[relz] Fwe - Fo3 Wanderers Edition #34

Post » Wed Feb 09, 2011 10:13 pm

When you drop a bobblehead from your inventory, to put it back in your inventory you need to hold down the "Grab" key which is Z by default and activate the bobblehead. It will then go back into inventory.

Huh? Thank you :drool:
Need to RTFM, it seems :read:
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Wed Feb 09, 2011 5:53 pm

Ah, so thats how you should pick up the medicine-bobblehead?

I guess there are a lot of FWE users out there that are missing this one, because it is removed from your inventory again after you are woken up by Amata.
Well, I am anyway...
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Wed Feb 09, 2011 4:47 pm

Huh? Thank you :drool:
Need to RTFM, it seems :read:


Heh . . . I was a little slow to reply in the thread, but yes, you need to use the "Z" key. Glad you got it figured out =)

It will require the user to load a small compatibility .esp along with FWE+Phalanx or FWE+FOOK, and the system takes it from there.

It's not like FOOK is getting something that FWE can't have. The changes that enable the system to work within FOOK are exactly the changes that will let FWE patch it's adjustments into either version.

Also, the latest 1.09 version is the most stable one I've seen yet, I'm stunned at how non-crashy it is. I do not know if it's because it's now inside of an .esm, or if it's just that the code is cleaner and more efficient. If it does turn out to be the .esm nature of it, FWE would get that benefit too, without having to merge Phalanx itself, if someone happened to run FOOK+FWE.


Thanks for your efforts getting Phalanx to work alongside FWE and/or FOOK. I do appreciate that, and I'm sure many others do as well. Cheers!
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Wed Feb 09, 2011 12:08 pm

Thanks. let me know!
Also - once again assuming I can get the weapon lists

Be sure- you will.
I hope ETA of one day will be not to long for first attempt :)
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Wed Feb 09, 2011 10:09 pm

Be sure- you will.
I hope ETA of one day will be not to long for first attempt :)


Sometime today would be great. I could maybe have the core code in the FOOK beta if it came that fast, unless FWE added so many categories that I am like, oh, [censored] ME! hehe.
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Wed Feb 09, 2011 11:25 pm

Sometime today would be great. I could maybe have the core code in the FOOK beta if it came that fast, unless FWE added so many categories that I am like, oh, [censored] ME! hehe.

OK- I already have half of the list
Please tell if you need worn weapons and DLC-based as well, for now I make only base list
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Wed Feb 09, 2011 5:30 pm

OK- I already have half of the list
Please tell if you need worn weapons and DLC-based as well, for now I make only base list


....... did FWE add weapons to the DLC?

Are 'worn' weapons equippable and usable by followers?
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Wed Feb 09, 2011 2:16 pm

After just fighting with the Jury Street Behemoth i have to ask, what's the point of the Turbo Plasma Rifle? A3-21's Plasma Rifle seemed to do about as much damage against it, while using only one MF cell per shot, whereas the TPR uses 20 EC packs per shot.

Is it meant to be used as an AoE weapon instead of a heavy hitter?
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Wed Feb 09, 2011 3:20 pm

....... did FWE add weapons to the DLC?

No, I was mistaken, sorry
Are 'worn' weapons equippable and usable by followers?

Yes, worn weapons- it is usual weapons with lowered characteristics
Point taken :)
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Wed Feb 09, 2011 1:54 pm

Yes, worn weapons- it is usual weapons with lowered characteristics
Point taken :)


Oh I wasn't trying to be an ass, I was honestly asking, I had no idea.

But yes if its something you'd pass to a follower, I wanna know about it (as opposed with a repair piece that you can't equip or something)
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Wed Feb 09, 2011 11:30 am

Oh I wasn't trying to be an ass, I was honestly asking, I had no idea.

But yes if its something you'd pass to a follower, I wanna know about it (as opposed with a repair piece that you can't equip or something)

No-no, I mean- by your question I understand this weapons also in need.
I almost done
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Wed Feb 09, 2011 6:04 pm

With worn weapons - are they just altered by name and stat normal weapons?

If I uninstall the worn weapon esp will the worn weapons return to normal weapons or disappear altogether?

Do they have their own unique FormID?

Thanks
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Wed Feb 09, 2011 6:28 pm

With worn weapons - are they just altered by name and stat normal weapons?

Yes
If I uninstall the worn weapon esp will the worn weapons return to normal weapons or disappear altogether?

They will disappear
Do they have their own unique FormID?

Yes
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Wed Feb 09, 2011 10:38 pm

Tarrant- check PM please
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Wed Feb 09, 2011 3:26 pm

Nevermind, i need to have RTFM tattooed to my forehead, apparently :embarrass:
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Wed Feb 09, 2011 11:28 pm

I have a question for Kai Hoshiro, Is it possible to mess with the fps grenade script and have it utilize a knife instead? This would of course make it function like a the generally excepted auto slash fps knife. I'm asking this because I'm fiddling with an 100% knockdown or cripple combat knife and I cant seem to fund a use for it without switching to a gun immediately.
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Wed Feb 09, 2011 2:54 pm

Another DLC problem, and this time it isn't caused by FOOK traces :D Broken Steel doesn't start: the ending plays as it should, the "two weeks later" thing shows up, my character gets up, Sarah is on the other bed, but elder Lyons is nowhere to be seen. Also Take it Back and Project Impurity quests aren't completed. Trying to complete these quests with console commands works, but Death from Above cannot be started.

I am using a custom race, but i have CRBSOR in my load roder, and it seems FWE itself contains a fix for them too, however same thing happens with or without it. FO3Edit shows no conflicts that would explain this either, and apart from the race mod there is nothing that should mess with BS begining.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Wed Feb 09, 2011 4:20 pm

Another DLC problem, and this time it isn't caused by FOOK traces :D Broken Steel doesn't start: the ending plays as it should, the "two weeks later" thing shows up, my character gets up, Sarah is on the other bed, but elder Lyons is nowhere to be seen. Also Take it Back and Project Impurity quests aren't completed. Trying to complete these quests with console commands works, but Death from Above cannot be started.
I am using a custom race, but i have CRBSOR in my load roder, and it seems FWE itself contains a fix for them too, however same thing happens with or without it. FO3Edit shows no conflicts that would explain this either, and apart from the race mod there is nothing that should mess with BS begining.

You have some mod(s), which overwrite AI packages for elder Lions and probably not only for him. Probably this mod don't support Broken Steel DLC.
Try to trace the victim with help of FO3edit.
Follout3.esm/NPC/Elder Lions
You can sort fields by the name for better search.

Oh- and I hope you don't use Free Play after MQ.esp loaded, it is for the game without BS DLC only
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Wed Feb 09, 2011 12:39 pm

FO3Edit shows only BrokenSteel.esm, Project Beauty HD.esm and Project Beauty.esp affecting him, Project beauty should only alter looks, right?

No, i don't have that esp loaded.
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Wed Feb 09, 2011 1:47 pm

FO3Edit shows only BrokenSteel.esm, Project Beauty HD.esm and Project Beauty.esp affecting him, Project beauty should only alter looks, right?

No, i don't have that esp loaded.

Check your load order with my
You must have Project Beauty- Broken Steel.esp installed
Project Beauty.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espFO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Restore Tracers.espDarNifiedUIF3.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - Project Beauty + FWE.espProject Beauty- Point Lookout MMM.esp

User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Wed Feb 09, 2011 9:14 pm

The PB - BS patch was missing and causing this problem, it's working correctly now. Thanks for the help.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Wed Feb 09, 2011 11:37 am

I have a question for Kai Hoshiro, Is it possible to mess with the fps grenade script and have it utilize a knife instead? This would of course make it function like a the generally excepted auto slash fps knife. I'm asking this because I'm fiddling with an 100% knockdown or cripple combat knife and I cant seem to fund a use for it without switching to a gun immediately.

Yeah I actually once wrote a small modification of the grenade hotkey that does exactly that. I can upload it later today.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Wed Feb 09, 2011 7:49 pm

Yeah I actually once wrote a small modification of the grenade hotkey that does exactly that. I can upload it later today.

I believe I've mentioned before that I love you, but just in case I haven't, I love you. <3
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Wed Feb 09, 2011 10:20 pm

Question about reload animation (ReloadG):
Does FWE overwrite the vanilla animation with its bullpup?
I installed this http://www.fallout3nexus.com/downloads/file.php?id=9988 which worked a while back (before i had FWE) and had a pretty good and fluid reload animation. Now it's the awkward bullpup reaload anim.
When i switch to ReloadA the magazine isn't detached.

Can i do something to correct this?

Now for the praise:
Just started using v5 with my new install - outstanding work you guys :goodjob:
The config-menus, updated HUD and integration with the other biggies (through FOIP) is incredible.

The other night i had my first real encounter (Enclave Refugee - Laser Pistol - EVE - Dynamic Weather - Rain - MMM Increased Spawns) ... words couldn't describe the feeling and immersion i experienced in that storm.

I already endorsed it with v4 so ... :bowdown: thanks again.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Wed Feb 09, 2011 8:50 pm

I believe I've mentioned before that I love you, but just in case I haven't, I love you. <3

Yeah you said that once or twice ;)

http://fallout3nexus.com/downloads/file.php?id=8112
Nothing fancy, this is simply a modification of my FPS Grenade Hotkey. Default Hotkey is C and default hotkey weapon is a combat knife.
You can change the hotkey and the hotkeyed weapon in the Knife Hotkey menu(can be found in the 'Aid' tab in your inventory).



Question about reload animation (ReloadG):
Does FWE overwrite the vanilla animation with its bullpup?
I installed this FN SCAR-L which worked a while back (before i had FWE) and had a pretty good and fluid reload animation. Now it's the awkward bullpup reaload anim.
When i switch to ReloadA the magazine isn't detached.

Nah FWE doesn't really alter reload animations.
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

PreviousNext

Return to Fallout 3