[relz] Fwe - Fo3 Wanderers Edition #34

Post » Thu Feb 10, 2011 1:09 am

Nah FWE doesn't really alter reload animations.


Crapjackers, was hoping you had one of your magical instant-answers ...
could it be uninstalling ReAnimated? - having Groovatron? ... i'm just spitballin' here.
Don't want to bug you with that :wink_smile:

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).


Throwable Knifes, now that's awesome. Dodge + Charge + Tackle + Throwable Knifes ... i can't wait to start a melee-toon.
So ... it might actually work with http://fallout3nexus.com/downloads/file.php?id=9673, can't wait to give it a try. That was on my mind since i tried it while back.
Haven't had FO3 or a gaming rig for a while so i'm playing catch-up :ahhh:

As for openly professing my love ... i'm not doing that anymore.
Did it on the nexus a while back and you took your whole page offline :blush2:
Just kidding ... it was v4's impending doom AKA v5

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CORY
 
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Post » Wed Feb 09, 2011 8:15 pm

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).




Nah FWE doesn't really alter reload animations.


I love you more than ever really.
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Raymond J. Ramirez
 
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Post » Wed Feb 09, 2011 3:56 pm

I had an issue in my game where the Enclave spawned right off the bat against my mighty level 3 character and Dogmeat which I had turned non-essential. And it was Enclave with Power Armor and Energy Rifles, so both of us were usually dead if spotted in seconds. It seems however that this is a bug with Broken Steel where the Enclave spawn ahead of time. I installed the Unofficial Patch again as I foresaw quite a few problems with surviving and that made them go away again. Anyway, I merely wanted to share that and the fact that I am pleasantly surprised how much better I like Dogmeat actually needing stimpacks, although setting him to nonessential might be a bit over the top. Can we perhaps in the future get an option to not have him at full health after combat? Make stimpacks required to make him useful in combat? I'm not asking for stimpacks to work on him like in Followers Enhanced (although I would very much like that), but this little tweak would mean the world to me, as it feels cheesy that he always get up after combat and at 100% without any stimpacks used. That is, if it can be made optional with minimum work :)
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Silvia Gil
 
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Post » Wed Feb 09, 2011 1:47 pm

I had an issue in my game where the Enclave spawned right off the bat against my mighty level 3 character and Dogmeat which I had turned non-essential. And it was Enclave with Power Armor and Energy Rifles, so both of us were usually dead if spotted in seconds. It seems however that this is a bug with Broken Steel where the Enclave spawn ahead of time. I installed the Unofficial Patch again as I foresaw quite a few problems with surviving and that made them go away again.

This is one of two main reasons why I still use UF3P :)
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Rob
 
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Post » Wed Feb 09, 2011 11:45 pm

This is one of two main reasons why I still use UF3P :)


And the other is? ;)
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JR Cash
 
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Post » Wed Feb 09, 2011 1:59 pm

And the other is? ;)

Solved Time Of The Day problem. Now morning is really morning and not day or night
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JUDY FIGHTS
 
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Post » Wed Feb 09, 2011 11:03 am

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).

I :wub: you Kai for this!
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natalie mccormick
 
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Post » Wed Feb 09, 2011 4:39 pm

Weirdest bug yet, on my way to the Presidential Metro i entered the utility tunnel in the white house plaza. Every clutter item, including the car and motorcycle, have been placed right underneath the ladder. I'm unable to move away even with tcl.

May or may not be related, but the water at Project Purity was still radioactive too.
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Vickey Martinez
 
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Post » Wed Feb 09, 2011 11:53 pm

Weirdest bug yet, on my way to the Presidential Metro i entered the utility tunnel in the white house plaza. Every clutter item, including the car and motorcycle, have been placed right underneath the ladder. I'm unable to move away even with tcl.

It is result of masterupdate+ Unofficial Patch.
This will help you. This plugin revert some changes from UF3P patch
http://rapidshare.com/files/366957276/DLM_UF3P-BS_fix.rar.html

Another way- to make masterrestore before entering presidential metro
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Lisa
 
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Post » Wed Feb 09, 2011 5:39 pm

I'm curious to know if FWE makes any changes to the Chinese Stealth Armor in Operation Anchorage?
I'm playing through my first time with the add-on, and there's no stealth field when I crouch.
In the Fallout Wiki, it mentions a bug when the armor is pickpocketed, but I didn't do that... just received it at the end of the quest as normal.
I'm not really running any other mods... just FWE and MMM, CRAFT and WMK, and I've been experimenting with deactivating the mods to see what might cause it with no real luck.
So... FWE?
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Tracy Byworth
 
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Post » Thu Feb 10, 2011 12:35 am

May or may not be related, but the water at Project Purity was still radioactive too.

Also caused by UFP

I'm curious to know if FWE makes any changes to the Chinese Stealth Armor in Operation Anchorage?
I'm playing through my first time with the add-on, and there's no stealth field when I crouch.
In the Fallout Wiki, it mentions a bug when the armor is pickpocketed, but I didn't do that... just received it at the end of the quest as normal.

Yeah the stealth field is disabled in FWE
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Celestine Stardust
 
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Post » Wed Feb 09, 2011 12:52 pm

Just a quick observation:
If a workbench is placed too near to the entrance/exit of an interior, the Repair bonus doesn't get removed properly when leaving the cell.

The workbench in my Maintenance Shed is right next to the door. Whenever I leave the shed, the Repair bonus persists. However, if I go to the workbench in Craterside Supplies, then move away from it, the bonus is removed.

Perhaps the "activation zone" could be made smaller? So that your character has to be standing right against the workbench to get the bonus?

Great overhaul, guys... I'm loving it!
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Soku Nyorah
 
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Post » Thu Feb 10, 2011 1:40 am

Just a quick observation:
If a workbench is placed too near to the entrance/exit of an interior, the Repair bonus doesn't get removed properly when leaving the cell.

Damn yeah we knew about this and I wanted to fix it, but forgot to add it to the design document and then completely forgot about it :facepalm:

The thing is it doesn't really happen in vanilla Fallout, it usually only happens in custom house mods, where the workbench is so close to the door that you can exit the cell while still having the workbench bonus applied.
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Chris BEvan
 
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Post » Wed Feb 09, 2011 2:41 pm

Just wanted to pop in and say how much I'm enjoying replaying Fallout 3 with the FWE mod. It's definitely made the game infinitely more replayable for me, which is important since I've played and re-played it a bazillion times. It really is like playing an entirely different game, but it's still essentially Fallout.

The amped-up challenge of taking more damage and having to keep myself well-fed and rested keeps me on edge the entire time I'm playing. It took me most of last night to clear the first room of the Jefferson Memorial ( usual time: 2 minutes :P ) and halfway through tensely sneaking around and trying not to die, my in-game stomach grumbled, my RL persona yelped out loud, pulling the trigger and blowing my cover. Totally awesome.

Anyway, great mod. A++++++++ Would install again!

:dev vanish!:
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LADONA
 
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Post » Wed Feb 09, 2011 11:03 pm

Just wanted to pop in and say how much I'm enjoying replaying Fallout 3 with the FWE mod. It's definitely made the game infinitely more replayable for me, which is important since I've played and re-played a bazillion times. It really is like playing an entirely different game, but it's still essentially Fallout.

The amped-up challenge of taking more damage and having to keep myself well-fed and rested keeps me on edge the entire time I'm playing. It took me most of last night to clear the first room of the Jefferson Memorial ( usual time: 2 minutes :P ) and halfway through tensely sneaking around and trying not to die, my in-game stomach grumbled, my RL persona yelped out loud, pulling the trigger and blowing my cover. Totally awesome.

Anyway, great mod. A++++++++ Would install again!

:dev vanish!:

We just got ninja complimented by Ricardo :ninja:

Cheers, glad to hear you're enjoying yourself! Always nice to hear when a dev likes our work, since that means we were able to give back some of the fun and enjoyment we got from your work :)
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Russell Davies
 
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Post » Wed Feb 09, 2011 6:56 pm

We just got ninja complimented by Ricardo :ninja:
Cheers, glad to hear you're enjoying yourself! Always nice to hear when a dev likes our work, since that means we were able to give back some of the fun and enjoyment we got from your work :)

Wow! :celebration:
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Lance Vannortwick
 
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Post » Wed Feb 09, 2011 12:18 pm

Just wanted to pop in and say how much I'm enjoying replaying Fallout 3 with the FWE mod. It's definitely made the game infinitely more replayable for me, which is important since I've played and re-played a bazillion times. It really is like playing an entirely different game, but it's still essentially Fallout.

The amped-up challenge of taking more damage and having to keep myself well-fed and rested keeps me on edge the entire time I'm playing. It took me most of last night to clear the first room of the Jefferson Memorial ( usual time: 2 minutes :P ) and halfway through tensely sneaking around and trying not to die, my in-game stomach grumbled, my RL persona yelped out loud, pulling the trigger and blowing my cover. Totally awesome.

Anyway, great mod. A++++++++ Would install again!

:dev vanish!:


Thanks for giving FWE a try and for the nice compliment! It's exciting to see that the devs dive down into the modder's realm on occasion and enjoy our labors as much we enjoy having Fallout3 (among other fine games) to build on.

Cheers!
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josh evans
 
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Post » Wed Feb 09, 2011 9:24 pm

It is result of masterupdate+ Unofficial Patch...


I see, that file helped resolve the mess, thanks for linking that. Is using Mater Update still necessary BTW?

Also caused by UFP


Yeah the stealth field is disabled in FWE


So it take it the UFP places wrong type of water around the purfier? I'll poke around FO3Edit and see if i can't figure it out.

And personally i rather like the non-stealth fielded CSS, especially since i have a shiny high-resolution texture mod for it. And also great you made the helmet separate, i really don't like the look of it.

I also was just attacked by a Talon Company Merc with the M72 Gauss Rifle, which seems to be a small gun instead of an energy weapon. If it is WMK compatible i may have to retract my statement about lack of small gun sniper rifles. ZealotLee's ACR helps too in that regard.
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Jamie Lee
 
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Post » Wed Feb 09, 2011 10:48 pm

I also was just attacked by a Talon Company Merc with the M72 Gauss Rifle, which seems to be a small gun instead of an energy weapon. If it is WMK compatible i may have to retract my statement about lack of small gun sniper rifles. ZealotLee's ACR helps too in that regard.

Yeah you can scopify it and it's a small gun(like in Fallout2) :)
It's a great sniper, I like the large clip size and rate of fire.
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[Bounty][Ben]
 
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Post » Wed Feb 09, 2011 6:01 pm

I see, that file helped resolve the mess, thanks for linking that. Is using Mater Update still necessary BTW?

Without masterupdate UF3P-BS esp will cause constant crashes in RC area, so you still need it. Patch, which I provide, help you in Presidential Metro without masterrestore.
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Natalie Taylor
 
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Post » Wed Feb 09, 2011 5:01 pm

Could I use http://www.fallout3nexus.com/downloads/file.php?id=868 without breaking anything of importance? It's a mod that makes it so Dogmeat doesn't autoheal after combat.
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Elizabeth Falvey
 
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Post » Wed Feb 09, 2011 9:16 pm

Could I use http://www.fallout3nexus.com/downloads/file.php?id=868 without breaking anything of importance? It's a mod that makes it so Dogmeat doesn't autoheal after combat.

Basically- yes, but this is non- Broken Steel version, you will have problems with Puppy perk
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Nymph
 
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Post » Thu Feb 10, 2011 12:05 am

I don't intend on taking that anyway, I might make Dogmeat essential again if this mod accomplishes what I want.
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Sabrina Steige
 
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Post » Thu Feb 10, 2011 3:02 am

Just curious, how bad would this mod, http://www.fallout3nexus.com/downloads/file.php?id=2466 , screw up a standard FWE/MMM/EVE/PB/WMK install if loaded after MMM? Just make Raiders even harder, or is there a million other things that would break too and the whole setup come tumbling down like a card house in whirlwind? I just like the great variety of Raiders it seems to add and not have see the same ones all the time.
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ILy- Forver
 
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Post » Wed Feb 09, 2011 11:17 pm

Quick question was it you guys that turned the Fort independence into lag country? Someone added a giant barrel of caps that made my game crash twice till I lowered the graphics ot the lowest setting. 2 and a half hours of collecting caps later it went away but still thats not funny.
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noa zarfati
 
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