[RelZ] FWE - FO3 Wanderers Edition #33

Post » Sun Nov 21, 2010 3:53 pm

First, the new version of FWE is AWESOME! And so much more accessible for use by those of limited computer genius.

Now, a question; I've read elsewhere that FWE has a way where you can refill containers with water. I have no idea how. Any hints would be appreciated.

Also, this might be the wrong place to ask, but in the Super-Duper Market I found a sniper scope and I have not been able to figure out how to mount it onto a rifle. Once again, any hints would be appreciated.

Thanks
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Brιonα Renae
 
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Post » Sun Nov 21, 2010 1:58 pm

Now, a question; I've read elsewhere that FWE has a way where you can refill containers with water. I have no idea how. Any hints would be appreciated.

You need empty bottles. Then all you need to do is go to the "Aid" tab in the pip boy and click on the empty bottle. After that use a water source and you'll get a filled bottle.

Also, this might be the wrong place to ask, but in the Super-Duper Market I found a sniper scope and I have not been able to figure out how to mount it onto a rifle. Once again, any hints would be appreciated.

Thanks

You need to have a weapon equipped that can be mounted with a scope. Then just use a work bench and you will see the option to add a Weapon Mod kit there.
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Scott Clemmons
 
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Post » Sun Nov 21, 2010 2:37 pm

You need empty bottles. Then all you need to do is go to the "Aid" tab in the pip boy and click on the empty bottle. After that use a water source and you'll get a filled bottle.

WHAT? I been throwing them away thinking they was no good!


You need to have a weapon equipped that can be mounted with a scope. Then just use a work bench and you will see the option to add a Weapon Mod kit there.

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Inol Wakhid
 
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Post » Sun Nov 21, 2010 5:19 pm

Aaand you didnt read my post.


True. Only read Trojka's and was a bit miffed.

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.


Thanks. Yes, my char is actually using armor/helmet from Tailor Made. Excellent mod.

Dodge, eh? Haven't thought about it. Will check it out.

http://fallout.wikia.com/wiki/Adamantium_Skeleton should help as well I guess?
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Mark Churchman
 
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Post » Sun Nov 21, 2010 1:14 pm

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.

I can recommend all Puce Moose quests, Arefu Expanded, Return to Shady Sands- from quest mods
DC Interior Project and recommended on it's page mods - from interiors/exteriors
All this mods tested by me already long time and perfectly work with FWE+MMM+WMK+PB+EVE
Issues:
-Arefu can crash the game due to big number of items in exterior area- but nothing major
-DC interior can give slowdown in Washington DC, if you have weak computer
-Puce Moose mods add some ingestibles and weapons, which need be balanced with FWE for full immersion, but it is not necessarily
-All mods with new areas need masterupdated game to work without any issues
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Logan Greenwood
 
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Post » Sun Nov 21, 2010 6:29 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 =)


Is there anyway to add the dartgun from bltc? I love shooting super mutants with PCP and watching them kill each other.
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Russell Davies
 
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Post » Mon Nov 22, 2010 12:13 am

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.


Titan, you should consider my Trail of Crumbs quest (see my signature) for your new build, especially as you mentioned there were still a lot of areas you haven't explored. It does not add any new content other than a bunker you can use as a reward, and some enhanced combat armor you will find there, and uses all vanilla resources. It basically guides you to 10 locations that many people either do not go to very often, or in many cases some folks do not go to at all. In the last 4 or 5 levels the combat is some of the most fierce you will face in the game other than the highly powered bullet sponges in some of the DLC's. You do not need to be afraid of it as I made no changes to the vanilla world other than adding the containers you have to find. Taking your time it easily adds 4 hours of fun to your game!

EDIT: I also thought I'd add that my quest has been cleaned with FO3Edit, so play it with confidence!
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The Time Car
 
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Post » Sun Nov 21, 2010 1:15 pm

I can recommend all Puce Moose quests, Arefu Expanded, Return to Shady Sands- from quest mods
DC Interior Project and recommended on it's page mods - from interiors/exteriors
All this mods tested by me already long time and perfectly work with FWE+MMM+WMK+PB+EVE
Issues:
-Arefu can crash the game due to big number of items in exterior area- but nothing major
-DC interior can give slowdown in Washington DC, if you have weak computer
-Puce Moose mods add some ingestibles and weapons, which need be balanced with FWE for full immersion, but it is not necessarily
-All mods with new areas need masterupdated game to work without any issues



I got DC interior's.
thanks for the list.

Titan, you should consider my Trail of Crumbs quest (see my signature) for your new build, especially as you mentioned there were still a lot of areas you haven't explored. It does not add any new content other than a bunker you can use as a reward, and some enhanced combat armor you will find there, and uses all vanilla resources. It basically guides you to 10 locations that many people either do not go to very often, or in many cases some folks do not go to at all. In the last 4 or 5 levels the combat is some of the most fierce you will face in the game other than the highly powered bullet sponges in some of the DLC's. You do not need to be afraid of it as I made no changes to the vanilla world other than adding the containers you have to find. Taking your time it easily adds 4 hours of fun to your game!

EDIT: I also thought I'd add that my quest has been cleaned with FO3Edit, so play it with confidence!



Thanks, I still need to check the palace out too.
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Brιonα Renae
 
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Post » Sun Nov 21, 2010 10:05 am

Is there anyway to add the dartgun from bltc? I love shooting super mutants with PCP and watching them kill each other.


It is in FWE. Talon Merc's will occasionally spawn with it.
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Steve Fallon
 
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Post » Sun Nov 21, 2010 2:11 pm

It is in FWE. Talon Merc's will occasionally spawn with it.



yeah they do, I got one come to think of it.
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Bedford White
 
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Post » Sun Nov 21, 2010 4:43 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.

I just finished off my small guns/no(t too much) sneak/light(ish) armor guy, and found it was very doable. By the time he was done he had around 65%DR in Reilly's combat armor.

As well as Toughness, barkskin and ad skel, you can pick up 1 rank in Cyborg for an extra 5% (or go the whole hog and get an extra 10). Don't forget about nerd rage either, that can save your bacon.

Morphine is relatively plentiful and very, very helpful in tough fights.

Other than that, tactics should get you through most things. Snipe when you can. Make sure you've got cover. Abuse the crap out of bullet time. :)

Hope that helps.

PS. If you were really desperate you could always use the geck to up the values of non-PA armor.
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I’m my own
 
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Post » Sun Nov 21, 2010 5:08 pm

Effects:
Hungry
Concussion
Opiate Withdrawal

:cryvaultboy:
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saxon
 
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Post » Sun Nov 21, 2010 11:15 pm

I just finished off my small guns/no(t too much) sneak/light(ish) armor guy, and found it was very doable. By the time he was done he had around 65%DR in Reilly's combat armor.

As well as Toughness, barkskin and ad skel, you can pick up 1 rank in Cyborg for an extra 5% (or go the whole hog and get an extra 10). Don't forget about nerd rage either, that can save your bacon.

Morphine is relatively plentiful and very, very helpful in tough fights.

Other than that, tactics should get you through most things. Snipe when you can. Make sure you've got cover. Abuse the crap out of bullet time. :)

Hope that helps.

PS. If you were really desperate you could always use the geck to up the values of non-PA armor.


Thanks for the tips. I've tweaked the light armors up a bit with GECK - 20% more DR than in vanilla overall plus the lighter weights from FWE. Raiders will be a bit hardier as well, which is nice.

The more I think about it the more I'd like a Weapons Mod Kit for lighter armors/clothes, so you could modify your Leather Armor etc. over time. Would also make armors feel more personal, much as WMK. Also a bit like enchanting items in Morrowind/Oblivion.

I'll follow the tips with my next char - focusing on the mentioned perks etc.
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Latisha Fry
 
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Post » Sun Nov 21, 2010 5:55 pm

Thanks for the tips. I've tweaked the light armors up a bit with GECK - 20% more DR than in vanilla overall plus the lighter weights from FWE. Raiders will be a bit hardier as well, which is nice.

The more I think about it the more I'd like a Weapons Mod Kit for lighter armors/clothes, so you could modify your Leather Armor etc. over time. Would also make armors feel more personal, much as WMK. Also a bit like enchanting items in Morrowind/Oblivion.

I'll follow the tips with my next char - focusing on the mentioned perks etc.



I thought my build advice was helpful, but then again it did come from me..
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Heather Stewart
 
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Post » Sun Nov 21, 2010 8:54 am

It is in FWE. Talon Merc's will occasionally spawn with it.


Now that you mention it I do remember seeing them with a dart gun, I guess what I was trying to ask is it possible, if you have enough of a given drug, can you swap out the venom for that drug. If i remember correctly in btlc if you had five PCP when you picked up a dart gun it would ask you if you wanted to fill it with PCP.
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Quick draw II
 
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Post » Sun Nov 21, 2010 12:21 pm

I am trying to get FWE & MMM working and hopefully not have the CTD'sI was getting when I fast travel to the History Museum/Mall area. So far it seems stable (crosses fingers), but I was also wondering if there is anything else I need to add from FOIP? Thanks for the help! (I have M. Zeta, but I never load it until I decide I'm going to do the DLC.)

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Project Beauty HD version.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] CRAFT - Activation Perk.esp
[X] DarNifiedUIF3.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] firelance-quest.esp
[X] MyMapMarkers.esp
[X] Balok's Better Repair.esp
[X] Fellout-SOTD.esp
[X] DTOMRC3.esp
[X] v12 Interior.esp
[X] M1Garand.esp
[X] Built For The Future.esp
[X] Backpacks - SedPL.esp
[X] Chekovs.esp
[X] CASM.esp
[X] GalaxyNewsRadio100[M].esp
[X] S.I.K.esp
[X] Fellout-pipboylight.esp
[X] A Trail of Crumbs.esp
[X] Explosions Don't Shake Screen.esp
[X] The Club House at Megaton.esp
[X] blanket.esp
[X] DelayAnchorage.esp
[X] DelayThePitt.esp
[X] DelaySteel.esp
[X] delaypl.esp
[X] Choose your own hairstyle (load this last on FOMM).esp
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k a t e
 
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Post » Sun Nov 21, 2010 7:21 pm

I am trying to get FWE & MMM working and hopefully not have the CTD'sI was getting when I fast travel to the History Museum/Mall area. So far it seems stable (crosses fingers), but I was also wondering if there is anything else I need to add from FOIP? Thanks for the help! (I have M. Zeta, but I never load it until I decide I'm going to do the DLC.)
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - Tougher Traders.esp You don't need this
??? Where MMM-FWE CP from FOIP? :)
[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp

Also- try to move as many mods as possible before FWE in load order, especially House things
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Nany Smith
 
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Post » Sun Nov 21, 2010 12:49 pm

*you tune into GNR*


In a sad turn of events, Max Stone retired from adventuring today shortly after making all the water in the wasteland safe to drink, He retires with over 1,500 creatues killed, 400 or more humans kills, 43 hours of adventuring.

He also donated thounds of rounds of all kinds of ammo to the people of Meagonton and Rivit city, and several suits of enclave Power armor where given to the BOS and the Outcasts.
Several weapons and other items where given to random people at his party.

Having aquired over 20,000 caps, Max bought the entire Tenpenny tower, and opened it to anyone, ghoul human and two kind Super Muntans!
Several Ghouls where seen leaving Underworld to live at the tower.

Mika joins Max as a guard, along with bittercup and Charon, most of the other guards stayed on as well, the tower is now the safist place in the wastland for travlers.

A big thanks to Max for all the good deads he done before giving up the mantle!

Arfu and Big town residents where also moved to the towers lush living spaces, and a secure trade route was put in place between little lamp light, the tower and R.C.


Max was quoted as saying,
Its getting old being a walking tank, soaking up bullets, and clearing tunnels of ghouls!

So, if you are ever out that way, stop by and give max a big Thanks, for all he has done!

And now, some music!




*story over*


Well as you can see, I backed up my saves and put max to rest, it was getting boring soaking damage and spraying with the mini gun, and I kinda ruined it using TGM to make it out of the enclave base, I tried to make it out with out TGM, but I had almost no ammo left when I woke up, and the troopers where really hard at level 19.

So, now for a new play! again!

so far thats 80+ hours spent with FWE!

Thanks FWE team!

Oh, by the way, I LOVE that the Enclave power armor mark I is in the game, looks just like the enclave armor from FO-2!
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Lory Da Costa
 
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Post » Sun Nov 21, 2010 5:10 pm

You need empty bottles. Then all you need to do is go to the "Aid" tab in the pip boy and click on the empty bottle. After that use a water source and you'll get a filled bottle.


I have empty soda, nuca-cola and whiskey bottles in inventory. They show up in the Msc tab not the aid tab and click + water source = nada.

confused. Does it take a particular type of bottle?
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Ricky Rayner
 
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Post » Sun Nov 21, 2010 3:12 pm

I have empty soda, nuca-cola and whiskey bottles in inventory. They show up in the Msc tab not the aid tab and click + water source = nada.

confused. Does it take a particular type of bottle?

Yes. You need empty WATER bottles. This type of bottles you can receive by drinking pure/terrible/dirty/good water, after drinking empty bottle will be added to your inventory.
For the beginning, you can reseive 5 bottles of pure water from robots in the Tenpenny or Megaton house.
If you don't have bottles for now, you can drink any water from sources such as river, sinks, toilets and soon. It will have the same effect
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Ronald
 
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Post » Sun Nov 21, 2010 2:46 pm

A little screenshot to show the variety of things that can be added by FWE and how far an outcast can fall:

http://yfrog.com/5efallenbrotherj
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Life long Observer
 
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Post » Sun Nov 21, 2010 3:20 pm

A little screenshot to show the variety of things that can be added by FWE and how far an outcast can fall:

http://yfrog.com/5efallenbrotherj

Evergreen Mills? :)
Fallen to the floor
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Stacey Mason
 
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Post » Mon Nov 22, 2010 12:42 am

Yes indeed. A really interesting challenge for a level 12 character.
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Joey Avelar
 
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Post » Mon Nov 22, 2010 1:44 am

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.

2. Follower Tracking. I would love to see this as a standard part of FWE. I grabbed another follower mod that includes it, but that just clutters things up. Really, though, followers are so easy to lose track of that this would be a great utility addition.

3. Motorcycle. The motorcycle is a good addition, but I would be interested in an upgrade that allow you to teleport it to yourself, perhaps at the cost of fuel. It should be expensive, but would make sense. Also, the +5 to repair for working on the motorcycle is a bit much, I think. There are already so many ways to raise repair, this could be dropped.

4. Bobbleheads. I'm not a big fan of the way they're currently handled. Basically, I don't like character creation options that force you to make weird, annoying choices to wring the most out of your character. Since the skill book perks functionality is fully integrated into FWE, have you thought about using the bobbleheads as part of that? What I mean is, finding a skill bobblehead could count as ready X number of skillbooks. Finding a stat bobblehead might count as reading one skill book for each of that stat's dependent skills. That way you wouldn't have to worry about min-maxing, but would still have a fun incentive to find the bobbleheads.

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.

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).

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. 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.

8. Bullet Time Device. This item uses {} instead of <> like every other FWE utility item. No biggie, but might as well bring it in line with everything else for the sake of tidiness.

9. Inventory Organization. This is a longshot and probably beyond the scope of FWE, but inventories get so incredibly cluttered in this game, especially with all the extra items added by FWE. It would be really nice to have some way of keeping things tidy that plays nice with FWE.

In case it helps at all, this is my load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmHairPack.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.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.espFellout-pipboylight.espCRAFT - Activation Perk.espGalaxyNewsRadio100[M].espmutantradio.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Worn Weapons.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.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.espFellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espKBATRadio.espDimensionalStorage.espRemoteControlCompanionsPlus.espExistence2.0.espMerged Patch 3.espTotal active plugins: 57Total plugins: 58


Anyways, FWE is a fantastic mod set that I consider an integral part of any FO3 game. Keep up the good work and I'm looking forward to seeing what else gets added down the line!
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ImmaTakeYour
 
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Post » Sun Nov 21, 2010 9:32 am

Oh another thing. I definitely understand the reason for making followers use ammo even with their default weapons, but they are so ludicrously inefficient with ammo that there's really no option other than giving them a melee weapon, at least when ammo is set to the rarest option like I have it. As it is, RL-3 is far, far more powerful than his follower brethren since he doesn't need ammo. I'm not really sure what the solution to this is. Perhaps it would be fair if you could restock follower ammo supplies at a very favorable exchange rate. Say, for every shotgun shell I give Charon, it counts as if he had five. It seems like this could be accomplished by giving follower weapons unique ammo types and accomplishing the exchange through dialogue options. Just an idea, of course.
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Jessica Stokes
 
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