[RelZ] FWE - FO3 Wanderers Edition #30

Post » Tue Jun 22, 2010 2:42 am

Thanks. I added:

Mart's Mutant Mod - FWE Master Release.esp
WeaponModKits - FWE Master Release.esp

Still CTD's - and I can't see any other FOIP file for the mods I'm using at Nexus. So the patch requires that I use EVE, Project Beauty etc? Guess I can't use Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp then? Sorry for being noobish but I've never used either FWE, FOIP or a merged patch for F3.

You also need all the WeaponModKits - [DLC] addons that are in the WMK FWE FOIP package, theyre required.
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Lifee Mccaslin
 
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Post » Mon Jun 21, 2010 11:01 pm

:celebration: Congrats! :rock: And big thanks! :hugs:

Will be trying the new version out in the next few days... am exited to see the new weapon models!... and everything else too. :)


Note: I've never had trouble using winrar to extract 7zip archives... just keep winrar up to date.
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Hot
 
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Post » Mon Jun 21, 2010 12:23 pm

The latest and possibly final version of T3T_WT has been integrated (as far as Unique weapons are concerned) so you'll find that a lot more of the unique weapons have differing textures and model than before, and you'll also find that many of those weapons have unique icons that reflect their changes.
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lolli
 
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Post » Tue Jun 22, 2010 1:34 am

Thanks to Kai- quick fix is available on the nexus
Toolkits, Triage hotkey and error in loot settings was fixed

@The 3rd Type
The latest and possibly final version of T3T_WT has been integrated (as far as Unique weapons are concerned) so you'll find that a lot more of the unique weapons have differing textures and model than before, and you'll also find that many of those weapons have unique icons that reflect their changes.

Man, you make exellent work here, thank you very much!
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Tiffany Holmes
 
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Post » Mon Jun 21, 2010 6:16 pm

Oh yes... I'm well aware of the new icons. :lol: Can't wait to see all the nifty new stuff that has been talked about for the last few months!
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Mariaa EM.
 
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Post » Mon Jun 21, 2010 9:14 pm

I do what I love and love what I do.
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adam holden
 
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Post » Mon Jun 21, 2010 11:30 pm

http://fallout3nexus.com/downloads/file.php?id=2761

THIS REQUIRES FWE 5.0 TO BE INSTALLED. YOU DO NOT HAVE TO REDOWNLOAD THE ENTIRE PACKAGE.

Patch 5.01
Date: 02/20/2010
Updated Files: FO3 Wanderers Edition - Main File.esm, FO3 Wanderers Edition - Main File.esp, FO3 Wanderers Edition - DLC Mothership Zeta.esp

Installation:
=============
Simply move the files into your "Fallout 3\Data" Directory and overwrite any existing files. REMEMBER TO CHECK YOUR LOADORDER AFTER INSTALLING THESE PATCHES!


Changelog:
==========

- Fixed MedKit and ToolKit not applying their bonuses correctly and also fixed the issue with the bonuses dissapearing over time

- Fixed Triage Hotkey not working properly

- Fixed Loot Options menu bugging out and becoming inaccesasable

- Fixed small issue with the Aliens in Mothership Zeta not firing their Disruptor Rifle properly
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Sammygirl
 
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Post » Mon Jun 21, 2010 10:29 pm

I do what I love and love what I do.

We all love it, too ;)
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[ becca ]
 
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Post » Mon Jun 21, 2010 11:54 pm

You also need all the WeaponModKits - [DLC] addons that are in the WMK FWE FOIP package, theyre required.


Thanks! Works fine now. Just finished the intro and started out the game. Lots of new stuff for me. For one thing I've really disliked hunger/sleep mods previously, but it seems fitting for the Wasteland so I'll keep it on. Basically, I'll keep the default settings for a while. My char's life is in your hands. :)
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Sammi Jones
 
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Post » Tue Jun 22, 2010 1:10 am

Thanks! Works fine now. Just finished the intro and started out the game. Lots of new stuff for me. For one thing I've really disliked hunger/sleep mods previously, but it seems fitting for the Wasteland so I'll keep it on. Basically, I'll keep the default settings for a while. My char's life is in your hands. :)

Good to hear! :)

But dont feel forced to play with the default settings, play it however you want.

Heck even Mez and I can't agree on how we want the settings to be like, that's why we have the options menu :)

For example my personal favourite preset is actually the "Alternate FWE" preset(since that's actually the preset I designed heh).
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Marina Leigh
 
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Post » Mon Jun 21, 2010 3:19 pm

Good to hear! :)

But dont feel forced to play with the default settings, play it however you want.

Heck even Mez and I can't agree on how we want the settings to be like, that's why we have the options menu :)

For example my personal favourite preset is actually the "Alternate FWE" preset(since that's actually the preset I designed heh).

Ha, I thought the alts felt like your tweaks :P
Question: How extensible is the menu system? I notice MMM has it's own section, but is that in FWE.esm or the FOIP patch?
It'd be pretty fantastic if one could add arbitrary numbers of menus into there, I don't think I've seen such a beautiful piece of mod since I first tried FCOM so many years ago.
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Alan Cutler
 
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Post » Tue Jun 22, 2010 1:06 am

Good to hear! :)

But dont feel forced to play with the default settings, play it however you want.

Heck even Mez and I can't agree on how we want the settings to be like, that's why we have the options menu :)

For example my personal favourite preset is actually the "Alternate FWE" preset(since that's actually the preset I designed heh).


Yeah, we'll see about Primary Needs. For one thing I'm a bit wary of having more info on the HUD - I'd like it as clean as possible. Also, I notice that you can alter the "XP amounts required to gain a level", so I guess I don't need Arwen_XPR.esp (and perhaps Arwen_Reduced_QuestXPR.esp) anymore. In fact, I think I should take the time to read up on the options before continuing.
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Tai Scott
 
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Post » Tue Jun 22, 2010 2:55 am

First of all, GJ with 5.0, I really like it and the work you put into this is much appreciated.

A little thing I already noticed in the last version: For the unique sniper plasma (A3-21, was it?) you're using an old model of http://www.fallout3nexus.com/downloads/file.php?id=1901. You might wanna check out the latest version, as it looks awesome :)
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Vincent Joe
 
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Post » Mon Jun 21, 2010 6:09 pm

http://fallout3nexus.com/downloads/file.php?id=2761

THIS REQUIRES FWE 5.0 TO BE INSTALLED. YOU DO NOT HAVE TO REDOWNLOAD THE ENTIRE PACKAGE.

Patch 5.01
Date: 02/20/2010
Updated Files: FO3 Wanderers Edition - Main File.esm, FO3 Wanderers Edition - Main File.esp, FO3 Wanderers Edition - DLC Mothership Zeta.esp

Installation:
=============
Simply move the files into your "Fallout 3\Data" Directory and overwrite any existing files. REMEMBER TO CHECK YOUR LOADORDER AFTER INSTALLING THESE PATCHES!


Changelog:
==========

- Fixed MedKit and ToolKit not applying their bonuses correctly and also fixed the issue with the bonuses dissapearing over time

- Fixed Triage Hotkey not working properly

- Fixed Loot Options menu bugging out and becoming inaccesasable

- Fixed small issue with the Aliens in Mothership Zeta not firing their Disruptor Rifle properly



Thanks for the incredibly fast like a burning bullet Hot Fix!

So far everything is playing great and the few freezes i had were due to mistakes on my end with left over parts from a texture mod or two like SUMMER 2.5 which came with a esm file. Cleaned up my texture and mesh folder a bit and i was able to continue on with my current character with no problems.

The wasteland is truly terrifying now. Places i used to go to right away to get experiance like the Super Duper Mart are diabolical death traps. With things being so deadly it really makes the optional quests have more meaning not to mention the main quests. I actually had to think do i get out of the Super Duper Mart now that i found some food without being spotted or do i risk life and limb to continue with the optional quest to find some medicine aswell. I never did that before. FWE is like a wasteland simulator the way it brings the mind alive with thoughts of choice and consequence.
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Wanda Maximoff
 
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Post » Mon Jun 21, 2010 9:12 pm

Increased Spawns (active by default)
Increased Increased Spawns
Feral Ghoul Rampage
Natural Selection (active by default)
Reduced Wasteland Spawns
Tougher Traders (active by default)
Zones Respawns (active by default)
and all the "No [monster]" plugins

Now they are all integrated, but not necessarily active! MMM is also entirely configurable out of the FWE menu. But basically you really only need the MMM DLC plugins now, everything else is handled by the FWE MMM config menu


The "No [monster]" plugins don't seem to be integrated. At least, I couldn't find them in the options menu. Which is amazing BTW.
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mishionary
 
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Post » Mon Jun 21, 2010 4:48 pm

The "No [monster]" plugins don't seem to be integrated. At least, I couldn't find them in the options menu. Which is amazing BTW.

Ah right those aren't integrated yet, mistake on my part there.
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Alyesha Neufeld
 
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Post » Tue Jun 22, 2010 3:21 am

Try in the fallout.ini
[General]
bUseThreadedAI=1 (must be changed)
iNumHWThreads=2 (must be added below)
It can help with your freezing problems


Doesn't seem to help for me. Well, the freezes seem to be atleast 20 minutes apart, so i suppose i can live with it. I don't remeber this kind of problem before, i only had crashes when i was trying to approach certain places, and those went away after i did something else for a while.
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amhain
 
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Post » Mon Jun 21, 2010 4:54 pm

http://fallout3nexus.com/downloads/file.php?id=2761

Wow, that was fast.

I must say you guys deserve massive kudos for the support you're giving here. A fantastic release. Congrats again.
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Karine laverre
 
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Post » Tue Jun 22, 2010 12:32 am

Reinstalled, made sure it's 5.0, still no UI. The merged patch says it supports WMK 1.1.8, I have 1.1.7, so I'm redownloading that. I feel like I'm just kinda grasping at straws here, but oh well. At least this download won't take an hour.
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sunny lovett
 
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Post » Mon Jun 21, 2010 2:16 pm

Reinstalled, made sure it's 5.0, still no UI. The merged patch says it supports WMK 1.1.8, I have 1.1.7, so I'm redownloading that. I feel like I'm just kinda grasping at straws here, but oh well. At least this download won't take an hour.

You are simply missing master files. Download http://fallout3nexus.com/downloads/file.php?id=637, start it, load your mod list and in the Message Tab you will see what file is missing a master.
To be clear here, yes you need WMK 1.18 or 1.1.9 it's mandatory when using the new WMK FOIP patch.

If your game doesn't start you didnt read the install instructions of your mods properly and either have them loaded in disorder or you are missing required files. Period.
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Clea Jamerson
 
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Post » Tue Jun 22, 2010 1:12 am

First of all, GJ with 5.0, I really like it and the work you put into this is much appreciated.

A little thing I already noticed in the last version: For the unique sniper plasma (A3-21, was it?) you're using an old model of Kikai's Liberty Rifle. You might wanna check out the latest version, as it looks awesome


Yeah, I tried to convince Mez that the 3.1.5 versions of A3-21's Plasma Rifle (and The Kneecapper, heh) were superior, but he wouldn't have it. I doubt you'll get him to buckle on changing those models either, hehehe.
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Carolyne Bolt
 
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Post » Mon Jun 21, 2010 9:23 pm

Yeah, I tried to convince Mez that the 3.1.5 versions of A3-21's Plasma Rifle (and The Kneecapper, heh) were superior, but he wouldn't have it. I doubt you'll get him to buckle on changing those models either, hehehe.

It's different in this case. The models you proposed were entirely different models and he and I agreed that the old ones were better. In this case the model is actually the same, just updated.
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Rich O'Brien
 
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Post » Tue Jun 22, 2010 1:13 am

I'd debate that but it'd be futile.
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sharon
 
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Post » Mon Jun 21, 2010 5:25 pm

One thing I noticed last night that I forgot to mention, the mod that includes the follower commands via a headset thing, I remember having an earlier version once before but removed it due to a bit of an annoyance. Last night I was in Rivet City and told Jericho to 'relax' via the command headset. As soon as I entered the stairwell I got the notice that he'd returned to Megaton. I used to get that before with all the others if I told them to wait or relax then go through a load door they'd get fired.
I haven't bothered going back to a previous save to get him back. I don't want to be evil anymore, I don't really want him anymore (there's a better one in Rivet City ;) ) but I thought I'd mention it.
If it's intentional I'll just have to remember not to go through a load door when they're 'relaxing.'

Thanks for the patch! Ah, the Triage hotkey, I thought that was just the way it was. I wanted to turn that off but couldn't tell if it was on or off. I haven't played long enough to notice much else. I'll play more tonight, though :)
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Nadia Nad
 
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Post » Mon Jun 21, 2010 8:24 pm

is there a bench for ammo making that won't break the game when using FWE, similar to the thing in the pitt? its too much of a hassle to go all the way back to the pit every time I want to convert old non used ammo into types I use.

I have literaly 1,000's of un used ammo types stockpiled in my fairfax house, and always seem to be short on the type I use. 5.56, 10MM and .44.

I fugrue some one in the wasteland has to be making this ammo for the vendors to keep restocking it, why can't I have acess to a ammo making bench/converter?
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Myles
 
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