[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 5:40 am


New Features / Major Changes
  • Cyborg perk has been rebalanced and rank 5 now gives Nightvision(activate through FWE nightvision hotkey).




You DO care! :blush:
Downloading NOW.
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Kayleigh Mcneil
 
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Post » Tue May 17, 2011 10:48 am

You DO care! :blush:
Downloading NOW.

Yep, I thought your idea was pretty damn cool and the cyborg perk needed some revamping anyways :)
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kyle pinchen
 
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Post » Tue May 17, 2011 12:40 am

Thank you for the update, a lot of goodies :D

Is there a mez patch in the works, or should we just go ahead and make one our self?
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SWagg KId
 
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Post » Tue May 17, 2011 5:59 am

Thank you for the update, a lot of goodies :D

Is there a mez patch in the works, or should we just go ahead and make one our self?

It's best if you go ahead and make your own. Not sure if we're going to provide one this time around. And it's really not necessary if you know how to make one yourself.
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SiLa
 
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Post » Mon May 16, 2011 11:11 pm

D:

*looks over beautifully hand-crafted modlist, with neat-freak tweaks all over the place, with dismay at the new patch.*

You always do this to me, every time I try to play! *shakes fist* :3

Edit: Oh, mm, there is something I should mention... I tried a little testing, after making changes to my player/defaultbodypartdata. The damage modifier doesn't seem to have any effect on the damage to a limb's condition, I set it to 0.0, and again to 0.000001 when testing quickly. Also, a weird thing, melee seems to completely ignore the damage modifier and kill otherwise invulnerable (but still easily cripple..able) npcs. I am very sorry for the misinformation. :(
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RAww DInsaww
 
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Post » Tue May 17, 2011 10:57 am

D:

*looks over beautifully hand-crafted modlist, with neat-freak tweaks all over the place, with dismay at the new patch.*

You always do this to me, every time I try to play! *shakes fist* :3

Well you haven't been around for so long, I thought I'd great you with a nice surprise :cake:

Edit: Oh, mm, there is something I should mention... I tried a little testing, after making changes to my player/defaultbodypartdata. The damage modifier doesn't seem to have any effect on the damage to a limb's condition, I set it to 0.0, and again to 0.000001 when testing quickly. Also, a weird thing, melee seems to completely ignore the damage modifier and kill otherwise invulnerable (but still easily cripple..able) npcs. I am very sorry for the misinformation. :(

No don't worry, you didn't "misinform" me ;)
All I did now was slightly lower the arm health percent, since arms had the same amount of health asigned to them as legs do, but it would make more sense for them to have a little bit less. So the change was warranted, nevermind that the damage modifier doesn't factor in there, because arms were really the part that got crippled the least often one way or another. And like I said in my other post the damage multipliers only tell you how much more damage to your overall hitpoints you will receive when getting hit in those zones. Though it's interesting if you say melee completely ignores that one way or another. Guess that might have to do with the melee combat basically using the same mechanics as it did in Oblivion.
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Kaylee Campbell
 
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Post » Tue May 17, 2011 1:42 pm

I really like the changes to the toughness and cyborg perks. My character is going to end up with 8 more DR than he would have before. Thanks to the nightvision, he'll be able to take off that enclave helmet once and for all. And that clunky T-51b armor can be exchanged for the metal master armor. Or maybe raider sadist armor for extra barbarian points. Or maybe a flannel work shirt and a pair of jeans to go with his axe. Could use some settable bear traps to lay out for death claws, and maybe a blue brahmin to accompany him (Kidding, at least about the latter.)

I'm also digging the new pulse rifle model and the buff it got. I just love killing senty bots with this thing.
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OTTO
 
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Post » Tue May 17, 2011 4:51 am

I have a couple of questions about the feature list of v5.03:

FO3 Wanderers Edition UFP Support.esp is discontinued, it's not required anymore. Please remove it if you still find it in your load order.


Does this mean that you guys have integrated the conflicting UFP fixes / tweaks into FWE? Or do you simply override them? Why is the compatibility patch not needed anymore? Also, my existing savegames that rely on UFP and the comp. patch won't crash if I remove it and update to v5.03, will they?

Removed the Vendors Respawn menu option, didn't really work as intended.


I have my v5.02 timescale set to 1:5, and the global respawn time set to 14 days. However, I wanted vendors to respawn once a day, so I set the vendor respawn time to 1.0. With the option removed in v5.03, what will the vendor respawn time be by default? Can I somehow influence it separately from the global respawn time?

Also: Where can I find an FWE Custom Preset esp for v5.03? Will one come later? I presume I should remove the one for v5.02 from my load order...
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Jeff Tingler
 
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Post » Tue May 17, 2011 6:45 am

I really like the changes to the toughness and cyborg perks. My character is going to end up with 8 more DR than he would have before. Thanks to the nightvision, he'll be able to take off that enclave helmet once and for all. And that clunky T-51b armor can be exchanged for the metal master armor. Or maybe raider sadist armor for extra barbarian points. Or maybe a flannel work shirt and a pair of jeans to go with his axe. Could use some settable bear traps to lay out for death claws, and maybe a blue brahmin to accompany him (Kidding, at least about the latter.)

I'm also digging the new pulse rifle model and the buff it got. I just love killing senty bots with this thing.

Glad those changes are working out for you ;)



I have a couple of questions about the feature list of v5.03:
Does this mean that you guys have integrated the conflicting UFP fixes / tweaks into FWE? Or do you simply override them? Why is the compatibility patch not needed anymore? Also, my existing savegames that rely on UFP and the comp. patch won't crash if I remove it and update to v5.03, will they?

You can safely remove the file, it won't do any harm to existing save games. Basically the file really never did much at all, it was almost completely redundant(and that what wasnt was integrated into our main files now). You can still use UFP with FWE, no problem with that.

I have my v5.02 timescale set to 7.5, and the global respawn time set to 14 days. However, I wanted vendors to respawn once a day, so I set the vendor respawn time to 1.0. With the option removed in v5.03, what will the vendor respawn time be by default? Can I somehow influence it separately from the global respawn time?

The vendor respawn timer is actually independent of the global respawn timer, they will respawn twice a week(once after three days, once after four). The menu settings we had basically didn't amount to anything and you would still get the vendor respawn every three and four days.

Also: Where can I find an FWE Custom Preset esp for v5.03? Will one come later?

A new version will probably be uploaded sometime later this week. You can still use your current one though, it will work fine.
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kasia
 
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Post » Tue May 17, 2011 12:10 am

deleted
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Ash
 
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Post » Tue May 17, 2011 7:29 am

Thank you, FWE team, for this - your mod and the work you put into it are appreciated. I may be silly, but I'm most excited about the workbench and stimpack sound bugs being fixed. Everything else is awesome too, of course. :trophy:
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GabiiE Liiziiouz
 
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Post » Tue May 17, 2011 9:26 am

You can safely remove the file, it won't do any harm to existing save games. Basically the file really never did much at all, it was almost completely redundant(and that what wasnt was integrated into our main files now). You can still use UFP with FWE, no problem with that.


OK, cool. Thanks a lot.

The vendor respawn timer is actually independent of the global respawn timer, they will respawn twice a week(once after three days, once after four). The menu settings we had basically didn't amount to anything and you would still get the vendor respawn every three and four days.


So there's no way to change this then? :facepalm:

Oh and one more thing: what exactly is the difference between the various gore levels? I have the Enhanced Blood Textures mod which already comes with a "more gore" module for FWE (which I made compatible with v5.03 using FO3Edit) but I'm not sure what the effect of having that would be.. I tested the different gore levels and it seems like there's no difference between High and Very High, but the difference between Low (default) and High was very noticeable, namely with a hugely exaggerated increase in both blood decals and dismemberment.

PS: You didn't include the 25% VATS player damage option in v5.02, so I would like to know if you will do that in the next version? As a matter of fact, after some reflection, I think making an option for 33% instead of 25 would be better.
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Kyra
 
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Post » Tue May 17, 2011 11:44 am

Ohai, how about a weapon montage.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/Glock01.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/PulsePistol01.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/PulseRifle01.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/PulseRifle02.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/TommyGun01.jpg

Yes I'm now rolling a girl Player Character. DON'T JUDGE ME.
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Nomee
 
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Post » Tue May 17, 2011 11:47 am

Oh and one more thing: what exactly is the difference between the various gore levels? I have the Enhanced Blood Textures mod which already comes with a "more gore" module for FWE (which I made compatible with v5.03 using FO3Edit) but I'm not sure what the effect of having that would be.. I tested the different gore levels and it seems like there's no difference between High and Very High, but the difference between Low (default) and High was very noticeable, namely with a hugely exaggerated increase in both blood decals and dismemberment.

The Gore settings greatly increase or decrease change of bodyparts being dismembered/exploded. There is actually a fair difference between High and Very High(actually more than 25%), even if it might not seem noticable to you since High already has a strong dismember chance.

PS: You didn't include the 25% VATS player damage option in v5.02, so I would like to know if you will do that in the next version? As a matter of fact, after some reflection, I think making an option for 33% instead of 25 would be better.

Well I said we would consider it, not that we would definitly add it ;)
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Marie
 
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Post » Mon May 16, 2011 10:39 pm

Will download the new update, once I get round to deciding on a roleplay to keep at :P(was doing a ew guy who was abducted by aliens(so i could do MZ)) man the alien weapons are rather strong, and the fact i came out with 4500 alien power module is a bit 0.o. Seems on any playthrough I will do now, MZ will be done last, due to the amount of stuff you come out of it with, could give you a serious advantage early on, especially if you do an EW person, like why would you use anything else =s lol
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ladyflames
 
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Post » Tue May 17, 2011 3:04 am

It's best if you go ahead and make your own. Not sure if we're going to provide one this time around. And it's really not necessary if you know how to make one yourself.


Thank you :) I remember seeing on the FWE page how to make one, so I doubt I will have any problems making one. My list is fairly simple anyways.

Well, I did a quick test with the new update, AND THANK YOU for the quick fix for the DLC messages that pop up! Much better, and everything loads up faster as well. That probably cut my standing time while twiddling my thumbs time in half.

I also tested out the update to fill bottles. I like this way soooo much better. To be honest, I never could figure out how to fill up bottles before, but I didn't spend a whole bunch of time trying to debunk it either.

I do have to test out the Enclave (I hope I said the correct ones) soldiers spawning early for me, but I want to make my patch first and then head to the spot where I remember them spawning for me.

[Edit to add]
Made my patch, wow that was simple to do lol, thanks for the information on the FWE website!

I tested out that spawn point, there were none to be found :twirl: Thank you once again for EVERYTHING. Now when you release the patch for fallout food, I may have to bow down and kiss your feet :rofl:
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Stephy Beck
 
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Post » Tue May 17, 2011 2:06 pm

Hey, I've got a few gripes regarding v5.03.

(1) Talon Combat Armor has damage, weight, value characteristics of 52 / 25 / 902 respectively at 100% condition... Not only do I feel that the DR and value are insane, but compare these to the statistics of the Mark II variant, which is the bigger and bulkier, and I guess more advanced version: 35 / 29 / 443. Now, surely something is amiss here? How can the heavy Mark II armor have 17 DR less than its lighter counterpart?

(2) Why was the weight of the Recon Armor increased from 5 to 15? Now there is absolutely no incentive to use it, since its DR rating svcks.

(3) I'm having a weird issue where I can't repair any item not at 100%, using an item which is at 100%. Actually, it seems like the item health bar for the item which is at full health is even beyond 100% in my game. Here, I took a screenshot: http://img717.imageshack.us/img717/1793/50311909.jpg

(4) I'm not sure whether this bug is present in v5.03 (haven't had the chance to test it) but with v5.02, the Gauss Pistol seems to persist making this strange ambient noise even after the player has picked it off the ground or off a corpse. That is, when the player stands near the location where the pistol or the corpse of its beholder fell, the sound is audible, and as the player moves away from that spot, the sound fades. I haven't tested whether a reload fixes the problem.
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Silvia Gil
 
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Post » Tue May 17, 2011 12:27 pm

Ohai, how about a weapon montage.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/Glock01.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/PulsePistol01.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/PulseRifle01.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/PulseRifle02.jpg
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/Screenshots/FWE/TommyGun01.jpg

Yes I'm now rolling a girl Player Character. DON'T JUDGE ME.


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Tom Flanagan
 
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Post » Tue May 17, 2011 3:53 am

[quote name='Decane' date='24 May 2010 - 09:13 PM' timestamp='1274721195' post='15974363']
Hey, I've got a few gripes regarding v5.03.

(1) Talon Combat Armor has damage, weight, value characteristics of 52 / 25 / 902 respectively at 100% condition...
[/quote]
Where did you found this value? Talon combat have 32 protection.

[quote]Not only do I feel that the DR and value are insane, but compare these to the statistics of the Mark II variant, which is the bigger and bulkier, and I guess more advanced version: 35 / 29 / 443. Now, surely something is amiss here? How can the heavy Mark II armor have 17 DR less than its lighter counterpart?[/quote]
[/quote]
You talked about usual Mark II talon armor. Mark II do not mean it is heavy, it is simply upgraded version.
Mark II heavy have 38/33

[quote](2) Why was the weight of the Recon Armor increased from 5 to 15? Now there is absolutely no incentive to use it, since its DR rating svcks.[/quote]
If you want good protection, then Recon not for you. Recon armor is for those, who want active (+5/10) and passive (from light weight) bonuses to stealth

[quote](3) I'm having a weird issue where I can't repair any item not at 100%, using an item which is at 100%. Actually, it seems like the item health bar for the item which is at full health is even beyond 100% in my game. Here, I took a screenshot: http://img717.imageshack.us/img717/1793/50311909.jpg
[/quote]
Yes, you are not able to use item at full health for the repair purpose, it is intentional. About health bar- you have some problems with fonts or user interface. Do you use DarnUI?
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LittleMiss
 
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Post » Tue May 17, 2011 2:27 am

I tested out that spawn point, there were none to be found Thank you once again for EVERYTHING. Now when you release the patch for fallout food, I may have to bow down and kiss your feet

The patch is already done. I sent it to Coleen so she can upload it on the Fallout Foods site :)


(1) Talon Combat Armor has damage, weight, value characteristics of 52 / 25 / 902 respectively at 100% condition... Not only do I feel that the DR and value are insane, but compare these to the statistics of the Mark II variant, which is the bigger and bulkier, and I guess more advanced version: 35 / 29 / 443. Now, surely something is amiss here? How can the heavy Mark II armor have 17 DR less than its lighter counterpart?

You have some old file loaded somewhere that you shouldnt have(or another mod loaded that is overwriting FWE's settings). Like Del says the Talon Combat armor stats were reduced. Have you made sure that you removed the FWE UFP patch.
The Talon Combat Armor has stats that are inline with the other armors, the problem lies on your end. The stats for any regular combat armor are 32 DR, 25 weight and 400 condition. You can check in FO3Edit for yourself.


(2) Why was the weight of the Recon Armor increased from 5 to 15? Now there is absolutely no incentive to use it, since its DR rating svcks.

Because it's DR was also increased to 24. Not to mention is also has night vision. There is MORE incentive to use it now. And you do know that the Recon Armor already weighed 15 in vanilla Fallout, right?

(3) I'm having a weird issue where I can't repair any item not at 100%, using an item which is at 100%. Actually, it seems like the item health bar for the item which is at full health is even beyond 100% in my game. Here, I took a screenshot: http://img717.imageshack.us/img717/1793/50311909.jpg

Again a problem because you didnt update correctly. Also some items health was reduced and it's possible that if you already had those items and had them fully repaired, they will still have those health values, until they've been reduced through combat.

(4) I'm not sure whether this bug is present in v5.03 (haven't had the chance to test it) but with v5.02, the Gauss Pistol seems to persist making this strange ambient noise even after the player has picked it off the ground or off a corpse. That is, when the player stands near the location where the pistol or the corpse of its beholder fell, the sound is audible, and as the player moves away from that spot, the sound fades. I haven't tested whether a reload fixes the problem.

The Gauss Pistol does not have an idle sound. It can't make any sound while lying around
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Lyndsey Bird
 
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Post » Tue May 17, 2011 1:52 pm

The patch is already done. I sent it to Coleen so she can upload it on the Fallout Foods site :)
[Snip]

*Bows down and kisses your robotic feet* There is no way you are a human with the amount of work you seem to accomplish in such a short amount of time (patches, tweaks, reply's, testing, etc.) Thank you once again!
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Nichola Haynes
 
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Post » Tue May 17, 2011 2:12 am

I'm not sure if this is Fallout or FWE, but it seems to me that the chances to hit limbs (arms in particular) are too high, almost always higher than the chance to hit the torso, which is the biggest target and thus should be easiest to hit, so perhaps if others agree it might make sense to reduce those chances and/or to increase the chances of hitting the torso.
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Ownie Zuliana
 
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Post » Tue May 17, 2011 6:31 am

*Bows down and kisses your robotic feet* There is no way you are a human with the amount of work you seem to accomplish in such a short amount of time (patches, tweaks, reply's, testing, etc.) Thank you once again!

No problem. I was actually just lucky that today was a bank holiday over here, so I had the time to create that patch after we released 5.03
I just I wish I had known beforehand how much foodstuff Coleen's mod actually adds....took me longer then expected :)

'm not sure if this is Fallout or FWE, but it seems to me that the chances to hit limbs (arms in particular) are too high, almost always higher than the chance to hit the torso, which is the biggest target and thus should be easiest to hit, so perhaps if others agree it might make sense to reduce those chances and/or to increase the chances of hitting the torso.

Depends on a lot of factors, like the positioning of your enemy, FWE doesnt change this at all. The Torso has a base hit chance of 60% and the arms have a base hit chance of 45%.

I also think this is fairly balanced, because if you make the Torso too easy to hit, there will be little incentive to actually shoot for the arms(especially since you take much less damage to your overall HP when you are hit in the arm then when you are hit in the torso).
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Kyra
 
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Post » Tue May 17, 2011 7:33 am

*Bows down and kisses your robotic feet* There is no way you are a human with the amount of work you seem to accomplish in such a short amount of time (patches, tweaks, reply's, testing, etc.) Thank you once again!


Thanks to Kai, the patch for Fallout Foods is now up at the nexus: http://fallout3nexus.com/downloads/file.php?id=6338

I'm honored to be included in such a fantastic undertaking!

Cheers,

Coleen
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Chris Jones
 
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Post » Tue May 17, 2011 11:01 am

Few issues to point out (started with a mod free save before leaving vault) and a run to megaton to explore a bit.

*Portable Infirmary and Portable Laboratory icons that Moira Brown have for sale are missing. Instead I get...block pixels, not sure how to describe it.
*I get workbench bonus when I am next to the bobble head stand and haven't purchased the workbench for my home in megaton (haven't purchased anything yet).

I highly doubt it has anything to do with my load order, and I am really not using anything that would effect these areas, but I will provide it just in case :)
Load Order:
Spoiler

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CRAFT - Activation Perk.esp
RobCo Certified.esp
DLM_AgathasSongAutocompleteQuestsFix.esp
SS OTS Camera FOSE.esp
StreetLights - Wasteland.esp
megalight.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - BS.esp
DCInteriors_DLC_Collectables.esp
Tailor Maid.esp
Tailor Maid Black Retex.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
SelfSurgeryKit.esp
ImmersiveHealth.esp
Rude Awakening.esp
FalloutFood.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
FO3 Wanderers Edition - Optional VATS Realtime.esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
FalloutFoods - FWE Master Release.esp
DLM_FFOutcastsQuest(FWEEd).esp
DLM_FFOutcastsQuest_DLCOverride.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - FWE Optional Worn Weapons.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Rude Awakening - MMM.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Rain (OA).esp
MissSparkleMergedPatch.esp

Total active plugins: 84
Total plugins: 84

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Stacy Hope
 
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