[RelZ] FWE - FO3 Wanderers Edition #30

Post » Mon Jun 21, 2010 2:01 pm

Big complaint - why oh why you have changed the outcast dialog structure?

I've got some technology

-- let's see it

This is what I have ----#1

-- okay, what do you have?

Conductor/sensor unit/etc.

-- it's fine, blah blah, blah, what do you want for it?

What do you have? -----#2

--mkay, let's see

Not only there we got totally unneeded #1 and #2, but we have to go through this whole crap for every friggin item! Seriously guys, what's with that?
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Motionsharp
 
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Post » Mon Jun 21, 2010 8:03 pm

In the process of setting up here, and have a question about the merged patch:
Pre-merged patch for use with ALL DLC\'s, FWE 5.0, WMK v1.1.8, MMM RC5. Will also work with EVE + Project Beauty Active

Current WMK is 1.1.9, will that be a problem?

Edit: It's about time I learned how to merge my own patches though. :embarrass:
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Miguel
 
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Post » Tue Jun 22, 2010 12:20 am

Cheers! :)

No it's not in 5.0
We actually had it implemented at some point, but it proved abit too unstable, too confusing for new players, bad backwards compatbility to old saves and overall just not what we wanted in the end.
We implemented Archivement Remover however to improve general Fallout stability, and that will overwrite refurbish DLC. All you need to do is move Refurbish DLC below FWE.

Hi i might be missing the point but you still state that you have "Built-in Delay DLC mod improves the immersion of DLC quests" is that different to what your talking about above?


I would like to thank everyone for the hard work and time spent on FWE 5.0 alot of other modders who started out with big ideas have dropped or abandoned them. This is not the case with the FWE team

THANK YOU ONE AND ALL!!!

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Michelle Smith
 
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Post » Tue Jun 22, 2010 12:18 am

So, I believe everything is updated right, the new menu is an absoloute thing of beauty (FWE has night vision? I never knew!), and looks like I could revert back to almost vanilla if I wanted!
However, one slight issue - first thing I did was hack into a terminal. I levelled up 4 times then died instantly. Seems the exp requirements I'd been running on were somewhere between FWE default and slowest leveling (Which is where I am now), which seems very odd to me. Apart from that it would appear to be a completely painless upgrade, thank you all, you lovely, lovely people <3

edit: Oh, and the new icons and grenade notifier can only be described as sublime :)
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Josephine Gowing
 
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Post » Tue Jun 22, 2010 1:39 am

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

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

These sections of the OP are identical. Just a heads-up. :)
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clelia vega
 
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Post » Tue Jun 22, 2010 1:48 am

Sadly the installation wasn't easy for me, for some reason, despite replacing the existing files etc etc (and updating MMM and getting the new compatability patch) it just gets to the main menu, with the power armour picture and...nothing, doesn't even load the new game, load, save buttons etc, just thta picture. Gonna try a completely fresh install now.

Nevermind, was my own fault for not checking for updated FOIP stuff etc.
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Ryan Lutz
 
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Post » Mon Jun 21, 2010 1:50 pm

Congratulations on the release and all your hard work, you've made FWE into a dream mod for me with all your customization!

One problem though. I used the configuration menu and everything else is fine and working, but when I decided to alter loot spawns, I only got to do drugs (which I set to uncommon) and now every time I try to open the loot menu, it just closes the whole thing, so I can't alter any other loots!

This is on a fresh install, right outside the vault character. My mod list is pretty light, so I don't know what it could be?

EDIT: Just tested a new new character using alternate starts. Same thing happened. Rest of the menus work fine, just loot doesn't show up.
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Angela
 
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Post » Mon Jun 21, 2010 8:26 pm

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

:blink: That's scary! I hope I don't meet them anytime soon. What is he, new-look Enclave? I love the Sprint Mod and will no doubt be making good use of it :hehe:
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Add Me
 
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Post » Mon Jun 21, 2010 6:01 pm

Auto-sorting the load order in FOMM worked for me, just a tip.

Edit: Also, my http://www.fallout3nexus.com/downloads/file.php?id=8787 still works for 5.0. With the new settings menu I should probably set the delay longer so you have time to adjust your experience and skill points settings before it awards the XP though.
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NAkeshIa BENNETT
 
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Post » Mon Jun 21, 2010 8:38 pm

I confirm the loot configuration bug.

Some question about critical chances and damage. I've read that unarmed and melee skills now provide critical multiplier and damage bonus - description says that it's actually a crit hit chance, but then it says "1.0x at under 10, to 2x at 100 skill" which implies the multiplicative nature. There is also a crit multiplier from Perception and I wonder how exactly do they all stack?

Lets say I have:

unarmed 100 - 2x multiplier.
high perception - for simplicity sake lets assume that the multiplier is 1.5x
deathclaw gauntlet - 5x multiplier.

So what is my final multiplier, 8.5x?

Similar questions about damage but it's further complicated with better criticals and iron fist perks. So again:

unarmed 100 - 2x crit damage multiplier.
deathclaw gauntlet 60 base, 30 crit damage.
better criticals - 1.5x multiplier but not sure whether to your base or crit damage (i.e. how much damage it will add to gauntlet's crit hit - +30 or +15?)
iron fist 3 - +30 damage (how does that fit in with all the critical hits nad better critical perks?)

For the moment lets ignore strength bonus. So assuming the above stats what is the damage of the gauntlet's critical strike? Is there as formula hidden somwhere?
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kristy dunn
 
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Post » Mon Jun 21, 2010 5:23 pm

I have strange new problem with this mod, the game starts loading as usual, but doesn't react to keyboard or mouse. Using CTRL-ALT-DEL to get to control panel crashes the game, but the game doesn't crash on it's own. It started doing this after i added the FOIP patches, before adding them it worked normally. Is something wrong in my load order?

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmProject Beauty HD version.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDIM TYPE3clothesRETAIL.espDarNifiedUIF3.espCRAFT - Activation Perk.espCALIBRxMerchant.espFellout-Full.espProject Beauty.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 - Project Beauty.espFO3 Wanderers Edition - Project Beauty (HD Addition).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espStealthboy Recon Armor - CRAFT.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.espMez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp

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Jonathan Montero
 
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Post » Mon Jun 21, 2010 10:17 pm

I confirm bugs with triage hotkey, repair and medical tools
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Madison Poo
 
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Post » Tue Jun 22, 2010 12:25 am

I have strange new problem with this mod, the game starts loading as usual, but doesn't react to keyboard or mouse. Using CTRL-ALT-DEL to get to control panel crashes the game, but the game doesn't crash on it's own. It started doing this after i added the FOIP patches, before adding them it worked normally. Is something wrong in my load order?

Try to disable Project Beauty HD (and appropriate FOIP patches)- will it help?
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Leilene Nessel
 
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Post » Mon Jun 21, 2010 9:12 pm

Try to disable Project Beauty HD (and appropriate FOIP patches)- will it help?


No. It behaves exactly the same.

EDIT: It seems to be the merged patch that causes it. I guess i need to make my own.
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Andres Lechuga
 
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Post » Mon Jun 21, 2010 6:20 pm

Good morning and hope many are enjoying the splendour of coffee :)

A possible bug i encountered last night. When first entering Megaton and after talking to the Sherriff as am walking down the hill to disarm the bomb the female town npc who usually gives me rewards showed up and gave me a reward eventhough i had only been in Megaton a few minutes and i had yet to do any reward worthy good deeds.

Only thing that would make sense is perhaps she heard me talking to the Sherriff about disarming the bomb without pay so she rewarded me just on the basis of my volunteering to disarm the bomb without doing it yet.

Am using FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp and EVE - FWE Master Release (Follower Enhanced).esp. Dont know if that would effect npcs though.

Thanks for any help with this and thanks for the incredible mod compatibility list :D :foodndrink:
http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en
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Del Arte
 
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Post » Mon Jun 21, 2010 1:13 pm

Did you select a good karma level in the alternative start shack Hellbishop?
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Tom
 
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Post » Mon Jun 21, 2010 11:37 am

Did you select a good karma level in the alternative start shack Hellbishop?


Oh yea i did. I picked Virtuous :D Thanks Tubal :P :foodndrink:

Thats pretty cool it effects things in such a manner.
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Nina Mccormick
 
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Post » Mon Jun 21, 2010 10:54 am

From the readme:
Integrated Book Perks Mod
...
Lockpicking "Locksmith Training"
Your skill with the bobbypin has made you a natural at tickling the tumblers. Now, those pesky, easier locks are no challenge for you at all. You also have a increased chance with each Rank to recover any broken bobbypins. Lockpicking skill increased by +10 per rank for purposes of determining whether you can pick a lock.


This perk scheme seems a little...pointless. The skill requirements to read the book plus the bonus mean you really only benefit from, at most, 3 books. After that any bonus becomes superfluous. Add explosive entries into the mix and ... well you see where I'm going with this.

IIRC the original book perks mod gave bonuses to the Force Lock chance, was there some technical problem that this was taken out or was it a design choice?
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Richard Thompson
 
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Post » Mon Jun 21, 2010 4:45 pm

I tried a thread in the PC Issues forum and even PM'd Darn, but he doesn't know what's going on with my game.

After installing FWE and tweaking my load order, the entire UI is gone. I launch the game and there's no cursor, no anything. Just the opening sequence and then the guy in Power Armor. The main menu isn't there.
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Andrew
 
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Post » Mon Jun 21, 2010 9:56 am

Yet again my install was perfect. No issues so far. Nice, orderly load order, just the way I like it :hehe:
Not to be picky but I found a couple of grammatical errors in some of the menus while I was setting things up ingame :embarrass:

One thing I'd like to know. Is it possible to disable the random player sounds like coughing and burping? It's mostly the throat-clearing that is a little loud. I assume that's part of Primary Needs?
For the brief time I had the previous version did I hear correctly that my character had occasional combat dialogue? I only have male followers and I'm sure there were no other female NPC's in the area at the time.

Not that I've done much so far, but I definitely like the new version, with all its configuring for various features. I would like to be able to disable the little notes that pop up telling me to have a drink, maybe have something to eat, even when I don't have Primary Needs as the active quest. It's fine when it is active as I used to use it like that when I had it before I installed FWE.

But, so far so good, and definitely more fun than without. IMO FWE is like Oblivion's OOO. I couldn't play without that one, either :)

Here's my load order if anyone wants to know.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmStreetLights.esmDestruction.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCharon-Makeover.esp --- [esmified esp. Location is really after MMM]Unofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espVATS - MCE.espVatsLongerDistance.esplessviewdistance.espMoreMapMarkers.espStealth Kills Enabled.espNPCs Sleep Tighter.espNoQuestItems.espRCmarketNoFire.espNullFx.espPureWater-VeryClearNoRad.espRadioFreeWasteland.espLaptopTerminals.espLaptopTerminalsBrokenSteel.espLess Useless Karma Gifts 2.0.esp3EFhelmlessstealthsuit.esp3EFdrg.espkikaiEquipment.espTailor Maid.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid ZETA.espbzArmour.espEcho_UseBothGloves.espSomePoses.espPairPoses.espMiniVault.espDCInteriors_Georgtown.esp --- [don't tell me to upgrade]DCInteriors_Mason.espDCInteriors_SewardSq.espHZ_M92SE.espXFirestarter.espMystyk's Followers.esprichvendors.espClearSkies_v2.espMagic Pip-Light (55 Brightness).espCRAFT - Activation Perk.espProject Beauty.espDestruction - Main.espDestruction - Main - Statics.espDestruction - DLC.espDestruction - DLC - Statics.espDestruction - CP - Fellout.esp --- [oops, better remove that one]FO3 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 - UFP Support.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).espWabbitFoodRenamer.esp --- [wasn't working unless I moved it here]Leprechauns.esp --- [popped here as their names got changed by FWE]RebalancedFire-BrokenSteel.esp ---[wasn't working until I moved it]WeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espPlasmaRifleAwesomefied.espMart's Mutant Mod.espMart's Mutant Mod - FWE Master Release.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 - Project Beauty.espMart's Mutant Mod - Project Beauty + FWE.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Floaters.espGlowy Stuff.espeyes_hairpack_en.espMove Faster.esp --- [one of mine]Angel-MergedPatch.espTotal active plugins: 100

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Krista Belle Davis
 
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Post » Mon Jun 21, 2010 12:51 pm

I tried a thread in the PC Issues forum and even PM'd Darn, but he doesn't know what's going on with my game.

After installing FWE and tweaking my load order, the entire UI is gone. I launch the game and there's no cursor, no anything. Just the opening sequence and then the guy in Power Armor. The main menu isn't there.

Try to uninstall and reinstall DarnUI. During installation process Darn must ask you about changes in ini settings- you must agree with it.
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Auguste Bartholdi
 
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Post » Mon Jun 21, 2010 10:55 pm

Belated congratulations on the release, guys! Downloading now, going to try it out ASAP. Everything looks fantastic, though, can't find anything to fault from here and I'm usually the picky type. You've got the list of all the integrated mods for those of us who like to know what came from where, comprehensive installation instructions, all the bells and whistles. Also glad that you've made many components configurable now! Great for picky picky me.

------------------------
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
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • 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 (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • 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 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
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • 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 (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • 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


I presume this isn't intentional.
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Eve Booker
 
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Post » Mon Jun 21, 2010 12:29 pm

Try to uninstall and reinstall DarnUI. During installation process Darn must ask you about changes in ini settings- you must agree with it.

Un/reinstalled DarnUI, nothing.

EDIT: Well, I got all of those notices and I agreed, but the problem persists.
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Claire Vaux
 
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Post » Mon Jun 21, 2010 12:19 pm

What happens if you delete the ini and start the game?
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Catherine Harte
 
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Post » Mon Jun 21, 2010 11:28 am

Which ini should I try deleting?
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JR Cash
 
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