[RelZ] FWE - FO3 Wanderers Edition #29

Post » Sun May 30, 2010 5:18 pm

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.

You dont have to be *near* maxed skill and condition. Unless you're a godawful shot, the scope is still easy to use with a little sway that you get when not maxed.
And even if you have high sway because you have low skill, all you need to do is active bullet time.

And like I said previously, you can disable gun condition affecting spread in the 5.0 menu.
Skill has always affected the sway, even in vanilla fallout.
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Sarah Edmunds
 
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Post » Sun May 30, 2010 6:11 am

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.

I just checked again, 100 skill, 100% condition AND I'm crouching and the sway is there. When looking at a distant target with a sniper rifle with it's low FOV the amplitude is like 2-3 human heights so hitting that tiny head requires quite a bit of skill. Not that I'm complaining mind you, marksmanship should be all about skill and I can do pretty well, I'm just stating the fact.
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kirsty williams
 
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Post » Sun May 30, 2010 6:38 am

Anyone know if this is compatible with Project Beauty?
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Melanie
 
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Post » Sun May 30, 2010 11:52 am

There are patches being made. So for the moment, no.
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Steph
 
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Post » Sun May 30, 2010 6:46 am

Anyone know if this is compatible with Project Beauty?

It will be compatible in the FWE 5.0
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meghan lock
 
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Post » Sun May 30, 2010 5:54 pm

Hey guys,

I am finally looking at using the Wasteland Motorcycle after having ignored it for awhile now. I have it repaired to 45% and finally got the ingredients together to make the fuel, but when I go to Moira's workbench with all of my ingredients and activate the workbench, I don't get the option to make the fuel (yes, I have the recipe from the dealership)?

p.s., I've never made the fuel before, but figured it would work like any other schematic weapon? It gives me the option to make the deathclaw gauntlet (only schematic I currently have), but not the fuel (I have all required ingredients).

Any ideas?
Thanks!
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Miranda Taylor
 
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Post » Sun May 30, 2010 1:31 pm

Hey guys,

I am finally looking at using the Wasteland Motorcycle after having ignored it for awhile now. I have it repaired to 45% and finally got the ingredients together to make the fuel, but when I go to Moira's workbench with all of my ingredients and activate the workbench, I don't get the option to make the fuel (yes, I have the recipe from the dealership)?

p.s., I've never made the fuel before, but figured it would work like any other schematic weapon? It gives me the option to make the deathclaw gauntlet (only schematic I currently have), but not the fuel (I have all required ingredients).

Any ideas?
Thanks!

No, you have to click on the CRAFT option.
Make sure you have the CRAFT - Activation Perk.esp installed.
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joseluis perez
 
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Post » Sun May 30, 2010 3:30 am

Coming back to Fallout after a long holiday in Oblivion. Thinking of starting a new character with a fresh install and mod setup and have a couple of questions.

1) How far away is 5.0 from release?

2) Will 5.0 include ironsights animations for all weapons? I am thinking of using Arwen's Tweaks and settling for stock guns purely so I can use RH_ironsights. It's a feature I want more than any other. Anyone else feel the same?

Cheers!
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Zoe Ratcliffe
 
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Post » Sun May 30, 2010 6:04 am

I'm using RH_Ironsights (Loading the .esp before FWE's) and in general everything works. A few weapons don't, but it's trivial to uncheck the "Don't use 1st person IS animations" flag with FO3Edit.
EDIT: So I just got a set of T-45d power armour! It's a lot better than I thought it would be, small arms fire isn't something to be concerned about (Though it seems like it will be if I don't do something about it soon - condition drops like a rock!), but it's going to take a lot of upkeep. Lovely! <3
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Nathan Hunter
 
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Post » Sun May 30, 2010 2:29 pm

Coming back to Fallout after a long holiday in Oblivion. Thinking of starting a new character with a fresh install and mod setup and have a couple of questions.

1) How far away is 5.0 from release?

2) Will 5.0 include ironsights animations for all weapons? I am thinking of using Arwen's Tweaks and settling for stock guns purely so I can use RH_ironsights. It's a feature I want more than any other. Anyone else feel the same?

Cheers!


FWE 5.0 is getting "close" to release . . . . as mentioned there isn't ironsights version for FWE. That can be something we develop in the future, I know there is a lot of demand for it.
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Marie
 
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Post » Sun May 30, 2010 1:36 pm

No, you have to click on the CRAFT option.
Make sure you have the CRAFT - Activation Perk.esp installed.



Bingo, it works now, thanks! After playing around with it for a bit, I have to say it is a very sweet mod.
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alyssa ALYSSA
 
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Post » Sun May 30, 2010 1:22 pm

Hey guys,

I was playing last night and thinking that there are two mods that would really complete my experience if they were incorporated into FWE. These have been discussed before, but I thought I would explain my reasoning a bit:

1) Road wardens (or at least the AI).

I know that Mez has talked before about enjoying dying and retrying a situation, but for those of us who prefer ironman runs, the key to survival at lower levels in FWE/MMM imo is doing a lap or two with the caravan route to get between the settlements and gain some levels and allies before setting out on your own. Otherwise, dying becomes a matter of course when you are running around the wasteland with a pea-shooter and the clothes on your back :) However, the caravan AI is just bad imo and they run from major battles and so forth (a holdover from vanilla, I was told earlier in this thread). The road wardens AI is far superior, with the caravans actively attacking and taking out opponents. I don't really care if the extra NPCs from roadwardens get added or not (I can take them or leave them, really), but being able to set the caravans to essential (because even a better AI is still a stupid AI, really) and have them actively attacking opponents (i.e., and protecting you) is really key imo. This also just adds a plausible roleplaying/immersion feature to the game because, really, how do people travel in this world? Sure, most people stay in their settlements, but surely there is a need to get between settlements for some people? And, surely, they travel with the caravans for protection, right?

2) Phalanx (or at least the party commands and weapon usage).

I know that you can use phalanx with FWE, but when I tried this out I was really unhappy with the amount of ammo and stimpacks it added to the game (to NPCs, to vendors, etc.). I really like the challenging FWE environment and adding a whack load of supplies really kills this for me. I'm also indifferent to the new allies it adds to the game. What I really love about it is the party commands (far superior to anything else I've seen) and the weapon usage by allies (switching between long range, mid range, and short range weapons). These changes really make party AI and support soooo much better imo.

Road wardens doesn't seem like it is supported anymore, so I don't know what the possibilities are for integrating these mods into FWE, but if it is possible to capture the spirit of these two mods in future version of FWE it would be to the good imo :)

Cheers
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Laura Hicks
 
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Post » Sun May 30, 2010 3:18 pm

Hey guys,

I was playing last night and thinking that there are two mods that would really complete my experience if they were incorporated into FWE. These have been discussed before, but I thought I would explain my reasoning a bit:

1) Road wardens (or at least the AI).

2) Phalanx (or at least the party commands and weapon usage).

Well Phalanx is definitly the best option if you want party play. I personally stick with FWE's follower enhanced since I dont want to spend time managing them. The Command Handset of FWE's followers handset is also hotkeyable in 5.0, so you can give your companions commands on the fly.

Road Warden's is definitly something we will not integrate. The Road Warden's mod is fun, but it also suffers from a number of bugs. You can always use the Alternative Travels esp, which let's you pay caravans to transport you to a certain location.
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Matt Terry
 
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Post » Sun May 30, 2010 12:38 pm

Just saw a video on youtube from the FWE nexus page. EPIC! Seriously, vannilla Fo3 you dont have to take cover, in this, simply awesome, bullets wound you, too much damage at one time, the blood effects and extra weapons is all i like to see in a game, let alone a mod. Good work, keep it up :D
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Lucky Girl
 
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Post » Sun May 30, 2010 6:56 am

Well Phalanx is definitly the best option if you want party play. I personally stick with FWE's follower enhanced since I dont want to spend time managing them. The Command Handset of FWE's followers handset is also hotkeyable in 5.0, so you can give your companions commands on the fly.

Road Warden's is definitly something we will not integrate. The Road Warden's mod is fun, but it also suffers from a number of bugs. You can always use the Alternative Travels esp, which let's you pay caravans to transport you to a certain location.



Yeah, I know Road Wardens (RW) is buggy, so I don't mean to integrate it per se, but rather if it is possible to make changes within FWE that capture the spirit of this mod. I just started a new game without Road Wardens and took the refugee start. I followed Lucky's caravan like I would in RW. His caravan walked right past all of the 10+ supermutants as if his caravan was invisible while the supermutants attacked and killed me. In contrast, in RW, the caravan will attack and kill these supermutants, allowing me to pass safely.

Would the SMs really not attack the caravans? This is pretty immersion-breaking for me and makes the refugee start pretty much unplayable imo.
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Tai Scott
 
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Post » Sun May 30, 2010 8:07 am

CRAFT's power armor fitting feature won't recognize my Outcast armor. Is this because my repair is too low, or is it meant to be that way?
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JAY
 
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Post » Sun May 30, 2010 5:44 pm

CRAFT's power armor fitting feature won't recognize my Outcast armor. Is this because my repair is too low, or is it meant to be that way?

It should. Where'd you get the Outcast armor from?
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Brandi Norton
 
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Post » Sun May 30, 2010 12:20 pm

I got it from Rockfowl, I made him a companion through SCC and he had doubles of everything in his inventory so I grabbed one of the power armors.
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Ashley Campos
 
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Post » Sun May 30, 2010 10:09 am

I got it from Rockfowl, I made him a companion through SCC and he had doubles of everything in his inventory so I grabbed one of the power armors.

That might be a buggy armor then.
Get your hands on a regular outcast armor or spawn it via console (00060C70) and see if that works.
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Hannah Barnard
 
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Post » Sun May 30, 2010 4:27 am

Quick question:

I searched through the readmes looking for a real time VATS one. How do you enable it ingame? i mean, i got the esp checked for it and loadorder is done coreectly, but if i press V, its the simple vanilla vats. Do i need to configure bullet time for it? its a shame, when I saw the video where it slows down until AP drained i though that was it.

Any answers?
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Lily Something
 
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Post » Sun May 30, 2010 1:24 pm

Yeah, I know Road Wardens (RW) is buggy, so I don't mean to integrate it per se, but rather if it is possible to make changes within FWE that capture the spirit of this mod. I just started a new game without Road Wardens and took the refugee start. I followed Lucky's caravan like I would in RW. His caravan walked right past all of the 10+ supermutants as if his caravan was invisible while the supermutants attacked and killed me. In contrast, in RW, the caravan will attack and kill these supermutants, allowing me to pass safely.

Would the SMs really not attack the caravans? This is pretty immersion-breaking for me and makes the refugee start pretty much unplayable imo.

May be I miss something, but enemies must attack caravans. Do you use MMM with tougher traders per chance?
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Laura Simmonds
 
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Post » Sun May 30, 2010 1:37 pm

Quick question:

I searched through the readmes looking for a real time VATS one. How do you enable it ingame? i mean, i got the esp checked for it and loadorder is done coreectly, but if i press V, its the simple vanilla vats. Do i need to configure bullet time for it? its a shame, when I saw the video where it slows down until AP drained i though that was it.

Any answers?

Yes, you need to use Bullet time for the slow-mo. Check BT settings for the shortkey and reassign it if needed
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Mr. Allen
 
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Post » Sun May 30, 2010 6:37 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.

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


I'm fairly sure that you should load the FWE optional mods straight after FWE.esp. Also I believe that WMK should load after all FWE files. Plus I don't think you need Tougher Traders with FWE, maybe not Zones Respawn either. I load UPP siles before FWE. Same with RobCo and DarN.

A swaying sight is easily remedied using Bullet Time.
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Rhysa Hughes
 
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Post » Sun May 30, 2010 7:00 pm

I got used to it, and it works for me, no need to change it now.

most of the time I can play 4-8+ hours no crashes.

maybe some one else can chime in on my load order just to see?

everything seems to be loading and running fine.
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Emilie M
 
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Post » Sun May 30, 2010 6:58 pm

I got used to it, and it works for me, no need to change it now.

most of the time I can play 4-8+ hours no crashes.

maybe some one else can chime in on my load order just to see?

everything seems to be loading and running fine.


Overall your load order wont have any issues, but a few things are getting overwritten and you aren't noticing it. This is what it should look like:
Fallout3.esmCRAFT.esmCALIBR.esmDCInteriors_ComboEdition.esmStreetLights.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espFairfaxApartment.espExistence2.0.espDN_RecyclingMachine.espStreetLights - Wasteland.espCRAFT - Activation Perk.espCALIBRxMerchant.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional Free Play After MQ.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced.espRobCo Certified.espUPP - Pack 1.espUPP - Pack 2.espUPP - Quest Perks.espWeaponModKits.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Increased Increased Spawns.esp (needs to load after the FWE FOIP patch because it has normal increased spawns in it)Xepha's Dynamic Weather - Main.esp


These should go since they are integrated in FWE
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
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Far'ed K.G.h.m
 
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