[RELz] Fwe - Fo3 Wanderers Edition No.36

Post » Fri Apr 08, 2011 6:16 am

Yeah, I remembered the .223 pistol from the original Fallout series and was_very_excited to find it on a corpse in FWE. It is f'ing sweet. Had to put away my Chinese assault rifle as it was vacuuming up my ammo. I'm playing as a regulator atm, so pistols, lever action and shotguns are my bread and butter. This pistol is good. Too good? I don't think so, but I'm busy getting my butt kicked by about everything, so if it is too good, then I'm enjoying having a slice of the pie...
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Alberto Aguilera
 
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Post » Thu Apr 07, 2011 7:19 pm

Keep in mind too that with WMK you mod the 14mm to take an extended clip and get an auto-fire mechanism. Mmmmmm . . . although I agree that the 14mm ammo is really hard to find. We bumped up the loot rates for that ammo type last version, but it's still pretty rare seeming, might have to buff that a little more. As it is, the outcast are the only really reliable source of 14mm ammo.
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Jhenna lee Lizama
 
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Post » Thu Apr 07, 2011 7:09 pm

Hate to disrupt the current discussion, but I've got a small bug report.

Whenever I try to view the "Shellshocked Combat Armor" in the Pipboy, I get a CTD.
It's almost as if some stat of the armor is broken and causes a crash when displaying it.

Spoiler
The armor can be found on a corpse in the big crater at Vernon square, in front of the Statesman Hotel.


I guess it's one of the armors added by the Missing Unique Armors mod.

I don't know what caused it, may be you use some nasty mod or it is some language features of your version of Fallout, but this file must help you
http://rapidshare.com/files/370501550/FWE_AVI.rar.html
Load it in the end of load order

Or this- also work just fine
http://www.fallout3nexus.com/downloads/file.php?id=5715
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Amy Siebenhaar
 
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Post » Fri Apr 08, 2011 3:09 am

From the last thread:

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.


I have the same issue - only it doesn't appear on the display either. I also picked up the Medicine Bobblehead before taking the GOAT, got the 5+ etc. After waking up it was on the desk but I couldn't pick it up. And now my char has the Bobblehead Display and it doesn't pop up there either. Guess I'll just add one via the console, but I just wanted to report it.

EDIT: No, that didn't work either. I can add the Bobblehead to the inventory but it doesn't display on the, uhm, display. The Strength Bobblehead shows up fine. I also tried removing it from the inventory if it needed some script kicking in when activated or some such - but then I can't pick it up. Also tried exiting/reentering the cell. Well, that pretty much exhausts what I can come up with.
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Daniel Lozano
 
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Post » Fri Apr 08, 2011 8:23 am


I have the same issue - only it doesn't appear on the display either. I also picked up the Medicine Bobblehead before taking the GOAT, got the 5+ etc. After waking up it was on the desk but I couldn't pick it up. And now my char has the Bobblehead Display and it doesn't pop up there either. Guess I'll just add one via the console, but I just wanted to report it.

EDIT: No, that didn't work either. I can add the Bobblehead to the inventory but it doesn't display on the, uhm, display. The Strength Bobblehead shows up fine. I also tried removing it from the inventory if it needed some script kicking in when activated or some such - but then I can't pick it up. Also tried exiting/reentering the cell. Well, that pretty much exhausts what I can come up with.


I fear I will have the same problem (although not completely sure yet as don't have a bobblehead display yet)
I think I read earlier in this thread that we were not supposed to pick it up before the GOAT?? I did, then couldn't pick it up when Amata woke me, so left it, hoping that it would pop up on my display when i bought one. Sounds like that's not going to happen. Any way of making one magically appear? We collected it fair and square after all..
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Jade MacSpade
 
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Post » Fri Apr 08, 2011 8:14 am

From the last thread:
I have the same issue - only it doesn't appear on the display either. I also picked up the Medicine Bobblehead before taking the GOAT, got the 5+ etc. After waking up it was on the desk but I couldn't pick it up. And now my char has the Bobblehead Display and it doesn't pop up there either. Guess I'll just add one via the console, but I just wanted to report it.
EDIT: No, that didn't work either. I can add the Bobblehead to the inventory but it doesn't display on the, uhm, display. The Strength Bobblehead shows up fine. I also tried removing it from the inventory if it needed some script kicking in when activated or some such - but then I can't pick it up. Also tried exiting/reentering the cell. Well, that pretty much exhausts what I can come up with.

It was already answered. You need to use Z+E on second bubblehead and will be able to pick it up
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Sammygirl
 
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Post » Fri Apr 08, 2011 8:27 am

It was already answered. You need to use Z+E on second bubblehead and will be able to pick it up


OK, but if already way past that - my char is Lvl 5 now - is there any way to fix it via console commands or something like that?

Also, it should be fixed if possible IMO. As it is now, many will presumably have the same issue - and the solution is buried in a post in a fast moving thread. Plus you can't do anything about it afterwards (?), so you need to know about it beforehand.

Generally, I like the Bobblehead overhaul, but besides this issue I also think it's odd that they aren't possible to pick up after doing it once. Also, it should preferably be possible to postpone the decision when they are activated. My first thought is always, "OK, which SPECIAL can I sacrifice a point on", but as you can't check you have to choose "blindly". All these three issues are avoidable when knowing about them (I make sure to make a save before picking/activating one), but they are a bit odd and immersive breaking IMO. If anything can't be done about them, fine.
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Pants
 
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Post » Fri Apr 08, 2011 6:26 am

OK, but if already way past that - my char is Lvl 5 now - is there any way to fix it via console commands or something like that?
Also, it should be fixed if possible IMO. As it is now, many will presumably have the same issue - and the solution is buried in a post in a fast moving thread. Plus you can't do anything about it afterwards (?), so you need to know about it beforehand.
Generally, I like the Bobblehead overhaul, but besides this issue I also think it's odd that they aren't possible to pick up after doing it once. Also, it should preferably be possible to postpone the decision when they are activated. My first thought is always, "OK, which SPECIAL can I sacrifice a point on", but as you can't check you have to choose "blindly". All these three issues are avoidable when knowing about them (I make sure to make a save before picking/activating one), but they are a bit odd and immersive breaking IMO. If anything can't be done about them, fine.

What to fix? Bobbleheads converted from misc.item into static (unmovable)
In vanilla bobbleheads- quest items, in FWE- not. Because of this, they can be picked (with Z+E) and solded
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naana
 
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Post » Fri Apr 08, 2011 7:53 am

What to fix? Bobbleheads converted from misc.item into static (unmovable)
In vanilla bobbleheads- quest items, in FWE- not. Because of this, they can be picked (with Z+E) and solded


You guys are far too defensive IMO. It's as if all reports on possible issues are attacks against FWE itself somehow. :rolleyes:

Nevermind the other issues, at the moment I'm mostly interested in if I can salvage the Medicine Bobblehead somehow? Is there any way I can fix it so it turns up in the display if I missed the info in a post somewhere back in the threads on how to pick it up the second time? Perhaps it will still be there when returning in the later quest and I can pick it up (with Z+E) then?

I'll stop reporting further issues from now on.
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Minako
 
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Post » Thu Apr 07, 2011 5:33 pm

You guys are far too defensive IMO. It's as if all reports on possible issues are attacks against FWE somehow. :rolleyes:

Not at all!
Please don't take my language difficulties personally.

Nevermind the other issues, at the moment I'm mostly interested if I can salvage the Medicine Bobblehead somehow? Is there any way I can fix it so it turns up in the display if I missed the info in a post somewhere back in the threads on how to pick it up the second time? Perhaps it will still be there when returning in the later quest and I can pick it up (with Z+E) then?

I try to find solution now- be patient

I'll stop reporting further issues from now on.

No need in this
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Lloyd Muldowney
 
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Post » Fri Apr 08, 2011 2:29 am

Player.additem 2b419 1
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BethanyRhain
 
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Post » Thu Apr 07, 2011 10:46 pm

I don't know what caused it, may be you use some nasty mod or it is some language features of your version of Fallout, but this file must help you



Thanks, will try when I'm at home!
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Cheville Thompson
 
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Post » Fri Apr 08, 2011 4:47 am

Player.additem 2b419 1


This is exactly what I was looking for! Will try it out.

I understand that we should have checked how to pick them up properly before assuming that it will appear on the display stand, but a lot of people will be in the position that me and Arkngt found ourselves in. I checked the details html documentation for how to pick them up, but there was nothing telling me about z + e. If the console command is safe to use then problem solved.
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Jessie Butterfield
 
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Post » Fri Apr 08, 2011 1:15 am

@ Arkngt

Yes, I understand what you're saying about the bobblehead functionality, it isn't the most intuitive, and the whole issue of the medicine bobblehead appearing + disappearing is confusing to say the least. This latest discussion isn't the first time it's been brought up either. I'm not to sure what do about, other than to either clarify this "feature" (to use MicroShaft's terminology) in the readme or FAQ, or provide a pop-up in-game when you pick up your first bobblehead explaining the Grab + Activate command to pick it back up. It is the same system used by the bedroll, water purifier, and portable grill as well.

The main reason why it is here is to let players display their bobbleheads in ways that don't rely on having or using the bobblehead stand (or the portable one) and allowing players to move their bobbleheads around should they so choose. I'm open to any ideas for improving this . . . and I certainly don't want anyone to feel that we're being overly defensive regarding FWE. Feedback was and still is vital to continuing to improving FWE, so please don't hesitate to share concerns, gripes, or ideas. We can take it :)

Cheers!

EDIT: Yes, the console command should be perfectly safe to use. Let me know if it doesn't work.
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matt oneil
 
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Post » Thu Apr 07, 2011 5:55 pm

That reminds me...

I somehow got a wrong version of the Chinese Stealth Suit from the Armory, it had DR of 50 something, and apparently nearly infinite hp since i noticed it didn't take damage despite getting shot at. I used console command player.additem 0100c18f to get the proper Wasteland version with DR of 20. My game just keeps coming up with these weird issues :D
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Horror- Puppe
 
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Post » Thu Apr 07, 2011 8:50 pm

That reminds me...
I somehow got a wrong version of the Chinese Stealth Suit from the Armory, it had DR of 50 something, and apparently nearly infinite hp since i noticed it didn't take damage despite getting shot at. I used console command player.additem 0100c18f to get the proper Wasteland version with DR of 20. My game just keeps coming up with these weird issues :D

I check it in FO3edit and this "wrong" armor is referenced only by NPC (chunese) and test cell
May be some mod affect this for you?
Try to check references to this armor yourself and to catch responcible mod
BaseIDXX003A02
where XX- index of Anchorage DLC in FOMM
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Samantha Pattison
 
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Post » Thu Apr 07, 2011 11:05 pm

No, it's only referenced by the Chinese soldiers and "DLC02TestWeap" (the test cell, i believe?). Also, the Wasteland version is referenced by the Outcast Outpost cell, so it should've included the proper version. I checked with another character and got the wasteland version, so whatever caused it apparently isn't there anymore :shrug:

EDIT: i tried adding the simulation version to my inventory, and it only has DR of 28 :eek:

I wonder where the game got that "Power Stealth Armor" from, i've only added mods, not removed anything recently. Except the Alex Scropions Readius Pipboy mod.
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Wayne Cole
 
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Post » Thu Apr 07, 2011 10:01 pm

You guys are far too defensive IMO. It's as if all reports on possible issues are attacks against FWE itself somehow. :rolleyes:

I'll stop reporting further issues from now on.

Nobody is being defensive about anything.
90% of the issues people report are bugs caused by other mods or vanilla Fallout. 9.99% Aren't actually bugs but people simply not reading the readme(ala where are my Karma messages?). And 0.01% percent are actual bugs.
The vast majority of bugs in the old versions were never found by players, but usually by dev team members.

We don't mind feedback, not at all, but most of the time people come in here shouting "BUG BUG" just because FWE is the biggest mod in their load order so naturally it has to be caused by it, which is almost never the case.
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Lew.p
 
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Post » Thu Apr 07, 2011 11:25 pm

Nobody is being defensive about anything.
90% of the issues people report are bugs caused by other mods or vanilla Fallout. 9.99% Aren't actually bugs but people simply not reading the readme(ala where are my Karma messages?). And 0.01% percent are actual bugs.
The vast majority of bugs in the old versions were never found by players, but usually by dev team members.

We don't mind feedback, not at all, but most of the time people come in here shouting "BUG BUG" just because FWE is the biggest mod in their load order so naturally it has to be caused by it, which is almost never the case.


Since it was my initial message that seemed to cause things to get a bit heated, I'd like to jump in again quick, I should clarify my original post.

I'm very happy with the bobblehead system as it is. There is nothing wrong with it, nor are there any bugs. I've since realized it's more a case of mis-communication in regards to how the bobbleheads work. There is no mention in the current documentation of FWE of using z+e to pick up the new static bobbleheads after you drop them from your inventory. So if you haven't been using FWE for quite some time or didn't read the old documentation that included the original readme for the Interactive Bobbleheads, You probably don't know about the z+e pickup. Or have since forgot.

If there is any problem, that's really about the only one. Now the medicine bobblehead in vault 101 is a unique situation. Normally you activate a bobblehead, get the bonus, and it goes into your inventory. Most people may never drop them from inventory after that, and instead go right for the new display added to FWE. In the case of the vault 101 medicine bobblehead, it's removed from your inventory without input from you (if you pick it up before the goat exam/amata waking you). It's easy to forget the z+e option or even realize that the bobblehead on the desk in your room is the static version that you can pick up with z+e. All thats needed for the 101 bobble is to just remember that the bobble on your desk is the static version, and to use z+e to pick it up.

I hope this helps to clear up my original message.

Edit: In regards to an improvement. In the case of the 101 bobble, instead of placing it on the desk, could you not just put it back into the players inventory after Amata wakes you? As for the z+e pickup, maybe a quick popup message at the start of the game or when you initially activate a bobble, reminding players about the z+e pickup if/when they drop them from inventory.
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CRuzIta LUVz grlz
 
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Post » Fri Apr 08, 2011 12:38 am

Thanks, will try when I'm at home!


So, I did try and it did work. Thanks a lot!
Guess it was indeed because this armor had too many effects for my language version to work properly.
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Ben sutton
 
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Post » Fri Apr 08, 2011 7:26 am

So, I did try and it did work. Thanks a lot!
Guess it was indeed because this armor had too many effects for my language version to work properly.

Glad we was able to sort this- enjoy your game!

@Mezmorelda
May be it will be good to mention this mod in our FAQ and/or description page?
Abbreviated effects
http://www.fallout3nexus.com/downloads/file.php?id=5715
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Siobhan Thompson
 
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Post » Fri Apr 08, 2011 12:31 am

To the makers of this wonderful mod:

You may want to check this out : http://www.fallout3nexus.com/downloads/file.php?id=11982

This adds realistic pipboy icons for all food, drink, med, miscellaneous items and some unique weaps and armor.

Just pointing it out in case you feel inspired to include it in your own mods - both for the vanilla FW items but also your own creations / additions...

Cheers, :) Bendiwolf
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Pants
 
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Post » Fri Apr 08, 2011 2:18 am

Does anybody know if the portable water purifier/food grill/bed etc are set to constantly be sold by vendors? Or are they just added to vendor lists? Because after acquiring residency in Tenpenny Tower I can't find anybody selling the stuff. Read the mod docs. Thanks devs for the cool mod btw
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Bryanna Vacchiano
 
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Post » Thu Apr 07, 2011 5:30 pm

Player.additem 2b419 1


My game sees this ID as one for an 8 ball, not the medicine bobblehead! Not quite so useful

Edit: sorry guys didnt mean to double post
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David John Hunter
 
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Post » Thu Apr 07, 2011 8:31 pm

My game sees this ID as one for an 8 ball, not the medicine bobblehead! Not quite so useful

Edit: sorry guys didnt mean to double post

Oops- sorry
Player.additem 00038950 1

Does anybody know if the portable water purifier/food grill/bed etc are set to constantly be sold by vendors? Or are they just added to vendor lists? Because after acquiring residency in Tenpenny Tower I can't find anybody selling the stuff. Read the mod docs. Thanks devs for the cool mod btw

They must be constantly sold by vendors. Try Rivet City, I'm not sure about Tenpenny
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Allison Sizemore
 
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