[RelZ] FWE - FO3 Wanderers Edition #30

Post » Mon Jun 21, 2010 11:44 am

Downloaded again, used 7zip, said it's broken. Any idea what could cause this?

Is this the file you are trying to open?
FWE_Master_Release_5-0_-_FOMOD_Version-2761.7z
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Mon Jun 21, 2010 10:51 pm

I am so proud of all of this hard work. I love Mezmorki, but I had many lonely nights! Love, his wife!
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Mon Jun 21, 2010 10:21 pm

I am so proud of all of this hard work. I love Mezmorki, but I had many lonely nights! Love, his wife!

Yeah sorry about that, I've been keeping him busy at night lately! And we're all very grateful for the work he does for the community.
That should be over for a long while now though ;)
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Mon Jun 21, 2010 3:59 pm

Is this the file you are trying to open?
FWE_Master_Release_5-0_-_FOMOD_Version-2761.7z

Yes. Now I'm downloading the manual one.

EDIT: No luck. Corrupt.

EDIT Again: Maybe not, I think I got it working.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Mon Jun 21, 2010 5:46 pm

Yes. Now I'm downloading the manual one.

EDIT: No luck. Corrupt.

Sorry man- it is really frustrating to wait 1 hour each time
Try to use alternative brouser or try another time- nexus again acting strangely last day
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Mon Jun 21, 2010 4:47 pm

I think I got it. Could someone just look over my load order real quick?

Fallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmFallsChurchMetroFix.esmCRAFT.esmCALIBR.esmStreetLights.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmDCInteriors_ComboEdition.esmSharing and Caring Companions.esmCRAFT - Activation Perk.espGalaxyNewsRadio40[M].espUPP - Pack 1.espUPP - Pack 2.espRunFaster125percent.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espAReasonedArgument.espCanterburyCommonsInteriors.espSCC - Talk to Anyone.espSniperZooming.espGeneratorSound.espFalloutFood.espMaintenanceShed.espFOOK2 - Main.espFOOK2 - [EVE] Energy Visuals Enhanced.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espMyFOOK2 - No [censored] Victims.espRegulator Intercom.espMegatonContracts.espNPCs Sleep Tighter.espBuildableBots v0.2d.espPhalanx-DogmeatEnemyTweaks.espPhalanx-Obedient-Dogmeat.espNeunen Fireaxe.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.espCleaned Museum.espCombat Style Perks.espWinchesterRevamped.espStealth Kills Enabled.espStealth Kills Enabled - Pitt Compatibility.espMyFOOK2 - Black & White Tranquility Lane.espRobCo Certified.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 - No Wanamingos.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FWE Master Release.espAttentater's Wasteland Economy.espLess Useless Karma Gifts 2.0.espI'll Touch What I Want.espFireLightFix.espFireLightFix_rus.espSunGlassesFX.espFallout Fast Saver v1.0.espFO3 Wanderers Edition - FOOK Support.espFWE - FOOK DLC Support.espFellout-Zeta.espbzBodySuits.espbzArmour-non-nvde.espUnique Dogmeat.espLeprechauns.espBetter Looking Combat Shotgun.espEssentialCaravan30sec.espDarNifiedUIF3.espDarNifiedUIF3_FWE.espFellout-Full.espBinoculars.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Worn Weapons.espA Trail of Crumbs.espMez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp

User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Mon Jun 21, 2010 10:25 am

I think I got it. Could someone just look over my load order real quick?

This will be better
Fallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmFallsChurchMetroFix.esmCRAFT.esmCALIBR.esmStreetLights.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmDCInteriors_ComboEdition.esmSharing and Caring Companions.esmCRAFT - Activation Perk.espGalaxyNewsRadio40[M].espUPP - Pack 1.espUPP - Pack 2.espRunFaster125percent.espAReasonedArgument.espCanterburyCommonsInteriors.espSCC - Talk to Anyone.espSniperZooming.espGeneratorSound.espFalloutFood.espMaintenanceShed.espRegulator Intercom.espMegatonContracts.espNPCs Sleep Tighter.espBuildableBots v0.2d.espNeunen Fireaxe.espCleaned Museum.espCombat Style Perks.espWinchesterRevamped.espStealth Kills Enabled.espStealth Kills Enabled - Pitt Compatibility.espRobCo Certified.espAttentater's Wasteland Economy.espLess Useless Karma Gifts 2.0.espI'll Touch What I Want.espFireLightFix.espFireLightFix_rus.espSunGlassesFX.espFallout Fast Saver v1.0.espbzBodySuits.espbzArmour-non-nvde.espUnique Dogmeat.espLeprechauns.espBetter Looking Combat Shotgun.espEssentialCaravan30sec.espDarNifiedUIF3.espDarNifiedUIF3_FWE.espBinoculars.espPhalanx-DogmeatEnemyTweaks.esp			You don't use Phalanx, remove itPhalanx-Obedient-Dogmeat.esp			You don't use Phalanx, remove itFOOK2 - Main.esp				Not sure about all FOOK thingsFOOK2 - [EVE] Energy Visuals Enhanced.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espMyFOOK2 - No [censored] Victims.espMyFOOK2 - Black & White Tranquility Lane.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - FOOK Support.espFWE - FOOK DLC Support.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.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 - FOOK2.espMart's Mutant Mod - FWE Master Release.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espFellout-pipboylight.espA Trail of Crumbs.espMez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp

User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Mon Jun 21, 2010 9:06 pm

I just finished cleaning it up according to that. Thanks.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Mon Jun 21, 2010 12:51 pm

# Integration of Lexx and Hal9000's Classic Advanced Power with updated textures as an Enclave Power Armor Mark I, type. The existing Fallout3 enclave armor is re-named to have the Mark II designation. This new armor has been added to special high level Enclave spawns.


I just noticed this... I think I might have asked for this in a previous thread, but thank you so much! This version of FWE is insanely good - probably one of the best mods I've ever played.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Tue Jun 22, 2010 12:46 am

Enjoying FWE alot. The combat and enemy behaviour feels very real. My first encounter at Springvale had me realising how alive everything felt with the raiders acting just the way they probably would in life fast and sneaky. For a second there i was telling myself, "Duh! This is not a game anymore its like being here". Happy to see delayed healing stimpaks at work instead of the instant healing.

It also made a big difference dealing with the raiders by kneeling which made the difference between dying and living to see another day.

The alternative start is great. Perfect smooth transition from the birth scene to the shack. I couldnt tell it was never part of the original game.

Wow looks like am actually going to like PRIMARY NEEDS now which feels much more natural especially with the onscreen info so am no longer guessing if am hungry or thirsty because something odd is happening. The on screen info is like a visual hunger pang effect which was missing in the past.

The Darn UI mod is working fine with FWE and the new grenade icon for it is very informative.

Wonderful to see so many things like the locks that can be blown off and the books that dont disappear after being read. For those into the modular approach it makes the transition much more easier to take in mentally especially knowing that now all the separate parts have been fused together to work perfectly as one whole. Its like playing a FALLOUT 3 version of OSCURO'S OBLIVION OVERHAUL.

The readme docs are fantastic. Very professionally done and i was able to get everything going with the proper load order right away due to the excellent documentation.

Unending thanks for this work of modding art to all involved.

Here is my mod list for those interested:

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
eye_hair_en.esp
KBATRadio.esp
Level 2 Some More Color.esp
Existence2.0.esp
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: 35
Total plugins: 37

Will be adding FELLOUT again later. Just wanted to make sure the main structure worked first :wacko:
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Mon Jun 21, 2010 8:53 pm

I just noticed this... I think I might have asked for this in a previous thread, but thank you so much! This version of FWE is insanely good - probably one of the best mods I've ever played.

Yeah http://i47.tinypic.com/2nbhmp4.jpg are one of my favourite "small" new additions in 5.0

Enjoying FWE alot. The combat and enemy behaviour feels very real. My first encounter at Springvale had me realising how alive everything felt with the raiders acting just the way they probably would in life fast and sneaky. For a second there i was telling myself, "Duh! This is not a game anymore its like being here". Happy to see delayed healing stimpaks at work instead of the instant healing.

Thanks for the nice feedback Hellbishop, glad you're enjoying it!
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Mon Jun 21, 2010 11:36 pm

That was very painless install!! :woot: I just finished going threw the tutorial and made it outside ok :) (ok so I did die from one of the officers when I was ready to escape, but cut me some slack, I didn't use anything to heal me, so I was already less than full heath :P ) So, am I correct in saying that when you drink from a fountain, you don't heal, right? I have to get used to this... it is like a whole new game for me, but I am both excited and loving this :wub:
This is the set up I went with.
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmProject Beauty HD version.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmAbode.espCRAFT - Activation Perk.espDarNifiedUIF3.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 - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (HD Addition).espFO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espEVE - FWE Master Release (Follower Enhanced).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 - FWE with EVE.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - Project Beauty (HD Addition).espMart's Mutant Mod - Project Beauty + FWE.espMez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.espTotal active plugins: 54Total plugins: 56

User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Mon Jun 21, 2010 1:40 pm

That was very painless install!! :woot: I just finished going threw the tutorial and made it outside ok :) (ok so I did die from one of the officers when I was ready to escape, but cut me some slack, I didn't use anything to heal me, so I was already less than full heath :P ) So, am I correct in saying that when you drink from a fountain, you don't heal, right? I have to get used to this... it is like a whole new game for me, but I am both excited and loving this :wub:

Pitch perfect setup.
And yes by default you dont heal from food or water, but you can reenable that via the Primary Needs menu in the FWE config.
But it's more fun without ;)
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Mon Jun 21, 2010 1:29 pm

So I want to start a new game with this but I got to ask if anybody knows that when the FOOK2 update comes out (which I hear will be soon) and I install that as well will I have to start completely over again? I would ask in fook2 forums but fookunity is apparently gone and I know a fwe-fook merger patched is planned for the new version so hoped someone here would know.

If I have to start completely over from scratch for the fook2 update I might just wait to play until then. Thanks ahead of time for the help.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Mon Jun 21, 2010 8:24 pm

So I want to start a new game with this but I got to ask if anybody knows that when the FOOK2 update comes out (which I hear will be soon) and I install that as well will I have to start completely over again? I would ask in fook2 forums but fookunity is apparently gone and I know a fwe-fook merger patched is planned for the new version so hoped someone here would know.

If I have to start completely over from scratch for the fook2 update I might just wait to play until then. Thanks ahead of time for the help.

Best point your questions towards the http://fallout3nexus.com/downloads/file.php?id=4448. We aren't really involved with FOOK2, nor are we involved in the FWE-FOOK2 Merger project.
All I can say at the moment is that upgrading from FWE 4.x to 5.0 is without a problem, but can't comment if that's the case with FOOK2 or not.
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Mon Jun 21, 2010 11:34 pm

Thanks for the fast reply and the link. Not sure why I didn't think to ask in the Fook2 nexus forum in the first place. Guess I got too used to getting fook2 info from the fookunity site and the fook2 thread I saw here is old.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Mon Jun 21, 2010 8:16 pm

Hey there. Again a few question regarding using mods alongside FWE. Can I use Fallout Reanimated without problems? How about a body mod with tweaked textures for armor? I remember from Oblivion that if you did that, the stats on the armor would get overwritten by the body mod. Same deal here? I bet I have more questions later, but will try to see how many I can get anwered in the readme file ;)
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Mon Jun 21, 2010 4:17 pm

Well since we are asking about mod compatibility, I was wondering about the http://www.fallout3nexus.com/downloads/file.php?id=5424 mod. Will it help, or be pointless with FWE? Thank you Kai Hohiro for sticking with us and holding our hand threw this :hugs:
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Mon Jun 21, 2010 9:02 am

Congrats on the release! :foodndrink:

---

@ALL:

I still see DarNifiedUIF3_FWE.esp popping up in various load orders. As of FWE4, this file is not needed, and it certainly shouldn't be used together with the std. DarNifiedUIF3.esp. Delete it.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Mon Jun 21, 2010 8:53 pm

Well since we are asking about mod compatibility, I was wondering about the Tailor Maid mod. Will it help, or be pointless with FWE? Thank you Kai Hohiro for sticking with us and holding our hand threw this

Yep, perfectly compatible(I use it too, its one of my favourite mods)

Congrats on the release!

Cheers Mate! :)

Hey there. Again a few question regarding using mods alongside FWE. Can I use Fallout Reanimated without problems? How about a body mod with tweaked textures for armor? I remember from Oblivion that if you did that, the stats on the armor would get overwritten by the body mod. Same deal here? I bet I have more questions later, but will try to see how many I can get anwered in the readme file ;)

Fellout Reanimated works perfectly fine.

Armor replacers is a bit more complicated. The Type 3 and 5 armor replacers for example work perfectly fine, since they dont require an esp to run and they just directly replace the meshes and textures.
As soon as an esp is required, it's likely that there might be conflicts. In that case you simply have to move the replacer below the FWE files in the load order, so they "win" the conflict (but of course that will overwrite any settings FWE made)

http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en is also always a good start, it's fairly comprehensive.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Mon Jun 21, 2010 3:54 pm

Congrats on the release! :foodndrink:

Thanks for exellent work, Darn! As always
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Mon Jun 21, 2010 4:28 pm

Congrats on the release, love it! The option menu is AMAZING. : )

I am having a couple of issues though. 1) The tool kit and medic kit aren't granting the +10 skill bonus any more. I get the "Tool kit improves your repair skill" but I don't get the actual skill buff. Was this changed, or have I screwed something up? 2) The Triage hotkey isn't working for me. The menu will pop up when I press it, but when I select triage [bodypart] nothing happens. Triage works fine if I select it through the inventory though.

These are probably something to do with my load order/I'm using an existing FWE save rather than starting a new toon.

Load order is:

Fallout3.esm
BrokenSteel.esm
PointLookout.esm
CRAFT.esm
CALIBR.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Xepha's Dynamic Weather.esm
Enhanced Weather - Rain and Snow.esm
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp
StreetLights - Wasteland.esp
GalaxyNewsRadio60[M].esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - FWE Master Release.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Bash3.esp

Total active plugins: 35
Total plugins: 47

Cheers and congrats again,
Watto.

PS. I know it's nothing to do with you guys, but Enhanced Weather and Dynamic Weather seem to be broken since I updated as well. Could updating have screwed up the scripts somehow? -W
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Mon Jun 21, 2010 8:01 pm

Congrats on the release, love it! The option menu is AMAZING. : )
I am having a couple of issues though. 1) The tool kit and medic kit aren't granting the +10 skill bonus any more. I get the "Tool kit improves your repair skill" but I don't get the actual skill buff. Was this changed, or have I screwed something up? 2) The Triage hotkey isn't working for me. The menu will pop up when I press it, but when I select triage [bodypart] nothing happens. Triage works fine if I select it through the inventory though.
These are probably something to do with my load order/I'm using an existing FWE save rather than starting a new toon.
Load order is:
PS. I know it's nothing to do with you guys, but Enhanced Weather and Dynamic Weather seem to be broken since I updated as well. Could updating have screwed up the scripts somehow? -W

I will check Triage item and repair kit.
About weather- this mod don't work for me long time already, so yesterday I choose to remove it completely. Don't know what caused it, but surely not last version of FWE
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Mon Jun 21, 2010 3:34 pm

I will check Triage item and repair kit.
About weather- this mod don't work for me long time already, so yesterday I choose to remove it completely. Don't know what caused it, but surely not last version of FWE

Thanks for the quick reply. : )

Re. The weather. It does seem unlikely that FWE would have broken it. I've probably changed something in my load order that's screwed things up. I'll try disabling EW (and leaving Xeph's) and see what happens. I can live without rain, but a de-sixified wasteland is going to be hard to take.
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Mon Jun 21, 2010 5:13 pm

Thanks for the replies thus far. I have another mod that is somewhat new that has caught my attention. It's http://www.fallout3nexus.com/downloads/file.php?id=11195 by Harmy52, which involves placing a cap on your skills based on your SPECIALS. It's seems he isn't sure how it works with FWE. So if you would once again give out of your infinite wisdom and give advice whether it can be used alongside FWE, I would appreciate it. Since it's so new it isn't on the list you gave a link to.
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

PreviousNext

Return to Fallout 3