[RELz] Fwe - Fo3 Wanderers Edition No.36

Post » Fri Apr 08, 2011 8:45 am

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


For RP reasons I can't go to the Rivet City area of the map yet (not capable enough, need to get prepared, v hard FWE configuration) plus Moira did initially stock everything at Megaton, but then stopped stocking it all, so im thinking its an issue with Primary Needs rather than Tenpenny Tower not having a merchant who stocks the portable stuff. I have looked at the version history of Primary Needs on the Nexus and there was a vendor stock issue that was apparently resolved...anybody else having problems with vendors not stocking the gear? Thanks

EDIT: the only difference in my load order to the one recommended at the start of this thread for a FWE WMK setup is i have Robco Certified and BlackWolf Backpack loading (right near the start of load order). Not sure if they're messing things up. I've just realized that nobody is stocking any WMk too, when they were before! Argh!
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Your Mum
 
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Post » Fri Apr 08, 2011 2:35 am

For RP reasons I can't go to the Rivet City area of the map yet (not capable enough, need to get prepared, v hard FWE configuration) plus Moira did initially stock everything at Megaton, but then stopped stocking it all, so im thinking its an issue with Primary Needs rather than Tenpenny Tower not having a merchant who stocks the portable stuff. I have looked at the version history of Primary Needs on the Nexus and there was a vendor stock issue that was apparently resolved...anybody else having problems with vendors not stocking the gear? Thanks

Ah- I see
Vendors can not always have this items in their shops, you need to visit them later, after respawn of their stock
Or some mod overwrite their stock. But if you had this items in shops already- I doubt this

EDIT: the only difference in my load order to the one recommended at the start of this thread for a FWE WMK setup is i have Robco Certified and BlackWolf Backpack loading (right near the start of load order). Not sure if they're messing things up. I've just realized that nobody is stocking any WMk too, when they were before! Argh!

I have suspicions against Backpack mod, especially if you use optional plugin, which re-add backpack periodically
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Rachel Hall
 
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Post » Fri Apr 08, 2011 8:46 am

I have suspicions against Backpack mod, especially if you use optional plugin, which re-add backpack periodically


im gonna disable it then wait about 10 days away from the vendors and see if it works. Thanks
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louise tagg
 
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Post » Thu Apr 07, 2011 11:40 pm

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


Hmm. I like that mod, it's good stuff. I tried to keep with the vanilla style of making icons, as it kept with the theme of the original game. I guess it's the same reason most guns added by FWE are directly from a past Fallout game. Is there a particular issue you find with the current icon set? I'm always looking for ways to improve.
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x a million...
 
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Post » Fri Apr 08, 2011 6:02 am

I just noticed that the Chine Stealth Suit doesn't have it's stealth field effect anymore with this mod. Is the any way to re-enable this feature, but have it consume energy cells while in use? If not, is there just any way to re-enable it?

Thanks!

EDIT: And I just noticed that Nightvision won't work. I tried changing the hotkey, and it still won't work. I have energy cells, and a full suit of Chinese Stealth Armor. Any help?

Load Order:
Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
GalaxyNewsRadio40[M].esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
Echo_BatteryCharger.esp
MiniHideout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FWE Optional Worn Weapons.esp
Sally Fix 2.1.esp
EVE.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Operation Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE Anchorage - FWE DLC Anchorage.esp
RobCo Certified.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE with EVE.esp
1PipboyPDA.esp
Owned!.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
A Place to Stay for Broken Steel.esp
A Place to Stay in Anchorage.esp
A Place to Stay in The Pitt.esp
A Place to Stay in Point Lookout.esp
A Place to Stay on Mothership Zeta.esp
MarkB50K_Wasteland_Patrols.esp
Console Key Binder.esp

Total active plugins: 78
Total plugins: 78

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josh evans
 
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Post » Fri Apr 08, 2011 12:16 am

Hmm. I like that mod, it's good stuff. I tried to keep with the vanilla style of making icons, as it kept with the theme of the original game. I guess it's the same reason most guns added by FWE are directly from a past Fallout game. Is there a particular issue you find with the current icon set? I'm always looking for ways to improve.


Hi T3T - no, I truly LOVE your Icon set - it's just that it still doesn't cover quite a lot of the different items, while this one is a lot broader...

Also, it's been quite a while since you updated it, and I thought that you had stopped working on it.

If you produced a version that covered everything with your style of icons, I would prefer that 100 times !

Cheers, bendiwolf
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Juan Cerda
 
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Post » Thu Apr 07, 2011 8:25 pm

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


Try Karl with The Family or Smiling Jack at Evergreen Mills. I acquired a bed and purifier from Smiling Jack. I can't remember where I got my grill.
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djimi
 
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Post » Fri Apr 08, 2011 12:13 am

I'm a slow updater, but when the time comes for a major update to FWE, I will do my best to complete all the misc item icons.
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Kelli Wolfe
 
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Post » Fri Apr 08, 2011 9:04 am

EDIT: And I just noticed that Nightvision won't work. I tried changing the hotkey, and it still won't work. I have energy cells, and a full suit of Chinese Stealth Armor. Any help?

Load Order:
...
Sally Fix 2.1.esp
...
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp



These you don't need; Sally fix is only for FOOK2, the MMM stuff you can set from the FWE Control Panel: Supported Mod Confics. Also you seem to be missing a merged patch, try downloading Mez's Merged Patch from FWE Nexus page, if that causes problems (it does for me) you need to make your own with FO3Edit. I had a problem with nightvision too, it was something related to my load order, but can't remeber what it was anymore, the patch may solve it.
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Lawrence Armijo
 
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Post » Thu Apr 07, 2011 7:21 pm

I have a problem, the security in rivet city is hostile to me!

It's because I selected the Talon Merc background using the alternative start mod.

Is there a way to make the rivet city guard not hostile to me?
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X(S.a.R.a.H)X
 
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Post » Fri Apr 08, 2011 6:28 am

I have a problem, the security in rivet city is hostile to me!

It's because I selected the Talon Merc background using the alternative start mod.

Is there a way to make the rivet city guard not hostile to me?

Type in console
Player.RemoveFromFaction TalonCompany
Player.removePerk XX029C3
Player.removePerk 0044CA8

where XX- index of FWE.esm in FOMM
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Clea Jamerson
 
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Post » Thu Apr 07, 2011 10:09 pm

These you don't need; Sally fix is only for FOOK2, the MMM stuff you can set from the FWE Control Panel: Supported Mod Confics. Also you seem to be missing a merged patch, try downloading Mez's Merged Patch from FWE Nexus page, if that causes problems (it does for me) you need to make your own with FO3Edit. I had a problem with nightvision too, it was something related to my load order, but can't remeber what it was anymore, the patch may solve it.


I deleted those, and I crash on starting Fallout. I then just reinstalled MMM, and didn't select those options: Still crashing.

The crash happens right after the initial loading screen, before the Bethesda logo. I can't figure it out. I don't think any of my mods have those plugins as masters.

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
GalaxyNewsRadio40[M].esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
Echo_BatteryCharger.esp
MiniHideout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FWE Optional Worn Weapons.esp
EVE.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Operation Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE Anchorage - FWE DLC Anchorage.esp
RobCo Certified.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE with EVE.esp
1PipboyPDA.esp
Owned!.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
A Place to Stay for Broken Steel.esp
A Place to Stay in Anchorage.esp
A Place to Stay in The Pitt.esp
A Place to Stay in Point Lookout.esp
A Place to Stay on Mothership Zeta.esp
MarkB50K_Wasteland_Patrols.esp
Mart's Mutant Mod.esp

Total active plugins: 72
Total plugins: 72

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Elina
 
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Post » Fri Apr 08, 2011 1:08 am

They shouldn't, they all just plugins for bigger mods. You have Mart's Mutant Mod.esp loading last, put it before the MMM DLC plugins, not sure if it stops the crashing, though.
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Benji
 
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Post » Fri Apr 08, 2011 4:29 am

They shouldn't, they all just plugins for bigger mods. You have Mart's Mutant Mod.esp loading last, put it before the MMM DLC plugins, not sure if it stops the crashing, though.


I'm going to go make a new topic for this, since I think it will help more and this doesn't have to do with FWE directly.
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meg knight
 
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Post » Fri Apr 08, 2011 5:35 am

Is FWE compatible with http://www.fallout3nexus.com/downloads/file.php?id=6190?
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Louise Andrew
 
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Post » Thu Apr 07, 2011 5:30 pm

Is FWE compatible with http://www.fallout3nexus.com/downloads/file.php?id=6190?

If this pack don't replace vanilla perks- then it can be compatible, more or less.
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MISS KEEP UR
 
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Post » Thu Apr 07, 2011 10:57 pm

Hey all,

I usually start more games than I play through, but last night I finished the last side quest and have a character at lvl 13ish with only the MQ and exploration in front of me. I've got myself, Charon, Jericho, Malcolm all in PA and RL3 as well. Charon carries a jackhammer shotgun (although I just got the auto shotgun from the dude in Girdershade last night), Jericho has Eugene, Malcolm has A1-23's rifle. I don't fear much anymore in the wasteland and, tbh, I've kinda forgotten what being afraid of every step in the wasteland feels like. I even took down my first ever Deathclaw Matriarch last night. The last things I want to do are some things I've never done before: Dunwich building, Old Olney, and the Capitol Building. I should note that I am NOT using increased spawns.

I'm looking forward to my next playthrough with FWE 5.0. I'm looking to use increased spawns and to play a stealth character. Sneak and explosives were two skills I did not really utilize this playthrough and I'm looking to play a character who uses minimal armor and uses a lot of explosives. I'm also looking to try things solo this time around as party members compromise stealth most of the time. However, with increased spawns and no party members, I'm thinking things are going to be a LOT harder.

Any advice? I generally look to play iron man runs--dead is dead...unless I am really enjoying a character and I give myself a few mulligans, like with the above character. In particular, I'm wondering how best to take down mobs and very tough opponents (e.g., behemoths) with a low DR stealth character.


Thks
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Mariana
 
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Post » Thu Apr 07, 2011 6:21 pm

I've been playing such a character myself lately, using only Chinese Jumpsuit or the Chinese Stealth Armor (with FWE it doesn't have the Stealth field). I've also adjusted the game settings and damage multipliers so that getting shot means getting seriously injured, if not outright killed. With increased spawns and 5x feral ghoul rampage this has created many "interesting" situtations :cold:

As such staying hidden is paramount, meaning that i must kill enemies either by sniping from far enough that they don't hear the gunshots, or using silenced weapons, still preferrably from a dark place far away. Melee Weapons would propably work too, assuming you can kill the enemy with one hit and don't use Responsive Kill Reactions. Stealth Boys i have not used much either, mostly in situations when i go trough a door and land in close proximity of enemies.

Using WMK with FWE allows silencing and scoping a lot more weapons than what are available otherwise, also get ahold of the Victory Rifle ASAP, also http://www.fallout3nexus.com/downloads/file.php?id=11611 i have found invaluable. By default enemies don't react to one-shot kills, so you can use that to your advantage, or if you want to make the game more interesting, use this: http://www.fallout3nexus.com/downloads/file.php?id=11750, that has gotten me killed many, many times.

For Behemots and Gargantuans (if you use MMM), i set a "Mini-Nuke IED" and lure them to step on it, in FWE mini-nukes and missiles explode if they are damaged, so drop a mine and a mini-nuke next to it... :nuke: That doesn't kill them, but damages them some and usually cripless their leg(s), meaning you have an easy time of finishing them off or running away.

I've died more times than i care to count though, playing dead is dead would have resulted in my computer flying trough the window a long time ago :D
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Chloe Lou
 
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Post » Thu Apr 07, 2011 5:45 pm

We've been tinkering around more with responsive kill reactions as well. At the moment (and we're not sure why!) melee kills don't generate a detection event . . . my suspicion is that melee kills aren't registering the player as the killer, altough that could be because I've been using the shocksword (??). In any event, it does help balance melee out a little. Also, the new version of that builds in a detection check between the dead guy and living NPC's, so it won't generate a detection event unless the dead guy is seen when he dies (or shortly there-after). We're still fine-tuning it, but it is heading in the right direction :)

Otherwise, playing a lightly armored / stealth oriented guy is certainly tricky. Hit + run tactics can be used pretty well, running off into the darkness after taking out one or two opponents. Obviously getting your stealth up quickly is crucial, either tagging it or taking all five levels of the thief perk. I'm also using FWE's experimental sneak settings (in the control panel) which double's the detection event radius, making it a lot more challenging and realistic (in my opinion), but forgiving in some cases as well. Hard to describe how it works fully, best to try it out for yourself.

Also, I've found the lighting mods to make a HUGE difference in playing stealth characters. I'm using the realistic interior lighting mods along with dynamic weather (has darker nights be defauly) + streetlight mods. In interiors, there are a lot more dark / pitch black corners to hide in, which is great because enemies switch into alert state and come hunting for you, but there's a good chance of actually getting hidden again since the enemies don't switch into combat mode as quickly.

Taking out big target's is rough with a stealth type. My best advice is to avoid such fights unless you can position yourself somewhere where they can't fight back. Scrambling up onto a ledge where a behemoth can't reach you is about the only option. If you're using explosives, they can hurt a lot as well, especially plasma grenades.
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BethanyRhain
 
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Post » Fri Apr 08, 2011 2:54 am

Sneak and Explosives go very well together. I play that way all the time. The key for me is mines, lots and lots of mines, and a scoped rifle. When travelling the wasteland I keep my knife equiped for the odd molerat or dog, and I keep watch out for any movement on the horizon. If I see any danger I sneak as close as I dare leaving a string of mines I then back track and use the rifle. If I get a kill great, if not then I've given away my position and the hostile NPCs come running along a string of mines to get me.:evil: But don't count on the mines to do all the work, especialy with increased spawns, If you have a shot take it. Where possible try to find multiple sniping points and constantly move from on to the other. With luck any thing that survives the mines will be looking for you in the wrong place.
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jasminε
 
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Post » Fri Apr 08, 2011 2:30 am

Thanks guys, some great tips there. I'll try it out and see how it goes :) I'm not overly optimistic, but we'll see... :)
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SEXY QUEEN
 
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Post » Thu Apr 07, 2011 10:17 pm

When using Project Beauty HD, do I need both 'FO3 Wanderers Edition - Project Beauty.esp' and 'FO3 Wanderers Edition - Project Beauty (HD Addition).esp'?
Same question for the MMM Project Beauty FOIP patches. Do I need both of them too?
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Amber Hubbard
 
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Post » Fri Apr 08, 2011 4:20 am

When using Project Beauty HD, do I need both 'FO3 Wanderers Edition - Project Beauty.esp' and 'FO3 Wanderers Edition - Project Beauty (HD Addition).esp'?
Same question for the MMM Project Beauty FOIP patches. Do I need both of them too?

Yes to both questions
You need both for FWE and MMM
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AnDres MeZa
 
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Post » Fri Apr 08, 2011 9:41 am

This may be addressed in here, I haven't looked so if it is I apologize. I just recently started using FWE and think it is fantastic. I have a small problem though, in that the Chinese stealth suit helmet does not seem to be able to toggle the night vision effect. Power armor helmets, and recon helmets both work fine, just not the stealth suit. FO3Edit doesn't indicate any conflicts where the armor itself is concerned, but I'm guessing it's some kind of list that a script looks at. Just wondering if anyone else has this problem or how I can try to address it myself. Thanks in advance.
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Nick Tyler
 
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Post » Thu Apr 07, 2011 7:06 pm

Played around with increased spawns and a stealth char tonight. It didn't go well. I'm thinking survival in the very early going depends on getting as high of DR as possible, buffing to the max with chems, and then using a mix of explosives, good weapon skill, and some tactics. I went into superdupermart with a wastelander outfit and silenced hunting rifle. Sure, I could sneak a bit, but I couldn't kill squat and when I got mobbed it was over.

I think once you gain a few levels and get some skills, then sneaking may be more practical, within certain limits. My next serious playthrough will likely be aimed at doing what I have to do to get a few levels and then try a more sneak based approach in the 5-10 level range and see how it goes.
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Tina Tupou
 
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