[RelZ] FWE - FO3 Wanderers Edition #33

Post » Mon Nov 22, 2010 1:35 am

After more than 50 hours of playing with FWE+MMM I have to say it can be a little frustrating, because you have to reload your game very often,
There are 2 main reasons for this:

Bugs:

-wrong weight calculation when using motorcycle saddlebags + disappearing items; example: I take 50 rockets out of the saddlebags, my weight didn't change at all. Then I put 40 rockets back in to the saddlebags. Result: I have the weight of 50 rockets in my inventory and the 40 rockets are gone
-Motorcycle not appearing, even after using the recall option
-Motorcycle appearing in the wrong place after using the recall option
-stuck in "Sneak mode" speed
-sometimes Fallen brothers that spawn with raiders are not hostile to the player

I think most of them are not fixable.

And other annoying things:

-enemies detect you through walls or right after you enter the room + increased spawns;10-15 enemies storming right at you from the beginning; doable but not fun
-walking arround a corner, seeing a group of supermutants/raiders right in front of me = dead
-any fight where you have no cover=dead
-Talon company mercs appearing right in front of you after fast travel; run for cover or you are dead
-seeing a supermutant behemoth in the open field -> not worth the try/death -> reload

How can you kill a behemoth in the open wasteland without a big gun? When I saw the last one I had a rocket launcher and 10 rockets. It did not even bring down 50% of its health.

I am really glad that I have CASM or else this would be a nightmare.
FWE is still awesome, but you have to use the load game function a lot.


That being said I want to mod the following things:

-reduce player headshot damage to 150% (It is just too much based on luck if you get shot in the arm for very little damage or in the head for 50% of max. health) DONE
-increase creature arm damage to 50% DONE
-reduce limb damage rate (is this the health percent setting in "PlayerBodyPartData" ? If it is, how does it work?)
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Emily abigail Villarreal
 
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Post » Sun Nov 21, 2010 3:04 pm

FWE is great, I'm having a lot of fun with it. A few comments/suggestions/bugs, though.

1. Carry weight is a bit buggy. I've noticed that my max carry weight has been slowly decreasing. My standard loadout is Talon Combat Armor, Shady Hat, and Wasteland Explorer Goggles, the latter of which weigh 1lb each which may help in figuring out the problem. I have the option on that gives you a bonus to carry weight based on what armor you are wearing. First, when I equip or unequip armor, the game seems to get confused. Sometimes I unequip it and my max carryweight goes up, sometimes it goes down. Unequipping and re-equipping my hat fixes it. Except, however, that sometimes when I do this my max carryweight falls by 1, permanently. I was wondering why I was having a harder and harder time hauling stuff, though now I'm just going to disable the option. Also, at this point going into the FWE menu and changing how max carryweight is calculated does nothing.

I will try your method, but until now I was not able to reproduce weight bug. This thing simply refuse to work incorrectly.
Long time ago I had problems with weight, and with stats too, but now- no. That force me to think it is connected to incorrect work of scripts under some circumstances- probably due to instability between the game and computer system. Do you have crashes often? Do you use quick load?

5. Track Star/Olympian perks. These seem way too good. I can't really imagine making a decent character without getting these, and that means to me they are probably overpowered.

For me it looks just fine :) This perks are in need if you often use bullet time, but not all gamers use it often, so they don't have this perks.

6. Tag skills. I'm not really a fan of tag skills getting 2 for 1 when spending skill points. Basically, for the same reason I mentioned regarding bobbleheads, as maximizing the gains from tag skills requires some annoying min-maxing contortions. It would be nice to have an option to revert this back to the way it was, especially since the Tag perk isn't retroactive (I assume, correct me if I am wrong).

It was maded with respext of original Fallouts and I disagree with you in your opinion. If you think you have too good progress in the skills- you can choose less skill per level scheme. Or I don't understand you.

7. Extremely fast respawning. In the DC mall, I killed a bunch of mutants, then walked through a door. Seeing more mutants inside, I turned around. Immediately all the mutants I had killed outside respawned all around me. Also, there have been occasions where I have saved and reloaded which caused things to respawn. Further, I am fond of the http://fallout3nexus.com/downloads/file.php?id=6645 mod to keep my things organized. Teleporting there and back has caused things to respawn.

Respawn occur due to respawn settings- no more, no less. Problem, which you described, probably of different nature. Sometimes in the areas with too many actors, spawn occur not fully. Some number of enemies appear with delay. In this case, during your next visit into area, you will meet with latecomers. This problem not from FWE, it is from vanilla. I was able to see it in vanilla even before MMM.

I'm not sure why any of this is, but being punished for saving and reloading is problematic in a game with so many CTDs.

If your game have many CTD-s, it can explain your difficulties with inventory weight and another things. If you have multicore CPU with more then two cores- try to downcore your processor to 2 in system bios setup. It must help

And thanks for your opinion
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Juliet
 
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Post » Sun Nov 21, 2010 10:45 am

After more than 50 hours of playing with FWE+MMM I have to say it can be a little frustrating, because you have to reload your game very often,
There are 2 main reasons for this:
-wrong weight calculation when using motorcycle saddlebags + disappearing items; example: I take 50 rockets out of the saddlebags, my weight didn't change at all. Then I put 40 rockets back in to the saddlebags. Result: I have the weight of 50 rockets in my inventory and the 40 rockets are gone

I will try this method- but I need some time. Today I begin new character after two weeks with previous (with only two crashes at all)
In any case- thank you, you are second with something concrete (after Garula)

-Motorcycle not appearing, even after using the recall option
-Motorcycle appearing in the wrong place after using the recall option

Please- explain in details how to reproduce this. I don't have issues with motorcycle.

-stuck in "Sneak mode" speed

What do you mean?

-sometimes Fallen brothers that spawn with raiders are not hostile to the player

I was able to see it too, but not see any problems. Fallen brothers- not fully raiders, they may have they own opinions about you. But if you will attack their comrades- they will attack you. If that so? In any case- even if this is a bug, it add immersion into game IMHO.

-enemies detect you through walls or right after you enter the room + increased spawns;10-15 enemies storming right at you from the beginning; doable but not fun

This is known issue from the vanilla- some interiors (mostly) have wrong geometry. Obstacles, which obstacles only visually. Not in our possibilities to correct this. Examples- Springvale School or RC Guard Tower.
-walking arround a corner, seeing a group of supermutants/raiders right in front of me = dead

This is normal- you alone see the whole group of super-mutants. What do you expect? Use stealth, stealth perk Silent Running, slow walking, stealth-boys. Enemies can not see you, but they able to hear you.
-any fight where you have no cover=dead

Not necessarily, if you have good armor or use chems. I was able to kill 5 talon mercenaries in open fight with chinese sword in the hands :)
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Horror- Puppe
 
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Post » Sun Nov 21, 2010 8:31 pm

-Talon company mercs appearing right in front of you after fast travel; run for cover or you are dead

Talons use ambush, man! Use motorcycle in stealth position, use escape enemies option of motorcycle, use Fast travel with caution. They have contract on your head!

-seeing a supermutant behemoth in the open field -> not worth the try/death -> reload
How can you kill a behemoth in the open wasteland without a big gun? When I saw the last one I had a rocket launcher and 10 rockets. It did not even bring down 50% of its health.

I usually make it with autoshotgun. Well- it take some time, sure things :) And lot of ammunition too. But they have weakness- they big. So they can walk not in all places ;)
I am really glad that I have CASM or else this would be a nightmare.

Yes, it is very useful mod. But try not to use quick load in it- for your own sake.

FWE is still awesome, but you have to use the load game function a lot.

You must learn to play FWE instead of vanilla :) Or decrease difficulty settings in FWE control panel
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jessica robson
 
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Post » Sun Nov 21, 2010 10:24 am

For me it looks just fine :) This perks are in need if you often use bullet time, but not all gamers use it often, so they don't have this perks.

Well, they apply equally as well to VATS, too, and I suspect very few players use neither VATS nor Bullet Time regularly. The thing is, the few extra points in endurance to get these perks end up giving you a far greater return on AP than if they had gone into agility. Personally, I would increase the default AP regen rate a bit and decrease these perk bonuses to +25%/+50%.

It was maded with respext of original Fallouts and I disagree with you in your opinion. If you think you have too good progress in the skills- you can choose less skill per level scheme. Or I don't understand you.

As a huge fan of the original Fallouts, I am well aware. The problem is, in those games you could raise skills above 100, so there wasn't really an effective cap for how many bonus skillpoints you could get by tagging something. With a skill cap of 100, however, there is a definite advantage to tagging a skill with fewer starting points. If I tag a skill with a starting value of 20, I will effectively get 40 extra skill points by tagging it. If I tag a skill that starts at 40, I will only get 30 extra skill points by tagging it. This means that to build the best character, I have to tag skills that may not be what I want. It's not a game breaker, but it would be nice to have the option of going back to the original tag system.

Respawn occur due to respawn settings- no more, no less. Problem, which you described, probably of different nature. Sometimes in the areas with too many actors, spawn occur not fully. Some number of enemies appear with delay. In this case, during your next visit into area, you will meet with latecomers. This problem not from FWE, it is from vanilla. I was able to see it in vanilla even before MMM.

Quite possible. I play with the highest spawn options for MMM so this makes sense.

If your game have many CTD-s, it can explain your difficulties with inventory weight and another things. If you have multicore CPU with more then two cores- try to downcore your processor to 2 in system bios setup. It must help

I have a quad core processor, but I added the iNumHWThreads=2 line to my .ini file. If that's insufficient, I would gladly listen to any suggestions for improving stability. But yeah, I still do get a lot of CTDs, especially when there are lots of actors around. I could not say why exactly this is.
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neen
 
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Post » Sun Nov 21, 2010 9:38 pm

I have a quad core processor, but I added the iNumHWThreads=2 line to my .ini file. If that's insufficient, I would gladly listen to any suggestions for improving stability. But yeah, I still do get a lot of CTDs, especially when there are lots of actors around. I could not say why exactly this is.

I fear this is not enough.
As I say already, the only way to force the game to work properlu may be use processor downcore option in system bios setup.
Try to look into it- most motherboards must have this options now.
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Cheville Thompson
 
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Post » Sun Nov 21, 2010 8:18 pm

How can you kill a behemoth in the open wasteland without a big gun? When I saw the last one I had a rocket launcher and 10 rockets. It did not even bring down 50% of its health.


Exactly why i always carry a mini-nuke with me, plant a mine, drop a mini-nuke next to it, lure the behemoth to step on the mine, :nuke: That doesn't kill it, but hurts it badly and should cripple it leg(s) which makes killing the poor melee-only giant trivial, if long, task. This of course requires that you see it first, that's hardly a viable tactic if you're running away from it. For those cases there is the dart gun.
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Pumpkin
 
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Post » Sun Nov 21, 2010 2:17 pm

in those games you could raise skills above 100

Get http://www.fallout3nexus.com/downloads/file.php?id=2045. It, combined with a skill uncapper, (Darn UI works for this) gives you benefits for higher skill levels.
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daniel royle
 
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Post » Sun Nov 21, 2010 7:41 pm

Ah, good times. Just got back from a cruise with my friends, figured I?ll play some Fallout3 and have a few more beers. :)



And it never fails, my char is level 24 and pretty powerful, yet entering Bethesda underground I was totally taken by supprise, Gloving ones and other powerful ghoul just kept coming. I took the first two down with ease, then the first one exploded. :P

Laying face down on the floor, I was overcome. Over a dozen of those things managed to swarm around me, and when I got up my char started reloading. It was one of the most memorable moments in the whole game, me in bullet time, reloading, retreating back against the wall. What I see is Jeremy taking position between me and the horde, his Eugene minugun blazing :gun:, yelling "Die, f*cking DIE!" and mowing down ghoul after ghoul, tearing off limbs and saving my sorry butt!

Good times, indeed. :foodndrink:
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Jah Allen
 
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Post » Sun Nov 21, 2010 11:00 am

Get http://www.fallout3nexus.com/downloads/file.php?id=2045. It, combined with a skill uncapper, (Darn UI works for this) gives you benefits for higher skill levels.

The mod is a bit on the messy side and I'd rather not add another thing to worry about. Some of the bonuses aren't particularly well thought out either, in my opinion. Besides, it actually compounds the problem as it makes tagging science, lockpick, and speech far, far less useful than the other skills since they have no benefit over 100. Are there any other mods with the same goal?

There are lots of other customization options in FWE, I really hope you consider adding one to bring back vanilla skill tagging.
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cutiecute
 
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Post » Sun Nov 21, 2010 9:00 pm

Please- explain in details how to reproduce this. I don't have issues with motorcycle.

You cannot reproduce this. Sometimes after using fast travel it takes ome seconds before the motorcycle appears and sometimes it doesn't appear (you hear the sound crashing on the ground but you see nothing).
Talons use ambush, man! Use motorcycle in stealth position, use escape enemies option of motorcycle, use Fast travel with caution. They have contract on your head!

Didn't know that you can use the motorcycle while sneaking. Will try that out.
I usually make it with autoshotgun. Well- it take some time, sure things :) And lot of ammunition too. But they have weakness- they big. So they can walk not in all places ;)

I meant defeating Behemoths in a fair fight without abusing the game mechanics. I killed one tonight, because he was only following me up to a certain point and the returning to the area where he spawned.
The rocket launcher knocks them down, but doesn't do much damage. The only really effective weapon against them seems to be the Fat Man.
You must learn to play FWE instead of vanilla :) Or decrease difficulty settings in FWE control panel

I must admit I never played vanilla, I went right to the challange :). Ok, maybe I played a little vanilla today when I went into the combat simulator. Gameplay felt completely different in Anchorage.
I think since Oblivion Bethesda games have become to casual to make it more appealing for the conslole users with the worst thing being the interface/inventory. Before I got the game I checked out what mods are available. I then saw FWE and it reminded me very much of OOO for Oblivion. After I read the changes in detail I decided not to bother with vanilla. I like the difficulty of FWE, but in some cases it can be a little frustrating.


There is 1 other thing:
1.Pulse Mines/grenades do very little damage compared to frag explosives. Maybe this comes from EVE, don't know.
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Sarah Bishop
 
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Post » Mon Nov 22, 2010 12:11 am

Pulse Mines/Grenades are against robots. They are not meant to be used against normal Creatures.
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Vicky Keeler
 
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Post » Sun Nov 21, 2010 8:06 pm

Speaking of pulse weapons, the pulse rifle and pistol, do they get bonuss towards robots to?

Also, is it just me, or are the new plasma weapons really not that much awesomer than the regular plasma rifles? Also, doesnt look like I can autofire a the winchester plasma rifle..
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asako
 
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Post » Sun Nov 21, 2010 4:29 pm

Does 19tt and 20th Century Weapons v5 work with the new FWE? Or are there any other weapons mods that do?
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Natalie Harvey
 
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Post » Sun Nov 21, 2010 12:51 pm

I've tried Wasteland Mastery / LvL Up Workaround, it's good but it makes your save game huge.
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Invasion's
 
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Post » Sun Nov 21, 2010 4:59 pm

I hadn't noticed it before on account of the armor weight problem, but ammo weight is also malfunctioning for me. For example, starting with an empty inventory, if I pick up some ammo, nothing will happen, my carried weight doesn't change. But, if I then put it back, my carried weight will change to what it should have been when I picked it up. I end up with an empty inventory, but still weighed down. As far as I can tell, the item always has the correct weight being displayed, but inventory weight is not being properly updated. It all behaves very strangely, but it seems I can reset my carried weight back to what it should be by opening and closing the FWE config menu.

I should note, opening and closing the config menu does not fix the max carrying weight problem from using the equipped armor weight feature I reported earlier.
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ONLY ME!!!!
 
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Post » Sun Nov 21, 2010 11:44 am

I hadn't noticed it before on account of the armor weight problem, but ammo weight is also malfunctioning for me. For example, starting with an empty inventory, if I pick up some ammo, nothing will happen, my carried weight doesn't change. But, if I then put it back, my carried weight will change to what it should have been when I picked it up. I end up with an empty inventory, but still weighed down. As far as I can tell, the item always has the correct weight being displayed, but inventory weight is not being properly updated. It all behaves very strangely, but it seems I can reset my carried weight back to what it should be by opening and closing the FWE config menu.
I should note, opening and closing the config menu does not fix the max carrying weight problem from using the equipped armor weight feature I reported earlier.

Yes, I was able to reproduce it. This is something new, as I remember- in previous version of FWE weight was calculated with delay only, so after reopening of Pip-Boy things went back to normal. Now it is different. Now last transaction lead to incorrect weight.
I don't know will it be corrected (but I hope it is possible), but for now situation can be resolved in two ways.
1. Reload game always restore correct weight
2. Equipping/unequipping of any item (even TRIAGE with weight Zero) restore weight too.

@ImpurityXIII
-wrong weight calculation when using motorcycle saddlebags + disappearing items; example: I take 50 rockets out of the saddlebags, my weight didn't change at all. Then I put 40 rockets back in to the saddlebags. Result: I have the weight of 50 rockets in my inventory and the 40 rockets are gone

They not gone, they in saddlebags, correct?
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Jesus Lopez
 
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Post » Sun Nov 21, 2010 9:32 pm

Giving Fallout 3 another whirl with mods and am pleased to see how far this has come. I have only one small and relatively unimportant question. When you choose the Harsher Wasteland preset in the FWE control panel dealy, under the Carry Weight option under character settings, it lists the default weight setting at 5, but there is no number 5 option, only 0, 1, 2, 3 and 4. I was curious as to what the formula could be, and whether it should be there or not. When last I played about 6 months ago, I recall option 4's formula (0 weight at start / 20 weight per point of strength) being the default for the Harsher setting.
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zoe
 
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Post » Sun Nov 21, 2010 12:33 pm

Giving Fallout 3 another whirl with mods and am pleased to see how far this has come. I have only one small and relatively unimportant question. When you choose the Harsher Wasteland preset in the FWE control panel dealy, under the Carry Weight option under character settings, it lists the default weight setting at 5, but there is no number 5 option, only 0, 1, 2, 3 and 4. I was curious as to what the formula could be, and whether it should be there or not. When last I played about 6 months ago, I recall option 4's formula (0 weight at start / 20 weight per point of strength) being the default for the Harsher setting.

I check it, may be it is simple mismatch. Actually, you have setting 4 in work. You may change your 5 to 4 and see it yourself
By the way- try to check, if FWE calculate carry weight correctly (base+weight*strength). Is is OK for you?
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Jay Baby
 
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Post » Mon Nov 22, 2010 1:56 am

I check it, may be it is simple mismatch. Actually, you have setting 4 in work. You may change your 5 to 4 and see it yourself
By the way- try to check, if FWE calculate carry weight correctly (base+weight*strength). Is is OK for you?


Yeah, all the weight options add up just fine. It struck me as odd was all.
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louise hamilton
 
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Post » Sun Nov 21, 2010 11:10 am

I've played through up to level five or so now. I only have FWE and a couple radio mods installed. I haven't had big any trouble so far (not to speak of anyway).

The only weird thing I saw was a merchant caravan swimming through the river. The cow refused to swim and ended up trying to go around. I didn't get to see what happened because the water was too radioactive for me to follow. Maybe this happens in the default game too.
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Marina Leigh
 
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Post » Mon Nov 22, 2010 2:02 am

I've been using the Alternate Travel mod for a while now, and have been wondering, is it possible to modify it to work with a pickup style model, instead? I've tried just replacing the model but it never wants to act right for me. Namely in the collision department.

I'm just wondering, of course. It's not a request.
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Damien Mulvenna
 
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Post » Sun Nov 21, 2010 8:01 pm

What "it" are you trying to modify?
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Natalie Harvey
 
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Post » Sun Nov 21, 2010 5:40 pm

Sorry, a bit tired still.

I mean the fast travel motorcycle. I've tinkered with it in the past with no results, and was kind of wondering if any of FWE's team had done the same. I'm interested with the idea, because a pickup seems more wasteland-ish than a motorcycle. Though, the motorcycle has the benefit of being smaller than most vehicles, which was one of those issues I kept getting (odd collisions and funny placement).
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Elisabete Gaspar
 
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Post » Sun Nov 21, 2010 6:24 pm

Small update on how it went with my char who likes light armors but also decent DR. At Lvl 15, with 3 levels of Toughness plus the Oasis perk she has 20 DR without any armor. With a Tailor Maid outfit she has around 50. She also has the Adamantium Skeleton perk but I'm not sure how much it helps in practice. Anyway, seems just about perfect. She can mix her sneaky style with mad outbursts of closeup fighting. On her way to Paradise Falls she happened upon a Deathclaw Matriarch (love those). She sneak shot it with the Victory Gun and while it lay knocked down she switched to the Terrible Shotgun, took Heroin, rushed it and just kept up shooting at it until it fell. She lost 2 HP, if that.
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Richus Dude
 
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