[RELz] Fwe - Fo3 Wanderers Edition No.36

Post » Fri Apr 08, 2011 7:13 am

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, The 3rd Type

Master Release 5.02

Download @ FO3Nexus: http://www.fallout3nexus.com/downloads/file.php?id=2761


*********************** IMPORTANT ****************************


The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)

*The http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.


Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* http://www.fallout3nexus.com/downloads/file.php?id=10167
Support for FWE + FOOK compatiblity. NOT YET UPDATED FOR FWE 5.0



Overview of Changes

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

NEW IN FWE 5.0

In FWE 5.0 MANY of FWE's features from prior versions and new to 5.0 are now customizable or ON/OFF toggle-able. Configurable changes will be highlighted in the description below.

For a comprehensive description of changes and usage, please refer to the full documentation provided in the FWE download. This is located in the "FWE Docs" folder of the download files.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)


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INSTALLATION

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Upgrading to FWE 5.0 from Prior Versions
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FWE 5.0 reflects a significant change in the structure of the mod. The new in-game FWE Control Panel renders many of the optional mods unneccesary. To ensure a clean upgrade, please perform the following steps:
  • Before upgrading, open a prior save and go somewhere where NPC's / loot does not respawn (i.e. your house). Save and then backup your save game.
  • If you previously created a FOMOD package for your FWE install, you should now uninstall it (deactivate it in FOMM).
  • It is recomennded that you use FOMM"s package mananger to install the new version of FWE. You can use either the FOMOD version or the manual version to create the package.
  • Once you have added FWE 5.0 to FOMM's Mod Manager, activate it at this time.
  • IMPORTANT: Make sure to delete the following files are deactivated AND deleted from your data folder, thay are no longer used by FWE 5.0:
    • o FO3 Wanderers Edition - Lvl 30 Balance.esp
    • o FO3 Wanderers Edition - Lvl 30 High Skills.esp
    • o FO3 Wanderers Edition - No Drug Visuals.esp
    • o FO3 Wanderers Edition - Optional Harsher Wasteland.esp
    • o FO3 Wanderers Edition - Optional No Fast Travel.esp

  • IMPORTANT: If you have been using other FWE-based tweakes, such as Kai's tweaks and fixes, you should deactivate and remove these plugins as well (i.e. KH_FWE Fixes.esp, KH_FWE Tweaks.esp, KH_FWE Hellfirefix.esp, KH_NoAmmoWeight.esp, KH_MMMNoIncreasedSpawns.esp, KH_MMM override.esp, KH_223EX.esp)
  • Load your save game. You should now "Wait" (or rest) for 180 hours to reset the cells.
  • You may need to reset some settings via the FWE Control Panel, such as your preferences for fast travel, or the harsher wasteland. Refer to the FWE Control Panel section of readme for more information on that.


================================================================================
New Install Instructions
================================================================================


------------------------
FOMOD Version
------------------------
Fallout Wanderers Edition is available as a FOMOD download that will quickly allow you to install (or uninstall) FWE using the Fallout Mod Manager. Once you have downloaded the FOMOD version, extract the .fomod file your Fallout3FOMMMods folder. Launch FOMM and go to the package manager. You should see the Fallout3 Wanderers Edition file listed. Select the file and choose "activate" to begin your install. Follow the on-screen instructions.

------------------------
Manual Version
------------------------
Fallout Wanderers Edition is also distributed as a "FOMOD-ready" install package, allowing you to make your own FOMOD or manually install the file. It is HIGHLY recommended that you still use the Fallout Mod Manager's "Package Manager" feature to install FWE. Following this method will make FWE much easier to uninstall as well.

Please follow the install instructions carefully:
  • Download FWE and save it to your harddrive.
  • Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.
  • Launch FOMM and choose the "package manager" option.
  • Select the "Add New" option and browse to and select the Full Package file you downloaded. Once you have selected the file, it may take a few minutes to build the FOMOD package.
  • Once the FWE package shows up in the list of packages, activate it.
  • Adjust the load order of loaded mods according to the suggested load order guide (below) in FOMM (or another load-order tool).
  • Be sure to enable both the FO3 Wanderers Edition - Main File.esm and FO3 Wanderers Edition - Main File.esp file, as well as any of the DLC support files.
  • Turn on any desired optional files as well.
  • You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.
  • Launch fallout via FOSE (using FOMM or running the FOSE launcher directly).


------------------------
Load Order
------------------------
Refer to the "Load Order + Compatiblity" Section Below

------------------------
Starting the Game
------------------------
When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.

There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history." The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background. The primary needs scripts in particular will eventually prompt you to define the configuration settings. See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.

After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!

------------------------
Mod Startup
------------------------
When you either leave Vault 101 after the intro sequence, or sleep in the alternate start bed and wake-up, and number of mod quest messages and pop-up menu's will appear as many of FWE's included features initialize for the first time. Please be patient as this sequence runs, and be sure to read all the messages so you know understand how the mods work.


================================================================================
INCLUDED FILES + PLUGINS
================================================================================


FO3 Wanderers Edition contains a number of different files that are required or optional.

Once you extract FWE archive, you should see the followig files and folders in your fallout3data folder:
  • FO3 Wanderers Edition - Main File.esm
  • FO3 Wanderers Edition - Main File.esp
  • FWE Docs
    • Folder contains readme files and other helpful documentation.


------------------------
Optional Modules
------------------------

There are a number of optional modules and support plugins for FWE. These are described more extensively in the "Detailed Description" section of the readme. A brief description is provided here:
  • FO3 Wanderers Edition - DLC Anchorage
  • FO3 Wanderers Edition - DLC The Pitt
  • FO3 Wanderers Edition - DLC Broken Steel
  • FO3 Wanderers Edition - DLC Point Lookout
  • FO3 Wanderers Edition - DLC Mothership Zeta

  • FO3 Wanderers Edition - UFP Support ...... Compatibility Patch for the unofficial fallout 3 patch
  • FO3 Wanderers Edition - Alternate Travel ...... Links fast travel to the use of new motorcycle feature
  • FO3 Wanderers Edition - Followers Enhanced ...... Module containing all of the changes to, and new features for, followers. There is both a Broken Steel and a non-Broken Steel version. Use only one.
  • FO3 Wanderers Edition - Optional Free Play After Mainquest ...... Do not use with Broken Steel
  • FO3 Wanderers Edition - Optional Restore Tracers ...... Restores many of the bullet tracer effects to projectiles.
  • FO3 Wanderers Edition - Optional VATS Halftime ...... VATS is 1/2 of realtime speed.
  • FO3 Wanderers Edition - Optional VATS Realtime ...... VATS animations play in realtime.
  • FO3 Wanderers Edition - Optional Worn Weapons ...... Good condition and more powerful guns are significantly less common. Adds more melee enemy spawns and new "worn" versions of basic weapons that have lower stats.




================================================================================
Load Order / Compatibility / Fallout Interoperability Program (FOIP)
================================================================================


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Compatibility
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FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.


FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the FWE Incompatibility List for specific mod issues.

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Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm

---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm

---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp

---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp

EVE - FWE Master Release.esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

---------------------------------------------------- Mods to load AFTER overhauls

---------------------------------------------------- Mart's Mutant Mod
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 - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

---------------------------------------------------- Merged files

i.e. Mez's Merged Patch


================================================================================
Frequently Asked Questions
================================================================================


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Q: Why does the game crash when it tries to load the main menu?

This is usually the result of an installed mod (FWE or something else) looking for a required master file which is not present. For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup. Loading your load order in FO3Edit will provide an error log that tells you which master files are missing.

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Q: What are these BIG, RED, TRIANGLES and exlamation points that I'm seeing?

These means that you are missing models or texture files that FWE or another mod requires, or that you didn't install them to the correct location. For FWE, make sure you hve downloaded the "ASSETS" package and that it has been extracted, preserving the folder paths, into your ...Fallout3Data folder.

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Q: Why does the pip-boy say my weapon is doing like 1467 damage!? (or some other absurd number)

This is a problem with the pipboy display itself, in that it doesn't correctly show weapon damage, particularly for multi-projectile rapid fire weapons, like auto-shotguns. Use the integrated "weapon scanner mod" (see detailed description section) to display the true weapon stats.

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Q: This mod is great and all, but I really hate (inset feature/change of your choice here). Is there a way to remove this part of the mod?

FWE includes an in-game "Control Panel" that let's you customize, enable, or disable many of FWE's core features and gameplay changes. See the "Control Panel" section for full coverage on how to use the control panel and the availavble options.

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Q: Why use FWE versus downloading the mods individually?

Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are. In addition, it provides a consistent reference for rebalancing the gameplay experience.

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Q: Can I use "such and such mod" with FWE?

FWE changes many aspects of the game, and compatibility is always an issue. The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.

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Q: One of the integrated mods has been updated, will you update the version in FWE to this newer version?

This is always a tricky question, and the answer is that it depends. In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult. In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.



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Credits + Contributors

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Integrated Mods
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Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


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Additional Contributors
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A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!




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LEGAL + CONTACT INFORMATION

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Legal Information
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You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

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Contact Information
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If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom

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Recent Changes (FWE 5.02)

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  • Reduced the VATS hit percentages across the board by raising the fVATSSpreadMult value to 0.25. Added the ability to change this value to the FWE Control Panel under "VATS Settings -> Base Accuracy"
  • Tweaked the perception bonus/penalty to the VATS distance factor. It now ranges from 2.1 at 1 PER, to 1.65 at 10 PER.
  • Reworked the handling of the Power Armor changes (i.e. fitting requirements), which has the benefit of restoring the PA footstep sounds to all PA.
  • Fixed a problem where if you disabled fitting requirements, you didn't recieve the full benefits of the Advanced PA Training perk when wearing the normal (non-fitted) variants of power armor.
  • Tweaked the quantities of ammo found in vendors, slightly increasing their supply, especially for rarer ammo types. Reduced shotgun shell cost by 1 cap.
  • Added some minor safeguards to the FWE Maintenance quest to ensure scripts are running properly.
  • Reworked the "ammo" weight scripts so they correctly update (and display) while in menumode to resovle problems with dropping/picking up ammo causing out-of-sync weight changes.
  • Reworked the equipped "armor" weight bonus script (if using that option) for improved stability and to prevent problems with rapidly unequipping/re-equipping armor messing up your carrying capacity.
  • Adjusted the level requirement of the Here and Now perk to level 19 per the readme. What a dumb perk.
  • Increased the power of the Burn Master (unique flamer) since it was previously worse than the normal flamer.
  • Fixed a problem with the Tackle! perk not working correctly due to changes in the auto-aim settings. It will now work reliably.
  • Fixed a problem with the healing stations in Operation Anchorage incorrectly restoring your primary needs conditions.
  • Fixed an problem with some Slaver leveled item lists giving duplicate weapons.
  • Fixed a problem with the the Man Masher and the Mauler unique textures in "The Pitt" DLC support plugin.
  • Fixed a problem with the Pancor Jackhammer not using the big guns skill correctly.
  • Fixed Wine to correctly provide the rad reduction bonus, consistent with other advlt beverages.
  • Fixed dialogue problems with the Kasadin's outcast tech reward quest, causing hin to not greet you with the correct initial greeting.
  • Fixed a problem with leveled item lists not being replicated properly in the main .esp file.
  • Fixed a problem with the FWE control panel detection for "Followers Enhanced" being present (or absent) not working correctly. Now fixed.

FOIP Updates
-------------
  • Updated the EVE FOIP patch to provide a replacement laser rifle model that corrects various texture problems with laser rifle based weapons (i.e. the Pitt's Metal Masher).
  • Updated the Project Beauty FOIP patch to fix some missing NPC records in the FWE - Followers Enhanced Project Beauty files.
  • Updated the MMM FOIP patch to correct an issue with the detection for "MMM present" in the FWE control panel not working correctly.


================================================================================

Recent Changes (FWE 5.01)

================================================================================

  • Fixed MedKit and ToolKit not applying their bonuses correctly and also fixed the issue with the bonuses dissapearing over time
  • Fixed Triage Hotkey not working properly
  • Fixed Loot Options menu bugging out and becoming inaccesasable
  • Fixed small issue with the Aliens in Mothership Zeta not firing their Disruptor Rifle properly


================================================================================

Recent Changes (FWE 5.0)

================================================================================


New Features / Major Changes
  • New in-game menu system, the "FWE Control Panel." The control panel will allow you to control over 40 of FWE features and gameplay settings, in addition to consolidating many of the individual config menus (i.e. Bullet Time, Sprint Mod, etc.). This menu system will allow you to tailor FWE to your preferred playstyle. The menu also features four "preset" options that let you rapidly change multiple settings. Presets include the FWE Default, "I Like Vanilla", Harsher Wasteland, and FWE Alternate. All of the options of the new menu system are fully documented in the "FWE Control Panel" section of the main readme file.
  • A number of the "optional" mods included with prior versions of FWE have been removed, as their changes have been integrated into the FWE Control Panel. Please refer to the installation section of the main readme for further information.
  • New HTML documentation. The FWE docs were re-written in an HTML format so they are more clear and easier to navigate around. These are located in the "FWE Resources" folder as a series of three files: (1) Readme; (2) Detailed Description; (3) Chaneglog. Be sure that these three files are kept in the same folder to preserve bookmarking. The detailed description document is greatly expanded to better reflect FWE's changes, and in particular changes that deviate significantly from the various integrated mods.
  • Significant re-working and expansion of factions (i.e. the integrated Foes Reworked mod). These features have been extended to the Enclave now as well. Minor tweaks to the equipment across factions and tiers to further differentiate the types of spawns. Tweaked a number of health and other stats for spawns.
  • Selectively added DLC equipment to certain Capitol Wasteland spawns. This equipment will not be very common, but occasionally can be found on higher tier NPC's. For example, Operation Anchorage Gauss Rifle's can appear on high level Enclave spawns, Talon Merc's may be equipped with The Pitt's Infiltrator weapons, etc.
  • Integration of Lexx and Hal9000's Classic Advanced Power with updated textures as an Enclave Power Armor Mark I, type. The existing Fallout3 enclave armor is re-named to have the Mark II designation. This new armor has been added to special high level Enclave spawns.
  • Tweaked grenade physics to be less bouncy and more realistic feeling [Credit to Kai].
  • Integrated an optional setting to provide a carry weight bonus to compensate for equipped armor. By default, this option is OFF, but can be changed so that armor either provides a 50% weight bonus or a 100% weight bonus.
  • Added Kai's unique explosive round .223 pistol (with a new custom texture, Credit to Tubal) and unique sawed-off shotgun "The Masher" to the gameworld. The Masher uses the Raptor Revolver model by Nesterman. Happy hunting.
  • Update many of the unique weapon entries to reflect changes in T3T's most recent "Weapon Tweaks" mod. Even more unique weapons now have unique textures and/or meshes.
  • Integrated T3T's Misc Item Icons mod, along with many new 'pip-boy' style custom icons for FWE weapons and other inventory items. Special thanks to T3T!
  • Implemented JustinOther's Achievement remover, since achievement's won't work with FOSE running.
  • New function for the Perception SPECIAL. Higher levels of perception now provides a noticeable bonus to your VATS accuracy at further ranges. With a very high perception, you'll be able to snipe enemies from much further away reliably.
  • Replaced the prior Glock 86 Plasma Pistol model with a new model [Credit to Chai]. The prior model remains in place for some unique weapons.
  • CRAFT is now included as part of the FWE download package [Credit to HighSight].
  • CALIBR is now included as part of the FWE download package [Credit to Tubal].


Tweaks
  • Adjusted the functionality of the ammo weight script. You will now see an item in your misc items tab called "Ammo Supply" that displays the total weight of all ammo held. This method also reduces the likelihood of your inventory weight being screwed up. In addition, ammo weight can now be enabled/disabled through the FWE Control Panel.
  • Rebuilt the outcast tech reward quest to use new consolidated dialogue topics, making it easier to add or remove accepted tech or reward options. Added Wattz energy weapons, the Winchester P94, and the Glock plasma pistol to the accept tech list.
  • Tweaked outcast rewards, further reducing the amount of ammo, stims, and other supplies you get for trading in tech.
  • M72 Gauss Rifles and PPK12 Gauss Pistols are now flagged as "silent" weapons to differentiate them from other comparable weapons.
  • Increased price of scrap metal to 5 from 1, since it's such an important commodity now.
  • Adjusted the sound used for the silenced hunting rifle to be more silent.
  • Added "read" onto the end of skill books which you have already read.
  • Reworked the balance of shotguns across the board based on testing insights, especially for the new automatic shotguns. The projectile count is reduced to 12 (from 15), and the variation in performance of shotguns is changed. The H&K CAWS does less damage than other shotguns, but has a might tigher spread and bigger ammo capacity. The Pancor Jackhammer is now a "Big Gun!" with moderately increased damage.
  • Buffed the radiation removal ability of Radaway by 50%.
  • Added a slight "reduce radiation" effect to all alcohols and brahmin cheese. A nice throwback to prior Fallout games.
  • New projectile effects for the Gauss Rifles, courtesy of T3T's Weapon Tweaks. Gauss projectiles now have a cool "rail gun" effect.
  • Discoveries in how the accuracy formulas operate has required some moderate tweaking to the accuracy gamesettings and the "spread" values for weapons (not min. spread!). It turns out that FWE, which increased the fWeaponConditionSpreadX variables, results in "spread" values for weapons being used as a weapon condition based penalty to "bullet deviation." The fWeaponConditionSpreadX values were tweaked as a result of this, AND the spread values for all weapons were adjusted based on class of weapon. Control of this change is configurable via the in-game FWE Control Panel.
  • Tweaks to "stance" affect on accuracy calculations. Crouching is now slightly more beneficial compared to FWE's prior setting, but still less so than in Vanilla (-0.3 from -0.2). Run penalty increased to 0.33 (from 0.2), and the walking multiplier is increased to 0.15 from vanilla's 0.0 value.
  • Significant reconstruction of the Primary Needs feature to improve stability and functionality. A consequence of this change is that you can no longer adjust the "condition" values (which determine "how" much food you have to eat), however, the condition values have been adjusted to be more realistic and better balanced. The HUD display will now display the correct levels even if you change the hunger/thirst/sleep rates.
  • Reduced the rate at which weapons / armor deteriorate slightly more. This change is also configurable via the in-game FWE Control Panel.
  • Tweaked the "Creature Rage!" perk (similar to nerd rage) given to certain tougher creatures. the perk now kicks in at 10%remaining health (instead of 20%) and provides a +20 DR bonus (instead of a +40 DR bonus!).
  • Added new bonuses for melee and unarmed skill to make raising these skills more important relative to simply raising strength. Now, your melee / unarmed skill provides additional bonuses to your critical hit chance and critical damage. The crit damage multiplier ranges from 0.9x at under 10 skill to 2.0x at 100 skill. For critical hit chance, it ranges from 1.0x at under 10, to 2x at 100 skill. The curves grows somewhat exponentially, so the bonuses get higher faster once you get your skills above 60 or so. These bonuses are not applied to NPC/creatures.
  • Slightly reduced the strength bonus to melee damage, down to 1.5 from 2.5 (vanilla is only 0.5).
  • Adjusted the formulas for skill based hacking and lockpicking. It is now more difficult to hack much harder locks above yur skill level (although still possible). The chance of breaking/locking-out terminals has been slightly reduced and is based purely on your science skill. In addition, a chance to jam locks has been added, based on the difference between your lock level and skill level.
  • Minor tweak to Luck to make it a bit more useful. Each point of luck above 5 provides an additional (+3) skill equivalent to lockpicking or hacking skill when attempting to auto-breach locks/terminals (using the non-mini-game method).
  • Removed changes to DR gamesettings previously changed, since it was discovered that they didn't do anything. More to the point, it is confirmed that DR functions as reduction multiplier (i.e. DR of 75 reduces damage taken by 75%). The GECK wiki is incorrect in its formulas.
  • Added options for controlling the Follower Count when using the Followers Enhanced module that will let you have 1 follower, unlimited followers, 1 follower per 2 CHA, or 1 follower per point of CHA.
  • Made the Follower Command Headset hotkey-able again.
  • Changed the implementation method of the optional worn weapons variant. The mod is merged into the main files but is only enabled by using the optional worn weapons plugin file. NOTE TO MODDERS: If making an FWE compatibility patch, you'll see leveled equipment lists now reference "good" and "worn" versions of the base list. Add items to those lists as appropriate.
  • Added a "Hotkey" for opening the Triage menu. No more diving into the pip-boy just to open the triage menu. The key is configurable via the FWE Control Panel.
  • Tweaked the night vision effects so that they are more useful in darker light situations. Reduced the level of blurring as well.
  • Tweaked the base AP drain rate and slowdown effect of Bullet Time for better balance. You will now consume AP's slightly faster and the slow-down effect is slightly less slow. The bullet time perks are adjusted accordingly.
  • Adjusted the handling of the Bullet Time feature's config settings so they now properly take your Bullet Time perks into account, and don't override their respective settings.
  • Added a new optional (Off by default) setting to the Bullet Time config that enables/disables a "Jet" requirement for entering Bullet Time. If you character is not currently under the influence of jet, jet will be consumed when using the Bullet Time hotkey. If no jet is present, ultrajet will be consumed (if you have any). If you have no jet or ultrajet, you can't enter bullet time with this setting enabled.
  • Added additional security to the National Guard Armory. The final door can only be opend by picking a very hard lock or hacking a very hard terminal.
  • Heavy tweaking to the AI settings.
  • Further increased hitpoints of vehicles to make them blow up a little less quickly.
  • Tweaked the backpedal script. At agility 1 you will now move backwards at 52% normal speed, and 70% at agility 10.

DLC's
  • Corrected Broken Steel's basin water so that it now quenches thirst and/or heals (depending on primary needs settings) correctly.
  • Reverted a change to FWE's shotgun in the Point Lookout DLC support that made the FWE shotgun + the Point Lookout the same. They are now slightly different weapons again.
  • The "health" dispensers in Operation: Anchorage now restore your primary needs status, so you don't starve to death in the simulation if you take too long.
  • Reduced the abundance of drugs + chems in Point Lookout.
  • Misc balance tweaks to weapons and other entries for consistency with FWE's balance changes.


Bug Fixes
  • Fixed a problem with certain energy weapons critical kill effects making enemies invisible sometimes. Applied to EVE and other support patches as well.
  • Fixed some minor scripting issues with the Medical Kit and Tool Kit breaking.
  • Rebuilt the FWE "esp" main file for consistency with the master. There were a number of oversights and incorrect records.
  • Corrected an error in the hidden explosives damage perk that caused certain higher levels of explosive skill to incorrectly reduce damage instead of increasing it.
  • Fixed a problem with fitting the Hellfire PA Helm, so you can now fit the helm.
  • Corrected problems in the Jury Street Tunnels with the portable wonder meat maker that caused "havoc" when masterupdating.
  • Corrected a problem with Col. Autumns laser pistol being flagged as a quest item.
  • The "masked" Mark II combat armor now modulates voice for actors wearing it.
  • Fixed reload animation problems with auto-fire mod'd combat shotguns.
  • Fixed incorrect stats on the Tribal Power Armor from The Pitt.
  • Fixed an issue with super sledges having two knockdown effects running on them.
  • Corrected an issue with Nuka-Cola explosions not correctly using the burning effect.
  • Fixed a problem with the Rad Child Perk not healing properly.
  • Fixed a number of issues with the Lead Belly perk, namely that it didn't do anything. Lead Belly now works, and additionally, entirely removes radiation gained from drinking water if taken.
  • Corrected some erroneous perk descriptions.
  • Corrected issues with face/body color mismatching on some NPC's.
  • Standardized the removal of big gun backpacks across all FWE files, DLC patches, and FOIP patches (except for the Flamer).
  • Added the various advanced combat armors to the relevant repair lists.

DLC
  • Fixed a "race" entry problem caused by Broken Steel.
  • Corrected a problem with Broken Steel's follower dialogue causing Star Paladin Cross to not resume following you after being told to wait.
  • Point Lookout food correctly integrated with primary needs.


FOIP Support

  • Added WMK support for the Winchester P94 Plasma Rifle and the Glock 86 Plasma Pistol.
  • Added support for Project Beauty via FOIP (and also MMM + Project Beauty).

User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Fri Apr 08, 2011 1:05 am

To continue from the PA discussion last thread . . .

If you feel that PA is accessible too early, you can always disable the PA changes in the control panel. While this will mean that you no longer need to "fit" PA, it also means that you'll need to have basic PA training in order to wear the armor again.

I suppose we could add an option that enables fitting AND doesn't let you wear PA unless you have basic training, for a double whammy. We'll have to think about it. I don't want to take the unlootable armor approach that FOOK has used.

The fact of tha matter is though, if you want PA + training, it is fairly accessible if you know where to go, regardless of how many barriers are thrown up.
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jenny goodwin
 
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Post » Thu Apr 07, 2011 11:29 pm

To continue from the PA discussion last thread . . .

If you feel that PA is accessible too early, you can always disable the PA changes in the control panel.


For me at least, this is not really the problem. In fact I like your idea that I am able to wear PA without training, only much less effectively.
Also it's ok for me that PA is available early if you know where to look (i.e. do a certain quest).

My main gripe (with vanilla) has always been that once you can use PA you have all of them available right away, which rendered the BOS versions pretty useless to the player (especially the PA you got as a reward during MQ).
I would have liked it in a way that gave you a bigger feeling of reward for getting improved versions.
(There are mods for this, though - I used "Undroppable Power Armor")

But maybe you are right and the changes you did to the different PAs do give the player a reason (other to roleplaying ones) to use the old models (T45) instead of going for Enclave PA directly.
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Solina971
 
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Post » Thu Apr 07, 2011 11:48 pm

Speaking of Power Armor, with my previous character i noticed that the Medic PA didn't need fitting, i was able to use it right away (and it did save me from the gigantic horde of Deathclaw Matriarchs :cold:). Also i noticed it used Morphine from my inventory, i don't think the original version did that? Status effect was listed as "Suit Med-X" BTW, maybe that should be changed to "Suit Morphine" or something?
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Siobhan Wallis-McRobert
 
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Post » Fri Apr 08, 2011 7:46 am

One thing too is that "heavier" PA's while still accounting for their own weight, do affect movement speed's overall given that the weight's involved are higher. Unless I'm smoking something, I always feel like I'm moving "faster" in Tesla armor (weight 60) compared to say hellfire armor (weigth 120) when in both circumstances my current weight = max weight.

Plus, with the stealth changes to armor weight, with tesla armor there is moderate penalty to sneaking with that weight of armor, while in hellfire armor it's an exponentially larger penalty to sneaking.

BoS/Outcast tend to be less desireably because they are sort of the middle-ground and don't excel in any one particular aspect unfortunetly.
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Micah Judaeah
 
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Joined: Tue Oct 24, 2006 6:22 pm

Post » Fri Apr 08, 2011 4:06 am

Speaking of Power Armor, with my previous character i noticed that the Medic PA didn't need fitting, i was able to use it right away (and it did save me from the gigantic horde of Deathclaw Matriarchs :cold:).

You can find in the game some PA suits which don't need fitting- it is intentional. Usually this is armors, which require some efforts for acquire. Med Armor, armor in Fort Constantine...

Also i noticed it used Morphine from my inventory, i don't think the original version did that?

Original version do this too. FWE don't change this
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mollypop
 
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Post » Thu Apr 07, 2011 6:33 pm

Couple questions:
  • I started a new game and played through the vault tutorial quests... having chosen ghoul as my race. And Dad was a ghoul, too. Didn't realize that was going to happen. Is that intended? Unavoidable?
  • Got no healing from any of the Vault water sources, even though they display 20 HP 0 RADS. (I vaguely remember this being mentioned but not what the answer was, and I can't find it now.)
  • I set crouch to the x key, and since triage defaults to that key, I got the triage menus a lot until I got out of the vault.
  • Several of the configuration menus have EXIT buttons where they should have BACK buttons. You have to reactivate the tool from the pipboy several times before you're through with the whole process.

Glad to see all the changes. I took the time to put together a new load order. Here's hoping I can find the time to play it!

gothemasticator
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Sarah MacLeod
 
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Joined: Tue Nov 07, 2006 1:39 am

Post » Thu Apr 07, 2011 5:11 pm

Couple questions:
[list]
[*]I started a new game and played through the vault tutorial quests... having chosen ghoul as my race. And Dad was a ghoul, too. Didn't realize that was going to happen. Is that intended? Unavoidable?

Yes, it was intended, but ghoul race was created for the alternative start, for gamers which don't care much about lore and storyline. If you choose normal beginning in vault 101 and choose ghoul as your race- you can easily correct this.
Type in console "Showracemenu" without quotes.

[*]Got no healing from any of the Vault water sources, even though they display 20 HP 0 RADS. (I vaguely remember this being mentioned but not what the answer was, and I can't find it now.)

Use FWE control panel/primary needs to change it. By default food and water do not heal in FWE.

[*]I set crouch to the x key, and since triage defaults to that key, I got the triage menus a lot until I got out of the vault.

If you don't have Triage item in the inventory, this does not mean you don't have triage at all. Triage simply don't initialized fully and disabled. Nothing wrong here.
[*]Several of the configuration menus have EXIT buttons where they should have BACK buttons. You have to reactivate the tool from the pipboy several times before you're through with the whole process.

This is normal for now. May be it is result of FWE architecture, but I'm not sure
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Lynette Wilson
 
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Post » Fri Apr 08, 2011 5:42 am

There was some discussion in the last thread about the Reservist's Rifle, just a thought but could it maybe be given to Sam Warrick
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Farrah Barry
 
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Post » Thu Apr 07, 2011 8:11 pm

Use FWE control panel/primary needs to change it. By default food and water do not heal in FWE.

If you don't have Triage item in the inventory, this does not mean you don't have triage at all. Triage simply don't initialized fully and disabled. Nothing wrong here.

Oh, wait. Are you telling me that the FWE settings menu becomes available in your pipboy before you leave the vault? If that is the case, then I feel stupid for not realizing it. I could have made the adjustments myself as soon as I was 10, then

I'll test this tonight to see if it's just me being a dolt, but...

If it's not just me and the settings menu does not, in fact, become available until after you leave the vault, then I guess I do have a beef with not being able to heal with water during the tutorial if that's the beginning you choose to play and intend to turn off primary needs. The triage thing is just an unfortunate coincidence of hotkey default choices.

Again, thanks for the huge update and for the configurability in-game.

gothemasticator

EDIT: Okay, just fired up the game, and, no, you can't access the settings menu before you leave the vault, so my minor gripes stand, I guess.

  • *Food and water not healing during Vault 101 beginning - I suggest that feature be disabled by default on startup. For any other beginning choice, you get to configure before any combat, for instance.
  • *Triage defaults to the x key. I can live with this one. But, for future versions, would you consider putting the default hotkey settings safely away from the WASD range, for the sake of the Vault 101 beginning players?


thanks again,

gothemasticator
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Robyn Howlett
 
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Post » Fri Apr 08, 2011 3:42 am

Oh, wait. Are you telling me that the FWE settings menu becomes available in your pipboy before you leave the vault? If that is the case, then I feel stupid for not realizing it. I could have made the adjustments myself as soon as I was 10, then

Ah- sorry then, if you in the vault- you can not change this settings, of course. You can heal himself only with stims in this case.
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Jessica White
 
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Post » Fri Apr 08, 2011 8:58 am

just a question how do you guys get the various mods intergrated into FWE? Not a "how do you get them to work together" question, but a "How do you find these mods?" question. Such as do one of you just search the nexus, then ask the modder for permission to use it?
Anyhow this is saving me alot of room on my load order :D
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Harinder Ghag
 
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Post » Fri Apr 08, 2011 1:02 am

just a question how do you guys get the various mods intergrated into FWE? Not a "how do you get them to work together" question, but a "How do you find these mods?" question. Such as do one of you just search the nexus, then ask the modder for permission to use it?
Anyhow this is saving me alot of room on my load order :D


Well, to be honest we haven't integrated many mods into FWE in quite a while. 90% of the new features or changes in the past few versions have really been our own creations / developments. That being said, when I initially put together FWE, there was a lot of careful reading of readme's, contacting authors asking for permissions, etc... in some cases we've replicated things done in other mods (and still provided credit of course) without technically "merging" the mod into FWE's files. This is for things that simply change a gamesetting or two.

As to how we "find" mods . . . . when I originally played through the game I kept a list going of all the things I didn't like about the game or thought could be improved. In the early days, it was pretty easy to keep up with new mod releases, and I "checked off" mods that addressed something on the list of improvements, until I got a good critical mass of specific changes together. Then I went about asking for permission to formally integrate all these mods that touched various aspects of the game, but also conflicted in various ways.

Currently, our rule of thumb is that if "cool Mod X" works perfectly well on it's own and it compatible with FWE, there isn't really a need to pursue it beig included in a future update. Additionally, there are a lot of other "big mods" (MMM, EVE, WMK, etc....) that are really too big on their own to be something that could be included in FWE, or people may not want to use them, hence FOIP was born to manage compatibility with other overhauls. That isn't to say we don't have also have our own to-do list's going for future updated to FWE. :)
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scorpion972
 
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Post » Thu Apr 07, 2011 6:00 pm

Hey all,

I've been playing an iron man run and am at level 8, almost level 9. I think maybe I've died 1-2 times stupidly and given myself a mulligan or two, but things are going well overall. However, up until tonight, I've felt like I've been getting by by the skin of my teeth in terms of caps, equipment, etc. I stumbled into Tenpenny Tower for the first time with crippled head/torso, a couple hundred caps, and a small amount of ammo with some ok-ish armor. I was doing ok, but the wasteland still felt like death waited at every turn.

Then something happened.

I completed the Tenpenny Tower quest and took a whackload of tech to Cazdin. Then he decided he would trust me and gave me PA training and PA. I then went through Fort Independence completely and discovered the lower levels for the first time. I walked out of there with a fully repaired plasma rifle thanks to crafting repair parts. I was able to fit the PA at a workbench in the basemant and repaired it fully with PA repair parts. I got some more ammo/grenades from Cazdin and headed back to Megaton. I forgot I have been stockpiling MF cells for awhile and once I grabbed them from my fridge, I had over 300 MF cells!

Now I feel like my guy is much tougher in a short time with 75 based DR and a plasma rifle with AF mod.

I think I'm ready to venture toward DC, doing some of the MQ now.

I hope the challenge doesn't substantially tail off now that I've stumbled onto some good gear. I like the challenge that FWE provides.
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Chloé
 
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Post » Thu Apr 07, 2011 5:34 pm



I hope the challenge doesn't substantially tail off now that I've stumbled onto some good gear. I like the challenge that FWE provides.


Even if it does get a little easier, you can always tweak the settings in FWE. That's one of the best features of this mod is how customizable it really is. Basically, anyone can just about tweak anything to their own personal tastes! The devs really did an awesome job with that feature!
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Alexxxxxx
 
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Post » Thu Apr 07, 2011 9:08 pm

I hope the challenge doesn't substantially tail off now that I've stumbled onto some good gear. I like the challenge that FWE provides.

Welcome to Old Olney!
Matriarchs await you :)
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Caroline flitcroft
 
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Joined: Sat Nov 25, 2006 7:05 am

Post » Thu Apr 07, 2011 5:46 pm

Welcome to Old Olney!
Matriarchs await you :)


Fun, fun! :D

I'm thinking that DC should still provide me with some tough fights, to say the least. It'll be fun to see. I've been avoiding it like the plague so far :D
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Jacob Phillips
 
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Post » Thu Apr 07, 2011 9:32 pm

Fun, fun! :D

I'm thinking that DC should still provide me with some tough fights, to say the least. It'll be fun to see. I've been avoiding it like the plague so far :D


One of the things I like about FWE's mechanics is that while certain aspects of the game get easier as you get better gear, level up, etc.... you still always need to be "thinking" when fighting, and stupid mistakes will still cost you. I did the Broken Steel quest going to the airport starting around level 21, and with all the enclave troops, it was a REALLY REALLY tough fight (for me at least), and that was with Charon tagging along helping to provide some cover fire + tanking.

Anyway, I think the challenge is always present even at higher levels. Some things get easier, but not everything.
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W E I R D
 
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Joined: Tue Mar 20, 2007 10:08 am

Post » Thu Apr 07, 2011 9:30 pm

Old Olney at level 22 was no walk in the park, i dare say i survived only because the Medic armor was keeping me juiced up :D The airforce base was damn hard too with all those enclave troops running about. The presidential metro was a walk in the park though, the ghouls had no change against the robots, even Reavers went down before i got there.
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JD FROM HELL
 
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Joined: Thu Aug 24, 2006 1:54 am

Post » Fri Apr 08, 2011 7:42 am

Enclave troops can own you pretty hard.
What can be pretty difficult too, is getting ambushed by the Talon Company.

In other, unrelated news:
1. I had just collected all the Keller tapes and made my way to the National Guard Depot and down into the armory, only to find it locked by a very hard terminal...
Why does it have to be a very hard terminal? Wouldn't hard be enough?
Ok, there is very nice (probably too nice) stuff in there but still...
And by the way, how is the Keller Family supposed to have gotten in there? Their code only works for the bunker, not the armory...
EDIT: I managed to enter by using Mentats and Amphetamine which gives +15 to speech and science (seems a bit large of a bonus to me)

2. I think the pulse rifle is a bit overpowered right now.
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Josh Dagreat
 
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Joined: Fri Oct 19, 2007 3:07 am

Post » Fri Apr 08, 2011 12:34 am

What can be pretty difficult too, is getting ambushed by the Talon Company.

In other, unrelated news:
1. I had just collected all the Keller tapes and made my way to the National Guard Depot and down into the armory, only to find it locked by a very hard terminal...

2. I think the pulse rifle is a bit overpowered right now.


I no longer call them "Talon Company Losers" :cold:

On the national guard depot, you can also lockpick the door without needing to use the terminal, or atleast i think so since i have the small guns bobblehead with a character who can't hack even easy terminals :D

The Pulse Rifle is very powerful, you can take out even Sentry Bots with few shots. Of course it's pretty useless against living enemies (atleast enclave shooting them at me didn't do much damage, to me nor my Tesla Armor), so i suppose it evens out.
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sally coker
 
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Post » Fri Apr 08, 2011 6:49 am

The Pulse Rifle is very powerful, you can take out even Sentry Bots with few shots. Of course it's pretty useless against living enemies (atleast enclave shooting them at me didn't do much damage, to me nor my Tesla Armor), so i suppose it evens out.


Is it? I downed a glowing one (with MMM) with 2 hits and was repeatedly one-shot-killed by the enclave with a weapon that at least looked like a pulse rifle (judging by the shots).
Guess I should take it out to test it a bit on living enemies.

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.

Oh and one more thing:
What is the Combat Helmet Mark 2 meant to be?
It seems to be heavier than the standard one, yet provides less DR at the same repair level for me. Also you cannot wear additional glasses with Mk 2.
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Sarah Edmunds
 
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Joined: Sat Jul 08, 2006 8:03 pm

Post » Thu Apr 07, 2011 10:49 pm

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.

Well I was thinking (dangerous, I know)

heres the script:
scn FWERepairPartsQuestScript

Begin Gamemode

if ( player.getpermanentactorvalue repair < 25 )

Return

elseif ( player.getactorvalue repair >= 50 ) && ( player.getactorvalue repair < 75 )

player.addnote FWEScrapRepair

elseif ( player.getactorvalue repair >= 75 ) && ( player.getactorvalue repair < 100 )

player.removenote FWEScrapRepair
player.addnote FWEScrapRepair10

elseif ( player.getactorvalue repair >= 100 )

player.removenote FWEScrapRepair
player.removenote FWEScrapRepair10
player.addnote FWEScrapRepair20

endif



End

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...I dont see anything in the script that would account for this situation and remove the Metal Working (2) note that I already have even though its no longer valid, not really an issue but shouldent there be some sort of addonce for the notes? I cant figure out why the note is being continually added?
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-__^
 
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Post » Fri Apr 08, 2011 7:21 am

The metal working notes get added every time you skill increases enough, i've noticed it too. The Pulse Rifle i never shot at living enemies, so i had no idea it was that powerful, i just assumed that an EMP would only damage robots.

I was just trying to find the backdoor of cliffside caverns, when i heard a hunting rifle shot and my character fell to the ground headless :lmao: I need to pay more attention to my surroundings, it seems.
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CRuzIta LUVz grlz
 
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Joined: Fri Aug 24, 2007 11:44 am

Post » Fri Apr 08, 2011 4:46 am

The metal working notes get added every time you skill increases enough, i've noticed it too.

Yes I know this, the issue is that (in my game at least) its being added every time I get close to a workbench even tho I already have it, it should only be added once.
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Horror- Puppe
 
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