[RELz] Fwe - Fo3 Wanderers Edition No.36

Post » Fri Apr 08, 2011 5:25 am

Does Fwe add a motion blur when you turn your head? if so is there a way to disable it, very distracting.


That's the morphine effect.
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Karen anwyn Green
 
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Post » Fri Apr 08, 2011 1:00 am

Just some praise from me - I'm having a blast with this mod (with MMM). The start was brutal and I found my character doing a lot of dying, but at Level 8 I'm just starting to get the upper hand on small numbers of muties or talon mercs. Playing a daddy's boy character - Intellect, Science/Medicine and Energy Weapons. No companions either which makes going especially tough - perhaps I should have taken one or two in hindsight.

Speaking of this - I would still love to see more energy weapons in the game. Are there any other mods that might complement FWE in this way? I'm already using EVE.

Anyway, just wanted to say this is a damn fine piece of work and give my props to Mez and all the others responsible.

:foodndrink:
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Adrian Powers
 
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Post » Fri Apr 08, 2011 3:44 am

Hi!,
I have a quick question,
What's the skill I need in order to read a book? every time there is a message which reminds me that I need a 30+ skill in (I don't know, it doesn't say)...

What's the skill?

Thanks
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Ria dell
 
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Post » Fri Apr 08, 2011 2:39 am

You need a high enough skill for the book you want to read (for example, to read Guns and Bullets you need Small Guns skill). I seem to recall one I was unable to read without a skill of 40, but the others were 35 for the first four books in the set. After gaining a Book Perk from the skill books, you need an even higher skill to be able to read another set.
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Tiff Clark
 
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Post » Thu Apr 07, 2011 7:09 pm

VATS got nerfed so hard by FWE that it's pretty useless. Low accuracy, no damage resistance, and your character stands completely still.

This is not true. You can configure VATS to vanilla settings and VATS plugins are optional
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Mimi BC
 
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Post » Fri Apr 08, 2011 3:38 am

Hi!,
I have a quick question,
What's the skill I need in order to read a book? every time there is a message which reminds me that I need a 30+ skill in (I don't know, it doesn't say)...

What's the skill?

Thanks

I believe it's the skill in qestion each time. And *35* is the number, IIRC. Unless that's just my weird setup! :)

So, for "Guns and Bullets", you'd need 35+ in Small Guns in order to even understand what the book (or mag, in this case, I believe) is on about.

edit: gah, never mind. :ninja:
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Lizbeth Ruiz
 
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Post » Fri Apr 08, 2011 8:50 am

This is not true. You can configure VATS to vanilla settings and VATS plugins are optional

I know, I already did that. I was just saying that the default settings were brutal.
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sunny lovett
 
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Post » Thu Apr 07, 2011 11:48 pm

I was playing around with a stealth char with FWE/MMM increased spawns last night and it was pretty frustrating overall. Takes forever sneaking around places and when noticed a quick death usually follows. I still think that a stealth char is best played after gaining 5-10 levels first, but that is just my impression.

Anyways, I then went back to my level 13-14 character and breezed through the Capitol Building for my first time ever. It was fun times. I sold 3000+ caps worth of stuff coming out of there and traded it for 3000+ worth of ammo and supplies. Going to go get more supplies from Cazdin and then blow through Bannister. That should put a dent in the Talon Company, heh. I definitely feel like things went well with this character. Surrounding myself with a gang of allies and having us all in power armor just seems to be the way to go. Between MMM and FWE going solo just seems like a risky proposition and I also like having my pack mules to haul stuff around.

It does mean,however, that there was a turning point around level 10 or so where I felt like I could take on anything in the wasteland. We took out the behemoth in the Capitol Building no problem and then another one that spawned and was beating the tar out of Wolfgang's caravan (I thought caravans don't get attacked with tougher traders???). No worries, really. So, yeah, the challenge added by FWE seems to be diminished in the level 10-20 range, especially when party members are factored in.

It's a weird discrepancy to me where a stealth character just feels impossible whereas the route I went with this character seems to be fairly smooth sailing.
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Susan
 
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Post » Fri Apr 08, 2011 7:17 am

Word of warning to Realistic Interiors mod's users
You will have problems in Fort Independence and Citadel- Outcasts and BoS will speak with you as with trespasser.
This is due to ownership changes, implemented by this mod in some areas.
There is some ways to resolve this issue.
-Use sneak
-Disable this mod temporarily before proceeding into this locations
-Manual editing of the mod
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Emily Graham
 
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Post » Fri Apr 08, 2011 3:40 am

Word of warning to Realistic Interiors mod's users
You will have problems in Fort Independence and Citadel- Outcasts and BoS will speak with you as with trespasser.
This is due to ownership changes, implemented by this mod in some areas.
There is some ways to resolve this issue.
-Use sneak
-Disable this mod temporarily before proceeding into this locations
-Manual editing of the mod


I'm not entirely clear on how all of this works.

Both the Unofficial Patch and Realistic Interiors assign ownership of the Citadel A-Ring, B-Ring and Laboratory to BrotherhoodSteelFaction. Realistic Interiors also assigns ownership of Fort Independence upper and lower levels to BrotherhoodOutcastFaction

If you go by the game storyline etc, the Citadel isn't/shouldn't be accessible till the end of the Waters of Life main quest and at that point you are added to the MQPlayerBOSAllyFaction. This faction has an interfaction relation with the BrotherhoodSteelFaction. That should allow you full access to the Citadel, all BOS should be allies and you shouldn't be considered trespassing.

For Fort Independence, going by the storyline etc, it isn't/shouldn't be accessible until you have turned in enough tech to be friendly with the Outcasts. When you become friendly with them you are added to the BrotherhoodOutcastAllyFaction, which has an interfaction relation with BrotherhoodOutcastFaction. So again this should allow you full access to the Fort, all Outcasts should be allies and you shouldn't be considered trespassing.

If all of it does work that way, then it makes sense to be considered a trespasser if your in any of those area's before you are friends with either of the factions
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Spooky Angel
 
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Post » Fri Apr 08, 2011 3:00 am

I'm not entirely clear on how all of this works.

I'm too, I start to use this mod (realistic lighting) recently.

If you go by the game storyline etc, the Citadel isn't/shouldn't be accessible till the end of the Waters of Life main quest and at that point you are added to the MQPlayerBOSAllyFaction. This faction has an interfaction relation with the BrotherhoodSteelFaction. That should allow you full access to the Citadel, all BOS should be allies and you shouldn't be considered trespassing.

I was not able for now to visit Citadel with RL enabled, and ownership's changes from UF3P was overwrited by another mods for me.

For Fort Independence, going by the storyline etc, it isn't/shouldn't be accessible until you have turned in enough tech to be friendly with the Outcasts. When you become friendly with them you are added to the BrotherhoodOutcastAllyFaction, which has an interfaction relation with BrotherhoodOutcastFaction. So again this should allow you full access to the Fort, all Outcasts should be allies and you shouldn't be considered trespassing.
If all of it does work that way, then it makes sense to be considered a trespasser if your in any of those area's before you are friends with either of the factions

When I complete outcast's trust quest and enter FI, all outcasts in the vicinity start follow me and demand to leave this place. All boxes marked "Red" and looting make outcasts "unfriendly" as expected.
When I start the game as Outcast and enter FI, all outcasts in the vicinity start follow me and demand to leave this place. All boxes marked "Greeen" and I can loot them freely.
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Rachell Katherine
 
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Post » Thu Apr 07, 2011 6:22 pm

I'm too, I start to use this mod (realistic lighting) recently.


I was not able for now to visit Citadel with RL enabled, and ownership's changes from UF3P was overwrited by another mods for me.


When I complete outcast's trust quest and enter FI, all outcasts in the vicinity start follow me and demand to leave this place. All boxes marked "Red" and looting make outcasts "unfriendly" as expected.
When I start the game as Outcast and enter FI, all outcasts in the vicinity start follow me and demand to leave this place. All boxes marked "Greeen" and I can loot them freely.


Hi again,

I just wanted to pop in to say that once you get a character to > level 10-15 range, you're quite well set up to transition to a stealth char imo. I feel right now that the only thing I'm lacking is points in the sneak skill, which could've been rectified if I had chosen to put points into it instead of a couple other utility skills. The thing is, I didn't really need to use mines the way I've been playing so I've got like ~200 frag mines, > 50 bottlecap mines saved up. I also have been giving stealth boys en masse to Cazdin, but could've been saving them up. I've got a 100% repaired set of recon armor, but there are different kinds to choose from of course. I've also got a number of high quality stealth weapons (unique .44 handgun, .223 handgun, lincoln's repeater, gauss rifle, gauss pistol, etc.). So, yeah, with this collection of mines and guns, I feel like all I'm really lacking is the sneak skill and I should be able to do a fair bit of damage in places laying down mines and so forth.

However, that being said, I did just get through Bannister today and lost all of my party members (svcks because with Phalanx they needed 4 days to rest up). LOTS of enemies in there and many of them have automatic weapons/big guns. Fun fun. I really question how a stealth character could survive in places like that. :)

Cheers
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Bonnie Clyde
 
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Post » Fri Apr 08, 2011 8:29 am

I really question how a stealth character could survive in places like that. :)


You can't shoot what you can't see!

I also use a lot of guerrilla tactics ti whittle down the hostile forces found throughout and increased spawns game.
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Eileen Müller
 
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Post » Fri Apr 08, 2011 1:05 am

I'm too, I start to use this mod (realistic lighting) recently.


I was not able for now to visit Citadel with RL enabled, and ownership's changes from UF3P was overwrited by another mods for me.


When I complete outcast's trust quest and enter FI, all outcasts in the vicinity start follow me and demand to leave this place. All boxes marked "Red" and looting make outcasts "unfriendly" as expected.
When I start the game as Outcast and enter FI, all outcasts in the vicinity start follow me and demand to leave this place. All boxes marked "Greeen" and I can loot them freely.


I haven't had a chance to check on Citadel ownership issues at all yet. But I did look at the Fort Independence problem. That ownership change in Realistic Interior Lighting definitely has to be removed. I did the trust quest, went into the fort, and the Outcast were actually toggling between ally and enemy. It was really messing with something in there. One second they were friends, next second they were enemies, and it kept going back and forth like that. It was also causing the Outcast's AI to get stuck in a loop. They would sometimes stand there like they were having a seizure.
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maria Dwyer
 
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Post » Fri Apr 08, 2011 2:54 am

You can't shoot what you can't see!

I also use a lot of guerrilla tactics ti whittle down the hostile forces found throughout and increased spawns game.


I would really love to see something like this in action. Any chance there are any good YouTube movies that would show this in action? I guess I am not so good with stealth chars :) I'm not the most patient gamer, I suppose, and it seems like I can get through locations much faster with a buff-and-tank character than with a crouch-and-tip-toe one.
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Zach Hunter
 
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Post » Fri Apr 08, 2011 2:59 am

I need a little help. I just bought the water purifier, and I read the note. However, the bottom part of the note is cut off, and I think that is the part that talks about how to pick it up. So, how exactly do I pick it up?
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lolly13
 
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Post » Thu Apr 07, 2011 10:44 pm

I need a little help. I just bought the water purifier, and I read the note. However, the bottom part of the note is cut off, and I think that is the part that talks about how to pick it up. So, how exactly do I pick it up?


hold down "z" and press "e"
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phil walsh
 
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Post » Thu Apr 07, 2011 7:54 pm

hold down "z" and press "e"


Thanks man!
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Justin
 
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Post » Fri Apr 08, 2011 8:31 am

Hey guys, first post on the forum!

I just got my FOMM and that seems to be working fine, as well as I have FWE loaded into it fine. But I cannot manage to get it to run, it tells me I haven't installed FOSE correctly. I got the newest one off of Nexus, but the instructions are rather, opaque, and I am not sure if I installed it correctly. I can actually run FOSE off of the fose_loader.exe, but it does not recognize that as having been active when I try to run FOMM with FWE installed.

Is there any particular trick to getting this damn thing installed so I can run your delightful mod? I have been salivating at the thought of playing it for some time now but I cannot manage to make it work. Can any of you gentlemen assist me with this?

I have Windows 7 if that makes any difference. When I put FOSE on, I placed the .dll files and the .exe in with the Fallout.exe file, and left the rest in their own folder.
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Pat RiMsey
 
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Post » Fri Apr 08, 2011 9:00 am

Hmmm...I think this is from FWE...

Raiders sometimes have the double barrel shotgun, but when I take it and try to use it, I can only fire one shot each time before I have to reload. It shows that 2 shots are loaded, but I can only shoot one. At one time, I only had one shot left, and that didn't fire at all. I just heard an out of ammo click when I tried to fire. This is repeatable and happens all the time, every time. Any clue to what it might be?
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Laura Mclean
 
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Post » Thu Apr 07, 2011 6:44 pm

Hey guys, first post on the forum!
I just got my FOMM and that seems to be working fine, as well as I have FWE loaded into it fine. But I cannot manage to get it to run, it tells me I haven't installed FOSE correctly. I got the newest one off of Nexus, but the instructions are rather, opaque, and I am not sure if I installed it correctly. I can actually run FOSE off of the fose_loader.exe, but it does not recognize that as having been active when I try to run FOMM with FWE installed.

Do you have "Launch FOSE" button in FOMM?

Is there any particular trick to getting this damn thing installed so I can run your delightful mod? I have been salivating at the thought of playing it for some time now but I cannot manage to make it work. Can any of you gentlemen assist me with this?
I have Windows 7 if that makes any difference. When I put FOSE on, I placed the .dll files and the .exe in with the Fallout.exe file, and left the rest in their own folder.

As I understand you make it correctly
You are the second in my memory, who experience this issue. Can you disable User Account Control for your Windows, reboot and try again? Which version of the game do you have? GotY?
And may be it will worth to ask your question here also
http://www.gamesas.com/index.php?/topic/1073734-relz-fallout-script-extender-fose-v12/page__st__60

@Carenzi

Raiders sometimes have the double barrel shotgun, but when I take it and try to use it, I can only fire one shot each time before I have to reload. It shows that 2 shots are loaded, but I can only shoot one. At one time, I only had one shot left, and that didn't fire at all. I just heard an out of ammo click when I tried to fire. This is repeatable and happens all the time, every time. Any clue to what it might be?

I'm not sure what caused this, FWE make modifications only to damage and other small things. May be you have another mod, which conflict with FWE/vanilla? In any case- this shotgun have clip size = 2 and must shot two bullets at once. Please check this shotgun in FO3edit, what do you have in Ammo Use field?
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Becky Palmer
 
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Post » Fri Apr 08, 2011 4:47 am

@Carenzi I'm not sure what caused this, FWE make modifications only to damage and other small things. May be you have another mod, which conflict with FWE/vanilla? In any case- this shotgun have clip size = 2 and must shot two bullets at once. Please check this shotgun in FO3edit, what do you have in Ammo Use field?


Ok, thank you for your quick answer. My fault, I didn't look at the ammo counter while shooting and indeed, it shoots 2 rounds every time instead of only one at a time. Why is it though, why would it? Why can't I shoot one round at a time, and then reload after shooting twice? I have used double-barreled shotguns real life, and never did I have to shoot both barrels at the same time. Not a real biggie now I know, just curious as to why it is like this in the game.
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Katy Hogben
 
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Post » Fri Apr 08, 2011 3:12 am

Ok, thank you for your quick answer. My fault, I didn't look at the ammo counter while shooting and indeed, it shoots 2 rounds every time instead of only one at a time. Why is it though, why would it? Why can't I shoot one round at a time, and then reload after shooting twice? I have used double-barreled shotguns real life, and never did I have to shoot both barrels at the same time. Not a real biggie now I know, just curious as to why it is like this in the game.

If you really need this, you can change ammo counter and try it.
This was implemented by vanilla game, we don't touch it. May be there will be problems with reload animation, may be not.
The reason? To keep balance between number of bullets and implemented damage, for example
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Marine x
 
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Post » Thu Apr 07, 2011 7:44 pm

http://www.gamesas.com/index.php?/topic/1086601-relz-fwe-fo3-wanderers-edition-%2336-part2-p/ (for real this time, 35, got ummm . . . lost in translation)
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Nicole Elocin
 
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Post » Thu Apr 07, 2011 8:27 pm

Thanks for the help, it was the User Account settings, as it turned out. It works great, I just have to get used to getting my head blown off enough to adjust to this (brand new) game.

Thanks all, and this is a wonderful mod, I recommend it to anyone who is bored with FO3, it ramps up the replay value past the already high level that the original has!
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An Lor
 
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