[RELz] Fwe - Fo3 Wanderers Edition No.36

Post » Fri Apr 08, 2011 5:08 am

Hi all, just a quick question...my character recently leveled from 4 to 5 and I increased my repair skill...66 I think, anyway now every time I walk close to a workbench the Metal Working (1) note gets added? shouldent it only get added once? also I seem to have the Metal Working (2) note as well and a quick look at the script reveals that I shouldent have that unless my skill is between 75 and 100? anyway not a real big deal but having the note added all the time is kinda annoying.
Now heres what I think happened, my repair skill is 66 at some point (I dont know what) something increased my skill to 75 or more so the Metal Working (2) note was added and the first one should have been removed now I've returned to 66 and the Metal Working (1) note is being readded every time I get close to a bench

ToJKa is right.
-Your skill is 66 and you have note Metalworking 1
-When you are close to workbench, you receive +10 bonus to repair and you repair skill now 76. In this case you receive Metalworking 2 note, which reflect this.
-When you went away from the workbench, you loose +10 bonus to repair and you repair skill now 66 again. In this case you receive Metalworking 1 note again.
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Sara Lee
 
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Post » Thu Apr 07, 2011 9:33 pm

ToJKa is right.
-Your skill is 66 and you have note Metalworking 1
-When you are close to workbench, you receive +10 bonus to repair and you repair skill now 76. In this case you receive Metalworking 2 note, which reflect this.
-When you went away from the workbench, you loose +10 bonus to repair and you repair skill now 66 again. In this case you receive Metalworking 1 note again.

Geez...ok I see now what you are saying! makes sense I forgot about the +10, still it is kinda annoying. Thanks for the insight;)
I still think an addonce could be written into the script so the player only ever gets the note one time, its pointless to have the notes added, removed and re added every time since you already get the workbench +10 added and removed messages each time.
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Annika Marziniak
 
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Post » Thu Apr 07, 2011 8:02 pm

I still think an addonce could be written into the script so the player only ever gets the note one time, its pointless to have the notes added, removed and re added every time since you already get the workbench +10 added and removed messages each time.

No, it is not pointless. You can be affected by drugs, which increase/decrease your repair skill, so result of workbench can be different.
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Paul Rice
 
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Post » Fri Apr 08, 2011 6:21 am

Wow! I just finished the Super-Duper mart quest. I'm level 3 weenie type stealth small guns with low strength and endurance. This previously low-level wuss quest even when played on very hard, became an epic of strategy and cunning. I really was impressed. I'm playing on 'normal' difficulty too! I filled the Nuka-Cola machines outside with so much loot because I couldn't possibly carry half of it. It's going to take many, many trips back and forth to get all of that back to Megaton. I'm totally amazed at how radically this MOD (combined with the other suggested mods) alters the game. The wasteland has taken on a completely more sinister and deadly feel. It really engaged all of my skills to survive this "simple" quest. I'm blown away!

Huzzah! :bowdown:

:fallout:
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Emily Jones
 
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Post » Fri Apr 08, 2011 9:12 am

got a problem here, after updating to 5.0, none of the radio stations work. did I miss an update?
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Katharine Newton
 
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Post » Thu Apr 07, 2011 5:40 pm

EDIT: Nope, seems pretty effective on everything to me, two shots are enough to kill an Talon Staff Sargeant or an Raider, Stronger Mutants take longer, but can still be downed pretty fast. Only aiming seems difficult for some reason.

Pulse Rifle is a good energy weapon, that compares well to the plasma and laser rifle. But as soon as you get your hands on some weapon mods the laser rifle and plasma rifle generally outperform it.


got a problem here, after updating to 5.0, none of the radio stations work. did I miss an update?

FWE doesn't do anything with radio stations.

Latest update is also 5.02, but again, FWE doesnt do anything with radio stations, so you'll have to look somewhere else.
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SUck MYdIck
 
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Post » Fri Apr 08, 2011 7:08 am

Speaking of radio, i've noticed that Three Dog sometimes uses the wrong karma title. Just now he called me a "Defiler" despite being neutral (-300 something), pip-boy displays the right title "Keeper" though.

So much for his "bringing you the truth" line :D
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Alyce Argabright
 
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Post » Fri Apr 08, 2011 5:20 am

Pulse Rifle is a good energy weapon, that compares well to the plasma and laser rifle. But as soon as you get your hands on some weapon mods the laser rifle and plasma rifle generally outperform it.



FWE doesn't do anything with radio stations.

Latest update is also 5.02, but again, FWE doesnt do anything with radio stations, so you'll have to look somewhere else.

im not blaming you guys, its probably my fault, but it stopped working directly after I updated to the latest FWE version on the nexus. normal radios still work, but the personal radios on the pipboy are down and nothing but static. could it be a load order prob, or a mod collision?
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QuinDINGDONGcey
 
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Post » Fri Apr 08, 2011 2:20 am

got a problem here, after updating to 5.0, none of the radio stations work. did I miss an update?

Each day something new :)
No, FWE have nothing with your problems, it make nothing with radiostations.
1. Check please your data/sound/voices folder. It must contain something.esp folders only. No any other files- or your radiostations can be broken
2. No one mod can contain data/sound/voices folder, packed into BSA archive
3. You may have vanilla issue, described and fixed here
http://www.fallout3nexus.com/downloads/file.php?id=6590
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Schel[Anne]FTL
 
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Post » Fri Apr 08, 2011 3:51 am

downloaded it ill check if it worked. the data/sound/voice folder was empty (theres a data/sound/fx folder thats full of stuff though) dunno if thats normal or not.

EDIT: didnt work. the normal radios around the wastes work fine, but the pip-boy stations don't get the signal anymore.
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Jade Muggeridge
 
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Post » Fri Apr 08, 2011 7:17 am

@dragoonofdeath: I have the same Pip-Boy radio problem in one of my non-FWE games. It seems to be completely random as to whether it happens or not.
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Robert Garcia
 
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Post » Fri Apr 08, 2011 1:43 am

EDIT: didnt work. the normal radios around the wastes work fine, but the pip-boy stations don't get the signal anymore.

About which pip-boy stations you talk about?
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LuCY sCoTT
 
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Post » Fri Apr 08, 2011 1:11 am

oh so its an ingame vanilla error? eh oh well.

@delamer the only ones ihave access to ATM are enclave and GNR and neither work. No clue about the morse stations/other misc. stations or Agathas. all I know is that I went and did GNR quest, turned on radio and sadfaced. Then jumped on the last mod I downloaded. -_-
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I’m my own
 
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Post » Thu Apr 07, 2011 6:45 pm

oh so its an ingame vanilla error? eh oh well.

@delamer the only ones ihave access to ATM are enclave and GNR and neither work. No clue about the morse stations/other misc. stations or Agathas. all I know is that I went and did GNR quest, turned on radio and sadfaced. Then jumped on the last mod I downloaded. -_-

Ah- you mean radios and Juke-Box translate GNR and enclave normally, but you can't hear it in your own Pip-Boy??
Well- it's weird :(
Seems to me you need new pip-boy. (Sad joke)
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darnell waddington
 
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Post » Thu Apr 07, 2011 8:30 pm

gave me a chuckle.

Anyhoozles, one more question on my block here, should the radscorpions be friendly? normals and giants alike are friendly and come to my aid in battle, but they're not covered in animal friend perk and entomolgist makes them weaker against my bullets. Id testto see if its a glitch on the perks part, but dunno how to remove them.
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Schel[Anne]FTL
 
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Post » Thu Apr 07, 2011 7:29 pm

gave me a chuckle.

Anyhoozles, one more question on my block here, should the radscorpions be friendly? normals and giants alike are friendly and come to my aid in battle, but they're not covered in animal friend perk and entomolgist makes them weaker against my bullets. Id testto see if its a glitch on the perks part, but dunno how to remove them.

In console
Setenemy PlayerFaction RadscorpionFaction

It is from Wasteland Whisperer mod- Octologist perk
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Heather Dawson
 
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Post » Fri Apr 08, 2011 5:46 am

I'm playing with FWE and Phalanx. RL3 got caught up in a mini nuke blast outside of GNR. I waited for a bit, but he kept laying there. So, I decided to wander around GNR for awhile and ended up going out the 1-way door. When I finally figured out the metro to get back to RL3, he was gone. I can't find him anywhere.

Any ideas?

Thanks!
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John N
 
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Post » Thu Apr 07, 2011 11:44 pm

I'm playing with FWE and Phalanx. RL3 got caught up in a mini nuke blast outside of GNR. I waited for a bit, but he kept laying there. So, I decided to wander around GNR for awhile and ended up going out the 1-way door. When I finally figured out the metro to get back to RL3, he was gone. I can't find him anywhere.
Any ideas?
Thanks!

This question more for Phalanx thread, but I know solution for you.
You need to talk with man near Megaton Exit. Tell him -you loose one of companions, he will help you
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Claire Lynham
 
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Post » Fri Apr 08, 2011 8:07 am

Edit: nm Del answered
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lolli
 
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Post » Fri Apr 08, 2011 3:19 am

I'm playing with FWE and Phalanx. RL3 got caught up in a mini nuke blast outside of GNR. I waited for a bit, but he kept laying there. So, I decided to wander around GNR for awhile and ended up going out the 1-way door. When I finally figured out the metro to get back to RL3, he was gone. I can't find him anywhere.

Any ideas?

Thanks!


I just happened to be stopping by and saw this.

If he doesn't show up the first time you fast-travel, Gary who lives outside of Megaton can retrieve him for you.

Followers have a heap of code that's dedicated to getting them back to you when they get into trouble like this, but sometimes, stuff still intereferes with that.
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JD FROM HELL
 
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Post » Thu Apr 07, 2011 11:24 pm

Dropping in for a little status report - hope thats aite =p

Phalanx followers using the FWE weapons as distance-selected, doing that is still in progress. It's not implemented in the FOOK beta version. I was smack in the middle of the FWE/DLC weap integration when it came time to put the beta out. If you were to open up the guts and look, you'd see the beginnings of DLC01 weapon integration, and a whole lot of space freed up in the controller quest script to account primarily for the new categories coming in from FWE, and also I have the FWE-specific ammo types defined. Stuff like that. So, it's coming along, it's just not done yet.
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Jerry Cox
 
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Post » Fri Apr 08, 2011 2:06 am

Thanks guys!
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Lady Shocka
 
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Post » Fri Apr 08, 2011 8:48 am

A quick warstory:

-So, as I mentioned above, I lost RL-3, so me and Malcolm made an ill-advised decision to try and keep pushing for the Museum of History, despite the fact that our supplies were also starting to dwindle. We figured: Hey, how hard can it be?

On the way to the Mall, we came out of one metro station and faced a **** ton of raiders with automatic weapons. Some were up in buildings, meaning we were getting shot at above and below. We just stumbled into it blindly, without shooting up any chems or anything, so we ended up getting mowed down. Frustrated, like a golfer having a bad day, I gave myself another mulligan and, this time, Malcolm and I stuck tight together and methodically took out the raiders. So, we carried on. This time we had great success and managed to get to the metro exit leading directly to the mall.

Like an over-exuberant child, we didn't learn our lesson, and stumbled out, once again, into complete hell. This time it was muties with automatics. Malcolm fought bravely and got mowed down. Morphine was the only thing keeping me upright as *every* part of my body was crippled. About 8-10 muties finished me off.

I've sinced decided to write-off the whole experience rather than start a new game, since I'm enjoying this character. I went back to my GNR saved game and went back to Megaton instead of pushing forward. I got RL-3 reset by Gary and then hired Jericho, since I had a spare set of power armor from the behemoth GNR fight. I loaded Jericho up with power armor, a mix of big and small guns, and then went and traded in some tech to Cazdin to load up on 5.56 and stims. RL-3 is set, Malcolm specialized in energy weapons and is loaded up, Jericho is loaded up, I'm loaded up. Every remaining quest that I have points toward downtown.


I'm headed back downtown and, this time, I'm gonna be the one unleashing hell :D

Along the way, I should hit level 10 and the level scaling in F03 is starting to throw some mid-level enemies at me, which is fun, fun.
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Noely Ulloa
 
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Post » Fri Apr 08, 2011 8:33 am


Like an over-exuberant child, we didn't learn our lesson, and stumbled out, once again, into complete hell. This time it was muties with automatics. Malcolm fought bravely and got mowed down. Morphine was the only thing keeping me upright as *every* part of my body was crippled. About 8-10 muties finished me off.

I'm headed back downtown and, this time, I'm gonna be the one unleashing hell


Good story :)

I love the DC ruins. When I first started playing FWE I often made the mistake of simply charging in there, only to find myself later on deep in hostile territory with only a few clips left for my guns and a handful of stimpaks. With fast travel disabled there's of course no easy way out.
Had to wait until nightfall to stealth my crippled ass out of there, scanning the darkness for any possible mutie ambush. Pure adrenaline :)

Often when you find yourself outmanned and outgunned, it's smarter to get your ass out of there and come back better equipped and/or with friends, instead of trying to bludgeon your way through an encounter(since that usually ends fatally)
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Lyd
 
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Post » Thu Apr 07, 2011 10:47 pm

Good story :)

I love the DC ruins. When I first started playing FWE I often made the mistake of simply charging in there, only to find myself later on deep in hostile territory with only a few clips left for my guns and a handful of stimpaks. With fast travel disabled there's of course no easy way out.
Had to wait until nightfall to stealth my crippled ass out of there, scanning the darkness for any possible mutie ambush. Pure adrenaline :)

Often when you find yourself outmanned and outgunned, it's smarter to get your ass out of there and come back better equipped and/or with friends, instead of trying to bludgeon your way through an encounter(since that usually ends fatally)


Yeah, totally. I have to plan to run away more often. I really wish Phalanx had headset communication because there often isn't time to get close enough to an ally and talk to them to tell the team to retreat before we all get killed and I'm a leave-no-man-behind kinda guy :)
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Toby Green
 
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