[RELz] Fwe - Fo3 Wanderers Edition No.37

Post » Sat May 28, 2011 2:13 pm

Update on 5.1
As some of you might have heard, a new update is in the works. Originally this was only intended to be some minor adjustments and fixes, but as usual we got carried away.

First off, most important news, we have a new Developer on board. The amazingly talented Schlangster has joined our ranks and is already implementing some fantastic new features for the next update. Welcome aboard mate.

So what to expect in 5.1:
  • A good deal of new models and textures for existing weapons (new Tommy Gun model [censored] yeah!)
  • We will be integrating large parts of http://www.fallout3nexus.com/downloads/file.php?id=11437 to fill out any missing gaps in the armament. Hopefully that will satisfy all you gun nuts who constantly want more and more weapons :)
    But we will still stick to our design philosophy to only integrate weapons that fit into Fallout and that serve a certain purpose in combat.
  • Slew of new gameplay elements, such as holding your breath while sniping, the ability to zoom closer in and out with the mousewheel, a menu option for adjusting character death physics, even more improvements to our advanced AI system, menu option to turn karma messages back on and more

And before you ask, yes the new version will be perfectly compatible to any existing save.
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Annika Marziniak
 
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Post » Sat May 28, 2011 5:32 pm

Update on 5.1
As some of you might have heard, a new update is in the works. Originally this was only intended to be some minor adjustments and fixes, but as usual we got carried away.

First off, most important news, we have a new Developer on board. The amazingly talented Schlangster has joined our ranks and is already implementing some fantastic new features for the next update. Welcome aboard mate.

So what to expect in 5.1:
  • A good deal of new models and textures for existing weapons (new Tommy Gun model [censored] yeah!)
  • We will be integrating large parts of http://www.fallout3nexus.com/downloads/file.php?id=11437 to fill out any missing gaps in the armament. Hopefully that will satisfy all you gun nuts who constantly want more and more weapons :)
    But we will still stick to our design philosophy to only integrate weapons that fit into Fallout and that serve a certain purpose in combat.
  • Slew of new gameplay elements, such as holding your breath while sniping, the ability to zoom in and out with the mousewheel, a menu option for adjusting character death physics, even more improvements to our advanced AI system, option to turn karma messages back on and more

And before you ask, yes the new version will be perfectly compatible to any existing save.


That's great news!

So yeah, I began my first experience with FWE today. Only one word to describe it: Awesome! :foodndrink:
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Kayla Oatney
 
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Post » Sat May 28, 2011 5:28 pm

Awesome! Would it be possible to have the extra guns as a different plug in though? One thing I like about FWE is that it doesn't add too many weapons to the game, just enough to keep variety. Well, first, how many do you plan to add?
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luis ortiz
 
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Post » Sat May 28, 2011 4:09 pm

Awesome! Would it be possible to have the extra guns as a different plug in though? One thing I like about FWE is that it doesn't add too many weapons to the game, just enough to keep variety. Well, first, how many do you plan to add?

No there won't be a seperate plugin. But don't worry, we'll keep our usual level of game balance, so you wont see any unnecessary weapons that perform identical and we will make sure that they fit in with the rest of the Fallout weaponry. We don't add equipment just for the sake of having MOAR, it has to be there for a reason.
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Queen
 
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Post » Sat May 28, 2011 9:20 am

Is it possible to have the menu system activated before you step out of the vault? Currently all the MMM spawn rate and "no" plugins which are configured within the MMM part of the menu are not affecting the Springvale area which has already spawned.
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Rhysa Hughes
 
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Post » Sat May 28, 2011 3:21 pm

katnap: could just wait out a cell reset period?

Kai: 5.1 sounds fantastic, can't wait :-)
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Reanan-Marie Olsen
 
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Post » Sat May 28, 2011 2:07 pm

5.1 looks to be wonderful. There's a slight, and probably silly request from me, but is there a way someone on your team may be able to post on my YouTube channel the moment new versions are release? As you know I'm doing the longplay, and staying up to date on mods is a number 1 priority for me, and FWE is the foundation to my game. If not, that's okay, I'll check as often as I can.

Amazing work by the way. I can't say that enough.
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Joie Perez
 
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Post » Sat May 28, 2011 10:31 am

Is it possible to have the menu system activated before you step out of the vault? Currently all the MMM spawn rate and "no" plugins which are configured within the MMM part of the menu are not affecting the Springvale area which has already spawned.

Hm I know what you mean. It's just that most of our scripts depend on the completion of CG04 before kicking in(to avoid blasting the player with messages during the birth scene and the tutorial) and sice that kicks in both when leaving the vault and when leaving the alternate start shack, it makes it pretty nice and tidy. I'll see what I can do but can't promise anything right now. As a suggestion, you could also simply go back into the cave at the beginning, set the respawn timer to one hour via the config menu and wait for one hour, that will reset the springvale cell.

5.1 looks to be wonderful. There's a slight, and probably silly request from me, but is there a way someone on your team may be able to post on my YouTube channel the moment new versions are release? As you know I'm doing the longplay, and staying up to date on mods is a number 1 priority for me, and FWE is the foundation to my game. If not, that's okay, I'll check as often as I can.

5.1 is still a little while off, but I will make sure to inform you when it's out.
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Antonio Gigliotta
 
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Post » Sat May 28, 2011 11:51 am

Awesome, I really appreciate that.
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Stefanny Cardona
 
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Post » Sat May 28, 2011 5:19 pm

Hm I know what you mean. It's just that most of our scripts depend on the completion of CG04 before kicking in(to avoid blasting the player with messages during the birth scene and the tutorial) and sice that kicks in both when leaving the vault and when leaving the alternate start shack, it makes it pretty nice and tidy. I'll see what I can do but can't promise anything right now. As a suggestion, you could also simply go back into the cave at the beginning, set the respawn timer to one hour via the config menu and wait for one hour, that will reset the springvale cell.


Thanks for considering the problem.

Also with the config menu, if you don't change anything in the menu, all the game settings and globals for respawn are at FWE default and not vanilla, is that right. So you don't necessarily have to adjust settings if you don't want to. It's just that the exit from the vault I consider to be a pretty immersive part of the game and don't really want to spend a lot of time in menu's at that stage of the game.

I've spent ages looking through all the options, I can't imagine how much time it must have taken to set it all up.
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Alexx Peace
 
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Post » Sat May 28, 2011 9:04 am

Thanks for considering the problem.

Also with the config menu, if you don't change anything in the menu, all the game settings and globals for respawn are at FWE default and not vanilla, is that right. So you don't necessarily have to adjust settings if you don't want to. It's just that the exit from the vault I consider to be a pretty immersive part of the game and don't really want to spend a lot of time in menu's at that stage of the game.

I've spent ages looking through all the options, I can't imagine how much time it must have taken to set it all up.

Yes everything is set to the default FWE values at the beginning of the game. And yes the menu took awhile to set up :)
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Bedford White
 
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Post » Sat May 28, 2011 9:16 am

Hello,

I have several questions about this mod, but first, the essentials: the mods I'm using and my load order:

CRAFT.esmCALIBR.esmProject Beauty.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDarNifiedUIF3.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Followers Enhanced.espFO3 Wanderers Edition - Optional Free Play After MQ.espFO3 Wanderers Edition - Optional Restore Tracers.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release (Follower Enhanced).espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - Project Beauty.espFO3 Wanderers Edition - More Gore.espMyCustomPatch.espTotal active plugins: 24Total plugins: 24


Now, the questions:

(1) I disabled the Primary Needs component of this mod because I don't want to "maintain" my character like I would in real life; I consider it a frustrating chore. However, the quest [Your Primary Needs] is still present in my Pip-Boy even after deactivation of Primary Needs. How can I get rid of it? I know of the completequest [base_id] console command, but I don't know the base id that you guys used for this quest...

(2) What is the difference between "Food heals (original)" and Disable hunger & "Drinks heal (original)" and Disable thirst? Do the former only disable the primary needs feature without actually adding to the player's health when (s)he eats / drinks? What about the latter? They are options 1 and 3 in the Hunger and Thirst sections of the Primary Needs menu respectively.

(3) I did not like Triage. So I disabled it. However, I took a Triage-related perk before I did so, "Wasteland Doctor", and now my level 2 character only has one perk, the default one (since the Triage one got removed when I disabled it). That's fine, since I just used console "cheats" to "add" another perk instead to simulate my choosing that instead of the Triage one before I realized that I hated the feature. But, the problem is that each time I re-enable Triage, the "Wasteland Doctor" perk comes back. "OK, so don't re-enable Triage if you don't like it" you might say, but the thing is, I actually want to remove the "Wasteland Doctor" perk from the game memory so that it never comes back if I re-enable Triage. How do I do that? I know of the player.removeperk [variable] console command, but I don't know what perk id you guys used for the "Wasteland Doctor" perk.

(4) I chose the "Followers Enhanced" version of FWE. However, I discovered that I do not want it. So, can I just delete "FO3 Wanderers Edition - Followers Enhanced.esp", replace "EVE - FWE Master Release (Follower Enhanced).esp" with "EVE - FWE Master Release.esp" and create a new merged patch with FO3Edit without having to start over?

(5) I know that this is not a FWE question directly, but if I go to the MMM menu and choose to reduce wasteland spawns by 25%, in addition to disabling any increased spawns, will that result in less wasteland monster activity than in the vanilla game? I only want the diversity aspects of MMM, not the over-abundant wasteland spawns forcing me to blast away mutants every 50 steps I take.

(6) Are the new weapons and armor this mod adds hidden in the wasteland, or only available through vendors? If it's the latter, can they be placed in unique, hard-to-find locations as per OOO of Oblivion?

EDIT:

Also, would it be possible to make the FWE Configuration Menu accessible by hotkey so that it's not cluttering up my invetory? It kinda ruins immersion having it among my armor. I'd like to have it accessible by pressing the "Home" key, personally. Also:

Is it possible to have the menu system activated before you step out of the vault?

I agree with this wholeheartedly. It would be great if it could be activated when you are given the chance to review your character right before stepping into the Wasteland.

Thank you for your time.
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Anna Krzyzanowska
 
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Post » Sat May 28, 2011 9:46 am

Well after playing Fook2 and dealing with the crashes and freezes,I removed it and did a clean install of Fo3 and FWE.And i must say great job.Played for about 15 hours and now crashes or freezes(.I'm not dissing Fook2 by no means just could not get it to run stalbe.)I did not see streetlights or wasteland lights so far so i'll DL them and install them.I been thinking about MMM but not sure yet.Once again Great Mod. As for the Zooming in with mouse wheel(for 5.1) I use a controller how will that work? No biggy just asking.
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Verity Hurding
 
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Post » Sat May 28, 2011 5:11 am

Hello,

I have several questions about this mod, but first, the essentials: the mods I'm using and my load order:



Load order is fine.

1. Make sure you have 5.02 installed, the quest should stop at the latest after a minute or so when you disable primary needs.
2. Having food and wanter heal or not heal are seperate options. You can for example have PN runnind and still have food heal you. You can also disable PN and have food do nothing.
3. Perk code is XX001551
4. Yes just disable it and make a new merged patch.
5. The wasteland spawns option only affects outdoors, not indoors. So yes, if you set spawn rate to normal and set reduced spawns you will have overall less spawns outside than in vanilla
6. They are added throughout the world, enemies, vendors, locations etc,


Also, would it be possible to make the FWE Configuration Menu accessible by hotkey so that it's not cluttering up my invetory? It kinda ruins immersion having it among my armor. I'd like to have it accessible by pressing the "Home" key, personally.

No, people dont read the readme and then we would just get questions why the config menu is gone.

Well after playing Fook2 and dealing with the crashes and freezes,I removed it and did a clean install of Fo3 and FWE.And i must say great job.Played for about 15 hours and now crashes or freezes(.I'm not dissing Fook2 by no means just could not get it to run stalbe.)I did not see streetlights or wasteland lights so far so i'll DL them and install them.I been thinking about MMM but not sure yet.Once again Great Mod. As for the Zooming in with mouse wheel(for 5.1) I use a controller how will that work? No biggy just asking.

Cheers glad you're enjoying it. I would really recommend MMM though, it works fantastic with FWE and it's very configurable through the FWE menu.
Joypad's are always a issue when it comes to hotkeys. To be honest I think the best solution for Fallout gamers is to use the software Xpadder, which let's you simply emulate keypresses with the joypad, that would definitly guarantee compatbility with any hotkey mod, be it FWE or others.
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Justin Bywater
 
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Post » Sat May 28, 2011 7:28 pm

1. Make sure you have 5.02 installed, the quest should stop at the latest after a minute or so when you disable primary needs.


Well I'm sure I have 5.02 running and I'm fairly sure I spent enough time in the game world to allow the primary needs quest to stop if a minute or so is all it takes.. Well, I'm going to start anew anyway because I made some poor choice regarding tagged skills so I'll see if the quest is still stuck in the new save.

2. Having food and wanter heal or not heal are seperate options. You can for example have PN runnind and still have food heal you. You can also disable PN and have food do nothing.
3. Perk code is XX001551
4. Yes just disable it and make a new merged patch.
5. The wasteland spawns option only affects outdoors, not indoors. So yes, if you set spawn rate to normal and set reduced spawns you will have overall less spawns outside than in vanilla
6. They are added throughout the world, enemies, vendors, locations etc,


Thank you for responding so promptly! :thumbsup:

PS: I could have sworn I read somewhere that FWE and Ultimate Perk Pack are compatible (except the original perks part of UPP of course), but I can't for the life of me remember where I read it. Could you confirm this? Thanks again for the help.
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Liv Staff
 
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Post » Sat May 28, 2011 6:42 am

Well I'm sure I have 5.02 running and I'm fairly sure I spent enough time in the game world to allow the primary needs quest to stop if a minute or so is all it takes.. Well, I'm going to start anew anyway because I made some poor choice regarding tagged skills so I'll see if the quest is still stuck in the new save.



Thank you for responding so promptly! :thumbsup:

PS: I could have sworn I read somewhere that FWE and Ultimate Perk Pack are compatible (except the original perks part of UPP of course), but I can't for the life of me remember where I read it. Could you confirm this? Thanks again for the help.

UPP pack 1 and 2 work perfectly fine with FWE. The Beverage and original perk esps are incompatible.
The experience and quest perk esps also work perfectly fine, but I personally dont particularly like them, as you get some pretty powerful perks for just doing stuff you would do anyways.

Also sorry, but you're right the PN quest does stop(as in it doesnt do anything until reactivated) but it doesnt leave the questlog. That's just a general minor annoyance with the stopquest function.
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Beth Belcher
 
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Post » Sat May 28, 2011 4:07 pm

The Beverage and original perk esps are incompatible.


Aah, OK. I started a new game with the beverage perk .esp and it seemed to work just fine but I removed it just in case.

Also sorry, but you're right the PN quest does stop(as in it doesnt do anything until reactivated) but it doesnt leave the questlog. That's just a general minor annoyance with the stopquest function.


That's funny, because I started a new game and after stepping out of the vault and waiting for a few moments, I checked my Pip-Boy and the Primary Needs quest was not there. So perhaps this stopquest function is not consistently glitchy / glitch-free? Because in my first savegame it did not work properly; the Primary Needs quest showed up in my Pip-Boy several hours after I had exited the vault and disabled PN, and I waited patiently in front of 101 waiting for FWE's scripts to initialize. Unfortunately though, I didn't keep that savegame. I can upload my current one though, if you want to take a look at what's going on?
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Mandy Muir
 
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Post » Sat May 28, 2011 7:04 pm

We will be integrating large parts of http://www.fallout3nexus.com/downloads/file.php?id=11437 to fill out any missing gaps in the armament. Hopefully that will satisfy all you gun nuts who constantly want more and more weapons :)
But we will still stick to our design philosophy to only integrate weapons that fit into Fallout and that serve a certain purpose in combat.


Ooooh, I believe I see an Ithaca Shotgun in there. I've been wanting some proper pump-action shotgun experience in Fallout. There's something very badass about the actual pumping motion to re-chamber a shell, that automatic or semi-automatic shotgun can just never achieve. I wouldn't be surprised if that's the whole reason that many semi-automatic shotguns come with an alternative pump-action mode even though it would likely be less effective. Anyways, would I be completely wrong in my pessimistic assumption that the model lacks the proper animations for individually loading the shells, and that it doesn't actually have you properly pump it? If that's the case I'll just have close my eyes and pretend, because having an Ithaca' is way too good an opportunity to pass up. :wub:

With pump-action shotguns, all we need now are a couple of one-liners and we've got ourselves a Hollywood action film. :gun:

Skorpions too. We need the skorpion. The Machine Pistol, not the animal... insect... whatever the creature with the chitinous body and the stinger is considered; we already have those in all sizes and colours. Shhhh! No one tell them it's Czech and doesn't belong in DC!
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Brad Johnson
 
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Post » Sat May 28, 2011 8:51 pm

Sadly, every single pump action shotgun I've seen on youtube uses the lever action animation :(
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i grind hard
 
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Post » Sat May 28, 2011 5:23 am

Ooooh, I believe I see an Ithaca Shotgun in there. I've been wanting some proper pump-action shotgun experience in Fallout. There's something very badass about the actual pumping motion to re-chamber a shell, that automatic or semi-automatic shotgun can just never achieve. I wouldn't be surprised if that's the whole reason that many semi-automatic shotguns come with an alternative pump-action mode even though it would likely be less effective. Anyways, would I be completely wrong in my pessimistic assumption that the model lacks the proper animations for individually loading the shells, and that it doesn't actually have you properly pump it? If that's the case I'll just have close my eyes and pretend, because having an Ithaca' is way too good an opportunity to pass up. :wub:

With pump-action shotguns, all we need now are a couple of one-liners and we've got ourselves a Hollywood action film. :gun:

Skorpions too. We need the skorpion. The Machine Pistol, not the animal... insect... whatever the creature with the chitinous body and the stinger is considered; we already have those in all sizes and colours. Shhhh! No one tell them it's Czech and doesn't belong in DC!


There are plenty of mods with pump action shotguns - nothing unique about this one. The problem is a lack of animations for the pump action, not a lack of pump action models.
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Jessie Butterfield
 
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Post » Sat May 28, 2011 6:55 pm

That's funny, because I started a new game and after stepping out of the vault and waiting for a few moments, I checked my Pip-Boy and the Primary Needs quest was not there. So perhaps this stopquest function is not consistently glitchy / glitch-free? Because in my first savegame it did not work properly; the Primary Needs quest showed up in my Pip-Boy several hours after I had exited the vault and disabled PN, and I waited patiently in front of 101 waiting for FWE's scripts to initialize. Unfortunately though, I didn't keep that savegame. I can upload my current one though, if you want to take a look at what's going on?

Nah it works perectly fine, there is nothing "glitchy" about the stopquest function. What you described can happen if you try to kill off PN before it's initiliazed completely at the beginning of the game, because it takes a few minutes for the scripts to complete, but the enabling and disabling part works 100% flawless.
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Tom
 
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Post » Sat May 28, 2011 7:23 am

I don't know how you feel about requests being posted in this thread, but I have a small one.
Could you make it so that the cyborg perk gives built-in night vision at a certain rank?
I want my bionic, part tree, part ant, tough as nails mountain man to be able to take off the cumbersome power armor once and for all.
And maybe put on a flannel shirt and jeans, if I can find some. And then the enclave grunts will tell stories about the axe-wielding monster that lives in the mountains.
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Jade
 
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Post » Sat May 28, 2011 1:45 pm

Nah it works perectly fine, there is nothing "glitchy" about the stopquest function. What you described can happen if you try to kill off PN before it's initiliazed completely at the beginning of the game, because it takes a few minutes for the scripts to complete, but the enabling and disabling part works 100% flawless.


OK, I see. Thanks for the clarification.
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Susan Elizabeth
 
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Post » Sat May 28, 2011 4:17 pm

I feel so dumb, but I can't find these files:
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)


I've checked the Nexus, they aren't on the FWE-page, the Project Beauty-page nor the FOIP-page.
I downloaded all the files (even some I didn't need), to see if it was in there, but I haven't found it.

Am I blind? Or dumb? Or both?
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Marion Geneste
 
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Post » Sat May 28, 2011 2:31 pm

I feel so dumb, but I can't find these files:


I've checked the Nexus, they aren't on the FWE-page, the Project Beauty-page nor the FOIP-page.
I downloaded all the files (even some I didn't need), to see if it was in there, but I haven't found it.

Am I blind? Or dumb? Or both?

You're neither (well maybe a little bit blind because I wrote a big IMPORTANT notice on the FOIP page ;) )
I removed those files recently because PB released a new version and changed it's file name which broke compatbility with the FOIP patches. It's gonna be updated sometime, but currently not a priority since it's the least important compatibility patch. Just load the PB esm before the FWE esm and you're good, you'll only miss out on a few changed faces of some NPCs since they are overwritten, but no big deal really.
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Ash
 
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