[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 7:46 am

Guess something was wrong with original anchorage files, cause there were no custom textures for it. Luckily quick retexture download fixed it ^^.
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Josephine Gowing
 
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Post » Tue May 17, 2011 6:33 am

1 more question, does FWE set DR of winterized t-51b to 75 or other mod is changing that? having 85 DR(with helm) seems too much for a mod like this
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Prue
 
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Post » Tue May 17, 2011 1:31 pm

1 more question, does FWE set DR of winterized t-51b to 75 or other mod is changing that? having 85 DR(with helm) seems too much for a mod like this

Nope, that's FWE. All power armor is really power armor. Keep in mind the damage is much much higher in FWE, so this is entirely appropriate, not to mention it also slows you down much more than in vanilla.
Playing in power armor is an entirely different playstyle than playing with regular armor. Not like in vanilla where PA is just a little bit better than combat armor.
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TIhIsmc L Griot
 
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Post » Tue May 17, 2011 1:02 am

Yea I just took the armor for test drive, and 85 DR isn't as godlike as i thought when you run into 5 enclave troopers ^^.
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marina
 
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Post » Mon May 16, 2011 11:51 pm

I had that black helmet issue earlier with the Chinese Stealth Armour, and the stats of a few of the weapons found in the cache were very poor too. Turned out it was an issue with with the Official Fallout Patch and FWE both loading into my bashed patch, and the OFP overriding values it shouldn't. Once I carved OFP out of my bashed patch the problem was resolved.
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Epul Kedah
 
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Post » Mon May 16, 2011 11:02 pm

I had that black helmet issue earlier with the Chinese Stealth Armour, and the the stats of a few of the weapons found in the cache were very poor too. Turned out it was an issue with with the Official Fallout Patch and FWE both loading into my bashed patch, and the OFP overriding values it shouldn't. Once I carved OFP out of my bashed patch the problem was resolved.

Bashed patch provide more possibilities indeed in comparison with FO3edit, but there was reasons why Elminster leave it as it is.
FO3edit is a quick way to make things in basic way, but in result you will have minimal number of issues
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Kathryn Medows
 
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Post » Tue May 17, 2011 12:38 pm

May I ask where I might be able to find the Wasteland Explorer's saddlebag scripts? Mm, I saw in the readme that is 'weighs its contents', and I just wanted to see how it was done. :3

Thank you, anyway. ^_^
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Maya Maya
 
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Post » Tue May 17, 2011 1:02 pm

May I ask where I might be able to find the Wasteland Explorer's saddlebag scripts? Mm, I saw in the readme that is 'weighs its contents', and I just wanted to see how it was done. :3

Thank you, anyway. ^_^

Heh haven't seen you in awhile around here.

You can find the scripts in the FWE Alternative Travel esp, in particular in the weBikeObjectScript.
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J.P loves
 
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Post » Tue May 17, 2011 2:20 pm

I know! I think I spent more time getting my game ready than actually playing it in the end. My friend/game guru had been telling me about New Vagas, and piqued my interest... so here I am, again. :3 *strikes pose*

Also, thank you. ^_^;
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Life long Observer
 
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Post » Tue May 17, 2011 5:34 am

Hey, really enjoying this mod. I really like how everything is more intense with combat damage. Default ammo rarity is great, though I might go for alternate next time. A lot of good stuff!



I have a hard time figuring out some things in 3rd person. where exact does the gun aim in relation to the crosshair? At least sometimes, it seems to be right on. Does it depend upon the range? Also, trying to figure the same out for melee and dodging enemy blows, as well as your character position.
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Liv Staff
 
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Post » Tue May 17, 2011 12:48 am

I have a hard time figuring out some things in 3rd person. where exact does the gun aim in relation to the crosshair? At least sometimes, it seems to be right on. Does it depend upon the range? Also, trying to figure the same out for melee and dodging enemy blows, as well as your character position.

Gun shoots where your crosshair is at. Though of course due to spread it can be that the shot doesnt hit exactly what your crosshair is pointing at. Also the default Fallout 3 3rd person cam isnt all too great, I'd recommend getting a cam replacer from nexus.
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Vicki Blondie
 
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Post » Tue May 17, 2011 5:46 am

Thanks a lot, found the mod you recommended.... much better now.


BTW, that swift reflexes perk didn't seem to kick in, until I exited and went back into the game. No big deal, but incase you hear someone else bring up the issue of it not changing things.
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Eve(G)
 
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Post » Tue May 17, 2011 1:12 am

http://fallout3nexus.com/downloads/file.php?id=12751

Well folks, that's a few mods that are now fully balanced for FWE.
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lauraa
 
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Post » Tue May 17, 2011 9:30 am

Mm, I've been playing a little and noticed that I'm jabbing those giant 'stimpack' needles in to my head rather often. *paws temple consolingly* :(

Anyway, I remembered reading in Arwen's Tweaks that the chance of headshots was lowered, and had been rummaging through her .esp, (still) trying to find how it was done, and I noticed this...

FO3 Wanderer's Edition - Main File.esp/Body Part Data/PlayerBodyPartData/
(Damage Multiplier)(Health Percent)(Effective Health)
Torso --- x1.0 --- 60 --- 60
Arms --- x0.33 --- 25 --- 75
Legs --- x0.5 --- 25 --- 50
Head --- x2.0 --- 20 --- 10

Which I guess explains my glass head, and I just thought to post it as the numbers looked a little odd, incase it was an oversight (arms being harder to cripple than the chest).
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neen
 
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Post » Tue May 17, 2011 11:22 am

Mm, I've been playing a little and noticed that I'm jabbing those giant 'stimpack' needles in to my head rather often. *paws temple consolingly* :(

Anyway, I remembered reading in Arwen's Tweaks that the chance of headshots was lowered, and had been rummaging through her .esp, trying to find how it was done, and I noticed this...

Actually Arwen's tweaks didn't lower the chance of NPC's shooting you in the head. That was a misunderstanding of some gamesettings there. In fact NPCs never aim for your head, unless it's the only part of you visible to them. Otherwise they will always aim for your chest and if they hit you in the head, it's just pure random chance through the spread.


FO3 Wanderer's Edition - Main File.esp/Body Part Data/PlayerBodyPartData/
(Damage Multiplier)(Health Percent)(Effective Health)
Torso x1.0 --- 60 --- 60
Arms x0.33 --- 25 --- 75
Legs x0.5 --- 25 --- 50
Head x2.0 --- 20 --- 10

Which I guess explains my glass head, and I just thought to post it as the numbers looked a little odd, incase it was an oversight (arms being harder to cripple than the chest).

No this is intended. The damage multipliers tell you how much more damage to your overall hitpoints you will receive when getting hit in those zones. So getting hit in the head is VERY lethal, while getting hit in the arms is much less fatal than getting a shot in your head or lung :)
But I could possibly set the arm's health percent a bit lower, would make sense.
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Breanna Van Dijk
 
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Post » Tue May 17, 2011 12:34 pm

*smug victory flex* :D

"Actually Arwen's tweaks didn't lower the chance of NPC's shooting you in the head."
Oh, okay. Thank you for clearing that up. ^_^
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Soku Nyorah
 
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Post » Tue May 17, 2011 10:28 am

(edit: the following is not a FWE issue, my bad)

After a long time I started playing fallout again, this time with the DLCs as well (reinstalled everything) and the latest Wanderers edition mod. I chose alternative starts (not "continue dreaming") but then decided I want to start near megaton after all, so I chose the vault dveller option. After about 1 hr of gameplay, while walking from megaton to super duper mart, I ran into... an Enclave soldier.

Me: Huh?

Enclave soldier: ZAP

Me: limbs flying in the air



So... mmmm... what's going on here?
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mike
 
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Post » Tue May 17, 2011 10:49 am

After a long time I started playing fallout again, this time with the DLCs as well (reinstalled everything) and the latest Wanderers edition mod. I chose alternative starts (not "continue dreaming") but then decided I want to start near megaton after all, so I chose the vault dveller option. After about 1 hr of gameplay, while walking from megaton to super duper mart, I ran into... an Enclave soldier.
Me: Huh?
Enclave soldier: ZAP
Me: limbs flying in the air
So... mmmm... what's going on here?

Not FWE issue. Probably this problem was fixed in MMM or UF3P
If you don't had this issue earlier, time to check your load order :)
May be you forget about something?
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RAww DInsaww
 
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Post » Tue May 17, 2011 11:00 am

After a long time I started playing fallout again, this time with the DLCs as well (reinstalled everything) and the latest Wanderers edition mod. I chose alternative starts (not "continue dreaming") but then decided I want to start near megaton after all, so I chose the vault dveller option. After about 1 hr of gameplay, while walking from megaton to super duper mart, I ran into... an Enclave soldier.

Me: Huh?

Enclave soldier: ZAP

Me: limbs flying in the air



So... mmmm... what's going on here?

Like Del says, this is a regular "feature" from Broken Steel, nothing to do with FWE
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Guy Pearce
 
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Post » Tue May 17, 2011 12:05 am

Ah, I see, thanks for the quick reply, I only have the "Fellout" mod installed other then the FWE mods. If it's broken steel that's causing problems can I fix that by changing load order or maybe I should turn it off and then turn it on later when I decide to play it? Sorry, I know this is probably not the place to ask this kind of question...

edit: I disabled broken steel, enclave was still there but probably as part of the save game so loaded an earlier save game and the enclave wasn't at that location anymore... however, I ran into Uncle Leo at almost the same spot which now puzzles me again since I dont think he is supposed to appear this early but that's just a guess...
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Jason King
 
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Post » Tue May 17, 2011 8:48 am

Ah, I see, thanks for the quick reply, I only have the "Fellout" mod installed other then the FWE mods. If it's broken steel that's causing problems can I fix that by changing load order or maybe I should turn it off and then turn it on later when I decide to play it? Sorry, I know this is probably not the place to ask this kind of question...

You can just wait a little while longer, we actually fixed this in FWE 5.03
But you're right, already spawned enclave will still exist in save games.
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CArlos BArrera
 
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Post » Tue May 17, 2011 9:33 am

I had to reupload the DTOForFWE file on the T3TForFWE page at the nexus. If you downloaded it, please redownload it. This one works.
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Tom Flanagan
 
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Post » Mon May 16, 2011 11:42 pm

Sorry if it's already been asked but will this mod support Ironsights at some point?
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Anna Beattie
 
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Post » Tue May 17, 2011 1:41 am

Sorry if it's already been asked but will this mod support Ironsights at some point?

There are currently no plans for that
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Chloe Yarnall
 
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Post » Tue May 17, 2011 12:52 pm

http://fallout3nexus.com/downloads/file.php?id=2761

Changelog:
Master Release 5.03

Please note that the recommended load order has changed slightly, due to changes in Project Beauty. Please adjust your load order accordingly(see FWE or FOIP page or our FAQ).
And remember to download the newest FOIP patches and to create a new Merged Patch!


New Features / Major Changes
  • FO3 Wanderers Edition UFP Support.esp is discontinued, it's not required anymore. Please remove it if you still find it in your load order.
  • Added 14 new sets of armor and 8 new helmets which are distributed across the wasteland and added to vendors.
  • Changed the way water bottling works. Now you simply have to use a water source while stealthing.
  • Added new menu option in the 'Immersion' settings to reenable Karma messages(they are still off by default).
  • Added new menu option in the 'Damage/Combat' settings to adjust overall runspeed of all characters ingame.
  • Added new menu option in the 'Immersion' settings that allows you to adjust Fallout's level of gore in combat.
  • Added new menu option in the 'Immersion' settings which allows you to control the Ragdoll physics of killed NPCs. This has 5 options: Realistic, Medium (FWE default), Strong, Very Strong and Extreme(if you ever felt like punching a raider across the potomac, this is for you).
    Please note that the mod "Realistic Death Physics is incompatible with FWE and shouldn't be loaded together. The Realistic setting from the FWE menu is identical to what that mod does.
  • New models for the Pulse Rifle and Pulse Pistol, courtesy of Weijiesen!
  • New weapon model for the Tommy gun. Credit for this great model goes to davidriggs
  • Improved model of A321's Plasma rifle.
  • New weapon model for the Xuanlong Assault Rifle. Credit for the new model goes to HeroinZero.
  • Cyborg perk has been rebalanced and rank 5 now gives Nightvision(activate through FWE nightvision hotkey).


Tweaks
  • New ammo from FWE is now distributed more commonly across the wasteland and on vendors.
  • Further reduced speed while wearing heavy armor.
  • Numerous tweaks to weapons, armor and perks.
  • Lowered weight of 5.56, 7.62, EC packs, flamer fuel and Microfusion cells.
  • Alien food now also quenches thirst (Mothership Zeta)
  • Readded stealth field effect to chinese stealth armor
  • Small tweak to Nightvision so the pipboy is better viewable while you have it active
  • Other enclave armor can now be repaired with the Hellfire armor (Brokensteel).
  • 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)
  • Small change to the second medicine bobblehead in the tutorial, it can now be picked up normally(you used to have to press the hold key together with the 'E' key. This was deliberate but many people didn't know that FWE allows you to place bobbleheads and move them around anywhere you like.
  • Slightly lowered arm health of humans
  • Updated some notes and loadscreens


Bug Fixes
  • Removed the Vendors Respawn menu option, didn't really work as intended.
  • Fixed bug that caused Stimpack sound to play twice.
  • Fixed a small bug that would happen if the player exited an area while standing close to a workbench, resulting in the player permanently having the workbench bonus until he visited another workbench.
  • Fixed the arm of the Enclave Advanced Power Armor MK1 model not appearing correctly in first person melee combat.
  • Fixed a bug that would prevent your followers from activating the purifier for you. (Broken Steel).
  • Removed a setting that prevented Enclave from using the Gauss Rifle if they spawned with it (Operation Anchorage).
  • Fixed the gloves on the Winterized T51b to match the armor (bug from vanilla Fallout)
  • Fixed a bug from vanilla Broken Steel that would cause Enclave to spawn too early
  • Fixed a vanilla Fallout bug from Mothership Zeta that could break the MZ quest.
  • Fixed a vanilla Fallout bug that could cause could cause time to get messed up if played over extended periods of time (thanks to Quarn)
  • Fixed bug that could cause the motorcycle to become permanently disabled when using the Escape to Showroom or Recall Bike options (Alternative Travel).
  • Fixed certain drugs that weren't affected by the drug visuals setting.


FOIP Updates

WMK FOIP Patch
  • Some minor tweaks to weapons
  • Steel Alloy and Dragoon weapons are now moddable


EVE FOIP Patch
  • Shredder Grenades are now supported by our grenade hotkey
  • Updated patch for EVE 0.96 "Important Update"


MMM FOIP Patch
  • Added menu option to disable additional Behemoth spawns from MMM (can be found in the FWE Control Panel under supported menus)
  • Mart's Mutant Mod FWE with EVE.esp has been discontinued, it's not required anymore


Project Beauty FOIP Patch
  • New set of FOIP patches that are compatible with the HD and the standard version of Project Beauty 2.71

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Felix Walde
 
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