[RelZ] FWE - FO3 Wanderers Edition #29

Post » Sun May 30, 2010 1:12 pm

Ok I was wondering if FWE integrates MMM's Increase Spawn system. Because I put installed MMM (got all the FOIP stuff) and activated the Increase Spawns.esp and well...the spawns aren't increased. If it's integrate then did activating another copy of the esp kind of cancel each-other out?

I believe spawn points are kept in save files, so go and hide away in a darkened room for a week (Take supplies, and reading material :P) to reset everything.
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Dylan Markese
 
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Post » Sun May 30, 2010 4:19 am

I believe spawn points are kept in save files, so go and hide away in a darkened room for a week (Take supplies, and reading material :P) to reset everything.


Ah ok. To my underground bunker with my pr0-I mean uhh, educational magazines!
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Trevor Bostwick
 
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Post » Sun May 30, 2010 1:19 am

-----------------------------------------------------------------------------
NOTE!!! For using FWE Master Release
-----------------------------------------------------------------------------

- The FWE patches automatically includes zones respawn, increased spawns, and the natural selection optional modules. You do not need to load these plugins from the original MMM archive (and in fact you shouldn't).

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Eve Booker
 
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Post » Sun May 30, 2010 5:40 am

I have downloaded Edition #28 and later saw there is a new edition out: Edition #29. I haven't spotted anywhere how is this new edition different from the last (does changelog exist for newer editions?). Do I have to download "FWE Master Release 4-1 - Assets", "FWE Master Release 4-1-1 - Main Files" or both to get the latest edition?
Reason why I am a bit confused is that the download link states files were uploaded in November 2009. ??

In addition to that I would like to kindly ask anyone reading this to help me set up other mods that I've chosen according to very helpful Mez's Gameplay + Immersion Mod List. I'm firstly interested if there is maybe some incompatibility going on based on the list of the mods I've chosen. The second thing is the load order - I'm a newbie in Fallout 3's modding world and setting proper load order seems as a very daunting task to me especially since I've chosen many mods. I would greatly appreciate is someone would post the exact order so that I don't do a mess to such a promising and all encompassing mod.

Here' the list of the mods I would like to use together with FWE:

- Fallout Interoperability Program (FOIP) - which file should I download to use it with EVE, Marts Mutant Mod and Weapon Mod Kits? I suppose this one: (FOIP - Marts Mutant Mod package) but I'm not sure.
- Martigen's Mutant Mod (MMM)
- Weapon Mod Kits
- Energy Visuals Enhanced (EVE)
- Darn's UI
- Unofficial Fallout3 Patch
- Robo Certification
- Wasteland Whisperer
- Pre-War Books + Titles
- Zumbs Overhauled Real-Time Security
- Stealth Kills Enabled
- Dynamic Weather
- Wasteland Weather Overhaul
- Enhanced Weather - Rain + Snow
- Realistic Interior Lighting
- GNR - More Where That Came From
- Improved Sound Effects
- Pipboy Readius
- T3T Misc Item Icons
- Fallout 3 Re-Animated
- Destruction
- Bus World

So if anyone is having similar mod choice I would be glad if he/she would post here his/her load order. I'm daunted to do it myself because all those companion mods have also their own submods which makes the list actually much longer.

Thank you.
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carrie roche
 
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Post » Sun May 30, 2010 10:39 am

I have downloaded Edition #28 and later saw there is a new edition out: Edition #29

It's a new thread, not a new version of the mod. The forum admins close threads after 200 posts (for various reasons) which means new ones must be created.
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Nims
 
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Post » Sun May 30, 2010 1:08 am

[*]Skill books now provide unique perks instead of skill points

@Mezmorelda
I see you included Book Perks I was working on about year (or anyway long time) ago. Since it was early beta and many could argue unbalanced, how did you modify it and did you finish it?
I'm asking because I want to know should I finish this mod before I finally start playing or is it now complete as part of this mod.

Skill freebies had to removed from books, but I was lacking really good ideas what should replacement bonuses be.

edit:
[*]Skill books don't "disappear" after being read

is this feature one that I added to my scripts or is this one of the many other mods around?
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NO suckers In Here
 
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Post » Sun May 30, 2010 3:44 am

It's a new thread, not a new version of the mod. The forum admins close threads after 200 posts (for various reasons) which means new ones must be created.


Oh silly me!!! :facepalm: Thank you.
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kennedy
 
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Post » Sun May 30, 2010 3:19 am

I have two things that are really bothing me right now,

1) scoped weapons, even with 70+ SG croutched, and no limb damage the scope sways so much that unless you are shooting a person standing still or running directly at you ( even then scope sway is crazy ) or a death claw ( too large to miss ) that a scpoped weapon is usless.
I have better luck killing with a assult rifle no scpoed at the same range by just sending lead down range?
By the time they are close enough to hit and not worry about sway I might as well use my degal or my AR.

I am talking like ranges that w/o a scope targest are cross hair sized with a non scoped weapon

2) I am level 7, and even when firing from a elevated place ( on freeway shooting down behind barrier on side of freeway ) raiders are nailing me consistanly! I am mostly behind the barrier, just enough out to shoot over it.
they are hitting me with a pistol or SMG at range and elevation disavtange that should make them easy prey, when I have trouble hitting them with a scoped weapon because of massive sway or with a non scoped weapon becaus of how small they are, just waiting for the cross hairs to turn red.

surely the power armor would not cause the? its the only thing I can think of, no limb damage and over 70 small guns. while crouched.

I can provide a pics later if needed on the hight/cover deal.
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Da Missz
 
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Post » Sun May 30, 2010 9:44 am

I have two things that are really bothing me right now,

1) scoped weapons, even with 70+ SG croutched, and no limb damage the scope sways so much that unless you are shooting a person standing still or running directly at you ( even then scope sway is crazy ) or a death claw ( too large to miss ) that a scpoped weapon is usless.
I have better luck killing with a assult rifle no scpoed at the same range by just sending lead down range?
By the time they are close enough to hit and not worry about sway I might as well use my degal or my AR.

I am talking like ranges that w/o a scope targest are cross hair sized with a non scoped weapon

2) I am level 7, and even when firing from a elevated place ( on freeway shooting down behind barrier on side of freeway ) raiders are nailing me consistanly! I am mostly behind the barrier, just enough out to shoot over it.
they are hitting me with a pistol or SMG at range and elevation disavtange that should make them easy prey, when I have trouble hitting them with a scoped weapon because of massive sway or with a non scoped weapon becaus of how small they are, just waiting for the cross hairs to turn red.

surely the power armor would not cause the? its the only thing I can think of, no limb damage and over 70 small guns. while crouched.


You're not high? That can mess with everything.

(O wait, we were talking about a gme here? :lol:)
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Marquis deVille
 
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Post » Sun May 30, 2010 7:57 am

The 80 point penalty on Sneak that Power Armor deals is a bit too harsh in my opinion, so I wanted to edit it in the GECK to fix it. When I tried to load FWE up, it aborted because it was loading multiple masters. So I loaded up each of its masters individually and then tried loading up FWE itself, but I get the same error message. Help please?
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Nadia Nad
 
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Post » Sun May 30, 2010 7:50 am

The 80 point penalty on Sneak that Power Armor deals is a bit too harsh in my opinion, so I wanted to edit it in the GECK to fix it. When I tried to load FWE up, it aborted because it was loading multiple masters. So I loaded up each of its masters individually and then tried loading up FWE itself, but I get the same error message. Help please?


Try it in FO3Edit. IMO that's a much better tool for making minor changes to mods.
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A Lo RIkIton'ton
 
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Post » Sun May 30, 2010 10:55 am

1) scoped weapons, even with 70+ SG croutched, and no limb damage the scope sways so much that unless you are shooting a person standing still or running directly at you ( even then scope sway is crazy ) or a death claw ( too large to miss ) that a scpoped weapon is usless.
I have better luck killing with a assult rifle no scpoed at the same range by just sending lead down range?
By the time they are close enough to hit and not worry about sway I might as well use my degal or my AR.

I am talking like ranges that w/o a scope targest are cross hair sized with a non scoped weapon

You need to repair your gun. Low weapon condition can cause heavy sway.

The 80 point penalty on Sneak that Power Armor deals is a bit too harsh in my opinion, so I wanted to edit it in the GECK to fix it. When I tried to load FWE up, it aborted because it was loading multiple masters. So I loaded up each of its masters individually and then tried loading up FWE itself, but I get the same error message. Help please?

FWE doesnt give a 80 point penalty on sneak.
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Trevor Bostwick
 
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Post » Sun May 30, 2010 10:26 am

Must be FOOK, then. Thanks, I would've been going crazy all night looking for that.
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Scarlet Devil
 
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Post » Sun May 30, 2010 7:57 am

You need to repair your gun. Low weapon condition can cause heavy sway.


FWE doesnt give a 80 point penalty on sneak.


nope sorry, both my huning rifle and sniper rifle sway massivly like that bad both are abover 70%, my H/R was maxed almost and the sniper was close to maxxed.
H/R SI/EC/SC
Sniper EC


I will look agan and make sure, but atm I am thinking both are 70% + or better, no cripled limbs and SG is over 70.


I think the raiders are a little too accurate IMO, but I can deal with that ( if raiders are this hard SM's should be a blast )

the only wasy I know to realte to it would be vanilla FO-3 with 50 or less Sg and a almost broken sniper rifle, its that bad.
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Penny Flame
 
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Post » Sun May 30, 2010 1:23 pm

nope sorry, both my huning rifle and sniper rifle sway massivly like that bad both are abover 70%, my H/R was maxed almost and the sniper was close to maxxed.
H/R SI/EC/SC
Sniper EC


I will look agan and make sure, but atm I am thinking both are 70% + or better, no cripled limbs and SG is over 70.


I think the raiders are a little too accurate IMO, but I can deal with that ( if raiders are this hard SM's should be a blast )

the only wasy I know to realte to it would be vanilla FO-3 with 50 or less Sg and a almost broken sniper rifle, its that bad.

Sway is affected much stronger by weapon condition and skill in FWE, so what you are seeing is correct, period. Best way to reduce it is to improve your weapons skill and/or weapon condition further.
You will be able to change these settings via the menu in 5.0
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john page
 
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Post » Sun May 30, 2010 11:38 am

nope sorry, both my huning rifle and sniper rifle sway massivly like that bad both are abover 70%, my H/R was maxed almost and the sniper was close to maxxed.
H/R SI/EC/SC
Sniper EC


I will look agan and make sure, but atm I am thinking both are 70% + or better, no cripled limbs and SG is over 70.


I think the raiders are a little too accurate IMO, but I can deal with that ( if raiders are this hard SM's should be a blast )

the only wasy I know to realte to it would be vanilla FO-3 with 50 or less Sg and a almost broken sniper rifle, its that bad.


Consider that you have bullet time, and could slip into that for a moment, and shoot.
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Farrah Lee
 
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Post » Sun May 30, 2010 12:34 pm

Sway is affected much stronger by weapon condition and skill in FWE, so what you are seeing is correct, period. Best way to reduce it is to improve your weapons skill and/or weapon condition further.
Not possable, with all the WMK mods on the hunting rifle it was 100%
You will be able to change these settings via the menu in 5.0

Not possable, with all the WMK mods on the hunting rifle it was 100%

so, if its not weapon condition, its small guns skill, and at 70 already, each point much play a MASSVIE part of sway in a scoped weapon, didn't really plan on haveing to take SG past 70, but ill cheat and see what happens.

Does controlled breathing help that much at 70 SG?


not trying to be mean, I love FWE, but when I have a higher hit % with a AR at the same range, and do equal damage thats a little odd? add to that a AR has almost no sway at all, what so ever.

I am not a trained shoter, but even I dont sway that much when I shoot a gun.

are you sure it might not be a glitch or something?

Edit,
I do not use BT, but I guess I couldl start.

and I doubt there is any way to chagne this untill the next veriosn?
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Meghan Terry
 
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Post » Sun May 30, 2010 5:48 pm

not trying to be mean, I love FWE, but when I have a higher hit % with a AR at the same range, and do equal damage thats a little odd? add to that a AR has almost no sway at all, what so ever.

I am not a trained shoter, but even I dont sway that much when I shoot a gun.

are you sure it might not be a glitch or something?

Do you have the FWE WMK FOIP mod installed? If not then WMK is overwriting FWE's weapon settings which would cause problems like this.
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Zualett
 
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Post » Sun May 30, 2010 3:52 am

well, I did some testing.

at 70 SG, sway is pretty bad, on a scped weapon even not zomed in
the degal has a *very* slight sway
the AR has a little sway, not enough to miss really, maybe a arm instead of chest

at 80, its about the same

jump to 100. bot the degal and AR never move, a scoped weapon not zoomed sways a little still, and in zoome sways I would say 1-1 1/2 inches as opposed to 2-4 at 80 SG.

Load order

Fallout3.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
StreetLights - Wasteland.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
FO3 Wanderers Edition - Main File.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp

Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FWE Master Release.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
FairfaxApartment.esp
FO3 Wanderers Edition - Optional Free Play After MQ.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Lvl 30 High Skills.esp
DarNifiedUIF3.esp
DN_RecyclingMachine.esp
Existence2.0.esp
RobCo Certified.esp
Xepha's Dynamic Weather - Main.esp

Total active plugins: 33
Total plugins: 61
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u gone see
 
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Post » Sun May 30, 2010 5:37 am

well, I did some testing.

at 70 SG, sway is pretty bad, on a scped weapon even not zomed in
the degal has a *very* slight sway
the AR has a little sway, not enough to miss really, maybe a arm instead of chest

at 80, its about the same

jump to 100. bot the degal and AR never move, a scoped weapon not zoomed sways a little still, and in zoome sways I would say 1-1 1/2 inches as opposed to 2-4 at 80 SG.

Working as intended.
Zoom on singleshot rifles works differently than on automatic rifles. A zoomed singleshot rifle will shoot exactly where your crosshair is pointing at, a zoomed assault rifle won't.
The sway isn't a hindrance, it's a help function so you can pinpoint what you are shooting at.

Like Phoshi said, simply use bullettime while you are lining up a sniper shot.
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Andrew Tarango
 
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Post » Sun May 30, 2010 4:21 pm

well, guess I will have to set up BT then.
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Kayleigh Mcneil
 
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Post » Sun May 30, 2010 4:14 am

Ok I was wondering if FWE integrates MMM's Increase Spawn system. Because I put installed MMM (got all the FOIP stuff) and activated the Increase Spawns.esp and well...the spawns aren't increased. If it's integrate then did activating another copy of the esp kind of cancel each-other out?

Please be sure you complete installation instructions from MMM mod.
You need to begin new game after FWE and/or MMM activating
or wait 8 days in Megaton House

2titan357
well, guess I will have to set up BT then.

And don't forget to raise your accuracy, 70 is not enough for sniper rifle to work good
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Cool Man Sam
 
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Post » Sun May 30, 2010 12:34 pm

If you want to be able to snipe or just use any scoped weapons then both reflex enhancing perks are absolute must-have. Even with 100% condition and 100 skill the scope sway is way too high to hit anything without bullet time.
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Lory Da Costa
 
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Post » Sun May 30, 2010 9:32 am

If you want to be able to snipe or just use any scoped weapons then both reflex enhancing perks are absolute must-have. Even with 100% condition and 100 skill the scope sway is way too high to hit anything without bullet time.

Not really. At 100 skill and condition only outside effects like running, crippled arms and similar will effect sway.
Basically if you have both at 100 and stand still, you dont have any sway.

Also crouching further reduces sway, so it's possible to get 0 sway even if you dont have condition and skill at 100.
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Matthew Aaron Evans
 
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Post » Sun May 30, 2010 5:02 am

But it's still a little ridiculous that you have to have a (near) maxed small guns and weapon condition for the scope to be usable.
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Marguerite Dabrin
 
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