[RelZ] FWE - FO3 Wanderers Edition #31

Post » Tue Jul 13, 2010 11:37 pm

I believe I saw an option in the menu to see if skills decided damage, accuracy, or a mix of the two - would this be better for you?



Has no impact in VATS. Besides the screenshot I showed was with FWE option enabled, which is 80% on Accuracy. So even if it did have impact I would get even higher accuracy with it lowered to Vanilla settings.
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Robert Jr
 
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Post » Tue Jul 13, 2010 10:50 pm

I have tried all of those options and the option to change gun sway and bullet spread. I am not sure those options work. The gun does sway a lot UNTIL you zoom in then it doesn't sway at all. I am not sure that the options for accuracy/damage work as intended.

What about my screenshots?

Phoshi
Oh, and a question: Do NPCs simply not get irradiated? I have brotherhood initiates swimming after mirelurks in irradiated water! If I tried to do that I'd be dead in about a minute!

You are right, they do not get irradiated

Hellbishop
Have some possible bugs to report-

Try to not use quick load key, load your save from the main menu. Will it help?
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Matthew Warren
 
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Post » Tue Jul 13, 2010 11:42 pm

I remembered that so many people complained that the pre-FWE5 releases nerfed VATS too much. And now with FWE5 release people complain it's too powerful.


I don't think I ever said that :)
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Laura-Jayne Lee
 
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Post » Wed Jul 14, 2010 3:47 am

Hellbishop

Try to not use quick load key, load your save from the main menu. Will it help?



I never use the quick load key. Didnt even know it existed :D I also stay away from autosaves. Everything is done the old fashioned way manually with the main menu. Thanks for the info and the previous reply about FOMM and Fmod creation :foodndrink:
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Connor Wing
 
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Post » Wed Jul 14, 2010 4:18 am

So I picked up the Game of the Year edition 2 days ago and am having a blast. Would it be advised to finish the game (or at least spend more time playing) or just dive right in and use FWE now? Any advice for a brand-new player would be welcome.
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Christine Pane
 
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Post » Wed Jul 14, 2010 2:51 am

So I picked up the Game of the Year edition 2 days ago and am having a blast. Would it be advised to finish the game (or at least spend more time playing) or just dive right in and use FWE now? Any advice for a brand-new player would be welcome.

I personally played the vanilla Fallout 3 for about an hour or two and couldn't even play it. I don't see a point in playing the vanilla game if a better experience can be had with mods. It's up to your preferences, play the game how you want to, you don't need us for that.
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Jodie Bardgett
 
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Post » Wed Jul 14, 2010 9:18 am

Uhm, I read this thread about a problem with WMK, and people adviced the guy to use "Mez?s merged patch". What is this patch, where I can get it, and why would there be no mention of it in the readme?

(there is actually, but as an esp name in the load order, so I?m puzzled). Could someone help me out with this, I hate having this feeling I have been playing with a flawed setup... :P



Here?s my load order, just incase:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espDarNifiedUIF3.espTheOutbreak - WMS Vanilla Combo Pack - C12H.espBusworldV1.05c.espStreetLights.espGreenerworld.espCASM.espCALIBRxMerchant.espNotSoFast.espMoreMapMarkers.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espDCInteriors_Georgtown.espDCInteriors_Mason.espWasteland Whisperer.espKickDogs.espRobCo Certified.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Worn Weapons.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - FWE Optional Worn Weapons.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.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 - No DLC Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FWE with EVE.espTotal active plugins: 69Total plugins: 72

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Lisha Boo
 
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Post » Wed Jul 14, 2010 8:33 am

I have tried all of those options and the option to change gun sway and bullet spread. I am not sure those options work. The gun does sway a lot UNTIL you zoom in then it doesn't sway at all. I am not sure that the options for accuracy/damage work as intended.

They work as intended, a lot of things factor into gunsway.

Have some possible bugs to report-

1. Saw some Talon Mercs walking by the gate of a water tower near the Temple Of The Union and Canterbury Commons and noticed two of em were exact copies of each other. When i reloaded the save after getting killed the twin clone was no longer there. I also noticed the same thing with a female raider at the raider base near the Regulators headquarters when starting out there with the Alternative Start option. After i killed both of them i could only find one of the female raider bodies.

2. When fighting the above mentioned Talon Mercs i tossed a bottlecap mine at their feet but all three walked right over it without setting it off even after i engaged them in combat.

3. The above mentioned Talon Company Mercs in the same spot also didnt spot me when i walked right past them when reloading my save.It was like i was invisible. This reminds me of a similar problem in the early days of FRANS and OSCURO'S OBLIVION OVERHAUL where it looked like damage didnt register and sight of line wasnt working due to invisible meshes or nifs? getting in the way as if there was an invisible wall i couldnt see.

This has nothing to do with mods, but with how loading works in FO3(or actually how it doesnt work).

Uhm, I read this thread about a problem with WMK, and people adviced the guy to use "Mez?s merged patch". What is this patch, where I can get it, and why would there be no mention of it in the readme?

(there is actually, but as an esp name in the load order, so I?m puzzled). Could someone help me out with this, I hate having this feeling I have been playing with a flawed setup...

When using "Weapon Mod Kits" you basically always need a merged patch. Read up the WMK ReadMe, it explains it pretty well how to create one. Mez's Merged Patch is just one he created himself which you can use if you're unsure how to create a Merged Patch yourself.
Edit: Actually you cant use it. Mez's merged patch requires all DLC and you're missing Zeta. So you need to create a merged patch yourself.
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Pumpkin
 
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Post » Wed Jul 14, 2010 10:32 am

Yes we are already aware. Mez bumped up the numbers because a lot of people complained about too low hit chances in prior versions. So naturally people have to complain about too high hit chances now :)
But yes we might reduce them again.


Maybe I am not giving 5.0 a good chance, maybe I was'/am just use to 4.1.1, I will go an play it again this time giving it more of a chance.
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David John Hunter
 
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Post » Wed Jul 14, 2010 12:05 am

This has nothing to do with mods, but with how loading works in FO3(or actually how it doesnt work in FO3)



Thanks Kai Hohiro! I'll mess with my load order then while keeping in mind the rule of what gets loaded last is what takes precedence.
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Danii Brown
 
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Post » Wed Jul 14, 2010 3:48 am

Thanks Kai Hohiro! I'll mess with my load order then while keeping in mind the rule of what gets loaded last is what takes precedence.

I'm not talking about load order, I'm talking about loading save games. There are some bugs when loading saves, especially when you use quickload, CASM quickload or just loading while the game is currently in progress in general. It's nothing game breaking but small bugs like that will happen and have nothing to do with mods.
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Reven Lord
 
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Post » Wed Jul 14, 2010 6:35 am

I got the same results, 95% hit rate in vats and I am very accurate outside of vats, with only 34 - 41 skill in small arms I can stand on one side of the Super Duper Mart parking lot and hit a raider crouched by the cars on the other side, inside VATS and outside VATS.

I have the VATS "bug", but I have trouble hitting barns outside of it with 20 Small Guns, good quality hunting rifle, standard FWE settings. The last part is as it should ofc.

So I picked up the Game of the Year edition 2 days ago and am having a blast. Would it be advised to finish the game (or at least spend more time playing) or just dive right in and use FWE now? Any advice for a brand-new player would be welcome.

I played through it without mods when it came out. Don't bother. :D
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Rebekah Rebekah Nicole
 
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Post » Wed Jul 14, 2010 1:40 am

They work as intended, a lot of things factor into gunsway.


This has nothing to do with mods, but with how loading works in FO3(or actually how it doesnt work).


When using "Weapon Mod Kits" you basically always need a merged patch. Read up the WMK ReadMe, it explains it pretty well how to create one. Mez's Merged Patch is just one he created himself which you can use if you're unsure how to create a Merged Patch yourself.
Edit: Actually you cant use it. Mez's merged patch requires all DLC and you're missing Zeta. So you need to create a merged patch yourself.


Ah, I thought those FOIP patches already existed for that? Good to know. :)


I really have no idea how to create a patch myself - I have never needed to use even Tes4Edit, supprisingly. I try to keep things very simple, I?m not adding more mods I just want to play now and then...so if there?s a patch I could use with this setup, I would gladly just download that and play on.

Anyone know where to get it? I tried searching Nexus but got nothing relating "Mez?s", or "merged patch".
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Tamika Jett
 
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Post » Wed Jul 14, 2010 7:16 am

Ah, I thought those FOIP patches already existed for that? Good to know. :)


I really have no idea how to create a patch myself - I have never needed to use even Tes4Edit, supprisingly. I try to keep things very simple, I?m not adding more mods I just want to play now and then...so if there?s a patch I could use with this setup, I would gladly just download that and play on.

Anyone know where to get it? I tried searching Nexus but got nothing relating "Mez?s", or "merged patch".

Just read the WMK ReadMe, please! :D
It has step by step instructions how to create one. There's no easy way around this, this is something you must do when using WMK.
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ShOrty
 
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Post » Tue Jul 13, 2010 11:55 pm

Closed as a new thread is being made.
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Doniesha World
 
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