[relz] Fwe - Fo3 Wanderers Edition #34

Post » Wed Feb 09, 2011 7:01 am

Another question. The Enclave are attacking me on sight. Are they supposed to do that. I have no chance against them with my lowbie, 'cause as soon as they spot me, they shoot me to goo with their uber-energy weapons. I guess I can try to avoid them, just wondering whether that's normal. Concerning Dogmeat, I can't help feeling like I'm cheating, since I use no chems to keep his health up. Maybe it will pan out later as he becomes useless due to the uber mobs that I'm going to encounter.
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Tom Flanagan
 
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Post » Wed Feb 09, 2011 1:17 pm

Another question. The Enclave are attacking me on sight. Are they supposed to do that. I have no chance against them with my lowbie, 'cause as soon as they spot me, they shoot me to goo with their uber-energy weapons. I guess I can try to avoid them, just wondering whether that's normal. Concerning Dogmeat, I can't help feeling like I'm cheating, since I use no chems to keep his health up. Maybe it will pan out later as he becomes useless due to the uber mobs that I'm going to encounter.

Strange thing- but this too problems together is good solution.
1. Dogmeat is good scout. He always will warn you (with growl) of impending enemy even if you are not able to see it
2. Dogmeat very useful in searching items.
3, Dogmeat veru useful as First Target for the enemies, this gives you some time to prepare for death :)
3. If you don't have good armor or weapon- you must have good sneak skill ;)
4. Secretive shot in the head from a sniper rifle does not leave indifferent even the strongest opponents
5. Use Fast Travel from sneak position. In this case, you will be an unexpected guest at someone else's party ;)

And yes- enclaves must shoot on sight. It is intentional, they are your enemies
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jessica sonny
 
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Post » Wed Feb 09, 2011 5:02 pm

I found a weapon with a damage of over 1400.

I thought it would be a one-shot kill but it's not.

Is that normal for FWE?
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Czar Kahchi
 
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Post » Wed Feb 09, 2011 7:52 pm

I found a weapon with a damage of over 1400.

I thought it would be a one-shot kill but it's not.

Is that normal for FWE?

Yes, see the FAQ:

Q: Why does the pip-boy say my weapon is doing like 1467 damage!? (or some other absurd number)

This is a problem with the pipboy display itself, in that it doesn't correctly show weapon damage, particularly for multi-projectile rapid fire weapons, like auto-shotguns. Use the integrated "weapon scanner mod" (see detailed description section) to display the true weapon stats.
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Josee Leach
 
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Post » Wed Feb 09, 2011 2:58 pm

I found a weapon with a damage of over 1400.

I thought it would be a one-shot kill but it's not.

Is that normal for FWE?

It is not for FWE- it is way how Fallout make damage calculations, if I understand you correctly. Don't trust to Pip-boy, it shows not damage from one bullet, but from burst
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Imy Davies
 
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Post » Wed Feb 09, 2011 8:34 pm

I've noticed that FWE has some really neat tweaks to unique weapons. When I got Ol' Painless my first thought was to add a WMK scope and silencer - but no need for that. :) Also, Sydney's 10mm "Ultra" SMG makes for an awesome closeup sneak weapon when it's silenced. In short, the attention to details in FWE is awesome.

Also, a microscopic request. Would you consider making the changes to how cars ignite/explode optional via the ingame menu? I understand the reasoning behind the change (i.e. it's far from realistic), but I sort of miss the fun and spectacular results of it. Plus it botches up Arkansas' surprise attack in Minefield.
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Marta Wolko
 
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Post » Wed Feb 09, 2011 1:17 pm

I'm back again to seek your words of wisdom. I've played quite a few hours and are now level 4 close to level 5. I'm not sure I get the right behavior concerning spawns. I do use MMM, but it seems I see none of the added creatures. I've seen no Vicious Pups, Wannamingos, Floaters and my Wasteland Scorpions are pretty darn huge to be neutral and nonhostile. I use Increased Spawns tweaked from the FWE control panel, but I also get the feeling that not much spawns at the spawnpoints and sometimes nothing at all. I've also had Enclave spawn the exact same place and staying there, even though I decrease the spawntimer and rest for a few days. I guess I'm asking whether some of this behavior is normal. Maybe I should post this in the MMM thread, but my game is rather heavily modded.

I've run a Masterupdate with all my mods active, and as far as I can tell, that is what you're supposed to do, right? I can post an updated loadorder if needed. Thanks for any help you can offer :)
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Elea Rossi
 
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Post » Wed Feb 09, 2011 11:17 am

I'm back again to seek your words of wisdom. I've played quite a few hours and are now level 4 close to level 5. I'm not sure I get the right behavior concerning spawns. I do use MMM, but it seems I see none of the added creatures. I've seen no Vicious Pups, Wannamingos, Floaters and my Wasteland Scorpions are pretty darn huge to be neutral and nonhostile. I use Increased Spawns tweaked from the FWE control panel, but I also get the feeling that not much spawns at the spawnpoints and sometimes nothing at all. I've also had Enclave spawn the exact same place and staying there, even though I decrease the spawntimer and rest for a few days. I guess I'm asking whether some of this behavior is normal. Maybe I should post this in the MMM thread, but my game is rather heavily modded.

I've run a Masterupdate with all my mods active, and as far as I can tell, that is what you're supposed to do, right? I can post an updated loadorder if needed. Thanks for any help you can offer :)

If you have a "heavily" modded game, you could have another mod overwriting MMMs faction and leveled creature list settings.
Also note that there are "handplaced" encounters in FO3, that will not change or despawn no matter what settings you use.
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alicia hillier
 
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Post » Wed Feb 09, 2011 7:47 am

If you have a "heavily" modded game, you could have another mod overwriting MMMs faction and leveled creature list settings.
Also note that there are "handplaced" encounters in FO3, that will not change or despawn no matter what settings you use.


Thanks for the quick reply. MMM is one of the last mods loaded except for some of the FOIP patches, so no mod should overwrite it. The only things I use apart from FWE is mostly quest mods and added towns. I could post my loadorder, but would you rather have I create a seperate thread for that?
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Justin Bywater
 
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Post » Wed Feb 09, 2011 9:04 pm

Thanks for the quick reply. MMM is one of the last mods loaded except for some of the FOIP patches, so no mod should overwrite it. The only things I use apart from FWE is mostly quest mods and added towns. I could post my loadorder, but would you rather have I create a seperate thread for that?

First of all just make sure you have the latest MMM FOIP patch, since it was updated not too long ago. Giant scorpions not being hostile however indicates either a faction conflict or some perk(possibly hidden) from another mod that befriends you with critters.

That you're not seeing some of the new creatures is entirely possible, they dont spawn that frequent. You will rarely encounter floaters for example before you hit the DC ruins.
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Mrs Pooh
 
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Post » Wed Feb 09, 2011 11:01 am

Hmm, maybe I found a possible culprit. Mind taking a look at it? It's a compability patch created for MMM for a mod called Return to Shady Sands. http://fallout3nexus.com/downloads/file.php?id=9179 It is loaded after MMM, but before FOIP.
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WYatt REed
 
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Post » Wed Feb 09, 2011 12:32 pm

Visited Vault 92 today and i found that almost all lockers are filled with Radiation Suits (2 of them in perfect condition). The rest of the lockers contain 48 or 52 (can't remember exactly) rounds of 5.56mm. Also - wherever i find those lockers ( u know - the tall, metallic ones with small holes in doors) they are filled with Rad suits or ammo. I'm playing with "Rare" loot settings. Finding like 20 radsuits in perfect condition right after finding 500 ammo of 5.56 mm makes harder economy of FWE redundant, well maybe not - but it makes things really easier then it should be. Is this a bug?

2nd one : in springvale school lockers and other "school" type lockers i find Blamco mac and cheese and Purified water....in every single one .This makes me very very rich in purified water after just leaving vault 101. Is this a bug? Or is this intended? Becouse it makes bottling water or dirty water useless because its easy to find purified one in those lockers.

Otherwise FWE 5.02 is superb.
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tannis
 
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Post » Wed Feb 09, 2011 6:49 pm

Hmm, maybe I found a possible culprit. Mind taking a look at it? It's a compability patch created for MMM for a mod called Return to Shady Sands. http://fallout3nexus.com/downloads/file.php?id=9179 It is loaded after MMM, but before FOIP.

I also use masterupdate, Shady Sands, but I don't tweak MMM settings, use default MMM settings instead.
I'm not sure about level 4, but at level 8 I was able to see all new MMM creatures in enough numbers.
And I must say- FWE 5 is the first version where I don't have problems with new creatures. Before I very rarely was able to see Vanamingos, for example.
Respawn system in Fallout very fragile, as result- in MMM too, may be it is better do not play with this settings?

About your mod. Some users experience crashes with it. I doubt it is source of your problems, this mod touch 1-2 respawn points only, but be aware please.
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Hairul Hafis
 
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Post » Wed Feb 09, 2011 2:44 pm

Visited Vault 92 today and i found that almost all lockers are filled with Radiation Suits (2 of them in perfect condition). The rest of the lockers contain 48 or 52 (can't remember exactly) rounds of 5.56mm. Also - wherever i find those lockers ( u know - the tall, metallic ones with small holes in doors) they are filled with Rad suits or ammo. I'm playing with "Rare" loot settings. Finding like 20 radsuits in perfect condition right after finding 500 ammo of 5.56 mm makes harder economy of FWE redundant, well maybe not - but it makes things really easier then it should be. Is this a bug?
2nd one : in springvale school lockers and other "school" type lockers i find Blamco mac and cheese and Purified water....in every single one .This makes me very very rich in purified water after just leaving vault 101. Is this a bug? Or is this intended? Becouse it makes bottling water or dirty water useless because its easy to find purified one in those lockers.
Otherwise FWE 5.02 is superb.

Seems to me you have a problem. I'm not sure about Vault 92, but I already visit Springvale school and I have not seen deposits of Pure Water and cheese
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Leonie Connor
 
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Post » Wed Feb 09, 2011 10:13 am

I wanted to check on a few possible issues. First is at the start of the game when going through vault 101. On "Dad's" desk is the medicine bobblehead. I picked it up just before taking the GOAT and got the +5 and it went into my inventory . After taking the GOAT and Amata waking you, the bobblehead is removed from your inventory and placed on the desk in your room. I'm guessing your supposed to be able to activate it and have it go back into your inventory like usual, but it just gives the little medicine message and stays on the desk. It will appear on the bobblehead display later when you click on the display, but you no longer have the extra in your inventory.

Second is with the wasteland explorer motorcycle. When you leave the vault I noticed there is a quest message immediately saying Explorer Disabled, then you get the popup dialog asking to enable or disable it. If you pick enable, it still remains disabled and you have to click on the bike itself to enable it.

The third is with stimpaks. When I use a stimpak, I get 2 messages in a row, about 2 or 3 seconds apart, telling me it has worn off.
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louise tagg
 
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Post » Wed Feb 09, 2011 6:57 am

I wanted to check on a few possible issues. First is at the start of the game when going through vault 101. On "Dad's" desk is the medicine bobblehead. I picked it up just before taking the GOAT and got the +5 and it went into my inventory . After taking the GOAT and Amata waking you, the bobblehead is removed from your inventory and placed on the desk in your room. I'm guessing your supposed to be able to activate it and have it go back into your inventory like usual, but it just gives the little medicine message and stays on the desk. It will appear on the bobblehead display later when you click on the display, but you no longer have the extra in your inventory.

Vault 101 bobblehead is special, so it can be.

Second is with the wasteland explorer motorcycle. When you leave the vault I noticed there is a quest message immediately saying Explorer Disabled, then you get the popup dialog asking to enable or disable it. If you pick enable, it still remains disabled and you have to click on the bike itself to enable it.

This is normal. First message tell about your Motorcycle status (inactive)
Pop-up dialog ask you about fast travel- yes or no. If you say- Yes, Fast Travel will be disabled, If you say Yes- Travel will be enabled
Motorcycle will be disabled until you found it.

The third is with stimpaks. When I use a stimpak, I get 2 messages in a row, about 2 or 3 seconds apart, telling me it has worn off.

This is normal, stims have two effects attached now.
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Amelia Pritchard
 
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Post » Wed Feb 09, 2011 2:42 pm

Vault 101 bobblehead is special, so it can be.


This is normal. First message tell about your Motorcycle status (inactive)
Pop-up dialog ask you about fast travel- yes or no. If you say- Yes, Fast Travel will be disabled, If you say Yes- Travel will be enabled
Motorcycle will be disabled until you found it.


This is normal, stims have two effects attached now.


I apologize. I didn't explain quite clearly enough for points 1 and 2.

If I wait until after the GOAT/Amata wakes me, I activate the bobble, get the +5 for medicine, and the bobble goes into my inventory so it can be placed like any clutter item after I leave the vault. If I grab the bobble before the GOAT/Amata wakes me, I activate the bobble, get the +5 for medicine, and the bobble goes into my inventory. But at the point when Amata wakes you, most items in your inventory are removed and placed near or on the desk in your room. If I then activate the bobble sitting on the desk in my room, I get the medicine message like I would if I was activating it when it was sitting on the bobble display stand. The bobble does disappear briefly like it was going into my inventory, but then reappears on the desk, and its not in my inventory. It's staying on the desk as if the desk was a bobble display stand.

For the Wasteland Explorer. When you leave the vault you get a message on the left of the screen, "Quest Started Wasteland Explorer". Immediately after that you see another quick message on the left saying "Explorer Disabled" Shortly after that, the "Wasteland Explorer Startup" dialog appears. You have 2 options. Enable(Recommended) or Disable. If you click Enable, it doesn't enable the explorer, it stays disabled. When you get to the motorcycle and activate it, you get the "Wasteland Explorer Startup" dialog a second time asking you to Enable(Recommended) or Disable. If you Enable with this second dialog, Explorer then becomes enabled.

I hope that explains the problems a bit more clearly/detailed.
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Laura Elizabeth
 
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Post » Wed Feb 09, 2011 6:25 pm

If I wait until after the GOAT/Amata wakes me, I activate the bobble, get the +5 for medicine, and the bobble goes into my inventory so it can be placed like any clutter item after I leave the vault. If I grab the bobble before the GOAT/Amata wakes me, I activate the bobble, get the +5 for medicine, and the bobble goes into my inventory. But at the point when Amata wakes you, most items in your inventory are removed and placed near or on the desk in your room. If I then activate the bobble sitting on the desk in my room, I get the medicine message like I would if I was activating it when it was sitting on the bobble display stand. The bobble does disappear briefly like it was going into my inventory, but then reappears on the desk, and its not in my inventory. It's staying on the desk as if the desk was a bobble display stand.


I had a similar thing happening with the Bobblehead in the Arlington House. When picking it up I couldn't decide which option to use so I chose "do nothing". Then I wanted to check if you could activate it a second time (which would be nice if choosing "do nothing" btw, so you could save it for later), so I dropped it on the floor - but then it was impossible to pick up. It was also a bit "glitchy", as it briefly disappeared etc.
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Ymani Hood
 
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Post » Wed Feb 09, 2011 11:18 am

Could someone get me a list of the weapons that FWE adds to the game, and give me a description of how you use them, and which ammunition they use (preferably the CALIBR ID)?

If down the road I absolutely have to do it myself, I figure I will, but it's less work for someone who already knows, and the determinations could be better if someone who uses FWE regularly is the one who does it.

This is so that a future version of standalone Phalanx, when used with FWE, causes followers to select among the FWE weapons using distance from the target as a primary consideration. The recognition and use of the FWE weapons would also exist in the version of Phalanx that is being embedded in FOOK, but I'd have to get that information fairly quickly if it were to hit in time for the very next FOOK release (I expect beta to be out in a few days, and their final maybe couple weeks after that, something like that).
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Kat Ives
 
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Post » Wed Feb 09, 2011 11:33 am

I had a similar thing happening with the Bobblehead in the Arlington House. When picking it up I couldn't decide which option to use so I chose "do nothing". Then I wanted to check if you could activate it a second time (which would be nice if choosing "do nothing" btw, so you could save it for later), so I dropped it on the floor - but then it was impossible to pick up. It was also a bit "glitchy", as it briefly disappeared etc.

Bobbleheads was changed in FWE. I can not explain it- this is too complicated for me, but all of this is normal.
Bobbles now not quest items, so they can be removed from inventory (as in vault 101) For this, it is better do not pick bobblehead first time.
When you drop bobblehead it converted into statick item, so you can not pick-up or use it again.

@kralore
I apologize. I didn't explain quite clearly enough for points 1 and 2.

1. If you will disable explorer during start-up, will you be able to fast travel?
2. If you will enable explorer during start-up, will you be not able to fast travel?

When you get to the motorcycle and activate it, you get the "Wasteland Explorer Startup" dialog a second time asking you to Enable(Recommended) or Disable.

3. Do you have this dialog ONLY when choose Disable at the beginning?
4. Are you able to use motorcycle when explorer is enabled?
If answer to all four questions will be "Yes"- you have nothing to worry about :)
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Bereket Fekadu
 
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Post » Wed Feb 09, 2011 12:27 pm

Could someone get me a list of the weapons that FWE adds to the game, and give me a description of how you use them, and which ammunition they use (preferably the CALIBR ID)?
If down the road I absolutely have to do it myself, I figure I will, but it's less work for someone who already knows, and the determinations could be better if someone who uses FWE regularly is the one who does it.

1. Do you need all types of weapons, including melee?
2. List must include FormID, EdID, Name, type (heavy/small/etc), ammunition, features (automatic/scoped/silenced)... what else?
3. Do you need optional "worn" types of weapons (low quality)?
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..xX Vin Xx..
 
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Post » Wed Feb 09, 2011 3:29 pm

Could someone get me a list of the weapons that FWE adds to the game, and give me a description of how you use them, and which ammunition they use (preferably the CALIBR ID)?

I begin this work. If something will be wrong- will correct this later
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Lily Evans
 
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Post » Wed Feb 09, 2011 1:54 pm

I had a similar thing happening with the Bobblehead in the Arlington House. When picking it up I couldn't decide which option to use so I chose "do nothing". Then I wanted to check if you could activate it a second time (which would be nice if choosing "do nothing" btw, so you could save it for later), so I dropped it on the floor - but then it was impossible to pick up. It was also a bit "glitchy", as it briefly disappeared etc.


I had to go and look up the readme from the original FF Interactive Bobblehead for this lol

When you activate a bobble for the first time, you are given either the skill bonus (for skill bobbles), or a choice of what S.P.E.C.I.A.L bonus you want (for S.P.E.C.I.A.L bobbles), Do Nothing is one of the options. Whichever you pick, the bobble then goes into your inventory.

When you drop a bobblehead from your inventory, to put it back in your inventory you need to hold down the "Grab" key which is Z by default and activate the bobblehead. It will then go back into inventory.

This also explains what's happening to the medicine bobblehead in vault 101.

The medicine bobblehead on the desk in the infirmary is functioning correctly. You activate it and it goes into your inventory, before or after the scene with Amata waking you up. What's different is that if you pick up the bobblehead before the scene with Amata, just before Amata wakes you up to tell you your dad is gone, the bobblehead is removed from your inventory along with most other items. FWE has placed another bobblehead on the desk in your room to account for this. When FWE puts this new bobblehead on the desk it gets treated the same as if you had dropped it. To put it back in your inventory you need to hold the "Grab" key and activate it.
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Enny Labinjo
 
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Post » Wed Feb 09, 2011 9:18 am

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 :)


Phalanx has its own relz thread you know =p

When Phalanx followers use stims on you in combat, it always uses whatever stimpack definition the game has, as you have it configured via your mod list, etc.

When you stim followers via dialogue or the in-combat menu system, I have to script the healed amount instead, because of menumode/gamemode caviats. It was either that or, not allow you to put more than one stim on at a time.

I think I picked some amount of healing like, 80 HP. I had to pick something.

The only time that stimming a follower will bring him all the way up to full health no matter how low he was, is, if you and the follower are out of combat, and you pick the "first aid" use. Or - - Dogmeat. I kept the original stim characteristics on Dogmeat, one stim gets him fully healed.


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.


hmm..

I don't feel like calling it a "correction" is quite right. It's more like a friggin miracle that it works. I'm making pretty complicated distance-based weapon selection work with weapons that my mod cannot even see. I hadn't imagined this was possible when I first made this system.

The twist that even makes it possible is - I realized a bit back - I can define an empty actor effect and scripts will compile with it listed in there. Then, I can cause a compatibility mod to modify that effect, making it functional, and also have it fill in formlist entries that the script itself needs. So when the compatibility mod isn't loaded, that script block is bypassed, but when you load it, it works like it is native.

I need information about the FWE weapons to proceed, though.
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Crystal Clear
 
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Post » Wed Feb 09, 2011 11:33 am

I begin this work. If something will be wrong- will correct this later


Thanks. let me know!

BTW, you know...

I've been doing a whole lot with integrating Phalanx and FOOK but, I want FWE people to understand something.

The standalone Phalanx, when it is released, is the entire guts of what's in FOOK's follower work.

Taking the next version of Phalanx standalone when it comes out a bit later (assuming that someone gets me the weapon lists I've been asking for) and loading it alongside of FWE, it will act the same as if I had developed it for FWE instead of FOOK. The only difference is that FOOK's version has it stuffed directly into the .ESM. And, if FWE has inherant imbalances (not enough stims on vendors or something), those wouldn't be addressed directly.

Also - once again assuming I can get the weapon lists - loading FOOK + FWE will look very seamless in terms of FOOK's followers basically snatching FWE weapons and using them well.

It will require the user to load a small compatibility .esp along with FWE+Phalanx or FWE+FOOK, and the system takes it from there.

It's not like FOOK is getting something that FWE can't have. The changes that enable the system to work within FOOK are exactly the changes that will let FWE patch it's adjustments into either version.

Also, the latest 1.09 version is the most stable one I've seen yet, I'm stunned at how non-crashy it is. I do not know if it's because it's now inside of an .esm, or if it's just that the code is cleaner and more efficient. If it does turn out to be the .esm nature of it, FWE would get that benefit too, without having to merge Phalanx itself, if someone happened to run FOOK+FWE.
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Lynette Wilson
 
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