[RelZ] FWE - FO3 Wanderers Edition #29

Post » Sun May 30, 2010 12:20 am

Fallout 3 - Wanderers Edition (FWE)

Authors: Mezmorki (lead), Kai Hohiro, delmar, jjgun

Master Release 4.1.1

Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761



FWE REQUIRES the following utilities + mod standards to work:

* http://fose.silverlock.org/

* http://www.fallout3nexus.com/downloads/file.php?id=3447 - custom ammo standard

* http://www.fallout3nexus.com/downloads/file.php?id=4447 - work bench expansion standard



In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:

* http://timeslip.chorrol.com/fomm.html (FOMM) - for setting the proper load order

* http://www.fallout3nexus.com/downloads/file.php?id=4968 for compatibility with other major overhaul mods (MMM, WMK, EVE, etc).

* http://www.fallout3nexus.com/downloads/file.php?id=10167 to get FOOK + FWE to play together. Similar to FOIP.

* http://www.fallout3nexus.com/downloads/file.php?id=637- Conflict Detector / Resolution Tool / and a lot more =)



Overview of Changes

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the survival aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • Compatiblity with other popular mods including MMM, WMK, EVE, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall
  • Skills matter more to your performance in most situations
  • Adjusted bobblehead bonuses and functionality
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging
  • Improvement to the karma system
  • Changed health formulas for the player for better balance
  • Improved barter settings for a more balanced economy
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates )
  • Built-in FPS-style grenade hotkey mod
  • More realistic falling damage
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Adjusted weapon and armor wear rates
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare
  • Ammo now has weight so you can't carry mountains of it around
  • Rebalanced the value and weight of misc items
  • OPTIONAL worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------


  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts
  • Stimpaks and other drugs are much more rare
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster
  • Sleeping recovers health/condition depending on time spent sleeping
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis
  • New drug visual effects

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale
  • Increased the global respawn timer to 7.5 days
  • Vendors respawn independently of the global respawn timer )
  • Fast travel can be disabled
  • OPTIONAL fast travel system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Built-in Delay DLC mod improves the immersion of DLC quests
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)

User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sun May 30, 2010 11:54 am

Some of the new icons I've done for FWE5.

[WEAPONS]

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Deagle.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/223.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/P90.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/GaussPistol.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/GaussRifle.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/M60.jpg

[ITEMS]
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/AmmoSupply.jpg (The item showing you the weight of your ammo)
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Terminal.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/TriageTag001.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PARepairBox.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/MedBox.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Toolbox.jpg
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michael flanigan
 
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Post » Sun May 30, 2010 3:16 pm

The P90 and the M60 Machine Gun are the same image, is that what is intended? Great work!!

[edit] Triage and Medical Kit are the same as well.
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Cheryl Rice
 
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Post » Sun May 30, 2010 3:37 am

No it wasn't intentional. Fixed.
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sharon
 
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Post » Sun May 30, 2010 11:52 am

While we're showing off, ( ;) ) I've been contracted to do textures for the worn weapons:

http://img.photobucket.com/albums/v483/Tubal/F3/FWEWorn03.jpg
http://img.photobucket.com/albums/v483/Tubal/F3/FWEWorn02.jpg

Images are WiP of course. Whether I get it finished for 5.0 remains to be seen, but it's a comin'.
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Milagros Osorio
 
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Post » Sun May 30, 2010 4:33 pm

Tubal . . . those look great. I love all the dings and beat-up markings on the chinese rifle. Very cool.
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Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Sun May 30, 2010 2:36 am

FWE and MMM go so great with each other, W.M.K too!

I was trying to do the tenpenny tower quest to kill ghouls, but with MMM and ++spawns on I could barley get near the entrance!

The first time I cleared them out and started looting, a few got back up! I had to put them down again, oh I am not talking like 5 or 6 extra ghouls, there was at least TWENTY ghouls outside and about half got back up, when I went back to T.P.T to resupply and sell some of the junk I picked up, about 15 more where back again!

Then I went underground for the first time, there was so many ghouls I bet you could hip fire a mini gun and not miss! Never mind the fact that some get back up!

It was really scary and I plan on avoiding as many places like that as I can until I am better equipped and suppled, my net guy will be a big guns user, should be fun walking around flaming stuff up and blasting away with a mini gun.

I am not really Rping to the max, but next time I think I will make a effort with my bug guns guy to do sort of a RP thing, maybe a scavenger out to get rich, or something.


Ok I know its not part of FWE but added to FWE is so B.A!!!


Oh, I started talking to the outcasts and getting ammo from them, what a great way to get supplied!

Also, what is the respawn time before a area will respawn? and when it does what items ( if any ) come back and how many monsters come back?

I forgot to ask, is MMM adding the named mobs? I had a name raider last night running around with a minigun.

and FWE and MMM makes for some epic battles between raiders and other things as well as one battle I walked across of 3 mole rats 5 dogs and 2 giant scorps, for some reason everything hates dogs so they got ganged up on, a scorp got killed and it came down to 2 dogs and 1 scorp.
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bonita mathews
 
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Post » Sun May 30, 2010 1:13 pm

I was trying to do the tenpenny tower quest to kill ghouls, but with MMM and ++spawns on I could barley get near the entrance!

Ah, I remember that one, burned through ~500 rounds of ammo for my assault rifle, never mind the silenced-scoped .223 pistol. With ++spawns you quickly develop the appreciation for AoE weapons. Never been a fan of frag grenades but there's something funny about throwing one in a middle of ghoul crowd and seeing +136 XP light up on your HUD. There have been many times when I looked through the scope at the hordes of SM's, raiders etc. and thought "man, I wish I had a missile launcher with me now". Anyway, energy weapons can help with that too since turbo plasma rifle is supposed to do area damage (haven't tried it yet) and is much lighter than most big guns, should be great against ghoul crowds.
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Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Sun May 30, 2010 4:38 pm

Ah, I remember that one, burned through ~500 rounds of ammo for my assault rifle, never mind the silenced-scoped .223 pistol. With ++spawns you quickly develop the appreciation for AoE weapons. Never been a fan of frag grenades but there's something funny about throwing one in a middle of ghoul crowd and seeing +136 XP light up on your HUD. There have been many times when I looked through the scope at the hordes of SM's, raiders etc. and thought "man, I wish I had a missile launcher with me now". Anyway, energy weapons can help with that too since turbo plasma rifle is supposed to do area damage (haven't tried it yet) and is much lighter than most big guns, should be great against ghoul crowds.



wow, I never thought to use a nade!

A testament to how useless they ( and other things like mini guns ) where in vanilla.
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Horror- Puppe
 
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Post » Sun May 30, 2010 6:05 am

It was really scary and I plan on avoiding as many places like that as I can until I am better equipped and suppled, my net guy will be a big guns user, should be fun walking around flaming stuff up and blasting away with a mini gun.


Trust me, it is :flamethrower: One problem is, you have to keep them fed. I use MMM and ++ Spawns and Feral Ghoul Rampage. I mow them down with my Minigun :evil:
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Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Sun May 30, 2010 4:28 pm

Some of the new icons I've done for FWE5.

[WEAPONS]

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Deagle.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/223.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/P90.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/GaussPistol.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/GaussRifle.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/M60.jpg

[ITEMS]
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/AmmoSupply.jpg (The item showing you the weight of your ammo)
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Terminal.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/TriageTag001.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PARepairBox.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/MedBox.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Toolbox.jpg


FWE5 has real-world, post-1950s weapons?
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Oyuki Manson Lavey
 
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Post » Sun May 30, 2010 7:41 am

Heh. Explosives are pretty strong in FWE . . . I like using plasma grenades against groups of enclave and the like. Frags work really well for lower DR / soft-fleshly things.

And yes, FWE adds a number of weapons. It's includes War1982's Classic Fallout Weapons, plus some other "classic" fallout weapons like the M72 gauss, PPK12 gauss pistol, Winchester P94 plasma rifle, glock 86 plasma rifle, etc.... We've only added weapons that are lore-friendly (i.e. appeared in prior fallout games).
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Javier Borjas
 
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Post » Sun May 30, 2010 2:38 pm

Ah, I remember that one, burned through ~500 rounds of ammo for my assault rifle, never mind the silenced-scoped .223 pistol. With ++spawns you quickly develop the appreciation for AoE weapons. Never been a fan of frag grenades but there's something funny about throwing one in a middle of ghoul crowd and seeing +136 XP light up on your HUD. There have been many times when I looked through the scope at the hordes of SM's, raiders etc. and thought "man, I wish I had a missile launcher with me now". Anyway, energy weapons can help with that too since turbo plasma rifle is supposed to do area damage (haven't tried it yet) and is much lighter than most big guns, should be great against ghoul crowds.


+136?
Try +1000.

Using the Destruction mod, I was delving into DC searching for, well, anything I could sell. Open a door, and what do I see? A room full of ghouls. Literally full, there must have been 40 or 50 of the damn things - so I think "Well, if I'm going to die, I'm going out with a bang" (Playing an ironman run), so I throw a grenade into the middle of them, and wait for them to notice, and kill me. Nope, freaking MASSIVE explosion that literally throws my character against the wall, breaking her arm (Left, thankfully - don't want to be ni DC unable to fire a gun), then +1000xp and I level up. Had to run through, still, a fair few started to get back up again thanks to MMM :(
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Jonathan Braz
 
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Post » Sun May 30, 2010 1:51 pm

oh, I once seen ghoul get back up with no arms!
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Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Sun May 30, 2010 6:56 am

As a question, what mods that add weapons to the game are FWE compatable?

I know fook adds a lot of weapons, but I do not like the way FOOK and FWE interact, I may have to break down and get FOOK anyway.
Edit,
Not likely, I think ill stick to guns that work well with FWE having way too much fun to go to having fits cause of FOOK and conflicts.

I might even remove greener world, night is not dark enough and I want some weather effect, I just hate that green sky and water though!
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Carolyne Bolt
 
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Post » Sun May 30, 2010 3:44 am

FWE5 has real-world, post-1950s weapons?


It has them in 4.1.1 as well.... right? :blink:

Isn't FOOK much worse with the whole "canon" thing though? Plus, wasn't the DEAGLE in FO 2? Same with some of these other "Modern" weapons?
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Stu Clarke
 
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Post » Sun May 30, 2010 5:51 am

As a question, what mods that add weapons to the game are FWE compatable?

Any mods that do nothing but simply add weapons are compatible with FWE. However most weapons will feel somewhat week compared to the regular FWE weapons(including vanilla weapons).

It has them in 4.1.1 as well.... right? :blink:

Isn't FOOK much worse with the whole "canon" thing though? Plus, wasn't the DEAGLE in FO 2? Same with some of these other "Modern" weapons?

Like Mez said above, all FWE weapons are canon and have appeared in atleast one Fallout game before.
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Jimmie Allen
 
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Joined: Sun Oct 14, 2007 6:39 am

Post » Sun May 30, 2010 6:30 am

Like Mez said above, all FWE weapons are canon and have appeared in atleast one Fallout game before.


Hey man, I ain't arguing :lol:

I love the weapons added to FWE, especially with WMK. :drool:

I have a question.... I ran into this really strange guy in The Muddy Rudder in Rivet City, and this guy was selling all sorts of these crazy ammo types. Like types I haven't seen any weapon for, the only one I have seen is a .38 special. Is this from FWE, and will I find all these guns eventually? Or is this some other mod adding these types of bullets?

Oh and don't take Phencyclidine or what ever. That stuff makes the screen go crazzzzyyyyy. :ahhh:
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Cayal
 
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Post » Sun May 30, 2010 7:16 am

Hey man, I ain't arguing :lol:

I love the weapons added to FWE, especially with WMK. :drool:

I was supporting your point, not arguing it ;)

I have a question.... I ran into this really strange guy in The Muddy Rudder in Rivet City, and this guy was selling all sorts of these crazy ammo types. Like types I haven't seen any weapon for, the only one I have seen is a .38 special. Is this from FWE, and will I find all these guns eventually? Or is this some other mod adding these types of bullets?

That guy is added by the CALIBRxMerchant.esp
I generally don't load that mod since the guy only sells a very small amount of ammo for each sort anyways. He's useful if you use a vast multitude of gun mods that require CALIBR, but for FWE he's not necessary.
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Justin
 
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Post » Sun May 30, 2010 1:21 am

It has them in 4.1.1 as well.... right? :blink:

Isn't FOOK much worse with the whole "canon" thing though? Plus, wasn't the DEAGLE in FO 2? Same with some of these other "Modern" weapons?


I haven't played FWE in a long time because I never have the bandwidth to download the latest assets. Also: the use of contemporary weapons in Fallout 2 was considered contentious among the community. It doesn't matter too much for me though - I could just edit my FWE and swap the P90 entry with something from another mod.
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Deon Knight
 
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Post » Sun May 30, 2010 6:59 am

I haven't played FWE in a long time because I never have the bandwidth to download the latest assets. Also: the use of contemporary weapons in Fallout 2 was considered contentious among the community. It doesn't matter too much for me though - I could just edit my FWE and swap the P90 entry with something from another mod.



only the super die hard purist say that.

IMO, just because its s 1950's version of the things that happen, does NOT mean the same people could not have invented the same weapons?
the degale was first made in 1983? so whos to say around the 1980's to 90's the same person didn;t invent the same gun?
Just saying, I love what fallout is with FWE and MMM as a spin-off. but when I look at FO-3 as a sequal to fo 1/2 I Hate it.
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Marcin Tomkow
 
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Post » Sun May 30, 2010 12:44 am

I have the .223 Pistol now, but when I shoot I get a CTD. Any ideas on what could be causing this?
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Tina Tupou
 
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Post » Sun May 30, 2010 12:50 am

I have the .223 Pistol now, but when I shoot I get a CTD. Any ideas on what could be causing this?

If it's the .223 (EX) from my download page then you didnt install the explosion mesh properly.

If it's a regular .223 or a WMK .223 that shouldn't really happen. In that case test if you get a similar problem when using a .44 Magnum, because the .223 uses the same sounds and animations.
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Robyn Lena
 
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Post » Sun May 30, 2010 5:11 pm

Weird, I tried it again a little later and it worked no problem.
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Claire
 
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Post » Sun May 30, 2010 1:21 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?
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BrEezy Baby
 
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