[RELz] Fwe - Fo3 Wanderers Edition No.37

Post » Sat May 28, 2011 10:16 am

You're neither (well maybe a little bit blind because I wrote a big IMPORTANT notice on the FOIP page ;) )
How could I have missed that?! The very first sentence!
Well, I guess I'm blind AND dumb, hahahaha :laugh:

(Thanks for the quick reply, btw!)
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Kate Schofield
 
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Post » Sat May 28, 2011 6:59 am

One more question:

I am interested in using v2.5 of the DC Interiors Project - Combo Edition mod alongside my current ones. However, I am not sure whether DC Interiors and FWE play along nicely, since DC Interiors makes a lot of cell alterations in the DC area. If they are compatible however, where should I place DCInteriors_ComboEdition.esm in my load order? Currently, I'm running the following mods:

Fallout3.esmCRAFT.esmCALIBR.esmProject Beauty.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDarNifiedUIF3.espCRAFT - Activation Perk.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional Free Play After MQ.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.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.espdD-Less Blood Time.espFO3 Wanderers Edition - More Gore.espMyCustomPatch.espTotal active plugins: 27Total plugins: 27


Everything is running swell and I don't want to mess this up so I am deliberately being cautious here, to avoid having to start over a third time.

Thanks in advance!
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LuCY sCoTT
 
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Post » Sat May 28, 2011 8:40 am

DC Interiors works fine with FWE, just place it above the FWE files in the load order

As a thumb rule: A mod that alters any vanilla gameplay settings, items, weapons, monsters and such generally conflict in some way with FWE. Quests, new follower, weather and location mods however will work fine with FWE.
There is also a compatibility list here: http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en
The list isn't and never will be 100% complete since there are thousands of Fallout mods, but with the thumb rule above and that list you should get a good picture what mods will and will not work with FWE.
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Sian Ennis
 
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Post » Sat May 28, 2011 7:37 am

DC Interiors works fine with FWE, just place it above the FWE files in the load order

As a thumb rule: A mod that alters any vanilla gameplay settings, items, weapons, monsters and such generally conflict in some way with FWE. Quests, new follower, weather and location mods however will work fine with FWE.
There is also a compatibility list here: http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en
The list isn't and never will be 100% complete since there are thousands of Fallout mods, but with the thumb rule above and that list you should get a good picture what mods will and will not work with FWE.

Awesome, thanks a lot! You've been very helpful. :tops:

PS: I know about the compatibility list, but I figured that I'd make sure by asking here since FWE places new items into the game world and I thought that there might be conflicts if DC Interiors touches the same cells that FWE alters. But, you answered my question perfectly so thanks again for that.
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Nany Smith
 
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Post » Sat May 28, 2011 9:28 am

Kai Hohiro,

I hate to do this as I feel like I'm spamming you with questions, but I've got one more related to compatibility and load order: This mod (http://www.fallout3nexus.com/downloads/file.php?id=121) "Level Cap Workaround" (LCW)... I assume it's compatible with FWE since it's not in the spreadsheet you linked to earlier, but once again, I would appreciate it if you could tell me where to place it in my load order (below). Also, have I placed DC Interiors correctly? It is the 5th item in the list.

I know the thumb rule about loading those mods you want to override everything else last, but I'm hesitant because I'm not very knowledgeable about the internal workings of FWE and so I don't know whether it would go berserk if loaded before LCW. My gut tells me I should place it right after the "FO3 Wanderers Edition - Optional Free Play After MQ.esp" module but I'd like confirmation before I do anything that might bork my game.

Fallout3.esmCRAFT.esmCALIBR.esmProject Beauty.esmDCInteriors_ComboEdition.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDarNifiedUIF3.espCRAFT - Activation Perk.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional Free Play After MQ.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.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.espdD-Less Blood Time.espFO3 Wanderers Edition - More Gore.espMyCustomPatch.espTotal active plugins: 28Total plugins: 28


Thanks again for all your help. It's nice that there is someone here who is kind enough to answer what are sometimes -- I'm sure -- frustratingly obvious questions.

PS: While I'm at it, I'd like to suggest an improvement to this mod: when lock-picking, how about replacing the chance-based "Pick" (or was it "Pick Lock") text with something that distinguishes it from the original mini-game one a bit better? See, I wasn't even able to remember which was which in this description, let alone in-game when I'm confronted by two seemingly identical options.. Perhaps "I feel lucky!" or "Take your chances!" or something like that, and maybe do this also for hacking?

I don't know -- I just find it terrible confusing and I think a simple text change would be relatively simple?
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Damned_Queen
 
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Post » Sat May 28, 2011 5:47 pm

Kai Hohiro,
I hate to do this as I feel like I'm spamming you with questions, but I've got one more related to compatibility and load order: This mod (http://www.fallout3nexus.com/downloads/file.php?id=121) "Level Cap Workaround" (LCW)... I assume it's compatible with FWE since it's not in the spreadsheet you linked to earlier, but once again, I would appreciate it if you could tell me where to place it in my load order (below).

Yes, it is compatible. Load it before FOIP mods in your load order (before FWE.esp)

Also, have I placed DC Interiors correctly? It is the 5th item in the list.

Please load it between CRAFT and Project Beauty. I doubt you will have problems with your current load order, but let's make all as instructions require :)
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LuCY sCoTT
 
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Post » Sat May 28, 2011 10:07 am

Don't worry Decane, the forum is also there to ask and answer questions afterall.

On a different note, another Fallout dev, this time Daryl Brigner a level designer from Fallout(who also enjoys creating Portal maps in his spare time) outed himself as FWE player:

http://bethblog.com/index.php/2010/05/07/what-were-playing-23/#more-8397

Daryl Brigner: Blur Demo, Fallout 3 (With MANY mods, including FWE), URU Live if the server ever comes back up, and maybe some more Myst III: Exile.


Always nice to see when the developers who made the games we love also enjoy the mods we made for those games. (Not to mention I love the [censored] out of his Portal maps)
But URU Live? Seriously? I thought that game was dead since quite awhile.
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Mark
 
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Post » Sat May 28, 2011 11:14 am

that's pretty cool Kai, I also noted how similar the 'hardcoe' mode being discussed re. New Vegas really does sound a lot like FWE!
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victoria johnstone
 
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Post » Sat May 28, 2011 11:45 am

that's pretty cool Kai, I also noted how similar the 'hardcoe' mode being discussed re. New Vegas really does sound a lot like FWE!

Certainly heavily inspired by FWE, Arwen's et al
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NAtIVe GOddess
 
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Post » Sat May 28, 2011 4:59 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.


There are any number of mods that provide you with NV glasses, that's probably a better route to go.
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Marnesia Steele
 
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Post » Sat May 28, 2011 6:36 am

There are any number of mods that provide you with NV glasses, that's probably a better route to go.

Yeah true. Though to be honest I think it's actually a fun idea. I could create a new perk that requires all Cyborg perks and high science and it would give you nightvision permanently for free without any need for a helmet or energy. Considering how many perks this would require and the skills I think it would be fairly balanced...
But I'm just throwing this out here, not saying if I wanna add this or not.

By the way, for people who know how to mod a bit, all you have to do to add nightvision to any helmet is put it into the Nightvisionhelmets formlist.
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Laura Tempel
 
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Post » Sat May 28, 2011 1:23 pm

Thanks for the help earlier kai,

Ive recommened FWE to anyone I know who plays FO3 modded, I don't think I could ever return to before it lol.

Any feature plans for FWE?
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Jack Walker
 
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Post » Sat May 28, 2011 3:34 pm

Thanks for the help earlier kai,

Ive recommened FWE to anyone I know who plays FO3 modded, I don't think I could ever return to before it lol.

Any feature plans for FWE?

We'll release one small patch this week probably (5.03), that just tweaks a few existing things.

For next month we have one last(probably) big content patch planned(5.10) that will add new gameplay features and equipment.

But otherwise FWE is "done", there most likely won't be a FWE 6.0. We're really happy with how 5.x turned out, it feels very complete and there isn't that much we want to change or add anymore. I always say, that we don't want to at some point stop development where FWE still has bugs or otherwise half complete features. We treat every version as if it was the last, so even if really stop development, FWE will be entirely playable for the future without any needs for fixes or updates.
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Marie Maillos
 
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Post » Sat May 28, 2011 7:05 pm

But otherwise FWE is "done", there most likely won't be a FWE 6.0.


I don't think you have to worry too much about any of us holding you to that statement :)
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Marie
 
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Post » Sat May 28, 2011 9:02 am

Thats good to know Kai, and its good to know, you will try to iron out the few bugs that maybe left or any little tweaks that may need to be done.

F.W.E does feel very complete though.
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Rachael
 
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Post » Sat May 28, 2011 10:26 am

Lets not forget how incredibly advantageous it is when a large mod becomes stable - massively reduced workloads for compatibility patches, from having one less moving target :D
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herrade
 
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Post » Sat May 28, 2011 11:01 am

We'll release one small patch this week probably (5.03), that just tweaks a few existing things.

For next month we have one last(probably) big content patch planned(5.10) that will add new gameplay features and equipment.

But otherwise FWE is "done", there most likely won't be a FWE 6.0. We're really happy with how 5.x turned out, it feels very complete and there isn't that much we want to change or add anymore. I always say, that we don't want to at some point stop development where FWE still has bugs or otherwise half complete features. We treat every version as if it was the last, so even if really stop development, FWE will be entirely playable for the future without any needs for fixes or updates.


Good new for sure!

I am going to make a bit of a very tiny begging/plea for a mod to be added, that I think will go very nicely with FWE. http://fallout3nexus.com/downloads/file.php?id=6338 makes use of the "Pre War cooking paraphenalia" as well as some other neat things. It would be very nice if it could be added to the FWE primary needs section. *gets down on both knees and begs with puppy dog eyes*
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Alex Vincent
 
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Post » Sat May 28, 2011 6:59 pm

Good new for sure!

I am going to make a bit of a very tiny begging/plea for a mod to be added, that I think will go very nicely with FWE. http://fallout3nexus.com/downloads/file.php?id=6338 makes use of the "Pre War cooking paraphenalia" as well as some other neat things. It would be very nice if it could be added to the FWE primary needs section. *gets down on both knees and begs with puppy dog eyes*


I certainly wouldn't have a problem with this - I've recieved several requests for it, actually. I had considered doing it myself, but didn't have the foggiest idea as to where to begin. :blush2:
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Tanya
 
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Post » Sat May 28, 2011 8:02 pm

Good new for sure!

I am going to make a bit of a very tiny begging/plea for a mod to be added, that I think will go very nicely with FWE. http://fallout3nexus.com/downloads/file.php?id=6338 makes use of the "Pre War cooking paraphenalia" as well as some other neat things. It would be very nice if it could be added to the FWE primary needs section. *gets down on both knees and begs with puppy dog eyes*

Puppy eyes...my only achilles heel, how could you know.

I certainly wouldn't have a problem with this - I've recieved several requests for it, actually. I had considered doing it myself, but didn't have the foggiest idea as to where to begin.

Thank you Coleen, very kind to offer this. I'll discuss this with the team and if we decide to integrate your mod I will get in touch with you. At the very least we could make a compatibility patch.
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ZzZz
 
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Post » Sat May 28, 2011 7:03 am

Puppy eyes...my only achilles heel, how could you know.


Thank you Coleen, very kind to offer this. I'll discuss this with the team and if we decide to integrate your mod I will get in touch with you. At the very least we could make a compatibility patch.


Awesome! *crosses fingers that the team agrees and gives them the puppy dog eyes as well* Thank you for considering it!
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tiffany Royal
 
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Post » Sat May 28, 2011 1:13 pm

OK, I decided to install the Unofficial Fallout 3 Patch to supplement my list 'o mods, and now my game crashes right after the first "slide" comes on screen when starting the game up. Awesome. My load order is:

Fallout3.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmDCInteriors_ComboEdition.esmProject Beauty.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmStreetLights - Wasteland.espCRAFT - Activation Perk.espDarNifiedUIF3.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Quest Perks.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional Free Play After MQ.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.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.espdD-Less Blood Time.espFO3 Wanderers Edition - More Gore.espMyCustomPatch.espTotal active plugins: 31Total plugins: 31


If it makes a difference, I installed the mods in this order: (1) UFOP, (2) Texture Pack, (3) FWE + Patch, (4) MMM, (5) EVE, (6) WMK, (7) DarnUI, (8) everything else incl. compatibility patches.

Any ideas?
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Carys
 
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Post » Sat May 28, 2011 5:10 am

Decane, at this moment, the new update of Project Beauty isn't compatible with FWE. It shouldn't be long for the new patch to come out though.
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Caroline flitcroft
 
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Post » Sat May 28, 2011 5:12 pm

Decane, at this moment, the new update of Project Beauty isn't compatible with FWE. It shouldn't be long for the new patch to come out though.


That's fine, but the game is not crashing due to a conflict between FWE and PB. This only started occurring after I installed UFOP, so it must be somehow related to it, but I don't know how.
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Chantel Hopkin
 
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Post » Sat May 28, 2011 4:16 pm

That's fine, but the game is not crashing due to a conflict between FWE and PB. This only started occurring after I installed UFOP, so it must be somehow related to it, but I don't know how.

Why dont you ask the UFP team then :) (sorry but somehow everyone asks us everything even if it's not related to FWE)

But what Miss Sparkle says is right, you shouldn't load the Project Beauty FOIP patches, they're incompatible with the newest version(I already removed the FOIP patches from the FOIP site)
Other then that, please remember always to rebuild your merged patch after adding or removing any mods.

Remember: A crash on startup always indicates that you are missing a master file for another mod, or that your load order is screwed up, it's never the fault of the mods themselves (as seen in my http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en, the answer to almost all the questions you could have)

Also I personally don't use UFP, am also not the person who would recommend using it.
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Lauren Dale
 
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Post » Sat May 28, 2011 12:15 pm

Why dont you ask the UFP team then :) (sorry but somehow everyone asks us everything even if it's not related to FWE)


Well, Quarn hasn't been around for ages so I was thinking that since you guys know a lot about load order and compatibility in general, maybe you would also have an idea of what could be the matter with my current setup.

But what Miss Sparkle says is right, you shouldn't load the Project Beauty FOIP patches, they're incompatible with the newest version(I already removed the FOIP patches from the FOIP site)

But I don't have any Project Beauty FOIP patches. :)

Other then that, please remember always to rebuild your merged patch after adding or removing any mods.

Yeap, did that. Oh well, maybe I'll start over...
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Chavala
 
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