[RELz] Fwe - Fo3 Wanderers Edition No.37

Post » Sat May 28, 2011 9:55 am

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.


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:

Yeah we rebalanced all the assault rifles a little while back, but the M60 was overlooked, making it a tad powerful in comparison. The FN FAL is by no means a bad weapon, it's still one of the best assault rifles. As for firerate though the M60 isn't a particularly fast firing weapon (the FN FAL does fire more shots per minute). We'll probably drop it a little bit in terms of accuracy and damage per bullet in next version.


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.

Sorry to say but but all those old files you have wont be of any help. A lot has changed and to use FWE 5.x Master Release you would have to download the entire package.
The 5.0 version you have is actually an entirely different FWE, because it's the non-Master Release version and is utterly out of date.
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Leah
 
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Post » Sat May 28, 2011 7:30 pm

hey WraithGTO if need be I can burn you a DVD with all the FWE mods (and everything else too if you want it) and post it to you mate...PM me if you like.
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naomi
 
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Post » Sat May 28, 2011 4:52 am

Cheers for all the ideas and help.
It was worth a try to see if my old files would work

The library was a good idea, Just its a 430km round trip to find a decent one.

There is another place , it's a tele center type of place which is closer (150km) ,But all the kids have ruined it for this old bloke, by Downloading music and movies. They check what is being downloaded and also limit the amount. and strictly no .exe

The Joys of living in the Australian countryside and our great telecommunications service we have in the bush. :celebration:

Orbitor cheers for your very kind offer
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Scott
 
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Post » Sat May 28, 2011 5:24 am

I live in the american countryside too, I feel your pain. Had to pay tons of money for a satellite installation and a good chunk of cash month to have high speed here at home.

I wish you well, my friend.
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Neil
 
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Post » Sat May 28, 2011 1:06 pm

When I first started adding mods to Fallout my dialup topped out at 24.4 and only if I signed on at the right moment. I would start the download each night before going to bed and each morning before leaving for work. It took about a week and a half to get FWE (version 3.1 I believe) and MMM. I got one of those download programs that saves your progress if it stops before its done, but I had to search the hacker sights to find it and it made me feel dirty. :sadvaultboy:
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Leilene Nessel
 
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Post » Sat May 28, 2011 6:44 pm

Yeah we rebalanced all the assault rifles a little while back, but the M60 was overlooked, making it a tad powerful in comparison. The FN FAL is by no means a bad weapon, it's still one of the best assault rifles. As for firerate though the M60 isn't a particularly fast firing weapon (the FN FAL does fire more shots per minute). We'll probably drop it a little bit in terms of accuracy and damage per bullet in next version.



Sorry to say but but all those old files you have wont be of any help. A lot has changed and to use FWE 5.x Master Release you would have to download the entire package.
The 5.0 version you have is actually an entirely different FWE, because it's the non-Master Release version and is utterly out of date.

Anyway you could just increase the jam rate of the M60? The gun is historically unreliable and quite frankly it isn't nearly as accurate as a Battle rifle like the FAL. If the FAL is still considered unsuable then switch it to a FAL S the 3 round burst version of it.
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Ross Zombie
 
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Post » Sat May 28, 2011 11:45 am

I think you should talk to http://www.fallout3nexus.com/downloads/file.php?id=12186. Like I said before, the current model is wonky.
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Roy Harris
 
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Post » Sat May 28, 2011 6:41 am

I think you should talk to http://www.fallout3nexus.com/downloads/file.php?id=12186. Like I said before, the current model is wonky.

Way ahead of you. That model will replace the old Tommy gun in 5.1
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Joanne Crump
 
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Post » Sat May 28, 2011 10:47 am

5.1!!?!

That sounds like more than just a few new meshes and some minor tweaks :)
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Amiee Kent
 
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Post » Sat May 28, 2011 5:33 am

I played FO3 unmodded and even though I enjoyed the game it didnt feel like a very unforgiving enviroment. There was just way too much missing, and way too many supplies. I think within 40 or so hours of game play I'd probably explored 90 - 95% of the map if not more. Super mutants were .. meh .. not very scary. I only died twice, once to a behemoth (meh, just another mutant charging me ..... hmmm it seems to be getting bigger ...... oh my!), and once to a talon company guy (mini nuke to the face). So I finaly decided to do the main story line and then "shelved" the game for awhile.

Wanting to play the game again but with a hopefuly different experiance I installed the Wanderers Edition and ....... omfg this game is now everything I wanted in FO3! Thanks!

I started off with the regulator background (I wanted the duster and hopefuly a decent psitol), found a few near-by raiders and within 10 minutes managed to get myself killed ... I actually grinned. You've created an enviroment where you actually have to use the enviroment to win a lot of the battles. Ducking behind walls, stepping behind rocks or other obstacles when the firefight gets too hot. I actually avoid some fights now, sure I can beat sentry bots, but if they are in an area I can bypass ... I often do. Usually not worth the large amounts of ammo (snall guns here), the stim packs and the time needed to heal crippled limbs. I also find myself looking over my shoulder a lot more now, having someone get the drop on you with this mod can be bad.

I was a little leary of the weapons doing more damage than vanilla when I'd read that part, but it seems to work out great. Basically what that's done for my firefights is that when things are going good there great, but if you screw up things can go bad in a hurry.

I just cant say enough good things about this mod. You've done a great job! Thanks for the time and effort that has been spent on this mod :)

PS: Just a quick question about the P90 since it's my new favorite weapon. Is there a version with an ACOG on it in the loot table?
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J.P loves
 
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Post » Sat May 28, 2011 7:08 am

PS: Just a quick question about the P90 since it's my new favorite weapon. Is there a version with an ACOG on it in the loot table?

Thanks for your feedback.
You mean scoped P90? No, but if you have WMK installed, you can equip P90 with scope, silenser and laser sight
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Melanie Steinberg
 
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Post » Sat May 28, 2011 11:28 am

Thanks for your feedback.
You mean scoped P90? No, but if you have WMK installed, you can equip P90 with scope, silenser and laser sight



Thanks! Didn't even know about WMK till I read your post. I'll have to check it out.
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 5:34 am

Too late now I guess but I wish these weapons had made it into FWE:

http://www.fallout3nexus.com/downloads/file.php?id=11737

http://www.fallout3nexus.com/downloads/file.php?id=9835

http://www.fallout3nexus.com/downloads/file.php?id=9257

Though modern, they have that worn, wasteland look and it would have been nice to see them in FWE.
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RObert loVes MOmmy
 
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Post » Sat May 28, 2011 5:59 pm

Bug reporting:
http://s381.photobucket.com/albums/oo259/allstarn08/?action=view¤t=ScreenShot62.jpg
http://i381.photobucket.com/albums/oo259/allstarn08/ScreenShot61.jpg
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YO MAma
 
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Post » Sat May 28, 2011 6:08 am

Bug reporting:
http://s381.photobucket.com/albums/oo259/allstarn08/?action=view¤t=ScreenShot62.jpg
http://i381.photobucket.com/albums/oo259/allstarn08/ScreenShot61.jpg

1. Not a bug, thats simply how the model looks(not to say I'm entirely happy with the scope, been thinking about replacing the model).
2. Thats just a display bug from Fallout3
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Alister Scott
 
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Post » Sat May 28, 2011 8:14 pm

I'd just like to thank you guys for the amazing work you do with FWE, without it, my adventures just wouldn't be the same. It truly makes for a fun, immersive experience.
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Taylor Thompson
 
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Post » Sat May 28, 2011 8:23 am

So coming back to finalize a full BAIN/BOSS/Garybash install of F3 and reviewing the BOSS-F list I see several bash tag recommendations for MMM mods:
Mart's Mutant Mod - No Corpse Flies.esp
% {{BASH:Relev}}
Mart's Mutant Mod - No DLC Increased Spawns.esp
Mart's Mutant Mod - No Floaters.esp
% {{BASH:Relev}}
Mart's Mutant Mod - No Geckos.esp
% {{BASH:Relev}}
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Size Scaling.esp
Mart's Mutant Mod - No Skeleton Decay.esp
Mart's Mutant Mod - No Wanamingos.esp
% {{BASH:Relev}}
Mart's Mutant Mod - Feral Ghoul Rampage.esp
% {{BASH:Relev}}
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
% {{BASH:Relev}}
Mart's Mutant Mod - Increased Spawns.esp
% {{BASH:Relev}}
Mart's Mutant Mod - Natural Selection.esp
% {{BASH:Relations,NoMerge}} and deactivate.
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
% {{BASH:Delev,Relev}}
Question is - since I have a few of these options activated in the FWE menu - does that mean I need not worry about these tags not being on these mods? Will the similar tags on the FWE esp do the same thing?
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Zualett
 
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Post » Sat May 28, 2011 7:04 pm

I'd just like to thank you guys for the amazing work you do with FWE, without it, my adventures just wouldn't be the same. It truly makes for a fun, immersive experience.

Thanks for the kind feedback :)

So coming back to finalize a full BAIN/BOSS/Garybash install of F3 and reviewing the BOSS-F list I see several bash tag recommendations for MMM mods:

Question is - since I have a few of these options activated in the FWE menu - does that mean I need not worry about these tags not being on these mods? Will the similar tags on the FWE esp do the same thing?

Well first of all of course none of those mods should be used together with the FWE MMM FOIP patch. Other then that I don't really understand your question. What tags on the FWE esp are you talking about?
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Robert Bindley
 
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Post » Sat May 28, 2011 3:31 pm

Well first of all of course none of those mods should be used together with the FWE MMM FOIP patch. Other then that I don't really understand your question. What tags on the FWE esp are you talking about?

Bash tags being recommended by the http://code.google.com/p/better-oblivion-sorting-software/source/browse/FO3Masterlist/masterlist.txt.

I see that there are tags for the stand alone optional MMM esp of Relev while the Mart's Mutant Mod - FWE Master release.esp only has invent and relations tags. Just wondering if you would suggest the relev tag on the MMM-FWE esp?

But my memory is a bit foggy - it is the FOIP MMM patch that gives the in-game menu to turn on/off spawn options and other MMM options - correct? Just wondering why then the tags aren't the same.

thanks
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sharon
 
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Post » Sat May 28, 2011 8:32 am

Bash tags being recommended by the http://code.google.com/p/better-oblivion-sorting-software/source/browse/FO3Masterlist/masterlist.txt.

I see that there are tags for the stand alone optional MMM esp of Relev while the Mart's Mutant Mod - FWE Master release.esp only has invent and relations tags. Just wondering if you would suggest the relev tag on the MMM-FWE esp?

But my memory is a bit foggy - it is the FOIP MMM patch that gives the in-game menu to turn on/off spawn options and other MMM options - correct? Just wondering why then the tags aren't the same.

thanks

To be honest I neither use BOSS-F nor Garybash, so can't really comment on why those tags are suggestted.
I'm not sure why it even recommends the Relev tags, because none of those patches have anything to do with leveled lists, all they change are globals. The NoMerge on the Natural Selection plugin is also wrong, since if I understand this correctly, it would cause the faction changes not to be merged which will cause issues with mods like Arefu Expanded and Return to Shady Sands.
Keep in mind that all FOIP supported mods are designed in a way that make Bash tags completely irrelevant. The only mod that could profit from this would be Project Beauty, but that normally also has FOIP patches available which also negates the need for bash tags.

We try to keep things nice and tidy so the only thing a player needs is a FO3Edit Merged Patch, as we dont want to move into the cluster[censored] territory where Oblivion modding resides.

And yes the the FWE MMM FOIP patch that adds the MMM menu functionality, MMM doesn't have a menu by itself.
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x_JeNnY_x
 
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Post » Sat May 28, 2011 5:12 am

To be honest I neither use BOSS-F nor Garybash, so can't really comment on why those tags are suggestted.
I'm not sure why it even recommends the Relev tags, because none of those patches have anything to do with leveled lists, all they change are globals. The NoMerge on the Natural Selection plugin is also wrong, since if I understand this correctly, it would cause the faction changes not to be merged which will cause issues with mods like Arefu Expanded and Return to Shady Sands.
Keep in mind that all FOIP supported mods are designed in a way that make Bash tags completely irrelevant. The only mod that could profit from this would be Project Beauty, but that normally also has FOIP patches available which also negates the need for bash tags.

We try to keep things nice and tidy so the only thing a player needs is a FO3Edit Merged Patch, as we dont want to move into the cluster[censored] territory where Oblivion modding resides.

And yes the the FWE MMM FOIP patch that adds the MMM menu functionality, MMM doesn't have a menu by itself.

Cluster F that Oblivion modding is in? Gosh why didn't anyone tell me? That sure is hard to see when I read that forum and I see several modders working on cooperatively creating blends of overhauls that are mixed with ever greater precision with the bash tool that is also worked on by a cooperation of modders. Wow what a mess. WTH? An average of 8 pages zips by in a day on that forum while here on this one about a page - all that bash patching sure seems to have resulted in a quagmire of ... continued modding?

Well lets see ... if one were to read the definition of the relations tag http://code.google.com/p/better-oblivion-sorting-software/wiki/BashTags: Relations: Mod changes faction relationships (Import Relations) ... then that would mean the important aspects of the Natural Selection are being imported while the mod is itself not needed to be active. But you could be right - if it added new info to the factions instead of just changing how they relate then it would need the Faction tag as well.

Look sorry - thought maybe things had changed. Of course Bash is not required nor is anyone going to make anyone use it even though it opens new possibilities. Forget I asked - wrong thread.
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biiibi
 
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Post » Sat May 28, 2011 1:28 pm

Cluster F that Oblivion modding is in? Gosh why didn't anyone tell me? That sure is hard to see when I read that forum and I see several modders working on cooperatively creating blends of overhauls that are mixed with ever greater precision with the bash tool that is also worked on by a cooperation of modders. Wow what a mess. WTH? An average of 8 pages zips by in a day on that forum while here on this one about a page - all that bash patching sure seems to have resulted in a quagmire of ... continued modding?

Look Oblivion has fantastic modders I know that. There are many, like Skycaptain, that really know what they are doing. But doing any kind of bigger mod setup in Oblivion is truly a hassle.
Try to setup a FCOM game and compare that to how simple it is to setup a FWE-WMK-MMM-EVE game(which also adds a lot more gameplay elements). For a large Oblivion setup you need to study guides that are dozens of pages long. For Fallout all you need to do is download the stuff, take a look at the FOIP load order, make a merged patch and you are set.

Don't want to bash(no pun intentended) Oblivion modding, but Fallout mods are much more streamlined and easier to setup.
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chinadoll
 
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Post » Sat May 28, 2011 5:04 pm

Cluster F that Oblivion modding is in? Gosh why didn't anyone tell me? ...


But doing any kind of bigger mod setup in Oblivion is truly a hassle.
Try to setup a FCOM game and compare that to how simple it is to setup a FWE-WMK-MMM-EVE game(which also adds a lot more gameplay elements). For a large Oblivion setup you need to study guides that are dozens of pages long. For Fallout all you need to do is download the stuff, take a look at the FOIP load order, make a merged patch and you are set.

Don't want to bash(no pun intentended) Oblivion modding, but Fallout mods are much more streamlined and easier to setup.

Kai is right here. Setting up an FWE + all the bells and whistles modlist is easier and faster than anything comparable in Oblivion.

I'm using Garybash for two reasons: familiarity and the bashed patch. If you're already doing install and load order with Garybash, making a bashed patch and then just making a few minor adjustments in FO3Edit is just convenient and a bit faster. If you're not already using Garybash, getting it just for the bashed patch doesn't make a whole lot of sense, since FO3Edit suffices.

The bash tags I have found so far to be a convenience. If there's a particular mod I want to always import the inventory from, I can just tag that mod in my load order rather than make the manual adjustment each time I generate a merged patch w/FO3Edit.

gothemasticator
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Ice Fire
 
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Post » Sat May 28, 2011 10:13 am

1. Not a bug, thats simply how the model looks(not to say I'm entirely happy with the scope, been thinking about replacing the model).


If you do, please make sure it's a model that doesn't suffer from the scope offset that many of the new weapons do. To me, the Xuanlong Assault Rifle is one of few weapons that doesn't have that issue, which makes it a a much better choice than the normal Chineese Assault Rifle with a Scope and Laser-Sight, even though it has less damage. What is it that cause that wierd scope offset on some many weapons anyways? Is there somekind of xyz coordinate in the models for aiming that some modders move to the scope when they attach it, rather than letting it remain on the barrel?

I oftentimes get crashes when firing upon enemies using weapons with offset scopes. I'm not exactly sure if it's related in any way to the fact that the scopes are offset though, could as well to related to their often higher re-fire rates compared to other scoped weapons. It could also be my imagination, of course. Either way I've had CTDs countless times sniping enemies with my scoped hunting rifle, but never had a crash when sniping with the default sniper rifle kitted with a laser sight. The Chineese assault rifle, scoped, seems to almost invariably cause my game to crash when firing into groups in scoped mode while the xuanlong has never did it.

Coincidence? Maybe, perhaps even probably - but it still makes me feel somewhat apprehensive about using offset scope weapons.


Unrelated Request:

Bullet Time uses up AP which makes it synergize rather badly with VATS. I'm willing to suppose that this is perfectly intented effect, making Bullet Time an option to VATS for those that enjoy being in controll themselves or feel like VATS is somekind of I Win Button. Regardless, with VATS taken out of the picture and essentially given the optional replacement Bullet Time, would it not make sense to modify the VATS effecting perks such as Commando, Gunslinger, Sniper, Concentrated Fire and Grim Reaper's Sprint, to provide somekind benefit for Bullet Time as well?

Commando - Could for example reduce the spread of any rifle-type weapons while in Bullet Time (Or simply all the time)
Gunslinger - Could for example reduce the spread of any pistol-type weapons while in Bullet Time (Or simply all the time)
Sniper - Could for example increase the damage inflicted with headshots while in Bullet Time (Or simply all the time)
Concentrated fire - Could for example reduce the accuracy drop of continued automatic fire in Bullet Time (Or simply all the time)
Grim Reaper's Sprint - Could for example restore AP fully or partially every time you kill en enemy in Bullet Time (Or simply any of the time you kill a foe)
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IsAiah AkA figgy
 
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Post » Sat May 28, 2011 6:55 am

If you do, please make sure it's a model that doesn't suffer from the scope offset that many of the new weapons do. To me, the Xuanlong Assault Rifle is one of few weapons that doesn't have that issue, which makes it a a much better choice than the normal Chineese Assault Rifle with a Scope and Laser-Sight, even though it has less damage. What is it that cause that wierd scope offset on some many weapons anyways? Is there somekind of xyz coordinate in the models for aiming that some modders move to the scope when they attach it, rather than letting it remain on the barrel?

I oftentimes get crashes when firing upon enemies using weapons with offset scopes. I'm not exactly sure if it's related in any way to the fact that the scopes are offset though, could as well to related to their often higher re-fire rates compared to other scoped weapons. It could also be my imagination, of course. Either way I've had CTDs countless times sniping enemies with my scoped hunting rifle, but never had a crash when sniping with the default sniper rifle kitted with a laser sight. The Chineese assault rifle, scoped, seems to almost invariably cause my game to crash when firing into groups in scoped mode while the xuanlong has never did it.

Coincidence? Maybe, perhaps even probably - but it still makes me feel somewhat apprehensive about using offset scope weapons.

You're intepreting too much into that. First of all the scoped weapons aren't from us, they're from WeaponModKits. Most players use weaponmodkits and I've never heard anything like this. The "offset" is simply caused by how the weapon's barrel is aligned. Keep in mind that the bullets always leave from the muzzle and follow a straight trajectory after that. This has nothing to do with gamestats but simply with the models(Bethesda's weapon models to be precise).
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Lakyn Ellery
 
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