[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 11:54 am

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


Standard PA training is available in all the normal places (plus a few extras added in FWE). Sso the BoS quest line, starting as an outcast, Medica PA, T-51d Armor, and Oasis quest all "can" provide basic trianing. Check the detailed changes section on the website (under equipment) for the compelte list. Right now, the only way to obtain adv. training is as a perk selection.
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Bedford White
 
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Post » Tue May 17, 2011 3:47 am

I have a question about compatibility with the DLC Refurbish plugin (http://www.gamesas.com/index.php?/topic/1027199-refurbish-dlc-wipzrelz/page__view__findpost__p__15712501, NOT the one from FO3Nexus) and FWE. It's actually very minor really.. But when you start a new game a "Wehrner's Distress Signal" corner message briefly flashes before the birth scene.

It doesn't happen without FWE, and this latest version of DLC Refurbish was rewritten to be compatible with other mods. So I feel like the only reason this is displaying is because of the way FWE has changed the DLC from popups to corner messages (Something out of the control of DLC Refurbish).

I also feel like this change could cause issues with other mods as well, ones which modify the way the DLC quests start... So I thought I would ask here to see if this could actually be fixed in your implementation of the corner messages in 5.03. My guess is that something in the game prevents the full-on popups from appearing before the birth scene, but it never expected to need to block the corner messages at the beginning of the game, and thus maybe this is something you could fix in FWE itself. :) But maybe I'm wrong.

Thanks.
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Claudz
 
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Post » Tue May 17, 2011 10:06 am

I have a question about compatibility with the DLC Refurbish plugin (http://www.gamesas.com/index.php?/topic/1027199-refurbish-dlc-wipzrelz/page__view__findpost__p__15712501, NOT the one from FO3Nexus) and FWE. It's actually very minor really.. But when you start a new game a "Wehrner's Distress Signal" corner message briefly flashes before the birth scene.

FWE 5.03 do not change DLC starts in any ways, so I doubt it is connected to new FWE release. Please ask Justin about this issue.

I also feel like this change could cause issues with other mods as well, ones which modify the way the DLC quests start... So I thought I would ask here to see if this could actually be fixed in your implementation of the corner messages in 5.03. My guess is that something in the game prevents the full-on popups from appearing before the birth scene, but it never expected to need to block the corner messages at the beginning of the game, and thus maybe this is something you could fix in FWE itself. :) But maybe I'm wrong.

Integration of alternative starts changed first stages of main quest line, surely. But it was long time ago. And we tried to make this as soft as possible. Most quest don't have problems with FWE at all. But we don't touched DLC beginnings in FWE 5.03, only message's way to pop-up, and it can not create any issues, except possible mod's conflicts.
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Monika Fiolek
 
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Post » Tue May 17, 2011 3:13 am

FWE 5.03 do not change DLC starts in any ways, so I doubt it is connected to new FWE release. Please ask Justin about this issue.


Integration of alternative starts changed first stages of main quest line, surely. But it was long time ago. And we tried to make this as soft as possible. Most quest don't have problems with FWE at all. But we don't touched DLC beginnings in FWE 5.03, only message's way to pop-up, and it can not create any issues, except possible mod's conflicts.



I don't know what you are talking about, see here:

Tweaks
...
? The DLC messages that occur when you start a new game are not any more annoying message boxes. They are now displayed as small messages in the top left corner (All DLCs)
...


In 5.03. Link: https://sites.google.com/site/fo3wanderersedition/changelog/master-release-5

So, I am saying this change in message display can clearly affect other mods, because the game does not anticipate there to be "corner messages" at the start of a new game (before the birth scene).

My suggestion is merely to keep these corner messages from showing where they shouldn't.
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Genocidal Cry
 
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Post » Tue May 17, 2011 1:53 pm

Mm, a little bit of a random question... If you use an alternate start, what would counts as having happened in your escape from Vault 101 in the quest later? (I haven't actually done the quest yet, ever, so I reserve the right to close my eyes and go 'lalalala' if I see hints at spoilers.) ^_^;
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Jessica Colville
 
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Post » Tue May 17, 2011 2:29 pm

I don't know what you are talking about, see here:
In 5.03. Link: https://sites.google.com/site/fo3wanderersedition/changelog/master-release-5
So, I am saying this change in message display can clearly affect other mods, because the game does not anticipate there to be "corner messages" at the start of a new game (before the birth scene).
My suggestion is merely to keep these corner messages from showing where they shouldn't.

You are correct, partially.
No, the game have nothing against messages during the birth scene.
Yes, you have mod's conflict, because this messages must appear after exit from vault/shack only
No, type of messages can not affect the game in any way.
Please contact Justin to receive tech support in this question. Or you can use Delay DLC mod instead- it will not have conflicts with FWE if will be loaded after FWE in load order

Sorry, today I'm not healthy enough and due to this have difficulties with answering
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Taylor Bakos
 
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Post » Tue May 17, 2011 2:26 am

Encountered a bug where unconscious NPC do not fully regen. and stay in this coma state.
HP is 3/4 full but no interaction at all is possible anymore. Encountered this with Lion (in front of GNR) and Bittercup companion.

Is there a fix for this? Is this FWE related? Should I install the unofficial FP? :cryvaultboy:
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Michelle Chau
 
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Post » Tue May 17, 2011 12:07 am

Encountered a bug where unconscious NPC do not fully regen. and stay in this coma state.
HP is 3/4 full but no interaction at all is possible anymore. Encountered this with Lion (in front of GNR) and Bittercup companion.

Is there a fix for this? Is this FWE related? Should I install the unofficial FP? :cryvaultboy:


Are you sure it isn't just taking awhile? In FWE I believe the unconsciousness time is set to a minute and a half.
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Kari Depp
 
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Post » Tue May 17, 2011 4:55 am

Just in case you missed it... new icons!

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Grill.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Purifier.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Bedroll.png
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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quinnnn
 
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Post » Tue May 17, 2011 5:55 am

Pretty sure, i've waited more then a minute and changed the area a few times what should restore her immediately
http://img96.imageshack.us/img96/7387/bitteri.jpg :huh:
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Joe Bonney
 
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Post » Tue May 17, 2011 12:30 am

Pretty sure, i've waited more then a minute and changed the area a few times what should restore her immediately
http://img96.imageshack.us/img96/7387/bitteri.jpg :huh:

It takes exactly 90 seconds for an unconscious essential character to wake up.
If it takes any longer then that isnt caused by FWE. And no, changing areas will not immediately restore them.
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Elisha KIng
 
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Post » Tue May 17, 2011 11:05 am

I tried a few console commands, resurrect 1 took care of her, she woke up.

Are crippling injuries mended after the 90sec too ?
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CHangohh BOyy
 
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Post » Tue May 17, 2011 1:41 am

Are crippling injuries mended after the 90sec too ?

Depends. On vanilla followers not if you have followers enhanced installed you need to heal them via stimpaks and medical braces, etc like yourself.
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Isabel Ruiz
 
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Post » Tue May 17, 2011 11:25 am

Just in case you missed it... new icons!

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


Cool, thanks! Because of the graphic settings I need to play, the Lab and infirmary pipboy icons never worked for me. Wasn't really a big deal, but it'll be nice to see something other than a large blur :D
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Amelia Pritchard
 
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Post » Tue May 17, 2011 4:18 am

Hey all so I just finished putting in the last round of updates and as you may recall I use Gary Bash - I'm not mentioning this to bring any grief, but it notified me of a potential error in FO3 Wanderers Edition - DLC Broken Steel.esp

It threw an error:
Load Error Mods
The following mods had load errors and were skipped while building the patch. Most likely this problem is due to a badly formatted mod. For more info, see Bashed Patch: Error Messages.
? FO3 Wanderers Edition - DLC Broken Steel.esp
I'm used to this from using Wrye Bash with oblivion and the most common source of this is misplaced world records (world orphans). Wrye http://wryemusings.com/Wrye%20Bash.html#RemoveWorldOrphans about it:
Some mods have a mild corruption in their file structure called "Orphaned World Groups". This happens when the world record that should be preceed all groups of exterior cells is missing from the mod.

The corruption seems to happen automatically due to a mild bug in the construction set. If a mod is edited in the CS; and the mod has an esp master; and the esp master has exterior world cells; then the children cells for that master are added to the mod being edited regardless of whether the dependent mod edits them or not. But the matching world record is not edited. Hence: orphaned world groups.

It's not really known if the orphaned world groups will cause any problem. At the least, they're unnecessary. Hence modders should probably remove them from their own mods.

If you have orphaned world groups, it will be mentioned by bash when you're rebuilding the bashed patch. You an also see them while reviewing the mod in Tes4View – you'll see a world group without a corresponding world record.
I'm not sure exactly what record is the issue, but I suspect it might be 001A267 DCWorld08 as it seems to lack sub-blocks

Now I may be wrong - and it may be nothing extreme, but as Wrye/Gary Bash works it means that esp was skipped in bashing the patch.
I thought it may be helpful to post though.
Thanks for continued updates.
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Kelly Osbourne Kelly
 
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Post » Tue May 17, 2011 2:46 am

Now I may be wrong - and it may be nothing extreme, but as Wrye/Gary Bash works it means that esp was skipped in bashing the patch.
I thought it may be helpful to post though.
Thanks for continued updates.

This is actually done on purpose. If Garybash reports an error that's actually a problem on Garybash's end I think.
The reason that "empty" record exists is because it restores some values of the DC08 BS worldspace data that are overridden by tons of non-BS mods. Our mod just re-inserts the correct data.

Also keep in mind that the FWE-Broken Steel addon has some very critical records that need to be included in a Merged/Bashed Patch.
If Garybash skips this entire esp, I would advise to use FO3Edit to create a proper merged patch, otherwise you will be losing out on some features.
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Paula Rose
 
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Post » Tue May 17, 2011 4:11 am

Also keep in mind that the FWE-Broken Steel addon has some very critical records that need to be included in a Merged/Bashed Patch.
If Garybash skips this entire esp, I would advise to use FO3Edit to create a proper merged patch, otherwise you will be losing out on some features.

Again I'm not certain because it does not look exactly like I've seen other world orphans - I saw in FO3edit that it restores the entries from BS, and from what I can tell the way that Wrye described their creation wouldn't quite match either. It would be great if the bash programs told you exactly what they didn't like instead of just generic error and you have to search it out. hmmm ... think I will put a request in for that on Wrye Bash since there are more developers for that with each month it seems.

I brought it up in the Gary Bash thread so hopefully Valda can look it over and offer a solution of some kind since he too uses FWE.

I just wanted to check if maybe it was an error of some kind.

thanks
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Mark Hepworth
 
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Post » Tue May 17, 2011 2:18 pm

Depends. On vanilla followers not if you have followers enhanced installed you need to heal them via stimpaks and medical braces, etc like yourself.


Applies this for mod followers like sidney + bittercup too? They dont have this healing option like Fawks & co
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Jack Bryan
 
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Post » Tue May 17, 2011 1:50 pm

Applies this for mod followers like sidney + bittercup too? They dont have this healing option like Fawks & co

Like my post says, only vanilla followers, doesnt count for modded followers.
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jessica robson
 
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Post » Tue May 17, 2011 8:31 am

Absolutely nothing even remotely resembling an embarrassing mistake here. :facepalm:
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Katie Samuel
 
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Post » Tue May 17, 2011 12:25 pm

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/RepairParts.png
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Matt Bee
 
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Post » Tue May 17, 2011 2:35 pm

Bug Report time:

(1) Sometimes (very rarely) I get this weird green tint filter on my screen when playing the game. It has only happened twice in my 40-hour playing time thus far, once at the Scavenger's Shack near Hamilton's Hideaway and once near the Pulowski Shelther where Bryan Wilks hides for the duration of the "Those!" quest. Here's a screenshot, and before you ask, no I'm not under the influence of a drug / alcohol, and NO, I don't have nightvision enabled since I'm not even wearing an armor with nv. I've turned off the drug visual effects, but I only did that after this green effect happened the first time, so the drug effect being enabled / disabled doesn't seem to have anything to do with it: http://img13.imageshack.us/img13/5535/greenqf.jpg

PS: This effect seems to get "stuck" such that once afflicted, saving and reloading will not get rid of it. The only way to fix it is to go back to an earlier save not afflicted with the bug.

(2) This happens when I get a haircut from the robot at my Megaton house:

http://img28.imageshack.us/img28/5422/hair3m.jpg
http://img215.imageshack.us/img215/8482/hair2n.jpg
http://img241.imageshack.us/img241/1518/hair1.jpg

It only happens with the Project Beauty -added hairstyles below the first four at the top (which are: , FallenHair4M, ShortlayeredM, Sephiroth); that is, it doesn't happen with any of the vanilla styles (starting with Clean Cut), NOR does it happen with the first four PB ones.

(3) The Pip-Boy stats are dysfunctional for some items:

Radaway: http://img691.imageshack.us/img691/1698/radaway.jpg
Rad-X: http://img375.imageshack.us/img375/305/radx.jpg

Also, CRAFTing anything results in the game interpreting it as a weapon creation, even if the player hasn't actually created a single weapon using schematics. For example, I've only ever made a medical kit and some repair parts... http://img541.imageshack.us/img541/3474/weaponscreated.jpg

My load order in case it's relevant:

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


PS: Have you guys considered fully or almost fully integrating the Unofficial Patch into FWE? I realize that some components / fixes are already included, but it would be great if the whole thing (minus any borderline fixes which you think don't belong or are not needed) was used as a base for FWE. Maybe it would be way too much work but I think if nothing else, it would do wonders in eliminating conflicts... I dunno, maybe it's a crazy idea which will prompt great hostility, but it just crossed my mind and I thought I should suggest it. :whistling:
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Catherine Harte
 
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Post » Tue May 17, 2011 12:26 pm

Last night during a level-up menu I noticed that some stats would increment by two when hitting the plus-sign. I think they were my tagged skills... just wondering if this is intentional? Version 5.03 patch. But I noticed it on the 5.02 also.
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Brooks Hardison
 
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Post » Tue May 17, 2011 11:40 am

Last night during a level-up menu I noticed that some stats would increment by two when hitting the plus-sign. I think they were my tagged skills... just wondering if this is intentional? Version 5.03 patch. But I noticed it on the 5.02 also.


It's intentional.
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Rebecca Clare Smith
 
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Post » Tue May 17, 2011 9:42 am

Hello!

http://www.gamesas.com/index.php?/topic/1094641-relz-fwe-fo3-wanderers-edition-39/ . . . head on over there to say your stuff.
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Hayley Bristow
 
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