[RelZ] FWE - FO3 Wanderers Edition #28

Post » Fri Mar 12, 2010 11:53 am

Fallout 3 - Wanderers Edition (FWE)

Authors: Mezmorki (lead), Kai Hohiro, delmar, jjgun

Master Release 4.1.1

Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761



FWE REQUIRES the following utilities + mod standards to work:

* http://fose.silverlock.org/

* http://www.fallout3nexus.com/downloads/file.php?id=3447 - custom ammo standard

* http://www.fallout3nexus.com/downloads/file.php?id=4447 - work bench expansion standard



In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:

* http://timeslip.chorrol.com/fomm.html (FOMM) - for setting the proper load order

* http://www.fallout3nexus.com/downloads/file.php?id=4968 for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).

* http://www.fallout3nexus.com/downloads/file.php?id=10167 to get FOOK + FWE to play together. Similar to FOIP.

* http://www.fallout3nexus.com/downloads/file.php?id=637- Conflict Detector / Resolution Tool / and a lot more =)



Overview of Changes

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the survival aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • Compatiblity with other popular mods including MMM, WMK, EVE, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall
  • Skills matter more to your performance in most situations
  • Adjusted bobblehead bonuses and functionality
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging
  • Improvement to the karma system
  • Changed health formulas for the player for better balance
  • Improved barter settings for a more balanced economy
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates )
  • Built-in FPS-style grenade hotkey mod
  • More realistic falling damage
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Adjusted weapon and armor wear rates
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare
  • Ammo now has weight so you can't carry mountains of it around
  • Rebalanced the value and weight of misc items
  • OPTIONAL worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------


  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts
  • Stimpaks and other drugs are much more rare
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster
  • Sleeping recovers health/condition depending on time spent sleeping
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis
  • New drug visual effects

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale
  • Increased the global respawn timer to 7.5 days
  • Vendors respawn independently of the global respawn timer )
  • Fast travel can be disabled
  • OPTIONAL fast travel system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Built-in Delay DLC mod improves the immersion of DLC quests
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)

User avatar
Naomi Ward
 
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Post » Fri Mar 12, 2010 1:18 pm

It seems Arwen is tweaking Sneak to more realistic levels. Hope we will see these new tweaks in FWE in the future. Maybe even in 5.0 ;) *keeps fingers crossed*
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Roberta Obrien
 
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Post » Fri Mar 12, 2010 1:47 am

We'll see . . . . FWE's menu (for 5.0) has six sneak options right now . . . the default is close to Arwen's (3.2 version I believe), there is an option for harder + milder based more on XFO's settings, the "vanilla" game option, and also a new experimental variant based loosely on gurachn's approach. I'll take a look at Arwen's new version once that's out . . .

I'm also going to be out of town this weekend, and Kai isn't going to be very available either . . . just a heads up.
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Monika Fiolek
 
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Post » Fri Mar 12, 2010 12:16 pm

Overlooking how it makes me feel like a [censored] for finding massive detours to get from Point A to Point B without running to raider camps, I love this mod.
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Curveballs On Phoenix
 
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Post » Fri Mar 12, 2010 4:38 am

I have one request/suggestion for an item naming system to help with anoyances caused by horrid inventory screens design. While the reason for it is mostly a bunch of new meds we get it could be equally beneficial for any item. I mean why not use names to group items by category? Right now things look like this:

Aspirin
.......
.......
.......
.......
Morphine
.......
.......
.......
Stimpack

you get the picture. When you're trying to unload your inventory it's a pain in the @** to figure out what are you carrying. One solution would be to simply add a prefix to the item's name to have something like this:

.......
.......
Med-Aspirin
Med-Morphine
Med-Stimpack
.......
.......

What do people think of that?
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Benito Martinez
 
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Post » Fri Mar 12, 2010 1:46 pm

That sounds pretty good, actually. So long as it's optional, that'd be a great little change.
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Dezzeh
 
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Post » Thu Mar 11, 2010 11:32 pm

So long as it's optional, that'd be a great little change.


I agree. The pip-boy inventory screen ain't that bad, because it's at least categorized, but the trade window could really do with some sorting mechanism other than alphabetical order.
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I love YOu
 
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Post » Fri Mar 12, 2010 1:33 pm

I agree. The pip-boy inventory screen ain't that bad, because it's at least categorized, but the trade window could really do with some sorting mechanism other than alphabetical order.

Then you're going to love me for this: Click the name of the container/vendor and it sorts by category.
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Albert Wesker
 
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Post » Thu Mar 11, 2010 10:59 pm

Heh, I was so happy when I figured that out. Made organizing my Megaton house a hell of a lot easier.
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FABIAN RUIZ
 
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Post » Fri Mar 12, 2010 7:28 am

I guess that's better than nothing, but I'd still prefer categorized view of the entire inventory, something like in Morrowind - I never used tabs in there.

Few other issues I've run into:

- in a readme it says "Weapon degradation in VATS is the same as out of VATS (was 5x)". I'd say it's the other way around as the weapons now degrade extremely fast when using without VATS.
- reverse pickpocketing is almost impossible now due to much larger explosion radius, there's simply not enough time to get to the safe distance.
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Penny Wills
 
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Post » Thu Mar 11, 2010 10:49 pm

double post
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Milad Hajipour
 
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Post » Fri Mar 12, 2010 7:58 am

I guess that's better than nothing, but I'd still prefer categorized view of the entire inventory, something like in Morrowind - I never used tabs in there.

I think this is good idea
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Celestine Stardust
 
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Post » Fri Mar 12, 2010 11:29 am

I don't - and here's why:

The idea, in and of itself, is fantastic - but this is not FWE's place. This is an act that needs to be performed by something more omnipresent than FWE, as it was in Oblivion, when Wrye Bash did it.
It might make vanilla items, and FWE items, easier to find, but it'll throw immersion right out the window for anybody using mods that add items, as they won't be categorised, practically shouting "I AM A MOD ADDED ITEM". This needs to wait until we have a Wrye Bash, or perhaps it could make a neat feature in FO3Edit, but it's not the place of an overhaul mod.
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Amy Gibson
 
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Post » Fri Mar 12, 2010 10:58 am

...
- in a readme it says "Weapon degradation in VATS is the same as out of VATS (was 5x)". I'd say it's the other way around as the weapons now degrade extremely fast when using without VATS.
- reverse pickpocketing is almost impossible now due to much larger explosion radius, there's simply not enough time to get to the safe distance.

FWE people have said that there has been a rethinking of weapon degradation for 5.0- I too am looking forward to this... maybe I'll actually get some use out of a auto-fire plasma rifle!

I find reverse-pickpocketing to still be possible but fairly dangerous... maybe a slightly longer fuse would be better.
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WYatt REed
 
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Post » Thu Mar 11, 2010 11:34 pm

It's better in 5.0, trust me.
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Tikarma Vodicka-McPherson
 
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Post » Fri Mar 12, 2010 12:15 pm

Hi there.

I'm having a little problem here, and I really don't know if it's due to FWE or not. I opened a thread about it but no one answered, so I'm trying once again.

Everything is just fine, except for one detail. Please take a look at this pic here: http://img41.imageshack.us/img41/8600/fo3leveling.jpg.

I might be even advancing my level, but I couldn't say since the progress isn't showing.

I did everything by the book, read all readme files, and I'm using all the latest versions of FWE, WMK MMM and FOIP. Also using FO3Edit, through which I created my own merged patch as I read I should do.

I still have hope that my mods list will giveaway what's wrong. I don't want to clutter your thread, so after I get an answer (positive or otherwise), I'll delete the list below, ok? Thanks for your comprehension. :thumbsup:


EDIT: I did the tests here one by one: unfortunately, FWE is indeed the culprit. If I disable it, my "level scale progression" works fine again. The problem is (and it is a real problem in my case) that I don't want to play the game without FWE; I'm WAY accustomed to it to change now, it would be too weird. Should I install a previous version, or is there a way to solve this issue? I'm keeping the list below for now in case you need it, don't worry cause I won't forget to delete it. :)


EDIT 2: List removed

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Maria Leon
 
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Post » Fri Mar 12, 2010 8:53 am

[indent]Hi there.

I'm having a little problem here, and I really don't know if it's due to FWE or not. I opened a thread about it but no one answered, so I'm trying once again.

Everything is just fine, except for one detail. Please take a look at this pic here: http://img41.imageshack.us/img41/8600/fo3leveling.jpg.

I might be even advancing my level, but I couldn't say since the progress isn't showing.

I did everything by the book, read all readme files, and I'm using all the latest versions of FWE, WMK MMM and FOIP. Also using FO3Edit, through which I created my own merged patch as I read I should do.

I still have hope that my mods list will giveaway what's wrong. I don't want to clutter your thread, so after I get an answer (positive or otherwise), I'll delete the list below, ok? Thanks for your comprehension. :thumbsup:

First off FWE increases the required experience by a [censored]ton. Are you sure it's not advancing at all? Plus you can see your current exp and required exp in your inventory.
Also you have several FWE incompatible mods, please http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en


- in a readme it says "Weapon degradation in VATS is the same as out of VATS (was 5x)". I'd say it's the other way around as the weapons now degrade extremely fast when using without VATS.

Incorrect, weapon degradation in FWE is massivly reduced over vanilla. However some weapons like energy rifles have reduced durability.
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Karen anwyn Green
 
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Post » Fri Mar 12, 2010 7:42 am

Had a question about followers.

It's my understanding in Vanilla that the weapon the enemy comes with gives them unlimited ammo. I don't have to keep Fawkes stocked with ammo, or Charon. They just always have it.

I started a new game with Jericho with FWE, and he's constantly going out of bullets, to the point where I'm now using a pipe rifle and he's using a sledgehammer and I keep his ammo in my inventory to give him right before a major fight. (I'll usually switch to a better gun in that situation too, but never one that uses 5.56. it'd be gone in seconds). Is this intended?

Second question, and related, what're the item codes for the new weapons and ammo? If, say, I wanted to solve this problem by giving him 1k rounds of 5.56 ammo just to make this aspect of my life easier. Are they in some documentation i missed somewhere?
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Shelby Huffman
 
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Post » Fri Mar 12, 2010 1:56 am

Had a question about followers.

It's my understanding in Vanilla that the weapon the enemy comes with gives them unlimited ammo. I don't have to keep Fawkes stocked with ammo, or Charon. They just always have it.

I started a new game with Jericho with FWE, and he's constantly going out of bullets, to the point where I'm now using a pipe rifle and he's using a sledgehammer and I keep his ammo in my inventory to give him right before a major fight. (I'll usually switch to a better gun in that situation too, but never one that uses 5.56. it'd be gone in seconds). Is this intended?

Yes, followers use ammo(as they're not supposed to be simple free damage anymore). If you don't want that then don't load the Followers Enhanced module. Or just simply give them a weapon that doesnt use the same ammo as you do.

Second question, and related, what're the item codes for the new weapons and ammo? If, say, I wanted to solve this problem by giving him 1k rounds of 5.56 ammo just to make this aspect of my life easier. Are they in some documentation i missed somewhere?

5.56 is vanilla ammo, code is the same as in regular Fallout.
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MARLON JOHNSON
 
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Post » Fri Mar 12, 2010 9:47 am

5.56 is vanilla ammo, code is the same as in regular Fallout.


Apologies for being unclear, i'm using the calibr mod as "required" for FWE. it's 5.56 with a weight value, and the item code (00078cc4) spawns in with player.additem but is unable to be picked up or traded to Jericho. Haven't tried spawning it on his character, but the vanilla ammo doesn't work when i equip a weapon that uses 5.56 calibr.

But I think I may turn off Followers Enhanced for now. FWE's hard enough without being constantly out of ammo because I have to feed it to my follower.
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YO MAma
 
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Post » Fri Mar 12, 2010 7:52 am

Apologies for being unclear, i'm using the calibr mod as "required" for FWE. it's 5.56 with a weight value, and the item code (00078cc4) spawns in with player.additem but is unable to be picked up or traded to Jericho. Haven't tried spawning it on his character, but the vanilla ammo doesn't work when i equip a weapon that uses 5.56 calibr.

No that is still the vanilla 5.56 ammo, only the name was changed.
There is no special 5.56 ammo in CALIBR or FWE.

You are using the wrong console code however. '00078cc4' spawns "robot" ammo, which is unusable. You need to use 00004240 to spawn the real 5.56 ammo
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*Chloe*
 
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Post » Fri Mar 12, 2010 2:22 pm

First off FWE increases the required experience by a [censored]ton. Are you sure it's not advancing at all? Plus you can see your current exp and required exp in your inventory.
Also you have several FWE incompatible mods, please http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en

Thanks for the list, ALL incompatible mods were removed.

And you were right, I am advancing. But I absolutely must say this: something is clearly wrong.

According to this picture http://img203.imageshack.us/img203/527/fo3xp.jpg (link, please click), I need 39230 more points to level up from level 13 to 14! I have, in total, 25570 XP points so far, which was enough to reach level 13, but in order to advance only one more level I'll need probably more XP points than there must be available in the entire game! Pardon my French, but this is absolutely ridiculous, it's not reasonable! A tough guard gives measly 20 XP points, in this pace I would never reach the next level!

I sure like to advance slowly, but this equals not advancing at all, don't you agree? And therefore would ruin the RPG experience.

I tried to load my last save without FWE (I thought "what the hell, I wanna play, let's move on without it"), but I don't know what happened that my char turned out so weak that even wearing just a coat and carrying only one gun he is overloaded.

Bottom line: is there a way to solve this (either the XP issue or making my character strong enough to carry on) or must I assume that FWE had absolutely ruined my experience here and I would have to start over from scratch? I said would, because I won't -- I'd rather uninstall the game and forget all about this. I have today and tomorrow as the last days of my vacation and I lost yesterday and today so far trying to solve this issue, I am really tired...

I just read what I wrote and it may be sounding a little harsh, please don't get me wrong: I'm not angry or anything, just asking. Sometimes written word can be taken wrong...


EDIT: I'm level 18, not 13...

EDIT # 2: FOUND THE ANSWER! I knew it must have something! The "Lvl 30 balance.esp" did the trick! Hell yeah! Wasteland, all hell's breaking loose now! The grim reaper is back to his old killing spree! :evil:


Thanks for everything, Kai Hohiro. Take care.




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Susan
 
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Post » Fri Mar 12, 2010 5:52 am

Thanks for the list, ALL incompatible mods were removed.

And you were right, I am advancing. But I absolutely must say this: something is clearly wrong.

According to this picture http://img203.imageshack.us/img203/527/fo3xp.jpg (link, please click), I need 39230 more points to level up from level 13 to 14! I have, in total, 25570 XP points so far, which was enough to reach level 13, but in order to advance only one more level I'll need probably more XP points than there must be available in the entire game! Pardon my French, but this is absolutely ridiculous, it's not reasonable! A tough guard gives measly 20 XP points, in this pace I would never reach the next level!

I sure like to advance slowly, but this equals not advancing at all, don't you agree? And therefore would ruin the RPG experience.

I tried to load my last save without FWE (I thought "what the hell, I wanna play, let's move on without it"), but I don't know what happened that my char turned out so weak that even wearing just a coat and carrying only one gun he is overloaded.

Bottom line: is there a way to solve this (either the XP issue or making my character strong enough to carry on) or must I assume that FWE had absolutely ruined my experience here and I would have to start over from scratch? I said would, because I won't -- I'd rather uninstall the game and forget all about this. I have today and tomorrow as the last days of my vacation and I lost yesterday and today so far trying to solve this issue, I am really tired...

I just read what I wrote and it may be sounding a little harsh, please don't get me wrong: I'm not angry or anything, just asking. Sometimes written word can be taken wrong...


EDIT: I'm level 18, not 13...


Nope, there's nothing wrong here.

See you probably used an existing game with FWE. In FWE you normally wouldn't even be close to level 18 with those few exp you have. However FWE can't "delevel" you, so your level stays the same, eventhough you don't actually have the required experience to be level 17.
But what happens is that you now require the correct amount of exp to level 18.

So again, there's absolutly nothing wrong with what you're seeing. If your character had started off with FWE enabled you wouldn't be seeing such a big jump, but you also wouldn't be even close to level 17 right now.
But if you want to require a bit less exp for leveling, simply load "FO3 Wanderers Edition - Lvl 30 Balance" or "FO3 Wanderers Edition - Lvl 30 High Skills" after the other FWE files.
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jadie kell
 
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Post » Fri Mar 12, 2010 12:34 am

ive been noticing invisible enemies lately when using energy weapons which instakill someone like a32s and the drifters rifle. im not sure if this is an EVE thing or an FWE or MMM thing. it happened with supermuties and with ghouls. my mods are not esmified since im using the manual WMK and FWE patch. thanks for any assistance.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmEnclaveCommander-OA-Pitt-Steel.esmMart's Mutant Mod.esmSharing and Caring Companions.esmStreetLights.esmZeta Inertia Field Balance.espContinuousCyroCreation.espPointLookout_lesstraveltime-3to5days.espPointLookout-nofiring.espThePitt-NoFireFollowers.espAdjustable Perks - Broken Steel.espantagonizer.espARTNightVision-No AP drain.espBlackWolf Backpack.espBobbleheadDelivery.espCaravan Tracking.espCRAFT - Activation Perk.espDarkerInteriorsFallOut3.espDarkerInteriorsAnchorage.espDarkerInteriorsThePitt.espDarkerInteriorsBrokenSteel.espDarkerInteriorsPointLookout.espDarkerInteriorsZeta.espDarNifiedUIF3.espDCInteriors_Georgtown.espDCInteriors_Mason.espDCInteriors_SewardSq.esp3EFdrg.espEnhanced Tenpenny Suite.espFawkes-warmachine.espGhoulSafariDeluxeBSPittAnch.espHolyWaterPamphletsDisabler.espImproved Turrets.espTurret Terminal Re-Vamp.espLevelersTruckTrailer.espmechanist.espMZ-Weak-EasyShield.esp1PipboyPDA.espPortableCampStuff.espPortable Turrets.espPrincess Better Prompts v1pt1.espradio_fix.espRemoteControlCompanions.esproyphilipsevilwmask.espSP_EFECT - Combat Elevation - Stronger Sneak - 3x.espStreetLights - Wasteland.espTenpennyGhoulsAtPeace.espMore Hotkeys.espAdvancedReconGear.esp3EFfaceplate.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.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 - Optional Restore Tracers.espAlternateStart.espcolossus BOS.espCOL Enclave Hell.espCOL Enclave VER2.espColossus Outcast.espcolossus T51c.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMez's Merged Patch - FWE-WMK-MMM.espSlower Degradation (-95%).espXFO_Weapskill_accuracy_notdmg_mild_FOOK.espBetter Companions Clover Ess.espSydney Follower.espSydney Follower - Load Order Fix.espEssential death time 30 secondes.espEcho_UseBothGloves.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espMyPowerArmor.espTenpennyGuardsNoAttack.espTotal active plugins: 112Total plugins: 113

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WYatt REed
 
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Joined: Mon Jun 18, 2007 3:06 pm

Post » Fri Mar 12, 2010 8:22 am

ive been noticing invisible enemies lately when using energy weapons which instakill someone like a32s and the drifters rifle. im not sure if this is an EVE thing or an FWE or MMM thing. it happened with supermuties and with ghouls. my mods are not esmified since im using the manual WMK and FWE patch. thanks for any assistance.

It's a problem with the EVE FOIP patch that will be fixed in 5.0
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Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

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