[RelZ] FWE - FO3 Wanderers Edition #32

Post » Wed Oct 06, 2010 9:18 pm

Hey, I've been playing with this mod for the past few days and am totally loving it. The one question I have is, how come the grenade/mine explosion radius was made so big? I get hurt/shaken by the explosion when I'm sitting around 10 meters from it, sometimes even behind a wall. A good example is the Springvale School. When going around back to the bandits camping outdoors, I'll throw a grenade inside and run around the corner and into cover behind a wall. Yet I still take damage and get shaken. Kind of wierd. This would be my only complaint!
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Anna Kyselova
 
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Post » Thu Oct 07, 2010 3:10 am

I spent a lot of time playing with this mod this weekend, and it's a lot of fun. I especially liked what you did with the Xuanlong! To me, this mod brings the game much closer to a FPS ala Call of Duty or similar game than about any other I have found, so great job with that! It makes it really challenging with the way you have set up the damage, and while my weapons seem much more powerful, I can only withstand 2 or 3 hits before the good 'ol death scene pops up. I've actually died more this weekend than I have in a long time, lol, and that has been a TON of fun!!! The FWE team definitely has a new fan and user!

But, with that being said, I did have a suggestion or two that may interest you. (If not, it's no big deal, as I know you cannot incorporate the wishes of everyone, lol)

1) I think it would be nice to have all the drugs/chems/aid that FWE adds in a separate module so that users could choose whether they wanted to add them or not. This is just my own personal opinion, but I don't care for that stuff at all. It kind of becomes a PITA to have to manage so many more items in the aid inventory. I personally never use Psycho, Jet etc, but will use stimpaks sometimes as needed as well as rad-x and radaway, but those are about the only "magic" drugs I ever use. If I had the choice, I would choose to exclude that part (all the new chems) of the mod from my experience.

2) In the area of followers, I liked the optional follower plugin with only 2 exceptions. First, it would be nice for them to sandbox when told to wait instead of guard. (It was a simple fix in the GECK for me though.) And I would like to see the option of hiring any follower at any karma level added to the control panel as well.

Please don't take my suggestions the wrong way, as they are intended as positive feedback, not criticism. I love the mod overall ? it's one of the BEST I've used. :foodndrink: :thumbsup:
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Wayland Neace
 
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Post » Wed Oct 06, 2010 10:19 pm

Hey, I've been playing with this mod for the past few days and am totally loving it. The one question I have is, how come the grenade/mine explosion radius was made so big? I get hurt/shaken by the explosion when I'm sitting around 10 meters from it, sometimes even behind a wall. A good example is the Springvale School. When going around back to the bandits camping outdoors, I'll throw a grenade inside and run around the corner and into cover behind a wall. Yet I still take damage and get shaken. Kind of wierd. This would be my only complaint!

Springvale school is bad example. As I understand, this location bugged in many ways. Wall, which don't defend from explosion damage, carton floors, which reveal you to the enemy- this is only two examples.
But in most other locations this things works well.
About explosion radius. In vanilla grenades was almost useless, cos enemy with ease avoid explosion. Now it is different
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Taylor Tifany
 
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Post » Thu Oct 07, 2010 3:03 am

Hey, I've been playing with this mod for the past few days and am totally loving it. The one question I have is, how come the grenade/mine explosion radius was made so big? I get hurt/shaken by the explosion when I'm sitting around 10 meters from it, sometimes even behind a wall. A good example is the Springvale School. When going around back to the bandits camping outdoors, I'll throw a grenade inside and run around the corner and into cover behind a wall. Yet I still take damage and get shaken. Kind of wierd. This would be my only complaint!


Well, I don't think 10 meters is a particularly "safe" distance to be away from an explosion going' off . . . the explosion radii were absurdley small in the original game.

From a balance standpoint, explosions are a lot more lethal now (as they should be) to your enemies, but the drawback is that you have steer clear of your own explosions more so you don't blow yourself up.


I spent a lot of time playing with this mod this weekend, and it's a lot of fun.
....

But, with that being said, I did have a suggestion or two that may interest you. (If not, it's no big deal, as I know you cannot incorporate the wishes of everyone, lol)

1) I think it would be nice to have all the drugs/chems/aid that FWE adds in a separate module so that users could choose whether they wanted to add them or not.
....

2) In the area of followers, I liked the optional follower plugin with only 2 exceptions. First, it would be nice for them to sandbox when told to wait instead of guard. (It was a simple fix in the GECK for me though.) And I would like to see the option of hiring any follower at any karma level added to the control panel as well.

....


Thanks, glad you like it!

#1) We won't be removing chems or moving them to an optional module. Far too many things tie into the chems to move them into a seperate module, plus it would create a massive headache to manage. If you don't like using the extra chems, either don't pick them up or sell them to a vendor. Chems has one of the best value to weight ratios, so they are a good money making opportunitiy.

#2) This is a good idea. If you use the "command headset" item to remotely talk to your followers, you can give them a "relax" order (which is the sandbox behavior) that way, but we could look into adding it to the normal dialogue as well.
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jeremey wisor
 
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Post » Wed Oct 06, 2010 8:02 pm

People who ask for followers to sandbox instead of guard don't wholly understand what they are getting into. You will positively want to preserve the existing wait behavior, and maybe add a sandbox as a seperate command. But all while realizing - if you tell followers to sandbox in faction owned areas - - you greatly increase the chance of a war starting between your followers and the faction. It's a game reload to your last save when that happens.

edit - in fact, a sandbox command was one of the first things I added to my Phalanx mod, but its descriminate, and it will default to WAIT if the area isn't one of the pre-examined and maybe even pre-configured safe areas for it.
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Jaylene Brower
 
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Post » Wed Oct 06, 2010 9:36 pm

For FWE's followers enhanced, the radio command is seperate that the wait command. But point taken when adding it to the normal dialoge. I only give them the relax command when we're all hangin' out home and not around other big groups of people.
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maria Dwyer
 
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Post » Thu Oct 07, 2010 3:01 am

will the new command set include the new features posted on his thread. setting up patrols and stuff. :)
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Nathan Barker
 
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Post » Wed Oct 06, 2010 11:17 pm

will the new command set include the new features posted on his thread. setting up patrols and stuff. :)


Right now, we're not looking to add in the new version of the original mod. That said, I gather you can use the new version on-top of FWE's if you want. You can drop the FWE command headset (since it isn't a quest item anymore) and just use the new one if that's your preference.
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Helen Quill
 
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Post » Wed Oct 06, 2010 10:24 pm

I've been away for a week, and bam! 5.0 is out! DL now people :)
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Rachel Tyson
 
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Post » Thu Oct 07, 2010 3:58 am

:facepalm: i forgot you got rid of the quest item status. off to download now.
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Carolyne Bolt
 
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Post » Wed Oct 06, 2010 6:42 pm

When playing Bethesda games my chars are always obnoxiously good. So was my two previous F3 chars as well, giving away Pure Water to Beggars, saying no to monetary rewards for quests etc. Basically, they are saint like idiots. But with my first FWE char I've noticed how her behavior has changed. Why should she give away water to a lazy bum just sitting around? She only has a couple of bottles and might very well need them herself. Why say no to caps? She could use them on items that might save her life. So FWE has turned her into an egoistical scavenger roaming around the Wastelands trying to survive. And I love it. FWE basically turns F3 into what it was supposed to be.
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Ian White
 
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Post » Wed Oct 06, 2010 2:51 pm

Mothership Zeta doen't work for me, Sally just doesn't do what she is supposed to. (and yes, i have "Sally fix 2.1.esp" in my load order). I'll try the unofficial patch, but if it doesn't work i'll just pretend that DLC doesn't exist. Should be easy enough :)
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Craig Martin
 
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Post » Thu Oct 07, 2010 4:25 am

Thanks, glad you like it!

#1) We won't be removing chems or moving them to an optional module. Far too many things tie into the chems to move them into a seperate module, plus it would create a massive headache to manage. If you don't like using the extra chems, either don't pick them up or sell them to a vendor. Chems has one of the best value to weight ratios, so they are a good money making opportunitiy.

#2) This is a good idea. If you use the "command headset" item to remotely talk to your followers, you can give them a "relax" order (which is the sandbox behavior) that way, but we could look into adding it to the normal dialogue as well.


Thanks for the reply, Mez. No problem at all bro. I had no expectations whatsoever, just a suggestion. In fact, I will be adding your chems etc to my sorters as an easy, quick and suitable fix on my end. BTW, is the list on the html details page pretty much the definitive list of new stuff added, or is it partial? I will have to find them in the geck to add to my sorting script. Thanks again for not only a fantastic mod, but for your quick reply!


People who ask for followers to sandbox instead of guard don't wholly understand what they are getting into. You will positively want to preserve the existing wait behavior, and maybe add a sandbox as a seperate command. But all while realizing - if you tell followers to sandbox in faction owned areas - - you greatly increase the chance of a war starting between your followers and the faction. It's a game reload to your last save when that happens.

edit - in fact, a sandbox command was one of the first things I added to my Phalanx mod, but its descriminate, and it will default to WAIT if the area isn't one of the pre-examined and maybe even pre-configured safe areas for it.


Thanks for the concern Tarrant, but I have been playing with followers at various times for over a year now, so I believe I have a handle on it. As I mentioned before, the only time I want them to sandbox is at either my Chekov's Place Penthouse, or if I park them at Daggerhead, so that's not an issue for me. I will never park them in interior or exterior areas where that could be an issue. In fact, I can't think of any reason at all why someone would do that, but that's just me, lol. (When I go out on a mission I have a singular purpose! :flamethrower: :gun: )

Anyway, I just unchecked the FWE followers plugin and went back to my tweaked Better Followers so it's all good. BTW, I still intend to try out Phalanx soon, I just haven't gotten to it yet, but I definitely will. I'm certain its awesome! Thanks again for the concern. :)
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Scott Clemmons
 
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Post » Wed Oct 06, 2010 1:02 pm

Mothership Zeta doen't work for me, Sally just doesn't do what she is supposed to. (and yes, i have "Sally fix 2.1.esp" in my load order). I'll try the unofficial patch, but if it doesn't work i'll just pretend that DLC doesn't exist. Should be easy enough :)

I played this DLC with UF3P and FWE 4 and was able to complete it. I doubt new FWE change something in this matter. Not without bugs, of course - this damned autocomplete quest "feature" from vanilla follow me all the time.
One advice (if you don't know about it)
Get rid of all followers before ascending. It can broke your game. Vanilla followers handled by script, but most another can create problems.
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Fluffer
 
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Post » Wed Oct 06, 2010 2:02 pm

I never use followers (the LONE wanderer, you know :D) and the patches didn't work either, she's still stuck. Maybe because she appeared outside my Megaton house quite early in the game, and didn't include the fix until now? For some reason the setstage command don't work either, i'll try to force my way trough it by unlocking doors that get stuck because of her, i'll be missing some stuff since i can't take anyone with me, but atleast most of loot is there. De- and reactivating FWE and MMM didn't fix the MMM settings not being memorised problem either.

Typical computer usage, you work two hours and end up where you started :lmao:
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Rebekah Rebekah Nicole
 
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Post » Wed Oct 06, 2010 6:23 pm

Get rid of all followers before ascending. It can broke your game. Vanilla followers handled by script, but most another can create problems.


Phalanx has a warning about Zeta - you have to dismiss (not the same as firing) or make wait the Phalanx-added followers (Malcolm Deisha K-9) or it will break the DLC. Sometime I may put together a proper compatibility module for this (probably not a deep integration, it doesn't seem to be that sort of DLC to me).
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Karen anwyn Green
 
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Post » Wed Oct 06, 2010 9:25 pm

I never use followers (the LONE wanderer, you know :D) and the patches didn't work either, she's still stuck. Maybe because she appeared outside my Megaton house quite early in the game, and didn't include the fix until now? For some reason the setstage command don't work either, i'll try to force my way trough it by unlocking doors that get stuck because of her, i'll be missing some stuff since i can't take anyone with me, but atleast most of loot is there. De- and reactivating FWE and MMM didn't fix the MMM settings not being memorised problem either.

Typical computer usage, you work two hours and end up where you started :lmao:

1. http://fallout.wikia.com/wiki/Mothership_Zeta_bugs. Neither FWE or MMM alter the quest in any way and thus won't cause any additional bugs.
2. The Sally appearing at Megaton is a bug from FOOK. Do you or did you use FOOK at some point with that save?
3. You are using an outdated version of the FWE-MMM FOIP patch. The settings not beeing saved only happened in an earlier version of the foip patch.
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Beast Attire
 
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Post » Thu Oct 07, 2010 2:44 am

1. http://fallout.wikia.com/wiki/Mothership_Zeta_bugs. Neither FWE or MMM alter the quest in any way and thus won't cause any additional bugs.
2. The Sally appearing at Megaton is a bug from FOOK. Do you or did you use FOOK at some point with that save?
3. You are using an outdated version of the FWE-MMM FOIP patch. The settings not beeing saved only happened in an earlier version of the foip patch.


FOOK? :huh: I did have FOOK2 on my previous install, but since then i've deleted the install folder completely. This current install and the saves have nothing FOOKed in them.

As for the patch, i have the most recent ones form the Nexus' FOIP page. I'll install them again just to be sure.

EDIT: Actually, the save game manager of FOMM does list FOOK2 files in the load list of my current character's save, so the MZ issue will hopefully be limited to this one character. I think i used the Vault entrance save from my previous load order, that's the only explanation i can think of.

EDIT 2: I had downloaded the latest patches, but hadn't copied them into the data folder :facepalm: The reason for all of my bugs has been identified, it's between the chair and the keyboard :embarrass:
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keri seymour
 
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Post » Wed Oct 06, 2010 1:01 pm

i have a (idea) but first some feedback

Explosive Entries - this might be part of timers malfuncting but I have had the explosives go of the sec i set them. happens when i try again

Primary Needs - when resetting them the food goes to 10% instead of 0% like the rest.

Now the Idea :-) can the repair option in pip boy be disabled if so this could make stop guns armour being easily repaired and would make the work bench very useful the mobile one most so.

brill mod as stated before!!!
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keri seymour
 
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Post » Wed Oct 06, 2010 5:14 pm

i have a (idea) but first some feedback

Explosive Entries - this might be part of timers malfuncting but I have had the explosives go of the sec i set them. happens when i try again

Primary Needs - when resetting them the food goes to 10% instead of 0% like the rest.

Now the Idea :-) can the repair option in pip boy be disabled if so this could make stop guns armour being easily repaired and would make the work bench very useful the mobile one most so.

brill mod as stated before!!!


1) If you're explosive skills are bad . . . there is a chance of the explosion going off before the timer runs out. This is intentional :)

2) Primary Needs - at 10% you won't have any status affects. Below 10% you actually get the "too full" penalty (you glutton!) . . . so it getting re-set to 10% is correct.

3) I've often thought about having seperate repair system for "field repairs" versus repairs at a workbench, but it would be a lot of work to implement. I don't know about disabling the repair option, though, it may be possible.
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courtnay
 
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Post » Wed Oct 06, 2010 6:05 pm

Can anyone make the ammo weight inventory meter for non-FWE users? IE- for using along side stuff like Arwens Tweaks, Real Injuries/Priimary Needs etc =)

I here its already done in FWE, But would be a chart topper if it was a module on its own for everyone else to use too. Maybe even a DarnUI addon ^_^
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Vicki Gunn
 
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Post » Wed Oct 06, 2010 7:09 pm

I don't know about disabling the repair option, though, it may be possible.


It already has been done. Someone did something with the XML so that you couldn't click on it. Can't remember the name though.
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Dustin Brown
 
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Post » Wed Oct 06, 2010 3:48 pm

again thx for the quick response

wine is not showing any rad reduction

edit
harmy glad to hear that, if craft 2.0 gets completed the this would be a useful change
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Nicholas C
 
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Post » Thu Oct 07, 2010 4:15 am

This has probably been asked before, so I apologize, but does anyone else feel bullet time is overpowered? Its much more effective then VATS ever was, and theres all the perks to improve it further... My idea would be to get rid of the base ability to use it, and just tie it into a perk with a high agility requirement or something, has anything like that been done?
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Smokey
 
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Post » Wed Oct 06, 2010 6:30 pm

This has probably been asked before, so I apologize, but does anyone else feel bullet time is overpowered? Its much more effective then VATS ever was, and theres all the perks to improve it further... My idea would be to get rid of the base ability to use it, and just tie it into a perk with a high agility requirement or something, has anything like that been done?

There is a jet requirement option, which I find to be a nice balance point, especially early in the game.
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sexy zara
 
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