[RelZ] FWE - FO3 Wanderers Edition #33

Post » Sun Nov 21, 2010 2:35 pm

http://i785.photobucket.com/albums/yy134/dariusuknuis/FWE10mmvs20thcenM92before.jpg

The 10mm pistol does a lot more than the m92 Beretta.

http://i785.photobucket.com/albums/yy134/dariusuknuis/FWE10mmvs20thcenM92after.jpg

10mm pistol still does about 4 times the damage of m92 Beretta.
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James Hate
 
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Post » Sun Nov 21, 2010 8:46 pm

Working as intended, that's simply how Fallout calculates fall damage.

Like you say, dont like it, then change it. I personally use the middle setting between vanilla and FWE default.


yeah im using the lesser setting now and its more forgiving. of course ill turn it back to normal for moiras quest. :)

on a side note im enjoying using the alternate starts. i picked the enclave deserter (although im pretending to be a deep undercover operative for the enclave). in fact i might just change the name if i can locate it in the GECK.

does anyone have a suggested setting for skillpoints. i would like to have 3 skill maxed out at 100 (including some books and boobleheads), another 3 set at around 80 or so and the rest around 60. i figure 5 per bobblehead but i dont know how many books there are. to be honest since i usually preconfigure my skills most of the skill books i found in previous games went unused.

edit: if i set the enclave to friendly initially can i get them to become hostile by shooting enough of them to finish the quests, or will that break the game somehow.
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Sam Parker
 
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Post » Sun Nov 21, 2010 5:34 pm

Mez- You mentioned FWE having ammo weight AND in real time accounting for that weight in the inventory. Could you or anyone knowing how. Make us non FWE users a mod for that function? Pretty pweeeeeaaase. On behalf of all that would like this feature and want to use other mods like Arwens =)
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Ludivine Dupuy
 
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Post » Sun Nov 21, 2010 12:45 pm

on a side note im enjoying using the alternate starts. i picked the enclave deserter (although im pretending to be a deep undercover operative for the enclave). in fact i might just change the name if i can locate it in the GECK.


I tried the Outcast one, but it does take a bit of pretending...
No you crazy man from Vault 112, you're not my dad. No problem Sibley, anything help my Outcast brothers :P

Speaking of, the chinese remnant beginning is limited to asian race which makes, but i have a custom race that would qualify for it too. I did something similar with Race Balancing Project in Oblivion, i need to select FWE and the race mod as masters and make a new esp that contains the required script changes, correct? I would've tried already, but for some reason GECK doesn't want to install on Windows 7.

Also, it seems that as a side effect of being able to equip power armor without training, they have lost the unique PA footstep sounds and getting hit effects. I'd prefer the original ones, but i doubt this can be helped.
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Nadia Nad
 
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Post » Sun Nov 21, 2010 10:30 pm

Fitting is under CRAFT option of the workbench
You need to have Craft-activation perk.esp for this (and not only this) to work.


Yes, I didn't have Craft - Activation Perk.esp loaded. Meanwhile, I turned it off via the ingame menu. Is there any upside to using the feature or is it just a "power armor shouldn't be possible to wear unless it's fitted" one?
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Big mike
 
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Post » Sun Nov 21, 2010 9:15 pm

Yes, I didn't have Craft - Activation Perk.esp loaded. Meanwhile, I turned it off via the ingame menu. Is there any upside to using the feature or is it just a "power armor shouldn't be possible to wear unless it's fitted" one?

Craft responsible for many things, not only PA fitting. Creating of repair parts, medical supplies, medical kits and toolkits
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Alexx Peace
 
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Post » Sun Nov 21, 2010 8:31 am

Craft responsible for many things, not only PA fitting. Creating of repair parts, medical supplies, medical kits and toolkits


Yes, but I meant is there any upside with fitting power armor? Does it get better compared to if the requirement is turned off - or is it there because it seemed fitting (sorry) to have the requirement.
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djimi
 
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Post » Sun Nov 21, 2010 8:48 am

so, I picked up Charon, and he has unlimited ammo for his shotty right? well it went missing shortly after we got in a big fight, what can I do to get it back?
I think it was shot out of his hands maybe.

pretty sure some one said vanilla followers have unlimited ammo even with FWE, thats good cause it was a HUGE PITA to keep mika and bittercup stocked.

Anyway, I finished most of my DC exploration dive, only have the rangers to save, and I am at the last door to the roof before I went to bed.
I ended up using around 2,500 5MM rounds trying to clear the ruins from GNR to the mall, I made it all the way to underworld, then I had to put my mini gun up right after I visited underworld.

I was using ammo too fast to keep doing that, and I wanted to save some for later so I parked bittercup and Mika at my megaton house, and got Charon all suited up in some T-45 and a .223 (I had a lot of 5.56, and followers seem to love to waste ammo) and I took a L86 LSW, and this gun ROCKS!!! its a big gun, uses common 5.56MM and then it comes with a scope and a 50 round mag, add EC and you got 100 mag, and SPOT ON, no sway scope at 90 big guns. does the damage rating is like 400ish or better!

and it seems that 5.56 (3,200+) and .32 (1,200+) has been falling from the sky, (or dead muties) so that kinda helped.

There are so many new guns with FWE that I can't complain and its really hard for me to use them all, I am trying to raise my Energy weapon skills, but between having split points across S.G /E.W and M.W and still needing to raise lock pick and science.

The M60 sounds B/A, but I have never used it, only my followers, and getting shot at, the bozar and a lot of other guns I have have never been shot, I may toy around with them some this weekend.

So many guns, must try all!
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Laura-Jayne Lee
 
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Post » Sun Nov 21, 2010 9:32 pm

Fitiing does nothing except allow you to use power armor, with fitting turned off you can use power armors as soon as you find them. I think it is only an "immersion" thing, since there aren't "one-size-fits-all" power amors anymore. I use the player.setscale command to make my characters vary in height, so it seems very fitting that you have to fit the power armor for their size.
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Melung Chan
 
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Post » Sun Nov 21, 2010 9:13 pm

Yes, but I meant is there any upside with fitting power armor? Does it get better compared to if the requirement is turned off - or is it there because it seemed fitting (sorry) to have the requirement.


I don't think it makes any stat changes, it just makes sense, power armor is a lot like Plate mail from days long past, just because you can wear it and not fit it, doesn't mean you can fight effectively in it.
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Rob Smith
 
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Post » Sun Nov 21, 2010 7:19 am

Yes, but I meant is there any upside with fitting power armor? Does it get better compared to if the requirement is turned off - or is it there because it seemed fitting (sorry) to have the requirement.


The fitting requirement came about from a feeling, held by many, that power armor was just too accessible. In particular, if you headed out into the wastes WITHOUT wearing power armor, and got into some heavy fighting, you could easily loot some PA, put it on, and suddenly the whole fight get's easier.

For the 5.0.2 hotfix, we've fixed the PA footstep sounds not playing. In addition, I've added the stat bonuses for having Advanced PA Training to the non-unique / non-fitted PA's as well, so if you have the adv perk and disable the fitting requirements, you can still get the right level of bonus.\

From the Detailed Changes:

No PA Training:
Armor only accounts for 50% of its weight
-3 to AGL
-1 PER
no STR or other bonuses.

Basic Power Armor Training:
Armor accounts fully for its weight,
-1 to AGL
+1 STR
+1 PER

Adv. Training:
Armor accounts fully for its weight
No agility penalty
+2 STR
+2 PER
+1 END

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Ronald
 
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Post » Sun Nov 21, 2010 9:00 pm

Thanks for the info! :)

FWE and MMM is an awesome combination. Today I happened upon Old Olney, facing a Deathclaw Matriarch for the first time. Well, three of them it turned out before it was over. They were so tough that my char went for Heroin and other heavy drugs for the first time. So now FWE has turned her into a drug addict as well. :swear:

Anyway, the Chem overhaul alone is brilliant.
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Spooky Angel
 
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Post » Sun Nov 21, 2010 11:43 am

Thanks for the info! :)

FWE and MMM is an awesome combination. Today I happened upon Old Olney, facing a Deathclaw Matriarch for the first time. Well, three of them it turned out before it was over. They were so tough that my char went for Heroin and other heavy drugs for the first time. So now FWE has turned her into a drug addict as well. :swear:

Anyway, the Chem overhaul alone is brilliant.


Glad to hear your liking it! Credits for the chems goes to the BLTC + FDA mods, although we've of course tweaked and balanced things quite a bit too. I've definetly been using drugs more in FWE and they can really make a difference in tough fights like what yo describe. I'm usually addicted to 1 or 2 things all the time =)
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Talitha Kukk
 
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Post » Sun Nov 21, 2010 8:38 pm

Glad to hear your liking it! Credits for the chems goes to the BLTC + FDA mods, although we've of course tweaked and balanced things quite a bit too. I've definetly been using drugs more in FWE and they can really make a difference in tough fights like what yo describe. I'm usually addicted to 1 or 2 things all the time =)

Well- during my last start I was fleeing from a bunch of wild dogs (-1/3 health)
During this I fall from the cliff (-1/2 health) on the head of Lone Molerat
And was killed because I was not able to activate Bullet Time (Jet was missing) and my pistol was jammed just in time :drool:
I called it the most inglorious end at the beginning :)
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i grind hard
 
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Post » Sun Nov 21, 2010 1:55 pm

My heavy weapons characters guns are either out of ammo or falling apart, the L86 jammed four times in a row when i tried to fire it :lmao: Sadly that is pretty much the only big gun i can have steady ammo supply as of now, and no skill nor money to keep it fixed. As foe drugs, morphine has proved useful in big firefights and "run away screaming like a little girl" scenarios, just have to be careful with it, also the charisma and luck boosting ones have their uses.

I'm honestly starting to think i'll neve be able to play Fallout 3 without FWE again :)
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Shianne Donato
 
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Post » Sun Nov 21, 2010 4:00 pm

My heavy weapons characters guns are either out of ammo or falling apart, the L86 jammed four times in a row when i tried to fire it :lmao: Sadly that is pretty much the only big gun i can have steady ammo supply as of now, and no skill nor money to keep it fixed. As foe drugs, morphine has proved useful in big firefights and "run away screaming like a little girl" scenarios, just have to be careful with it, also the charisma and luck boosting ones have their uses.

I'm honestly starting to think i'll neve be able to play Fallout 3 without FWE again :)



sniper rifle = mini win
Min gun = win
L86 = EPIC WIN

I love the L86!
A big gun that does big damage with a scope? add a 100 rounds before reload! (EC)
yes please!
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josie treuberg
 
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Post » Sun Nov 21, 2010 9:44 am

sniper rifle = mini win
Min gun = win
L86 = EPIC WIN


The L86 is indeed a very handy starter big gun, but M60 and miniguns beat it in pure Super Mutants dead per second contest. Can't wait to get my hands on a Bozar and Vindicator. Also, i must be the only person (again) who dislikes the removal of the backpack from the minigun, but if i saw correctly with another character, Eugene still has it? The first Bozar i saw was at the hands of the Talon Company sniper in the back of the Capitol building, and another on a Super Mutant Hunter (i think), i'd imagine the Enclave uses them too?

And there's no win greater than the Victory Rifle, silent one hit kill beyond draw distance on an Enclave trooper just cannot be beaten. If only the Reservist's Rifle was still here... :(
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Trevi
 
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Post » Sun Nov 21, 2010 7:33 pm

I'd like to have some tips on having a more viable char using lighter armors with FWE. The higher damage in it makes DR more important, so while my vanilla char was fine in Leather Armor, my current char ended up with Winterized T-51b Power Armor and DR 95. The problem is that my chars only like lighter armors, such as Leather, Raider, Lawbringer Duster. So I'm thinking that if using those should be viable my chars must focus on getting up their DR by all means, with perks, drugs etc.

I guess the Toughness perk should be a priority, ultimately possible to get to +25 DR.
Also, the Barkskin quest perk.

Other tips?

Alternatively, and a bit OT, are there any mods that makes it possible to upgrade armor, i.e. making it possible to invest a lot in a Leather Armor set, raising its DR and perhaps providing different effects as well.
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Margarita Diaz
 
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Post » Sun Nov 21, 2010 11:40 am

I'd like to have some tips on having a more viable char using lighter armors with FWE. The higher damage in it makes DR more important, so while my vanilla char was fine in Leather Armor, my current char ended up with Winterized T-51b Power Armor and DR 95. The problem is that my chars only like lighter armors, such as Leather, Raider, Lawbringer Duster. So I'm thinking that if using those should be viable my chars must focus on getting up their DR by all means, with perks, drugs etc.

I guess the Toughness perk should be a priority, ultimately possible to get to +25 DR.
Also, the Barkskin quest perk.

Other tips?

Alternatively, and a bit OT, are there any mods that makes it possible to upgrade armor, i.e. making it possible to invest a lot in a Leather Armor set, raising its DR and perhaps providing different effects as well.


Get http://www.fallout3nexus.com/downloads/file.php?id=5424.

But overall Light armor has numerous other advantages.
Better Stealth obviously, so it's very interesting for Sniper/Assassin characters.
Also with Light armor your dodge chance is higher. If you add some more points into unarmed(which isn't a bad idea, so you can get the tackle perk) you can increase that even more.
And lastly it's easier to max out Agility with light armor earlier on, allowing you to cause more damage while in bullet time.
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(G-yen)
 
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Post » Sun Nov 21, 2010 10:30 am

The L86 is indeed a very handy starter big gun, but M60 and miniguns beat it in pure Super Mutants dead per second contest. Can't wait to get my hands on a Bozar and Vindicator. Also, i must be the only person (again) who dislikes the removal of the backpack from the minigun, but if i saw correctly with another character, Eugene still has it? The first Bozar i saw was at the hands of the Talon Company sniper in the back of the Capitol building, and another on a Super Mutant Hunter (i think), i'd imagine the Enclave uses them too?

And there's no win greater than the Victory Rifle, silent one hit kill beyond draw distance on an Enclave trooper just cannot be beaten. If only the Reservist's Rifle was still here... :(


well yeah, the thing is the 5.56 is so common, and it has a scope and its lighter and it does a little over 400 damage according to 100% stats.
I still use Eugene though.
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SiLa
 
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Post » Sun Nov 21, 2010 3:34 pm

I'd like to have some tips on having a more viable char using lighter armors with FWE. The higher damage in it makes DR more important, so while my vanilla char was fine in Leather Armor, my current char ended up with Winterized T-51b Power Armor and DR 95. The problem is that my chars only like lighter armors, such as Leather, Raider, Lawbringer Duster. So I'm thinking that if using those should be viable my chars must focus on getting up their DR by all means, with perks, drugs etc.

I guess the Toughness perk should be a priority, ultimately possible to get to +25 DR.
Also, the Barkskin quest perk.

Other tips?

Alternatively, and a bit OT, are there any mods that makes it possible to upgrade armor, i.e. making it possible to invest a lot in a Leather Armor set, raising its DR and perhaps providing different effects as well.


Combat armor Mark II, combat Helm mark II masked is pretty good.
If not that then sneak more.

I am getting ready to build a light and fast striker using only light armor and small guns, while sneaking around.

something like this
S:3 (+2 later from I:T and Ant might)
P:6
E:4
C:2
I:7
A:9
L:9

Tag
Small guns. (should start at 40)
Repair. (should start at 36)
Sneak. (should start at 40)

First points split between Sneak and small guns, should have both over 50 at level 2, each one gain +2 per point spent, start with like 15 points at level 2, thats 7(14 in sneak) and 8(16 in S.G) for a total of 54 sneak and 56 small guns at level 2, and 72 small guns at level 3 and 68 sneak at level 3, level 4 is put into repair, that 30 points in repair to 66.


Perks
Intense training S.
Daddy's girl X5
Ant might (quest)
B.T perks (super human reflexes?)
Sneaking perks.

Pick up Mika the sniper, and later when caps allow, Jericho, and clover, keep all but one parked in house.



Get http://www.fallout3nexus.com/downloads/file.php?id=5424.

But overall Light armor has numerous other advantages.
Better Stealth obviously, so it's very interesting for Sniper/Assassin characters.
Also with Light armor your dodge chance is higher. If you add some more points into unarmed(which isn't a bad idea, so you can get the tackle perk) you can increase that even more.
And lastly it's easier to max out Agility with light armor earlier on, allowing you to cause more damage while in bullet time.


I forgot I quoted this lol.

anyway, that looks great.
I have a lot of work to do this weekend, I need to finish my current guy up, archive his saves and start a new female small guns play, I am about half way though the original M.Q I am where you just take the water place back from the muties, so I think I can be done with that and then on to B.S later.
Then I need to finish O.P.A and the pitt and I have never been to point look out.
Should have him squared away by Saturday night (I have weekends off) and everything I want done, done, no later than Sunday. so I can get to installing EVE, P.B and tailor maid and a few other things.

Make a face in the geck and off I go again!

My current guy is right at the 41 hour mark, I figure I can get 55-60 in before I park him, still lots of places to explore though, but I have about half or better of the side quests done, and a lot of the unmarked quests.


Quest mod add ons scare me, as does expanded places, thats why I have stayed away from any town expansions and new quests, but if anyone can recommend some good ones that would be great.
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Stephy Beck
 
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Post » Sun Nov 21, 2010 5:59 pm

I'd like to have some tips on having a more viable char using lighter armors with FWE.


You only need armor if you're going to get shot. I have a stealhty assassin type character on level 13, wearing only Wasteland Legend outfit (dr 12 IIRC) or the Chinese Stealth Suit (dr < 30). Sneak attacks and silenced weapons are how she fights, if she gets spotted, she gets killed, so she doesn't gets spotted.

To me it seems my tank has more trouble, you really can't sneak in a power armor which means taking a lot of hits, and since stimpacks and other healing items aren't too common, that is problem. Person with high DR taking hits still takes more damage than person with no DR not taking hits.
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sarah taylor
 
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Post » Sun Nov 21, 2010 5:16 pm

You only need armor if you're going to get shot. I have a stealhty assassin type character on level 13, wearing only Wasteland Legend outfit (dr 12 IIRC) or the Chinese Stealth Suit (dr < 30). Sneak attacks and silenced weapons are how she fights, if she gets spotted, she gets killed, so she doesn't gets spotted.

To me it seems my tank has more trouble, you really can't sneak in a power armor which means taking a lot of hits, and since stimpacks and other healing items aren't too common, that is problem. Person with high DR taking hits still takes more damage than person with no DR not taking hits.



really?

my tank has no problems, but I do use 1-2 followers at all times, I just use cover and think tactically.

Oh yeah, he is level 17 or 18 and has around 60+ stims and my only current follower has about 15, and thats after clearing most of Down town D.C out. Fron GNR to the white house, from there to the mall, to the rangers place.
All but one area and all tunnels on the west side of the river.
from those I think I explored all but 5-7 tunnels in the D.T area.
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patricia kris
 
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Post » Sun Nov 21, 2010 9:10 pm

You only need armor if you're going to get shot. I have a stealhty assassin type character on level 13, wearing only Wasteland Legend outfit (dr 12 IIRC) or the Chinese Stealth Suit (dr < 30). Sneak attacks and silenced weapons are how she fights, if she gets spotted, she gets killed, so she doesn't gets spotted.


That's beside the point really as it doesn't answer my question (and I guessed that would be the first response). I'd still like tips on how to toughen up characters with perks etc. Or mods dealing with it.
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Jonny
 
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Post » Sun Nov 21, 2010 12:33 pm

That's beside the point really as it doesn't answer my question (and I guessed that would be the first response). I'd still like tips on how to toughen up characters with perks etc. Or mods dealing with it.

Aaand you didnt read my post.
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Leah
 
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