[RELz] Fwe - Fo3 Wanderers Edition No.37

Post » Sat May 28, 2011 4:50 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.

Nope, sorry. FWE Followers Enhanced will only affect vanilla followers.

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.

Most definitly not since FWE already alters spread, condition, weapon damage, VATS accuracy, etc...

As a thumb rule: A mod that provides content like locations, quests, followers, etc is usually compatible with FWE.
A mod that tries to alter the existing game mechanics and items in some way is usually not.


We also have a compatbility list http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en, which Mez tends to forget to link...
It's not 100% up to date, but it is fairly comprehensive.
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JAY
 
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Post » Sat May 28, 2011 12:47 pm

Nope, sorry. FWE Followers Enhanced will only affect vanilla followers.


Most definitly not since FWE already alters spread, condition, weapon damage, VATS accuracy, etc...

As a thumb rule: A mod that provides content like locations, quests, followers, etc is usually compatible with FWE.
A mod that tries to alter the existing game mechanics and items in some way is usually not.


We also have a compatbility list http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en, which Mez tends to forget to link...
It's not 100% up to date, but it is fairly comprehensive.


In which case I'm guesing that http://www.fallout3nexus.com/downloads/file.php?id=734 will also be incompatible. Ok, thanks for the quick reply and Kudos on a great mod.

EDIT - Just noticed the compatibility list. Thanks for that it will be a massive help in my mod choice.
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Lory Da Costa
 
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Post » Sat May 28, 2011 5:54 pm

In which case I'm guesing that http://www.fallout3nexus.com/downloads/file.php?id=734 will also be incompatible. Ok, thanks for the quick reply and Kudos on a great mod.

Yeah, you would actually be nerfing your sniper rifles if you used that mod... :)

If you want to improve sniping I would recommend http://www.fallout3nexus.com/downloads/file.php?id=5351, which lets you zoom closer with the mousewheel and is perfectly compatible with FWE.
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Danial Zachery
 
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Post » Sat May 28, 2011 9:47 am

Yeah, you would actually be nerfing your sniper rifles if you used that mod... :)

If you want to improve sniping I would recommend http://www.fallout3nexus.com/downloads/file.php?id=5351, which lets you zoom closer with the mousewheel and is perfectly compatible with FWE.


Cheers for the recommendation. Downloaded and endorsed it.
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Bird
 
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Post » Sat May 28, 2011 8:19 am

Nope, sorry. FWE Followers Enhanced will only affect vanilla followers.
[snip]


Aww, too bad, but that is ok :) Thank you for the clarification!

If you want to improve sniping I would recommend Artorps Zooming Scoped Weapons, which lets you zoom closer with the mousewheel and is perfectly compatible with FWE.


Thanks for this recommendation as well :)
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-__^
 
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Post » Sat May 28, 2011 8:19 pm

I'm assuming that somehow I finally got Thorazined! (or whichever drug induces paralysis) I approached the Arlington Library and was taking aim at the raiders across the street, not realizing three Talon mercs had spawned when I added library to my map. I got punched from behind and curled up in a ball on the ground, not getting up or moving! They just kicked and punched me to death! :angry:

I'm assuming it was an actual game affect as opposed to some weird mod hiccup. Anyone get paralyzed before? I might have to start using those if that's indeed what it was!
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Noely Ulloa
 
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Post » Sat May 28, 2011 6:38 am

I'm assuming that somehow I finally got Thorazined! (or whichever drug induces paralysis) I approached the Arlington Library and was taking aim at the raiders across the street, not realizing three Talon mercs had spawned when I added library to my map. I got punched from behind and curled up in a ball on the ground, not getting up or moving! They just kicked and punched me to death! :angry:

I'm assuming it was an actual game affect as opposed to some weird mod hiccup. Anyone get paralyzed before? I might have to start using those if that's indeed what it was!

I don't know which effect have thorasine on the player as weapon, but I periodically use thorasine as chem- to remove visuals after chem's using, and yes, in this case player will be paralized temporarily
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Kelvin
 
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Post » Sat May 28, 2011 7:28 pm

Hi Ya'll.

I'm letting you know that things are going well with Phalanx and that I believe the next version will work quite well with FWE. I say this because of how progress is going with the FOOK embedded version, and I can see how things would match up for FWE. The newer Phalanx is different internally from the current release version 1.08. To put it briefly, it has come a long way.

Standalone Phalanx will have no roadblocks in causing followers to select FWE weapons based upon distance, as the entire framework is already there due to the defining work having been done within FOOK. As far as the FOOK embedded version itself, its a little harder because a lot of script space is dedicated to the hundreds of FOOK weapons, but I believe even that is possible. The next FOOK beta release will not have the weapon switching code relative to FWE in it yet, but the DLC functions are there, and the DLC compatibility is in effect a miniature implementation of that FWE weapon switch capability. So that's good.

I also wanted to say I have seen a few posts in the messageboards lately where some people have stated a blanket "NO" to running FOOK and FWE in the same load order. I don't think that's the best perspective at all. In particular with two mods like FOOK and FWE, interoperability is a strength.

I'm putting in the work to make FOOK's embedded Phalanx' version followers able to properly use the hundreds of weapons these 2 combined mods inject into the game. The support for FWE's weapons will exist within the core of FOOK's code. Interoperability doesn't get more defined than that. So, you can see where I'm not so enthusiastic about the blanket "NO DON'T RUN BOTH" perspective, in particular when the conclusions are for subjective reasons ("aim" of mods, etc). Those sorts of conclusions belong to the individual only, and shouldn't be pushed on anyone.

In the final version of FOOK I am expecting that it will be possible to make an .esp which references both FWE and FOOK. This .esp will fill in the content of some FWE-dedicated formlists already defined within FOOK, and it will edit FWE-dedicated actor effects within FOOK. The final performance is that my scripts will be processing these FWE-designated weapons as core within FOOK followers' weapon selection AI. If FWE and its extra .esp are not loaded, the would-be FWE processing is passed over seamlessly.

A good caviat is that if FWE adds weapons in a later update, if these weapons match FWE existing weapons in terms of their ammo type / distance / quality designations, the FOOK code needs no updates, just the compatibility .esp gets some additions made.

I'm kinda excited about all of this and would like it to move forward, but all things do not move at the speed of lighting unfortunately. I myself am on hold with the development so that Justin can get their beta version 2 actually out the door. But once that is in the clear, the FWE weapselect work is the next big thing in that to-do list of mine.

That's all and I hope things are goin well in FWE, they seem to be anyway!!!
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Philip Lyon
 
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Post » Sat May 28, 2011 4:19 pm

Tarrant thanks for the update on that!
Very glad to hear the FWE side is coming along so well and I'm sure many players will appreciate that.

Regarding compatbilitybetween FWE and FOOK:
Tarrant, it's not that anybody is really against it. Quite the contrary we would like it if people had the option to run FWE and FOOK together. But it should also be clear that FWE and FOOK are also complete overhauls in their own right. We don't have a situation here like FCOM in Oblivion, because FWE and FOOK are both far more advanced and indepth overhauls than OOO and Fran's ever were.

And it's cool to hear that you will make sure that Phalanx is not a barrier between mods, however there are several other issues:
1. Weapon and item balance is entirely different between both mods and would have to be adjusted
2. Leveled Item and Creature lists would of course need to be overhauled properly
3. The menus conflict
4. FOOK doesn't work properly with FWE's alternate starts option currently
5. Several gameplay elements still overlap(for example both mods use my FPS Grenade Hotkey and right now you would end up with two hotkeys)
6. Getting WeaponModKit balanced and compatible for both mods will be a huge project in itself
etc...

And as long as FOOK is still in Beta I'm pretty sure it's unlikely anyone will tackle a merger right now. And when the time is right and someone does tackle the merger, he definitly has his work cutout for him.
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SamanthaLove
 
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Post » Sat May 28, 2011 3:05 pm

I also wanted to say I have seen a few posts in the messageboards lately where some people have stated a blanket "NO" to running FOOK and FWE in the same load order. I don't think that's the best perspective at all. In particular with two mods like FOOK and FWE, interoperability is a strength.

I hope it is not my words you talk about :)
Yes, I do not recommend to use both FOOK and FWE for now, but only because there is no working merger in present.
If such merger will be created, I will install FOOK myself and will support it as possible. Saddenly, I do not have enough experience for such work as creating FOIP patches between FOOK and FWE.
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Mr. Ray
 
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Post » Sat May 28, 2011 1:11 pm

I hope it is not my words you talk about :)
Yes, I do not recommend to use both FOOK and FWE for now, but only because there is no working merger in present.
If such merger will be created, I will install FOOK myself and will support it as possible. Saddenly, I do not have enough experience for such work as creating FOIP patches between FOOK and FWE.


There are some who seem to say like "don't even bother with the thought" and they don't cite technical reasons, they cite perceived thematic ones. That's where I'm saying hey, it is not really fair to put that forward as the be-all and end-all answer to someone's question about the mods' interoperabilities. Such a perspective would abort interoperability before it even gets out of the gate.
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Eileen Collinson
 
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Post » Sat May 28, 2011 6:42 pm

There are some who seem to say like "don't even bother with the thought" and they don't cite technical reasons, they cite perceived thematic ones. That's where I'm saying hey, it is not really fair to put that forward as the be-all and end-all answer to someone's question about the mods' interoperabilities. Such a perspective would abort interoperability before it even gets out of the gate.



I love FOOK, and I love FWE, hard choices...
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Red Bevinz
 
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Post » Sat May 28, 2011 4:20 pm

I doubt you'd want to hear my opinion... so I'm going to plug an awesome mod that's totally compatible with FWE out of the box.

http://www.fallout3nexus.com/downloads/file.php?id=11312

I use it. It's great.
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Annika Marziniak
 
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Post » Sat May 28, 2011 4:19 pm

I doubt you'd want to hear my opinion... so I'm going to plug an awesome mod that's totally compatible with FWE out of the box.

http://www.fallout3nexus.com/downloads/file.php?id=11312

I use it. It's great.

Yeah I had forgotten to mention that mod :facepalm:
It's actually much better than Artorps Zooming Scoped Weapons(in my opinion atleast) and has a few great new features that mesh very well with FWE.
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Natalie Harvey
 
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Post » Sat May 28, 2011 8:53 am

schlangster's a genius, man.
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Bereket Fekadu
 
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Post » Sat May 28, 2011 5:55 am

I doubt you'd want to hear my opinion... so I'm going to plug an awesome mod that's totally compatible with FWE out of the box.

http://www.fallout3nexus.com/downloads/file.php?id=11312

I use it. It's great.

*whistle* thanks!

That's a sweet mod. NOMNOM
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Anna S
 
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Post » Sat May 28, 2011 8:54 am

Just had to say that I have installed FWE for the first time and begun a game with it, and the experience has been amazing - It has all of the options I could have ever hoped for (eg: higher rads, rare ammo and chems, harder bartering, harder healing and recovery, higher global damage, food/drink/sleep being necessary), and the customizability of each option through the pipboy menu is really well-done. Usability is through the roof. Thanks for making this truly enjoyable mod, and for making it so well.
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suzan
 
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Post » Sat May 28, 2011 6:17 pm

Just had to say that I have installed FWE for the first time and begun a game with it, and the experience has been amazing - It has all of the options I could have ever hoped for (eg: higher rads, rare ammo and chems, harder bartering, harder healing and recovery, higher global damage, food/drink/sleep being necessary), and the customizability of each option through the pipboy menu is really well-done. Usability is through the roof. Thanks for making this truly enjoyable mod, and for making it so well.

Cheers, thanks for the kind feedback and glad you're enjoying it!
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Patrick Gordon
 
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Post » Sat May 28, 2011 6:46 am

schlangster's a genius, man.

I agree. I already have his Chinese stealth armor and stealth boys- very good for immersion
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dav
 
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Post » Sat May 28, 2011 4:33 am

Hah-ha! I just got ahold of the ".223 Pistol (EX)" and that's one badarse pistol. It's just a shame it's not as accurate as its non-explosive counterpart and that it can't take a laser sight. The original becomes one of the most accurate weapons in the game with a laser sight. With a laser sight that one's suitable for medium-range sniping as long as you don't attach a scope because that offsets the aiming considerably. The special (EX) version can barely hit the side of a barn however. Still, it's cool as hell and far as I can see the most powerful per-bullet-fired 5.56 compatible gun.

Tends to be a bit of a hassle trying to find stuff in the rooms where you've had fire-fights in though. BLAM BLAM BLAM! ...I spent an age looking for scattered stimpaks on the floor of the Lady Hope Hospital. :hubbahubba:
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aisha jamil
 
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Post » Sat May 28, 2011 7:31 pm

Hah-ha! I just got ahold of the ".223 Pistol (EX)" and that's one badarse pistol. It's just a shame it's not as accurate as its non-explosive counterpart and that it can't take a laser sight. The original becomes one of the most accurate weapons in the game with a laser sight. With a laser sight that one's suitable for medium-range sniping as long as you don't attach a scope because that offsets the aiming considerably. The special (EX) version can barely hit the side of a barn however. Still, it's cool as hell and far as I can see the most powerful per-bullet-fired 5.56 compatible gun.

Tends to be a bit of a hassle trying to find stuff in the rooms where you've had fire-fights in though. BLAM BLAM BLAM! ...I spent an age looking for scattered stimpaks on the floor of the Lady Hope Hospital. :hubbahubba:

It's the most powerful handcannon known to humankind :D
But yeah it's my favourite gun, but I tried to make sure not to make it too powerful. That's also why it's not as accurate as the regular .223 and I didn't want it to be flatout better than a completely modded out .223
But hey even if it's not as accurate, even if it can't take a scope or lasersight, it shoots [censored] explosive rounds, so [censored] it ;)

It's not even my favourite just because it's powerful, I think it's simply my favourite because the gun feels....brutal. Not even a headshot with a sniper feels as satisfying as blowing off a raider's limbs from his torso with one shot from this gun.
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GRAEME
 
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Post » Sat May 28, 2011 6:57 am

Damn. Why I prefer automated weapons?
Kai- can you make explosive bullets for P90c? :laugh:
It is joke. of course :)
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Jordan Fletcher
 
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Post » Sat May 28, 2011 11:32 am

In FWE, there's only the FAL Rifle, the M60 Machine Gun, and Bozar Automatic Sniper Rifle that makes use of the 7.62x51 ammunition, supposing there are no unique, really rare or high level weapons that use that same ammunition. Regardless, those three are the only ones I know of. I feel there's some quirky balancing between the M60 and the FAL though, leaving the FAL almost without any redeeming features whatsoever, whilst the Bozar secures a fairly decent position as a high powered rifle with lower DPS but higher damage per shot, as well as great accuracy (My favorite gun from Fallout 2. I used to pickpocket some from the guards in NCR).

Anyways, the FAL has lower damage per bullet, a smaller magazine, marginally lower accuracy but marginally higher re-fire rates than the M60. The lower damage is perfectly understandable and makes sense, but how a fairly well made assault rifle can have less accuracy than massive machine gun pretty much intended for suppressive fire is beyond me. I think good accuracy should be the one thing it's got going for itself, but currently there's nothing the FAL can do that the M60 can't do better. Both the M60 and FAL can take Scopes and Laser-Sights, but with similar modifications the M60 is just plain more accurate. The Extended Magazine helps the FAL get closer to the M60 but the M60 still has more than twice the size of its magazine. Although the FAL is the only 7.62x51 caliber weapon that can take a silencer, such a modification would bring its damage down to almost half of that of the M60.

I recommend reducing the spread of the the FAL Assault Rifle to put it somewhere inbetween the Bozar and M60 in terms of accuracy. The rifle would then have its place again instead of just being beautiful trash.

Bozar: Highest Damage Per Bullet, Most Accurate. Accurate and high powered, the Bozar also comes with a scope, making it ideal for sniping and combat at far distances.

FAL: Lowest Damage Per Bullet, Good DPS, Good Accuracy. Through its good accuracy and high re-fire rate the FAL remains a respectable adversary at any range, capable of maching or surpassing the Bozar in DPS at ranges where the M60's usefulness would begin to peter off due to inaccuracy.

M60: Highest DPS, Biggest Magazine Size. Although not very accurate, the M60 can saturate an area in bullets and can be devestating to groups of foes or single foes within medium to close ranges.

Making a signficant enough change to the FAL would actually make it much better than other assault rifles. It turns out it's the M60 being the culprit with too much accuracy, rather than the FAL having too little. The Minigun however ought to be less accurate than the M60, but is surprisngly close in its accuracy levels making it more difficult to solve this than I thought, without causing other issues. <_<


Aside from the above remarks I also have a couple of questions regarding the Tommy Gun and Grease Gun. These two I believe are your only options for .45 ACP ammo, but not only do the models look rather low quality (Apologies to anyone who's feelings I might've hurt with that comment) they're also quite poor weapons with incredibly low damages per bullet and terrible accuracy. Are they implented in the role of low level trash weapons for early enemy spawns with ranged weapons, as an attempt to go easy on newly made characters? Because in the early game they are very quickly outmatched in both Accuracy and DPS by SMGs and Assault Rifles, and there's far too little ammo about for you to able to make proper use of their good re-fire rates before they've grown obsolete.

Also, why no .45 handgun, such as the M1911 Pistol that would likely have been in use in America during the war with China? I suppose it'd be hard to find a place for yet another pistol when there's already the weak but fast .32s and 10mm's, and the the slow but powerful 14mm's and .44s. Still, there's not really anything in the middle ground there though - a reliable quick firing pistol with good stopping power such as the M1911 could hold such a spot. :wink_smile:

Edit:
I noticed some stuff that doesn't appear to be used in the FWE.esm too. Such as Throwing Knives, which made me go "Oooooh". I haven't tried messing around with them, but why is it those are not used? I keep encountering simple rocks carried by enemies that are presumably a simple throwing weapon, since those are there, I can only assume that throwing weapons *do* work. I also note that rocks are tied to the Explosives skill, and the Throwing Knife to Melee. Would I be wrong if I guessed that it was a failed or incomplete experiment? An oversight is possible, but highly unlikely as there's a pretty high level of badarse surrounding throwing knives. :toughninja:
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sw1ss
 
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Post » Sat May 28, 2011 1:04 pm

G'day
I am looking for a bit of advice , help please with the FWE zip files.
To cut a long story short, I am presently on a very slow Dialup connection (26.4kbps) And wanted to know if the FWE files I downloaded last August are any good
.As to re-dowmload would be impossible with my connection.

Now looking at the FWE files on the nexus site

There is

FWE Master release 5.0 (which is 235mb) and a Fomod version

FWE Master release Patch 5.02



These are the following files I have in my FWE archive
Now the files I have in my FWE archive that I downloaded last July - August when I had access to a ADSL connection are

FWE_-_FO3_Wanderers_Edition_5-0_FULL-2761 .zip ( 63 mb)

FWE_Master_Release_--_Assets-2761 .zip ( 162 mb )

FWE_Master_Release_2-0_--_Main_Files-2761. zip (993kb )


July files

FWE_Master_Release_1e_-_Main_Files-2761 .zip (811kb)

FWE_Master_Release_1_-_Assets-2761 .zip ( 162 mb )

Now looking at the description for the 5.02 patch, It states it is for updating 5.0/5.01 to 5.02 version
my 5.0 version is 63mb and the 5.0 version uploaded to nexus is 235mb.

My question is
Is my 5.0 version too old or can I just combine my 5.0 version(63mb) with the Master release assets from august (162mb) and use the 5.02patch to update it

Or must the 5.02 patch be used with the newer 5.0 version (235mb) on nexus ?

My apologies if its a little confusing, I have just reinstalled the GOTY edition and was wanting to use FWE. But with my connection speed it would be impossible to download the new 5.0 version. Hoping I can use the FWE files I already have.


Cheers Wraith
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GEo LIme
 
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Post » Sat May 28, 2011 3:25 pm

Listen my friend, I did this for years when I was on dial-up.

  • Get a HUGE USB drive. Anything above 2GB is good, I used those fairly often.
  • Go to a library w/ semi-modern computers (USB ports should be present,) if needed, get a library card (THEY ARE FREE AND THEY ROCK.)
  • Download mods to the flash drive
  • Go home
  • SCAN THE FLASH DRIVE WITH A VIRUS SCANNER BE SURE TO DO THIS.
  • If it comes back infected format the flash drive and try another computer next time you go. If it happens again GO TO A DIFFERENT LIBRARY.
  • If it's clear, move the files to your computer.
  • Use Files.


Trust me, I did it for years. It's a good strategy. Someone should put that in the Strategy Guide to Life. Put it under PROTIP in the introduction section. Hell yeah.
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Helen Quill
 
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