[RelZ] FWE - FO3 Wanderers Edition #33

Post » Sun Nov 21, 2010 11:42 am

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, The 3rd Type

Master Release 5.01

Download @ FO3Nexus: http://www.fallout3nexus.com/downloads/file.php?id=2761


*********************** IMPORTANT ****************************


The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)

*The http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.


Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* http://www.fallout3nexus.com/downloads/file.php?id=10167
Support for FWE + FOOK compatiblity. NOT YET UPDATED FOR FWE 5.0



Overview of Changes

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

NEW IN FWE 5.0

In FWE 5.0 MANY of FWE's features from prior versions and new to 5.0 are now customizable or ON/OFF toggle-able. Configurable changes will be highlighted in the description below.

For a comprehensive description of changes and usage, please refer to the full documentation provided in the FWE download. This is located in the "FWE Docs" folder of the download files.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)


================================================================================

INSTALLATION

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================================================================================
Upgrading to FWE 5.0 from Prior Versions
================================================================================



FWE 5.0 reflects a significant change in the structure of the mod. The new in-game FWE Control Panel renders many of the optional mods unneccesary. To ensure a clean upgrade, please perform the following steps:
  • Before upgrading, open a prior save and go somewhere where NPC's / loot does not respawn (i.e. your house). Save and then backup your save game.
  • If you previously created a FOMOD package for your FWE install, you should now uninstall it (deactivate it in FOMM).
  • It is recomennded that you use FOMM"s package mananger to install the new version of FWE. You can use either the FOMOD version or the manual version to create the package.
  • Once you have added FWE 5.0 to FOMM's Mod Manager, activate it at this time.
  • IMPORTANT: Make sure to delete the following files are deactivated AND deleted from your data folder, thay are no longer used by FWE 5.0:
    • o FO3 Wanderers Edition - Lvl 30 Balance.esp
    • o FO3 Wanderers Edition - Lvl 30 High Skills.esp
    • o FO3 Wanderers Edition - No Drug Visuals.esp
    • o FO3 Wanderers Edition - Optional Harsher Wasteland.esp
    • o FO3 Wanderers Edition - Optional No Fast Travel.esp

  • IMPORTANT: If you have been using other FWE-based tweakes, such as Kai's tweaks and fixes, you should deactivate and remove these plugins as well (i.e. KH_FWE Fixes.esp, KH_FWE Tweaks.esp, KH_FWE Hellfirefix.esp, KH_NoAmmoWeight.esp, KH_MMMNoIncreasedSpawns.esp, KH_MMM override.esp, KH_223EX.esp)
  • Load your save game. You should now "Wait" (or rest) for 180 hours to reset the cells.
  • You may need to reset some settings via the FWE Control Panel, such as your preferences for fast travel, or the harsher wasteland. Refer to the FWE Control Panel section of readme for more information on that.


================================================================================
New Install Instructions
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------------------------
FOMOD Version
------------------------
Fallout Wanderers Edition is available as a FOMOD download that will quickly allow you to install (or uninstall) FWE using the Fallout Mod Manager. Once you have downloaded the FOMOD version, extract the .fomod file your Fallout3FOMMMods folder. Launch FOMM and go to the package manager. You should see the Fallout3 Wanderers Edition file listed. Select the file and choose "activate" to begin your install. Follow the on-screen instructions.

------------------------
Manual Version
------------------------
Fallout Wanderers Edition is also distributed as a "FOMOD-ready" install package, allowing you to make your own FOMOD or manually install the file. It is HIGHLY recommended that you still use the Fallout Mod Manager's "Package Manager" feature to install FWE. Following this method will make FWE much easier to uninstall as well.

Please follow the install instructions carefully:
  • Download FWE and save it to your harddrive.
  • Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.
  • Launch FOMM and choose the "package manager" option.
  • Select the "Add New" option and browse to and select the Full Package file you downloaded. Once you have selected the file, it may take a few minutes to build the FOMOD package.
  • Once the FWE package shows up in the list of packages, activate it.
  • Adjust the load order of loaded mods according to the suggested load order guide (below) in FOMM (or another load-order tool).
  • Be sure to enable both the FO3 Wanderers Edition - Main File.esm and FO3 Wanderers Edition - Main File.esp file, as well as any of the DLC support files.
  • Turn on any desired optional files as well.
  • You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.
  • Launch fallout via FOSE (using FOMM or running the FOSE launcher directly).


------------------------
Load Order
------------------------
Refer to the "Load Order + Compatiblity" Section Below

------------------------
Starting the Game
------------------------
When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.

There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history." The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background. The primary needs scripts in particular will eventually prompt you to define the configuration settings. See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.

After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!

------------------------
Mod Startup
------------------------
When you either leave Vault 101 after the intro sequence, or sleep in the alternate start bed and wake-up, and number of mod quest messages and pop-up menu's will appear as many of FWE's included features initialize for the first time. Please be patient as this sequence runs, and be sure to read all the messages so you know understand how the mods work.


================================================================================
INCLUDED FILES + PLUGINS
================================================================================


FO3 Wanderers Edition contains a number of different files that are required or optional.

Once you extract FWE archive, you should see the followig files and folders in your fallout3data folder:
  • FO3 Wanderers Edition - Main File.esm
  • FO3 Wanderers Edition - Main File.esp
  • FWE Docs
    • Folder contains readme files and other helpful documentation.


------------------------
Optional Modules
------------------------

There are a number of optional modules and support plugins for FWE. These are described more extensively in the "Detailed Description" section of the readme. A brief description is provided here:
  • FO3 Wanderers Edition - DLC Anchorage
  • FO3 Wanderers Edition - DLC The Pitt
  • FO3 Wanderers Edition - DLC Broken Steel
  • FO3 Wanderers Edition - DLC Point Lookout
  • FO3 Wanderers Edition - DLC Mothership Zeta

  • FO3 Wanderers Edition - UFP Support ...... Compatibility Patch for the unofficial fallout 3 patch
  • FO3 Wanderers Edition - Alternate Travel ...... Links fast travel to the use of new motorcycle feature
  • FO3 Wanderers Edition - Followers Enhanced ...... Module containing all of the changes to, and new features for, followers. There is both a Broken Steel and a non-Broken Steel version. Use only one.
  • FO3 Wanderers Edition - Optional Free Play After Mainquest ...... Do not use with Broken Steel
  • FO3 Wanderers Edition - Optional Restore Tracers ...... Restores many of the bullet tracer effects to projectiles.
  • FO3 Wanderers Edition - Optional VATS Halftime ...... VATS is 1/2 of realtime speed.
  • FO3 Wanderers Edition - Optional VATS Realtime ...... VATS animations play in realtime.
  • FO3 Wanderers Edition - Optional Worn Weapons ...... Good condition and more powerful guns are significantly less common. Adds more melee enemy spawns and new "worn" versions of basic weapons that have lower stats.




================================================================================
Load Order / Compatibility / Fallout Interoperability Program (FOIP)
================================================================================


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Compatibility
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FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.


FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the FWE Incompatibility List for specific mod issues.

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Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm

---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm

---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp

---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp

EVE - FWE Master Release.esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

---------------------------------------------------- Mods to load AFTER overhauls

---------------------------------------------------- Mart's Mutant Mod
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 - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

---------------------------------------------------- Merged files

i.e. Mez's Merged Patch


================================================================================
Frequently Asked Questions
================================================================================


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Q: Why does the game crash when it tries to load the main menu?

This is usually the result of an installed mod (FWE or something else) looking for a required master file which is not present. For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup. Loading your load order in FO3Edit will provide an error log that tells you which master files are missing.

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Q: What are these BIG, RED, TRIANGLES and exlamation points that I'm seeing?

These means that you are missing models or texture files that FWE or another mod requires, or that you didn't install them to the correct location. For FWE, make sure you hve downloaded the "ASSETS" package and that it has been extracted, preserving the folder paths, into your ...Fallout3Data folder.

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Q: Why does the pip-boy say my weapon is doing like 1467 damage!? (or some other absurd number)

This is a problem with the pipboy display itself, in that it doesn't correctly show weapon damage, particularly for multi-projectile rapid fire weapons, like auto-shotguns. Use the integrated "weapon scanner mod" (see detailed description section) to display the true weapon stats.

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Q: This mod is great and all, but I really hate (inset feature/change of your choice here). Is there a way to remove this part of the mod?

FWE includes an in-game "Control Panel" that let's you customize, enable, or disable many of FWE's core features and gameplay changes. See the "Control Panel" section for full coverage on how to use the control panel and the availavble options.

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Q: Why use FWE versus downloading the mods individually?

Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are. In addition, it provides a consistent reference for rebalancing the gameplay experience.

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Q: Can I use "such and such mod" with FWE?

FWE changes many aspects of the game, and compatibility is always an issue. The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.

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Q: One of the integrated mods has been updated, will you update the version in FWE to this newer version?

This is always a tricky question, and the answer is that it depends. In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult. In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.



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Credits + Contributors

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Integrated Mods
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Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


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Additional Contributors
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A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!




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LEGAL + CONTACT INFORMATION

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Legal Information
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You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

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Contact Information
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If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom

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Recent Changes (FWE 5.01)

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  • Fixed MedKit and ToolKit not applying their bonuses correctly and also fixed the issue with the bonuses dissapearing over time
  • Fixed Triage Hotkey not working properly
  • Fixed Loot Options menu bugging out and becoming inaccesasable
  • Fixed small issue with the Aliens in Mothership Zeta not firing their Disruptor Rifle properly


================================================================================

Recent Changes (FWE 5.0)

================================================================================


New Features / Major Changes
  • New in-game menu system, the "FWE Control Panel." The control panel will allow you to control over 40 of FWE features and gameplay settings, in addition to consolidating many of the individual config menus (i.e. Bullet Time, Sprint Mod, etc.). This menu system will allow you to tailor FWE to your preferred playstyle. The menu also features four "preset" options that let you rapidly change multiple settings. Presets include the FWE Default, "I Like Vanilla", Harsher Wasteland, and FWE Alternate. All of the options of the new menu system are fully documented in the "FWE Control Panel" section of the main readme file.
  • A number of the "optional" mods included with prior versions of FWE have been removed, as their changes have been integrated into the FWE Control Panel. Please refer to the installation section of the main readme for further information.
  • New HTML documentation. The FWE docs were re-written in an HTML format so they are more clear and easier to navigate around. These are located in the "FWE Resources" folder as a series of three files: (1) Readme; (2) Detailed Description; (3) Chaneglog. Be sure that these three files are kept in the same folder to preserve bookmarking. The detailed description document is greatly expanded to better reflect FWE's changes, and in particular changes that deviate significantly from the various integrated mods.
  • Significant re-working and expansion of factions (i.e. the integrated Foes Reworked mod). These features have been extended to the Enclave now as well. Minor tweaks to the equipment across factions and tiers to further differentiate the types of spawns. Tweaked a number of health and other stats for spawns.
  • Selectively added DLC equipment to certain Capitol Wasteland spawns. This equipment will not be very common, but occasionally can be found on higher tier NPC's. For example, Operation Anchorage Gauss Rifle's can appear on high level Enclave spawns, Talon Merc's may be equipped with The Pitt's Infiltrator weapons, etc.
  • Integration of Lexx and Hal9000's Classic Advanced Power with updated textures as an Enclave Power Armor Mark I, type. The existing Fallout3 enclave armor is re-named to have the Mark II designation. This new armor has been added to special high level Enclave spawns.
  • Tweaked grenade physics to be less bouncy and more realistic feeling [Credit to Kai].
  • Integrated an optional setting to provide a carry weight bonus to compensate for equipped armor. By default, this option is OFF, but can be changed so that armor either provides a 50% weight bonus or a 100% weight bonus.
  • Added Kai's unique explosive round .223 pistol (with a new custom texture, Credit to Tubal) and unique sawed-off shotgun "The Masher" to the gameworld. The Masher uses the Raptor Revolver model by Nesterman. Happy hunting.
  • Update many of the unique weapon entries to reflect changes in T3T's most recent "Weapon Tweaks" mod. Even more unique weapons now have unique textures and/or meshes.
  • Integrated T3T's Misc Item Icons mod, along with many new 'pip-boy' style custom icons for FWE weapons and other inventory items. Special thanks to T3T!
  • Implemented JustinOther's Achievement remover, since achievement's won't work with FOSE running.
  • New function for the Perception SPECIAL. Higher levels of perception now provides a noticeable bonus to your VATS accuracy at further ranges. With a very high perception, you'll be able to snipe enemies from much further away reliably.
  • Replaced the prior Glock 86 Plasma Pistol model with a new model [Credit to Chai]. The prior model remains in place for some unique weapons.
  • CRAFT is now included as part of the FWE download package [Credit to HighSight].
  • CALIBR is now included as part of the FWE download package [Credit to Tubal].


Tweaks
  • Adjusted the functionality of the ammo weight script. You will now see an item in your misc items tab called "Ammo Supply" that displays the total weight of all ammo held. This method also reduces the likelihood of your inventory weight being screwed up. In addition, ammo weight can now be enabled/disabled through the FWE Control Panel.
  • Rebuilt the outcast tech reward quest to use new consolidated dialogue topics, making it easier to add or remove accepted tech or reward options. Added Wattz energy weapons, the Winchester P94, and the Glock plasma pistol to the accept tech list.
  • Tweaked outcast rewards, further reducing the amount of ammo, stims, and other supplies you get for trading in tech.
  • M72 Gauss Rifles and PPK12 Gauss Pistols are now flagged as "silent" weapons to differentiate them from other comparable weapons.
  • Increased price of scrap metal to 5 from 1, since it's such an important commodity now.
  • Adjusted the sound used for the silenced hunting rifle to be more silent.
  • Added "read" onto the end of skill books which you have already read.
  • Reworked the balance of shotguns across the board based on testing insights, especially for the new automatic shotguns. The projectile count is reduced to 12 (from 15), and the variation in performance of shotguns is changed. The H&K CAWS does less damage than other shotguns, but has a might tigher spread and bigger ammo capacity. The Pancor Jackhammer is now a "Big Gun!" with moderately increased damage.
  • Buffed the radiation removal ability of Radaway by 50%.
  • Added a slight "reduce radiation" effect to all alcohols and brahmin cheese. A nice throwback to prior Fallout games.
  • New projectile effects for the Gauss Rifles, courtesy of T3T's Weapon Tweaks. Gauss projectiles now have a cool "rail gun" effect.
  • Discoveries in how the accuracy formulas operate has required some moderate tweaking to the accuracy gamesettings and the "spread" values for weapons (not min. spread!). It turns out that FWE, which increased the fWeaponConditionSpreadX variables, results in "spread" values for weapons being used as a weapon condition based penalty to "bullet deviation." The fWeaponConditionSpreadX values were tweaked as a result of this, AND the spread values for all weapons were adjusted based on class of weapon. Control of this change is configurable via the in-game FWE Control Panel.
  • Tweaks to "stance" affect on accuracy calculations. Crouching is now slightly more beneficial compared to FWE's prior setting, but still less so than in Vanilla (-0.3 from -0.2). Run penalty increased to 0.33 (from 0.2), and the walking multiplier is increased to 0.15 from vanilla's 0.0 value.
  • Significant reconstruction of the Primary Needs feature to improve stability and functionality. A consequence of this change is that you can no longer adjust the "condition" values (which determine "how" much food you have to eat), however, the condition values have been adjusted to be more realistic and better balanced. The HUD display will now display the correct levels even if you change the hunger/thirst/sleep rates.
  • Reduced the rate at which weapons / armor deteriorate slightly more. This change is also configurable via the in-game FWE Control Panel.
  • Tweaked the "Creature Rage!" perk (similar to nerd rage) given to certain tougher creatures. the perk now kicks in at 10%remaining health (instead of 20%) and provides a +20 DR bonus (instead of a +40 DR bonus!).
  • Added new bonuses for melee and unarmed skill to make raising these skills more important relative to simply raising strength. Now, your melee / unarmed skill provides additional bonuses to your critical hit chance and critical damage. The crit damage multiplier ranges from 0.9x at under 10 skill to 2.0x at 100 skill. For critical hit chance, it ranges from 1.0x at under 10, to 2x at 100 skill. The curves grows somewhat exponentially, so the bonuses get higher faster once you get your skills above 60 or so. These bonuses are not applied to NPC/creatures.
  • Slightly reduced the strength bonus to melee damage, down to 1.5 from 2.5 (vanilla is only 0.5).
  • Adjusted the formulas for skill based hacking and lockpicking. It is now more difficult to hack much harder locks above yur skill level (although still possible). The chance of breaking/locking-out terminals has been slightly reduced and is based purely on your science skill. In addition, a chance to jam locks has been added, based on the difference between your lock level and skill level.
  • Minor tweak to Luck to make it a bit more useful. Each point of luck above 5 provides an additional (+3) skill equivalent to lockpicking or hacking skill when attempting to auto-breach locks/terminals (using the non-mini-game method).
  • Removed changes to DR gamesettings previously changed, since it was discovered that they didn't do anything. More to the point, it is confirmed that DR functions as reduction multiplier (i.e. DR of 75 reduces damage taken by 75%). The GECK wiki is incorrect in its formulas.
  • Added options for controlling the Follower Count when using the Followers Enhanced module that will let you have 1 follower, unlimited followers, 1 follower per 2 CHA, or 1 follower per point of CHA.
  • Made the Follower Command Headset hotkey-able again.
  • Changed the implementation method of the optional worn weapons variant. The mod is merged into the main files but is only enabled by using the optional worn weapons plugin file. NOTE TO MODDERS: If making an FWE compatibility patch, you'll see leveled equipment lists now reference "good" and "worn" versions of the base list. Add items to those lists as appropriate.
  • Added a "Hotkey" for opening the Triage menu. No more diving into the pip-boy just to open the triage menu. The key is configurable via the FWE Control Panel.
  • Tweaked the night vision effects so that they are more useful in darker light situations. Reduced the level of blurring as well.
  • Tweaked the base AP drain rate and slowdown effect of Bullet Time for better balance. You will now consume AP's slightly faster and the slow-down effect is slightly less slow. The bullet time perks are adjusted accordingly.
  • Adjusted the handling of the Bullet Time feature's config settings so they now properly take your Bullet Time perks into account, and don't override their respective settings.
  • Added a new optional (Off by default) setting to the Bullet Time config that enables/disables a "Jet" requirement for entering Bullet Time. If you character is not currently under the influence of jet, jet will be consumed when using the Bullet Time hotkey. If no jet is present, ultrajet will be consumed (if you have any). If you have no jet or ultrajet, you can't enter bullet time with this setting enabled.
  • Added additional security to the National Guard Armory. The final door can only be opend by picking a very hard lock or hacking a very hard terminal.
  • Heavy tweaking to the AI settings.
  • Further increased hitpoints of vehicles to make them blow up a little less quickly.
  • Tweaked the backpedal script. At agility 1 you will now move backwards at 52% normal speed, and 70% at agility 10.

DLC's
  • Corrected Broken Steel's basin water so that it now quenches thirst and/or heals (depending on primary needs settings) correctly.
  • Reverted a change to FWE's shotgun in the Point Lookout DLC support that made the FWE shotgun + the Point Lookout the same. They are now slightly different weapons again.
  • The "health" dispensers in Operation: Anchorage now restore your primary needs status, so you don't starve to death in the simulation if you take too long.
  • Reduced the abundance of drugs + chems in Point Lookout.
  • Misc balance tweaks to weapons and other entries for consistency with FWE's balance changes.


Bug Fixes
  • Fixed a problem with certain energy weapons critical kill effects making enemies invisible sometimes. Applied to EVE and other support patches as well.
  • Fixed some minor scripting issues with the Medical Kit and Tool Kit breaking.
  • Rebuilt the FWE "esp" main file for consistency with the master. There were a number of oversights and incorrect records.
  • Corrected an error in the hidden explosives damage perk that caused certain higher levels of explosive skill to incorrectly reduce damage instead of increasing it.
  • Fixed a problem with fitting the Hellfire PA Helm, so you can now fit the helm.
  • Corrected problems in the Jury Street Tunnels with the portable wonder meat maker that caused "havoc" when masterupdating.
  • Corrected a problem with Col. Autumns laser pistol being flagged as a quest item.
  • The "masked" Mark II combat armor now modulates voice for actors wearing it.
  • Fixed reload animation problems with auto-fire mod'd combat shotguns.
  • Fixed incorrect stats on the Tribal Power Armor from The Pitt.
  • Fixed an issue with super sledges having two knockdown effects running on them.
  • Corrected an issue with Nuka-Cola explosions not correctly using the burning effect.
  • Fixed a problem with the Rad Child Perk not healing properly.
  • Fixed a number of issues with the Lead Belly perk, namely that it didn't do anything. Lead Belly now works, and additionally, entirely removes radiation gained from drinking water if taken.
  • Corrected some erroneous perk descriptions.
  • Corrected issues with face/body color mismatching on some NPC's.
  • Standardized the removal of big gun backpacks across all FWE files, DLC patches, and FOIP patches (except for the Flamer).
  • Added the various advanced combat armors to the relevant repair lists.

DLC
  • Fixed a "race" entry problem caused by Broken Steel.
  • Corrected a problem with Broken Steel's follower dialogue causing Star Paladin Cross to not resume following you after being told to wait.
  • Point Lookout food correctly integrated with primary needs.


FOIP Support

  • Added WMK support for the Winchester P94 Plasma Rifle and the Glock 86 Plasma Pistol.
  • Added support for Project Beauty via FOIP (and also MMM + Project Beauty).
[/b]
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Sun Nov 21, 2010 3:56 pm

This was left a bit unclear in the previous thread; what exactly is the problem with quickload? I've been always using it, does it cause some serious issues?
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IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Sun Nov 21, 2010 11:44 am

About Gauss rifle VS Drifter?s Lazer riffle (or similar weapons) (from last thread):


I love the balance here, I found Gauss Riffle to be much more devastating against enemies like Super Mutant Overlords or Enclave, no sure if it?s the higher count of criticals what causes it or what.

Then again it only shoots once, or twice with EC. So I ended up carrying BOTH weapons, switching between them extensively. I can?t imagine a better balance between these weapons, both had equally as much use in the end. :)


Mostly I used other riffles than Gauss when I encountered multiple weaker enemies, or straight out panicked. But when the strongest enemies appeared, or I was able to start the battle from a far, Gauss was always the better choice, cabable of bringing most enemies down with a single shot to head. :P




Overall, FWE makes having multiple weapons very useful. While I was inclined to use riffles a lot, I always keep automatic weapons at hand for more hectic situations.

A couple of examples:


I exited this small shack. Outside, less than two meters away from me, were three of those guys who hunt evil characters (Regulators). With a riffle in hand, I would have been dead in seconds. But cause I had a habit of keeping a "panic weapon" at hand when using the motor cycle or going through doors, I had an autofiring Desert Eagle. I hit VATS and :gun: and took them all down in a single pass. :D


In the main quest, I had to enter this room full of Enclave soldiers. I automatically defaulted to using Gauss to bring a couple of them down, but realised soon this is just not working. I knew I need to storm the room, not a time for finesse, but fast action. I had 60 rounds for my fully modded M60, I threw a plasma grenade into the room, entered after it in bullettime and gunned down three soldiers. Ran out of ammo, drew my side weapon (again autofiring Desert Eagle), with some 30 rounds left, and emptied the first clip (14 rounds) taking down two more soldiers. Reload, took some cover, the last few Enclave were after a door leading out from the room. Threw another grenade in that direction, appeared in the doorway and pumped the last clip into their helmets.

It was all over in 10 seconds, two smoking empty guns and a room full of dead Enclave. A priceless moment. :foodndrink:

This was left a bit unclear in the previous thread; what exactly is the problem with quickload? I've been always using it, does it cause some serious issues?


I think it?s the same problem as in Oblivion - it doesn?t fully revert all the game data back to the way it was. And for example when scripts don?t return to the state they should have been, they break. The worst case is people use quickload, the game data gets distorted, and the problems rise later on, causing all the saves after certain point to be corrupted.
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Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Sun Nov 21, 2010 7:00 am

The only "downside" with FWE for me is that I've finally given up on having Dogmeat following my char around. With vanilla his shenanigans added much needed chaos/challenge sometimes, but with FWE he only gets my char or himself killed all the time. Well, the upsides totally outnumbers that, but I do miss him sometimes.

Regarding quicksaves/quickloads, I've always used them extensively with Morrowind/Oblivion/Fallout 3 and never had any issues. I do delete them regularly if that might help (CASM saves as well). And I only save/load in "calm" situations - I can see how it might get messed up if quickloading/quicksaving in the middle of some complex script running or something like that. Note that I don't recommend using them as I've seen repeated warnings about using them throughout the years - but I've never had any issues personally.
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sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Sun Nov 21, 2010 5:51 pm

The only "downside" with FWE for me is that I've finally given up on having Dogmeat following my char around. With vanilla his shenanigans added much needed chaos/challenge sometimes, but with FWE he only gets my char or himself killed all the time. Well, the upsides totally outnumbers that, but I do miss him sometimes.


I also ditched the fellow, useless, and more than anything he was always getting in the way. Something with those 4-legged NPCs, they can?t be pushed aside as easily. It was horrible with Robots from Robco Certified, 3 or four of them blocking the doorway just because Dogmeat was blocking them.


"Kick Dogmeat" (or is it "Kick dogs" now?) mod helped some though, there?s nothing like creating a diversion by sneaking above some Super Mutants, and kicking Dogmeat flying on top of them. :rofl:
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Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Sun Nov 21, 2010 6:46 pm

I'm the opposite of Arkngt and Skycaptain. I find Dogmeat extremely useful now whereas in the past I always left him parked in my house. I keep him close to me and he chews on the melee baddies who charge in while I fire at the ranged enemies. It took some time for me to get into some of the changes introduced by FWE but I'm loving it now. Thank you Mez, Kai, T3T (love the icons) and all of the amazing modders who made FWE possible! :foodndrink:
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Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Sun Nov 21, 2010 9:17 am

I use him more to fetch me ammo and chems, but yeah he's pretty useful in combat.
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Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Sun Nov 21, 2010 1:48 pm

Having just entered the Pitt I'm finding alot of blank raider armour textures. The shape appears to be there but it appears solid black. No exclaimation marks or anything. Might this be FWE or MMM related?
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alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Sun Nov 21, 2010 3:12 pm

Mez, I'm almost there with getting everything working as I like things to work! I have all my sorters handling the new items that FWE adds as I want them to so far. I'm sure there may be an item or two that I missed, but those will be easy fixes as I find them. I even set up my own FWE Stash bin for all the dope, so you may just turn my toons into druggies after all!

One funny note is that I went back to V101 and chugged a beer right before talking to the Overseer, and I was instantly intoxicated, lol. And, as I was enjoying a cold Michelob Ultra playing the quest, I couldn't help but think if I got trashed that easily IRL, I would save a bunch of $$$, lol! :foodndrink:

I'm now working with the "relax" or sandbox mode and have a couple of questions. Please forgive me if these are answered somewhere already, but:

I can "relax" my crew at the base with the headset, and most of the time they all sandbox right away. (Sometimes though, one will still follow me even after telling them all to relax via the headset.) But, if I leave the cell and go to another place or two, the whole crew joins up with me eventually. So, does that mean when you relax them, they are not parked in sandbox mode until they are commanded to join (or follow) me again? It would seem that relax is temporary until you leave that cell or quit the game?

Here's all Im running:

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Project Beauty HD version.esm
[X] BHR&M.esm
[X] firelance-quest.esp
[X] DarNifiedUIF3.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] CRAFT - Activation Perk.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] 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 - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] DelayAnchorage.esp
[X] DelayThePitt.esp
[X] DelaySteel.esp
[X] delaypl.esp
[X] Choose your own hairstyle (load this last on FOMM).esp
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Sun Nov 21, 2010 4:33 am

Having just entered the Pitt I'm finding alot of blank raider armour textures. The shape appears to be there but it appears solid black. No exclaimation marks or anything. Might this be FWE or MMM related?

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

I can "relax" my crew at the base with the headset, and most of the time they all sandbox right away. (Sometimes though, one will still follow me even after telling them all to relax via the headset.) But, if I leave the cell and go to another place or two, the whole crew joins up with me eventually. So, does that mean when you relax them, they are not parked in sandbox mode until they are commanded to join (or follow) me again? It would seem that relax is temporary until you leave that cell or quit the game?

Yeah that's how it currently works. I'm rewriting some of the commandhandset code, so I'll see if I can maybe do something about that.
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Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Sun Nov 21, 2010 2:42 pm

I have 1 request. It would be nice to have unlimited option for night vision that doesn't use up your power cells.
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FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Sun Nov 21, 2010 8:09 pm

I also ditched the fellow, useless, and more than anything he was always getting in the way.


I'm the opposite of Arkngt and Skycaptain. I find Dogmeat extremely useful now whereas in the past I always left him parked in my house. I keep him close to me and he chews on the melee baddies who charge in while I fire at the ranged enemies. It took some time for me to get into some of the changes introduced by FWE but I'm loving it now. Thank you Mez, Kai, T3T (love the icons) and all of the amazing modders who made FWE possible! :foodndrink:


I use him more to fetch me ammo and chems, but yeah he's pretty useful in combat.


Well, I've always hated followers/companions in Bethesda games so it came as a surprise that I even liked Dogmeat in the first place. Here's a typical scenario. My char notices that there are several Raiders where an alley ends. She tells Dogmeat to wait. Which leads to the annoying issue that the char is already detected when continuing, so she has to go back and tell Dogmeat to wait around a corner. She places some mines at the beginning of the alley and sneaks to the end of it, taking out two raiders. The rest of the gang notices her, so she runs back to lure them over the mines. Just as they are coming Dogmeat decides to enter the battle and gets blown up. :rolleyes:
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Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Sun Nov 21, 2010 8:22 pm

one thing that you might want to look at is the default fall damage. i realize that i can change it in the settings so i have that figured out. i was running down the megaton ramp road (the one from the entrance to the bomb since i was doing the atom quest and i died all of a sudden from the tiny jump you get from going down hill. i did it again and the same thing happened. does the sprint mod add something to the falling damage equation cause i couldnt have been more than a couple of feet off the ground at most.

edit: just to add i was a level 30 character on a new game.
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Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Sun Nov 21, 2010 6:29 am

one thing that you might want to look at is the default fall damage. i realize that i can change it in the settings so i have that figured out. i was running down the megaton ramp road (the one from the entrance to the bomb since i was doing the atom quest and i died all of a sudden from the tiny jump you get from going down hill. i did it again and the same thing happened. does the sprint mod add something to the falling damage equation cause i couldnt have been more than a couple of feet off the ground at most.

edit: just to add i was a level 30 character on a new game.

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.
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Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Sun Nov 21, 2010 11:20 am

I have 1 request. It would be nice to have unlimited option for night vision that doesn't use up your power cells.

1. You can configure consumption of energy to minimum in the FWE config tool
2. When you wear Power Armor, your NV don't consume energy at all.
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Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Sun Nov 21, 2010 9:23 am

I wish I could put in words just how awesome it was to assault the area up to, and then past GNR last night.

The area leading to with the BOS group was great, I think only two of the BOS guys died, did my best to save them, but I failed, some other guy was knocked out, and it made me sad that the guys died.


then the SMB busted out, and we all brought it down with out any one dying, but some how (script maybe) the person that was knocked out was now dead, even through the SMB never even got to swing its weapon once, me with my mini gun, my two followers hunting rifles, and three or four BOS members on the ground and the sniper in the building took it down fast.

The area beyond GNR was kinda neat, there was SO many ghouls with X5 rampage., then in one area it was a war, my party and me Vs raiders VS Ghoul army.

Oh I remember just before I started my DT dive (stopped at the exit from the tunnel to the are with museums) I went to Hubris comics to finish the buildings exploration.

When I got there, I looked at 4 talon company mercs, from just mercs to a captain.
They looked at me.
I heard a Mutant yell.
the talon people decided to shoot the SM'S first, so did I, then we tried to kill eahc other, was pretty epic.



Question, do the normal game followers have unlimited ammo? no one ever answered me on that. Like the guy in megaton.
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CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Sun Nov 21, 2010 4:45 pm

The only "downside" with FWE for me is that I've finally given up on having Dogmeat following my char around. With vanilla his shenanigans added much needed chaos/challenge sometimes, but with FWE he only gets my char or himself killed all the time. Well, the upsides totally outnumbers that, but I do miss him sometimes.


I also ditched the fellow, useless, and more than anything he was always getting in the way. Something with those 4-legged NPCs, they can?t be pushed aside as easily. It was horrible with Robots from Robco Certified, 3 or four of them blocking the doorway just because Dogmeat was blocking them.


Well, I've always hated followers/companions in Bethesda games so it came as a surprise that I even liked Dogmeat in the first place. Here's a typical scenario. My char notices that there are several Raiders where an alley ends. She tells Dogmeat to wait. Which leads to the annoying issue that the char is already detected when continuing, so she has to go back and tell Dogmeat to wait around a corner. She places some mines at the beginning of the alley and sneaks to the end of it, taking out two raiders. The rest of the gang notices her, so she runs back to lure them over the mines. Just as they are coming Dogmeat decides to enter the battle and gets blown up. :rolleyes:



Dogmeat behaves better in combat situations in Phalanx (which is compatible with FWE), but the way the AI works depends somewhat on the dangerous enemies' strength having been set at 6 or higher by whatever enemy-changing mod you're using. I have a little .esp in Phalanx named Phalanx-DogmeatEnemyTweaks.esp that adjusts strength on the enemies that were set too low by the vanilla game, but I don't know if FWE changes meshes on them or anything, which would make this little .esp revert them back to the original mesh.

I have dogmeat configured to be bold with raiders though, but, it's still the case that dogmeat will generally not 'tank' enemies for you. He sorta comes up and bites them in the ass as you are taking the damage.

Followers do not respect enemy land mines in general. If you have a human follower too, there is a group option for 'hide here and stay out of the fight' which I believe Dogmeat respects.

Dogmeat is still a pest in small interior areas due to it blocking your way, but the combat problems are largely gone.
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Enny Labinjo
 
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Joined: Tue Aug 01, 2006 3:04 pm

Post » Sun Nov 21, 2010 7:56 am

1. You can configure consumption of energy to minimum in the FWE config tool
2. When you wear Power Armor, your NV don't consume energy at all.


1. I know but longest time per energy in the config menu cell is only 60 seconds.

2. No power armor for me, I only play female characters with minimal clothing.
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Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Sun Nov 21, 2010 3:45 pm

I wish I could put in words just how awesome it was to assault the area up to, and then past GNR last night.

The area leading to with the BOS group was great, I think only two of the BOS guys died, did my best to save them, but I failed, some other guy was knocked out, and it made me sad that the guys died.


then the SMB busted out, and we all brought it down with out any one dying, but some how (script maybe) the person that was knocked out was now dead, even through the SMB never even got to swing its weapon once, me with my mini gun, my two followers hunting rifles, and three or four BOS members on the ground and the sniper in the building took it down fast.

The area beyond GNR was kinda neat, there was SO many ghouls with X5 rampage., then in one area it was a war, my party and me Vs raiders VS Ghoul army.

Oh I remember just before I started my DT dive (stopped at the exit from the tunnel to the are with museums) I went to Hubris comics to finish the buildings exploration.

When I got there, I looked at 4 talon company mercs, from just mercs to a captain.
They looked at me.
I heard a Mutant yell.
the talon people decided to shoot the SM'S first, so did I, then we tried to kill eahc other, was pretty epic.



Question, do the normal game followers have unlimited ammo? no one ever answered me on that. Like the guy in megaton.

Cool story :)
And yes in vanilla Fallout followers have unlimited ammo.

1. I know but longest time per energy in the config menu cell is only 60 seconds.

2. No power armor for me, I only play female characters with minimal clothing.

That's not something we will implement. While we want to make many things configurable we don't want for example Bullet time to consume no AP at all.
That being said, there are many nightvision goggle mods out there that are all perfectly compatible with FWE, so you can use one of those if you dont feel like using power or recon armor.
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OnlyDumazzapplyhere
 
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Post » Sun Nov 21, 2010 2:41 pm

Yeah that's how it currently works. I'm rewriting some of the commandhandset code, so I'll see if I can maybe do something about that.


That would be great Kai! What I like is very simple: just park them, and they sandbox in my base until they are commanded to do otherwise. I like to mix it up a lot, and sometimes leave the guys behind and take the girls, sometimes leave the girls and take the guys, and other times I head out by myself. So I like options and doing things differently. But I cannot stand when the followers are told to wait and they stand there looking stupid, lol. They're supposed to be on down time, lol. Hang out and chill!
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xxLindsAffec
 
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Joined: Sun Jan 14, 2007 10:39 pm

Post » Sun Nov 21, 2010 8:50 pm

1. I know but longest time per energy in the config menu cell is only 60 seconds.
2. No power armor for me, I only play female characters with minimal clothing.

Oh- almost forget. At maximal brightness consumption x 2
But if you play with minimal clothing, this damn helmet will very ugly on you :biglaugh:
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TOYA toys
 
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Post » Sun Nov 21, 2010 8:44 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? Reason I ask is that I started in Springvale last night with a destination of Corvega Factory in my Trail of Crumbs quest. I took out the Enclave between Super Mart and Springvale, took out the raiders up above the bridge, headed by Chryslus building and down through the burned out neighborhood. In the shopping center there, I encountered several raiders (one was wearing Enclave PO & a welding shield - it was hilarious!) I dispatched them, went on to Corvega, and had intended to backtrack and pick up all the armor & weapons from the dead guys along my route. However, all of the raiders at the shopping center in the burned out neighborhood were gone! The Enclave guys down at the bottom of the hill from there were gone, and the Talon at the top of the hill behind Corvega Factory was gone as well. Is this normal?
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Soraya Davy
 
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Joined: Sat Aug 05, 2006 10:53 pm

Post » Sun Nov 21, 2010 11:11 am

some of these questions are FWE related, other are not bu imma ask here anyway.

1) who did the sound effect for the shovel and the M60? they are VERY well done!
2) did the sound of A3-21's rifle change with FWE any? because I never used it ever before and it sounds GREAT.
3) who did bittercups voice? its really well done IMO
4)where are you energy weapon people getting your ammo from? I normally trade for ammo with the outcasts, but they do not offer any energy weapon ammo.

thanks.
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Trevor Bostwick
 
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Post » Sun Nov 21, 2010 7:20 pm

I surely hope it is normal. More realistic that other people take the loot from you. Serves you right from not being able to carry it all at once ;)
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Jessica White
 
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Joined: Sun Aug 20, 2006 5:03 am

Post » Sun Nov 21, 2010 3:59 pm

3) who did bittercups voice? its really well done IMO

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