[relz] Fwe - Fo3 Wanderers Edition #34

Post » Thu Feb 10, 2011 3:00 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.


Perfect description of that weap, just what I needed to know!

Thx for the feedback everyone!
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remi lasisi
 
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Post » Wed Feb 09, 2011 5:00 pm

Could I get some more clarification on Weap223Unique ? Delamer said its a mini-grenade launcher? Do you need grenades in your inventory to fire it? And if that's true, what happens when you hand it to a follower/NPC?
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Peetay
 
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Post » Thu Feb 10, 2011 3:23 am

Could I get some more clarification on Weap223Unique ? Delamer said its a mini-grenade launcher? Do you need grenades in your inventory to fire it? And if that's true, what happens when you hand it to a follower/NPC?

No it works like a normal pistol and uses 5.56 ammo. It basically has the accuracy and range of a regular pistol, but you dont want to use it in CQC range because you could possibly damage yourself
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Floor Punch
 
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Post » Thu Feb 10, 2011 2:27 am

I haven't found the unique .223, or The Masher. And I'm a FWE Dev! I svck.
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gemma
 
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Post » Thu Feb 10, 2011 12:02 am

No it works like a normal pistol and uses 5.56 ammo. It basically has the accuracy and range of a regular pistol, but you dont want to use it in CQC range because you could possibly damage yourself


Alright.

I'll point out that it appears to carry the plaintext name of ".223 Knee Capper Special" which is very similar to a point-blank-range unique sawed-off-shotgun in vanilla. I'll proceed with this weap as a mid-range.
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Becky Cox
 
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Post » Wed Feb 09, 2011 9:42 pm

Also be aware

WeapXL70E3 - SG 5mm ammo, midrange -

If the spreadsheet is right on this, this is uncommon in that it is apparently a small-guns skill, 5mm-ammo using weapon. That profile more resembles a big gun skill weap in my mind. If this wasn't meant to be, now would be the time to fix it and let me know!
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Nick Pryce
 
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Post » Thu Feb 10, 2011 5:20 am

Question - -

in FWE, is the Laser Gatling Gun run as an Energy Weapon or a Big Gun?

Also - arrange these 3 in order of how powerful/good you percieve them to be?

Tommy Gun/Grease Gun
45Caliber pistol
Weap14mmPistol
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lisa nuttall
 
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Post » Thu Feb 10, 2011 7:52 am

WeapXL70E3
This is definetly meant to be a small gun. It is odd given it's ammo type, but it's a relatively rare gun to come across.

Laser Gattling should be an energy weapon (changed from being a big gun).

Regarding the power of the mentioned weapons:
1) 14mm
2) Tommy gun
3) Grease gun
The 45cal pistol is not used. Or was that a typo?

Also, a word about shotguns.
- The Pancor Jackhammer is a big shotgun, and now counts as a "big gun." It has high damage, autofires, but has a big spread.
- the H&K CAWS is more of a mid-range shotgun. It also autofires, but has much tighter spread than other shotguns. Less damage though.
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Kate Murrell
 
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Post » Wed Feb 09, 2011 10:33 pm

Also be aware
WeapXL70E3 - SG 5mm ammo, midrange -
If the spreadsheet is right on this, this is uncommon in that it is apparently a small-guns skill, 5mm-ammo using weapon. That profile more resembles a big gun skill weap in my mind. If this wasn't meant to be, now would be the time to fix it and let me know!

No mistakes, it is small gun. Simply some new tech in materials make this monster light-weighted.

in FWE, is the Laser Gatling Gun run as an Energy Weapon or a Big Gun?

equipment type/skill- big gun, as well as in vanilla

Also - arrange these 3 in order of how powerful/good you percieve them to be?
Tommy Gun/Grease Gun
45Caliber pistol
Weap14mmPistol

From up to down

Tommy Gun 18 dmg 1 minSpr 10 Rate of Fire
Grease Gun 18 dmg 1.5 mS 6 RoF

Weap14mmPistol 50 dmg 0.45 mS -
44 Magnum 45 dmg 0.2 mS -
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Rhysa Hughes
 
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Post » Wed Feb 09, 2011 7:32 pm

While poking around with FO3Edit, i found references to the previously unused unique Tesla Armor "Robo-Thor" armor. Is it hidden somewhere? I went pretty much everywhere with my previous "Tesla Tank" character that could've used it.
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Anna Kyselova
 
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Post » Thu Feb 10, 2011 8:48 am

While poking around with FO3Edit, i found references to the previously unused unique Tesla Armor "Robo-Thor" armor. Is it hidden somewhere? I went pretty much everywhere with my previous "Tesla Tank" character that could've used it.


If I remember correctly it's quite easy to find eventually - you can pick it up...
Spoiler
...from a locker right besides the entrance (or exit) to Raven Rock.

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Czar Kahchi
 
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Post » Thu Feb 10, 2011 6:30 am

Laser Gattling should be an energy weapon (changed from being a big gun).

Sorry- only in EVE
In FWE it still be Big Guns
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Emma Pennington
 
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Post » Wed Feb 09, 2011 10:36 pm


Laser Gattling should be an energy weapon (changed from being a big gun).

Not true, all Gatling Lasers are big guns as they should be
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rae.x
 
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Post » Thu Feb 10, 2011 3:17 am

Sorry- only in EVE
In FWE it still be Big Guns


Considering how it is handled I would say Big Gun makes sense - the other lasers/plasma weapons etc. are much different.
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Alexandra walker
 
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Post » Wed Feb 09, 2011 9:09 pm

If I remember correctly it's quite easy to find eventually - you can pick it up...
Spoiler
...from a locker right besides the entrance (or exit) to Raven Rock.



Good to know if i replay with that character, for now i'm done with that one. I restarted with my stealthy character using the "Chinese Officer" alternate beginning, that character uses only light combat armor and Chinese Stealth Suit. Too bad there is no "Chinese Sniper Rifle" (by which i mean a Dragunov :D)
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james reed
 
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Post » Wed Feb 09, 2011 10:25 pm

In Fallout 2, Laser Gat was an Energy Weapon.
In Fallout 3, it was a Big Gun.
In FOOK they moved it to be an Energy Weapon
In FWE, it is apparently a Big Gun.
In Standalone Phalanx right now, it expects to see the default Big Gun.

In my weapctrl system, both in Standalone and in the embedded FOOK version, it's not intended in the design for any mods to move one of the vanilla weapons from one weap skill category into another.

I've not yet decided on the best way I will handle this, not even for Standalone. There's several possibilities.

Fortunately, the only malfunction this would cause, if left 'incompatible', is that a follower with Big Guns skill would behave as though his Laser Gat was in fact an Energy weapon - meaning, if he doesn't have EW skill, he wouldn't use it. And, visa versa, if the incompatibility went the other way. It wouldn't break anything, it would just be a "thing", a caviat.

Edit: It would be tremendously easy for me to standardize, in Phalanx, for followers, that they use Laser Gat as energy weapons. It happens to match Fallout 2 as well, and, the total behavior effect is superior in the weapctrl. It's superior because for an energy weapon using follower, with the vanilla setup, there is no combo of midrange + longrange weapons that work properly. Plasma Rifle and Laser rifle WOULD, in a perfect world, fulfull this combo, but this cannot be engineered because those 2 weapons share the same ammo. With the Laser Gat moved into being an energy weapon, it supplies a mid-range weapon that can be selected seperately from the laser rifle, and it's nicer.

Edit2: laser pistol is engineered as midrange and it does manage seperate from laser rifle - but I consider it lowlevel - above is related to highlevel characters. Also it shares ammo with plasma pistol... so, it's still not quite right in the combo.
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sally coker
 
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Post » Thu Feb 10, 2011 12:17 am

Too bad there is no "Chinese Sniper Rifle" (by which i mean a Dragunov :D)


Xuanlong Assault rifle will have to do for you. ;)
I was quite surprised when I picked it up after installing FWE for the first time.
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Kelly John
 
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Post » Thu Feb 10, 2011 4:20 am

I have a little question.

WeapPulsePistol

This weapon uses EC Packs.

... are you SURE you want it that way and not on Small Energy Cells?

... were you guys THINKING of maybe moving it to use Small Energy Cells?

If not.. k but.. I really had to ask. There are some twists with this thing if it uses the same ammo as a Laser Gat.
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Marquis deVille
 
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Post » Thu Feb 10, 2011 3:47 am

Xuanlong Assault rifle will have to do for you. ;)
I was quite surprised when I picked it up after installing FWE for the first time.


Yeah, it is quite handy gun in FWE, and a major S.T.A.L.K.E.R. flashback too. Too bad the underbarrel grenade launcher is not a possible addition. Victory Rilfe is also upgraded, silenced and with flashier colors (which would be a bad thing for a stealthy character :D).

As for the Pulse Pistol, i see no problem with it using EC packs, there very few guns in the game that use that ammo type, and you don't need many shots with it to shut down robots other than sentry bots (it's pretty useless against living enemies).
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Rhiannon Jones
 
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Post » Thu Feb 10, 2011 12:13 am

Here is how this is looking right now - and I'll quit flooding your thread for a bit now hehe.

These weaps will manage fairly directly to the FOOK code version.

Weap223
Weap223EX
Weap223Unique
WeapDeagle - 44mag
WeapDeagleExpMag
Weap14mmPistol
WeaponFNFAL
WeaponFNFALHPFA
WeaponFNFALnightsight
WeapPipeRifle
WeapScopedHuntingRifle
weaptommygun1
WeapGreaseGun
WeapP90
WeaponM60
WeaponLSW
WeapWattzLaserPistol
WeapWattzMagnetoLaserPistol
WeapWattzLaserRifle
WeapWattzLaserRifleExtCap
WeappP94Plasma
WeapPulseRifle
WeapGlock86PlasmaPistol


These will require some additional code.

WeapHKG11
WeapHKG11E
WeapNeedler
WeapXL70E3
WeapCaws
WeapMasher
WeapPancor
WeapVindicatorMinigun


These have a categorical conflict with the FOOK weapons, meaning, they will not be handled intelligently in the presence of the conflicting FOOK weapon -

WeapGaussRifleM72 - conflict - there is a FOOK FO2ECBgMid
WeapGaussPistolPPK12 as above
WeapGaussRifleM72scope as above
WeapGaussPistolPPK24 as above
WeaponBozar - conflict - there is a FOOK BG762Mid


SPECIAL CASES - I have yet to decide on how to handle this.

WeappP94PlasmaTurbo - EW ECpack - - This is run as LG if LG is EW, or as unique CAT if LG is BG
WeapPulsePistol EW ECPack - as above

----------------------------------------------

So, either I'll get the 'easy' ones in first and then roll with the redesign needed to take the others a bit later, or, we'll see what the time available looks like and if they all get setted at once.
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Pete Schmitzer
 
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Post » Thu Feb 10, 2011 3:29 am

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.


The barrel is added by EVE.

I wondered why Fort Independence took 2 minutes to load while every other cell loads in a few seconds. After loading everything runs fine, unless you throw a grenade at that barrel and havoc needs to calculate physics for every single cap.

EVE is awesome, but it adds a few strange things.

btw: New EVE version is out. Id' recommend to check the new Enforcer Shades when updating the FOIP patch for FWE. They seem a little bit to good. ("EnchClothingEnforcerShades" +1PER +1CHA +5Energy Weap. + 5Speech)

Question: are EVE shredder grenades balanced for FWE, when I tried them they seemed to do only little damage. Also, would it be possible to implement them a little better into the game (support for grenade hotkey, more ways to obtain them).
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abi
 
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Post » Wed Feb 09, 2011 10:36 pm

The barrel is added by EVE.

I wondered why Fort Independence took 2 minutes to load while every other cell loads in a few seconds. After loading everything runs fine, unless you throw a grenade at that barrel and havoc needs to calculate physics for every single cap.

EVE is awesome, but it adds a few strange things.

btw: New EVE version is out. Id' recommend to check the new Enforcer Shades when updating the FOIP patch for FWE. They seem a little bit to good. ("EnchClothingEnforcerShades" +1PER +1CHA +5Energy Weap. + 5Speech)

Question: are EVE shredder grenades balanced for FWE, when I tried them they seemed to do only little damage. Also, would it be possible to implement them a little better into the game (support for grenade hotkey, more ways to obtain them).


Yes, there are some strange things in EVE :) Oh, and regarding the Gat Laser . . . Kai's right (naturally). I was getting things confused, thinking it was FWE that made them energy weapons, but alas it was EVE. Too many overrides in FO3edit makes Mezzy a dizzy mess.

Anywho, thanks for mentioning that a new version of EVE has been released. I'll do what I can to get a new FOIP patch updated, but it might be a little bit. Also, I was using the shredders they other day, and I agree, they were less than effective. I'll look into boosting those.

Kai will need to chime in on adding shredders to the hotkey. In theory it should be fairly straightforward.
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Naomi Ward
 
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Post » Wed Feb 09, 2011 7:22 pm

I don't know if this has been proposed earlier, but i have a suggestion.
If it would be possible - could enemies in more advanced armors get those armors destroyed by killing them? I mean especially ppl in power armor. Otherwise i quickly sport like 200 PA's in FWE. Well maybe not so quickly but - too quick to my taste (i got a PA on lvl 5 from an Outcast killed by Yao Gui, and training on level 10 when i brought tons of technology for the Outcasts - like 80 sensor modules and so on).
To make usage of PA harder - maybe repairing it or refitting would also require high repair sill or a certain Perk so the the PC nor most of the NPC couldn't repair it too?

I''m proposing this just because I tend to get PA very fast even with FWE. And I'm not really rushing toward having one.
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Nicole M
 
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Post » Wed Feb 09, 2011 7:19 pm

I''m proposing this just because I tend to get PA very fast even with FWE. And I'm not really rushing toward having one.


I agree with you here. For my taste, PA is aquired too fast in FO3.
I'm fine with PAs being availabe if you know were to look (like in this one quest where a certain suit of PA is the reward), but it would still be nice if PA would be something more special during normal story line.
Vanilla was especially strange here: You could get the worst PA ingame as an reward from the BOS. Twice. Yet once you can use PA you already have the much better enclave PA availble in huge amounts.
Maybe you could make it so that you only can use Enclave PA after you get additional training? Maybe from a terminal in Raven Rock/Jefferson Memorial/SatCom Array XY?
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Amanda savory
 
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Post » Thu Feb 10, 2011 8:23 am

If you choose Outcast alternate start, you start in a T-45d :D

But IMO the PA, even with FWE, isn't that much of a god mode that it should be made harder to wear and repair than it already is, the fitting and perks work pretty nice for it.

Edit: case in point, i tried that outcast beginning, and a raider with a tommy gun killed me :facepalm:
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Kanaoka
 
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