[relz] Fwe - Fo3 Wanderers Edition #34

Post » Wed Feb 09, 2011 7:26 am

Today I used the Escape enemies function of the motorcycle, because I could not find a nearby enemy that prevented me from using it the normal way.
There was a bug with weight calculation.
My weight jumped from 98% to over 400%. It seems like the weight of the saddlebags had beed added.
Loaded the last save and the bug appeared again.
However, I just tried this with my latest save without nearby enemies and everything was fine.
Did anyone else experience this?

I try hard to reproduce your bug (thanks to you, explained in all details)- but have nothing on exit.
Weight calculated correctly.
Can you give we your save?
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benjamin corsini
 
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Post » Wed Feb 09, 2011 2:32 pm

Hey,
I know this may have been asked before, but I only found really vague replies through search. Here it goes:

I made an outcast character with a neutral starting karma - brotherhood of steel at the citadel and at arlington library are hostile to me. The ones at GNR radiostation were cool. The last part of the main quest I did was finding father's notes at project purity.

Is it a bug or is it a proper feature? Should I just carry on with main quest to earn their favour or should I just raise good karma to make them like me?
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Louise Andrew
 
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Post » Wed Feb 09, 2011 3:59 pm

Can you guys on the FWE team please fix the stupid sound of the flamer and ripper. Its idle sound can be heard from a million miles away. It is easy to fix, all you need to do is reduce the static attenuation to zero. Done.
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Stacyia
 
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Post » Wed Feb 09, 2011 1:23 pm

- Not sure if it is possible, but it would be neat to have enemies noticing that their comrades get blown up right beside them. One example: two raiders talking to each other in a corridor. I snipe the head off one of them - the other continues his part of the dialogue as if nothing has happened. It would be both more realistic and more challenging if those closeby would react.


I would also be keen on this. As it stands, encountering raiders out in the wasteland is a simple matter of leisurely picking them off one by one as they stroll around nonchalantly.

Also, would it be possible to add the alternate chemical functionality to the dart gun? Why are some parts of Better Living Through Chems used in FWE but not others?
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victoria gillis
 
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Post » Wed Feb 09, 2011 4:37 pm

I made an outcast character with a neutral starting karma - brotherhood of steel at the citadel and at arlington library are hostile to me. The ones at GNR radiostation were cool. The last part of the main quest I did was finding father's notes at project purity.

I made an outcast character with a neutral and evil starting karma, immediately teleport myself into Citadel - brotherhood of steel at the citadel are friendly to me.
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ShOrty
 
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Post » Wed Feb 09, 2011 10:34 am

I would also be keen on this. As it stands, encountering raiders out in the wasteland is a simple matter of leisurely picking them off one by one as they stroll around nonchalantly.

Also, would it be possible to add the alternate chemical functionality to the dart gun? Why are some parts of Better Living Through Chems used in FWE but not others?

1. Do you try Experimental settings for sneak? You will have all realism what you need :)
2. Some enemies (Mutants, for example) can drop different types of Dart guns
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Tanika O'Connell
 
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Post » Wed Feb 09, 2011 5:08 am

Yeah, you want all the DLC plugins too. It's just the optional stuff for spawns, disabling creatures, etc... that you don't need, as those settings can be adjusted through the control panel.


OK, where should the options to set spawns, traders etc. show up in the CP? All I get is the Followers Enhanced choice. Everything else seems to be as it was before. (I thought it would be under the supported mods section but it's not. Is there something I'm missing?

Here's what I'm running below.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[ ] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Project Beauty HD version.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] CRAFT - Activation Perk.esp
[X] Explosions Don't Shake Screen.esp
[X] S.I.K.esp
[X] GalaxyNewsRadio100[M].esp
[X] DarNifiedUIF3.esp
[X] BHR&M.esm
[X] MyMapMarkers.esp
[X] CASM.esp
[X] M1Garand.esp
[X] Built For The Future.esp
[X] Backpacks - SedPL.esp
[X] blanket.esp
[X] A Trail of Crumbs.esp
[X] Chekovs.esp
[X] firelance-quest.esp
[X] Fellout-SOTD.esp
[X] The Club House at Megaton.esp
[X] v12 Interior.esp
[X] DTOMRC3.esp
[X] pip150.esp
[X] PointLookoutAdminTent.esp
[X] Balok's Better Repair.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
[ ] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[ ] Mart's Mutant Mod - DLC Zeta.esp
[ ] Mart's Mutant Mod - Tougher Traders.esp
[ ] Mart's Mutant Mod - Increased Spawns.esp
[ ] Mart's Mutant Mod - Project Beauty (HD Addition).esp
[ ] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] Choose your own hairstyle (load this last on FOMM).esp
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Charlotte X
 
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Post » Wed Feb 09, 2011 1:53 am

I try hard to reproduce your bug (thanks to you, explained in all details)- but have nothing on exit.
Weight calculated correctly.
Can you give we your save?


Unfortunately the savegame isn't there anymore. I use CASM quicksave too much.
I wasn't able to reproduce this myself with my current savegame.
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chinadoll
 
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Post » Wed Feb 09, 2011 10:43 am

NM
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Ashley Clifft
 
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Post » Wed Feb 09, 2011 4:31 pm

You're missing Mart's Mutant Mod - FWE Master Release.esp


LOL, well that's not what delamer said.

With new FWE, you only need two files from MMM package- MMM.esm and MMM.esp
Please- remove all other MMM plugins, just in case, they handled now with MMM-FWE.esp


So, I'm confused. Isin't he one of the guys on the FWE team?
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Aman Bhattal
 
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Post » Wed Feb 09, 2011 12:31 pm

NM
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Melly Angelic
 
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Post » Wed Feb 09, 2011 4:56 pm

LOL, well that's not what delamer said.
So, I'm confused. Isin't he one of the guys on the FWE team?

Well- my fault. :)
You need two files from MMM+ all needed compatibility patches from MMM and FOIP.
You don't need any Optional plugins from MMM
They included into FWE control panel now
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D LOpez
 
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Post » Wed Feb 09, 2011 6:22 am

Well- my fault. :)
You need two files from MMM+ all needed compatibility patches from MMM and FOIP.
You don't need any Optional plugins from MMM
They included into FWE control panel now


Hey, no problem! I got it working right now! :)

I try not to read too much into stuff and follow instructions exactly as told, so I don't mess myself up.

While I feel I have learned much, I know enough now to be dangerous! :brokencomputer:

I was already hooked with FWE5, and these new tweaks and features will be great I'm sure! :thumbsup:

Is there anything you see in my LO now that I need?

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[ ] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Project Beauty HD version.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] CRAFT - Activation Perk.esp
[X] Explosions Don't Shake Screen.esp
[X] S.I.K.esp
[X] GalaxyNewsRadio100[M].esp
[X] DarNifiedUIF3.esp
[X] BHR&M.esm
[X] MyMapMarkers.esp
[X] CASM.esp
[X] M1Garand.esp
[X] Built For The Future.esp
[X] Backpacks - SedPL.esp
[X] blanket.esp
[X] A Trail of Crumbs.esp
[X] Chekovs.esp
[X] firelance-quest.esp
[X] Fellout-SOTD.esp
[X] The Club House at Megaton.esp
[X] v12 Interior.esp
[X] DTOMRC3.esp
[X] pip150.esp
[X] PointLookoutAdminTent.esp
[X] Balok's Better Repair.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
[ ] FO3 Wanderers Edition - DLC Mothership Zeta.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] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Choose your own hairstyle (load this last on FOMM).esp
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[Bounty][Ben]
 
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Post » Wed Feb 09, 2011 3:41 pm

Hey, no problem! I got it working right now! :)

I try not to read too much into stuff and follow instructions exactly as told, so I don't mess myself up.

While I feel I have learned much, I know enough now to be dangerous! :brokencomputer:

I was already hooked with FWE5, and these new tweaks and features will be great I'm sure! :thumbsup:

Is there anything you see in my LO now that I need?

Seems OK to me.
But you forgot about
[ ] Mart's Mutant Mod - Project Beauty (HD Addition).esp
[ ] Mart's Mutant Mod - Project Beauty + FWE.esp
Keep in mind, without this plugins activated some of your NPC-s will be less beautiful then even in vanilla, because Project Beauty change meshes for NPC. But you will have nothing serious even without it
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Genevieve
 
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Post » Wed Feb 09, 2011 4:47 am

'm pleased to announce a new optional file for FWE users, the "My FWE" Custom Preset.

Note, this doesn't mean "my" as in Mez's preset, but rather "my" as in "your" preferred options.



FWE - "My FWE" Custom Preset

-----------------------------
Description
-----------------------------

The "My FWE" Custom Preset plugin allows you specify personal settings of your choice for FWE's in-game control panel using the GECK or FO3Edit. These settings can be activated all at once by a new preset option that will appear in the FWE control Panel. This will allow you to quickly apply your favorite settings to new characters without needing to go through all of the option menu's each time. Furthermore, this plugin can be "traded" between players, or you can duplicate + rename the plugin to create alternate custom presets for using with different characters.

-----------------------------
How It Works + Usage
-----------------------------

The "My FWE" Custom Preset works by using a number of defined GLOBALS to control which FWE options are activated when you choose the custom preset from the FWE Control Panel.

Using the "My FWE" Custom Preset requires a basic (read: very basic) knowledge of the GECK or FO3Edit in order to define your preferred options via the globals. Using FO3Edit is easier and less likely result in accidental changes being made to your game. It's also a simpler program to install + run than the GECK, if you don't already have the GECK installed.

-----------------------------
Refer to the download archive for full documentation.
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Latino HeaT
 
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Post » Wed Feb 09, 2011 8:34 am

Has Vengeance been moved/removed or did it just fail to spawn correctly for me? I'm positive I was in the right spot but it wasn't where it usually is when I get it. It wasn't anywhere around and I didn't have Dogmeat to ask to try to fetch it for me.

Found the Sharp-Dressed Devil a bit later though. The game needs more of those little surprises. Thanks for that one. :)
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Esther Fernandez
 
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Post » Wed Feb 09, 2011 3:36 am

Has Vengeance been moved/removed or did it just fail to spawn correctly for me? I'm positive I was in the right spot but it wasn't where it usually is when I get it. It wasn't anywhere around and I didn't have Dogmeat to ask to try to fetch it for me.

Found the Sharp-Dressed Devil a bit later though. The game needs more of those little surprises. Thanks for that one. :)

No, it still be Super Mutant weapon- Infantry, Gunners...
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Gemma Archer
 
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Joined: Sun Jul 16, 2006 12:02 am

Post » Wed Feb 09, 2011 8:06 am

I found it. Fawkes the weapons hoarder had grabbed it before I even saw it and I didn't think to check him since he normally doesn't grab weapons. He was hiding all sorts of goodies from me. Now I'm hiding them from him. Heh.
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Daniel Lozano
 
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Post » Wed Feb 09, 2011 3:20 pm

1. Do you try Experimental settings for sneak? You will have all realism what you need :)
2. Some enemies (Mutants, for example) can drop different types of Dart guns


1. That takes things too far in the opposite direction. Enemies seem to acquire a radar like ability to hone in on me from afar. In fact, they notice me from far enough away that I can still fast travel while they're pegging me. I don't want 'realism', I just want enemies to notice their headless friends.

2. I have not run across any, but I think the Better Living Through Chems method is better, as it gives better purpose to a lot of those chems found lying around. Using an overdose in melee is kind of worthless, but in a dart gun it would be a worthwhile strategy.

Also, another carry weight bug. It seems like the game completely fails to calculate carry weight in my game. After my max carry weight got messed up, I used the forceav console command to fix it. Now, however, it seems to ignore my strength. Raise it or lower it, max carry weight remains the same. Equipping power armor does apply the +100lbs bonus, though. Using the FWE console to change how carry weight is calculated has zero effect. It's not a major thing, but it is annoying.

Another suggestion. I'm not sure if you want to mess with the Book Perks mod, but it could use some tweaking. The lockpick and science bonuses are kind of worthless. I'm not sure if it could be implemented, but it would be more interesting if lockpick boosted the loot found in locked containers (the main point of the skill is to get more loot, after all) and science did... something. Just a suggestion.
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Amysaurusrex
 
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Post » Wed Feb 09, 2011 10:09 am

I started a thread in the GECK section related to having http://www.gamesas.com/index.php?/topic/1081930-realisic-kill-reactions/

Might be worth having a conversation there.
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Da Missz
 
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Post » Wed Feb 09, 2011 2:29 am

1. That takes things too far in the opposite direction. Enemies seem to acquire a radar like ability to hone in on me from afar. In fact, they notice me from far enough away that I can still fast travel while they're pegging me. I don't want 'realism', I just want enemies to notice their headless friends.

This is already integrated in MMM, no need to add this to FWE as it would only cause conflicts.
It's a hidden function, to activate it you simply need to type "set MMMzCombatDetection to 1" into the console(everytime you load the game though). Though this is currently being tested, can't comment if it might adversly affect game stability.

Also, another carry weight bug. It seems like the game completely fails to calculate carry weight in my game. After my max carry weight got messed up, I used the forceav console command to fix it. Now, however, it seems to ignore my strength. Raise it or lower it, max carry weight remains the same. Equipping power armor does apply the +100lbs bonus, though. Using the FWE console to change how carry weight is calculated has zero effect. It's not a major thing, but it is annoying.

You need to use modav and not forceav.

Another suggestion. I'm not sure if you want to mess with the Book Perks mod, but it could use some tweaking. The lockpick and science bonuses are kind of worthless. I'm not sure if it could be implemented, but it would be more interesting if lockpick boosted the loot found in locked containers (the main point of the skill is to get more loot, after all) and science did... something. Just a suggestion.

I personally find them incredibly convinient. Don't forget that even with the auto skill check you still have a chance to fail and lock yourself out. With the bookperks you gain 100% success chance on easier locks and computers.
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Marquis T
 
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Post » Wed Feb 09, 2011 10:31 am

Can't see it in the changelog, was the Dogmeat bug fixed in 5.02?

Thanks!
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Talitha Kukk
 
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Post » Wed Feb 09, 2011 10:51 am

Can't see it in the changelog, was the Dogmeat bug fixed in 5.02?

Thanks!

Yes, I rewrote large parts of the command handset script. Now the wait and relax options work properly for all companions and wont cause them to be fired.
You can even change in the FWE menu how long followers will wait for you in one location. So you can hoard followers now at your base, have them chillout, and they wont autofire themselves after 7 days anymore if you like :)

But apparently rewriting a thousand line script doesn't warrant enough importance to be mentioned in the changelog....MEZ.
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Philip Lyon
 
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Post » Wed Feb 09, 2011 4:59 am

Yes, I rewrote large parts of the command handset script. Now the wait and relax options work properly for all companions and wont cause them to be fired.
You can even change in the FWE menu how long followers will wait for you in one location. So you can hoard followers now at your base, have them chillout, and they wont autofire themselves after 7 days anymore if you like :)

But apparently rewriting a thousand line script doesn't warrant enough importance to be mentioned in the changelog....MEZ.



Sounds even better than I expected!

Thanks for the quick reply :)
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Inol Wakhid
 
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Post » Wed Feb 09, 2011 2:54 am

2. I have not run across any, but I think the Better Living Through Chems method is better, as it gives better purpose to a lot of those chems found lying around. Using an overdose in melee is kind of worthless, but in a dart gun it would be a worthwhile strategy.

You still have possibility to convert chem dart gun into one of another types of chem dart guns, and even into vanilla dart gun. One only difference with BLTC- it is impossible to convert vanilla dart gun into chem dart gun. So- one only thing which you need, is to find at least one chem gun on the field of battle (or in the loot, if I'm not mistaken)
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GEo LIme
 
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