[RELz] Fwe - Fo3 Wanderers Edition No.36

Post » Fri Apr 08, 2011 1:52 am

I would like to say that this mod is my all time favorite. I've played the Xbox version to death, and I just came to PC. After installing this mod after many people recommended it, the game is 'fresh' again. While I wish it adds a couple more weapons/armor, I can stand going without them. Thank you so much for this mod :wub:
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Mariana
 
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Post » Thu Apr 07, 2011 10:32 pm

I would like to say that this mod is my all time favorite. I've played the Xbox version to death, and I just came to PC. After installing this mod after many people recommended it, the game is 'fresh' again. While I wish it adds a couple more weapons/armor, I can stand going without them. Thank you so much for this mod :wub:

Cheers glad to hear you're enjoying yourself!

It's a very concious decision of ours not to go overboard in the weapons department. We wanted to stick with lore-friendly weapons, that have appeared in previous Fallout games and it was very important to us that every weapon feels very distinct from each other and performs a different role in combat.

But if you have all DLCs installed and Weapon Mod Kits you end up with almost a thousand weapon entries, which is plenty :)
Also we've added several new unique weapons and gave all the old ones new unique models, textures and stats , so you will find plenty more variation there too! My personal favourite weapon can be found in the Wheaton Armory ;)
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Hayley O'Gara
 
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Post » Thu Apr 07, 2011 6:31 pm

I've played through my first FWE game and loved just about everything. My Lvl 27 char seems ripe for retirement and when restarting the game with a new char I'd like to add some FWE features and tweak some others. I wonder what you guys think of the following:

Experience Settings - I'll keep 0 Slowest. If I understand correctly I could add Arwen's Arwen _Reduced_XPR to slow it down even further?

Sneak - I used Vanilla Very Easy, but at higher Sneak levels I understand why there are optional settings on it. I'm torn between Easy and Moderate. Any views on which setting that is both more "realistic" and still fun?

Global Damage - I used 2.0x FWE default and liked it a lot. I'm considering lower it to 1.5x, though. At least on higher levels when good at sneaking this should actually make the game a bit more challenging I guess, plus getting hit won't be quite as unforgiving. Does someone play on 1,5x?

Also, I'd like to add Primary Needs but with rather "easy" settings. Any tips on how to set it up to have hunger and thirst as factors, but not having to micromanage too much (i.e. bringing cooking equipment and what not).

I think I'll skip Triage but might have sleep to not heal limbs instead?
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Kara Payne
 
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Post » Fri Apr 08, 2011 3:53 am

Experience Settings - I'll keep 0 Slowest. If I understand correctly I could add Arwen's Arwen _Reduced_XPR to slow it down even further?

That's pretty extreme to be honest :P
Will take you very long to reach a high level, but up to you!

Sneak - I used Vanilla Very Easy, but at higher Sneak levels I understand why there are optional settings on it. I'm torn between Easy and Moderate. Any views on which setting that is both more "realistic" and still fun?

I personally prefer moderate. Sneaking is a bit more difficult, but you dont pull the entire building if you eff up.

Global Damage - I used 2.0x FWE default and liked it a lot. I'm considering lower it to 1.5x, though. At least on higher levels when good at sneaking this should actually make the game a bit more challenging I guess, plus getting hit won't be quite as unforgiving. Does someone play on 1,5x?

I play with 1.25(I use the Alternate FWE preset to be precise). I like the lower settings a bit more because it makes enemies like Enclave and Super Muties far more durable.

Also, I'd like to add Primary Needs but with rather "easy" settings. Any tips on how to set it up to have hunger and thirst as factors, but not having to micromanage too much (i.e. bringing cooking equipment and what not).

Well it's simple enough to change, all you need to do is lower the food/drink/sleep factors in the PN menu. But just so you know, we already reduced the dafault values quite a lot in 5.x
You'll only get those values if you start a new game or reset PN though. If you used a save from 4.x or before you'll have to manually reset PN to get the new rates.
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Suzy Santana
 
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Post » Thu Apr 07, 2011 11:01 pm

Also, I'd like to add Primary Needs but with rather "easy" settings. Any tips on how to set it up to have hunger and thirst as factors, but not having to micromanage too much (i.e. bringing cooking equipment and what not).

In addition to Kai.
There is no need in any devices with current default settings at all. Food and Nuka in the world enough to fulfill all your needs.

I think I'll skip Triage but might have sleep to not heal limbs instead?

Keep in mind
-Triage item now hotkeyed
-Meds and surgicals can be manufactured on the workbench now- from more common components
-You can receive all TRIAGE perks for free.
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Riky Carrasco
 
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Post » Thu Apr 07, 2011 6:00 pm

That's pretty extreme to be honest :P
Will take you very long to reach a high level, but up to you!


I'll try it. I'm used to rather extreme settings in Oblivion in order to prolong the suffering. :)

I personally prefer moderate. Sneaking is a bit more difficult, but you dont pull the entire building if you eff up.


I'll go for Moderate. This time my char will focus on sneak from the start as well.

I play with 1.25(I use the Alternate FWE preset to be precise). I like the lower settings a bit more because it makes enemies like Enclave and Super Muties far more durable.


Exactly. At the same time I don't want to be w/o this "stay alert at all times" feel you get with 2.0. I think I'll go for 1,5.

Well it's simple enough to change, all you need to do is lower the food/drink/sleep factors in the PN menu. But just so you know, we already reduced the dafault values quite a lot in 5.x
You'll only get those values if you start a new game or reset PN though. If you used a save from 4.x or before you'll have to manually reset PN to get the new rates.


I'll go with default settings.

In addition to Kai.
There is no need in any devices with current default settings at all. Food and Nuka in the world enough to fulfill all your needs.


Good to know. I've never liked hunger etc. mods in Morrowind/Oblivion because of added micromanaging, plus I'm not that much into "realism" mods anyway. Seems highly fitting for F3, though, so I'll give it a go.

Keep in mind
-Triage item now hotkeyed
-Meds and surgicals can be manufactured on the workbench now- from more common components
-You can receive all TRIAGE perks for free.


Yeah, seems like a really cool feature. Might add it once I'm settled in with Primary Needs.

Thanks!
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Vahpie
 
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Post » Thu Apr 07, 2011 6:32 pm

Is there a way to change the laser rifle model back to the vanilla version? I just ran into an Enclave patrol and killed them all. When I opened their inventory, I saw that all laser rifles are named "Wattz laser rifle" or something along those lines. Don't get me wrong, the model looks great. I just like my old model for roleplay, it just seems to 'fit' more.

Thanks,
Allstar


EDIT: Also, how many Energy weapons are added to the game from this mod? I want to take Energy Weapons on a new character, but it seems that WMK and FWE cater towards Small Guns.
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gandalf
 
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Post » Thu Apr 07, 2011 10:03 pm

Is there a way to change the laser rifle model back to the vanilla version? I just ran into an Enclave patrol and killed them all. When I opened their inventory, I saw that all laser rifles are named "Wattz laser rifle" or something along those lines. Don't get me wrong, the model looks great. I just like my old model for roleplay, it just seems to 'fit' more.
Thanks,
Allstar
EDIT: Also, how many Energy weapons are added to the game from this mod? I want to take Energy Weapons on a new character, but it seems that WMK and FWE cater towards Small Guns.

Watts laser rifle and Laser rifle- it is different weapons. Nothing to change

EDIT: Also, how many Energy weapons are added to the game from this mod? I want to take Energy Weapons on a new character, but it seems that WMK and FWE cater towards Small Guns.

9 from FWE
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T. tacks Rims
 
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Post » Thu Apr 07, 2011 5:35 pm

Watts laser rifle and Laser rifle- it is different weapons. Nothing to change


9 from FWE


Thank you! Sorry for drawing conclusions, I thought it just replaced the old gun!

EDIT:

Well, I might as well be useful if I'm posting here. I just have a small recommendation for your alternate start: Have an option to start as a BoS initiate. It would have many of the same perks as starting as an Outcast, but you start with Recon armor and a laser pistol. It might conflict too much with the main quest though <_<
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Alexis Acevedo
 
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Post » Thu Apr 07, 2011 7:12 pm

When I pay a caravan to get me somewhere is it intended that my Hunger, Thirst and Sleep get reset to 0%?
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josh evans
 
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Post » Fri Apr 08, 2011 8:38 am

When I pay a caravan to get me somewhere is it intended that my Hunger, Thirst and Sleep get reset to 0%?

No, I don't have such issue
But sometimes, HTS indicators went to Zero value before they will be setted to something bigger. You just wait more. Primary Needs scripts work with big delays or they will overcumber your system
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ezra
 
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Post » Thu Apr 07, 2011 9:56 pm

Hey again. Yet again I must pilfer your brains for answers ;) I'm planning to use Arwen's Reduced Quest XPR mod which reduced quest xp by 90%. But as she has stated it need to load early or it will overwrite changes made to default quests. Now if I load it earlier than FWE the script doesn't kick in, so I assume FWE does something that her mod doesn't like, as if I load it later than FWE it does work. Now my question is, will her mod break anything in FWE? Again thanks for an advice you may provide :)
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cheryl wright
 
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Post » Fri Apr 08, 2011 2:12 am

Hey again. Yet again I must pilfer your brains for answers ;) I'm planning to use Arwen's Reduced Quest XPR mod which reduced quest xp by 90%. But as she has stated it need to load early or it will overwrite changes made to default quests. Now if I load it earlier than FWE the script doesn't kick in, so I assume FWE does something that her mod doesn't like, as if I load it later than FWE it does work. Now my question is, will her mod break anything in FWE? Again thanks for an advice you may provide :)

To clarify: She doesn't have a script that "kicks in".
What her mod does is overwrite existing quests and remove the xp awards. However that can potentially break ANY mod that is loaded after it and that relies on changes made to some of the vanilla quests.
It will also overwrite any changes made by mods like UFP for example.

So her mod should be loaded at the top of your load order, as stated in her readme.
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Melly Angelic
 
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Post » Fri Apr 08, 2011 2:07 am

To clarify: She doesn't have a script that "kicks in".
What her mod does is overwrite existing quests and remove the xp awards. However that can potentially break ANY mod that is loaded after it and that relies on changes made to some of the vanilla quests.
It will also overwrite any changes made by mods like UFP for example.

So her mod should be loaded at the top of your load order, as stated in her readme.


Okay, thanks for the info. Will refrain from using it then, since I can't get it to work if I load it above FWE. I guess 90% xp removed from quests, her xp mod AND using FWE default settings might be a tad too hard on myself :P
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Damien Mulvenna
 
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Post » Fri Apr 08, 2011 3:27 am

This mod is really cool, but is it possible to re-enable the karma pop up messages? I quite liked 'em, plus i get a rather annoying half banner show up everytime the game wants to pop one up...in other words, the message isn't completely invisible.
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Sophh
 
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Post » Fri Apr 08, 2011 3:34 am

This mod is really cool, but is it possible to re-enable the karma pop up messages? I quite liked 'em, plus i get a rather annoying half banner show up everytime the game wants to pop one up...in other words, the message isn't completely invisible.

You can make it only in GECK. You need to search settings with Carma as filter- all other is self-explanatory
Or simply activate Carma bars in DarnUI (if installed), it have almost the same functionality
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Batricia Alele
 
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Post » Fri Apr 08, 2011 8:13 am

This happened to me before on another character and now again: when i go to the Rivet City tower, all the guards are running around as if there were enemies around. When i go to third floor the armory door is open without me doing anything and the turret, mister Gutsy and every guards starts shooting at me. Any idea what causes this?
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Tanya Parra
 
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Post » Thu Apr 07, 2011 10:06 pm

You can make it only in GECK. You need to search settings with Carma as filter- all other is self-explanatory
Or simply activate Carma bars in DarnUI (if installed), it have almost the same functionality


Ok thanks, i will try those methods
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Setal Vara
 
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Post » Thu Apr 07, 2011 7:39 pm

This happened to me before on another character and now again: when i go to the Rivet City tower, all the guards are running around as if there were enemies around. When i go to third floor the armory door is open without me doing anything and the turret, mister Gutsy and every guards starts shooting at me. Any idea what causes this?

Eve.
It place additional turret in RC Armory
For myself I open EVE in the FO3edit and delete new turret- problem was solved
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Nomee
 
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Post » Thu Apr 07, 2011 10:15 pm

Eve.
It place additional turret in RC Armory
For myself I open EVE in the FO3edit and delete new turret- problem was solved


Strange, i removed the turret from Eve.esp but it's still there, even after waiting for cell respawn :huh:
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Stacyia
 
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Post » Thu Apr 07, 2011 6:57 pm

Strange, i removed the turret from Eve.esp but it's still there, even after waiting for cell respawn :huh:

One turret- from fallout, another- from EVE
If you able to see one turret, and alive until now- you was successful
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Sheila Reyes
 
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Post » Thu Apr 07, 2011 11:50 pm

I didn't see more than one turret in the first place, and the door is still open and the turret and everyone still attacks me :shrug: Well, it's not like i have any business in the tower anymore.
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Chloé
 
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Post » Fri Apr 08, 2011 1:56 am

I didn't see more than one turret in the first place, and the door is still open and the turret and everyone still attacks me :shrug: Well, it's not like i have any business in the tower anymore.

It's a clust[censored] chainreaction. The guards will run in there, open the door and destroy the EVE turret. Now because the door is opened and the regular turret is still alive, you will be flagged as criminal when it sees you. You'll just have to wait a few days to lose the criminal flag.
But as soon as the turret spots you again you'll be flagged, so you need to take it out at some point, or atleast close the door so it doesnt see you anymore(that is if you want to return to that level again).

I honest to god dont know why EVE adds this wierd [censored] all over the place(like that barrel full of caps and the turret in the Outcast base)
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Sakura Haruno
 
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Post » Thu Apr 07, 2011 10:40 pm

The turret is also in EWE, so yeah... I mentioned this on the EWE comments on the Nexus, and may post a similar notice on EVE's comment section.

I don't enjoy taking a dip or using tcl just to get back to Rivet City proper (I like to open the ammo boxes when I get there, which involves dropping down to a lower level. The only ways back up are swimming to the shore, or going through the Bridge Tower.).

I really don't get the extra turret, to be honest; there are enough guards in the area to adequately defend it.
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~Sylvia~
 
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Post » Thu Apr 07, 2011 7:45 pm

The turret is also in EWE, so yeah... I mentioned this on the EWE comments on the Nexus, and may post a similar notice on EVE's comment section.

I don't enjoy taking a dip or using tcl just to get back to Rivet City proper (I like to open the ammo boxes when I get there, which involves dropping down to a lower level. The only ways back up are swimming to the shore, or going through the Bridge Tower.).

I really don't get the extra turret, to be honest; there are enough guards in the area to adequately defend it.

It is sad we still have such problems until now, especially when they raise from another mods and plague the whole FOIP project.
As already had been spoken, there is solutions in this, but most of it require using of saves before first visit into RC tower.
One of the ways- immediatelly type TAI command in console. AI for all NPC will be disabled in this case.
Then you can walk to turrets location, TCL through the door, KILL additional turret, TCL back and then TAI again.
But best way will be to edit EVE.esp as was explained above.
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Ray
 
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