[RelZ] FWE - FO3 Wanderers Edition #29

Post » Sun May 30, 2010 10:02 pm

My first 5 minutes were full of explosions and fighting. I stood where I was and waited for all the mods to initialise, load, configure themselves as a war erupted around me.
I know, the right way is to load a save indoors then camp out for a good couple of days while everything in the world resets. I'd been having issues and in the end just loaded up an earlier save and started there. So far so good, and totally insane outdoors <_<
Destruction seems to be non-existant, though. The cars exploded easily and in massive fireballs.

Edit: Nevermind, no issue. Got it working :)
My only issue is, no matter what I do I can't get WMK to work anymore. When I installed WMK initially I missed the part about the merged patch. So, I went through the uninstall procedure ingame, deactivated WMK, reactivated (I fomod things) made the patch, loaded the game, saved, exited.
Earlier today I installed FWE, Calibre, Craft, FOIP patches and did the merged patch again. Should I be using the self-made merged patch as well as Mez's Merged Patch - FWE-WMK-MMM.esp ?
If I have my merged patch only WMK doesn't work, if I have Mez's only, WMK doesn't work. If I have both patches WMK still doesn't work :shrug:
I'm finding WMK packages but no way to use them.
I take it WMK should be installed first and the FOIP patches over the top? That's how I've been applying the FOIP patches. Over the top of already installed mods.


Now to look for one of those handy guides - I died from a single Raider outside Super Duper Mart. I mean, how embarrassing :lmao:
Sure, I'm only wearing the Chinese Stealth Suit (from pre-FWE) but I may as well be naked for all the protection it gives me.

Question: How long is the essential NPC downtime for? My follower seems to be unconscious for a very long time. I feel bad sprinting away to keep from dying, myself.
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Mandi Norton
 
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Post » Sun May 30, 2010 5:34 pm

The essential "unconscious" time is set to 90 seconds. It's a little long . . . but I wanted to make sure that if a follower goes down, they probably aren't getting back up in the same fight.
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Kelly Tomlinson
 
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Post » Sun May 30, 2010 2:16 pm

Going through Raven Rock with FWE was damn near impossible.
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Kat Lehmann
 
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Post » Sun May 30, 2010 9:58 pm

Actually, Raven Rock at an appropriate level with a sneaky character was difficult but nothing near impossible. Maybe having managed to finish the original Prince of Persia and almost done it with Impossible Mission (even older than PoP) as biaised my view.

Another question regarding the upcoming FWE 5.0 : is the issue with Jury Street Station and MasterUpdate solved ? Myself I simply MasterRestore before entering it but...


Thanks for your answer.
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Nadia Nad
 
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Post » Sun May 30, 2010 8:57 am

Another question regarding the upcoming FWE 5.0 : is the issue with Jury Street Station and MasterUpdate solved ?

Yep
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Luis Reyma
 
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Post » Sun May 30, 2010 6:25 pm

Actually there aren't that many FWE guns that aren't modifiable. The tommygun and the auto shotguns are currently the only unmoddable ones that come to my mind.
But of course we'll gladly add any new ones to the FWE WMK FOIP patch in the future. If you like I can send you the spreadsheet we use to calculate WMK attributes.


Standing By... Its not a rush today on the spreadsheet as I'm still modeling, but this weekend I'll probably need it.

Thanks!

Miax
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Nick Swan
 
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Post » Sun May 30, 2010 6:37 pm

Standing By... Its not a rush today on the spreadsheet as I'm still modeling, but this weekend I'll probably need it.

Thanks!

Miax

I sent you a pm with the link a few days ago...didn't you get it?
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Lew.p
 
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Post » Sun May 30, 2010 7:26 pm

Humm... I'm pretty busy in my rl at the moment and I'm also working on a Canterbury Commons expansion, so I won't have the time to do this, but I just had a nice mod-idea that would add a bit mor diversity to armors. FWE is already a really huge mod and I don't know if you want to add even more things. I just throw this idea in.. ignore it or like it! :lol:

The basic idea is the ability to recolor your armor at a workbench. To do this you would need special spray cans that could be added to the leveled lists as well as some unique stencils, that could be handplaced at fitting locations.

New items:
Spray can (red / blue / yellow / white / black)
Stencil (Vault Boy / Brotherhood / Outcast / Raider / Talon Company)

Once you have found a red spray can (for example), you are able to recolor a single piece of armor (Power Armor, Power Armor Helmet, Combat Armor, Metal Armor, ...) to a basic red design. When you also have a stencil in your inventory, you can apply the special stencil theme in the selected color to your piece of armor. To get rid of the color, you can use some turpentine to clean you equipment and the armor ist returned to its "Non-Color-State". This way you could create many, many different armor combinations!

You want a Combat Armor helmet with a red Talon Company Logo combined with a white Power Armor!? No problem! A blue, outcast themed Metal armor and a black Combat Armor helmet!? Just recolor it!

Adding the required items should be no problem and should be done in no time! Work comes into play when the different color variants should get implemented. Considering the above mentioned colors and stencil types, you need 30 different textures and armor entries per armor part! That means 180 different entries when you want to color Power Armor, Combat Armor and Metal Armor together with the fitting helmets.

Any Volunteers? B)
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IM NOT EASY
 
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Post » Sun May 30, 2010 10:24 pm

A couple of questions...
Why in the hell both FOOK and this are getting a new versions "SOON"? Can't play, as i don't see any point installing the current versions if better ones are around the corner (and updating mods is not the smoothest process). Modders' and Blizzard's "Soon" are very similar o.O

Now seriously. FWE interests me BUT i wonder if the primary needs are optional? I play games for fun, and while i like realism to some extent, i dislike sleep and eating. Those don't, in my opinion, add anything interesting or tactical to the game. If they're not optional, is there a way to remove the feature manually? (Oh and why do i have a feeling it's not that simple o.O)
Auto aim... it's is annoying in FO3. Does the mod "remove it" (AFAIK not fully possible) or simply tone it down? If the second, i guess i can use an auto aim remover mod without real conflicts, right?
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marie breen
 
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Post » Sun May 30, 2010 8:50 pm

I sent you a pm with the link a few days ago...didn't you get it?


Just checked again, no PM from you yet...
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Noely Ulloa
 
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Post » Sun May 30, 2010 4:13 pm

A couple of questions...
Why in the hell both FOOK and this are getting a new versions "SOON"? Can't play, as i don't see any point installing the current versions if better ones are around the corner (and updating mods is not the smoothest process). Modders' and Blizzard's "Soon" are very similar o.O

Now seriously. FWE interests me BUT i wonder if the primary needs are optional? I play games for fun, and while i like realism to some extent, i dislike sleep and eating. Those don't, in my opinion, add anything interesting or tactical to the game. If they're not optional, is there a way to remove the feature manually? (Oh and why do i have a feeling it's not that simple o.O)
Auto aim... it's is annoying in FO3. Does the mod "remove it" (AFAIK not fully possible) or simply tone it down? If the second, i guess i can use an auto aim remover mod without real conflicts, right?

You simply click on "Disable Primary Needs" in the PN menu, simple as that.
And no you shouldnt use an auto aim remover. FWE has the best auto aim remover integrated.

Just checked again, no PM from you yet..

Will resend
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naomi
 
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Post » Sun May 30, 2010 6:27 pm

Menu? Right. Must've missed mentions to that.
Going to give this mod a try. HOPEFULLY it is what i'm looking for... i'm not really a fan of downloading 100 different mods to deal with things i dislike or which could be better.
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xemmybx
 
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Post » Sun May 30, 2010 12:27 pm

Menu? Right. Must've missed mentions to that.
Going to give this mod a try. HOPEFULLY it is what i'm looking for... i'm not really a fan of downloading 100 different mods to deal with things i dislike or which could be better.

My suggestion right now would be to wait until the end of the week before downloading...
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Laura Tempel
 
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Post » Sun May 30, 2010 8:08 am

My suggestion right now would be to wait until the end of the week before downloading...


Is that a hint??!?!!

:celebration:
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Nienna garcia
 
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Post » Sun May 30, 2010 11:40 pm

You guys are going to like FWE5. The control panel alone is some of the best work I've seen in modding. It allows for an extremely modular FWE5 experience without the need to check and uncheck dozens of different .esp files. No two people will share the same FWE experience, potentially. It really allows you to put the mod's effects in the end user's hands.
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Christine
 
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Post » Sun May 30, 2010 7:02 pm

Has anyone tried to make a melee or unarmed build? Just curious how would one go about fighting hand-to-hand without being shot to pieces in a process? I reckon that all DR enhancing perks, especially the nerd rage are mandatory but they all require fairly high level.
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Brandi Norton
 
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Post » Sun May 30, 2010 12:22 pm

Has anyone tried to make a melee or unarmed build? Just curious how would one go about fighting hand-to-hand without being shot to pieces in a process? I reckon that all DR enhancing perks, especially the nerd rage are mandatory but they all require fairly high level.

I suggest getting the Charge! perk and the Tackle Perk, so you can sprint with your weapon out and you can knock people down when you run into them.

Also in FWE 5.0 I would suggest reducing the Global Damage modifier to maybe 1.25 and 1.00(FWE default is 2.0). That reduces all damage globally, but it will give you a better chance of closing the distance(but your melee enemies too however!).
The FWE Alternative Balance Preset uses 1.25 as default value FYI.
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lillian luna
 
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Post » Sun May 30, 2010 1:38 pm

Thanks for the spreadsheet Kai Hohiro - this is perfect!

You really are a kick-ass modder man, you help out more than most people on the forum these days and I want you to know its Very appreciated! :goodjob:
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OnlyDumazzapplyhere
 
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Post » Sun May 30, 2010 7:44 am

Thanks for the spreadsheet Kai Hohiro - this is perfect!


Hey now! Don't give Kai all the credit!! I made it originally, and it's awesome because I'm the spreadsheet master! :P

.... having fun . . . :foodndrink:

But in all seriousness, Kai has done a lot for the modding community (and not just with FWE) . . . in particular I have to say his very thorough playtesting has revealed more than a number of misconceptions about how the engine works, that'e been pretty beneficial.
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cassy
 
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Post » Sun May 30, 2010 9:09 pm

It's true, Mez is the Spreadsheet Master, so credit for that belongs to him ;)

Thanks for the kind words however!
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alyssa ALYSSA
 
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Post » Sun May 30, 2010 10:12 pm

Hehe very good then, Mez is da Spreadsheet Masta! :read:

I just like to give credit where credit is due. :) You guys are great, and provide endless entertainment for a whole lot of us modders. :foodndrink:
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Melis Hristina
 
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Post » Sun May 30, 2010 8:44 pm

I suggest getting the Charge! perk and the Tackle Perk, so you can sprint with your weapon out and you can knock people down when you run into them.

:lol: Really? I liked doing that in Oblivion with the Shield Bash mod. I'll choose that one next, then.
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Milad Hajipour
 
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Post » Sun May 30, 2010 6:19 pm

It truly is fantastic to see modders working so closely with the community. Good job, guys.
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Claire Lynham
 
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Post » Sun May 30, 2010 8:11 am

I make icons... yeah.
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Amber Hubbard
 
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Post » Sun May 30, 2010 8:32 am

My suggestion right now would be to wait until the end of the week before downloading...


:shocking:
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James Baldwin
 
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