[RelZ] FWE - FO3 Wanderers Edition #33

Post » Mon Nov 22, 2010 1:15 am

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.

Nah I checked, it has a stock in first and third person(as it should be). If you're not getting that then another mod is conflicting maybe.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Mon Nov 22, 2010 5:18 am

Nah I checked, it has a stock in first and third person(as it should be). If you're not getting that then another mod is conflicting maybe.


Hmm, OK, I'll check again, but it looked like to me when I gave it to Jericho, that it was the normal 10mm with a super duper long silencer on it. :mohawk:

Oh yeah, while I have you on here I wanted to let you know of something I did and to ask if you see any problems with my tweak. As I mentioned in an earlier post, I changed the vanilla followers AI package when told to "Wait here" to sandbox instead of guard. The group command to get them all to follow again in one command is working flawlessly! :)

I just have to stop and tell each one to wait through the vanilla dialog option one at a time, which is no big deal at all for me. And besides the normal vanilla glitch where NPC's get stuck and refuse do follow their AI packages they are working exactly as I like them to. I haven't found anything surprising yet, and have parked them and ordered them to follow multiple times and have had no issues whatsoever so far.

Also, I moved the Enhanced followers plugin that I changed to next to last in my order so nothing would override it. The only thing after it is Project Beauty choose your own hair, which should probably be last anyway. So I guess my question is do you see anything at all that I should be concerned with? I can't think of anything but I didn't write their scripts, lol.

Thanks again!

EDIT: Oh wait, there IS one thing, lol. Do you know of any reason a follower could still be killed even flagged as essential? I did get ambushed by some Enclave guys, and SP Cross got killed. (I reloaded though so she's still alive, lol. I thought that was really wierd.
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Sun Nov 21, 2010 9:48 pm

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.


Great build titan, in fact most of mine are VERY similar! :goodjob:

One suggestion though is that you can save 2 points minimum on Luck if you do it a certain way, lol. The Luck bobblehead (assuming you collect them) is one of the easiest in the game to get, and the Lucky Shades are also VERY easy to get basically straight out of the vault. I usually leave v101, head to Megaton to get set up, and then go get the Luck Bobblehead and head to TPT and Lucky's store for the shades. If you take the easy route you usually only run into critters along the way to TPT. This lets me put a couple of points in STR or PER, or wherever I want to. Just a little suggestion!
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Mon Nov 22, 2010 3:19 am

Hmm, OK, I'll check again, but it looked like to me when I gave it to Jericho, that it was the normal 10mm with a super duper long silencer on it. :mohawk:

Oh yeah, while I have you on here I wanted to let you know of something I did and to ask if you see any problems with my tweak. As I mentioned in an earlier post, I changed the vanilla followers AI package when told to "Wait here" to sandbox instead of guard. The group command to get them all to follow again in one command is working flawlessly! :)

I just have to stop and tell each one to wait through the vanilla dialog option one at a time, which is no big deal at all for me. And besides the normal vanilla glitch where NPC's get stuck and refuse do follow their AI packages they are working exactly as I like them to. I haven't found anything surprising yet, and have parked them and ordered them to follow multiple times and have had no issues whatsoever so far.

Also, I moved the Enhanced followers plugin that I changed to next to last in my order so nothing would override it. The only thing after it is Project Beauty choose your own hair, which should probably be last anyway. So I guess my question is do you see anything at all that I should be concerned with? I can't think of anything but I didn't write their scripts, lol.

Thanks again!

EDIT: Oh wait, there IS one thing, lol. Do you know of any reason a follower could still be killed even flagged as essential? I did get ambushed by some Enclave guys, and SP Cross got killed. (I reloaded though so she's still alive, lol. I thought that was really wierd.

You can make followers sandbox via the command handset, just hit the relax button. But at the moment it's still slightly bugged and they will start following you again if you change the cell.
But in 5.02 that issue is fixed. We even added a new option to the followers menu so you can configure how long they wait somewhere until they return to their respective homes.

Well normally essential npcs can't, but there are a few glitches that can kill them. Not much that can be done about that, but it's a rare bug. But we added another safety check to make sure followers are definitly set essential, incase someting removed the flag somehow.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Mon Nov 22, 2010 4:39 am

Great build titan, in fact most of mine are VERY similar! :goodjob:

One suggestion though is that you can save 2 points minimum on Luck if you do it a certain way, lol. The Luck bobblehead (assuming you collect them) is one of the easiest in the game to get, and the Lucky Shades are also VERY easy to get basically straight out of the vault. I usually leave v101, head to Megaton to get set up, and then go get the Luck Bobblehead and head to TPT and Lucky's store for the shades. If you take the easy route you usually only run into critters along the way to TPT. This lets me put a couple of points in STR or PER, or wherever I want to. Just a little suggestion!



Nice mods btw.

and thanks, its working out good, I have some pics up in the pic thread.

I normally don't use bobble heads, and such but Ill keep that in mind.

I want to try a egghead, robot builder guy soon, something like this, tag SEC/MED/Repair, Alt start cyborg or mechanic.
Perks would be,
Lady killer
I:T Agi
Scoundrel (X5 for speech and barter)

And Ant might again.

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

P.S

I have noticed that with FWE either my mouse if faluty, or its a game problem, after firing, when I let off the key I keep shooting.
annoying with a minigun or automatic weapon.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Sun Nov 21, 2010 4:59 pm

I have noticed that with FWE either my mouse if faluty, or its a game problem, after firing, when I let off the key I keep shooting.
annoying with a minigun or automatic weapon.

Could be a mouse problem. The gamebryo engine also suffers from heavy input lag, but definitly nothing to do with FWE.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Mon Nov 22, 2010 1:01 am

You can make followers sandbox via the command handset, just hit the relax button. But at the moment it's still slightly bugged and they will start following you again if you change the cell.
But in 5.02 that issue is fixed. We even added a new option to the followers menu so you can configure how long they wait somewhere until they return to their respective homes.


OK, I'll check it out. Hopefully, one of the options is for them to sandbox until told otherwise. Also, the base I use is HUGE so they would likely need a wander redius much larger than what you would normally see I think, so I will probably have to up that a bit, but I will definitely try it!

Well normally essential npcs can't, but there are a few glitches that can kill them. Not much that can be done about that, but it's a rare bug. But we added another safety check to make sure followers are definitly set essential, incase someting removed the flag somehow.


LOL, it was sooooo friggin funny how bad we got totally pwned! (And I DO mean PWNED!!!)

It was me, Clover and Cross and we left Daggerhead (way at the northern top of the map in the center) and had made it just past Paradise Falls. (I'm really trying to RP a lot, and not use fast travel for some fun.) Our destination was Mama Dolces in the Trail of Crumbs Quest. I was just below the broken bridge between NW Seneca Station and Arefu, and I completely forgot the Enclave outpost up there at the end of the bridge, lol. Anyway, the next thing I knew, there was green plasma and blue pulse charges raining down all around me and my girls. I looked everywhere but UP trying to find them, but Cross died before I could stop them. I barely escaped alive myself. That has been about the only time in the game I can remember just getting owned like that, lol. It was hilarious!
User avatar
Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Mon Nov 22, 2010 3:19 am

LOL, it was sooooo friggin funny how bad we got totally pwned! (And I DO mean PWNED!!!)

It was me, Clover and Cross and we left Daggerhead (way at the northern top of the map in the center) and had made it just past Paradise Falls. (I'm really trying to RP a lot, and not use fast travel for some fun.) Our destination was Mama Dolces in the Trail of Crumbs Quest. I was just below the broken bridge between NW Seneca Station and Arefu, and I completely forgot the Enclave outpost up there at the end of the bridge, lol. Anyway, the next thing I knew, there was green plasma and blue pulse charges raining down all around me and my girls. I looked everywhere but UP trying to find them, but Cross died before I could stop them. I barely escaped alive myself. That has been about the only time in the game I can remember just getting owned like that, lol. It was hilarious!

Heh good stuff :)

By the way we added an awesome new unique gun to Mama Dolce's, but it seems no one has found it so far :(
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Sun Nov 21, 2010 11:17 pm

Heh good stuff :)

By the way we added an awesome new unique gun to Mama Dolce's, but it seems no one has found it so far :(



until a few day ago, I never even knew the place existed.
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Sun Nov 21, 2010 8:49 pm

By the way we added an awesome new unique gun to Mama Dolce's, but it seems no one has found it so far


Ya know, I may have found it, but there are so many new weapons in FWE that I don't know what is what yet, lol. This is really my first official run through with the mod. But I do seem to remember picking something up. What is the name?
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Sun Nov 21, 2010 7:19 pm

Ya know, I may have found it, but there are so many new weapons in FWE that I don't know what is what yet, lol. This is really my first official run through with the mod. But I do seem to remember picking something up. What is the name?

It's the RA-1 Masher, a unique shotgun revolver.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Mon Nov 22, 2010 2:38 am

Shameless plug for FWE (which is contrary to my usual modus operandi) . . . but . . .

FWE is #1 on the Nexus top 100 (for now)

Anyway, I never thought FWE would be as successful as it is. Here's my Oscar's moment: many to thanks to the team, those who have contributed (from very big to very small ways), and all the users for keeping up the discussion, providing suggestions, reporting bugs, and being patient. If this modding community wasn't so supportive and well-mannered, this never would have happened.

So a hearty :foodndrink: for all!
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Mon Nov 22, 2010 1:38 am

Ok,ok...if you done patting yourself on the back, how about getting back to work and crank out the 5.02, eh?!?

:biglaugh:

Joke aside, big congrats on the #1 spot. If you ask me, which no one of course do, I would say well worth it and about time.
No other mod out there add so much to the game as FWE does. It deserves to get a #1 spot for sure. Myself, would never go
back playing FO3 without it. Not a chance.

*hat off, clears throat, cough-cough*

A big Thank You to you Mez, and to the rest of the awesome team, for putting in all the hard work, the endless hours making
it, and then sharing it with the rest of us! You took an already great game, and turned it into something truly EPIC gaming-wise!

User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Mon Nov 22, 2010 12:01 am

When I made the first reply to the first post in the first FWE thread, I knew this was going to be a winning mod. And I was right.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sun Nov 21, 2010 9:20 pm

When I made the first reply to the first post in the first FWE thread, I knew this was going to be a winning mod. And I was right.


Heh . . . the first couple threads are gone now . . . but I remember the first reply I got from you. Which is interesting, because usually my memory is terrible (as Kai can attest to, :) )
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Mon Nov 22, 2010 1:24 am

I don't use FWE myself (I'm far too picky about exactly how things are in my game - would need an extra 25 or more "Configurable" entries in the features list), but have followed its development cycle from time to time - more than once taking a look under the hood to see how features that I want to implement in my personal environment were done.

That having been said, from everything I've seen and heard, FWE certainly deserves the kudos it receives. Both from what has been done with it, the positive community attitude of everyone who has worked on it, etc. Glad to see it hit #1 on the "Top 25 in the last 2 weeks" list.

Good work to all involved. :)
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Sun Nov 21, 2010 7:01 pm

I don't use FWE myself (I'm far too picky about exactly how things are in my game - would need an extra 25 or more "Configurable" entries in the features list), but have followed its development cycle from time to time - more than once taking a look under the hood to see how features that I want to implement in my personal environment were done.

That having been said, from everything I've seen and heard, FWE certainly deserves the kudos it receives. Both from what has been done with it, the positive community attitude of everyone who has worked on it, etc. Glad to see it hit #1 on the "Top 25 in the last 2 weeks" list.

Good work to all involved. :)


Oh yeah . . . top 25 in past two weeks . . . not top 100 of all time =)

Meh, semantics!
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Mon Nov 22, 2010 2:39 am

Oh yeah . . . top 25 in past two weeks . . . not top 100 of all time =)

Meh, semantics!

Bah! Your 17th position on the top 100 of all time is nothing to sneeze at either, you know - considering that puts you behind things like MMM and WMK, that have less in the way of "direct competition" when it comes to matching people's tastes - and puts you ahead of other big names like EVE, DCInteriors, and UF3P.

...besides... I have a hard time believing that any "mod" will ever replace FOMM - other than the obvious possibility of so many people using and relying on it without realizing that it would be up for kudos.
User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Mon Nov 22, 2010 7:08 am

Congratulations! Even i remembered to endorse the file finally :hehe:

And to get back to the whining...

Are effects of crippled limbs supposed to be listed in status effects? Also for some reason workbench bonus was stuck there when i was in the Pitt's abandoned apartment building. And this is propably MMM related, but some of the troggs in the Pitt were invisible, they could be targeted with VATS but all hit chances were 0% Made the fights quite ...interesting :cold:
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Sun Nov 21, 2010 11:35 pm

And this is propably MMM related, but some of the troggs in the Pitt were invisible, they could be targeted with VATS but all hit chances were 0% Made the fights quite ...interesting :cold:

Check the downloads page for MMM -- there is a fix file specifically for that problem.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sun Nov 21, 2010 8:13 pm

Thanks, i've never before reached the Pitt with current MMM version so i didn't know there was that sort of problem.
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Mon Nov 22, 2010 4:47 am

Hmm...

Maybe found a problem here..

I just noticed yesterday that the Pipboy graphic for the portable laboratory and the portable infirmary look sort of like broken jpegs on my game. They're all blocks and the blocks sort of go outside the screen. Also, when I put them on the ground the medkit and the toolbox would disappear. I could still pick them back up though. I sold them to a vendor but the graphics looked like that in the vendor's window too.

My portable grill, purifier, and bed all show up correctly.
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Sun Nov 21, 2010 3:29 pm

Hmm...
Maybe found a problem here..
I just noticed yesterday that the Pipboy graphic for the portable laboratory and the portable infirmary look sort of like broken jpegs on my game. They're all blocks and the blocks sort of go outside the screen. Also, when I put them on the ground the medkit and the toolbox would disappear. I could still pick them back up though. I sold them to a vendor but the graphics looked like that in the vendor's window too.
My portable grill, purifier, and bed all show up correctly.

I can not check nexus- it is down again
But are you sure you install FWE correctly?
I check toolkit- on the ground it looks like launchbox, in the pip-boy- as toolbox container
Also- be sure to have Toggle Validation in FOMM activated
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Sun Nov 21, 2010 9:25 pm

I've got yet another quick question. Does FWE have an option that allows you to remove the ally/enemy blips on your compass bar? I believe it doesn't, but I've skimmed past things before, so just asking to make sure.
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Mon Nov 22, 2010 5:23 am

I've got yet another quick question. Does FWE have an option that allows you to remove the ally/enemy blips on your compass bar? I believe it doesn't, but I've skimmed past things before, so just asking to make sure.

No, it not make such things. But you can find many of such mods on Nexus
And if you have DARNUI installed (which is highly recommended) you can make it yourself in DUI settings

<!--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Compass ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-->
<_HUDShowCompass> 1 <!-- [1] Show compass? -->
<_HUDDetachCompass> 0 <!-- [0] Detach compass from HP Info? -->
<_HUDCompass_X> 649 <!-- [649] Compass position when detached - -->
<_HUDCompass_Y> -900 <!-- [-900] Rel. HPInfo position -->
<_HUDCompassFrame> 1 <!-- [1] Draw compass frame when detached? -->
<_HUDShowQuestMarkers> 1 <!-- [1] Show Quest and Player markers? -->
<_HUDShowLandmarks> 1 <!-- [1] Show landmarks/locations? -->
<_HUDShowNPC> 1 <!-- [1] Show friendly npc's? -->
<_HUDShowEnemies> 1 <!-- [1] Show hostile npc's? -->
<_HUDMarkEnemies> 1 <!-- [1] Differentiate between enemy/friendlies?-->
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

PreviousNext

Return to Fallout 3