[RelZ] FWE - FO3 Wanderers Edition #28

Post » Fri Mar 12, 2010 9:55 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.



Simply pay the Outcasts a visit and trade them stuff for 14mm ammo
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Anna Beattie
 
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Post » Fri Mar 12, 2010 12:33 pm

Simply pay the Outcasts a visit and trade them stuff for 14mm ammo

Great, great tip. Thanks a bunch!

Now I'll try to locate their headquarters in the wikia, for I don't have a clue where to find them (so far only random encounters here and there).

I just hope they don't receive me with bullets, because I have killed all of them in those encounters. But thinking of it, there were no witnesses, so I guess I'll be just fine.




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Samantha Wood
 
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Post » Fri Mar 12, 2010 5:25 am

Hey Kai, the weight problem is still persisting after I re-dl'd your ammo weight .esp although not 100% of the time. It seems that if I load a save game, sometimes I get the problem, which can be solved by re-loading it. I have only seen it add 1 pound over weight, no matter how much I carry at the time of the save. Not sure if that helps identifying the problem or not. EDIT: scratch that last part, it seems to be adding varying amounts of weight..

Im also having trouble with the built in sprint mod. I would prefer to have it on the games vanilla run key but sometimes it just wont work. Ill mash the button, reset the key etc etc. Ive tried using different keys from shift to 'p' but it just seems to work when it wants.

EDIT: Another thing I noticed last time I played fallout about the weight problem. It doesn't stay at the weight when I drop stuff anymore. So Its probably one item in my inventory thats screwy so ill try and hunt it down next time it happens.
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Spooky Angel
 
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Post » Fri Mar 12, 2010 6:41 am

I can't seem to find water anywhere. It's been two days without water so far, and I haven't found any vendor or anybody to sell them. There's hardly any water just lying around..... :(

I don't wanna disable the whole Food and Water and Sleep thing, but this water thing is really really killing me.
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Kelly Osbourne Kelly
 
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Post » Fri Mar 12, 2010 9:38 am

you can disable the individual parts of the mod. i also didnt like having to worry about more than one thing and i picked food since i figure that i would be taking a nap anytime i rested.
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Enie van Bied
 
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Post » Thu Mar 11, 2010 11:08 pm

Hey Kai, the weight problem is still persisting after I re-dl'd your ammo weight .esp although not 100% of the time. It seems that if I load a save game, sometimes I get the problem, which can be solved by re-loading it. I have only seen it add 1 pound over weight, no matter how much I carry at the time of the save. Not sure if that helps identifying the problem or not. EDIT: scratch that last part, it seems to be adding varying amounts of weight..

Im also having trouble with the built in sprint mod. I would prefer to have it on the games vanilla run key but sometimes it just wont work. Ill mash the button, reset the key etc etc. Ive tried using different keys from shift to 'p' but it just seems to work when it wants.

EDIT: Another thing I noticed last time I played fallout about the weight problem. It doesn't stay at the weight when I drop stuff anymore. So Its probably one item in my inventory thats screwy so ill try and hunt it down next time it happens.

Drop everything from your inventory into a container and type player.restoreav carryweight

Regarding your sprint issue...
Sprint doesn't work in Godmode and sprint won't work if you are very close to your carryweight (for example 149/150). Other than that perhaps check out the Sprint Mod page on Nexus, the author of the mod answers questions tehre frequently.


I can't seem to find water anywhere. It's been two days without water so far, and I haven't found any vendor or anybody to sell them. There's hardly any water just lying around.....

I don't wanna disable the whole Food and Water and Sleep thing, but this water thing is really really killing me.

Dude, you can find toilets and sinks in every second building. Plus you have Nuka Cola all over the place and you can fill water bottles at any water source. Plenty of possibilities to quench your thirst.
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Chloe Lou
 
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Post » Fri Mar 12, 2010 1:46 am

I can't seem to find water anywhere. It's been two days without water so far, and I haven't found any vendor or anybody to sell them. There's hardly any water just lying around..... :(

I don't wanna disable the whole Food and Water and Sleep thing, but this water thing is really really killing me.


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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Sammi Jones
 
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Post » Fri Mar 12, 2010 2:23 am

Simply pay the Outcasts a visit and trade them stuff for 14mm ammo

Well, it worked. Not only I got 350 rounds of 14mm, but 1000 caseless rounds for my other weapon. I guess I'll pay another visit to the National Guard Depot, because there were some weapons there that I didn't even try for the lack of ammo. Thanks again.

I can't seem to find water anywhere. It's been two days without water so far, and I haven't found any vendor or anybody to sell them. There's hardly any water just lying around..... :(

I don't wanna disable the whole Food and Water and Sleep thing, but this water thing is really really killing me.

Well, my "personal robot butler" in my Tenpenny suite provides me small amounts of purified water at a time: it's not much, but it's enough to live on. From time to time I pay him a visit to replenish my stock. I suspect that if you don't blow Megaton up and get a shack there, then you'll have your "robot butler" there instead.



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April
 
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Post » Fri Mar 12, 2010 10:56 am

has anyone tried out the STALKER addon for MMM with FWE and the FOIP patches. im sure there are some conflicts was just wondering if they were just small one and if so where the best place in the load order is. right now i have it right after the MMM esp. thanks for any input.
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Vicky Keeler
 
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Post » Fri Mar 12, 2010 12:17 pm

Hey there. Yesterday I had a small FO3 session during which I mostly tested FWE. I ran into a problem that I'm actually having myself in one of my mods for Oblivion - so if you find a way to fix it, then please tell me about it.

It concerns the pipboy icons for the portable workbench and any other of these "portable" items you can purchase. When Fallout 3 is set to have Medium or Small texture size, they all turn into graphical errors instead of switching to the next icon size. They're basically big squares of noise.
Like I said, I'm having the same problem with icons I made for one of my mods. Nobody ever seems to notice anymore because everyone's using the Large setting, that's why you rarely see complaints about it. It looks really horrible though, and I'd like to see it fixed, if possible. If nothing else works, a last resort would be to use a vanilla icon for the non-Large icons (i.e. the ones in menus80 and menus50) that slightly resembles the selfmade icon. :shrug:

On another note:
I found it extremely annoying to tell the game each time what I want to do when I activate a locked door or computer. Is there an easy way to disable that feature? Personally I think the vanilla minigames are fine, since there's a skill requirement (so that you can't open every door simply by being good at the minigame, like in Oblivion), and since you're getting XP for it it only makes sense that even if you have the skill requirement, you still have to do something to earn those XPs.
Anyway, I'd also like to hear if you're planning on making these "small features" customizable/optional, because if so then I can simply wait for the next version.
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Kayleigh Williams
 
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Post » Thu Mar 11, 2010 11:40 pm

has anyone tried out the STALKER addon for MMM with FWE and the FOIP patches. im sure there are some conflicts was just wondering if they were just small one and if so where the best place in the load order is. right now i have it right after the MMM esp. thanks for any input.

Load it before the FWE MMM Foip patch.

Like I said, I'm having the same problem with icons I made for one of my mods. Nobody ever seems to notice anymore because everyone's using the Large setting, that's why you rarely see complaints about it. It looks really horrible though, and I'd like to see it fixed, if possible. If nothing else works, a last resort would be to use a vanilla icon for the non-Large icons (i.e. the ones in menus80 and menus50) that slightly resembles the selfmade icon.

Depends if time permits. A large number of mods "suffer" from this, but it's not a big deal.

I found it extremely annoying to tell the game each time what I want to do when I activate a locked door or computer. Is there an easy way to disable that feature? Personally I think the vanilla minigames are fine, since there's a skill requirement (so that you can't open every door simply by being good at the minigame, like in Oblivion), and since you're getting XP for it it only makes sense that even if you have the skill requirement, you still have to do something to earn those XPs.
Anyway, I'd also like to hear if you're planning on making these "small features" customizable/optional, because if so then I can simply wait for the next version.

No plans to change that.
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Manny(BAKE)
 
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Post » Fri Mar 12, 2010 7:59 am

Two quick questions, mostly out of curiosity:

1. In the submerged "Radiation Suit" box in the Franklin Metro Utility, the wiki says there is an Advanced Radiation Suite inside. I found a regular Radiation Suit. Is that a change FWE made, maybe for balance?

2. When fighting a super enemy like a Super Mutant Behemoth, or a Deathclaw Matriarch (from MMM), when it is down to just a few health bars it seems to get tougher. For example it might be down to 100 health (checked using the console) and then I through a grenade that's rated at maybe 300 or so. It seems like it's health just goes done by about 10 points or so. Most of the bars seem much easier than the last three or four health bars. Is that my imagination or is it a feature?
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Victoria Bartel
 
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Post » Fri Mar 12, 2010 1:47 pm

Two quick questions, mostly out of curiosity:

1. In the submerged "Radiation Suit" box in the Franklin Metro Utility, the wiki says there is an Advanced Radiation Suite inside. I found a regular Radiation Suit. Is that a change FWE made, maybe for balance?

2. When fighting a super enemy like a Super Mutant Behemoth, or a Deathclaw Matriarch (from MMM), when it is down to just a few health bars it seems to get tougher. For example it might be down to 100 health (checked using the console) and then I through a grenade that's rated at maybe 300 or so. It seems like it's health just goes done by about 10 points or so. Most of the bars seem much easier than the last three or four health bars. Is that my imagination or is it a feature?

1. Don't know that off my head right now.

2. Mutants and tougher monsters like the Deathclaws have a perk similar to 'Nerd Rage', so that's not your imagination :)
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Jessica Stokes
 
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Post » Fri Mar 12, 2010 1:59 am

Dude, you can find toilets and sinks in every second building. Plus you have Nuka Cola all over the place and you can fill water bottles at any water source. Plenty of possibilities to quench your thirst.

I tried that for the first time and something is wrong, for I have an empty bottle (for drinking the purifed water) in my inventory but, when I "activate" a sink, I actually drink that heavily radioactive water instead of filling the bottle up... That "you quench your thirst" message appears.

What am I doing wrong, or how do I do it right?



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Josh Lozier
 
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Post » Fri Mar 12, 2010 3:48 pm

I tried that for the first time and something is wrong, for I have an empty bottle (for drinking the purifed water) in my inventory but, when I "activate" a sink, I actually drink that heavily radioactive water instead of filling the bottle up... That "you quench your thirst" message appears.

What am I doing wrong, or how do I do it right?



Hold the use key down for a bit. After a few seconds you will see a popup that says adjective water added. Keep some caps on hand for doctor bills, though.
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Harry Hearing
 
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Post » Fri Mar 12, 2010 6:50 am

I tried that for the first time and something is wrong, for I have an empty bottle (for drinking the purifed water) in my inventory but, when I "activate" a sink, I actually drink that heavily radioactive water instead of filling the bottle up... That "you quench your thirst" message appears.

What am I doing wrong, or how do I do it right?



Empty bottles that can be filled are in your "AID" tab. Click on the bottle to "consume" it, exit out of the pip-boy, and click on the water source. You will recieve a message that you've filled a bottle.
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Mario Alcantar
 
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Post » Fri Mar 12, 2010 1:37 am

I have a quick question. If you take ghoul as a race but not as a history do you still get the radiation healing/immunity?

Edit:

I waited a bit and got no reply so I decided to try it and see for myself and the result is in:

In order for you to get the healing from radiation you have to pick the 'Ghoul" history along with the Ghoul race.
It would be nice to see you get the healing bonus from just picking the ghoul race, but I am not a modder, so I don't know if it can be done or not.
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Kay O'Hara
 
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Post » Fri Mar 12, 2010 1:41 am

I have a quick question. If you take ghoul as a race but not as a history do you still get the radiation healing/immunity?

Edit:

I waited a bit and got no reply so I decided to try it and see for myself and the result is in:

In order for you to get the healing from radiation you have to pick the 'Ghoul" history along with the Ghoul race.
It would be nice to see you get the healing bonus from just picking the ghoul race, but I am not a modder, so I don't know if it can be done or not.


That would be fairly easy to do . . . and I agree that it makes more sense that way. We'd have to do some other bonus for the ghoul history, or make it so that if you are the ghoul race you always have to be the ghoul history and vice versa.
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Sylvia Luciani
 
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Post » Fri Mar 12, 2010 12:18 am

That would be fairly easy to do . . . and I agree that it makes more sense that way. We'd have to do some other bonus for the ghoul history, or make it so that if you are the ghoul race you always have to be the ghoul history and vice versa.



Well, have you ever given thought two two levels of ghoulification? Maybe just taking the ghoul as race will make you closer to a 'smoothskin' and taking it as a history as well will make you more like the normal ghouls?
Maybe the former would cause npc type ghouls still identify you as an enemy where the latter will cause them to recognize you as a 'family' member?
I'll give it a bit of thought and throw more ideas at you as they come to me.

-Antny.
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Mari martnez Martinez
 
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Post » Fri Mar 12, 2010 3:41 pm

There appears to have been an update for WMK with some rather nifty sights for the Lever Rifle but the author is uncertain as to whether it will work with FWE. Is an updated FOIP a possiblity or will I have to hack at it myself?
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MISS KEEP UR
 
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Post » Fri Mar 12, 2010 7:44 am

Since ghouls are mutated into something barely, if at all, human, perhaps stimpacks are only half as effective for them? On the flip side of that, maybe there could be a semi/really rare type of pill or drug that they could take that would cause them to absorb radiation more readily, thereby increasing the healing effect of any radiation they run into for a short period of time. Though, that gets a little off base from the original point I had of race vs history and goes more into the lines of general gameplay.

As a ghouly ghoul(ghoul race + history), one that has been severely mutated, humans would majorly look down on you and hit you and whatnot, maybe this life of abuse could translate into a small physical resistance bonus, or some bonus hit points, but the not-so severely mutated(race only) don't get this bonus? I dunno, coming up with good ideas in this vein has been surprisingly difficult. I'll keep thinking on it.
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Alada Vaginah
 
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Post » Fri Mar 12, 2010 11:20 am

There appears to have been an update for WMK with some rather nifty sights for the Lever Rifle but the author is uncertain as to whether it will work with FWE. Is an updated FOIP a possiblity or will I have to hack at it myself?

Will be updated with FWE 5.0
I would recommend to until then not to upgrade to the latest WMK version.
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James Smart
 
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Post » Fri Mar 12, 2010 3:03 am

I just had an idea, not sure if it's implemented or not yet, but in order to make it an even more harsher wasteland maybe you could have some "bleeding" damage for crippled limbs. It might be tricky to work out, though, cause getting a limb crippled from a melee attack with a blunt object(baseball bat, as an example) may not break the skin but merely break the bone and cause soft tissue damage. I could see some internal bleeding resulting from a ruptured vein/artery from a melee attack. But projectile attacks would put a hole in your skin and body, the result would be bleeding, maybe a bit of damage/second at first that lessens over a set period based on endurance to simulate the blood clotting and slowing and eventually stopping the bleed.

-Antny.
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Mizz.Jayy
 
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Post » Fri Mar 12, 2010 1:08 am

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

gothemasticator
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Flash
 
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Post » Fri Mar 12, 2010 3:27 pm

Depends if time permits. A large number of mods "suffer" from this, but it's not a big deal.
[...]
No plans to change that.

Thanks for your answers.
I wouldn't say that it isn't a big deal... we owners of old computers are people too :P But I understand that it isn't top priority.
Concerning the second answer - well the main question was if there is an easy way to change that. I'm a mod tinkerer, and if I don't like something, I simply change it (something that is highly encouraged in Oblivion's modding scene, don't know how popular it is in the FO3 community). However, I couldn't load FWE in my GECK, because apparently it has problems with mods that have more than one master files... and I figured that it's smarter to ask you how that feature had been implemented before I download dozens of additional tools and read hundreds of tutorials. Because if it turned out that, for example, every door reference needs to be changed in order to remove the feature, then I simply wouldn't bother with all of this.
(And when you're saying that you have no plans to make this feature optional, then I guess it IS more difficult than just adding an if clause to a script.)

Really like the mod so far, by the way. The new drugs are very nice - I wonder when my character will become addicted to 10% more XP! :D
I also like the new weapons, a lot of which make Energy Weapons a more useful skill right from the start (in vanilla FO3, you were pretty much stuck with a weak Laser Pistol until the Enclave shows up, as far as I can tell). Getting two skill points for each skill point spent on one of my three favored skills is very cool, too; just like the changes to the bobbleheads and the skill books (I do find it a little bit weird that my 10 INT character is bored by them because his Speech skill is too low, but it's balanced, so I'm not complaining).

One thing I noticed:
I'm using the Optional Worn Weapons.esp module, and the damage values are a little bit off it seems. I found both a Chinese Pistol and a Worn Chinese Pistol (might have had a different prefix, but definitely one of the "worn" weapons), which had around the same percentage of damage. However, while the Chinese Pistol had a damage value of 5, the Worn Chinese Pistol had a damage value of 24. In comparison to other weapons, both values seem strange - the Chinese Pistol seemed to have its vanilla damage value (i.e. very low and not useful at all), while the Worn Chinese Pistol did even more damage than a non-worn 10mm-Pistol, if I'm not mistaken.
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Neko Jenny
 
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