[RelZ] FWE - FO3 Wanderers Edition #32

Post » Wed Oct 06, 2010 10:03 pm

The mod is very stable for me and many others. Are you using any other mods?


Nope.

You may post your load order here, it is hard to recommend something without it.
For now FWE have only one confirmed minor issue- in Operation Anchorage. All other stuff, such as instability or crashes/freezes not from our side.


Posted it earlier, but here it is again:

Load order is:

- Fallout3.esm
- CRAFT.esm
- CALIBR.esm
- FO3 Wanderers Edition Main File.esm
- FO3 Wanderers Edition Main File.esp
- CRAFT - Activation Perk.esp
- FO3 Wanderers Edition Followers Enhanced.esp
- FO3 Wanderers Edition Alternate Travel.esp
- FO3 Wanderers Edition UFP Support.esp
- FO3 Wanderers Edition Optional Free Play After MQ.esp

It also happened without the last 4 checked off. Any help would be greatly appreciated!


Heck. Only other thing I can think of is uninstalling the game and reinstalling.
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lilmissparty
 
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Post » Wed Oct 06, 2010 10:13 pm

Nope.
Posted it earlier, but here it is again:
Heck. Only other thing I can think of is uninstalling the game and reinstalling.

At first- delete FO3 Wanderers Edition UFP Support.esp. You don't use unofficial patch, so you don't need this plugin.
If your game have big history, then reinstalling can be good solution.
If you have multicore CPU, then it can be source of your problems.
If your processor have more then two cores, try to make downgrade to 2 in system BIOS setup. Most motherboards now have this feature
Fallout can be very unstable, when used on multicore CPU-s
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Wayne W
 
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Post » Wed Oct 06, 2010 12:11 pm

I play with over 8 times the mods you do, and my game is VERY stable

I just got done playing for right at 6 hours non stop, and only had 2 crashes, I have went 8+ hours at a time w/o a crash though.


what are your pc specs?

Just because you can run FO-3 unmodded fine does not mean you can handle all mods. FWE adds what like 20,000+ lines of script?

Not trying to be mean, and I have no hand in the making of FWE, this is just what I think.

the post above has goos points as well, why are you usong the UFP FWE fix, when you have no UFP in the load order? or do you have the UFP and no UFP ESM/ESP loaded?
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Marie
 
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Post » Wed Oct 06, 2010 8:36 pm

No worries, I'm not that sensitive. ;) Anyway I just uninistalled the game, reinstalled to a different drive, reinstalled all the FWE requirements and I somehow miraculously was able to save my savegames and so far so good. I don't know what the heck I must have done the first time but everything seems ok this time. Sorry for the temper-tantrum, but man that was frustrating!
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Katie Samuel
 
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Post » Wed Oct 06, 2010 5:47 pm

i quick question..... i was thinking about trying out the FOOK2 patch now that i can increase the damage of all weapons easily since FOOKs guns are underpowered. however im afraid if im bump it up to 3.0 or higher i might run into the issue of being ninjad by a raider with a baseball bat while im in full armor.

is there a seperate setting in the GECK for just melee combat. i tried peaking in there while ago but they have so much junk left over from oblivion that i cant tell what is what.
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Mr. Ray
 
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Post » Wed Oct 06, 2010 3:44 pm

Ok. I'm a hair away from uninstalling this mod. I haven't had too much of an issue since I stopped using the quicksave/load options. But now I've encountered another bottle of fun:

I'm in Megaton. Moriarity's Saloon. I see Burke. I approach Burke. Camera pans...CRASH.

Repeat. Rinse. Punch hole in wall. Etc.

What is going on here? Is this mod really this unstable? I don't get it. In over 100 hours with the vanilla game I never had a single crash. WTF?


I heard about this bug too, BUT it was mostly with a pirated version of the game but some legit users had it too [not saying you have one]. MY friend had this bug, and he had to d/l a torrent fix for it even though he bought the game, and he said it fixed it. But you said its fine for now, if not tho check that out.

i could be remembering it all wrong tho
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Tanya
 
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Post » Wed Oct 06, 2010 6:03 pm

I am not trying to rush already-busy people, but I wanna let ya'll know. If that weapon group info can make it to me soon, the next major release of FOOK could have the framework in place for Fook's followers to be able to use FWE weapons within their distance-based weapon selection. if you come up with that, plz put it in Phalanx' thread instead of putting it into the messagebox thingie here, the message box fills up sometimes.

Also - - I do not know how things will go if someone tries to combine the next version of FOOK, + FWE, + FWE's follower-changing module. Specifically, FWE's follower-changing module could make things strange because it doesn't necessarily cancel out what the FOOK followers are now doing natively. It's possible that to have a sensible follower experience, users will need to pick a configuration like: {FOOK + FWE} or {FWE + FWE-Follower-Module}.

It was the FOOK developers' decision to integrate Phalanx deep into their .esm, just FYI. They were made aware before the process started that it would cause funkyness if anyone tried to run a different follower overhaul system alongside of FOOK. It's fortunate that FWE made the decision some time ago to seperate out its follower code so that it could be unloaded - at least one of the mods needs to have it seperate or it would be wholly chaotic.

As an aside -

I've had some FWE users specifically ask me about making a command headset (which I think FWE has). After the game's main quest is completed, a device becomes available BUT it is not usable in combat or if the follower is in combat. Phalanx already introduces a big, big chunk of follower control, and to move the communications for Phalanx out to a true, remote-control function would be grossly overpowered. I really cannot introduce that into Phalanx. If someone else really wanted to, they could, but it would be up to them to keep up with my updates.
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Andrew Tarango
 
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Post » Wed Oct 06, 2010 8:05 pm

I heard about this bug too, BUT it was mostly with a pirated version of the game but some legit users had it too [not saying you have one].


Yeah that's mostly what was coming up when i google searched my problem but it wasn't the problem for me! I've got my dvd, lunchbox, bobblehead and nuka-cola opener right beside me (well, in the other room but still)!

On a different note I have a request/question and not sure if I should post a new thread or just put it here but here goes: Stealth Explosives. I want them and think they should be a part of the game. See, I'm in Megaton and I sneak up to the sheriff's door and try to breach it by setting off a grenade for 30 seconds. Nobody saw me sneaking and I had plenty of time to go and hide while it blew up. Funny enough a "Megaton Settler" walks up to the trapped door and leans on it right when the whole thing explodes. Megaton Settler is on the ground in a pile and I laugh to myself about it all (my character is not exactly a paragon) but when I get close to the door people start hollering and shooting at me. WTF? There's no way they could have known it was me. Maybe suspected, since I"m new in town, but who would just start shooting at somebody without proof of them doing it? So I'm hoping there's a way to implement stealth in bomb placement. I figure, a stealth check should be in place when setting up the explosive and that's it. If you pass that check nobody could know it's you. Maybe another stealth check in order to hide after at the most. I don't know. It would be cool. Thoughts?
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Pants
 
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Post » Thu Oct 07, 2010 1:29 am

Sorry for the seemingly juvinile questions, but I need a couple of things clarified conserning the vanilla followers:

1) with FWE, is the ability to recruit the vanilla followers dependent on Karma? Jericho won't join me cause I'm a good guy.

2) I checked their AI package for being told to wait and it's set to guard, so they just stand there looking dumb instead of hanging out and sandboxing like I like them to do. Would it cause any issues to switch their AI to sandbox in this package?
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Caroline flitcroft
 
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Post » Wed Oct 06, 2010 12:53 pm

2) I checked their AI package for being told to wait and it's set to guard, so they just stand there looking dumb instead of hanging out and sandboxing like I like them to do. Would it cause any issues to switch their AI to sandbox in this package?


4 things

When you need a real WAIT and do not have it, such as in a combat situation, it's quite bad. Sandbox means wandering around and that's totally not what you want in a combat-wait.

Sandbox when used in this way is inherantly unsafe because it causes wars between your followers and other factions in the game. it's possible to pre-configure sandboxing in faction-owned areas but that's exactly the thing - - its pre-configured and scripted, it's not just swapping a guard package into a sandbox one.

Followers who wander around can get into the edge of the visible range of semi-nearby enemies, and you end up with unexpected fights.

If you wanted to try Phalanx, it's got a "take a break" group command which is pre-configured to safely allow sandboxing in certain areas. It is configurable to allow "take a break" to work absolutely anywhere, but at your own risk. it's not set like that by default.

Edit - jericho in Phalanx hires with any karma.
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Andy durkan
 
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Post » Wed Oct 06, 2010 7:15 pm

4 things

When you need a real WAIT and do not have it, such as in a combat situation, it's quite bad. Sandbox means wandering around and that's totally not what you want in a combat-wait.

Sandbox when used in this way is inherantly unsafe because it causes wars between your followers and other factions in the game. it's possible to pre-configure sandboxing in faction-owned areas but that's exactly the thing - - its pre-configured and scripted, it's not just swapping a guard package into a sandbox one.

Followers who wander around can get into the edge of the visible range of semi-nearby enemies, and you end up with unexpected fights.

If you wanted to try Phalanx, it's got a "take a break" group command which is pre-configured to safely allow sandboxing in certain areas. It is configurable to allow "take a break" to work absolutely anywhere, but at your own risk. it's not set like that by default.

Edit - jericho in Phalanx hires with any karma.


Thanks Tarrant. The main place for the sandbox would be inside my house/command center. I have played a long time and used followers a lot and can't ever remember a time I told them to wait in a combat situation. I like to take a couple out with me sometimes, then take them back "home" and park them while I do other stuff alone.

To your knowledge, does Phalanx override a lot of stuff that FWE adds in terms of followers?

Thanks for the reply!
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Angus Poole
 
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Post » Wed Oct 06, 2010 11:15 pm

Thanks Tarrant. The main place for the sandbox would be inside my house/command center. I have played a long time and used followers a lot and can't ever remember a time I told them to wait in a combat situation. I like to take a couple out with me sometimes, then take them back "home" and park them while I do other stuff alone.

To your knowledge, does Phalanx override a lot of stuff that FWE adds in terms of followers?

Thanks for the reply!

Phalanx is compatible with FWE, you just need to disable FWE Follower's Enhanced.

You can make your followers sandbox via the FWE command handset though.
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Eire Charlotta
 
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Post » Wed Oct 06, 2010 11:51 am

Coming back to FO3-FWE after being absent a while dealing with a game that refused to save without a CTD and a corrupted save file - complete mystery how that happened - I decided to checkout FWE and discovered v5.1.

I have to say the installation, documentation and Load Order example are VASTLY better!

Thanks a lot, this looks very interesting.
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Hot
 
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Post » Wed Oct 06, 2010 1:41 pm

Thanks Tarrant. The main place for the sandbox would be inside my house/command center. I have played a long time and used followers a lot and can't ever remember a time I told them to wait in a combat situation. I like to take a couple out with me sometimes, then take them back "home" and park them while I do other stuff alone.

To your knowledge, does Phalanx override a lot of stuff that FWE adds in terms of followers?

Thanks for the reply!


You're gonna want to unload FWE's followers module to use Phalanx. They both function as follower overhauls. So - yes, that's a bit of an override.

I have 'take a break' as set to work in the megaton house and tenpenny, but some other areas as well. Take a break does not allow sleeping, eating (other people's stolen) food, and so on. But there's also a seperate "dismiss" command which is like a better take-a-break, they sleep and eat etc, but it only works at your owned camp sites or the Phalanx' military base, if you own it. I'm probably going to make dismiss work in megatonhouse/tenpenny in the future.
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Crystal Birch
 
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Post » Wed Oct 06, 2010 3:45 pm

I wonder if the Vendor Respawn Time does affect how much caps they have? I have it set at 1 day but Moira definitely doesn't reset her caps daily. Or perhaps it works differently in F3 than in Oblivion?
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Trevi
 
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Post » Wed Oct 06, 2010 1:22 pm

Hey FWE Dev peeps,

Could you please make a list for me about the weapons FWE adds? You can post it right here if you like or, put it into the Phalanx thread here on Bethesda's board. Here's the info I need. I cannot just open up the mod and figure it all out, there are some finer points to it.

I need to know which groups of weapons FWE adds, but skipping a few types. I need you to skip the lowest-level weapons, such as those comparable to 10mm and 32Caliber pistols.

An example would be this:

Group name: [Assault Rifles 1]Skill required: [small guns skill]Ammo type: <insert ammo name or CALIBR itemID here>Ammo delivery characteristic: [instant/delayed] (delayed is like plasma pistol/rifle. instant is like, bullets or laser pistol/rifle)Weapon relative damage when used at correct range: [elite/normal/low] (elite is like laser gatling guns/44magnum, normal is like chinese assault rifle, low is like hunting rifle. Do not include total crap weapon groups).Ammo rarity as implemented in FWE: [almost none/uncommon/typical] (Almost none is like alien cells, uncommon is like .44magnum).Operation type: [fully automatic/semi-automatic]for fully-automatic only: [wide-spread, medium spread, narrow spread]. (Wide spread is like 10mmSMG. Medium is like gatling laser. narrow is like precision gatling laser.)for semi-automatic only: [very accurate] [semi-accurate] [point-and-hope]Your perception of the ranges you use the weapon at. [close/mid/far]. You may tend to use the weapon in 2 ranges, you don't need to pick one(even though internally for followers, I have to).


I could give it a shot, but there are some things that I'd like to get clarified.

1.
Weapon relative damage when used at correct range

are we talking about damage per shot here or an overall dps? If it's the latter, then in fwe I'd certainly not put 44magnum in elite damage range, it would be normal or maybe even low, while chinese AR would be elite - IIRC vanilla magnum does 35 dmg/shot and 45 in fwe, while chinese AR went from 11 to a whooping 25 or so and pretty much trumps a combat shotgun at close range as well.

2.
Ammo rarity as implemented in FWE.

With the exception of energy cells, EC packs and alien power cells all ammo can be traded from the outcasts using vastly expanded tradeable item list so the whole ammo rarity becomes a moot point. Of course, for the same item you get different amounts of different ammo, e.g. a fission battery will net you one of:
a) 15 .308 bullets
B) 48 5.56mm
c) 60 4.62mm
d) 90 5mm etc....
So with that in mind how do I define the ammo rarity?

3.
for fully-automatic only: [wide-spread, medium spread, narrow spread].
(Wide spread is like 10mmSMG. Medium is like gatling laser. narrow is like precision gatling laser.)

Again, all automatic weapons have a vastly improved accuracy over their vanilla variants. Vanilla assault rifles had 1.5 min spread while in FWE it's 0.2-0.8, even miniguns are more accurate than vanilla rifles. Basically the only weapons that have a wide spread are shotguns, everything else is either narrow or medium spread.

All this makes kinda difilcult to decide on how to evaluate each weapon and it would require to re-evalute original weapons too, not just those added by FWE. Maybe we could give you some numbers and some short comment so you could decide for yourself how is it best used? Something like
XL703EGroup name: [Assault Rifles 1]Skill required: [small guns skill]Ammo type: 5 mmAmmo delivery characteristic: [instant] Weapon relative damage when used at correct range: [elite, 23/shot, 9 RoF] Ammo rarity as implemented in FWE: [typical - rather abundant as outcasts are most generous wit hthis ammo type] (Almost none is like alien cells, uncommon is like .44magnum).Operation type: [fully automatic]for fully-automatic only: [medium spread, 0.5]. Your perception of the ranges you use the weapon at. [mid].

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Tinkerbells
 
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Post » Thu Oct 07, 2010 2:51 am

So this sounds like FWE has edited the vanilla weapons in the game, although not changed their ammo types. It's removed the characteristic ammo spread from many weapons, and no ammo is of a seriously rare type except maybe non-microfusion-cell energy weapon ammo. 308's might be in short supply (might).

I guess most of my questions are a moot point.


Here's a different sort of list ..

Group descriptive name: [Assault Rifles 1][SMGs 1][44Magnum Pistols 1][44Magnum Rifles 1]Skill required: [small guns skill][big guns skill]etc.Ammo type: <insert ammo name or CALIBR itemID here>Ammo delivery characteristic: [instant/delayed](delayed is like plasma pistol/rifle. instant is like, bullets or laser pistol/rifle)Should this weapon group be used similar to a hunting rifle or sniper rifle? [y/n]If above is YES:accuracy: [very accurate] [semi-accurate] [point-and-hope]

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maria Dwyer
 
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Post » Wed Oct 06, 2010 6:09 pm

I am going to add that ammo, while not "rare" tends to get used in massed amounts when using FWE and MMM.

I normall carry 800-1,200 5MM rounds for my minigun, and both of my followers carry 350-450 rounds for there respective weapons.
Depending on how combat heavy the area I am going to is, affects how much ammo i enter and leave with.
I.E at falls church I used around 600 rounds of 5MM and my followers used some where between 50 and 150 rounds each.

Now if I was to have us all three use the same ammo type I could safely say that there would be no need to worry about how much I use, as long as you stay in the common rounds like 10MM and 5.56, and .32.

.308 and .44 as well as .45 is still rare enough that you won't be shooting just for fun, shotgun shells are also kinda scarse. But then again I don't trade for those either with the outcasts.


as far as how accurate, I am pretty much presion burts with my minigun at range, with big guns skill at 80.
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Ross Zombie
 
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Post » Thu Oct 07, 2010 12:15 am

I am going to add that ammo, while not "rare" tends to get used in massed amounts when using FWE and MMM.

I normall carry 800-1,200 5MM rounds for my minigun, and both of my followers carry 350-450 rounds for there respective weapons.
Depending on how combat heavy the area I am going to is, affects how much ammo i enter and leave with.
I.E at falls church I used around 600 rounds of 5MM and my followers used some where between 50 and 150 rounds each.

Now if I was to have us all three use the same ammo type I could safely say that there would be no need to worry about how much I use, as long as you stay in the common rounds like 10MM and 5.56, and .32.

.308 and .44 as well as .45 is still rare enough that you won't be shooting just for fun, shotgun shells are also kinda scarse. But then again I don't trade for those either with the outcasts.


as far as how accurate, I am pretty much presion burts with my minigun at range, with big guns skill at 80.


Yeah.. my impression atm is that I'll preserve the existing ammo rarity part of the decision making and have FWE along for the ride on that, even if the ammo is not quite as rare as it would be otherwise. And in general I will match the range based decisions up with what the system does now based upon the approximate category, even though key parts of that are actually not applicable to FWE (the range was based upon the weapon's spread in many cases).
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Sarah Evason
 
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Post » Wed Oct 06, 2010 11:49 pm

Been playing all day, no problems. Using Project Beauty, Classic Weapons, Armor Disguises, Mart's Mutant Mod, Enhanced Night Sky and Killable Kids (hehe) and no problems thus far. Great job, guys and sorry for the griping earlier yesterday! :tops:
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Vera Maslar
 
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Post » Wed Oct 06, 2010 8:29 pm

I'm still not sure how to describe a group. I mean should laser rifles and plasma rifles be in different groups because they have different delivery method even if they use the same ammo type? That code block example didn't show any weapon names, should I just take weapons that fit the same category and create a group description for them?
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SEXY QUEEN
 
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Post » Thu Oct 07, 2010 2:14 am

I'm still not sure how to describe a group. I mean should laser rifles and plasma rifles be in different groups because they have different delivery method even if they use the same ammo type? That code block example didn't show any weapon names, should I just take weapons that fit the same category and create a group description for them?


laser rifles and plasma rifles are not in the same group because their ammo delivery is different (laser is instant, plasma floats along).

Yes its group descriptions, I don't need the individual weapon names. Think: formlists.

Like,
Assault Rifles which use 556mm are one group

Miniguns which use CalibrBlah34Blah are another

SMGs which use 12MCalibrBLAH are another.

a new hunting rifle would be another groupm, even if it was just one weapon being added.
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Josee Leach
 
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Post » Thu Oct 07, 2010 4:02 am

I really like the idea of the worn guns module, but TBH it feels more like a cheat than anything else. I've had enemies miss 9/10 shots from a decent range, while I was able to snipe them from much further and one-hit-kill them using a certain automated targetting system with only ~15 in the respective weapon skill.
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Phoenix Draven
 
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Post » Wed Oct 06, 2010 9:13 pm

I really like the idea of the worn guns module, but TBH it feels more like a cheat than anything else. I've had enemies miss 9/10 shots from a decent range, while I was able to snipe them from much further and one-hit-kill them using a certain automated targetting system with only ~15 in the respective weapon skill.

Well- you can not use this module, if you don't want it :)
And this "cheat" can make hole in your pocket
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JERMAINE VIDAURRI
 
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Post » Thu Oct 07, 2010 2:06 am

Hello all,

I've been away traveling for a while now, so many thanks to Del and Kai for keeping up with the forum threads here (and on nexus) . . . there's been a staggering amount of activity since 5.0, which is good to see.

In any case, we're working on a 5.02 HOTFIX that should be out before too long to address a few issues that have cropped up since 5.0/5.01. This includes

- Fixing the high VATS accruacy + tweaking the perception range bonus in VATS.
- Adding an option to the control panel to adjust base VATS accuaracy
- Re-working the power armor changes slightly to restore PA armor footstep sounds.
- Fixing the operation anchorage health refill stations + primary needs conditions
- Improvements to the followers command headset
- Fixing some assorted weapon settings + graphic errors

We need to throroughly test all this out, but it shouldn't be too far out.

We're also working on a new optional file that will let you pre-make a "custom preset" in the GECK or FO3Edit that you can use to save your favorite settings and quickly load them for new characters and the like. Heck, you can even trade them around if you'd like to "try out" someone else's settings.

That's all folks!
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Kay O'Hara
 
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