[RELz] Fwe - Fo3 Wanderers Edition No.37

Post » Sat May 28, 2011 2:03 pm

Yeah I know that wording was done on purpose, I was being an ass.

But it's seriously just a nicer looking Recon Armor now. Why do commies get to turn invisible and I'm stuck with the ONE recovered Stealth Suit that's cloaking device is apparently busted?

What would make more sense is that the suit has external power via MFC/SEC/ECP/Fission Batteries. It could also cancel the current cloaking charge when attacked (like the Dragoons) requiring one to recharge the suit after finishing combat.
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chinadoll
 
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Post » Sat May 28, 2011 6:38 pm

Unrelated to the above: Are there any night vision options for non-power armour?


There are a few mods that add night vision goggles on the nexus and these should not conflict with FWE. I use a set get equipped and then your character flips them up or down to use them. A good way to keep them from becoming overpowered is to find some that require energy or fusion cells.
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Jason King
 
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Post » Sat May 28, 2011 7:41 pm

Yeah I know that wording was done on purpose, I was being an ass.

But it's seriously just a nicer looking Recon Armor now. Why do commies get to turn invisible and I'm stuck with the ONE recovered Stealth Suit that's cloaking device is apparently busted?

What would make more sense is that the suit has external power via MFC/SEC/ECP/Fission Batteries. It could also cancel the current cloaking charge when attacked (like the Dragoons) requiring one to recharge the suit after finishing combat.


Try http://www.fallout3nexus.com/downloads/file.php?id=10931 mod T3T. Just load it after FWE and you shouldn't have issues (I don't). Your stealth suit will retain its NV and have a toggleable stealth field that eats energy cells.
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Hot
 
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Post » Sat May 28, 2011 1:33 pm

Is there a list somewhere of the new weapons that are added? Thanks.

And is there a readme/description of the change in more detail? Like what perks changed, how skill points changed, etc. There's a lot going on here and I am interested in learning more at a detailed level. Thanks.

EDIT: Never mind, I see there's file that describes FWE in the download section of Nexus.
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Trey Johnson
 
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Post » Sat May 28, 2011 7:47 pm

Ok, here's a general question:

If install along with FWE another mod that adds a weapon or two or three will the global doubling of damage impact those weapons? Or will non-FWE weapons forever be gimped in comparison with integrated FWE weapons? Thanks.
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james tait
 
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Post » Sat May 28, 2011 1:42 pm

View PostOreyn Andarys, on 30 April 2010 - 01:51 PM, said:
I don't have time to test it now (finals time!), but I do think that the carry weight limit is a strong possibility... I didn't realize that was one of the mechanics. I have the sprint key set to the run key. When at the carry limit, does the run key default to the vanilla run key? (i.e., when Caps Lock has set me to always run, and I click left Shift, I start walking) That is certainly what appears to be happening to me.

When I get time to test it out, I'll report back. Thanks.

Yes that's exactly what would happen. If you're at the weight limit or over it, you will instead walk when pressing the sprint/run key, so thats probably what you're experiencing :)
Good luck with your Finals!


Just as an update, I have indeed finished up my finals (yay, I get to graduate!), and I've tested out the Sprint mod.

Works as intended :)
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Cheryl Rice
 
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Post » Sat May 28, 2011 8:40 am

Ok, here's a general question:

If install along with FWE another mod that adds a weapon or two or three will the global doubling of damage impact those weapons? Or will non-FWE weapons forever be gimped in comparison with integrated FWE weapons? Thanks.

Non FWE weapons will have lowered base damage, but damage multiplier will be in use for them too
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Devils Cheek
 
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Post » Sat May 28, 2011 10:34 am

Try http://www.fallout3nexus.com/downloads/file.php?id=10931 mod T3T. Just load it after FWE and you shouldn't have issues (I don't). Your stealth suit will retain its NV and have a toggleable stealth field that eats energy cells.


Once again, schlangster to save the day. Thanks Tamaran.
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Shirley BEltran
 
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Post » Sat May 28, 2011 9:21 am

Non FWE weapons will have lowered base damage, but damage multiplier will be in use for them too


Thanks!
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OJY
 
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Post » Sat May 28, 2011 1:49 pm

Try http://www.fallout3nexus.com/downloads/file.php?id=10931 mod T3T. Just load it after FWE and you shouldn't have issues (I don't). Your stealth suit will retain its NV and have a toggleable stealth field that eats energy cells.

Just what I need, thank you!
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suniti
 
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Post » Sat May 28, 2011 10:55 am

Question for FWE devs - - for my own information - - - -

There is a mod called xCALIBR which is some sort of CALIBR variant. Was FWE planning to stick with CALIBR or migrate to that x one in the future?
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Etta Hargrave
 
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Post » Sat May 28, 2011 5:35 am

xCALIBR is a beautification of CALIBR's assets, xCALIBR requires CALIBR. All it really does is change world models of dropped ammo, and add projectiles for each CALIBR ammunition type that look like the bullets of said ammo. I'm using it and an override I made for it makes it work fine with FWE. Someone else is currently working on a patch to use the projectiles with a FWE/WMK setup.
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Dean Brown
 
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Post » Sat May 28, 2011 6:10 am

I was in the GECK the other day and noticed there were other dart guns that (I'm guessing here, I could be wrong) had drug effects, so you could combine drugs with the darts such as heroin. How do I do this in-game? When I make the dart gun at a work bench do I need to have the drugs with me? Just curious as to how this works.
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Sarah Edmunds
 
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Post » Sat May 28, 2011 11:10 am

I was in the GECK the other day and noticed there were other dart guns that (I'm guessing here, I could be wrong) had drug effects, so you could combine drugs with the darts such as heroin. How do I do this in-game? When I make the dart gun at a work bench do I need to have the drugs with me? Just curious as to how this works.


I found one on a Talon guy, and it shots darts that paralyze. You don't need any medicine, just regular darts.
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Kim Kay
 
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Post » Sat May 28, 2011 12:20 pm

I was in the GECK the other day and noticed there were other dart guns that (I'm guessing here, I could be wrong) had drug effects, so you could combine drugs with the darts such as heroin. How do I do this in-game? When I make the dart gun at a work bench do I need to have the drugs with me? Just curious as to how this works.

You can not make anything with usual dart gun, you need dart gun with chem. You can convert this weapon into another chem's type, for this you need to have appropriate chem in the inventory and drop dart gun on the ground. Pick-up dart gun then, and you will see menu
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Captian Caveman
 
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Post » Sat May 28, 2011 7:59 pm

Thanks everyone. Does anyone know when these chem dart guns start appearing in leveled lists? I haven't found one yet, I'm at level 12 now.
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Louise Andrew
 
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Post » Sat May 28, 2011 8:41 am

Thanks everyone. Does anyone know when these chem dart guns start appearing in leveled lists? I haven't found one yet, I'm at level 12 now.


I got mine at around level 7. I got mine off of a high ranking (officer?) Talon Merc. Stick with high-level enemies and you should find one. I love the one that paralyzes people :wub:
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barbara belmonte
 
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Post » Sat May 28, 2011 6:17 am

I got mine at around level 7. I got mine off of a high ranking (officer?) Talon Merc. Stick with high-level enemies and you should find one. I love the one that paralyzes people :wub:


Heh. Well I haven't fought any Talon Company Mercs yet, I used the alternative start option and I'm playing as a Talon Company Merc, so they're all friendly towards me.
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Carys
 
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Post » Sat May 28, 2011 7:13 am

Thanks everyone. Does anyone know when these chem dart guns start appearing in leveled lists? I haven't found one yet, I'm at level 12 now.

Actually you can find them at anytime really. Talon Mercs will sometimes have them as sidearm.

EDIT: ok I was a bit slow posting this...
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Soku Nyorah
 
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Post » Sat May 28, 2011 4:45 pm

I have a slightly silly question, but I didn't see the answer in the readme. If I were to use a mod like http://www.fallout3nexus.com/downloads/file.php?id=2399,http://www.fallout3nexus.com/downloads/file.php?id=12106 or even the http://www.fallout3nexus.com/downloads/file.php?id=9497 mod, and loaded the files before any of the FWE files, will the Followers Enhanced alter them to act like Followers Enhanced was designed? I hope the answer is yes lol.
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Rex Help
 
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Post » Sat May 28, 2011 7:00 am

I think I found a bug.

When you drink a nuka-cola, it decreases your thirst level, and also your hunger level.
Wouldn't it make more sense if it decreased thirst and sleep levels?
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sarah
 
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Post » Sat May 28, 2011 7:59 am

I always thought it was because it was so surgery and carbonated. If I drink too much soda I feel like I don't want to eat IRL, soooo...
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Jack Walker
 
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Post » Sat May 28, 2011 2:50 pm

I always thought it was because it was so surgery and carbonated. If I drink too much soda I feel like I don't want to eat IRL, soooo...


So maybe they should make it decrease everything by a little?
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Kayla Keizer
 
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Post » Sat May 28, 2011 5:17 pm

I think I found a bug.

When you drink a nuka-cola, it decreases your thirst level, and also your hunger level.
Wouldn't it make more sense if it decreased thirst and sleep levels?

Nuka-cola do not decrease sleep levels, but temporarily removes tired effect (stimulant)
About hunger- it is OK, nuka contain not only water inside
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Sxc-Mary
 
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Post » Sat May 28, 2011 4:13 pm

Is http://www.fallout3nexus.com/downloads/file.php?id=467 compatible with FWE? I have not been able to find documentation giving confirmation either way.
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Sxc-Mary
 
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