[RelZ] FWE - FO3 Wanderers Edition #30

Post » Mon Jun 21, 2010 2:55 pm

@Mister Hister Your load order seems fine to me


Thank you for help. Am enjoying the mods/s immensly.
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Melanie
 
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Post » Mon Jun 21, 2010 11:17 pm

Fixed one problem, and I have another. I got this error message while extracting the files-
EDIT: Sorry, I'll shorten it.
but ignored it for the time being because I just wanted to get the game running.

I've downloaded several times and it has happened every time.

Sorry, starting to feel kinda bad about crapping on the release celebration but with all of the customization I really want to get this running, I feel like the game is going to be exactly what I want out of it.
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Nikki Hype
 
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Post » Tue Jun 22, 2010 2:19 am

bad download?

P.S

repost so my questson doesnt get burried.

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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Kelly John
 
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Post » Mon Jun 21, 2010 1:01 pm

Fixed one problem, and I have another. I got this error message while extracting the files-

but ignored it for the time being because I just wanted to get the game running.

I've downloaded several times and it has happened every time.

Sorry, starting to feel kinda bad about crapping on the release celebration but with all of the customization I really want to get this running, I feel like the game is going to be exactly what I want out of it.

Look your download is simply corrupt. I don't know what you're doing but you aren't downloading it completely. Perhaps your harddrive is full, your ISP is an ass or whatever, but there's not really much we can do to help.
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leni
 
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Post » Mon Jun 21, 2010 2:09 pm

Hi Kal

Any chance of you showing us your own load order would love to know what other mods your using with FWE 5.0. as said earlier we can all see that alot of work has went into this so keep slapping yourselves on the back :-)
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Hella Beast
 
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Post » Mon Jun 21, 2010 6:48 pm

Got it working a while back (had to make my own merged patch). Been playing a bit and it's amazing :D Gotta love 'Ol Painless with a 14mm Pistol, awesome combo because I restrict myself to only using two weapons.
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Horror- Puppe
 
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Post » Tue Jun 22, 2010 12:18 am

Hi Kal

as said earlier we can all see that alot of work has went into this so keep slapping yourselves on the back :-)


While hand maidens massage his feet and feed him graqes and male Chippendale dancers dance for Mezmorelda :foodndrink: Yes magnificent work indeed! Its so great i decided to do a clean reinstall of FALLOUT 3 to make sure i get the full effect of FWE since i was still getting traces of texture mods i had removed previously like the Winter Mod aswell as Summer 2.5. Dont wanna miss any of the goodies :foodndrink:
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Chantel Hopkin
 
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Post » Mon Jun 21, 2010 7:45 pm

Hi Kal

Any chance of you showing us your own load order would love to know what other mods your using with FWE 5.0. as said earlier we can all see that alot of work has went into this so keep slapping yourselves on the back :-)

I will do that sometime, but I haven't found the time to reinstate my load order aftter we've completed 5.0 development. Generally I have FWE, WMK, MMM of course, plus quest mods, Tailor Maid, Fellout(though wanna try out Xephas Dynamic Weather soon), MoreMapMarkers and some other assorted goodies.

Got it working a while back (had to make my own merged patch). Been playing a bit and it's amazing Gotta love 'Ol Painless with a 14mm Pistol, awesome combo because I restrict myself to only using two weapons.

Good to hear :)
And yes the 14mm is brutal. It is a bit less accurate than most handguns and has an average sized clip, but it has more raw damage than any other pistol(with exception of some uniques).
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James Hate
 
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Post » Mon Jun 21, 2010 7:14 pm

Good to hear :)
And yes the 14mm is brutal. It is a bit less accurate than most handguns and has an average sized clip, but it has more raw damage than any other pistol(with exception of some uniques).

I started with a .223 pistol but the 14mm is amazing. It even pulled me away from the http://www.fallout3nexus.com/downloads/file.php?id=3396

Great job :D
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Lifee Mccaslin
 
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Post » Tue Jun 22, 2010 4:25 am

Could somebody upload the textures and meshes folders someplace? I don't know why, but something is messing those files up during the download (all five of them). I would greatly appreciate it.
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Carlitos Avila
 
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Post » Tue Jun 22, 2010 4:03 am

The Darn UI doesnt seem to be displaying the grenade type (FPS Grenade)
I uninstalled Fook2 for this, and may never go back! Excellent work
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Shannon Marie Jones
 
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Post » Mon Jun 21, 2010 11:53 pm

The Darn UI doesnt seem to be displaying the grenade type (FPS Grenade)
I uninstalled Fook2 for this, and may never go back! Excellent work

Glad to hear.

For the grenade icon you have to:
1. First install Darn UI a11
2. Then install the FWE DUI update from http://fallout3nexus.com/downloads/file.php?id=2761 (under optional files). Then it should automatically pop up when you have a grenade in your inventory.
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Sudah mati ini Keparat
 
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Post » Mon Jun 21, 2010 1:17 pm

And now it works like a charm. Only complaint is the scope on the A3-21, but I'll find a fitting replacement weapon. Awesome, thanks for the help.
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Crystal Clear
 
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Post » Mon Jun 21, 2010 6:41 pm

Not sure if this is as it should as I'm new to FWE, but when escaping the Vault and levelling up I get 12 Skill points to add but each point actually gives two points to the skill in questions. So with Small Guns at 34 I can raise it to 58 by adding 12 points.
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Laura Simmonds
 
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Post » Mon Jun 21, 2010 8:48 pm

Not sure if this is as it should as I'm new to FWE, but when escaping the Vault and levelling up I get 12 Skill points to add but each point actually gives two points to the skill in questions. So with Small Guns at 34 I can raise it to 58 by adding 12 points.

Read the readmes people....

In FWE tagged skills get 2 points like in Fallout1&2
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Bones47
 
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Post » Tue Jun 22, 2010 1:19 am

Read the readme's people....

In FWE tagged skills get 2 points like in Fallout1&2


Sorry and thanks. :)
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Latino HeaT
 
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Post » Mon Jun 21, 2010 1:04 pm

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.

Custom mod additions like these default to on. Like anything else in DUI, you can turn it of in the settings.
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Chloe Yarnall
 
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Post » Mon Jun 21, 2010 11:01 pm

Not sure if this is as it should as I'm new to FWE, but when escaping the Vault and levelling up I get 12 Skill points to add but each point actually gives two points to the skill in questions. So with Small Guns at 34 I can raise it to 58 by adding 12 points.

Yeah, I saw that and thought something was screwy for a minute, but when I put points into other things they only went up by one and I realised Tag skills were special :)
I've never played Fallout 1 and/or 2 so had no idea it was in those. It makes sense though, for them to go up in two's as for me the game is so much harder and I need all the help I can get :hehe:
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OTTO
 
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Post » Mon Jun 21, 2010 7:16 pm

Looking at the changes (in FWE docs) and at the control panel, it seems that many(all) of the optionnal plugins are not needed anymore but can be turned on/off via the control panel.
Can you confirm this ? If some of the optionnal plugins can still be used, could you give a list of wich one ?

Thanks
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Rachel Hall
 
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Post » Tue Jun 22, 2010 12:12 am

Looking at the changes (in FWE docs) and at the control panel, it seems that many(all) of the optionnal plugins are not needed anymore but can be turned on/off via the control panel.
Can you confirm this ? If some of the optionnal plugins can still be used, could you give a list of wich one ?

Thanks

It is incorrect. Some plugins was removed completely and now can be configured in FWE itself. I talk mostly about configuration plugins from MMM and such, which contain some globals and other stuff.
Other plugins are optionals, but steel be needed in dependence of your desires.
-VATS plugins change only speed in VATS and completely optional
-The same- with tracers, it is only provide visual effect
-Without Alternative Travel plugin you will be not able to use motorcycle for fast travel, you will be able to choose between NoFastTravel and YesFastTravel only :) So choose yourself
-Worn Weapon plugin need for worn weapons to be in the game- it is also optional

If you will install FWE with help of Package Manager from FOMM, all descriptions for optional plugins will be self-explanatory, so enjoy yourself :)
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gemma
 
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Post » Mon Jun 21, 2010 6:34 pm

Again a question from me. I assume that if I want to use Phalanx I shouldn't use Followers Enhanced optional file?
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Sheila Esmailka
 
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Post » Tue Jun 22, 2010 12:46 am

What hunger and thirst multipliers should I use to have it as close as possible to 4.1.1 version? They were just right for me there and it takes a while to find the right spot again.
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Alexandra Louise Taylor
 
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Post » Mon Jun 21, 2010 11:31 pm

Again a question from me. I assume that if I want to use Phalanx I shouldn't use Followers Enhanced optional file?

Yes, you need to use one of them- Phalanx or Followers Enhanced. Be sure also to not install Followers compatibility patches from another mods- Project Beauty, MMM

What hunger and thirst multipliers should I use to have it as close as possible to 4.1.1 version? They were just right for me there and it takes a while to find the right spot again.

Honestly- I don't know. May be someone else will answer you, I always used default PN settings
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CHangohh BOyy
 
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Post » Mon Jun 21, 2010 8:33 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?



my questions got smothred again so I shall quote my self.

Is there any mod that is like the above^?
will it break the game?
with so may spawns I find my self going through common ammo like 10MM / .44, / 5.56, while everything else I have stocked up on for big guns and energey weapons, even some non used small gunes ammo like .308 and shotgun shells are 250+ and 5MM for the min guns and flamer fuel are in the 600-1,500 rounds range!

by the way, WMK makes the Degal and the P90C monsters,
Degal, AF/EC/LS is like 350 damage
P90C with SC/SI is like 320

but they use ammo so fast and NONE of the animations seem to work, is that just a side effect of WMK? it looks like the Degals slide is not moving and spent casings are just poping out of the gun.

Also I seem to be having a problem with landmines and some creatures/radiers/SM's being visable and able to hurt me/explode and kill me or what have you, but I can't hit them or disarm them (mines)
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Charleigh Anderson
 
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Post » Mon Jun 21, 2010 1:15 pm

Read the readmes people....

In FWE tagged skills get 2 points like in Fallout1&2



Thats what i thought when i first ran into this and i thought to myself wow thats pretty cool. It adds to the sense of growing with a focus on certain habits and talents. The new system really makes it possible to focus on a few skills throught out the entire game becoming an academic genius of sorts with ones chosen path. I also love how many perks have more ranks to them then before including mastery with the extra points.

After my fresh install last night i noticed FALLOUT 3 with FWE was running even smoother then before. Combat also felt strangely more rpgish in a good way. Its as if things like the terrain and body damage were actually being calculated and tooken into account. It was pretty cool to see a group of raiders running for their lives but a lone female raider that had tooken a rifle hit to the leg was falling behind as she was limping trying to keep up. She was the first to die :evil:

Weapons also feel more "there" with a on the spot realism. Using a worn hunting rifle is interesting to say the least :D Big difference between a fully repaired weapon and one about to fall apart.

Thanks again to all for the magnificene of FWE - FO3 WANDERERS EDITION :cake: :trophy: :cake:

Here is my current mod list at the moment:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.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 - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE with EVE.esp

Total active plugins: 31
Total plugins: 31
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danni Marchant
 
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