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.