accuracy.
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maria Dwyer
 
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Post » Fri Mar 12, 2010 10:07 am

Can't repair sniper rifles with abraxo cleaners nor repair parts, only other sniper rifles work. No problems with other weapons so far, only snipers.

You have another mod overwriting FWE's sniper rifle repair list.

Could you tell me if you are going to make any changes to the crafting menu for the next FWE version? Because right now I'm fiddeling with it and I thought about releasing a bunch of patches if anything good comes out of it. However, if you changed that already it would be a wasted effort.

No

actually it would be nice to have an option to take all kits off of a gun with just one click when you want to transfer them to another gun. maybe even have an option to fully upgrade your gun if you have all the parts available although that one wouldnt be as useful since people dont use all upgrades. i for one almost never use the auto fire upgrade cause of the loss of accuracy.

You should probably suggest that to the WMK author and not us.
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Hella Beast
 
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Post » Thu Mar 11, 2010 10:41 pm

You have another mod overwriting FWE's sniper rifle repair list.


The only mod after FWE-WMK CP is MMM. I'm not using Mez's merged patch FWE-MMM-WMK if that makes any difference because it has a bunch of Unknown masters (DLC's maybe?) and crashes the game.
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Svenja Hedrich
 
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Post » Fri Mar 12, 2010 2:28 am

The only mod after FWE-WMK CP is MMM. I'm not using Mez's merged patch FWE-MMM-WMK if that makes any difference because it has a bunch of Unknown masters (DLC's maybe?) and crashes the game.

The FWE-WMK CP doesn't matter. You need to make sure that no other file after the FO3 Wanderers Edition - Main File.esp edits the list. You can post your load order if you like and I will take a look. Also make sure you dont have any incompatible mods loaded(refer to this http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en)
And yes the Merged Patch requires all DLCs, it says so in the text. If you don't use Mez's Merged Patch you need to create your own. It's mandatory when using WeaponModKits.

Edit: Also make sure you are using either a vanilla sniper rifle or a wmk sniper rifle, and not one from a mod.
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P PoLlo
 
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Post » Fri Mar 12, 2010 6:21 am

Yo, how do I turn off ammo weight? It's not working for me very well, it adds weight when I store my ammo away in boxes, so I'm running around with two guns and only ammo for those two but I have 400 phantom pounds on me.
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Tessa Mullins
 
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Post » Fri Mar 12, 2010 3:32 am

Thanks for the mod, its awesome.

I was just wondering though if there's a way to permanently disable the "primary needs" component of FWE. Its REALLY annoying and I hate it so much :( I know I can disable it in-game, but I have to do this every single time I load a saved gamed, and its really a pain in the ass having to do it every single damn time.
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David John Hunter
 
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Post » Fri Mar 12, 2010 12:18 pm

Yo, how do I turn off ammo weight? It's not working for me very well, it adds weight when I store my ammo away in boxes, so I'm running around with two guns and only ammo for those two but I have 400 phantom pounds on me.

You can download a mod that disables it on my Tweaks page(see signature)

I was just wondering though if there's a way to permanently disable the "primary needs" component of FWE. Its REALLY annoying and I hate it so much I know I can disable it in-game, but I have to do this every single time I load a saved gamed, and its really a pain in the ass having to do it every single damn time.

You can disable it in the menu. If you save after you've disabled it, it stays permanently disabled.
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Flutterby
 
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Post » Fri Mar 12, 2010 9:11 am

I have disabled Primary Needs, but I'm puzzled as to why I still receive the "Full" message and -1 AG penalty when I eat a bunch. Is this a known bug in the current version? Or have I messed something up on my end?

gothemasticator
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J.P loves
 
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Post » Fri Mar 12, 2010 12:24 pm

I have disabled Primary Needs, but I'm puzzled as to why I still receive the "Full" message and -1 AG penalty when I eat a bunch. Is this a known bug in the current version? Or have I messed something up on my end?

gothemasticator

Yeah seems a few people get this even with PN disabled.
I rewrote large parts of PN for 5.0 that should keep this from happening.
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Talitha Kukk
 
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Post » Fri Mar 12, 2010 3:12 pm

You need to make sure that no other file after the FO3 Wanderers Edition - Main File.esp edits the list.

Figured that it was binoculars mod that was doing it. But in FO3Edit it appeared that FO3 Wanderers Edition - Main File.esp doesn't have repair lists so it was esm that was being overridden.

I also wonder why do I get such a wild scope sway even at 100 skill? My limbs are intact, I'm not doped so why can't I shoot straight?
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Dustin Brown
 
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Post » Fri Mar 12, 2010 2:29 am

Figured that it was binoculars mod that was doing it. But in FO3Edit it appeared that FO3 Wanderers Edition - Main File.esp doesn't have repair lists so it was esm that was being overridden.

I also wonder why do I get such a wild scope sway even at 100 skill? My limbs are intact, I'm not doped so why can't I shoot straight?

Because your sniper rifle isnt fully repaired?
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matt white
 
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Post » Fri Mar 12, 2010 12:47 am

Nope, it's 100% intact and it's like that with all scoped weapons, be it fwe with built-in scopes or wmk-modded. So I understand that it's not supposed to be happening?
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Stat Wrecker
 
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Post » Fri Mar 12, 2010 11:42 am

Nope, it's 100% intact and it's like that with all scoped weapons, be it fwe with built-in scopes or wmk-modded. So I understand that it's not supposed to be happening?

You should have a slight wobble almost always, but nothing too extreme.
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GabiiE Liiziiouz
 
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Post » Fri Mar 12, 2010 11:46 am

Whenever I try to look at weapon entries in FO3edit it gives me a load of Range Error messages. Does this indicate an issue with my install of load order?

Load order:

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 - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - FWE Master Release.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.espTotal active plugins: 81Total plugins: 82

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lolli
 
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Post » Fri Mar 12, 2010 2:33 am

Whenever I try to look at weapon entries in FO3edit it gives me a load of Range Error messages. Does this indicate an issue with my install of load order?

This happens when you click on any weapon entry, even in the Fallout3.esm?
Also WeaponModKits - FWE Master Release.esp needs to go before the WMK DLC addons, just behind WeaponModKits.esp
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Sarah Edmunds
 
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Post » Fri Mar 12, 2010 10:38 am

This happens when you click on any weapon entry, even in the Fallout3.esm?
Also WeaponModKits - FWE Master Release.esp needs to go before the WMK DLC addons, just behind WeaponModKits.esp


Thanks for your reply. Error appears even when checking Fallout3.esm.

Edit:

Ah, switching the WMK files around as you direct has solved the issue. Thanks!
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Sheeva
 
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Post » Fri Mar 12, 2010 4:14 am


I'll quote here what I asked in another thread, which I guess was in the wrong place. It's about where to find 14mm ammo OR the code to it. Please help me out.

I'm using Fallout Wanderers Edition and Weapon Mod Kits; I suspect this gun was added by one of the mods incorporated in the FWE compilation but I can't be sure. Fact is, I'm using an awesome 14mm pistol with a tremendous punch (that I found in the National Guard Depot; it's a somewhat faithful copy of one of my favorites in the previous Fallout installments), but I can only use it sparsely because of the almost-impossible-to-find ammo.

If you know where to find it or, as a last resource (if the locations are, for instance, random), know the console code, please help me out here. Having a weapon like that and not being able to use it is a [censored] [censored] [censored] PITA. :)

Thank you in advance.


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Bambi
 
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