[RelZ] FWE - FO3 Wanderers Edition #29

Post » Sun May 30, 2010 8:54 am

On a different note:
We added a cool new last minute feature thanks to a person who's name rhymes with BarN. First person to discover it on http://i50.tinypic.com/21mulgk.jpg get's a turtle award :turtle:

I <3 You. Been hanging for that feature ever since I started playing FWE. :)

One thing I've been wondering is, would it be possible to make it so the game doesn't pause when you open your PipBoy? IMO that would be a cool feature, what with the realism and tactics and what not.

On a side note, if anyone's playing with Fellout and finding the darker nights a little too dark, I uploaded a little mod that ups the brightness of FWE's nightvision effect. (Sorry for not asking permission before hand, hope you don't mind.) You can find it here:
http://www.fallout3nexus.com/downloads/file.php?id=11271

Cheers and looking forward to 5.0,
Watto. :)
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Gemma Archer
 
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Post » Sun May 30, 2010 2:38 pm

One thing I've been wondering is, would it be possible to make it so the game doesn't pause when you open your PipBoy? IMO that would be a cool feature, what with the realism and tactics and what not.

On a side note, if anyone's playing with Fellout and finding the darker nights a little too dark, I uploaded a little mod that ups the brightness of FWE's nightvision effect. (Sorry for not asking permission before hand, hope you don't mind.) You can find it here:
http://www.fallout3nexus.com/downloads/file.php?id=11271

Cheers and looking forward to 5.0,
Watto


Unfortunetly it's impossible to not have time stop when the pip-boy is up. The pip-boy switches the game into "MenuMode" (as does being in diagolue and other "menus") and there are a lot of scripts and other things that specifically run in MenuMode so they don't process during GameMode and slow your computer down when it counts. People have been suggesting this since Morrowind . . . and unfortunetly it just isn't feasible.

I've often thought of doing something so you can't enter the pip-boy while in combat at all . . . but that would clearly need to be optional and require some serious planning out before implementing. Even so, with all of FWE's new/existing hotkeys, you need to go into the menu less and less during combat.

Also . . . FWE 5.0 greatly increases the brightness of night vision (and reduces the blurring more). Regardless, you're free to upload and tweaks to FWE that you like.
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james reed
 
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Post » Sun May 30, 2010 6:24 pm

Well it's done already actually, we're just doing internal testing now. So...pretty soon?


Provided you don't find any more of my "little mistakes" eh? :P

I'm pretty excited about FWE 5.0 . . . the team's been working pretty hard on it and it's all coming together nicely!


With that I have spent the weekend studying and learning WMK, and now have a working knowledge of how the system works and how to expand it. Then today I went through and created the different Tommy Gun variants for WMK, and then created This Spreadsheet which breaks-out the WMK stat changes for the Tommy Gun with the different upgrade kits. I used the existing WMK upgrade kit-templates, but in the case of the Tommy Gun of course the Extended Clip will in fact be the 50-round Drum, and the standard Tommy will come with a 20-round clip. The scope, laser sight and auto-fire mechanism would all work, which means the standard Tommy Gun would come in Semi-Automatic.

Thougths on this? Its 100% maliable at this point, I'm already begun work on the different versions of the Tommy with the clip (versus drum) and adding the scope and laser sight. If you want to just update the spreadsheet with what values you want in there versus what I put, that would be Great - I can just copy in the values and you'll get the balance that you want in the different variants


As Kai mentioned . . . there aren't many weapons left that aren't WMK'd. There the tommy gun, the CAWS, the Pancor . . . the Bozar (that might be a contender to be made semi-auto and have an auto-fire kit, but the animations will need soem work for that).

Regarding the tommy gun . . . I wouldn't worry about adding the auto-fire and making the standard semi-auto . . . give it a silencer instead as it's 4th mod. Also . . . if you want you can send along models and we can make the actual weapon entires, either way!

Cheers,
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carla
 
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Post » Sun May 30, 2010 1:24 pm

Regarding the tommy gun . . . I wouldn't worry about adding the auto-fire and making the standard semi-auto . . . give it a silencer instead as it's 4th mod. Also . . . if you want you can send along models and we can make the actual weapon entires, either way!

Cheers,


Okay I'll get the Silencer put in, still working on the models but have most of the weapon entries done. I'll send over the Tommy Gun with the clip NIF ASAP.

Miax
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TASTY TRACY
 
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Post » Sun May 30, 2010 5:52 pm

Okay I'll get the Silencer put in, still working on the models but have most of the weapon entries done. I'll send over the Tommy Gun with the clip NIF ASAP.

Miax


Sure thing . . . and no rush.

To be honest . . . there are a bunch of model/texture realted type stuff that's in the works (your models, Tubal's making some worn weapons textures, etc...). My preference is to wait until we get all of that polished up and release it as an update for FWE 5.0 rather than try to jam it into FWE 5.0 at the 11th hour . . . which we're getting much closer to =) I hope that makes sense . . . we certianly appreciate your efforts.

Also . . . regardign the silencer, you'll need to make a seperate mesh for it that relocates the muzzle flash effect so it doesnt' appear inside the barrel. Well . . . at least that's what Antistar tells me =)

Thanks!
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Kit Marsden
 
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Post » Sun May 30, 2010 8:23 am

I just read the thread about the washing machines (http://www.gamesas.com/bgsforums/index.php?showtopic=1069056) and had an idea how to implement this into FWE, if you like.

I think it's time to make sinks more usefull. How about adding an options box when you activate them. Like "What do you want to do?" - "Drink some water" / "Wash your clothes" / "Fill up your empty bottles" / "Do nothing". When selecting "Wash your clothes" you should be able to clean one of your "dirty pre-war outfits" if you have a box of detergent in your inventory.
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Blessed DIVA
 
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Post » Sun May 30, 2010 7:50 pm

When selecting "Wash your clothes" you should be able to clean one of your "dirty pre-war outfits" if you have a box of detergent in your inventory.


I think I'd rather use detergent to make fuel for my motorcycle :P

Not a bad idea . . . we'll keep it in mind. Thanks,
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Alex Blacke
 
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Post » Sun May 30, 2010 12:06 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1069056
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Sudah mati ini Keparat
 
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Post » Sun May 30, 2010 8:05 pm

I did not know it until Kai helped me, I only had regular or maybe + spawns on, now I have ++ on, here is a story.

I am finishing out the beth ruins outside, I only killed about half the raiders before I left, one had a sniper rifle.

So, I scoped in with my scoped hunting rifle, and crippled the snipers arm and she ran away and hid, now my Small guns are at 99 and my rifle was 100% cause my repair is like 87 now + work bench bonus I can pretty much 100% anything as long as I have parts.

Anyway there was very little sway at all, hope my sniper rifle is the same at 80+ %.

So I use BT ( I have one BT perk ) and pop the three other raiders outside, one got pretty close but I got a head shot on them all, was pretty exciting! I was like "BOOM HEAD SHOT!"

Then I hear the crack of a sniper rifle, I look up and the sniper raider is back.
I zoom in, and it was like a movie, I was looking at her and she was scoped in on me, but I shot first.
I then entered the east building, and there where so many raiders! it was crazy! There was even a fallen brother in the west ruins, full suit of P/A!

Any way, I never even the knew the under works was a place before last night, I missed a lot of vanilla content I guess when I first played, anyway there was so many ghouls!, I had 160 .44 rounds for my degal, I left with around 30 and a full clip, even had to resort to the AR one time.

My only problem is that raiders are super,super tough to beat now, because there is so many of them, I am afraid of S/M's now, raiders are so precise, and a SM with a minigun can really rip you up. Ghouls are like a freaking army with rampage on!

Raiders are in packs of like 5-15 or more now!

Oh, I also find that the weight cap is a little low some times, but its kinda realistic though, I can only carry 315LBS with my power armor on.
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Laura Richards
 
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Post » Sun May 30, 2010 8:21 pm

Raiders are tough? Super Mutants are tougher! The Mall can be pretty ugly. You really need some stronger weaponry when dealing with supermutants, and for the love of god try to keep them at range! If you're an energy weap users, the A3-21's Plasma Rifle and Drifter's Laser Rifle are my preferred anti-SM weapons. When you have to fight them up close, I like the M60 even though my big guns is only like 20. Big ammo capacity with a lot of stopping power.
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Mark Hepworth
 
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Post » Sun May 30, 2010 2:27 pm

The backpedal nerf really screws me over at times, I can't just back away from Super Mutants while shooting them anymore. I do think it's a little too slow, though. Will that be configurable?
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Brian LeHury
 
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Post » Sun May 30, 2010 12:18 pm

The backpedal nerf really screws me over at times, I can't just back away from Super Mutants while shooting them anymore. I do think it's a little too slow, though. Will that be configurable?


No . . . but the packpedal speed is based on your agility. At agility 10 (for example) your backwards speed isn't reduced at all. Even around 6 or 7 it's pretty fast.
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Jacob Phillips
 
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Post » Sun May 30, 2010 3:28 pm

Raiders are tough? Super Mutants are tougher! The Mall can be pretty ugly. You really need some stronger weaponry when dealing with supermutants, and for the love of god try to keep them at range! If you're an energy weap users, the A3-21's Plasma Rifle and Drifter's Laser Rifle are my preferred anti-SM weapons. When you have to fight them up close, I like the M60 even though my big guns is only like 20. Big ammo capacity with a lot of stopping power.



just small guns, raiders are easy to kill, there are just so many of them.

I did the big town quests, the SM's are easy to kill, I have less trouble from them unless they are packing a mini gun.

Raiders just always seem to catch me in the open with no cover around.

Edit

To be honest, I think my next play through will use a lower INT score, its way to easy to get 3-4 skills 60+ with 9 INT, I get like 15 SP per level, a tagged skill gets +2 from a single sp, so thats +30 a level for a tagged skill, throw in a perk like daddy's boy/girl and you get +30 to sci/med thats a very well rounded person right there.
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Courtney Foren
 
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Post » Sun May 30, 2010 5:10 pm

I have INT 4 for 12 skill points on level-up and I've got all important skills maxed out at level 11. After that I've just started throwing points into whatever I find fun (energy weapons in my case).

All enemies are easy if you use the range advantage. The Mall is like one big firing range, find a pile of rubble, hop on top of it, pull out the sniper rifle and yipeee B)
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Connor Wing
 
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Post » Sun May 30, 2010 6:58 pm

I agree that packs of raiders and ghouls are tough (I HATE packs of night ghouls--those guys are fast!). When you deal with mobs, you really need to use explosives or at least have automatic weapons or both.

Here's a quick success story from last night:

-You know the bridge right outside of Agatha's? It goes over a long ravine below. There is a pack of raiders not far away that typically mobs me and causes problem. This time I approached from the far side of the ravine and realized that I was carrying about 10+ frag mines. I told Jericho and Malcolm (using Phalanx commands) to wait atop the bridge and to shoot at anything they see. Then I went down and lined the ravine with frag mines. Then I ran out to attract the raiders' attention. Oh, and attract them I did. After popping a morphine for my crippled leg and a stimpack for my ailing health, I ran like **** down the ravine with a pack of screaming raiders on my ***. All I heard was explosions behind me and Jericho and Malcolm shooting away from above. After I reached the end of the ravine, I turned around and went back and looted the mob of dead raiders :D One of the best success stories I've had :)

Which brings me to ask a question I've asked before:

-How do you go about surviving at low levels?

In particular, I'm curious to hear stories from those who use ++ spawns. I'm not even using + spawns, I have Jericho, Malcolm, dogmeat, and K9, and I still have a heck of a time, especially against super mutants or mobs of things. Mobs of supermutants :shudder:

I try to play dead-is-dead, but starting over so many times gets tiresome :) It really is a deadly wasteland out there!
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Jack Bryan
 
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Post » Sun May 30, 2010 2:05 pm

I have INT 4 for 12 skill points on level-up and I've got all important skills maxed out at level 11. After that I've just started throwing points into whatever I find fun (energy weapons in my case).

All enemies are easy if you use the range advantage. The Mall is like one big firing range, find a pile of rubble, hop on top of it, pull out the sniper rifle and yipeee B)


That's why we made the Optional Level 30 - Balanced module . . . which reduces your skill points down to 5 plus 1 per three points of INT. Anyway, those options will be built into the menu for 5.0.
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Penny Flame
 
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Post » Sun May 30, 2010 8:46 pm

I agree that packs of raiders and ghouls are tough (I HATE packs of night ghouls--those guys are fast!). When you deal with mobs, you really need to use explosives or at least have automatic weapons or both.

Here's a quick success story from last night:

-You know the bridge right outside of Agatha's? It goes over a long ravine below. There is a pack of raiders not far away that typically mobs me and causes problem. This time I approached from the far side of the ravine and realized that I was carrying about 10+ frag mines. I told Jericho and Malcolm (using Phalanx commands) to wait atop the bridge and to shoot at anything they see. Then I went down and lined the ravine with frag mines. Then I ran out to attract the raiders' attention. Oh, and attract them I did. After popping a morphine for my crippled leg and a stimpack for my ailing health, I ran like **** down the ravine with a pack of screaming raiders on my ***. All I heard was explosions behind me and Jericho and Malcolm shooting away from above. After I reached the end of the ravine, I turned around and went back and looted the mob of dead raiders :D One of the best success stories I've had :)

Awesome story! :)

Which brings me to ask a question I've asked before:

-How do you go about surviving at low levels?

Well it depends very strongly on which Alt start I pick. For example Talon and Outcasts start with pretty good armor and weapons right off the bat, so you can start terrorizing Raiders pretty early on. Regulator is also great since you start directly at the Regulator HQ and you can simply grab the Unique Lawdog pistol in there and start killing evil doers pretty effectively :)

For more regular starts I just scavenge and steal as much as I can. I think it's especially vital to get the parts for the Repair and Med Kits early on, since the bonuses are a big help when your skills are still low. Super Duper Market is always a good start, since there are a lot of corners to pop out, give off a few shots and duck back. Grenades and mines are also pretty essential. Next stop is usually springvale school to get my hands on an assault rifle and again mines are important here to keep raiders from flanking you. After that I usually have enough supplies to tackle other areas. Greyditch is also a great early stop, since the ants can easily be killed with hunting rifles and sawed off shotguns and you get some great rewards and loot there.
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Jason Wolf
 
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Post » Sun May 30, 2010 3:34 pm

That's why we made the Optional Level 30 - Balanced module . . . which reduces your skill points down to 5 plus 1 per three points of INT. Anyway, those options will be built into the menu for 5.0.

But what are the xp requirements for leveling with that module? There's not much left for me to do (most side quests are done and still need to fetch the GECK) and I'm only lvl 16 and that's with xp I get from ++spawns and highest difficulty setting. I can't remember when it was the last time I had a character at level 20. I can't imagine what people need to do to get to 30 and what do they do after that. I hate games where you character becomes actually fun to play with 5 minutes before the game is over.
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Wanda Maximoff
 
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Post » Sun May 30, 2010 4:42 pm

But what are the xp requirements for leveling with that module? There's not much left for me to do (most side quests are done and still need to fetch the GECK) and I'm only lvl 16 and that's with xp I get from ++spawns and highest difficulty setting. I can't remember when it was the last time I had a character at level 20. I can't imagine what people need to do to get to 30 and what do they do after that. I hate games where you character becomes actually fun to play with 5 minutes before the game is over.

Well it also reduces the required exp. So basically you'll level up faster than in default FWE but in return get less skills.
But again, not really worth discussing since 5.0 is around the corner and you can configure the settings however you want.
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Mandy Muir
 
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Post » Sun May 30, 2010 5:26 pm

Also . . . regardign the silencer, you'll need to make a seperate mesh for it that relocates the muzzle flash effect so it doesnt' appear inside the barrel. Well . . . at least that's what Antistar tells me =)

Thanks!


I would have missed this until testing in-game, thanks for the heads-up!

Most of my effort in this will be making the different Tommy Gun models with the various components on them, and get them working in-game. Scripting things and building cells/level design are my specialities - so this is slightly new for me, but Echonite made a Great tutorial that is helping me get going. I will do my best not to keep you and the team waiting - this is my only task at the moment (where previously I was working on my own mod Alot, I've reached a mile-stone and am taking a break from it to work solely on FWE until I get you this done).

Stay Tuned as we say in cable,

Miax
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Josh Sabatini
 
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Post » Sun May 30, 2010 7:18 pm

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


Worked like a charm :coolvaultboy:

Thnx a lot :celebration:
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Steven Nicholson
 
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Post » Sun May 30, 2010 3:31 pm

Good to see peeps using FWE/Phalanx as a combo. I do and I lurve it.
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Toby Green
 
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Post » Sun May 30, 2010 7:40 am

I'd like to use phalanx but my game can't digest it, I just get a neverending intro slideshow and can't even get to the main menu.
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Jade MacSpade
 
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Post » Sun May 30, 2010 5:39 am

That's... highly bizarre.
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Sabrina Steige
 
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Post » Sun May 30, 2010 11:02 am

I'd like to use phalanx but my game can't digest it, I just get a neverending intro slideshow and can't even get to the main menu.


Your loading times are way off then. How long does it take for you to normally load the game? Do you have over 200 mods? A load order with Phalanx in a different thread?
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sarah simon-rogaume
 
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