[RelZ] FWE - FO3 Wanderers Edition #33

Post » Sun Nov 21, 2010 8:58 am

Oh yeah, there is one other thing I just thought of that happened last night. Does FWE have some sort of script that removes dead guys quickly after I kill them?

1. As I hear- MMM responsible for dead bodies wanishing (to increase stability)
2. Partially- vanilla issue, deads often vent underground
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Rachel Eloise Getoutofmyface
 
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Post » Sun Nov 21, 2010 2:24 pm

Bittercup isn't a FWE added follower, read the http://www.fallout3nexus.com/downloads/file.php?id=1991. :rolleyes:



silly, I said some of the question didn't pertain to FWE, but I wanted to know who the original voice actor was, I can't seem to find it on google, and I didn't see it in the credits.

I know they used the already in game voice for her, but who did the voice? some one has to know.
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Elizabeth Falvey
 
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Post » Sun Nov 21, 2010 6:48 am

1. As I hear- MMM responsible for dead bodies wanishing (to increase stability)
2. Partially- vanilla issue, deads often vent underground


I asked about this in the MMM thread before, and was told that MMM actually increases the number of corpses that remain. Most of the time this is the case, but occasionally on battles that span large distances, like the raider-infested overpass, the bodies at the start of the battle will be gone by the time I turn back to loot them. Tough luck, I guess; I haven't found any way to consistently overcome this.
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Crystal Clear
 
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Post » Sun Nov 21, 2010 6:56 pm

The opening post says that the Winchester P94 Plasma Rifle should be WMK compatible, however the workbench says it can't be modified. Is something up with my mods again? I have the latest FWE WMK FOIP patch, and yes, i even copied it to the data folder this time :embarrass: And also have a merged patch. Never mind, fixed it already.

I was able to force myself trough the Mothership, mostly the first quest was bugged, i'm hoping my other characters won't run to this problem since their saves aren't FOOKed. Enclave uniform, Tesla Armor (is there no helmet, or did just miss it?) and for the first time the MPLX Novasurge :woot: Doesn't seem to be WMK compatible, but will be my sidearm of choice regardless.
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Claire Mclaughlin
 
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Post » Sun Nov 21, 2010 8:40 am

I asked about this in the MMM thread before, and was told that MMM actually increases the number of corpses that remain. Most of the time this is the case, but occasionally on battles that span large distances, like the raider-infested overpass, the bodies at the start of the battle will be gone by the time I turn back to loot them. Tough luck, I guess; I haven't found any way to consistently overcome this.


It is a gameplay global setting regarding corpse cleanup. There are several different ones, and you can configure them differently - one for like, if the game enters scene-is-complex mode automatically, and so on.

I encountered this same thing in the Foes Reworked NG mod I worked on - - and I really LIKE looting corpses ok, and i DON'T want corpses to go away before I get to loot!! so I changed the values so that the corpse cleanup would stop stealing my loot.
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Harry-James Payne
 
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Post » Sun Nov 21, 2010 8:46 am

I encountered this same thing in the Foes Reworked NG mod I worked on - - and I really LIKE looting corpses ok, and i DON'T want corpses to go away before I get to loot!! so I changed the values so that the corpse cleanup would stop stealing my loot.

Can you give some examples of correct variables?
I don't like when my flying trash-can half-empty :lol:
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Ray
 
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Post » Sun Nov 21, 2010 10:23 am

I encountered this same thing in the Foes Reworked NG mod I worked on - - and I really LIKE looting corpses ok, and i DON'T want corpses to go away before I get to loot!! so I changed the values so that the corpse cleanup would stop stealing my loot.

I don't advise changing these settings. We did a lot of testing for MMM and found out that increasing the numbers above the values MMM is currently at will increase CTDs. MMM originally used much higher values, but at the cost of high amounts of CTDs.
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Christie Mitchell
 
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Post » Sun Nov 21, 2010 1:03 pm

I don't advise changing these settings. We did a lot of testing for MMM and found out that increasing the numbers above the values MMM is currently at will increase CTDs. MMM originally used much higher values, but at the cost of high amounts of CTDs.


I cannot stand having my loot taken away. I ended up engineering fights with CTD problems to always turn on scene-is-complex mode, which helped with the CTDs. I have this fire barrel which automatically turns on complex mode if combat is in the area, and I stick it in certain spots.

For me tho, I get CTDs from certain weapons being fired (I think its the sound, I don't even have to look?)... so yeah... CTDs... meh. Kinda hard for me to work well with.
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kat no x
 
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Post » Sun Nov 21, 2010 7:50 am

Can you give some examples of correct variables?
I don't like when my flying trash-can half-empty :lol:


Kai Hohiro is correct in that its not trivial to set up well or do well.

In the GECK you click on gameplay, then settings, then you could try a filter of 'dead' and filter of 'complex'

Understand what these things mess with ..

http://geck.gamesas.com/index.php/SetSceneIsComplex
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Tiff Clark
 
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Post » Sun Nov 21, 2010 10:56 am

I asked about this in the MMM thread before, and was told that MMM actually increases the number of corpses that remain. Most of the time this is the case, but occasionally on battles that span large distances, like the raider-infested overpass, the bodies at the start of the battle will be gone by the time I turn back to loot them. Tough luck, I guess; I haven't found any way to consistently overcome this.


Well, I'm not using MMM. Unfortunately, it seems to be a mod that just don't like me, and constantly CTD's if I fast travel to The Mall/History Museum. I run a very gently modded FO3.
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Cassie Boyle
 
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Post » Sun Nov 21, 2010 1:29 pm

Kai Hohiro is correct in that its not trivial to set up well or do well.

I know he is correct. But for the last four days I had only one crash (it was after I say about don't getting crashes at all :) )
I just want to check for difference, for myself

In the GECK you click on gameplay, then settings, then you could try a filter of 'dead' and filter of 'complex'
Understand what these things mess with ..
http://geck.gamesas.com/index.php/SetSceneIsComplex

Thank you
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Skrapp Stephens
 
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Post » Sun Nov 21, 2010 2:57 pm

Neither FWE or MMM make any changes to those armor's textures or models.


Thanks. Its a shame really because I don't know what I've installed that could change them.
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des lynam
 
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Post » Sun Nov 21, 2010 6:29 am

Did you move the DLC files to your Fo3 data folder? Have you activated archive invalidation? Try toggling it off/on again.
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Dalton Greynolds
 
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Post » Sun Nov 21, 2010 8:56 pm

Eve, plays nice with FWE and WMK right?

right?
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Isabell Hoffmann
 
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Post » Sun Nov 21, 2010 4:04 pm

Eve, plays nice with FWE and WMK right?

right?


Yes, EVE plays nice . . . but be sure to grab the FOIP patches for it. The FOIP patches also fix some EVE bugs, like the broken crit effects causing invisible enemies.
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Baylea Isaacs
 
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Post » Sun Nov 21, 2010 8:03 am

Yes, EVE plays nice . . . but be sure to grab the FOIP patches for it. The FOIP patches also fix some EVE bugs, like the broken crit effects causing invisible enemies.



thanks mez. *hug* :foodndrink:
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Mason Nevitt
 
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Post » Sun Nov 21, 2010 9:22 pm

How does fitting power armor at the workbench work? Can't find anything about it in the detailed readme - or CRAFT's readme for that matter. Might have missed it of course.
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Yung Prince
 
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Post » Sun Nov 21, 2010 10:08 pm

How does fitting power armor at the workbench work? Can't find anything about it in the detailed readme - or CRAFT's readme for that matter. Might have missed it of course.

Take PA to a workbench, select it to fit, receive Power Armor (Fitted) that you can now wear.
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Chloé
 
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Post » Sun Nov 21, 2010 6:12 pm

Did you move the DLC files to your Fo3 data folder? Have you activated archive invalidation? Try toggling it off/on again.


Yes tried that. Nevermind, its only cosmetic.

I have a bigger Pitt problem - some of the Trogs are invisible. Not all (and, as far as I can tell not all of th esame type). What might cause this?

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmHairPack.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.espCRAFT - Activation Perk.espDarNifiedUIF3.espDUIF3Extras.espCALIBRxMerchant.espStealthboy Recon Armor - CRAFT.espUPP  - Quest Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espRobCo Certified.esptelescope_quest_fdt.espTailor Maid.espDeadMansHat.espShoulder Satchel Bag.espBlackWolf Backpack.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espMoreMapMarkers.espGalaxyNewsRadio40[M].espSniperZooming.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 - UFP Support.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Worn Weapons.espDLM_FWE-Sneak_fix.espBackpackFixForShishkebabENG.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 - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.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.espEnhanced Weather - Rain and Snow in Fallout.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espMerged5.1.4.espTotal active plugins: 80Total plugins: 90

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cutiecute
 
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Post » Sun Nov 21, 2010 9:00 am

http://fallout3nexus.com/downloads/file.php?id=3211 -> Invisible Trog fix for DLC Pitt
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Chica Cheve
 
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Post » Sun Nov 21, 2010 7:04 pm

How does fitting power armor at the workbench work? Can't find anything about it in the detailed readme - or CRAFT's readme for that matter. Might have missed it of course.

Fitting is under CRAFT option of the workbench
You need to have Craft-activation perk.esp for this (and not only this) to work.
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Tamara Primo
 
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Post » Sun Nov 21, 2010 2:30 pm

Hey all ... well I think Wry bash for Fallout3 is really and finally here: http://fallout3nexus.com/downloads/file.php?id=11336

After a few hiccups and a new version http://www.gamesas.com/bgsforums/index.php?showtopic=1079607&st=0&gopid=15724610&#entry15724610. http://www.gamesas.com/bgsforums/index.php?showtopic=1079607&view=findpost&p=15719142.

I then opened that bashed patch and Mez's patch in edit and they looked about 99% identical - really only a few entries that are not the same.

This is great news and I please please ask you great FWE developers to look into this and check over the comparison themselves. The bashed patch, of course, importing more records from otehr mods as well.

I've not tested BAIN yet or extensively in game but I feel pretty confident.

Hopefully Valda will be open to opening up GaryBash to more things to tweak like game settings and working overhaul modders (read: you) in implementing bashed tags and other records to be imported.
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jessica robson
 
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Post » Sun Nov 21, 2010 7:47 pm

I'm trying to adjust the weapons in the 20th century weapons mod to be usable in FWE. So, I am trying to increase the weapon's damages in general; my problem is that the weapons from FWE seem to do more damage than weapons from the 20th century mod even when I set all the game data variables to be the same in the GECK. They display the same damage in game, but a single shot with the 10mm pistol can kill a target that takes maybe 4 shots with the m92 Beretta from the 20th century mod, even with identical game data according to the GECK.

LOAD ORDER

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
20th Century Weapons.esm
RH_IRONSIGHTS.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
20th Century v5 ALIVE (Vendor).esp
20th Century v5 ALIVE (Containers).esp
20th Century v5 ALIVE (NPC_Settler).esp
20th Century v5 ALIVE (Vault 101).esp
20th Century v5 ALIVE (RivetCity).esp
20th Century v5 ALIVE (Raider).esp
20th Century v5 ALIVE (Slaver).esp
20th Century v5 ALIVE (Chinese Ghoul).esp
20th Century v5 ALIVE (SuperMutant).esp
20th Century v5 ALIVE (Talon_Regulator).esp
20th Century v5 ALIVE (Brotherhood_Outcast).esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
Classic Fallout Weapons BETA.esp
1920+CFW+DLC v2.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional No Fast Travel.esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FWE Optional Worn Weapons.esp
WMKAA12Shotgun.esp
Stealthboy Recon Armor - CRAFT.esp
EVE.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Operation Anchorage.esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
XFO_Perk_paths.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - CFW.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE with EVE.esp
Mart's Mutant Mod - XFO (not FOOK).esp
Mart's Mutant Mod - XFO.esp
Mez's Merged Patch - FWE-WMK-MMM.esp
Bottle That Water Alternative - Option B - BS.esp
FWE-PN_BTWA_fix.esp
KillableKids.esp
KillableKidsOptional.esp
ACE2-1b.esp
Crosshair Toggle.esp
20th-IRON-FWE.esp (plugin I'm working on)

Total active plugins: 87
Total plugins: 95
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Facebook me
 
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Post » Sun Nov 21, 2010 5:44 pm

I'm trying to adjust the weapons in the 20th century weapons mod to be usable in FWE. So, I am trying to increase the weapon's damages in general; my problem is that the weapons from FWE seem to do more damage than weapons from the 20th century mod even when I set all the game data variables to be the same in the GECK. They display the same damage in game, but a single shot with the 10mm pistol can kill a target that takes maybe 4 shots with the m92 Beretta from the 20th century mod, even with identical game data according to the GECK.


Try this . . . post a screenshot of the 10mm in the GECK and one of the comparable weapons from 20th cent. weaps. 20 base damage is 20 base damage, and the global damage multipliers in FWE apply to everything.
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Ella Loapaga
 
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Post » Sun Nov 21, 2010 4:11 pm

http://fallout3nexus.com/downloads/file.php?id=3211 -> Invisible Trog fix for DLC Pitt


Ta, I'm ashamed that I posted here before checking there!
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Céline Rémy
 
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