[RelZ] FWE - FO3 Wanderers Edition #29

Post » Sun May 30, 2010 5:02 pm

Awesome story! :)


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.



Great tips! You've given me some really good ideas for when I get my hands on some mines early for my next playthrough :D
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Spaceman
 
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Post » Sun May 30, 2010 8:32 am

I can't remember when it was the last time I had a character at level 20.

Get my http://www.fallout3nexus.com/downloads/file.php?id=8787. :)
It puts a switch in the starting shack that lets you increase the initial level of your character.
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Dorian Cozens
 
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Post » Sun May 30, 2010 12:08 pm

Get my http://www.fallout3nexus.com/downloads/file.php?id=8787. :)
It puts a switch in the starting shack that lets you increase the initial level of your character.


Pfft. Nice hat, Calamity Jane.
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мistrєss
 
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Post » Sun May 30, 2010 12:41 pm

How does that work? Do you just keep going through the screens until you are completely at the level you want?

Also, since Kai let the cat out of the bag, I'll just finish emptying it.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Nade_Frag.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Nade_Pulse.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Nade_Plasma.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Nade_Nuka.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Nade_Molotov.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Nade_Cyro.jpg

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Nade_Misc.jpg (This will be used for mod added 'nades)
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Elisabete Gaspar
 
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Post » Sun May 30, 2010 8:09 pm

How much of this mod is, erm, modular? I've had a look through the list of features and I have to say that this mod looks amazing. However, there are a few things that would seriously sour my experience, such as jamming weapons, stimpacks healing over time and the Triage system.

Obviously I'm not going to pop in here and demand you make them optional if they aren't already, but if they aren't is it possible to disable those particular features using G.E.C.K.?
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Julie Ann
 
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Post » Sun May 30, 2010 7:20 pm

5.0's control panel will allow for an extremely modular experience.

Right now my test version has VATS returned to vanilla values and the Well Rested Bonus disabled, among other things. I hated how being well rested gave me odd numbers in experience point gaining. So now I get them in solid divisibles of 5, as long as I avoid Radroaches and Bloatflies and the urge to shoot eyebots.
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Sammygirl500
 
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Post » Sun May 30, 2010 8:12 pm

How much of this mod is, erm, modular? I've had a look through the list of features and I have to say that this mod looks amazing. However, there are a few things that would seriously sour my experience, such as jamming weapons, stimpacks healing over time and the Triage system.

Obviously I'm not going to pop in here and demand you make them optional if they aren't already, but if they aren't is it possible to disable those particular features using G.E.C.K.?

You do know that weapons jam in vanilla right? FWE increases it a little, but it's not drastic. And Triage can be disabled via the menu in 5.0
Stimpacks always heal over time, but it's only 6 seconds and there's a perk to reduce it to 3 secs.
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Claire Mclaughlin
 
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Post » Sun May 30, 2010 7:39 am

How does that work? Do you just keep going through the screens until you are completely at the level you want?

You press it until the message says it's a the level you want, and when you exit the alt start shack it just gives you the number of XP required. It's calculated using the global variables so it should be compatible with whatever levelling rate you use.
If you have a target of 20+ it will take a while to go through the level-up screens though. :P
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Dean Ashcroft
 
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Post » Sun May 30, 2010 8:12 am

I read that FWE 5.0 is just around the corner. In this case I won't bother trying to set up load order for 4.1.1 and rather wait for awesome sounding 5.0. Thank you modders for great gaming experiences!
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Adam
 
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Post » Sun May 30, 2010 6:45 am

I have been considering runnig this mod for some time now, but am already using a ton of mods + numerous texture replacers (including, but not limited to, MMM, FOOK, WMK and the compatability patches) . probably already have some conflicts as it is, even though it is still pretty stable, if not for some stuttering. at this point i just don't know if i really should add it without someone examining my load order and helping me figure out what should stay, what should go, what is already included in which mod etc. I love the way it looks, and have heard lots of good things about it,just not sure on it.
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Chica Cheve
 
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Post » Sun May 30, 2010 1:12 pm

Time for a new 5.0 teaser folks...

http://i47.tinypic.com/2nbhmp4.jpg

When you see these guys you have two options:
1. Run as [censored] fast as you can
2. Pack some heavy ordnance and play your A game, otherwise you're going home in a casket.
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BlackaneseB
 
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Post » Sun May 30, 2010 12:30 pm

Beautiful!

I can't wait to do battle with them. ;)

Nice screenshot - this is going to be good. :gun:
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Jessica Thomson
 
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Post » Sun May 30, 2010 2:28 pm

i just downloaded the latest version of fwe but i dont see these files anywhere FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
do i have to get them somewhere else?
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Dezzeh
 
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Post » Sun May 30, 2010 8:43 pm

i just downloaded the latest version of fwe but i dont see these files anywhere FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
do i have to get them somewhere else?

In the zip file you downloaded is a folder called FWE Support and in there another folder called Optional Mods, that's where the esps are located.
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Michelle davies
 
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Post » Sun May 30, 2010 7:47 am

By the way, are there any FOMM install scripts in 5.0?
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Cartoon
 
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Post » Sun May 30, 2010 10:35 am

By the way, are there any FOMM install scripts in 5.0?

S?, Zumbs got permission to use the install scripts from MMM and edited them for FWE.
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-__^
 
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Post » Sun May 30, 2010 10:20 pm

Just what I was thinking of suggesting. :thumbsup:
He could add some basic warnings for required FOIP patches btw.
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Rachel Hall
 
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Post » Sun May 30, 2010 11:15 am

5.0's control panel will allow for an extremely modular experience.

Good to know. Thanks for the info!

You do know that weapons jam in vanilla right? FWE increases it a little, but it's not drastic. And Triage can be disabled via the menu in 5.0
Stimpacks always heal over time, but it's only 6 seconds and there's a perk to reduce it to 3 secs.

I've never had a weapon jam in vanilla... Is it only at extremely low condition?

As for stimpacks healing over time, is there any way to change that?
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Alexandra Ryan
 
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Post » Sun May 30, 2010 8:37 pm

Good to know. Thanks for the info!


I've never had a weapon jam in vanilla... Is it only at extremely low condition?

As for stimpacks healing over time, is there any way to change that?

Yeah they jam in vanilla at very low conditions.
The stimpacks you would have to edit yourself in the GECK. But there is a reason we changed that, It's to prevent the player from simply instantly healing himself from 0 to 100 whenever he wants. That's one of the main factors that made vanilla a cakewalk, since you practically couldnt die after you had a certain amount of stimpacks.
FWE is a difficulty enhancing mod you know....
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Janine Rose
 
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Post » Sun May 30, 2010 6:34 pm

I guess that does make sense. Do they still restore the same amount of health?
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~Sylvia~
 
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Post » Sun May 30, 2010 3:05 pm

I guess that does make sense. Do they still restore the same amount of health?

S?
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Logan Greenwood
 
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Post » Sun May 30, 2010 11:43 am

Just coming back to FO3 after an absence and am very pleased to see FWE 5 is supposed to be released soon. Looking forward to the release :) Keep up the good work!
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Cameron Wood
 
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Post » Sun May 30, 2010 6:20 pm

S?

Good to hear, er, read.
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Jack Bryan
 
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Post » Sun May 30, 2010 7:48 pm

You press it until the message says it's a the level you want, and when you exit the alt start shack it just gives you the number of XP required. It's calculated using the global variables so it should be compatible with whatever levelling rate you use.
If you have a target of 20+ it will take a while to go through the level-up screens though. :P


You sir, are a scholar and a gentlemen.
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jessica sonny
 
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Post » Sun May 30, 2010 9:25 am

I'm thrilled with my new start tonight, so I thought I'd share. I'm using FWE/MMM (no increased spawns for now) and Phalanx on normal difficulty. So, things are tough, but not masochistic :) Vaultdweller start, nothing fancy. Going for an ironman run--dead is dead. See how far I get.

Started out picking up Malcolm, Jericho, and K9 in Megaton. Got rid of all of their excess ammo so that it was just 50 rounds per gun (100 for the automatic weapons, since it gets wasted a lot). Stocked up on supplies with my remaining cash.

I then proceeded to clear out superdupermart, springvale school, and Grayditch without dying :D So far, so good. No epic battles so far, but we did tear through springvale school in a dominant manner that I haven't been able to pull off to date (usually die at least once in there). I took small guns, repair, and barter as tagged skills, thanks to a tip I picked up on these forums and I've accumulated enough funds to keep us stocked up. Ammo is starting to dwindle, and Megaton's supplies are low, so I think it's time to head on to locations centered around a different vendor (likely going to head to Arefu/Paradise Falls/Minefield/Bigtown/Germantown next--if I can survive that circuit, it will be a miracle. I may avoid Germantown for now--the SM's can be a pain, especially if they have automatic weapons or missile launchers).

I have to say that the mod combo I am using right now is absolutely out of this world. FWE/MMM/WMK/Phalanx is the core and it is about 1000000000000x better than vanilla, so thks again!

Cheers
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Mike Plumley
 
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