[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 2:20 pm

Where did you found this value? Talon combat have 32 protection.

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.


Yes, I'm sure I've removed the UFP patch. This is the configuration I'm running at the moment:

Fallout3.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty.esmDCInteriors_ComboEdition.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDarNifiedUIF3.espStreetLights - Wasteland.espCRAFT - Activation Perk.espExistence2.0.espGOAT Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Quest Perks.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional Free Play After MQ.espFO3 Wanderers Edition - Project Beauty.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espRobCo Certified.espMart's Mutant Mod.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Project Beauty + FWE.espdD-Less Blood Time.espFO3 Wanderers Edition - More Gore.espFWE - My FWE Custom Preset.espFWE - UPP XP Perks Compatibility.espCC Investment Fix.espMyCustomPatch.espTotal active plugins: 37Total plugins: 37

Note: CC Investment Fix.esp is a small mod I made because Lucky Harith died in an earlier savegame and I only realized it now. I didn't want him to die, so I went into GECK and made the Canterbury Commons investment mission available even if Lucky's 'death counter' is set to 1 -- I changed the game to detect not the number of times he's died, but whether he is alive or dead at the time of the check. I then went and resurrected Harith and his Brahmin, and set all the caravan traders and their Brahmin to be invulnerable (essential). I didn't make their guards essential though, but this little plugin has nothing to do with my problem. Just thought I'd describe what it does in case the finger gets pointed at it. :)

Anyway, here's some screenshots of what I'm seeing:

http://img10.imageshack.us/img10/8678/talonurbanmarkii.jpg
http://img8.imageshack.us/img8/1300/taloncombat.jpg
http://img190.imageshack.us/img190/2756/taloncombatmarkii.jpg

PS: Just to be clear: I have a save made with 5.02 where the Talon Combat Armor had the correct stats. Then, I updated to v5.03 and went to my trusty stash and lo and behold, the stats were screwed up as in the above picture(s). However: whenever I encounter Talon mercs and loot their armor, the correct values are in place. In other words, only the single piece of Talon Combat Armor I had in my stash at a condition of 100% (or maybe 105% or something 'cause my repair skill with bonuses is beyond 100) is bugged; all new armors I loot from corpses have the correct attributes.

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?


Yes, I use DarnUI. I had the compatibility patch for it installed before updating to v5.03, but I didn't reinstall it afterward. Should I?

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.


I'm pretty sure I updated correctly unless there is something you know, that you haven't posted anywhere in the release notes or in this thread. However, I guess the item health thing might be why the armor is glitched. Did you alter than Talon Combat Armor health value?
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Tue May 17, 2011 6:32 am

FWE Team, I LOVE YOU GUYS. There I was, looking for a short, double barrel shotgun on the nexus, frustrated from what I found, I went back on Fallout 3 to put out my frustration. After battling a few Raiders, I found this: http://i6.photobucket.com/albums/y209/Grandx/ScreenShot3.jpg

Also, nice job on the updates.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Tue May 17, 2011 1:43 am

Thank you, Kai for the Fallout Food patch and thank you Colleen for creating Fallout Food! My game is complete now. :bowdown:
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Tue May 17, 2011 5:35 am

Regarding the high armor DR:

This is a result of us tweaking the health values of armor. If you had it in pretty good condition, it's now probably really high, at like 150% condition, which unfortunetly means the DR scales up above what it's max should be when at 100% condition. You'll just have to run around and be super tough for a bit :) It will re-sort itself out once it's condition drops below 100%.
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Mon May 16, 2011 10:52 pm

Regarding the high armor DR:

This is a result of us tweaking the health values of armor. If you had it in pretty good condition, it's now probably really high, at like 150% condition, which unfortunetly means the DR scales up above what it's max should be when at 100% condition. You'll just have to run around and be super tough for a bit :) It will re-sort itself out once it's condition drops below 100%.


Yeah it definitely seems like the altered armor health values are the cause -- check out my Defender Armor: http://img189.imageshack.us/i/81473628.jpg/ :D

Anyway, I have a bug to report: When having the Talon Combat Helmet Mark II Masked equipped, the name of the effector is Explorer's GearMasked instead of Talon Combat Helmet Mark II Masked (which is kinda long, I know). It's a very minor thing, but I thought you guys would want to know.

http://img36.imageshack.us/img36/9299/32677230.jpg
http://img6.imageshack.us/img6/4408/armorc.jpg

Also, I killed a Super Mutant Behemoth and only earned 44 XP for it. WTF?! Just something you might want to look into -- next time I decide to go up against one of those things, I think I'll save my 50 rounds of MF cells in favor of those experience points. IMO 200 XP would be more like it, considering how many shots to the back it took to down one of those things.

Nice work on the mod, though in other respects! Not much more I can complain about now that you've fixed most of what I thought needed fixing in v5.02. :)
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Tue May 17, 2011 3:58 am

Anyway, I have a bug to report: When having the Talon Combat Helmet Mark II Masked equipped, the name of the effector is Explorer's GearMasked instead of Talon Combat Helmet Mark II Masked (which is kinda long, I know). It's a very minor thing, but I thought you guys would want to know.

This mean- at least two helmets (Talon Combat Helmet Mark II Masked and Explorer's GearMasked) have the same object effect attached (Explorer's GearMasked), which give additional and the same properties to those two. This is normal. No need in duplicating effects for different names only.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Tue May 17, 2011 1:36 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.

Those icons haven't been touched, in the slightest. Have you always had this? And at what texture level are you playing?


*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).

That's always been the case, because the workbench ref is already existant there from the start of the game.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Tue May 17, 2011 2:12 pm

Those icons haven't been touched, in the slightest. Have you always had this? And at what texture level are you playing?

Checked. On low and medium texture settings this problem exists.
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Tue May 17, 2011 5:47 am

Checked. On low and medium texture settings this problem exists.

Yeah I figured the resolution of these icons were only designed for Large texture res.
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Mon May 16, 2011 10:47 pm

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).


Maybe, but it often makes it too easy to disarm the opponent, for example I often get 95% chance to hit one of the arms and 60% for the torso so I almost always shoot the arm(s) first.
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Tue May 17, 2011 7:14 am

Maybe, but it often makes it too easy to disarm the opponent, for example I often get 95% chance to hit one of the arms and 60% for the torso so I almost always shoot the arm(s) first.

This can also depend on the VATS hit chance of a weapon. For example it is much easier to hit something as big as a minigun or flamethrower, then it is to hit a .32 pistol
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Tue May 17, 2011 3:33 am

Ah I meant "arm" as in body part, limb, not "weapon". If the hand carrying the weapon gets crippled (and due to high perception - I think - it gets crippled very often) the weapon is dropped.
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Tue May 17, 2011 1:46 am

Great to hear the news on the update. This is one of the few mods I can't do without. I've tried most of the overhauls and I just seem to keep coming back to the harsh reality that is FWE. On the downside, I'll have to remake my gore/name tweaks mod. I guess that gives me an excuse to make it more modular :)
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Tue May 17, 2011 7:39 am

Mm, teeny-tiny random thing... Are tin-cans supposed to be on the repair list for non-worn weapons? o.o
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Tue May 17, 2011 1:55 am

Mm, teeny-tiny random thing... Are tin-cans supposed to be on the repair list for non-worn weapons? o.o

Depends on the weapon.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Tue May 17, 2011 6:57 am

Depends on the weapon.


Oh, okay. Mm, well it was mostly just the early weapons, like the 10mm pistol/submachine gun, hunting rifle and things like that. I just remembered that being a 'feature' of worn weapons the last time I played, that they were more easily repaired, because they could use 'junk'. ^_^;
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Tue May 17, 2011 3:29 am

Oh, okay. Mm, well it was mostly just the early weapons, like the 10mm pistol/submachine gun, hunting rifle and things like that. I just remembered that being a 'feature' of worn weapons the last time I played, that they were more easily repaired, because they could use 'junk'. ^_^;

Yeah most Worn Weapons can be repaired with complete junk.

But also some regular non-worn low tier weapons like the ones you mentioned can be repaired with junk. Hunting Rifles can be repaired with a ton of [censored] actually, it's a nice bonus for them.
A shotgun for example can be repaired with wood stuff like a baseball bat too.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Tue May 17, 2011 1:56 pm

wasnt it possible to apply WMK with the fallout classic weapon like the "wattz laser rifle" ?

heres my load order in case I did something wrong: http://img695.imageshack.us/img695/4164/loadorder.jpg
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Tue May 17, 2011 2:20 am

wasnt it possible to apply WMK with the fallout classic weapon like the "wattz laser rifle" ?

heres my load order in case I did something wrong: http://img695.imageshack.us/img695/4164/loadorder.jpg

Not seeing a merged patch in there. You cannot use multiple WMK addons without a merged patch, as stated in the WMK Readme and the WMK FOIP Readme and our https://sites.google.com/site/fo3wanderersedition/faq, the http://www.fallout3nexus.com/downloads/file.php?id=4968, the https://sites.google.com/site/fo3wanderersedition/installation...
You get the idea ;)
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Tue May 17, 2011 7:45 am

Thanks, with FWE 4.x I didnt need this step ? Or did I forgot about it :spotted owl:
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Tue May 17, 2011 10:56 am

Thanks, with FWE 4.x I didnt need this step ? Or did I forgot about it :spotted owl:

You always needed it with FWE and especially WMK(even without FWE you would still need a merged patch)
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Tue May 17, 2011 12:56 am

1. Those icons haven't been touched, in the slightest. Have you always had this? And at what texture level are you playing?

2. That's always been the case, because the workbench ref is already existant there from the start of the game.


1. I don't remember seeing it happen before, but then again I never really had plans to try to live the rugged life and living outdoors. I am sure I would have noticed, but I can't give you my 100% sureness that it was never there before. The game auto detects low settings for me ( I play on a laptop...no wise cracks please :P ).

2. That is fine, I never really cared for the homes anyways, probably why I never really noticed before lol.

-Ok, well just to be sure that maybe NMC's texture pack wasn't the case either, I did a fresh install again and left the texture pack out this time around. Everything else is the same and I still get the same icons. I took game images this time, and I figured I would point out that the Robco images are blurry compared to the rest of the other images. Here are some shots so that you can see.

http://img109.imageshack.us/i/screenshot2oqa.png/
http://img180.imageshack.us/i/screenshot0ot.png/

http://img26.imageshack.us/i/screenshot4wq.png/
http://img709.imageshack.us/i/screenshot3lh.png/
http://img704.imageshack.us/i/screenshot5dl.png/

http://img704.imageshack.us/i/screenshot1zd.png/ <--- The quality that all other icons look like.

The blurry ones aren't really an issue, just figured I would point it out.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Tue May 17, 2011 8:29 am

Well, I just jumped on board and did the money icon. I haven't redone the others. Not yet, at least.
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Tue May 17, 2011 5:58 am

Well, I just jumped on board and did the money icon. I haven't redone the others. Not yet, at least.


Kudos for the money icon, cause that quality is top notch. I used that image so that it can be compared. What I mean is, it is clean and sharp :) That is how all the other icons are as well, so keep up the great work :D
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Tue May 17, 2011 7:27 am

1. I don't remember seeing it happen before, but then again I never really had plans to try to live the rugged life and living outdoors. I am sure I would have noticed, but I can't give you my 100% sureness that it was never there before. The game auto detects low settings for me ( I play on a laptop...no wise cracks please :P ).

-Ok, well just to be sure that maybe NMC's texture pack wasn't the case either, I did a fresh install again and left the texture pack out this time around. Everything else is the same and I still get the same icons. I took game images this time, and I figured I would point out that the Robco images are blurry compared to the rest of the other images. Here are some shots so that you can see.




Like Del and I pointed out above, this happens because those couple icons were created only for Large Texture quality. So since your res is set lower that's why the icons don't display correct. We will have T3T redesign those icons for the next version so they work properly with lower res textures too.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

PreviousNext

Return to Fallout 3