[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 1:04 pm

Thanks for the advice and the link, I'll leave the ammunition crafting alone this install and use your Outcast tech support mod. Thanks again.
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Loane
 
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Post » Tue May 17, 2011 8:00 am

Some questions.

1) I have most of the MMM and FWE plugins in use. I also have Mez's merged patch. I hear that I won't be needing MMM's plugins now. Is that true?
2) I want to restore the backpack for Gauss Rifle (which hides my backpacks). Which file I am to change? FWE's O:A patch or Mez's Merged patch?
3) I see that I need to reset MMM's in-game setting every time I play. I want lesser spawns but I don't remember to set so every time. Now you once told me a way of changing the setting in MMM's plugins, but I don't remember which one it was.
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Meghan Terry
 
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Post » Mon May 16, 2011 11:40 pm

Some questions.

1) I have most of the MMM and FWE plugins in use. I also have Mez's merged patch. I hear that I won't be needing MMM's plugins now. Is that true?

You still need the MMM DLC plugins and the FWE-MMM FOIP Patch. What you dont need is the Increased Spawn, Hunting&Looting, No creature xyz plugins. All that stuff is configurable through the menus.
And Mez's merged patch is simply a regular merged patch out of FO3Edit, it doesnt replace any plugins. It's just there for people who dont want to create a merged patch themselves.

2) I want to restore the backpack for Gauss Rifle (which hides my backpacks). Which file I am to change? FWE's O:A patch or Mez's Merged patch?

Uh the gauss rifle http://extralives.files.wordpress.com/2008/12/fallout_3_gauss.jpg. Or am I missunderstanding you?

3) I see that I need to reset MMM's in-game setting every time I play. I want lesser spawns but I don't remember to set so every time. Now you once told me a way of changing the setting in MMM's plugins, but I don't remember which one it was.

Either you are using an outdated version of the MMM-FWE FOIP patch, because you dont have to set this setting everytime, you only need to do it once. Or you are loading MMM plugins behind the FWE-MMM plugin(which shouldnt be the case as our plugin should load below the other MMM files).


This is what the MMM block at the bottom of your load order should look like:
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
Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
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Chloe Mayo
 
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Post » Tue May 17, 2011 10:26 am

First off, I love FWE :) FWE alone made the game worth playing again, and I will probably contiue to play it till the next Fallout title and maybe beyond just because of FWE alone (not to mention a few other added mods, but mostly FWE). So thanks!

tl/dr: can everything show up as friendly on the compass untill the shooting starts?

This may have been asked in a previous thread (if so sorry, right now my computer hates this forum set up, the lag on it makes the forums nearly unusable for me, so I dont read as much of them as I'd like). Anyway, question is, is there a way to create an option that shows all targets as blue (or green, or what ever non-enemy color pops up depending on what color hud is being used) on the compass before shooting starts? One of my favorite encounters was a fairly simple yet fun because the target showed up as blue. I just killed a few raiders out side, went around a couple of rocks and see this guy in outcast power armor with a ripper out, walking towards me. I wasnt sure about shooting, I thought maybe I missed a raider and he was going after one behind me. So now I'm looking all around while backing off, the whole time he kept changing course to follow me. Finally I put enough rounds into him to drop him, turned out to be the right thing to do in this case. And that scenario got me to thinking, "wouldnt it be great if I had to use visual clues other than the red marker on my compass to realize if the thing I'd located from several rooms away was an enemy or not". Ok, so 99% or so of the time you know something is or is not an enemy right away, I just thought maybe that'd add to the immersion somewhat.

Anyway, thanks again for a great mod :D
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lolli
 
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Post » Tue May 17, 2011 4:22 am

First off, I love FWE :) FWE alone made the game worth playing again, and I will probably contiue to play it till the next Fallout title and maybe beyond just because of FWE alone (not to mention a few other added mods, but mostly FWE). So thanks!

tl/dr: can everything show up as friendly on the compass untill the shooting starts?

This may have been asked in a previous thread (if so sorry, right now my computer hates this forum set up, the lag on it makes the forums nearly unusable for me, so I dont read as much of them as I'd like). Anyway, question is, is there a way to create an option that shows all targets as blue (or green, or what ever non-enemy color pops up depending on what color hud is being used) on the compass before shooting starts? One of my favorite encounters was a fairly simple yet fun because the target showed up as blue. I just killed a few raiders out side, went around a couple of rocks and see this guy in outcast power armor with a ripper out, walking towards me. I wasnt sure about shooting, I thought maybe I missed a raider and he was going after one behind me. So now I'm looking all around while backing off, the whole time he kept changing course to follow me. Finally I put enough rounds into him to drop him, turned out to be the right thing to do in this case.

Glad you're enjoying it :)
What you encountered there was one of the Fallen Brothers a new enemy type from FWE. I love those guys because they still manage to surprise me(eventhough I was the guy who actually integrated them into FWE). When you see a dude in steel power armor, you almost always think that's a friend, so it's fun that those guys manage to catch people completely off guard.

The thing with changing the radar is that it normally ties into the whole detection/combatstate of other actors. So this is something that would probably have to be done in the UI departmant(DarN). It is fairly easy to remove NPCs entirely on the compass, but I guess that's not exactly what you are looking for.
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Heather Stewart
 
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Post » Tue May 17, 2011 3:52 am

Hi there. First off although I am only about an hours or so in I can see that he depth added to f3 by fwe is stunning.

I have heard conflicting things on whether Fook2 is compatable with fwe and I was hoping to get an answer from the man himself.

If it is compatable do you have any advice on what should be loaded where in the load order please?

Thanks for your time

g
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Josh Sabatini
 
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Post » Tue May 17, 2011 6:20 am

Hi there. First off although I am only about an hours or so in I can see that he depth added to f3 by fwe is stunning.

I have heard conflicting things on whether Fook2 is compatable with fwe and I was hoping to get an answer from the man himself.

If it is compatable do you have any advice on what should be loaded where in the load order please?

Thanks for your time

g

Hi,
Glad you're enjoying FWE! But already told you in another thread, FWE and FOOK2 are not compatible.
<---FWE Dev
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Isaac Saetern
 
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Post » Tue May 17, 2011 12:49 am

Having a couple of minor problems all of a sudden. The first one is the icon for the grenade quick-equip is invisible, this doesn't really bother me at all though. Another issue is when I create the medical and tool kits and have them equipped in my inventory. One character who had them equipped before the issues started had the bonuses permanently added, regardless if it had the kits in the inventory while my newest character who didn't have the kits when the issues sprung up won't receive the bonuses despite the fact they're in my inventory. Minor issues but my fear is if something isn't working more then likely other parts aren't working either. It's really strange since it all worked fine a couple days ago, did install a couple new mods but already checked to see if they were the cause and no luck. Also made a clean save and just loaded up FWE but the issues persisted. I'm hesitating to reinstall FWE itself but might be the only solution, before I do though perhaps something in my load order shows something conflicting to more trained eyes.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Project Beauty HD version.esm
CRAFT.esm
CALIBR.esm
ArefuExpandedByAzar.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
StreetLights.esm
DCInteriors_ComboEdition.esm
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
DarNifiedUIF3.esp
Fellout-pipboylight.esp
CRAFT - Activation Perk.esp
GalaxyNewsRadio100[M].esp
ArefuExpandedByAzar-Radio.esp
mutantradio.esp
CONELRAD 640-1240.esp
Existence2.0.esp
Overhead3PCamera.esp
BoSPatrols.esp
MarkB50K_Wasteland_Patrols.esp
rockville.esp
outcast_comp.esp
Dread Dogmeat.esp
CanterburyCommonsEmbiggened.esp
Lookout Outfits.esp
bus.esp
CombatDuster.esp
bigtownupgrade.esp
DTOMRC3.esp
Vault 89 (player home) V1-35.esp
Location 2 (Fort Constantine).esp
ZoomReworked.esp
Suite-Suite.esp
PackBrahmin.esp
PRFEW.esp
Skill Cap based on SPECIALs.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Vendor Script Replenish.esp
BlackWolf Backpack - Vanilla Big Guns Fix.esp
BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp
BlackWolf Backpack - Zeta Drone Cannon Fix.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_A Fist Full of Caps.esp
MTC Wasteland Travellers.esp
UndergroundHideout.esp
DCInteriors_DLC_Collectables.esp
Death Canyon v3.esp
Ghoul Mansion v3.esp
Kaza's NorthwestSeneca.esp
Submarine Wreck.esp
CEI - CaesarrulezExcessiveInteriorsEN.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 - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
FO3 Wanderers Edition - Project Beauty (HD Addition).esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FWE Optional Worn Weapons.esp
Akira - Simple Silenced SMG.esp
WMKAA12Shotgun.esp
sunglassescollection.esp
Dogmeat Leather Armor - CRAFT.esp
EVE.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Operation Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE Anchorage - FWE DLC Anchorage.esp
BuildableBots v0.3a.esp
Responsive Kill Reactions.esp
Mart's Mutant Mod.esp
PB MMM HD.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
Project Beauty- Point Lookout MMM.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE with EVE.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Mart's Mutant Mod - Project Beauty (HD Addition).esp
LucyWestCompanion.esp
Portable Camp.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 - Experimental Green Tint Remover.esp
Xepha's Darker Nights.esp
Night Time Sneak Boost.esp
FollowersRelax.esp
Follower Amata ULTIMATE.esp
Choose your own hairstyle (load this last on FOMM).esp
Bashed.esp


Great mod by the way, wouldn't play without it. :goodjob:
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Rebecca Clare Smith
 
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Post » Tue May 17, 2011 1:24 am

Having a couple of minor problems all of a sudden. The first one is the icon for the grenade quick-equip is invisible, this doesn't really bother me at all though.

Sounds like you either don't have DarnUI installed (or the wrong version), and/or you dont have the FWE-DarN UI patch properly installed.

Another issue is when I create the medical and tool kits and have them equipped in my inventory. One character who had them equipped before the issues started had the bonuses permanently added, regardless if it had the kits in the inventory while my newest character who didn't have the kits when the issues spring up won't receive the bonuses despite the fact they're in my inventory. Minor issues but my fear is if something isn't working more then likely other parts aren't working either. It's really strange since it all worked fine a couple days ago, did install a couple new mods but already checked to see if they were the cause and no luck. Also made a clean save and just loaded up FWE but the issues persisted. I'm hesitating to reinstall FWE itself but might be the only solution, before I do though perhaps something in my load order shows something conflicting.

Sounds like you only have FWE 5.00 installed, but you dont have the 5.02 patch properly installed
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Samantha Jane Adams
 
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Post » Tue May 17, 2011 1:47 pm

Haha you sir were correct, those were the needed soloutions. Strange since it all worked fine a few days ago, perhaps I screwed up something when installing the new mods. Thank you for the fast help and once again amazing mod.
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Saul C
 
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Post » Tue May 17, 2011 2:03 am

Haha you sir were correct, those were the needed soloutions. Strange since it all worked fine a few days ago, perhaps I screwed up something when installing the new mods. Thank you for the fast help and once again amazing mod.

I'm a psychic!

Cheers :)
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Roberta Obrien
 
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Post » Tue May 17, 2011 5:16 am

Oops my bad. Didn't realise who you were lol. Reason I got confused is that a fair few places do say its compatable, but I assume that was regarding fook1.

Thanks again btw

G
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Emma-Jane Merrin
 
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Post » Tue May 17, 2011 4:09 am

Reason I got confused is that a fair few places do say its compatable, but I assume that was regarding fook1.

There's a compatibility mod, but it hasn't been updated for FWE5.
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Crystal Clear
 
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Post » Tue May 17, 2011 4:26 am

There's a compatibility mod, but it hasn't been updated for FWE5.

Yeah there was a FOOK RC1 and FWE 4.x merger, but thats very outdated and wont actually work properly anymore.
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Lexy Corpsey
 
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Post » Tue May 17, 2011 3:31 am

Has the team thought about doing something with the DLC popups when you leave Vault 101 to make them more immersive? I know there is http://www.fallout3nexus.com/downloads/file.php?id=5253 but I am a little leery of using it. I am not really for anything to be removed, I just want to be notified of them at the right times as I play the game.

[edit to add] I guess I could use http://www.fallout3nexus.com/downloads/file.php?id=8416 if not, but we can't master update it, and I really wanted to use Realistic Interiors this time around lol.
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Jonathan Montero
 
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Post » Tue May 17, 2011 7:07 am

Has the team thought about doing something with the DLC popups when you leave Vault 101 to make them more immersive? I know there is http://www.fallout3nexus.com/downloads/file.php?id=5253 but I am a little leery of using it. I am not really for anything to be removed, I just want to be notified of them at the right times as I play the game.

We actually added Refurbish DLC in the first test iterations of 5.0, but it caused a whole slew of confusion, especially for players who hadnt played the DLCs yet. You know what I was thinking of doing now? Just turning those message boxes into regular messages(that appear in the top left corner).
Then atleast you wouldnt get this slew of annoying popups. Would be a quick and clean fix.
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sw1ss
 
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Post » Tue May 17, 2011 12:38 pm

We actually added Refurbish DLC in the first test iterations of 5.0, but it caused a whole slew of confusion, especially for players who hadnt played the DLCs yet. You know what I was thinking of doing now? Just turning those message boxes into regular messages(that appear in the top left corner).
Then atleast you wouldnt get this slew of annoying popups. Would be a quick and clean fix.


I would be satisfied with that solution as a quick, and most importantly, clean fix. Heck, it is better than how the game handles it now...the in your face messages are a bit annoying lol. Thank you :)
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CHANONE
 
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Post » Tue May 17, 2011 9:09 am

Uh the gauss rifle http://extralives.files.wordpress.com/2008/12/fallout_3_gauss.jpg. Or am I missunderstanding you?

But it hides any backpacks. For example, if I'm wearing a BlackWolf backpack, and equip the Gauss Rifle, the backpack will become invisible. There is a check mark in Gauss Rifle's properties which visually disables any backpacks.
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Chantelle Walker
 
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Post » Tue May 17, 2011 10:42 am

But it hides any backpacks. For example, if I'm wearing a BlackWolf backpack, and equip the Gauss Rifle, the backpack will become invisible. There is a check mark in Gauss Rifle's properties which visually disables any backpacks.

Ah now I know what you mean. Yeah you just have to add that flag back in the FWE OA support file and in the WMK-OA file
But why do you use a backpack mod if you wanna hide it! ;)
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Rudi Carter
 
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Post » Tue May 17, 2011 6:22 am

Ah now I know what you mean. Yeah you just have to add that flag back in the FWE OA support file and in the WMK-OA file
But why do you use a backpack mod if you wanna hide it! ;)

The thing is, I don't want to hide it. That's the whole problem here, as Gauss Rifle hides it :)
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Dalton Greynolds
 
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Post » Tue May 17, 2011 10:11 am

The thing is, I don't want to hide it. That's the whole problem here, as Gauss Rifle hides it :)

Makes me wonder if there was any special reason that Bethesda added that flag to the Gauss Rifle? (my guess would be no)
I might as well just remove it in the next version from the Gauss Rifle
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Silencio
 
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Post » Tue May 17, 2011 11:15 am

i just want to let you guys know, this is the greatest mod ever :touched:
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Andrew
 
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Post » Tue May 17, 2011 6:57 am

i just want to let you guys know, this is the greatest mod ever :touched:


True. I will never forget the first time I picked a fight at the mall with FWE and MMM increased spawn. Holy [censored] did I die a lot. With vanilla FO3 the mall was a walk in the park. Not so much anymore. :D
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Yvonne
 
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Post » Tue May 17, 2011 3:00 am

True. I will never forget the first time I picked a fight at the mall with FWE and MMM increased spawn. Holy [censored] did I die a lot. With vanilla FO3 the mall was a walk in the park. Not so much anymore. :D



Agreed. I felt like a freaking legend after completing Moria's mission to the Super Duper mart after installing FWE. Vanilla I never really got a sense of accomplishment with any fights, let alone one of the "early" quests.
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JUDY FIGHTS
 
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Post » Tue May 17, 2011 1:28 pm

I heard something of an incoming release? How close is that to finishing? Installed Fallout 3 again after a long break, but if its relatively soon, I may wait till then.
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Naomi Ward
 
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