[relz] Fwe - Fo3 Wanderers Edition #34

Post » Wed Feb 09, 2011 6:09 am

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


Balls. I'm sorry Kai :( Yes, I did fail to include that the readme.
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Annika Marziniak
 
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Post » Wed Feb 09, 2011 7:54 am

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.

I thought this was some bug with my sound card/drivers... is there a standalone fix available? Very annoying to hear the ripper sound suddenly start up while wandering around with no enemies in sight...

Wow... after being away from the forums for a couple weeks... this will take some getting used to. :blink:
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Dean Ashcroft
 
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Post » Wed Feb 09, 2011 9:45 am

Hello!

I hope you will forgive me not checking 34 threads of FWE or using the search function and again digging through dozens of results...

I would like to know how Power Armor is handled in FWE.
Until now, I was using a mod that made PA undroppable so you could only acquire it in a few occasions.
I didn't like how it was done in Vanilla, as you basically can get every type of PA at the moment you have the training, preventing any sense of achievement for getting an advanced version of PA and rendering the "basic" PA pretty useless.
Anyway, I want to start a new game soon and try FWE so I would like how it is done here (readme is a bit vague, only mentioning that it is harder to get PA).
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Len swann
 
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Post » Wed Feb 09, 2011 4:59 am

Hello!

I hope you will forgive me not checking 34 threads of FWE or using the search function and again digging through dozens of results...

I would like to know how Power Armor is handled in FWE.
Until now, I was using a mod that made PA undroppable so you could only acquire it in a few occasions.
I didn't like how it was done in Vanilla, as you basically can get every type of PA at the moment you have the training, preventing any sense of achievement for getting an advanced version of PA and rendering the "basic" PA pretty useless.
Anyway, I want to start a new game soon and try FWE so I would like how it is done here (readme is a bit vague, only mentioning that it is harder to get PA).


You can download the full FWE manual from nexus, and the "details" file describes, in detail, how power armor is handled. The short answer though, is that FWE has three training levels for PA, untrained, basic, and advanced. Wearing PA when untrained gives you some big penalties. However, you can only ever wear power armor, regardless of your level of training, provided that you "fit" the armor at a workbench first. This prevents you from being able to loot PA off fallen enemies in the field and put it on right away. It also means you have to haul a 100 WG suit of PA back to your house or find a bench to fit it. Unique PA's already count as fitted, so you can wear them right away.
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Alexandra walker
 
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Post » Wed Feb 09, 2011 11:47 am

Hello!

I hope you will forgive me not checking 34 threads of FWE or using the search function and again digging through dozens of results...

I would like to know how Power Armor is handled in FWE.
Until now, I was using a mod that made PA undroppable so you could only acquire it in a few occasions.
I didn't like how it was done in Vanilla, as you basically can get every type of PA at the moment you have the training, preventing any sense of achievement for getting an advanced version of PA and rendering the "basic" PA pretty useless.
Anyway, I want to start a new game soon and try FWE so I would like how it is done here (readme is a bit vague, only mentioning that it is harder to get PA).

You can wear any PA you find, but first you have to fit it to your body at a workbench first(except for uniques). You can also wear PA now without PA training, but then you get additional penalties. There's also a new perk, Advanced PA training, that gives you additional bonuses when wearing PA.

Edit: Holy [censored] Mez, I think this is the first time you managed to snipe me :D
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Kieren Thomson
 
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Post » Wed Feb 09, 2011 6:45 am

Anyway, I want to start a new game soon and try FWE so I would like how it is done here (readme is a bit vague, only mentioning that it is harder to get PA).

If you give me the link to this PA mod- I will check how it will work with FWE
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Juliet
 
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Post » Wed Feb 09, 2011 8:02 am

Hey, thanks for the fast answers everyone.
In the meanwhile I also quickly read through the (detailed) description.
I really like the customizability.

If you give me the link to this PA mod- I will check how it will work with FWE


The PA mod is this one:
http://fallout3nexus.com/downloads/file.php?id=4666

The mod is mostly marking PA as undroppable (the enemies will instead drop scrap parts for repair of PA) and replacing the models for PAs with FO1/2 ones.
Unfortunately the author didn't update it for Broken Steel so far.

There is also a more extensive mod by the same author changing also the values of the PAs.

I guess if you load the basic mod after FWE the "undroppable" attribute might be conserved, but as FWE is also changing PAs it might lead to strange issues.
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joannARRGH
 
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Post » Wed Feb 09, 2011 8:50 am

I guess if you load the basic mod after FWE the "undroppable" attribute might be conserved, but as FWE is also changing PAs it might lead to strange issues.

That is my intention- to check how FWE will feel with another PA mods when FWE fitting is off.
By design this function must allow to use any PA mod, if it loaded after FWE.
Thank you for the link
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Melly Angelic
 
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Post » Wed Feb 09, 2011 10:49 am

Just a random question - who named the various soldiers? I've just encountered the Enclave and instead of Enclave Soldier for everybody there are a few descriptive varieties.
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Peetay
 
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Post » Wed Feb 09, 2011 7:12 am

Just a random question - who named the various soldiers? I've just encountered the Enclave and instead of Enclave Soldier for everybody there are a few descriptive varieties.

Well I integrated Foes Reworked a few versions back, so most other enemies had all those unique variants. In this version I just expanded it to the Enclave. Name suggestions came from the entire team.
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Eddie Howe
 
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Post » Wed Feb 09, 2011 4:06 pm

In post #27 of this thread I asked about my BoS and Outcast factions problem. An update: I just made level 12, I have Good - Paladin karma and BoS still shoots me on sight in Arlington Library and Citadel (never been there and never interacted with them).

Any ideas solutions? Do I have to add myself amnually to BoS faction?
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Lisha Boo
 
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Post » Wed Feb 09, 2011 2:11 pm

In post #27 of this thread I asked about my BoS and Outcast factions problem. An update: I just made level 12, I have Good - Paladin karma and BoS still shoots me on sight in Arlington Library and Citadel (never been there and never interacted with them).

Any ideas solutions? Do I have to add myself amnually to BoS faction?

And you got a response to that.

The BoS are neutral to the Outcast, they will not shoot unless unprovoked. This has been verified by the entire team already.

Possible that another mod overrides this, simply add yourself to the BoS faction via the console.
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KRistina Karlsson
 
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Post » Wed Feb 09, 2011 7:36 pm

In post #27 of this thread I asked about my BoS and Outcast factions problem. An update: I just made level 12, I have Good - Paladin karma and BoS still shoots me on sight in Arlington Library and Citadel (never been there and never interacted with them).

Any ideas solutions? Do I have to add myself amnually to BoS faction?

You better check your load order in FO3edit. In vanilla BoS- enemies of the Outcasts. FWE change this and make them neutral. Possibly some mod overwrite it.
Expand in FO3edit fallout.esm/faction/Brotherhood of Steel- and look in the right which mod after FWE make them enemies of outcasts
MMM-FWE CP must be the last in this list on the right. I repeat- MMM-FWE, not even MMM itself
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sophie
 
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Post » Wed Feb 09, 2011 9:01 am

Any chance of better streamlining for the conversation system for turning in items to the Outcasts? I just had a pretty cumbersome session where I was turning in about 60 scrap metal peices and a good 30 sensors which could have been quickened significantly by the removal of excess dialouge blurbs.

Below is a crude example of how the conversation goes currently. The lines marked in red could simply be cut for the sake of convenience.

I have stuff to turn in
What stuff do you have to turn in?
I have this stuff to turn in
Okay, show your stuff

[List]
Okay, what do you want in return?
What do you offer?
This is what I offer

[List]

Having the option to trade stuff in bulk would of course be preferable, but the excess commentary from both the player and the other guy slows everything down without actually adding anything useful or interesting to the conversation as a whole.
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Jack Moves
 
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Post » Wed Feb 09, 2011 5:17 pm

Well I've been playing with FWE (and WMK-MMM) for a couple of days now, and I have to say I absolutely love it :) Adds a lot of realism to the game, making it so much more interesting. Thanks for this and looking forward to see how this continues to be developped!
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Donald Richards
 
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Post » Wed Feb 09, 2011 8:55 pm

Sorry to ask a question I know have been answered before, but I can't remember the answer, nor find it in the previous threads. If I use Phalanx, how do I make sure FWE's changes to stimpacks are used? Or will my followers always be healed up to full when I use stimpacks no matter what I do? I know this is a bit offttopic, but can someone direct me to a way to add healthbars so I can see how much life my followers have left in them? Thanks in advance for any help you can offer :)
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Jah Allen
 
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Post » Wed Feb 09, 2011 4:54 am

Any chance of better streamlining for the conversation system for turning in items to the Outcasts? I just had a pretty cumbersome session where I was turning in about 60 scrap metal peices and a good 30 sensors which could have been quickened significantly by the removal of excess dialouge blurbs.

Below is a crude example of how the conversation goes currently. The lines marked in red could simply be cut for the sake of convenience.

I have stuff to turn in
What stuff do you have to turn in?
I have this stuff to turn in
Okay, show your stuff

[List]
Okay, what do you want in return?
What do you offer?
This is what I offer

[List]

Having the option to trade stuff in bulk would of course be preferable, but the excess commentary from both the player and the other guy slows everything down without actually adding anything useful or interesting to the conversation as a whole.


Yes, I understand what you are saying. This might be possible to do, we'll have to look into it. The issue is that we consolidated all tech + reward replies under their own referenced dialogue, instead of cross-referencing each response to each reply, which became a nightmare to keep track of. We can look at refining it, but I'm not sure how far we'll get :(

Sorry to ask a question I know have been answered before, but I can't remember the answer, nor find it in the previous threads. If I use Phalanx, how do I make sure FWE's changes to stimpacks are used? Or will my followers always be healed up to full when I use stimpacks no matter what I do? I know this is a bit offttopic, but can someone direct me to a way to add healthbars so I can see how much life my followers have left in them? Thanks in advance for any help you can offer :)


Del might be able to answer better. All of FWE's changes to followers are in the followers enhanced module, so you'll use either that OR Phalanx, not both. FWE changes the base stimpak effect to heal over time, but I'm not sure if phalanx adds other effects to stimpaks or not. Not terribly helpful, apologies.
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Rachell Katherine
 
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Post » Wed Feb 09, 2011 12:24 pm

Del might be able to answer better. All of FWE's changes to followers are in the followers enhanced module, so you'll use either that OR Phalanx, not both. FWE changes the base stimpak effect to heal over time, but I'm not sure if phalanx adds other effects to stimpaks or not. Not terribly helpful, apologies.

For now I stop using Phalanx- use our followers instead. And I am very happy.
But I can say- FWE don't have any issues with Phalanx. No problems with stimpacks.
One only thing- for now it is better to equip followers with vanilla types of weapons, or they can act incorrectly sometime. In future releases Tarrant promised to correct this.
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Janeth Valenzuela Castelo
 
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Post » Wed Feb 09, 2011 11:41 am

I played around a bit with the alternate starts yesterday and I wondered if they affect the main plot of FO3 in some way.
The (detailed) manual says I should look in the player history readme for more info, but I couldn't find one on nexus.
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Ria dell
 
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Post » Wed Feb 09, 2011 12:35 pm

I played around a bit with the alternate starts yesterday and I wondered if they affect the main plot of FO3 in some way.
The (detailed) manual says I should look in the player history readme for more info, but I couldn't find one on nexus.

Most starts don't affect main plot. Raiders, Talons can have problems. Outcasts- no
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Laura Richards
 
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Post » Wed Feb 09, 2011 4:44 pm

Hey!

Sorry to bother you again, but I got one more question.
I'm using MMM, but WITHOUT any increased spawns plugins (infact right now with reduced wasteland spawns)
The FWE-MMM compatibility patches from FOIP however state that increased spawns has already been incorporated into them.

So should I simply skip the compatibility patches as I don't want to have increased spawns?
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El Khatiri
 
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Post » Wed Feb 09, 2011 5:17 pm

Hey!
Sorry to bother you again, but I got one more question.
I'm using MMM, but WITHOUT any increased spawns plugins (infact right now with reduced wasteland spawns)
The FWE-MMM compatibility patches from FOIP however state that increased spawns has already been incorporated into them.
So should I simply skip the compatibility patches as I don't want to have increased spawns?

Increased spawns incorporated and customizable.
Yes- you still need compat. patches for all DLC-s and supported mods. From MMM package you don't need optional plugins only
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Andrew Perry
 
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Post » Wed Feb 09, 2011 3:53 pm

Ah - now I see.

It keeps getting better and better!
Thanks for your patience ;)
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Danger Mouse
 
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Post » Wed Feb 09, 2011 5:43 am

I've played a bit with Enhanced Followers, but it seems Dogmeat (my only follower thus far) always are back at full health after combat, even if he has been knocked unconscious. I use VATS to see how much health he has left, as I fail to see any other way of checking followers health.
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Laura Mclean
 
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Post » Wed Feb 09, 2011 9:40 pm

I've played a bit with Enhanced Followers, but it seems Dogmeat (my only follower thus far) always are back at full health after combat, even if he has been knocked unconscious. I use VATS to see how much health he has left, as I fail to see any other way of checking followers health.

Dogmeat is special in that regard(since he doesnt have an inventory and such). Only the other followers need healing.
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Ilona Neumann
 
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