[RelZ] FWE - FO3 Wanderers Edition #33

Post » Sun Nov 21, 2010 1:22 pm

I've never played a non-sneaky light armored character, but it seems to be possible. To me it seems better to have combat/power armor if fighting is involved. And since you can get Tesla Armor from Mothership Zeta and T-51b and PA training perk pretty early, i've never bothered to try.

Speaking of Mothership Zeta, the WMK readme says that the Novasurge is moddable, however workbench says it's not. Same thing for Destabilizer, however the other alien weapons are moddable. Have i screwed up with the patches again?
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Budgie
 
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Post » Sun Nov 21, 2010 6:41 pm

Speaking of Mothership Zeta, the WMK readme says that the Novasurge is moddable, however workbench says it's not. Same thing for Destabilizer, however the other alien weapons are moddable. Have i screwed up with the patches again?

No uniques are moddable, i.e. novasurge and destabilizer are not moddable. What readme states that they are?
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Amy Gibson
 
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Post » Mon Nov 22, 2010 1:35 am

The original WMK Readme I think.

You should read the FOIP Readme.
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Jack Walker
 
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Post » Sun Nov 21, 2010 4:47 pm

I'm interested with the idea, because a pickup seems more wasteland-ish than a motorcycle.

Ah, "pickup" as in "truck", not "put in pocket". :P (I was thinking of something completely different)

Yeah, a larger vehicle will have more issues with placement. The only viable workaround would be pre-placed parking-markers to move the car to, and this wouldn't take modded content into account. I think Fallout 2's Highwayman was planned in the level design for this reason.
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Isaac Saetern
 
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Post » Sun Nov 21, 2010 4:49 pm

No uniques are moddable, i.e. novasurge and destabilizer are not moddable. What readme states that they are?


The readme for WMK Zeta compatibility patch, also i noticed modded versions of Novasurge in the weapons list when doing some modifications with FO3Edit. Well, i figured they aren't when the normal Zeta weapons modded ok, good to know for sure.
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x_JeNnY_x
 
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Post » Mon Nov 22, 2010 1:11 am

If I ever take a want to modding again, I'll take a peek at the Alternate Travel scripts, and see if I can't make a custom truck with preset markers. Though, I'd probably follow Wasteland Caravan's idea and make it a modified army truck.
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Stephanie Kemp
 
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Post » Sun Nov 21, 2010 4:21 pm

Most wasteland-appropriate would be a Brahmin-cart though. :P

It should be relatively simple with FOSE to create something workable. Just place a custom vehicle marker in a spot near every map marker, and loop through all items in the cell to find it.
Placing the markers and making sure they're actually in a good spot would be the boring part.
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Sarah MacLeod
 
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Post » Sun Nov 21, 2010 11:06 pm

Most wasteland-appropriate would be a Brahmin-cart though. :P

It should be relatively simple with FOSE to create something workable. Just place a custom vehicle marker in a spot near every map marker, and loop through all items in the cell to find it.
Placing the markers and making sure they're actually in a good spot would be the boring part.

The current system has one great advantage- it work excellent with More Map Markers mod ;)
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naomi
 
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Post » Sun Nov 21, 2010 7:56 pm

is it possible to fully remove primary needs? its clashing with the Feng Shui mod and i can't remap the controls for the menu.
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no_excuse
 
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Post » Sun Nov 21, 2010 10:56 pm

is it possible to fully remove primary needs? its clashing with the Feng Shui mod and i can't remap the controls for the menu.

Use FWE control panel to disable PN. It will return things back to vanilla.
But it will be wiser symply to reconfigure all FWE hotkeys before Feng Shui activating, you have all possibilities for this
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Cagla Cali
 
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Post » Sun Nov 21, 2010 11:19 pm

Use FWE control panel to disable PN. It will return things back to vanilla.
But it will be wiser symply to reconfigure all FWE hotkeys before Feng Shui activating, you have all possibilities for this

he hotkeys won't change. currently its set for Numenter and it won't change.

Actually you gave me an idea...
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Chica Cheve
 
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Post » Sun Nov 21, 2010 8:37 pm

he hotkeys won't change. currently its set for Numenter and it won't change.
Actually you gave me an idea...

I told about FWE hotkeys. For example- PN hotkey use Num ENTER by default, but can be reconfigured.
The same- with Num + key (nightvision)

PS And thank you for the link to potentially interesting mod ;)
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Life long Observer
 
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Post » Sun Nov 21, 2010 10:34 pm

-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

Solved, thanks for the report and thanks to Mez and Kai for the fix- no more delays with weight calculations
Will be in the next update
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Caroline flitcroft
 
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Post » Mon Nov 22, 2010 4:39 am

Anyone ever had a problem with the perk, from the built in Sprint mod, Charge! (allowing you to hold your weapon whilst charging) suddenly not working randomly? I just realized it as I started fighting some raiders out near Megaton. I remember this happening last time I played, and I remade my character since it was not even 30 minutes old and never had a problem on my new one. This character already has a decent amount of time under his belt though and I'd rather not remake if I can avoid it. I'll post my load order if it will help.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty HD version.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDCInteriors_ComboEdition.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espGalaxyNewsRadio100[M].espCRAFT - Activation Perk.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espUPP - Experience Perks.espDree Perks.espDree Perks Requested by Fans .espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (HD Addition).espFO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espEVE - FWE Master Release (Follower Enhanced).espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - Project Beauty (HD Addition).espMart's Mutant Mod - Project Beauty + FWE.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espFellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espRobCo Certified.espWasteland Whisperer.espdD-Full Screen Blood.espNewface.espTreasure Maps_Underground.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espDelay ThePitt + Anchorage.espDelaySteel.espdelaypl.espdelayzeta.espMez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.espTotal active plugins: 92Total plugins: 93

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Marquis T
 
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Post » Sun Nov 21, 2010 1:17 pm

Anyone ever had a problem with the perk, from the built in Sprint mod, Charge! (allowing you to hold your weapon whilst charging) suddenly not working randomly? I just realized it as I started fighting some raiders out near Megaton. I remember this happening last time I played, and I remade my character since it was not even 30 minutes old and never had a problem on my new one. This character already has a decent amount of time under his belt though and I'd rather not remake if I can avoid it. I'll post my load order if it will help.

Fallout3.esmMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.esp

All of this you don't need anymore. Configure MMM from FWE control panel.
About Charge, which don't work. How it don't work? When you run- weapon holsten?
Do you try to restart the game? Can it help?
Do you have this problem from the beginning?
When you take this perk- not after vault or alternative start immediatelly?

If game restart will not help you- try the next
player.removeperk XX025888
save game and restart. load last save
player.addperk XX025888
Where XX- number of FWE.esm in FOMM.
Please post if your issue will be resolved in any way and how do you resolve it. And if you will be able to catch this glitch again- please give to us all information about it as possible :)
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Joanne
 
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Post » Mon Nov 22, 2010 1:59 am

All of this you don't need anymore. Configure MMM from FWE control panel.
About Charge, which don't work. How it don't work? When you run- weapon holsten?
Do you try to restart the game? Can it help?
Do you have this problem from the beginning?
When you take this perk- not after vault or alternative start immediatelly?

If game restart will not help you- try the next
player.removeperk XX025888
save game and restart. load last save
player.addperk XX025888
Where XX- number of FWE.esm in FOMM.
Please post if your issue will be resolved in any way and how do you resolve it. And if you will be able to catch this glitch again- please give to us all information about it as possible :)


It holsters the weapon when I run, even though I have the perk. I've tried restarting the game, entering new areas and saving/restarting, waiting, loading from previous saves, nadda. It was working perfectly fine when I first took the perk, and did so for however long until I noticed it in this last fight. I took the perk immediately after I hit level 2 from doing the whole vault beginning.

I tried the remove/add perk earlier, but for some reason it will not work. Says 'item '01025888' not found for parameter perk', and underneath that it says 'Compiled script not saved!'. Not sure what the correct number would be, especially if XX is the number of FWE.esm in Fallout's mod manager. Shame really, because this sounds like it has the best chance of 'fixing' it.
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Stephanie Valentine
 
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Post » Mon Nov 22, 2010 12:36 am

I tried the remove/add perk earlier, but for some reason it will not work. Says 'item '01025888' not found for parameter perk', and underneath that it says 'Compiled script not saved!'. Not sure what the correct number would be, especially if XX is the number of FWE.esm in Fallout's mod manager. Shame really, because this sounds like it has the best chance of 'fixing' it.

It is number on the right of FO3 Wanderers Edition - Main File.esm in FOMM. In your case it will be 10 probably
So use 10025888
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Jeff Turner
 
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Post » Mon Nov 22, 2010 1:16 am

It is number on the right of FO3 Wanderers Edition - Main File.esm in FOMM. In your case it will be 10 probably
So use 10025888


Oohhh, the mod index number. Okay, that makes a lot more sense.

Looks like I had to use 0A instead of 10 though. However, I just did player.removeperk 0A025888 and then player.addperk 0A025888, and now it works perfectly fine again. It's not much of a true fix for the issue, but atleast I don't have to start over!

Thanks a lot. Wish I knew what could have caused it to malfunction in the first place, but oh well. I'll just keep it up if it happens again.

Edit: Sleepy mistakes.
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Wane Peters
 
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Post » Sun Nov 21, 2010 7:09 pm

Oohhh, the mod index number. Okay, that makes a lot more sense.

Looks like I had to use 0A instead of 10 though. However, I just did player.removeperk 0A025888 and then player.addperk 0A025888, and now it works perfectly fine again. It's not much of a true fix for the issue, but atleast I don't have to start over!

Thanks a lot. Wish I knew what could have caused it to malfunction in the first place, but oh well. I'll just keep it up if it happens again.

Edit: Sleepy mistakes.

Make saves more often and keep the game free from crashes- this is the best way to avoid such issues.

Looks like I had to use 0A instead of 10 though.

Shame on me :)
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Blackdrak
 
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Post » Sun Nov 21, 2010 10:20 pm

Is it me, or perhaps I'm losing my marbles, but do frag grenades seem really weak compared to the rest of the weapons in FWE? I have had several times where I had 2 or 3 Muties or Talons in a little group, and I pulled the middle guy up in VATS and tossed 2 or 3 grenades at them. In several occasions, the first grenade did NO damage at all. (One time the 2nd one did NO damage as well.) And the 3rd one finally took some HP out of them, but didn't kill them. My Explosives was around 80, and I had 2 levels of the Explosives Expert perk. (I love my grenades!)

But, either way, I came up with a good work around, lol. I made me a nuka grenade launcher so it's not a problem anymore! They definitely die now! :nuke:

Also, I found a minor issue that may actually be intentional? The "holstered" (slung on your back) 3rd person model of Sydney's Ultra 10mm SMG is not of the same gun. (It has a stock on it) It's not an issue for me at all, but I thought you might want to know. As I said, it may have been intentional.

Anyway, I don't have any super incredible stories to tell, but I played this silly thing all weekend, lol. FWE had added so much to my experience it's not even funny. As I believe I mentioned in an earlier post, for me at least, this mod really, really makes this game feel and play like a FPS. From the beginning, I just felt the combat part of this game was lacking something. It just didn't "feel" right, lol. But whatever it is, FWE "feels" right to me! Just for S & G's I did Op: Anchorage this weekend. Normally, that DLC just didn't do all that much for me. I felt "Benji" plain old svcked, and got in my way, and caused me more problems that he was worth. If I could have killed him, I would have numerous times before, lol!

But, this time he seemed MUCH better in terms of AI. He behaved about like I felt he should for the most part, and believe it or not, he actually saved MY bacon a time or two! I was alao amazed that all of the guys in my team didn't insta-die when I did the listening post quest. (I left them on the road and did the ice camp/fuel tank mission on my own.) One of them actually made it through the entire quest!

I'm really having a lot of fun! Thanks for the hard work on this mod! :foodndrink:
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Bigze Stacks
 
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Post » Mon Nov 22, 2010 2:02 am

Is it me, or perhaps I'm losing my marbles, but do frag grenades seem really weak compared to the rest of the weapons in FWE? I have had several times where I had 2 or 3 Muties or Talons in a little group, and I pulled the middle guy up in VATS and tossed 2 or 3 grenades at them. In several occasions, the first grenade did NO damage at all. (One time the 2nd one did NO damage as well.) And the 3rd one finally took some HP out of them, but didn't kill them. My Explosives was around 80, and I had 2 levels of the Explosives Expert perk. (I love my grenades!)

Glad to hear you're enjoying yourself!

Regarding the explosives...grenades are actually really powerful in FWE. Increased explosion radius, increased damage, knockdown etc...
However I have never really used grenades in VATS, maybe they dont work properly there(that would be a vanilla Fallout problem though). But I suggest to use the included FPS grenade hotkey, it's much more fun anyways ;)
Also I should point out explosions have in general a strange behaviour in Fallout, in that they dont do any damage at all if they don't touch the actor base(i.e. their feet) at all. It's an engine limitation, no real way for any modder to fix that.

Also we'll take a look at the Ultra SMG model, sounds like maybe different 1st and 3rd person models were assigned.
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mishionary
 
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Post » Mon Nov 22, 2010 5:41 am

After I noticed that Operation Anchorage gives you Power Armor Training I decided to switch my ranger armor for the T-45d.
Suddenly the game has become much easier. When I accidentially run into a group of enemies the game isn't suddenly over for me, but without care you can still die in seconds wich is a good thing.
I also tagged Big Guns as my 4th skill and I really feel that this is the best weapon skill. It gives you devastating explosives and automatics. I now have the M60 as my backup weapon as it takes care of ambushing super mutants in seconds. But from the feelling and handling of the M60 it is more like a big "small gun".

Pulse Mines/Grenades are against robots. They are not meant to be used against normal Creatures.

I did not know that. But why do Talon Mercs carry so many of them?
I do not know many robots that are a real threat and most of them can be taken down easily with a basic laser pistol.
To make them more useful they should do some damage against power armor.

Make saves more often and keep the game free from crashes- this is the best way to avoid such issues.

I wish that was so easy.

I started my game without the unofficial patch. After I saw one floating object after another I decided to actiate UF3P and masterupdate my load order.
Now I got a crash in one of the Evergreen Mills storage rooms. After I got this 3 times in a row I deactivated UF3P and everything was fine, at least until my next level up. I chose Intense Training and the game crashed. Tried again: crash.
Activated the unofficial patch: no crash.

I think I'll have to live with the occasional crash every 1-3. CASM helps a lot.
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Taylor Bakos
 
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Post » Mon Nov 22, 2010 12:28 am

I started my game without the unofficial patch. After I saw one floating object after another I decided to actiate UF3P and masterupdate my load order.
Now I got a crash in one of the Evergreen Mills storage rooms. After I got this 3 times in a row I deactivated UF3P and everything was fine, at least until my next level up. I chose Intense Training and the game crashed. Tried again: crash.
Activated the unofficial patch: no crash.
I think I'll have to live with the occasional crash every 1-3. CASM helps a lot.

I am sad to hear this. :(
Myself- I always use UF3P and long time as don't have any crashes. including Evergreen Mills.
I don't remember- do I recommend you to downcore your processor?
You also can try to set affinity for fallout.exe to 2- in the process manager
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Abi Emily
 
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Post » Mon Nov 22, 2010 2:30 am

We'll take a look at the Ultra SMG model, sounds like maybe different 1st and 3rd person models were assigned.


Double check that the gun shows a stock in the 1st person too. We replaced the entire model (and it's been this way for a LONG time). Syndey's 10mm is one of my favorite small guns, and always carry it around. I haven't had any wierd model problems (i.e. it shows the stock in both 1st/3rd person, and when holstered or not).

After I noticed that Operation Anchorage gives you Power Armor Training I decided to switch my ranger armor for the T-45d.
Suddenly the game has become much easier. When I accidentially run into a group of enemies the game isn't suddenly over for me, but without care you can still die in seconds wich is a good thing.


Yes, power armor can really help a lot in heavy fire fights. The downside is that's it's almost impossible to remain hidden when sneaking, you move slower, etc, but yes, it can make a big difference.

I do not know many robots that are a real threat and most of them can be taken down easily with a basic laser pistol.
To make them more useful they should do some damage against power armor.


You clearly haven't faced many of the top level security bots before =) They are REALLY REALLY tough, and pulse grenades/mines are by far the best way to kill them. I usually carry 3-4 pulse grenades around all the time just in case I run into the security bots. Ugg . . .
Spoiler
the metro tunnel in broken steel was a nightmare because of the security bots.

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Thomas LEON
 
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Post » Mon Nov 22, 2010 2:56 am

Here is a sample build I made for people who wanted to sneak, its working really well.
I use Mika and Jericho for hauling things, while I sneak around and stealth kill, if I get in trouble, I just run back to them.

So far its working great, 1 shot one kill with a hunting rifle (SC,EC) on everything but S.M'S and Lurks. Raiders are no problem, and most of the time I ambush them.

Once I walked up on a raider and was so close I might as well been on top of her! (was dark and sneak is 90+ thanks to tailor maid) and I have enough action points to sneak attack crit her (9 luck gives crits all the time) and two other raiders before the final two got alerted but no idea where I was and I popped them.

Zoom able scopes is the shiz, as is tailor made and EVE.

Ghoul filled tunnels are a breeze, I can sneak kill most of the horde before they get smart and go hunting for me.

S 3
P 5
E 4
C 2
I 8
A 9
L 9

Perks,
Black widow
Daddy's girl (X5) thats 30 to both SCI/MED
thats as far as I have made it, once I get a few more levels in Ill get back to everyone how its going, but right now its easy sailing.

Quest
Those!
Reward +STR

If anyone else wants I have four other builds, (one tested and was way OP) that I can post.
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ZANEY82
 
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