[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 10:45 am

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

I believe it's about the actual ammo the Gauss Rifle uses.
The weapon, in Fallout 2, used 2mm ammo and no MF Cells. In Fallout 3, the weapon was introduced later and Beth probably thought that there was no reason to make a whole new ammo type for just one new gun. So they added the microfusion cell thing (which IMO is realistic for a coilgun) and intended to have the 2mm ammos in a backpack. However, since this would seem silly especially for snipers using the weapon, they removed the backpack (or never made it) but forgot to uncheck the "hide backpack" thing.
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Tania Bunic
 
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Post » Tue May 17, 2011 8:55 am

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.

It is close, but we don't want to make false promises. Some bugs with long beard already take away about one week
Two weeks? Don't trust me.
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Sun of Sammy
 
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Post » Tue May 17, 2011 1:42 pm

Don't rush the release guys, id rather you take the time to deliver a sweet product, especially once you've ironed out the few remaining bugs :)

I really do enjoy the features that FWE offers :)
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Becky Palmer
 
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Post » Tue May 17, 2011 5:49 am

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.

To be honest there would be no point in "waiting" for that release. There are a few tweaks and fixes and new menu options, but there is no reason not to already start game because the patch will be perfectly compatible with an existing save.
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Soph
 
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Post » Tue May 17, 2011 7:39 am

To be honest there would be no point in "waiting" for that release. There are a few tweaks and fixes and new menu options, but there is no reason not to already start game because the patch will be perfectly compatible with an existing save.


But weren't some additional weapons being added also or did I get confused?
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Sara Johanna Scenariste
 
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Post » Mon May 16, 2011 11:58 pm

But weren't some additional weapons being added also or did I get confused?

That's for 5.10

5.03 is a "small" update(still hundreds of hours of work :glare:), to fix the few remaining bugs and adding a few additional features like I mentioned above and to do overall some polishing. It will be released very soon

5.10 is going to be mainly a big content patch with new weapons, some very advanced AI scripts and several other gameplay goodies


EDIT: Also sorry to the people I've promised the Fallout Foods compatbility patch. It isn't done yet, but it will come. Our latest update is just adding too many new features than originally anticipated, soo I'm a tad busy with scripting and playtesting.
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Lauren Dale
 
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Post » Tue May 17, 2011 5:08 am

We did it this way because we knew we wanted to have an Energy Weapon equivalent of the Sniper Rifle, but also have it be consistent with other fictional versions of the Gauss Rifle, including the one known in the Fallout universe. We also knew it had to use and existing ammo type, since the player was going to get access to the Gauss Rifle in the Wasteland, and would need to be able to find ammo for it. It didn't feel right using the Sniper Rifle ammo (we had considered it), and instead opted to "power" the weapon with the Micro Fusion Cell, but (fictionally) have it fire a standard slug, which is already pre-loaded into the weapon.


Emil Pagliarulo is the one who said that.
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louise fortin
 
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Post » Tue May 17, 2011 3:53 am

Poking through the Nexus' latest updated files, I saw http://fallout3nexus.com/downloads/file.php?id=12649 Rusty Power Armor mod, which got me thinking about how there aren't many broken down pieces of armor in Fallout. I know FWE adds worn weapons, right? Could the same be done with armors as well? Rusty power armor would be really awesome.
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Neko Jenny
 
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Post » Tue May 17, 2011 1:57 am

Poking through the Nexus' latest updated files, I saw http://fallout3nexus.com/downloads/file.php?id=12649 Rusty Power Armor mod, which got me thinking about how there aren't many broken down pieces of armor in Fallout. I know FWE adds worn weapons, right? Could the same be done with armors as well? Rusty power armor would be really awesome.

Thanks, nice find actually. Will look into this.
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Claire Jackson
 
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Post » Tue May 17, 2011 1:24 pm

[snip]
5.03 is a "small" update(still hundreds of hours of work :glare:), to fix the few remaining bugs and adding a few additional features like I mentioned above and to do overall some polishing. It will be released very soon

5.10 is going to be mainly a big content patch with new weapons, some very advanced AI scripts and several other gameplay goodies


EDIT: Also sorry to the people I've promised the Fallout Foods compatbility patch. It isn't done yet, but it will come. Our latest update is just adding too many new features than originally anticipated, soo I'm a tad busy with scripting and playtesting.


Don't burn yourself out, the team is doing an amazing job, and entirely worth any amount of waiting time. I will just have to spend more time doing more of those things that people call chores around the house to pass the time by faster :facepalm: ( kidding :D )
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Umpyre Records
 
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Post » Tue May 17, 2011 10:37 am

That's for 5.10

5.03 is a "small" update(still hundreds of hours of work :glare:), to fix the few remaining bugs and adding a few additional features like I mentioned above and to do overall some polishing. It will be released very soon

5.10 is going to be mainly a big content patch with new weapons, some very advanced AI scripts and several other gameplay goodies



Yes, I was thinking "update" for 5.02 vs. "release" for 5.10 so the terms confused me there a bit.
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SEXY QUEEN
 
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Post » Tue May 17, 2011 7:41 am

Are you going to add modern weapons in 5.10 (like M4A1 Barret etc)
What about new armors ?

Could you add more 'History' choices in alternative start mod ?
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Davorah Katz
 
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Post » Tue May 17, 2011 10:19 am

Are you going to add modern weapons in 5.10 (like M4A1 Barret etc)

No, we're not going to change our style of weaponry. Only some weapons from CFWR that we find fitting will be added.
Keep in mind we dont add new weapons not because we can't. Adding a new weapon takes me less than 5 minutes given the model. And there are many excellent modellers like HeroinZero who offer their work for anyone kind enough to ask.
We don't normally add new weapons, because:
1) We don't want a billion different redundant weapons
2) We want them to fit into the overall style and feel of Fallout/FWE


What about new armors ?

There are actually a handful of new combat armors in 5.03
But overall we're happy with the armors we have now already. Same what I said about weapons, counts for armors.

Could you add more 'History' choices in alternative start mod ?

Not really planned, but we're open to any suggestions.
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Luis Longoria
 
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Post » Mon May 16, 2011 11:14 pm

Slightly odd problem, all blood and gore disappears after reloading a quick save. Not always after the first reload but it doesn't take too many. Restarting the game rectifies the problem.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] CRAFT - Activation Perk.esp
[X] DarNifiedUIF3.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Optional Worn Weapons.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - FWE Optional Worn Weapons.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] EVE.esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE Master Release.esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] EVE - FWE with WeaponModKits.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE with EVE.esp
[X] Deadly Mines.esp
[X] GalaxyNewsRadio20[M].esp

Any ideas?
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Micah Judaeah
 
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Post » Tue May 17, 2011 1:31 pm

Slightly odd problem, all blood and gore disappears after reloading a quick save. Not always after the first reload but it doesn't take too many. Restarting the game rectifies the problem.
Any ideas?

Yes the problem is you are using quicksave/quickload. This is a vanilla issue.
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Jah Allen
 
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Post » Tue May 17, 2011 12:33 am

Bizarre, why now suddenly after playing it for the last week? Anyway, cheers for clearing it up.
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Rhysa Hughes
 
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Post » Mon May 16, 2011 11:24 pm

Bizarre, why now suddenly after playing it for the last week? Anyway, cheers for clearing it up.

Its the reason why we have the CASM: http://www.fallout3nexus.com/downloads/file.php?id=3729

Its a bug with the engine itself, when it quickloads it messes up. You probably just never noticed it before.
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Daniel Brown
 
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Post » Tue May 17, 2011 7:28 am

Its the reason why we have the CASM: http://www.fallout3nexus.com/downloads/file.php?id=3729

Its a bug with the engine itself, when it quickloads it messes up. You probably just never noticed it before.

Yeah but don't actually use the quickload from CASM, it's equally broken(but it's save function is preferable to autosave/quicksave).
Always load from the menu.
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djimi
 
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Post » Tue May 17, 2011 1:48 pm

This isn't a request or anything (though feel free to take it as one :whistling: ), just more of a question. Since schlangster is part of the team now, will http://www.fallout3nexus.com/downloads/file.php?id=11098 become part of the FWE 5.10 patch?
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carley moss
 
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Post » Mon May 16, 2011 11:08 pm

Yeah but don't actually use the quickload from CASM, it's equally broken(but it's save function is preferable to autosave/quicksave).
Always load from the menu.


...and the quick load from CASM crashes the game 50% of the times.


Silly question, I've noticed that things like the infirmary and the lab need a stimpak to heal, remove radiation (makes no sense), and to cure addictions (also makes no sense). Is there a way to make this configurable in a future version?
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Charles Mckinna
 
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Post » Tue May 17, 2011 2:33 am

Silly question, I've noticed that things like the infirmary and the lab need a stimpak to heal, remove radiation (makes no sense), and to cure addictions (also makes no sense). Is there a way to make this configurable in a future version?


Well it does make sense actually. Even though the infirmary now requires a stimpak, bear in mind that it is healing EVERYTHING with a single stimpak (or radaway for rads). Likewise, the lab is removing you addictions for a cheaper "price" than buying coldturkene or having a doc cure additictions. It's primarily a balancing change. Nothing is free in FWE :)
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Taylah Haines
 
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Post » Tue May 17, 2011 4:45 am

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.


"Grocery day can be a very dangerous day." -Rocko
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Damian Parsons
 
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Post » Tue May 17, 2011 11:29 am

"Grocery day can be a very dangerous day." -Rocko

:lmao:

Thanks for the update, this mods is so awesome
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Chris BEvan
 
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Post » Tue May 17, 2011 3:28 am

Anyone has a problem with chinese stealth helmet being completely black? From what mod are textures so i can re-download them?
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Rachyroo
 
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Post » Tue May 17, 2011 3:06 am

Anyone has a problem with chinese stealth helmet being completely black? From what mod are textures so i can re-download them?

Chinese stealth helmet is from operation anchorage. FWE doesn't use any custom textures for it, so you probably installed some other mod or texture replacer that overwrote and broke them
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Catherine N
 
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