[RelZ] FWE - FO3 Wanderers Edition #29

Post » Sun May 30, 2010 4:26 pm

May be I miss something, but enemies must attack caravans. Do you use MMM with tougher traders per chance?



Yes, for the game I was playing for my post above, it was with MMM and tougher traders. I've also tried without tougher traders and while I can't remember whether enemies attack traders or not, I remember playing through without it and the traders would just run away from enemies and would not fight them actively. That was the issue that led me to Road Wardens in the first place :)
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Daddy Cool!
 
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Joined: Tue Aug 21, 2007 5:34 pm

Post » Sun May 30, 2010 12:57 pm

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


thanks, I guess I can use that then.

and I can figure out how to add the DLC plugins later, I ebayed a copy of GOTY.
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Ana Torrecilla Cabeza
 
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Post » Sun May 30, 2010 6:26 pm

Can please someone help me with my inexperience setting the load order properly and seeing if any of the mods I choosed is not compatible with other. I've made a post about it but haven't received any comments on it:

http://www.gamesas.com/bgsforums/index.php?showtopic=1075451&st=20&p=15653112&#entry15653112
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YO MAma
 
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Post » Sun May 30, 2010 5:46 pm

Can please someone help me with my inexperience setting the load order properly and seeing if any of the mods I choosed is not compatible with other. I've made a post about it but haven't received any comments on it:

http://www.gamesas.com/bgsforums/index.php?showtopic=1075451&st=20&p=15653112&#entry15653112

Create a load order based on what you know. Then you can post it here and you'll receive advice on how to optimize it.
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Jade MacSpade
 
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Post » Sun May 30, 2010 4:10 am

Create a load order based on what you know. Then you can post it here and you'll receive advice on how to optimize it.


Okey, thank you - will do my best when I return home.
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Hazel Sian ogden
 
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Post » Sun May 30, 2010 12:33 pm

Kai Hohiro,

I'd like to give FWE a shot again but i don't want to use the weapons that it came with.
so i was wondering how to implement FWE into the load order below. any potential
conflicts that you see? I have trust in your expertise. thanks in advance.



Fallout3.esm
PointLookout.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Zeta.esm
HairPack.esm
CALIBR.esm
20th Century Weapons.esm
StreetLights.esm
Mart's Mutant Mod.esm
Greenerworld.esp
Auto Aim Fix v1.1.esp
Fellout-BrokenSteel.esp
Fellout-Full.esp
Fellout-pipboylight.esp
MTC Wasteland Travellers.esp
Project Beauty.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Turok_Mutant_Hunter_NPC.esp
hair_add_npc.esp
Persona_and_Secret.esp
DIM TYPE3 conversions.esp
1PipboyPDA.esp
StreetLights - Wasteland.esp
UndergroundHideout.esp
20th Century v4 ALIVE (TEST Container).esp
20th Century v4 ALIVE (Vendor).esp
20th Century v4 ALIVE (NPC_Settler).esp
20th Century v4 ALIVE (Raider).esp
20th Century v4 ALIVE (RivetCity).esp
20th Century v4 ALIVE (Brotherhood_Outcast).esp
20th Century v4 ALIVE (SuperMutant).esp
20th Century v4 ALIVE (Vault 101).esp
20th Century v4 ALIVE (Chinese Ghoul).esp
20th Century v4 ALIVE (Talon_Regulator).esp
Project_CommonWealth.esp
3EFdrgplate.esp
BOC Diversification.esp
CS_SkullCaps.esp
outcast_comp.esp

Total active plugins: 52
Total plugins: 52
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Spaceman
 
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Post » Sun May 30, 2010 7:27 pm

Hey Kai,

Is there any way in the load order to combine Phalanx and FWE/MMM to make it so that the Phalanx group commands are in, but that the FWE/MMM vendor/ammo/stim availability remains? i.e., is it possible to add Phalanx earlier in the load order somehow so that the group commands get put in, but so that the FWE/MMM vendor lists reign supreme?

I hope this makes sense and thanks!
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Chris Guerin
 
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Post » Sun May 30, 2010 9:47 am

A quick question:
I saw in FWE change log that the bonus damage for the Point Lookout creatures are removed.
Is it the same for the mutants Overlords ?
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Lisa Robb
 
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Post » Sun May 30, 2010 10:07 am

Kai Hohiro,

I'd like to give FWE a shot again but i don't want to use the weapons that it came with.
so i was wondering how to implement FWE into the load order below. any potential
conflicts that you see? I have trust in your expertise. thanks in advance.


I'd load it like this:

Fallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmHairPack.esmCRAFT.es,CALIBR.esm20th Century Weapons.esmStreetLights.esm<-------------- FWE esmMart's Mutant Mod.esmhair_add_npc.espProject Beauty.espGreenerworld.espStreetLights - Wasteland.espMTC Wasteland Travellers.espTurok_Mutant_Hunter_NPC.espPersona_and_Secret.espDIM TYPE3 conversions.esp1PipboyPDA.esp3EFdrgplate.espBOC Diversification.espCS_SkullCaps.espProject_CommonWealth.espUndergroundHideout.espCRAFT - Activation Perk.esp<-------------- All other FWE files20th Century v4 ALIVE (TEST Container).esp20th Century v4 ALIVE (Vendor).esp20th Century v4 ALIVE (NPC_Settler).esp20th Century v4 ALIVE (Raider).esp20th Century v4 ALIVE (RivetCity).esp20th Century v4 ALIVE (Brotherhood_Outcast).esp20th Century v4 ALIVE (SuperMutant).esp20th Century v4 ALIVE (Vault 101).esp20th Century v4 ALIVE (Chinese Ghoul).esp20th Century v4 ALIVE (Talon_Regulator).espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.esp<------------------FWE-MMM FOIP PatchMart's Mutant Mod - Increased Increased Spawns.espoutcast_comp.espFellout-Full.espFellout-BrokenSteel.espFellout-pipboylight.esp


These should be removed:
Auto Aim Fix v1.1.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp




Hey Kai,

Is there any way in the load order to combine Phalanx and FWE/MMM to make it so that the Phalanx group commands are in, but that the FWE/MMM vendor/ammo/stim availability remains? i.e., is it possible to add Phalanx earlier in the load order somehow so that the group commands get put in, but so that the FWE/MMM vendor lists reign supreme?

I hope this makes sense and thanks!

Just don't load Phalanx-OPTIONAL-VendorChanges.esp, Phalanx-OPTIONAL-WeaponChange.esp, Phalanx-OPTIONAL-WeaponRepairLists.esp and Phalanx-OPTIONAL-BROKENSTEEL-WeaponRepairLists.esp.
Those files shouldn't be loaded with FWE anyhows.



A quick question:
I saw in FWE change log that the bonus damage for the Point Lookout creatures are removed.
Is it the same for the mutants Overlords ?

If I'm not mistaken that still in 4.0, but it is definitly removed in 5.0
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Calum Campbell
 
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Post » Sun May 30, 2010 5:22 am

Thanks Kai, it's working now! I'm going to try phalanx again (now that I have the vendors right) and try FWE/MMM without tougher traders and see what happens.

I traded some of Malcolm's 2000 rounds of ammo for a few stimpaks for him and dropped the rest so that he only has 50 .32 and 50 shotgun shells. I'll do the same for Jericho when I hire him. Heading out of Megaton with Malcolm, Jericho, and K-9, I'll see how I can do on a new ironman run :D I have to say I really like Malcolm in that I always thought there should be a good aligned ally in Megaton in vanilla, especially one who does not cost you $1000. It just doesn't seem reasonable to me that a young kid with a 10mm handgun and some mediocre security armor would be running out into the wastes to face all of its dangers :)
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Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Sun May 30, 2010 5:22 am

@ Kai Hohiro

many thanks! everything works perfecto.. now i can watch Turok Mutant Hunter (the same guy from Seeds of Evil)
fight Fawkes at Raven Rock in Bullitt time... w/o anything crashing :D gonna go do that Downtown DC patrol now..
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Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Sun May 30, 2010 11:43 am

Think I got it right.

Fallout3.esm
CRAFT.esm
CALIBR.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
DarNifiedUIF3.esp
FairfaxApartment.esp
Existence2.0.esp
DN_RecyclingMachine.esp
StreetLights - Wasteland.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - Optional Free Play After MQ.esp
FO3 Wanderers Edition - Lvl 30 High Skills.esp
FO3 Wanderers Edition - Followers Enhanced.esp
RobCo Certified.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Owned!.esp
Xepha's Dynamic Weather - Main.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - Weather Sounds in Interiors.esp
FO3 Wanderers Edition - More Gore.esp
CASM.esp
dD-Smaller Spatters.esp
dD-Reduced Ragdoll Force.esp
dD-Smaller Wounds.esp

Total active plugins: 40
Total plugins: 83
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Ally Chimienti
 
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Joined: Fri Jan 19, 2007 6:53 am

Post » Sun May 30, 2010 5:39 pm

@titan357
I'm not sure about dD mods, in all another things almost fine.
I always load UPP before FWE
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phillip crookes
 
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Post » Sun May 30, 2010 8:03 am

Mezmorelda, Kai Hohiro,

Antistar has formally given me permission to expand the WMK-FWE plugin with more options for the weapons of FWE (Yay Antistar!!) :tops: He also gave me permission to extend WMK into my own Mod that I'm working on, which was Double-Nice of him! :icecream: Thank you Antistar!

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 http://71.114.110.202/FWE-TommyGun-v1.0.xls 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.

Once I have the Tommy Gun done, we can move onto others.

Cheers,

Miax
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Judy Lynch
 
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Post » Sun May 30, 2010 9:30 am

Mezmorelda, Kai Hohiro,

Antistar has formally given me permission to expand the WMK-FWE plugin with more options for the weapons of FWE (Yay Antistar!!) :tops: He also gave me permission to extend WMK into my own Mod that I'm working on, which was Double-Nice of him! :icecream: Thank you Antistar!

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 http://71.114.110.202/FWE-TommyGun-v1.0.xls 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.

Once I have the Tommy Gun done, we can move onto others.

Cheers,

Miax


Seems strange to me that the standard Tommy Gun is semi-auto. There isn't a need to make every weapon accept every WMK upgrade; I think that weapons that are meant to be fully automatic should be fully automatic by default, without needing an upgrade.

Other than that it looks pretty good, and I'm looking forward to it! :foodndrink:
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Pants
 
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Post » Sun May 30, 2010 6:53 am

Mezmorelda, Kai Hohiro,

Antistar has formally given me permission to expand the WMK-FWE plugin with more options for the weapons of FWE (Yay Antistar!!) :tops: He also gave me permission to extend WMK into my own Mod that I'm working on, which was Double-Nice of him! :icecream: Thank you Antistar!

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.


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:
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RUby DIaz
 
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Post » Sun May 30, 2010 10:04 am

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.


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:


Whoa - there's an Ammo indicator in the lower-right corner!

Cool! :)

Yes please to the spreadsheet, I want to help out in any small way I can.

Cheers
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LuBiE LoU
 
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Post » Sun May 30, 2010 8:41 pm

That little thing next to your AP meter?
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Kelsey Hall
 
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Post » Sun May 30, 2010 3:13 pm

Yes please to the spreadsheet, I want to help out in any small way I can.

I'll PM you the dl link

Whoa - there's an Ammo indicator in the lower-right corner!

Not ammo, but close.

That little thing next to your AP meter?

Yes but what is it?

Here's http://i48.tinypic.com/24yxt81.jpg, I think that should make it quite clear what exactly it is :)
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Laura Mclean
 
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Post » Sun May 30, 2010 11:56 am

Yes but what is it?

Here's http://i48.tinypic.com/24yxt81.jpg, I think that should make it quite clear what exactly it is :)


Oh wow a Grenade Launcher?!
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lilmissparty
 
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Post » Sun May 30, 2010 8:44 pm

Secondary weapon for quick switching? I give up.
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steve brewin
 
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Post » Sun May 30, 2010 9:50 am

Oh wow a Grenade Launcher?!

Eh...actually yes we have a Grenade Launcher in FWE 5.0, but that's not what the screenshot is about.

Nobody get's the turtle award! That little icon in the bottom displays what grenade you currently have active for the grenade hotkey and also the amount of grenades you have for that type.

Credit for the UI addition goes to DarN, the grenade icons were made by T3T.
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Eire Charlotta
 
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Post » Sun May 30, 2010 5:48 am

Pretty cool. Probably the millionth person to ask, but when can we be expecting 5.0?
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Josh Sabatini
 
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Post » Sun May 30, 2010 10:13 am

Pretty cool. Probably the millionth person to ask, but when can we be expecting 5.0?

Well it's done already actually, we're just doing internal testing now. So...pretty soon?
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Jarrett Willis
 
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Post » Sun May 30, 2010 4:17 pm

You just don't hear that often enough with big, awesome mods. Good to know.
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Isaac Saetern
 
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