[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 2:00 am

Thank you :)
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DAVId MArtInez
 
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Post » Tue May 17, 2011 3:41 am

We can probably use the craftable medical kit icon for the infirmary, and then I'll work on the others.
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Julie Serebrekoff
 
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Post » Tue May 17, 2011 1:33 am

After installing the new FWE DarnUI I have a permanent dead compass marker (hollow), it points nowhere but moves around when Im turning, anyone else experiencing this?

And can you spoiler me the directions for the bypass modules ? :celebration:
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Tiffany Castillo
 
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Post » Tue May 17, 2011 9:41 am

After installing the new FWE DarnUI I have a permanent dead compass marker (hollow), it points nowhere but moves around when Im turning, anyone else experiencing this?

And can you spoiler me the directions for the bypass modules ? :celebration:

Make sure you definitly have the right DUI version prioly installed. Alot of people have older versions installed. Also there's a bug in DUI that causes some elements of the compass to get stuck(nothing to do with FWE though). Deactivating it, saving your game and reactivating it will fixd it.


Spoiler

One schematic can be found in the basemant of Fort Independence

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BEl J
 
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Post » Tue May 17, 2011 12:28 am

Spoiler
Also in Pinkerton's Lab and Riley's HQ

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David Chambers
 
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Post » Tue May 17, 2011 4:37 am

Yep that worked, thanks.

One more thing is bothering me ^^
I would like to increase the zoom rate for the scoped laser rifles (wattz / standard), the same level as the sniper rifle would be nice. Is this doable ?
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Liv Brown
 
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Post » Tue May 17, 2011 11:13 am

Yep that worked, thanks.

One more thing is bothering me ^^
I would like to increase the zoom rate for the scoped laser rifles (wattz / standard), the same level as the sniper rifle would be nice. Is this doable ?

There are already special energy snipers (aside from the Gauss Rifle of course), that offer better FOV. Try Drifters Last Rifle or A3-21s plasma rifle.
So we won't do that for obvious balance reasons. But if you wish to do this yourself you can simply open the WMK-FWE foip patch in FO3Edit and adjust the values yourself.

But zooming in general is getting a major overhaul in the next version with some very cool features.
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Vickey Martinez
 
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Post » Tue May 17, 2011 12:59 am

That was really simple, cool ^^
thanks again
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Horse gal smithe
 
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Post » Tue May 17, 2011 12:59 pm

I just...

Spoiler
...went through the Yao Guai cave and found two AWESOME energy pistols -- the Heat Blaster and another one whose name I don't quite remember but it doesn't matter, 'cause the Heat Blaster is a frikkin' cannon!! Hell, I haven't even put any points into Energy Weapons yet, and even in spite of that the gun just blows everything away. You guys sure it isn't overpowered? I checked the info using the S button and the VATS critical chance multiplier was something ridiculously high like 25 or so.. Also its value was well into the thousands; 3000 caps or so if I remember correctly. Is this right?


Anyway, I just wanted to say awesome job on the mod, guys. I'm really enjoying it now that I've got my game set up the way I want it. Now if only I had 33% VATS damage, my game would be pretty much perfect. :woot:

PS: Kai, I checked the Recon armor damage rating (after seemingly ignoring it in the bewilderment that the weight raise from 5 to 15 lbs caused to me) and yeah, it is fairly well balanced. However, I still think that for a stealthy armor it is too heavy even if the weight is 15 in vanilla also, given that even a few of the Raider armors weigh less and they are clearly not intended for "reconnaissance" of any type. But hey, that's just my opinion. Doesn't make the armor any less attractive what with the higher DR and NV. :wink_smile:
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mimi_lys
 
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Post » Tue May 17, 2011 11:17 am

I just...

Spoiler
...went through the Yao Guai cave and found two AWESOME energy pistols -- the Heat Blaster and another one whose name I don't quite remember but it doesn't matter, 'cause the Heat Blaster is a frikkin' cannon!! Hell, I haven't even put any points into Energy Weapons yet, and even in spite of that the gun just blows everything away. You guys sure it isn't overpowered? I checked the info using the S button and the VATS critical chance multiplier was something ridiculously high like 25 or so.. Also its value was well into the thousands; 3000 caps or so if I remember correctly. Is this right?



That's a weapon from EVE, not from us, so yeah might be a bit unbalanced.

However, I still think that for a stealthy armor it is too heavy even if the weight is 15 in vanilla also, given that even a few of the Raider armors weigh less and they are clearly not intended for "reconnaissance" of any type.

Raider armors also give much less DR :P
The recon armor is still one of the best stealth armors. Just now it protects more than a flimsy vault suit.
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Tiffany Carter
 
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Post » Tue May 17, 2011 1:36 am

That's a weapon from EVE, not from us, so yeah might be a bit unbalanced.


I know it's not FWE territory directly, but do you think a future FOIP FWE - EVE compatibility patch could rebalance EVE's energy weapons to be more in line with FWE's weaponry? I doubt too many people using the patch (and therefore also FWE) would object to it if you guys tweaked some values to make EVE's weapons less overpowered -- it kinda ruins the whole 'FWE experience' when you can find a cannon like that at level 8 and pretty much mow down any and all enemies at whim. Of course there's the alternative of simply not using it, but that's always a next-best option.. I think it could be something to consider, if it's not too much to ask?
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Sian Ennis
 
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Post » Tue May 17, 2011 2:41 pm

I know it's not FWE territory directly, but do you think a future FOIP FWE - EVE compatibility patch could rebalance EVE's energy weapons to be more in line with FWE's weaponry? I doubt too many people using the patch (and therefore also FWE) would object to it if you guys tweaked some values to make EVE's weapons less overpowered -- it kinda ruins the whole 'FWE experience' when you can find a cannon like that at level 8 and pretty much mow down any and all enemies at whim. Of course there's the alternative of simply not using it, but that's always a next-best option.. I think it could be something to consider, if it's not too much to ask?


Mm, may I ask how much of EVE's content is... off balance? I've only just finished installing again, and tidying up... :c
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Emzy Baby!
 
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Post » Tue May 17, 2011 6:14 am

Mm, may I ask how much of EVE's content is... off balance? I've only just finished installing again, and tidying up... :c

Not many, but there are a few uniques that EVE adds that are quite strong, but they are only a handful and you wont find them lying about randomly.
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Smokey
 
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Post » Tue May 17, 2011 7:01 am

*goes phew*

Okay, thank you. I am glad it is only uniques. I was worried it would skew the whole game otherwise. ^_^;
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Cathrine Jack
 
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Post » Tue May 17, 2011 6:03 am

*goes phew*

Okay, thank you. I am glad it is only uniques. I was worried it would skew the whole game otherwise. ^_^;

Yeah the "regular" weapons EVE adds were in FWE already anyways, so the stats for them are balanced.
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louise tagg
 
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Post » Tue May 17, 2011 12:46 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Grill.png
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Hazel Sian ogden
 
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Post » Tue May 17, 2011 1:33 pm

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Grill.png

Awesome!
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Sandeep Khatkar
 
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Post » Tue May 17, 2011 8:28 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Purifier.png
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Emma
 
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Post » Tue May 17, 2011 7:54 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Grill.png


Genius! It looks awesome T3T. Very inventive use of the Food Sanitizer.
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Lauren Dale
 
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Post » Tue May 17, 2011 9:16 am

Yeah the "regular" weapons EVE adds were in FWE already anyways, so the stats for them are balanced.


But do you think you could still balance out the uniques in the FOIP patch? I'd rather not have anything in my game that is clearly overpowered, and I feel that after the initial "Wow, this is so cool" factor, the unique gun I found is quite overpowered. Maybe make it use Alien Power Cells instead of EC cartridges and significantly lower both the clip size (which is set to 18) and the critical % multiplier (which is 25 as previously mentioned)? I could do it myself but I think the person(s) responsible for the FOIP patch have a more wholesome overview of what kind of a weapon fits in FWE.

PS: So can you guys change the subheadings of the lockpick and hacking message windows that pop up upon activation? I think "Open" and "Pick Lock" are confusing; it'd be better to have "Manual Pick" and "Auto Pick" or something else that distinguishes the automatic attempt from the manual mini-game lockpicking... Although then there is the problem that if the player has the relevant key to a container, then they would need to select "Manual Pick" to open it with the key, which makes no sense. So maybe leave the "Open" as it is and just change the FWE "Pick Lock" to "Auto Attempt" or "Auto Pick" or something..

And the same thing regarding hacking too, just to avoid ambiguity.
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Hannah Barnard
 
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Post » Tue May 17, 2011 1:36 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Grill.png

Genius! It looks awesome T3T. Very inventive use of the Food Sanitizer.


Funny thing is, I think the actual grill uses the same mesh as the Sanitizer... heh.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Bedroll.png

Portable http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PortLab.png & http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PortInfirm.png
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Valerie Marie
 
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Post » Mon May 16, 2011 10:59 pm

I can raise skills above 100, I know there are mods that can do that, but FWE ( 5.03)? Is this a bug or intended?

If intended, what are the benefits for raising energy weapons above the cap?
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Toby Green
 
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Post » Tue May 17, 2011 7:09 am

I can raise skills above 100, I know there are mods that can do that, but FWE ( 5.03)? Is this a bug or intended?


Are you using DarnUI? If so, go \Data\menus\prefabs\DUIF3Settings.txt and navigate to <_lvl_SkillFix> 1 and change it to 0, if you want to enable the skill cap. I have done this and at best I can raise a tag skill to 101 (if it's 99 before the final point is distributed which would raise it by 2) in the level-up skill menu, but the relevant skill will still only show as a maximum of 100 in your Pip-Boy.
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Bethany Short
 
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Post » Tue May 17, 2011 6:49 am

I can raise skills above 100, I know there are mods that can do that, but FWE ( 5.03)? Is this a bug or intended?

If intended, what are the benefits for raising energy weapons above the cap?

yeah like Decane says, this is a feature from DarnUI, has nothing to do with FWE or the FWE-DUI patch.

And there is no benefit of raising the skill above 100 unless you have a mod like Wasteland Mastery installed.
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A Dardzz
 
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Post » Tue May 17, 2011 3:43 am

So it has no relevance doing so, a fail save for too many skill points?
I can live with that :bolt:

I know how to obtain the standard PA training, the adv. training is only available in the citadel or some place else too ?
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roxanna matoorah
 
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