[RelZ] FWE - FO3 Wanderers Edition #30

Post » Tue Jun 22, 2010 12:02 am

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?

There are many mods on nexus, which can be found with search terms Ammo, schematics and so on. All of them very unbalanced. In the end you will finish with millions of ammo :)
You may take a look here- I mean Maps mod. Very interesting and give to you some ammunition
http://www.fallout3nexus.com/modules/members/index.php?id=430390

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.

Which animations do you mean?

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)

Don't use quick load feature from CASM, it can work incorrectly since 1.4 version of Fallout
Load game from the menu instead
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Rodney C
 
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Post » Mon Jun 21, 2010 4:54 pm

There are many mods on nexus, which can be found with search terms Ammo, schematics and so on. All of them very unbalanced. In the end you will finish with millions of ammo :)
You may take a look here- I mean Maps mod. Very interesting and give to you some ammunition
http://www.fallout3nexus.com/modules/members/index.php?id=430390


Which animations do you mean?


Don't use quick load feature from CASM, it can work incorrectly since 1.4 version of Fallout
Load game from the menu instead



the slide of the gun seems to have stoped working, you know the top part of the gun that recoils when fired, the gun just recoils, the slide never moves and the spent casing just emerges frm the side of the gun.

Noticed it in VATS, also seems to be effecting my AR.

Maybe its a side effect of extended mags and Autofire? my Hunting rifle retained the correct reload and spent casing eject with a scope and SI.

that looks neat, but I am afraid of breaking my game balance, I really just wanted a converter like you have in the pit, put one kind of ammo in and some scrap/junk and you can get a second kind of ammo im.

http://fallout.wikia.com/wiki/Ammo_Press
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willow
 
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Post » Mon Jun 21, 2010 2:18 pm

that looks neat, but I am afraid of breaking my game balance, I really just wanted a converter like you have in the pit, put one kind of ammo in and some scrap/junk and you can get a second kind of ammo im.

http://www.fallout3nexus.com/downloads/file.php?id=4514 lets you break down ammunition to make gunpowder, that you can then use with scrap metal (usually) to make other calibers.
http://www.fallout3nexus.com/downloads/file.php?id=2693 is another comparable mod.

With FWE's barter system it gets pretty expensive to buy the schematics and kits IIRC, so it won't be too bad for the balance.
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CSar L
 
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Post » Mon Jun 21, 2010 1:37 pm

http://www.fallout3nexus.com/downloads/file.php?id=4514 lets you break down ammunition to make gunpowder, that you can then use with scrap metal (usually) to make other calibers.
http://www.fallout3nexus.com/downloads/file.php?id=2693 is another comparable mod.

Also, there's http://fallout3nexus.com/downloads/file.php?id=9921 for MC/E/EC ammo. When it comes to balance, I can recommend the first one. I used Ammo Toolkits for a long time too, but with Ammo Schematics its not that easy to create huge amounts of ammo and it's better integrated (no extra calibr toolkits).

Ah, and a small thing I noticed:
The FN P90 basically has the same zoomed FOV as a sniper rifle (both 25) even though it's a submachine gun with a much smaller scope.
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Red Sauce
 
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Post » Mon Jun 21, 2010 8:37 pm

Can anyone tell me about the levelling system in version 5. Is it similar to the old balanced levelling mod?
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Chelsea Head
 
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Post » Mon Jun 21, 2010 3:59 pm

CALIBR Ammo Schematics looks good.

I can spend some of those caps I am hualing around I have the 4 travling merchants fully paid for, and I have a locker full of weapons, one of just about every weapon (non special/named) and I got around a few thousand rounds of useless ammo to me, as I am a small guns user atm.

+ spawns (caouldnt take ++ anymore) and a high barter skill makes it so easy to get caps, I have 7K+ right now and just finished wiping out TPT/MT and cleaning Doc Hoff and the armor seller clean of caps.
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Ana Torrecilla Cabeza
 
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Post » Mon Jun 21, 2010 10:04 pm

The FN P90 basically has the same zoomed FOV as a sniper rifle (both 25) even though it's a submachine gun with a much smaller scope.

It's supposed to be a non-magnifying sight, so that ain't right. :blink:
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Katey Meyer
 
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Post » Mon Jun 21, 2010 7:39 pm

Can anyone tell me about the levelling system in version 5. Is it similar to the old balanced levelling mod?


The leveling system is quite customizable to the point of returning making it as high requirements to level as base FWE to as low as vanilla. Skill granting per level is also completely customizable.
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Lloyd Muldowney
 
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Post » Mon Jun 21, 2010 2:28 pm

Thanks for the patch, working great now. Also thanks for the super rare loot options, hopefully this will delay me getting self sufficient for even longer!
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Alessandra Botham
 
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Post » Mon Jun 21, 2010 8:38 pm

I want express my whole hearted thanks for the makers of this mod.


It makes Fallout 3 awesome, to put it simply. In addition to that, the way it?s managed puts commercial products to shame, as well as myself, as an Oblivion modder.

I take my leave from modding nowadays by playing Fallout 3, because this one mod (with only MMM and those few other mods recommended by the author of this mod) makes a game I shelved after two weeks one hell of a game, best I have I ever played.


So thank you, this is mod is modding at its greatest. :)
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Ebou Suso
 
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Post » Tue Jun 22, 2010 3:10 am

What the heck!? I just installed "Whats Your Brand - cigarette texture megapack" by CptJoker http://www.fallout3nexus.com/downloads/file.php?id=591 and was testing out the textures ingame when i saw the option to open a pack of cigarettes and lo and behold! All of sudden i was able to smoke! Great Shogun Warrior Raideen! FWE has it all!

Whats next jump starting an ancient car radio thats been sitting in the wasteland for ages? Oh which reminds me great work on the wrecked cars not exploding the minute they take a little damage. Of course i found that out when i needed that strategy as five or more Mirelurks from Martigen's Mutant Mod were lurching out of the ocean and charging towards me...
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Sami Blackburn
 
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Post » Mon Jun 21, 2010 2:47 pm

A few points of feedback:
  • The outcast technology dialogue is a pain to navigate, but I think that's been mentioned.
  • It's also a bit too generous, a complete enclave armour will give you something like 300 rounds of 5.56, regardless of condition. Once the enclave start arriving in force that's going to REALLY be a problem. I've only met strays so far though.
  • Tribal healing powder should be much more common in post-war loot, at the expense of stimpacks. IMO it should be the primary source of healing. Powder has always been too rare in FWE, I always have 15x as many stimpacks.
    I'd even go so far as to recommend search-replacing most of the placed stimpacks in the world with powder.
  • The caravan traders should be more cowardly. Leading the charge into Fairfax wearing a coverall? C'mon, that's not how you survive the wasteland Harith... Not sure if that's MMM or FWE though.

That's just the negatives though, overall impression is positive. :thumbsup:


(-19,5C on the thermometer. Looking forward to biking to work tomorrow.)
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Fluffer
 
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Post » Mon Jun 21, 2010 10:33 pm

Just started out with FWE for the first time and I'm very impressed. It's a new char and I've only done the Springvale School and Supermart, but I love all changes so far. One minute you're king of the world, as creatures/NPC's actually get killed very fast - but the next second you're mincemeat, as the PC gets killed just as fast if making mistakes. You really have to be on your toes all the time. It's just about perfect - excellent AI, cool new additions, fixes a lot of stuff I've wanted fixed etc. A huge thanks to all involved in this mod. It basically feels like coming home - just as when I played OOO for the first time.
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Rhiannon Jones
 
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Post » Mon Jun 21, 2010 2:29 pm

Does my loadorder look OK or does something look out of place?

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] Project Beauty HD version.esm[X] Destruction.esm[X] CRAFT.esm[X] CALIBR.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] CubeExperimental (EN).esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] Refurbish [TP].esp[X] Refurbish [BS].esp[X] Refurbish [PL].esp[X] Refurbish [MZ].esp[X] Refurbish [OA].esp[X] DarNifiedUIF3.esp[X] Fellout-pipboylight.esp[X] CRAFT - Activation Perk.esp[X] GalaxyNewsRadio100[M].esp[X] Treasure Maps_Secrets of the Wasteland.esp[X] Treasure Maps_A Fist Full of Caps.esp[X] Destruction - Main.esp[X] Destruction - Main - Statics.esp[X] Destruction - DLC.esp[X] Destruction - DLC - Statics.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] FO3 Wanderers Edition - Optional Worn Weapons.esp[X] Refurbish [OA] - FWE.esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] WMKAA12Shotgun.esp[X] EVE.esp[X] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE Operation Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] Zumbs'_Overhauled_Real_Time_Security.esp[X] Wasteland Whisperer.esp[X] RobCo Certified.esp[X] Mart's Mutant Mod.esp[X] PB MMM HD.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp[X] Mart's Mutant Mod - Project Beauty + FWE.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Project Beauty- Point Lookout MMM.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] Fellout-Full.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Mole Rat Maze.esp[X] Existence2.0.esp[X] Destruction - CP - Fellout.esp[X] Merged Patch.esp

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Mark Hepworth
 
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Post » Tue Jun 22, 2010 5:49 am

The FN P90 basically has the same zoomed FOV as a sniper rifle (both 25) even though it's a submachine gun with a much smaller scope.
It's supposed to be a non-magnifying sight, so that ain't right.

Well to be honest, most people I know use http://fallout3nexus.com/downloads/file.php?id=5351, so I honestly haven't looked over the FOV settings for zooms in awhile, some weapons might be a bit off. Might do that sometime in the future, but then again, why aren't you using Artorps Zooming Scoped Weapons?

I want express my whole hearted thanks for the makers of this mod.


It makes Fallout 3 awesome, to put it simply. In addition to that, the way it?s managed puts commercial products to shame, as well as myself, as an Oblivion modder.

I take my leave from modding nowadays by playing Fallout 3, because this one mod (with only MMM and those few other mods recommended by the author of this mod) makes a game I shelved after two weeks one hell of a game, best I have I ever played.


So thank you, this is mod is modding at its greatest.

Cheers Skycaptain, thanks for the feedback and glad you're enjoying it! I personally feel too that FWE does many things that even all the great Oblivion overhauls didnt accomplish and we're pretty proud :)


What the heck!? I just installed "Whats Your Brand - cigarette texture megapack" by CptJoker http://www.fallout3nexus.com/downloads/file.php?id=591 and was testing out the textures ingame when i saw the option to open a pack of cigarettes and lo and behold! All of sudden i was able to smoke! Great Shogun Warrior Raideen! FWE has it all!

Whats next jump starting an ancient car radio thats been sitting in the wasteland for ages? Oh which reminds me great work on the wrecked cars not exploding the minute they take a little damage. Of course i found that out when i needed that strategy as five or more Mirelurks from Martigen's Mutant Mod were lurching out of the ocean and charging towards me...

Heh yeah I know what you mean. I always abused to heck out of instant exploding cars! It was fun, but it also felt too silly, so we made it more realistic.

The outcast technology dialogue is a pain to navigate, but I think that's been mentioned.

Might be inconvinient for you, but it is compatbility wise better and it makes it simpler for us to plug things in.
It's also a bit too generous, a complete enclave armour will give you something like 300 rounds of 5.56, regardless of condition. Once the enclave start arriving in force that's going to REALLY be a problem. I've only met strays so far though.

Well we already nerfed them pretty hard this version, nerfing it even more would probably upset people. Also it's not like you can carry 10 suits of Enclave armor around with you. Hell I usually dont even have enough spare weight to carry one suit.
Tribal healing powder should be much more common in post-war loot, at the expense of stimpacks. IMO it should be the primary source of healing. Powder has always been too rare in FWE, I always have 15x as many stimpacks.

The problem is though that player need Stimpacks to heal their crippled limbs.
[*]The caravan traders should be more cowardly. Leading the charge into Fairfax wearing a coverall? C'mon, that's not how you survive the wasteland Harith... Not sure if that's MMM or FWE though.

Neither, it's vanilla Fallout.

You're nitpicky arent you? ;) Thanks for the feedback though

Just started out with FWE for the first time and I'm very impressed. It's a new char and I've only done the Springvale School and Supermart, but I love all changes so far. One minute you're king of the world, as creatures/NPC's actually get killed very fast - but the next second you're mincemeat, as the PC gets killed just as fast if making mistakes. You really have to be on your toes all the time. It's just about perfect - excellent AI, cool new additions, fixes a lot of stuff I've wanted fixed etc. A huge thanks to all involved in this mod. It basically feels like coming home - just as when I played OOO for the first time.

Glad you're enjoying yourself :)

Does my loadorder look OK or does something look out of place?

You need to move all the refurbish DLCs below all the FWE plugins, otherwise our Archivement Remover will overwrite them.
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Jonny
 
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Post » Mon Jun 21, 2010 3:43 pm

You need to move all the refurbish DLCs below all the FWE plugins, otherwise our Archivement Remover will overwrite them.


Done. Otherwise it looks OK? So far it starts up without any problems, but any glaring errors that I cannot see would be nice to get rid off before I encounter them ingame. Especially if it's merely due to a faulty loadorder. I realize that I have quite a few mods to look through, but if you got the time, I've got the patience ;) Appreciate the help I've had so far :)

I must admit that I am an Oblivion Mod hound, but I haven't modded Fallout 3 that much. I've done a masterupdate as well as created a merged patch. I assume I should do both, at least that's what I've read on the internet.
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Jessie Rae Brouillette
 
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Post » Tue Jun 22, 2010 4:03 am

So if i understand correctly, i should be able to tweak MMM propertes from the FWE control panel? I only have "Back" option in "Supported mod configs" menu. I reistalled both FWE 5.0 (and patch) and MMM (RC5), and the latest FOIP patches, but the menu remains empty. What's the problem?
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Sara Lee
 
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Post » Mon Jun 21, 2010 2:09 pm

So if i understand correctly, i should be able to tweak MMM propertes from the FWE control panel? I only have "Back" option in "Supported mod configs" menu. I reistalled both FWE 5.0 (and patch) and MMM (RC5), and the latest FOIP patches, but the menu remains empty. What's the problem?

Latest MMM FWE patch needs to be loaded below all FWE and MMM mods, then it should pop up in the supported mod configs
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k a t e
 
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Post » Tue Jun 22, 2010 5:46 am

Well to be honest, most people I know use http://fallout3nexus.com/downloads/file.php?id=5351, so I honestly haven't looked over the FOV settings for zooms in awhile, some weapons might be a bit off. Might do that sometime in the future, but then again, why aren't you using Artorps Zooming Scoped Weapons?

Well, I don't use it because I don't like having the same zooming steps for every weapon. I'm working on a different approach that only offers zooming steps based on the orignal weapon zoom FOV and range (http://www.gamesas.com/bgsforums/index.php?showtopic=1077276). So I looked through some weapons to see if their range/fov was consisent, and from those random samples I checked the only one which didn't fit was the P90, so I thought why not mention it :) I know that it doesn't really matter.
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April D. F
 
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Post » Mon Jun 21, 2010 10:20 pm

Heh yeah I know what you mean. I always abused to heck out of instant exploding cars! It was fun, but it also felt too silly, so we made it more realistic.


No biggie, but perhaps there should be at least one exception to this:
Spoiler
Moira's Minefield quest wasn't quite the same w/o the exploding car.

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Milad Hajipour
 
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Post » Mon Jun 21, 2010 2:13 pm

Not sure how I missed the update from 4.1 to 5 :S

Anywho amazing work, keep it up :D

Also, when I finish my become a trader mod, you could integrate it into FWE if you so fancied??

Also, in the very far future if I ever finish Realistic Economy, or if FOSE catches up with OBSE then I will finish it, you could integrate that if you like?
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Lil Miss
 
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Post » Mon Jun 21, 2010 7:28 pm

Numbered your replies for convenience. :)
  • Might be inconvinient for you, but it is compatbility wise better and it makes it simpler for us to plug things in.
  • Well we already nerfed them pretty hard this version, nerfing it even more would probably upset people. Also it's not like you can carry 10 suits of Enclave armor around with you. Hell I usually dont even have enough spare weight to carry one suit.
  • The problem is though that player need Stimpacks to heal their crippled limbs.
  • Maybe add a "Take them all" option for the smaller items? Like fusion batteries and conductors I mean.
  • Well if you wear one you can carry another, and with companions... I fast-travel, so that makes it easier I admit, I can dump excess inventory to carry more loot.
  • I haven't needed very many yet, and the outcasts can supply you with a fair number quite easily.


I guess my main issue is that the outcasts are too open to abuse. If you know about them from the beginning you can just pop down there every time you run low on ammo and meds. Not sure what to do about it though.
Maybe it's just me and my pack-rat habits. :)
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Ashley Clifft
 
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Post » Tue Jun 22, 2010 3:10 am

So far, my only problem is that every single unique energy weapon I have (Wazer Wifle, A3-21's, Colonel Autumn's Laser [now plasma] pistol) now has a scope. There is a major lack of scoped energy weapons in the vanilla game, but I would have much preferred that scoped variants of energy weapons were added instead of replacing uniques. Just my two cents.
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Harinder Ghag
 
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Post » Mon Jun 21, 2010 6:02 pm

Latest MMM FWE patch needs to be loaded below all FWE and MMM mods, then it should pop up in the supported mod configs


Mart's Mutant Mod - FWE Master Release.esp from FOIP package dated 20 february? It is placed after the DLC plugins like in the example load order, but still the menu is empty. Here's my load order just in case there's some problem.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.esmCRAFT.esmProject Beauty HD version.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espCRAFT - Activation Perk.espDIM TYPE3clothesRETAIL.espCALIBRxMerchant.espFellout-Full.espProject Beauty.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (HD Addition).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.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 - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - Project Beauty (HD Addition).espMart's Mutant Mod - Project Beauty + FWE.esppatch.esp

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RAww DInsaww
 
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Post » Mon Jun 21, 2010 2:28 pm

Not sure if it is normal behavior I'm getting. But with a brand new character equipped with a 10 mm submachine gun and Small Guns of 18 in Vats mode I have rather high percentage to hit. They have to be pretty far away before my chance to hit their torso is below 95% Is that normal or something amiss in my loadorder? I use default FWE settings.
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dell
 
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