[RelZ] FWE - FO3 Wanderers Edition #32

Post » Wed Oct 06, 2010 8:59 pm

Not sure if you use MMM (if not, why not? ;) ), but you could try reducing the increased spawns setting (set to 3 by FWE) and maybe increase the difficulty to compensate. It should cut down on the mobbing a bit.


I do have MMM installed (and WMK). I'll take a look around those settings.

Maybe I'll start over and tag Sneak, Small Guns and Lockpick.



Someone mentioned Phalanx, is that a mod? Does it mesh well with FWE, MMM and WMK?
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Lory Da Costa
 
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Post » Wed Oct 06, 2010 9:14 am

I'm still mildly put out by the fact that if you put a raider down then the guy next to him won't blink an eyelid, but if you miss they both come looking for you!
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Tom Flanagan
 
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Post » Wed Oct 06, 2010 10:14 pm

It is funny though, that raiders in the middle of dark night without any light sources or night vision have a perfect aim :huh: I think there was a mod for S.T.A.L.K.E.R. that made sneaking easier at night, and also decresed enemies accuracy and detection if they didn't have night vision. Could something similar be possible here? Now an Enclave grunt in full power armor would have night vision, and advantage against them would be smaller if not non-existant, but raiders should be easy prey.

Or maybe i should suggest it in the MMM thread? :P

As I remember, latest version of MMM implement night vision decrease. And if I'm not wrong, this feature work perfectly now. Night very helpful for the sneaky characters. But if enemy will be able to see you- there is nothing unusual if he will be able to kill you :)

I'm still mildly put out by the fact that if you put a raider down then the guy next to him won't blink an eyelid, but if you miss they both come looking for you!

Not always, but only if your bullet will shoot into the wall or something.
About first- yes, this is disappointment
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Kim Kay
 
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Post » Wed Oct 06, 2010 1:33 pm

yeah its kinda funny some times.

In springvale school, lower level hidden in the shadows a shot is about to be fired.

Raider one,
Hey dude, what up? nice armor and rifle you got there!

Raider two,
Yeah thanks, don't get any ideas though. these are mine, besides everyone knows that female raiders can't shoot straight.

Raider one,

Dude I was just asking, bet I can out shoot you!

Raider two,
oh yeah remember when you tried to shoot that molra........ *head explodes*

Raider one,
Sweet!!! dibs on his stuff!

*goes to get stuff*
ha, women can't sho.....*head explodes*


Random raider walks by.

SWEET, two new armor sets and a rifle!
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Princess Johnson
 
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Post » Wed Oct 06, 2010 11:52 am

I have to ask... does FWE edit Tenpenny tower interiors in any way? Lights especially. It seems that i'm missing some meshes, which i find very strange since i took care to install everything correctly.
Of course it could be fake patch, unofficial patch (i read a claim it's more trouble than worth, true?) or fellout...

Overall, FWE is pretty much what i needed. There's some stuff i don't like and even the great control panel cannot change everything but oh well.
Any chance to get some sniper rifle in a future version? FWE doesn't really add such, yes? Oh and Gauss Rifle is a bit lackluster.
How are immersive sneak messages supposed to work? It just shows "..." on green or red depending whether you're detected?
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Chantelle Walker
 
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Post » Wed Oct 06, 2010 8:51 pm

I have to ask... does FWE edit Tenpenny tower interiors in any way? Lights especially. It seems that i'm missing some meshes, which i find very strange since i took care to install everything correctly.
Of course it could be fake patch, unofficial patch (i read a claim it's more trouble than worth, true?) or fellout...

Overall, FWE is pretty much what i needed. There's some stuff i don't like and even the great control panel cannot change everything but oh well.
Any chance to get some sniper rifle in a future version? FWE doesn't really add such, yes? Oh and Gauss Rifle is a bit lackluster.
How are immersive sneak messages supposed to work? It just shows "..." on green or red depending whether you're detected?



go to the nexus and look at Alex S. sniper gear, there are also other nice sniper mods as well.
I recommend the zoomable scopes mod also.
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Carys
 
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Post » Wed Oct 06, 2010 7:07 pm

does FWE edit Tenpenny tower interiors in any way?

Nope.

Edit: Let me clarify. FWE changes certain things, but nothing to do with lights.
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I love YOu
 
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Post » Wed Oct 06, 2010 10:21 am

I'd just like to say that I too am liking the new VATS. In the last FWE thread I had a post about how I assaulted the Wheaton Armory at level 2 with mostly Melee/Unarmed. It required me to use every tool available to me, Stealth, Terrain, VATS, Bullet Time and a whole lot of stimpaks. So while the VATS accuracy could stand to be turned down a bit I do remember in the original Fallouts that I always had higher chances to hit targets, within the weapons natural range, using Guns than I did Melee/Unarmed.
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kevin ball
 
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Post » Wed Oct 06, 2010 11:09 pm

@ delamer...............the gun is the metal blaster from the pitt DLC. its the laser shotgun you get as an award from i think doing the metal bar missions.
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Jack Walker
 
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Post » Wed Oct 06, 2010 11:12 am

Nope.

Edit: Let me clarify. FWE changes certain things, but nothing to do with lights.

As i suspected... Maybe i won't bother fixing the problem, unless i find i find somewhere else too. Don't visit Tenpenny tower often in any case.
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daniel royle
 
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Post » Wed Oct 06, 2010 7:45 pm

As I remember, latest version of MMM implement night vision decrease. And if I'm not wrong, this feature work perfectly now. Night very helpful for the sneaky characters. But if enemy will be able to see you- there is nothing unusual if he will be able to kill you :)


I was ten meters away in pitch-black night wearing Chinese Stealth Suit shooting with Railway Rifle, i really don't understand how they could see or hear me, but i think this goes to the "it's a game" reasoning :shrug: But good to hear that night actually has an effect.

BTW, does over-encumbrance affect sneaking in any way? Low strenght character and my looting habbits are quite incompatible :D
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BrEezy Baby
 
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Post » Wed Oct 06, 2010 7:12 pm

VATS accuracy seems fine, but it doesn't seem to account for range at all, anymore. Level 3, 27 small guns, 10mm at about 45% and I was sniping the guys in the pharmacy from just before the cash registers in Super Duper Mart. Of course, after several headshots they do start to close the gap on me and I keep using VATS and the percent to hit is the same at 3 meters as it was at 70ish or so (nearly the span of the building). Would think accuracy would taper down, but the settings are like playing wack-a-mole blindfolded so not sure how it could be achieved with a natural feeling.

I didn't mind how in 4.1.1 with the stats above, I just flat out svcked at shooting and had to actually be careful. The difference is a bit refreshing, but it took a lot of the challenge out.

As far as tactics go... You see a group of raiders? Find a good vantage point with cover and preferrably a predictable path persuers may take, lay out a mine here and there, pop your best chance to kill then take cover and play it safe. Early on (until really 15 or so) it's really really hard to just take on every situation how you want to. If you want to live, you either think outside the box a little, turn down the difficulty or save/load a LOT. Part of the fun is starting as the underdog and growing up to be the big dog. :)
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JAY
 
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Post » Wed Oct 06, 2010 9:28 pm

I'm still mildly put out by the fact that if you put a raider down then the guy next to him won't blink an eyelid, but if you miss they both come looking for you!


If you change MMMzCombatDetection to 1 in Mart's Mutant Mod then the raiders will look for you. Maybe that is a setting that could be added to the MMM Menu in FWE but I think MMMzCombatDetection is still experimental.
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Shae Munro
 
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Post » Wed Oct 06, 2010 1:30 pm

VATS accuracy seems fine, but it doesn't seem to account for range at all, anymore. Level 3, 27 small guns, 10mm at about 45% and I was sniping the guys in the pharmacy from just before the cash registers in Super Duper Mart. Of course, after several headshots they do start to close the gap on me and I keep using VATS and the percent to hit is the same at 3 meters as it was at 70ish or so (nearly the span of the building). Would think accuracy would taper down, but the settings are like playing wack-a-mole blindfolded so not sure how it could be achieved with a natural feeling.

I didn't mind how in 4.1.1 with the stats above, I just flat out svcked at shooting and had to actually be careful. The difference is a bit refreshing, but it took a lot of the challenge out.

As far as tactics go... You see a group of raiders? Find a good vantage point with cover and preferably a predictable path pursuers may take, lay out a mine here and there, pop your best chance to kill then take cover and play it safe. Early on (until really 15 or so) it's really really hard to just take on every situation how you want to. If you want to live, you either think outside the box a little, turn down the difficulty or save/load a LOT. Part of the fun is starting as the underdog and growing up to be the big dog. :)


Also set a lot of landmines or bottle cap mines before the fight.
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Dalley hussain
 
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Post » Thu Oct 07, 2010 12:00 am

If you change MMMzCombatDetection to 1 in Mart's Mutant Mod then the raiders will look for you. Maybe that is a setting that could be added to the MMM Menu in FWE but I think MMMzCombatDetection is still experimental.



some times for me they look around a bit then go back to the normal route.

it may just be the way the stealth works.
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-__^
 
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Post » Wed Oct 06, 2010 11:17 pm

Ive got a fairly weird question about repairing armors..
I picked up some talon combat armor, and figured id use that..
When i got back to megaton, i went over to the workbench, popped some pills to take my repair up to 90ish, and went to work repairing all my gear.
Turns out, when I tried to repair the talon combat armor, it claimed it would give me ridiculous amounts of DR - 20+ per repair. Of course, it never actually did that, and made me sad, but *shrug*
what would cause that? (does it happen with other armors too?)

May be you play some localized version?
In my game it claimed it would give me amounts of % (condition) +20 per repair :)
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Amy Siebenhaar
 
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Post » Wed Oct 06, 2010 11:18 pm

May be you play some localized version?
In my game it claimed it would give me amounts of % (condition) +20 per repair :)


Or maybe he doesnt have the Darnified UI installed so his info is showing up wrong or he has DUI not configured properly.
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Dewayne Quattlebaum
 
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Post » Wed Oct 06, 2010 11:06 am

The high repair values are a result of having items without condition to repair with. It's not an error with any mod.
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SamanthaLove
 
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Post » Wed Oct 06, 2010 3:16 pm

Do I need to have darnified UI installed? It just seems a tad odd, as weapons and stuff repairs fine, it's just the amount of DR on the armor that seems to be an issue.. Ah well, when I get home I can properly check this.
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Brad Johnson
 
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Post » Wed Oct 06, 2010 10:44 pm

Do I need to have darnified UI installed? It just seems a tad odd, as weapons and stuff repairs fine, it's just the amount of DR on the armor that seems to be an issue.. Ah well, when I get home I can properly check this.

There is no one reason to not install DarnUI- it is cool stuff
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Bonnie Clyde
 
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Post » Wed Oct 06, 2010 12:13 pm

I don't know if this is intentional, but I never had it with the original Alternate Start (not without using the second terminal, anyway). My newest character chose Talon Merc as her history and a -1000 karma level. Everything was fine, Lucas Simms didn't like me much but no one in Megaton was openly hostile. In fact many greeted me quite friendly. When I went to Rivet City that was a different story. I activated the bridge and proceeded across, but before I was halfway Harkness and a guard started shooting at me. They were both hostile straight away. I thought it was because I'd accidentally killed Carlos in my fight with some Super Mutants who'd chased me up the hill.
I'd gone away for a week and come back but they were still hostile.
Another member here reckoned it was my faction, but I didn't think so. Last night I got the ID for the Talon Company faction and tested that out. Standing on the bridge I removed myself from the Talon Company faction there and then, moused over those two and they were fine. I immediately added myself back into the faction and they were red/hostile again.
Are Rivet City and Talon Mercs sworn enemies, or something?
I'd never had that before, not unless I activated the second terminal in the Start Shack and selected the option to have settlements hostile (I know FWE/AS-R doesn't have the second terminal).

Is that intentional, or just something left over from the original mod that was overlooked?

I'll add myself back into the faction later on, when I've done everything I need to at RC.
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Annika Marziniak
 
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Post » Wed Oct 06, 2010 8:40 pm

Are Rivet City and Talon Mercs sworn enemies, or something?

They are, and always was (from original game)
I'd never had that before, not unless I activated the second terminal in the Start Shack and selected the option to have settlements hostile (I know FWE/AS-R doesn't have the second terminal).

FWE/AS-R have second terminal (in mattress, for raiders only)
Is that intentional, or just something left over from the original mod that was overlooked?

Yes, this is intentional
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Michael Russ
 
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Post » Wed Oct 06, 2010 10:05 am

:huh: Well, then. I'll remember that for next time.

If I add myself back into the faction I hope my follower (in sig) won't go hostile. That'd be awkward :lol:
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YO MAma
 
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Post » Wed Oct 06, 2010 5:26 pm

There is no one reason to not install DarnUI- it is cool stuff

Ah.. I am running MTUI, which has worked up to now (i guess?) fine.. I dont quite see the benefit of changing them at this point, darnified ui changes a number of things id prefer stay the same...
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suzan
 
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Post » Wed Oct 06, 2010 9:24 pm

well after a week of trying FWE i likey, BUT for some reason it put all my charactors (female/male) back
into there vanilla skivies.. suffice to say, I was not impressed. so I reinstalled the modded skivies into the
proper folders and same thing. is this parental control FWE style? lol.
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saxon
 
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