[RELz] Fwe - Fo3 Wanderers Edition No.37

Post » Sat May 28, 2011 12:03 pm

I'm starting to think people ask me all this stuff that stands in the FAQ just purposely to annoy me :D


I was confused sir, I'm innocent :D I'll make the merged patch ;)
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mollypop
 
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Post » Sat May 28, 2011 10:35 am

Maybe there should be a part of the FAQ that say how important it is to read the FAQ.

Or maybe there is, I don't think I actually read it.
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Elena Alina
 
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Post » Sat May 28, 2011 7:09 pm

Read the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en.



I did. It did not answer my question. :swear:

By your lack of real response and testing with another character, I decided something went wrong with my save causing my karma to be locked at neutral.
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Shelby Huffman
 
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Post » Sat May 28, 2011 1:47 pm

I did. It did not answer my question. :swear:

By your lack of real response and testing with another character, I decided something went wrong with my save causing my karma to be locked at neutral.

If you had read it you would have seen that in FWE it takes a lot longer to get good/evil and that karma titles aren't displayed. If you really want this back just use DarnUI, it'll show you your karma value.

But if you want to decide your save is broken, fine by me.
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Helen Quill
 
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Post » Sat May 28, 2011 8:57 am

I did. It did not answer my question. :swear:


27. Why won't I become good/evil?



A: It just takes quite a bit longer in FWE to change your alignment. To become Very Good or Very Evil, you really have to dedicate yourself to it, you won't be changing alignment as quickly in FWE.


:whisper:

Edit: Dang, Kai beat me to it...
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Naomi Ward
 
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Post » Sat May 28, 2011 6:00 am

If you had read it you would have seen that in FWE it takes a lot longer to get good/evil and that karma titles aren't displayed. If you really want this back just use DarnUI, it'll show you your karma value.

But if you want to decide your save is broken, fine by me.


It didn't say karma titles are removed, just karma messages... I think.

I killed the same number of people with a different character and the karma title changed so, yeah, my save is broken or FWE was being wonky. :brokencomputer:

Oh, well. :shrug:
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Ebou Suso
 
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Post » Sat May 28, 2011 8:01 pm

It didn't say karma titles are removed, just karma messages... I think.

I killed the same number of people with a different character and the karma title changed so, yeah, my save is broken or FWE was being wonky. :brokencomputer:

Oh, well. :shrug:

Nothing is being broken or wonky. Karma is a pretty simply calculation that I'm sure will not break in any save. You probably just had gathered some positive karma before or maybe you used Alternate starts and didn't set your starting karma to neutral.
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Austin England
 
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Post » Sat May 28, 2011 8:23 am

Just wanted to share something with you guys:
FWE already has one of the best AI systems available for FO3, but of course we strive to improve it. Our new scripter schlangster has made some great advances in the AI behaviour.
He's uploaded the following video to demonstrate. To explain:

- The NPCs in the video are color coded simply so you can better see what's happening there
- Green means they're in the regular patrol/sandbox phase, not really expecting anything.
- You then see schlangster sniping one of them. What normally would happen in Fallout 3 is that the NPCs would not react at all because the player is stealthed.
- However here you see after a short moment, when the other raider turns around he sees the dead body and alerts his group in the vicinity (that's when they turn blue).
- They investigate the area, look about and when schlangster moves from his hiding place one of them has Line of Sight and spots him, setting the group into combat (red)

http://www.youtube.com/watch?v=M1SmNQVqgdk

Keep in mind this is still a work in progress, it will be part of the 5.10 content patch.
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Ian White
 
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Post » Sat May 28, 2011 3:27 pm

Looks good. That's been one of my biggest complaints about FO3. Even with all the Mods dealing with combat tactics, sneaking and detection none have really accomplished what I've been looking for, which is more realistic sneaking, detection and combat tactics. Loving the mod so far, much better for me the second time around, still getting used to it though.
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Dark Mogul
 
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Post » Sat May 28, 2011 6:11 am

Just wanted to share something with you guys:
FWE already has one of the best AI systems available for FO3, but of course we strive to improve it. Our new scripter schlangster has made some great advances in the AI behaviour.
He's uploaded the following video to demonstrate. To explain:

- The NPCs in the video are color coded simply so you can better see what's happening there
- Green means they're in the regular patrol/sandbox phase, not really expecting anything.
- You then see schlangster sniping one of them. What normally would happen in Fallout 3 is that the NPCs would not react at all because the player is stealthed.
- However here you see after a short moment, when the other raider turns around he sees the dead body and alerts his group in the vicinity (that's when they turn blue).
- They investigate the area, look about and when schlangster moves from his hiding place one of them has Line of Sight and spots him, setting the group into combat (red)

http://www.youtube.com/watch?v=M1SmNQVqgdk

Keep in mind this is still a work in progress, it will be part of the 5.10 content patch.


Very promising.
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Jessica Stokes
 
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Post » Sat May 28, 2011 8:19 pm

Yeah, that looks nice. Just curious what level sneak was his example character? It didn't seem like he moved out of cover too much, but still got seen.

(side note...I love that bridge for killin' raiders!)
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TWITTER.COM
 
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Post » Sat May 28, 2011 7:31 pm

Yeah, that looks nice. Just curious what level sneak was his example character? It didn't seem like he moved out of cover too much, but still got seen.

Not that high, but it doesn't matter. Like I said this is still a WIP, so that stuff isn't final yet, we're still messing around seeing what we can do. But don't worry, enemies won't be omfg psychic.
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Fluffer
 
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Post » Sat May 28, 2011 9:10 am

Looks awesome. Will this make using Responsive Kill Reactions unnecessary (for those that use it)?
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Beast Attire
 
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Post » Sat May 28, 2011 7:32 am

Looks awesome. Will this make using Responsive Kill Reactions unnecessary (for those that use it)?

Yep, it'll be a much more evolved version of RKR.
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Tracy Byworth
 
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Post » Sat May 28, 2011 10:10 am

@OKDaddio :: Given that RKR was scripted by schlangster (for president!) and this appears to be an integrated evolution thereof, I would guess as much :)

edit: ninja'd! ;<
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Nichola Haynes
 
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Post » Sat May 28, 2011 5:59 am

@OKDaddio :: Given that RKR was scripted by schlangster (for president!) and this appears to be an integrated evolution thereof, I would guess as much :)


I figured but I threw the question out there for clarification's sake. RKR is nice and I'm sure this refined and integrated version will be nicer.

edit: ninja'd! ;<


By seven minutes :)
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Beast Attire
 
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Post » Sat May 28, 2011 9:21 am

Nice job so far schlangster! :drool: This is really going to keep us on our toes and feel like we have to triple check our plan for survival, loving it! Keep up the great work :woot:
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Sabrina Steige
 
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Post » Sat May 28, 2011 2:42 pm

By seven minutes :)

... I have attention span issues >_> ;p

Schlangster, if you see this, I'm curious as to the mechanics of this. I know about the 'token' thing from the RKR thread, I'm wondering more specifically about the player detection (I've never scripted for FO3). Do you have line-of-sight functions built-in, did you build your own, things like that. I'm just a curious programmer.

... like a cat, only not.
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Vincent Joe
 
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Post » Sat May 28, 2011 4:41 am

... I have attention span issues >_> ;p

Schlangster, if you see this, I'm curious as to the mechanics of this. I know about the 'token' thing from the RKR thread, I'm wondering more specifically about the player detection (I've never scripted for FO3). Do you have line-of-sight functions built-in, did you build your own, things like that. I'm just a curious programmer.

... like a cat, only not.

Yes, there's a line of sight function, and there is also the build-in detection with states that can be queried. The old RKR versions only used detection events. These are whats genereated when shooting a wall besides a hostile actor. Unfortunately, as many of you noticed, the built-in detection is nice with close-range but svcks at longer ranges, so that's what Im currently trying to improve.
What can be seen in the video can be easily mistaken for "normal" combat behaviour, but it's actually not (notice the distance, Im sniping with maximum zooming fov. Normal detection wont trigger when that far away). I'm not detected until 1:05. When actors are in blue state (alerted/searching) and get the moving(!) player in their line of sight, they will be instructed to move towards this location and check it out. The shooting is manually triggered every few seconds when they have a visual on me, comparable to BoS soldiers firing at targets at the shooting range without actually being in real combat. Once the player is detected and enemies attack for real, they resume their normal behaviour.
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Kaley X
 
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Post » Sat May 28, 2011 6:21 pm

As I said this looks very promising. However I'm a little concerned with how you were detected when that far away?
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courtnay
 
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Post » Sat May 28, 2011 10:17 am

As I said this looks very promising. However I'm a little concerned with how you were detected when that far away?

People I just said a few posts above, these scripts are still far from final or done and is a work in progress. And just to point out here, the raider didn't detect the player, he actually saw him and had a physical line of sight, which is very different from the "psychic" detection Fallout3 normally uses.
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Eve Booker
 
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Post » Sat May 28, 2011 7:22 am

And now you just (hooo, thank you gentlemen, I'll be here all week, try the veal!) have to work in some algo to approximate effects of distance and whatever else you want to have it affect that (light conditions?), and fine-tune it.

It would be cool if we had a cray sitting beside our rigs so we could check on-the-fly if our threads and the enviro match up, to make camo gear actually work.

... ah well, one can dream. :D

ediiiiiit: Thanks schlangster! :D
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Claudia Cook
 
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Post » Sat May 28, 2011 10:37 am

I have an issue that I haven't seen addressed here. I have a problem with bottled water of any kind quenching my thirst. From a puddle will be fine, out of the faucet in my Megaton home will quench it as well, don't know why bottled water won't do it. I HAVE READ OP AND THE FAQ and haven't seen this.

is this supposed to work this way with bottled water or Is this a bug I've run into. should I be starting a fresh game or no.

Sorry for the questions, I really do like the mod, but this issue is bothering me. :shrug:
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Nicholas C
 
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Post » Sat May 28, 2011 3:26 pm

I have an issue that I haven't seen addressed here. I have a problem with bottled water of any kind quenching my thirst. From a puddle will be fine, out of the faucet in my Megaton home will quench it as well, don't know why bottled water won't do it. I HAVE READ OP AND THE FAQ and haven't seen this.

is this supposed to work this way with bottled water or Is this a bug I've run into. should I be starting a fresh game or no.

Sorry for the questions, I really do like the mod, but this issue is bothering me. :shrug:

This is no bug. You simply have another mod that is overwriting FWE's water (or you are using water that is added by another mod).
Check if you have any other mod loaded beneath FWE that isnt MMM, WMK, EVE or a weather mod(see load order template from the FAQ). Or check if you have a mod that adds custom food/drinks(which of course would not be supported by FWE, since all that hunger/thirst stuff has to be applied to every single item manually, so modded food stuff will never work without a compatbility patch).

Starting a new game will almost never fix any kind of problem. Stuff like this is almost always caused through mod conflicts. Fallout 3 isn't so finnicky that stuff simply stops working or that saves break, that almost never happens.

But I am grateful that you did check the FAQ first :)
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Nicholas C
 
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Post » Sat May 28, 2011 2:35 pm

This is no bug. You simply have another mod that is overwriting FWE's water (or you are using water that is added by another mod).
Check if you have any other mod loaded beneath FWE that isnt MMM, WMK, EVE or a weather mod(see load order template from the FAQ). Or check if you have a mod that adds custom food/drinks(which of course would not be supported by FWE, since all that hunger/thirst stuff has to be applied to every single item manually, so modded food stuff will never work without a compatbility patch).

Starting a new game will almost never fix any kind of problem. Stuff like this is almost always caused through mod conflicts. Fallout 3 isn't so finnicky that stuff simply stops working or that saves break, that almost never happens.

But I am grateful that you did check the FAQ first :)
Thanks. loading it just above Fellout and MMM did the trick. Now I want to find the mod that caused this. Thanks again
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*Chloe*
 
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