[relz] Fwe - Fo3 Wanderers Edition #34

Post » Wed Feb 09, 2011 2:26 pm

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.

Well it probably won't blow anything up, but it will definitly stop the MMM scripts from running on Raiders.
You would definitly not see any new FWE or WMK weapons on raiders anymore.
And if it overwrites the leveled lists you won't see any of the new FWE and MMM raider variants anymore.


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.

Of course we're a bunch of [censored]s and want to screw over our players.
....seriously, what makes you think FWE would add anything like that?
First of all we won't add stuff that seriously impacts performance(since Mez' Laptop svcks), second we're not so nice that we would give you a bunch of free caps.
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Adam Porter
 
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Post » Thu Feb 10, 2011 3:03 am

Ok, thank you. Pretty much as I suspected but I just wanted to make sure. I won't use it then. Oh, btw since here asking. I know this is more of an MMM question, but since you guys seem to know 'everything' (and this question was asked in the MMM thread with no answer). Is there a way to get he old Behemoths back instead of the big red Gargantuans whatever they are called who replaced them If you know, please tell us how. They almost wants me to uninstall MMM.

Also, even if running the latest FWE etc. your personal 'Kais MartsMutantMod Override' can still be used for increased stability?
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sarah simon-rogaume
 
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Post » Thu Feb 10, 2011 5:23 am

Also, even if running the latest FWE etc. your personal 'Kais MartsMutantMod Override' can still be used for increased stability?

As I know- it is untegrated into FWE already
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Elea Rossi
 
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Post » Wed Feb 09, 2011 2:36 pm

Oh, while at it, almost forgot...

There's a typo in the FWE optional file 'DarnUI Update for FWE - DUIF3Settings.xml' which makes it impossible to position the 'Crippled Limb Indicator' where you want it. I noticed this some time ago and made DarN aware of it. Maybe he just forgot to fix it, or maybe you guys have an older version. Anyhow, on line 217 it reads:

'<_HUDCIL_Y> 0 '

As you can see the it reads 'HUDCIL' instead of 'HUDCLI' making the Y positioning not working.
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Elena Alina
 
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Post » Wed Feb 09, 2011 5:35 pm

As I know- it is untegrated into FWE already


Ah ok, cool. That's good news. Thank you for the fast answer.
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Ruben Bernal
 
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Post » Wed Feb 09, 2011 2:57 pm

Ok, thank you. Pretty much as I suspected but I just wanted to make sure. I won't use it then. Oh, btw since here asking. I know this is more of an MMM question, but since you guys seem to know 'everything' (and this question was asked in the MMM thread with no answer). Is there a way to get he old Behemoths back instead of the big red Gargantuans whatever they are called who replaced them If you know, please tell us how. They almost wants me to uninstall MMM.

There's actually a simple global variable that you just need to set to 0 in FO3Edit. Can't remember the exact name right now, but if you open MMM in FO3Edit it should be fairly easy to find.
I'll probably also include this sometime in the menu.

Also, even if running the latest FWE etc. your personal 'Kais MartsMutantMod Override' can still be used for increased stability?

Actually no you shouldn't, because it contains some entries that will overwrite some of our recent changes(and no this isn't included in the FOIP patch delamer :) )
What you can do however is simply use the MMM patch from http://www.fallout3nexus.com/downloads/file.php?id=7565. I wrote that and it's actually universally compatible(meaning you could use it with FWE, Arwen's, FOOK, whatever).

There's a typo in the FWE optional file 'DarnUI Update for FWE - DUIF3Settings.xml' which makes it impossible to position the 'Crippled Limb Indicator' where you want it. I noticed this some time ago and made DarN aware of it. Maybe he just forgot to fix it, or maybe you guys have an older version. Anyhow, on line 217 it reads:

Thanks yeah, that typo was included due to the fact that our settings xml is identical to the current DarnUI a11 hotfix version, which also includes that typo.
We're probably not going to fix this right now since we're simply waiting for DarN to update his UI, at which point we will remove the FWE-DUI patch(since the new DUI version will include our changes)
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meghan lock
 
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Post » Thu Feb 10, 2011 12:56 am

Ok, had a quick look in FO3Edit, but I'm not so good with it yet, and I can't really see where to change it for the Gargantuans to turn back into Behemoths. If you ever feel bored and have a couple free minutes, please have a look at it and let us know. It would be tremendously appreciated, x 10!

Anyways, thanks for all the fast answers and keep up the good work!

:tops:
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naome duncan
 
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Post » Thu Feb 10, 2011 12:01 am

Ok, had a quick look in FO3Edit, but I'm not so good with it yet, and I can't really see where to change it for the Gargantuans to turn back into Behemoths. If you ever feel bored and have a couple free minutes, please have a look at it and let us know. It would be tremendously appreciated, x 10!

Anyways, thanks for all the fast answers and keep up the good work!

:tops:

I found only this.
MMMzBehemothChance [2]
Sets the chance for Behemoths and Gargantuans to appear randomly in the wasteland with Supermutant spawns. When this occurs there is a 1 in 5 chance of the spawn being a Gargantuan, otherwise it will be one of 8 different Behemoth variants. Note this setting is distinct from Increased Spawns, and works even if it isn't enabled.

I'm sure if MMMzBehemothChance [0] will disable Behemoths at all, but what about [1] ?
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P PoLlo
 
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Post » Thu Feb 10, 2011 6:31 am

I found only this.

I'm sure if MMMzBehemothChance [0] will disable Behemoths at all, but what about [1] ?

Yeah that's the one I ment. The global doesn't completely disable Behemoth, it just makes them only appear in predetermined places like they normally do in vanilla.
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x a million...
 
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Post » Wed Feb 09, 2011 8:58 pm

Well it probably won't blow anything up, but it will definitly stop the MMM scripts from running on Raiders.
You would definitly not see any new FWE or WMK weapons on raiders anymore.
And if it overwrites the leveled lists you won't see any of the new FWE and MMM raider variants anymore.



Of course we're a bunch of [censored]s and want to screw over our players.
....seriously, what makes you think FWE would add anything like that?
First of all we won't add stuff that seriously impacts performance(since Mez' Laptop svcks), second we're not so nice that we would give you a bunch of free caps.

Ah sorry then. All I know is theres a turret down there witha robobrains voice gaurding the armory filled with shredder grenades and other goodies and a giant barrel of caps in the corner as well as 2 schematics 1 for a stealthboy recon suit and another for a bypass module. :/ guess ill just deactivate the mods I have one at a time and find out whodonit.
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Bedford White
 
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Post » Thu Feb 10, 2011 6:16 am

All I know is theres a turret down there witha robobrains voice gaurding the armory filled with shredder grenades and other goodies

Possibly- EVE
as well as 2 schematics 1 for a stealthboy recon suit and another for a bypass module.

1- StealthBoy Recon Armor + CRAFT.esp
2- FWE
and a giant barrel of caps in the corner

Have no idea from where :)
Some cheater's mod
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Lovingly
 
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Post » Wed Feb 09, 2011 6:21 pm

ok how do I copy my load order? As far as I know I have no "Cheat" mods activated.
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ruCkii
 
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Post » Wed Feb 09, 2011 8:05 pm

ok how do I copy my load order? As far as I know I have no "Cheat" mods activated.

I'm not sure about my ability to reveal responsible mod by it's name, but who know?
Use FOMM/Load Order/Copy to clipboard (or right click on the mod's list, if you use old version of FOMM)
Then insert (shift+Ins) it here in Code Box
You can find this box in Other Styles list- in the Upper left of reply window.
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Benjamin Holz
 
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Post » Thu Feb 10, 2011 4:38 am

What you can do however is simply use the MMM patch from http://www.fallout3nexus.com/downloads/file.php?id=7565. I wrote that and it's actually universally compatible(meaning you could use it with FWE, Arwen's, FOOK, whatever).


Is that for making the game more stable? Is it recommended? Does it remove all MMM AI, i.e. fleeing etc.?
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Honey Suckle
 
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Post » Thu Feb 10, 2011 4:58 am

I'm not sure about my ability to reveal responsible mod by it's name, but who know?
Use FOMM/Load Order/Copy to clipboard (or right click on the mod's list, if you use old version of FOMM)
Then insert (shift+Ins) it here in Code Box
You can find this box in Other Styles list- in the Upper left of reply window.


worth a shot right? Anyhow sorry about attacking you guys it was the first time ive been in Fort independence since i downloaded FWE
Spoiler
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
StreetLights.esm
CRAFT.esm
Fallout3.esm
Mart's Mutant Mod.esm
WYB.esm
DCInteriors_ComboEdition.esm
Enhanced Weather - Rain and Snow.esm
FO3 Wanderers Edition - Main File.esp
dD-Less Blood Time, Larger Blood.esp
Stealthboy Recon Armor - CRAFT.esp
Mart's Mutant Mod - FWE Master Release.esp
KH_223EX.esp
KH_NoAmmoWeight.esp
CRAFT - Activation Perk.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Blank's Container Patch.esp
Tailor Maid.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Skeleton Decay.esp
EVE.esp
FO3 Wanderers Edition - Optional Sneak Msgs.esp
CALIBRxMerchant.esp
Fellout-Full.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
EVE - FWE Master Release.esp
NoLockTopic.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
NoKnockedOverComments.esp
01AtM - Firefly Ranch.esp
Feng Shui.esp
Portable Camp.esp
AfrosNukaCola.esp
GTent-FWE.esp
Friendly Portable Turrets.esp
RZW_PortableLamps.esp

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Stryke Force
 
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Post » Thu Feb 10, 2011 6:54 am

Is that for making the game more stable? Is it recommended? Does it remove all MMM AI, i.e. fleeing etc.?

If you have problems with stability, crashes and other problems- then yes, it will make the game more stable, because it decrease number of working scripts, especially in combat situations.
In this case all MMM AI will be disabled and only Arwen AI tweaks will be in work (integrated into FWE)
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Marion Geneste
 
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Post » Wed Feb 09, 2011 7:23 pm

If you have problems with stability, crashes and other problems- then yes, it will make the game more stable, because it decrease number of working scripts, especially in combat situations.
In this case all MMM AI will be disabled and only Arwen AI tweaks will be in work (integrated into FWE)


Yes, I have CTD issues, which in all probability are caused by overload and directly connected to the amount of NPC's in the same cell (so no issue with any of the mods I'm using). I'll try it out and see if it helps. thanks!

EDIT: Can't say I noticed any difference regarding stability. I did Evergreen Hills, which is the one of the worst areas performance wise as it has so many NPC's. And it was as bad as ever. But I guess I can't ask for miracles. I did notice some weird NPC behavior, though - many Raiders just stood still, swaying, with their weapons drawn. Never seen that before.
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Matt Bee
 
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Post » Wed Feb 09, 2011 9:00 pm

I have some questions about some of FWE's weapons.


- Just how "bad" are these weapons? Would you actually be using them in the early-game, or are they only for parts? If you do use them, at what level do you tend to stop using them?

WeapWornAssaultRifle "worn-out"
WeapWornChineseAssaultRifle "ruined"
WeapWornFlamer BG "Makeshift"
WeapWornHuntingRifle "neglected" ?
WeapWornonM60 "Rickety"
WeapWornShotgun
WeapWornShotgunSawedOff
WeapWornWattzLaserPistol
WeapWornWattzLaserRifle
WeapWornMinigun
WeapWorn10mmSubmachineGun


Can you describe how you use these two? Like a sniper rifle or, an assault rifle, or an in-your-face weapon?

WeapHKG11
WeapHKG11E


Is the below weapon used like a sniper rifle or a minigun? or what?

WeaponBozar


When you fire below weapon, is the shot delivered instantly or is it delayed? How does this tend to be used?

WeapNeedler


How is this used? Like what other sorts of weapons?

WeapXL70E3


When you fire the below 2 weapons, does the shot hit immedietely, like a laser rifle or bullet, or is it delayed like plasma pistol/rifle?

WeapPulseRifle
WeapPulsePistol


Does the player ever get his hands on the below weapon?

Weap223Unique
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Sanctum
 
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Post » Wed Feb 09, 2011 8:38 pm


Does the player ever get his hands on the below weapon?

Weap223Unique


I found it in the
Spoiler
Wheaton Armory.

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Kara Payne
 
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Post » Thu Feb 10, 2011 4:10 am

At the time I found worn versions of small weapons, I usually already had standard ones.
Right now there is not much reason for the player to use them I would say.

Big guns seems to be different for me: I have found almost exclusivly worn versions.

Energy weapons: They seem to be pretty rare anyway, but worn versions are even rarer so far.

Hm, brings me to one thing I recently realized:
To make any weapon something special in FO3, it has to be really extremely, extraordinary rare, because of the high numbers of enemies.
So, if I would like to play it in a way that any working weapon in good condition really feels special, basically all enemies you encounter would need to use make-shift, melee or worn weapons.
(On top of that you should probably also remove most of the weapons that are simply lying around ;) )
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Cody Banks
 
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Post » Thu Feb 10, 2011 4:32 am

I have some questions about some of FWE's weapons.
- Just how "bad" are these weapons? Would you actually be using them in the early-game, or are they only for parts? If you do use them, at what level do you tend to stop using them?

There is no need to use this weapons, we begin new game with usual weapons, companions have their own. Worn weapons- for monetary balance and for decreasing damage for gamer himself, if he will meet with enemy with such weapons.


Can you describe how you use these two? Like a sniper rifle or, an assault rifle, or an in-your-face weapon?

WeapHKG11
WeapHKG11E

Assault rifle

Is the below weapon used like a sniper rifle or a minigun? or what?
WeaponBozar

Minigan

When you fire below weapon, is the shot delivered instantly or is it delayed? How does this tend to be used?
WeapNeedler

With delay, used as pistol or dart gun

How is this used? Like what other sorts of weapons?
WeapXL70E3

Assault rifle/minigun

When you fire the below 2 weapons, does the shot hit immedietely, like a laser rifle or bullet, or is it delayed like plasma pistol/rifle?
WeapPulseRifle
WeapPulsePistol

As plasma

Does the player ever get his hands on the below weapon?
Weap223Unique

Yes. It is mini-grenade launcher.
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saharen beauty
 
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Post » Thu Feb 10, 2011 7:33 am

Again a question I cannot seem to find an answer for in the Read Me. Isn't Dogmeat supposed to level with you if you have Broken Steel? As it is now he has 300 in health no matter what level I am. Is it supposed to be this way in FWE? Again thanks for all the answers I get from you guys :)
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Liv Brown
 
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Post » Wed Feb 09, 2011 10:14 pm

Again a question I cannot seem to find an answer for in the Read Me. Isn't Dogmeat supposed to level with you if you have Broken Steel? As it is now he has 300 in health no matter what level I am. Is it supposed to be this way in FWE? Again thanks for all the answers I get from you guys :)

No he doesn't level with you.
In BS Dogmeat was broken and he gained insane amounts of health through his level ups
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Oceavision
 
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Post » Thu Feb 10, 2011 3:01 am

Cool someone from Bethesda likes FWE. Neat.
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Ridhwan Hemsome
 
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Post » Thu Feb 10, 2011 6:53 am

@ Tarrant

I'd say the bozar would be used more as sniper rifle / long-range assault rifle. It has a big high power scope, and while it's automatic, it has a slow fire rate. Plus, it uses a much more rare ammo type (7.62) than the 5mm ammo found for mini-guns.
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Chase McAbee
 
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