[RelZ] FWE - FO3 Wanderers Edition #28

Post » Fri Mar 12, 2010 2:14 pm

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.

Check the weapons with the weaponscanner(Fallouts vanilla damage display is unreliable).
In this case it seems, like you say, the chinese pistol has the vanilla value, while the worn weapons has the correct value.

All that means is that something in your load order is overwriting our chinese pistol. Usually this happens when people use FOOK and FWE together, but there are other mods out there that could cause this. The https://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en list is always a good point to start at.

Also make you have both the FWE WMK FOIP patch and the FWE WMK Worn weapons FOIP patch loaded(if you use WMK that is).
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Tanya Parra
 
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Post » Fri Mar 12, 2010 7:21 am

Oh, that explains it. I read in your readme's "Recommended Mods" section about Weapon Mod Kits, and since there weren't any notes on compatibility, I thought they'd be fully compatible (especially since there weren't any compatibility patches on either of the two download pages).
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Queen
 
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Post » Fri Mar 12, 2010 1:04 pm

After playing this mod for a bit I think it's time for some feedback:

1. Don't know if this is in vanilla game as well as I've only noticed it with XFO and now in FWE too, but when you level up the amount of skill points you get depends not on your base INT value but rather your current one, e.g. if you have INT 5 and you pop mentats you'll have INT 10 and get max skill points, similarly you can lose some skillpoints if you're affected by negative INT chems. Not sure if clothing items have the same effect, could be just chems.

2. I'm playing with the harsher wasteland module (and all my feedback is from this perspective) but it doesn't feel all that harsh for quite a few reasons. First off, even though you find very little ammo on your defeated foes, it only takes so much to kill them with fwe's highly incresed weapon power so in the end you could say that there's more potential killing power lying scaterred around than in vanilla. Next, this doesn't seem to affect all kinds of junk that you can trade to outcasts so it doesn't take long to find your lockers stuffed with ammo that you'll never be able to spend. That is before the Enclave hits the wasteland and you start stripping off their armor and weapons and use your bike to haul 500-700 pounds per trip.

One notable case is 5mm ammo. Since it's typically used by miniguns you tend to find it in much higher quantities - on a couple occasions I'v got 200+ rounds from a dead minigunner. Now compare it with a more standard 5.56 ammo - for a fission battery Casdin gives 48 rounds of 5.56 or 90 rounds of 5mm. Also, 5mm ammo is 5(!) times lighter than 5.56. All of that wouldn't be such a big deal if 5mm ammo would be limited to those heavy, cumbersome and inaccurate miniguns, but when you throw in that pure awesomeness called XL703E that is lying in National Guard Depot that can be easily raided with a level 4-5 character, you have all the balance go south. Haven't tried G-11 rifles yet but they seem to be no better in this regard as in being an easily obtainable weapon with easily obtainable light-weight ammo.

Now I don't mind to be able to play with cool toys but it should require a little more work to get them IMHO, at least in the harsher wasteland mode. I'd suggest to make higher-end weapons to be either available through purchase only for a very high price and make that barter skill more useful (more on that later) or move them to some harder to access location. Fort Constantine is good as it's a distant installation that requires a bunch of keys which means a LOT more exploration is required to get there. Fort Banister is also a tough case with all the Talon jockeys inside.

3. Barter, when I just started this mod (used XFO before that) I thought this is a skill that definitely should be tagged. I couldn't be more wrong. Seriously, what things are out there that player would want to buy on a more or less regular basis? The answer is none, once you get the house and bike upgrades there's nothing left to spend your money on. Weapons, ammo, crafting components can be easily found or traded from outcasts in very generous amounts.

Speaking of outcasts, IMHO they give away too much stuff for your junk, I appreciate their expanded list but this is too much. I would leave 5.56, .308, 10mm and ecell ammo (with reduced hand-out amounts) and make the rest buyable. This would also require ammo vendors to stock much greater amounts, so that you would be able to use your desired weapons as long as you can afford the expenses. 40 bullets on a vendor that restocks once in a week just doesn't cut in, 4k is more like it.
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Sakura Haruno
 
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Post » Fri Mar 12, 2010 7:56 am

After playing this mod for a bit I think it's time for some feedback:

1. Don't know if this is in vanilla game as well as I've only noticed it with XFO and now in FWE too, but when you level up the amount of skill points you get depends not on your base INT value but rather your current one, e.g. if you have INT 5 and you pop mentats you'll have INT 10 and get max skill points, similarly you can lose some skillpoints if you're affected by negative INT chems. Not sure if clothing items have the same effect, could be just chems.

This is from Vanilla, nothing to do with XFO or FWE
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Celestine Stardust
 
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Post » Fri Mar 12, 2010 10:11 am

Man, I really need to learn how to script and make mods in general. Well, maybe not need, but it would be nice to be able to make things everyone can enjoy..
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jenny goodwin
 
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Post » Fri Mar 12, 2010 1:04 pm

Man, I really need to learn how to script and make mods in general. Well, maybe not need, but it would be nice to be able to make things everyone can enjoy..


Scripting isn't that hard :) It's just tedious. Think of something, small, and post the idea in a thread. I could tell you the commands you would most likely need :) Maybe, after your first three scripts, you might even enjoy it :)

Anyways, doesn't skill points work with Base Intelligence? Chems aren't supossed to touch the base. A bit strange that it also happens with apparel though.
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m Gardner
 
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Post » Fri Mar 12, 2010 1:28 am

Scripting isn't that hard :) It's just tedious. Think of something, small, and post the idea in a thread. I could tell you the commands you would most likely need :) Maybe, after your first three scripts, you might even enjoy it :)



Guess I'll need to get the G.E.C.K and other tools and learn how to use them, hehe.
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Julie Ann
 
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Post » Fri Mar 12, 2010 1:57 am

Anyways, doesn't skill points work with Base Intelligence?

no
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lisa nuttall
 
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Post » Fri Mar 12, 2010 4:04 pm

Crap. Nevermind then :facepalm:
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Sophie Morrell
 
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Post » Fri Mar 12, 2010 3:43 am

just wondering, i'm using the 20thCenturyWeapons v4 EU2 mod.. will that conflict with the weapon pack that FWE uses?
if so, is there a way Not to use the weapon pack that comes with FWE?
sorry if this is a dumb question. thanks.
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Flesh Tunnel
 
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Post » Fri Mar 12, 2010 4:28 pm

just wondering, i'm using the 20thCenturyWeapons v4 EU2 mod.. will that conflict with the weapon pack that FWE uses?
if so, is there a way Not to use the weapon pack that comes with FWE?
sorry if this is a dumb question. thanks.

it won't conflict with the weapons in FWE. Just know that the weapons from 20thCenturyWeapons might feel a bit weak compared to the regular weapons in FWE.
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Cathrin Hummel
 
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Post » Fri Mar 12, 2010 2:13 pm

it won't conflict with the weapons in FWE. Just know that the weapons from 20thCenturyWeapons might feel a bit weak compared to the regular weapons in FWE.

awesome! thank you.
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Samantha hulme
 
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Post » Fri Mar 12, 2010 3:10 pm

Will be updated with FWE 5.0
I would recommend to until then not to upgrade to the latest WMK version.

Have to take this statement back. While Antistar did change the models of the Lever Rifle, he didn't change the model or texture names. So the new WMK version is still perfectly compatible with FWE.
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Mari martnez Martinez
 
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Post » Fri Mar 12, 2010 12:35 pm

2. I'm playing with the harsher wasteland module (and all my feedback is from this perspective) but it doesn't feel all that harsh for quite a few reasons.


The harsher wasteland module does actually reduce the global damage multiplier somewhat, so that in addition to having less bullets, it takes more bullets to kill enemies. While it also means you're tougher, there are also fewer stimpaks so you'll be more likely to survive a battle in bad shape versus just getting killed immediately.

Regarding the national guard depot . . . there isn't much to do about it other than A) remove most of the new stuff that was added there, B ) make all the spawns on the way to the armory much stronger, C) put a very hard lock / terminal on last door before opening the armory.

Also, for the next version the rewards from outcast have been cut down quite a bit so it isn't such a free source of ammo.

3. Barter, when I just started this mod (used XFO before that) I thought this is a skill that definitely should be tagged. I couldn't be more wrong. Seriously, what things are out there that player would want to buy on a more or less regular basis?


There is a serious problem with the economy in Fallout, and FWE addressess some of the problems at a surface level, but there are really some fundamental problems with the game. I agree with you, that you can find most things you'd consider bartering for, with stimpaks + ammo probably being the two things that you'd typically out-right purchase. But weapons and armor? There's so much stuff to loot, past the first couple of levels you don't really need to buy gear from the merchants. Oblivion/Morrowind has the same problem . . . stuff you find is always better than stuff you could buy from merchants. Short of changing around all the vendor lists and/or doing something to restrict looting equipment off your enemies, there isn't much to do about it other than tweaking item values and the barter settings.

Although increasing the amount of ammo in the vendor lists might be in order.

Also, vendor inventories respawn every 2.5 days in FWE, not seven days. They use a seperate respawn timer =)

I will say that having a high barter skill does make a much more significant difference on bartering now, particularly on the purchasing end. With the harsher wasteland, the base purchase price is 3.5x time the base value (if I remember correctly), so stuff is REALLY expensive to buy.

One thought that just occured to me regarding the outcasts . . . the dialoge scripts work by using a variable to track the "value" of items you turn in, and once you select your reward item, the variable goes back to zero. What if we used another value in a quest to track the total of everything you cashed in. Say when you accumulate "25" points worth of tech, you can't trade anymore to outcast for a period of time (2-4 days?). 25 points would be about 3-4 full sets of PA (+ helm) . . . it would certainly help reduce the ability to spam-turn in armor. The problem is if you lower the rewards too much, suddenly it isn't worth your time to even bring in tech, so this approach might be a better way to balance it out.
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Kitana Lucas
 
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Post » Fri Mar 12, 2010 8:00 am

Hey i am having a problem
Drinking pure water from the river does not quench my thirst also i cant fill empty bottles from river either, 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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[ becca ]
 
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Post » Fri Mar 12, 2010 11:20 am

awesome! thank you.

nevermind... when i installed FWE.. it kinda crashes everything on startup.. oh well.
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Evaa
 
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Post » Fri Mar 12, 2010 7:29 am

nevermind... when i installed FWE.. it kinda crashes everything on startup.. oh well.

Read the Readme...

FWE requires CALIBR and CRAFT to be loaded before it. A crash on start up means you are missing a master.
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Nicole Elocin
 
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Post » Fri Mar 12, 2010 6:19 am

Read the Readme...

FWE requires CALIBR and CRAFT to be loaded before it. A crash on start up means you are missing a master.

i did read it VERY carefully, I have CALIBR & CRAFT & FOSE. placed the files exactly as outlined. no joy.
not a biggie.. i just wanted it mainly for BoS DC Ruins Patrol, which i cannot seem to find. awesome job
you did. thanks again.
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Jah Allen
 
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Post » Fri Mar 12, 2010 9:25 am

The harsher wasteland module does actually reduce the global damage multiplier somewhat, so that in addition to having less bullets, it takes more bullets to kill enemies. While it also means you're tougher, there are also fewer stimpaks so you'll be more likely to survive a battle in bad shape versus just getting killed immediately.

Didn't know about the reduced damage, but still, with tagged main weapon skill I can master it at level 3 which lets me kill enemies so quickly that they don't get much chance to hurt me at all. The only reason why I have END 5 is to get the strong back perk, that's considering that I'm constantly irradiated for the limb regen and suffer another -2 END.

Short of changing around all the vendor lists and/or doing something to restrict looting equipment off your enemies, there isn't much to do about it other than tweaking item values and the barter settings.

Although increasing the amount of ammo in the vendor lists might be in order.

... or restricting ammo for high-end weapons to vendors only. This way higher level players would have to barter for ammo for their cool shiny toys or go back to their old, rusty weapons using looted/outcast ammo.

One thought that just occured to me regarding the outcasts . . . the dialoge scripts work by using a variable to track the "value" of items you turn in, and once you select your reward item, the variable goes back to zero. What if we used another value in a quest to track the total of everything you cashed in. Say when you accumulate "25" points worth of tech, you can't trade anymore to outcast for a period of time (2-4 days?). 25 points would be about 3-4 full sets of PA (+ helm) . . . it would certainly help reduce the ability to spam-turn in armor. The problem is if you lower the rewards too much, suddenly it isn't worth your time to even bring in tech, so this approach might be a better way to balance it out.

That could work too, although using the bike you can haul up to 780 pounds in one trip (200 from STR, 90 from strong back, 50 form Dextromethorphan. Double that and add 100 for saddlebags) so working hard to get your ammo is a fair deal IMHO. Either way the player should ALWAYS have the option to get the desired ammo, be it loot, outcasts or vendor. Can't speak for everyone but I wouldn't be happy if the gun that I'm emotionally attached to is rendered unusable because noone has the ammo to sell.

Some more feedback about Enclave - they're too weak. The last few FO3 games I've played with FOOK-MMM and enclave were downright scary due to their unusually high hp and top shape armor. You'd usually try to delay their entry to stock up on stealth boys, master your combat skills etc. and even then you'd think twice before deciding to hit their camp. In FWE however it's like "weeee, a free gear walking around". BTW, in FOOK upon death the power armor had a high chance to become broken (unusable) effectively solving the spam-turn problem. Could something like that be done for FWE?
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Michelle Smith
 
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Post » Fri Mar 12, 2010 10:01 am

... or restricting ammo for high-end weapons to vendors only. This way higher level players would have to barter for ammo for their cool shiny toys or go back to their old, rusty weapons using looted/outcast ammo.

There are no "high end" weapons perse.
Almost all weapons have their unique advantages or drawbacks. For example the chinese assault rifle packs more punch than the XLE, especially in regards to crit damage.

Some more feedback about Enclave - they're too weak. The last few FO3 games I've played with FOOK-MMM and enclave were downright scary due to their unusually high hp and top shape armor. You'd usually try to delay their entry to stock up on stealth boys, master your combat skills etc. and even then you'd think twice before deciding to hit their camp. In FWE however it's like "weeee, a free gear walking around". BTW, in FOOK upon death the power armor had a high chance to become broken (unusable) effectively solving the spam-turn problem. Could something like that be done for FWE?

First off, found power armor isn't wearable by default. Second, armor is pretty worthless in terms of weight/value. You seem pretty crazy in regards to loot, but I personally for example never loot weapons and armor due to their horrible weight/value ratio and since I dont want to keep going back and forth between bike cities, etc. If you go to such extremes to get loot and money, that's fine, but then you have to expect to get rich. Most players play their character and beat Fallout maybe 20-30 hours. A hardcoe player who plays his character 100+ hours will amass tons of loot, not much we can do about that.

And enclave is exceptionally tough in FWE, they have much higher DR and hitpoints than in vanilla(and we have increased the overall max DR as well). However damage in FWE is high. In FWE 5.0 you have the option to lower the global damage further to make enemies tougher. Until then you could try out my FWE tweaks mod, which decreases global damage by a larger factor and thus makes Enclave and Super mutants much tougher.
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x_JeNnY_x
 
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Post » Fri Mar 12, 2010 9:38 am

And enclave is exceptionally tough in FWE, they have much higher DR and hitpoints than in vanilla(and we have increased the overall max DR as well). However damage in FWE is high. In FWE 5.0 you have the option to lower the global damage further to make enemies tougher. Until then you could try out my FWE tweaks mod, which decreases global damage by a larger factor and thus makes Enclave and Super mutants much tougher.


Speaking of that, I haven't triggered the enclave yet, but the few places they seem to spawn regardless (I believe this was in vanilla, too) they're seriously tough [censored]s. And I haven't met one with a gun, yet.
Direct hit to head/torso with my sniper rifle is a one hit kill to almost anything human. The Enclave are why it's "just about". They're tough. I'd like them to be tougher (I mean, ideally I don't want to be able to beat them with conventional weaponry at all, but that's not most people's idea of fun), but they're very. Very. Tough.
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Monique Cameron
 
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Post » Fri Mar 12, 2010 1:32 am

Can i use the mod that includes kids and death with fwe? if so do i override fwe with it or put it before fwe?
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Pants
 
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Post » Fri Mar 12, 2010 3:57 am

Speaking of that, I haven't triggered the enclave yet, but the few places they seem to spawn regardless (I believe this was in vanilla, too) they're seriously tough [censored]s. And I haven't met one with a gun, yet.
Direct hit to head/torso with my sniper rifle is a one hit kill to almost anything human. The Enclave are why it's "just about". They're tough. I'd like them to be tougher (I mean, ideally I don't want to be able to beat them with conventional weaponry at all, but that's not most people's idea of fun), but they're very. Very. Tough.


Yeah the enclave in FWE are really hard to beat using non-energy weapons, the only two i was able to kill before getting energy weapons were one using a minigun and the other using a shotgun and im playing with easy difficulty, but its fun though
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Emily Shackleton
 
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Post » Fri Mar 12, 2010 10:06 am

Short of changing around all the vendor lists and/or doing something to restrict looting equipment off your enemies, there isn't much to do about it other than tweaking item values and the barter settings.

Non. Lootable. Armour. I suggested this 10 threads ago but nobody would listen. :P
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Amelia Pritchard
 
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Post » Fri Mar 12, 2010 4:54 am

Okay, I just saw this mod... and I think it's time to re-install FO3 :D

Thank you!
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Isabella X
 
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