[RelZ] FWE - FO3 Wanderers Edition #38

Post » Tue May 17, 2011 4:47 am

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, The 3rd Type, schlangster

Master Release 5.03
2010 . 05 . 23


This readme document provides overview information, install instructions, credits, and legal conditions. Complete and up-to-date detailed information can be found at the FWE Homepage:

http://sites.google.com/site/fo3wanderersedition/

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

*********************** IMPORTANT ****************************

The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)

*The http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.

Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* http://sites.google.com/site/fo3wanderersedition/compatibility-list

* http://sites.google.com/site/fo3wanderersedition/faq


================================================================================
Overview of Changes
================================================================================


Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)



================================================================================
Recent Changes (FWE 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). This can be found in the Immersion menu of the FWE control panel.
  • 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). This option can also be found in the Immersion menu. 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


================================================================================
INSTALLATION
================================================================================



================================================================================
New Install Instructions
================================================================================


Fallout Wanderers Edition is distributed as a "FOMOD-ready" install package, allowing you to make your own FOMOD or manually install the file. It is HIGHLY recommended that you use the Fallout Mod Manager's "Package Manager" feature to install FWE. Following this method will make FWE much easier to uninstall as well.

Please follow the install instructions carefully:
  • Download FWE and save it to your harddrive.
  • Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.
  • Launch FOMM and choose the "package manager" option.
  • Select the "Add New" option and browse to and select the Full Package file you downloaded. Once you have selected the file, it may take a few minutes to build the FOMOD package.
  • Once the FWE package shows up in the list of packages, activate it.
  • Adjust the load order of loaded mods according to the suggested load order guide (below) in FOMM (or another load-order tool).
  • Be sure to enable both the FO3 Wanderers Edition - Main File.esm and FO3 Wanderers Edition - Main File.esp file, as well as any of the DLC support files.
  • Turn on any desired optional files as well.
  • You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.
  • Launch fallout via FOSE (using FOMM or running the FOSE launcher directly).


================================================================================
Upgrading FWE
================================================================================


Upgrading from FWE 5.0 / 5.01 / 5.02

You can use the FOMM package manager to install the upgrade package (as above) or ismply move the files into your "Fallout 3\Data" Directory and overwrite any existing files. REMEMBER TO CHECK YOUR LOADORDER AFTER INSTALLING THESE PATCHES!

Upgrading to FWE 5.0 from Prior Versions

FWE 5.0 reflects a significant change in the structure of the mod. The new in-game FWE Control Panel renders many of the optional mods unneccesary. To ensure a clean upgrade, please perform the following steps:
  • Before upgrading, open a prior save and go somewhere where NPC's / loot does not respawn (i.e. your house). Save and then backup your save game.
  • If you previously created a FOMOD package for your FWE install, you should now uninstall it (deactivate it in FOMM).
  • It is recomennded that you use FOMM"s package mananger to install the new version of FWE. You can use either the FOMOD version or the manual version to create the package.
  • Once you have added FWE 5.0 to FOMM's Mod Manager, activate it at this time.
  • IMPORTANT: Make sure to delete the following files are deactivated AND deleted from your data folder, thay are no longer used by FWE 5.0:
    • o FO3 Wanderers Edition - Lvl 30 Balance.esp
    • o FO3 Wanderers Edition - Lvl 30 High Skills.esp
    • o FO3 Wanderers Edition - No Drug Visuals.esp
    • o FO3 Wanderers Edition - Optional Harsher Wasteland.esp
    • o FO3 Wanderers Edition - Optional No Fast Travel.esp

  • IMPORTANT: If you have been using other FWE-based tweakes, such as Kai's tweaks and fixes, you should deactivate and remove these plugins as well (i.e. KH_FWE Fixes.esp, KH_FWE Tweaks.esp, KH_FWE Hellfirefix.esp, KH_NoAmmoWeight.esp, KH_MMMNoIncreasedSpawns.esp, KH_MMM override.esp, KH_223EX.esp)
  • Load your save game. You should now "Wait" (or rest) for 180 hours to reset the cells.
  • You may need to reset some settings via the FWE Control Panel, such as your preferences for fast travel, or the harsher wasteland. Refer to the FWE Control Panel section of readme for more information on that.


------------------------
Load Order
------------------------
Refer to the "Load Order + Compatiblity" Section Below. Also see the http://sites.google.com/site/fo3wanderersedition/compatibility-list list on the FWE Homepage.

------------------------
Starting the Game
------------------------
When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.

There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history." The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background. The primary needs scripts in particular will eventually prompt you to define the configuration settings. See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.

After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!

------------------------
Mod Startup
------------------------
When you either leave Vault 101 after the intro sequence, or sleep in the alternate start bed and wake-up, and number of mod quest messages and pop-up menu's will appear as many of FWE's included features initialize for the first time. Please be patient as this sequence runs, and be sure to read all the messages so you know understand how the mods work.


================================================================================
INCLUDED FILES + PLUGINS
================================================================================


FO3 Wanderers Edition contains a number of different files that are required or optional.

Once you extract FWE archive, you should see the followig files and folders in your fallout3data folder:
  • FO3 Wanderers Edition - Main File.esm
  • FO3 Wanderers Edition - Main File.esp
  • FWE Docs
    • Folder contains readme files and other helpful documentation.


------------------------
Optional Modules
------------------------

There are a number of optional modules and support plugins for FWE. These are described more extensively in the "Detailed Description" section of the readme. A brief description is provided here:
  • FO3 Wanderers Edition - DLC Anchorage
  • FO3 Wanderers Edition - DLC The Pitt
  • FO3 Wanderers Edition - DLC Broken Steel
  • FO3 Wanderers Edition - DLC Point Lookout
  • FO3 Wanderers Edition - DLC Mothership Zeta

  • FO3 Wanderers Edition - Alternate Travel ...... Links fast travel to the use of new motorcycle feature
  • FO3 Wanderers Edition - Followers Enhanced ...... Module containing all of the changes to, and new features for, followers. There is both a Broken Steel and a non-Broken Steel version. Use only one.
  • FO3 Wanderers Edition - Optional Free Play After Mainquest ...... Do not use with Broken Steel
  • FO3 Wanderers Edition - Optional Restore Tracers ...... Restores many of the bullet tracer effects to projectiles.
  • FO3 Wanderers Edition - Optional VATS Halftime ...... VATS is 1/2 of realtime speed.
  • FO3 Wanderers Edition - Optional VATS Realtime ...... VATS animations play in realtime.
  • FO3 Wanderers Edition - Optional Worn Weapons ...... Good condition and more powerful guns are significantly less common. Adds more melee enemy spawns and new "worn" versions of basic weapons that have lower stats.


================================================================================
Load Order / Compatibility / Fallout Interoperability Program (FOIP)
================================================================================


--------------------------------------------------------------------------------
Compatibility
--------------------------------------------------------------------------------

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:
  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.

FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the http://sites.google.com/site/fo3wanderersedition/compatibility-list for specific mod issues.

--------------------------------------------------------------------------------
Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

Includes: FWE, Project Beauty, Weapon Mod Kits, Mart's Mutant Mod, and EVE

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

CRAFT.esm
CALIBR.esm
Project Beauty.esm
<---------------------------.esms from all other mods (except follower and weather mods!)
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
<--------------------------- .esms from Follower and Weather mods
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CRAFT - Activation Perk.esp

<--------------------------- .esps from other mods (except follower and weather mods!)

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 - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP)

WeaponModKits.esp
WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, only if using using F3 Wanderers Edition - Optional Worn Weapons.esp!)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp (FROM FOIP)
EVE - FWE Master Release (Follower Enhanced).esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

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 - Project Beauty.esp (FROM PROJECT BEAUTY)
Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

<--------------------------- .esps from Follower and Weather mods

<--------------------------- Your merged patch

================================================================================
Frequently Asked Questions
================================================================================


Please refer to the following:

* http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en


================================================================================
Credits + Contributors
================================================================================


--------------------------------------------------------------------------------
Integrated Mods
--------------------------------------------------------------------------------

Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • AKS-74 Cobra Assult Rifle ......... HeroinZero
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Pulse Rifle + Pulse Pistol ......... Weijiesen
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Time Fix ......... Quarn
  • Tommy Gun Model ......... davidriggs
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


--------------------------------------------------------------------------------
Additional Contributors
--------------------------------------------------------------------------------

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!
  • schlangster .......... awesome scripting work!




================================================================================
LEGAL + CONTACT INFORMATION
================================================================================


--------------------------------------------------------------------------------
Legal Information
--------------------------------------------------------------------------------

You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

--------------------------------------------------------------------------------
Contact Information
--------------------------------------------------------------------------------

If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Tue May 17, 2011 2:14 am

After messing with the custom preset file, I have the following acknowledgments to make:

(1) The MyFWE2CombatConditionGunSway and MyFWE2CombatConditionBulletSpread parameters are reversed -- when I put a value of "1" for the Sway, it set the Spread to "1" when I checked it in-game, and vice-versa.

(2) The Primary Needs Config Menu by default has an "Exit" button instead of a "Back" button like all the other menus. It's annoying having to re-enter the FWE menu from the Pip-Boy each time you want to go back to your other settings from the Primary Needs menu.

(3) Player VATS damage... Could we please get another option: 25% ??

(4) When I set the MyFWE5FeaturesTriageFreePerks to 0 (Off) in my custom preset, and then enabled the preset in-game, as soon as I exited my Pip-Boy I got a message saying 'You have activated FreePerks™...' Is this a bug? Are the free perks entries, 0 and 1, reversed in the custom preset file such that when setting it to 0 it is actually set to 1 and vice-versa? I already had free perks disabled before enabling my preset...

(5) Perks like Wasteland Doctor and Wasteland Surgeon do not automatically get removed from the level-up perk menu when Triage is disabled.

(6) Some of the workbench menu titles are a bit confusing.. "Activate" ?? I think "Craft from schematics" would be better. "Activate" was fine in vanilla but now with all the other sub-menus it is confusing. Also, replacing "CRAFT" with "Craft supplies" or something would be consistent with the former suggestion, and would be much more descriptive than "CRAFT" (capitals not added for emphasis, it's the way it's spelled in-game).

(7) I know this has already been mentioned, but it would be nice to have the option to re-enable karma messages.

(8) Would it be possible to add an option that disables the new skill book functionality and replaces it with the old skill point increasing ones? I'm not sure I'd use it even if it was there, but I just think that the more you guys make this mod customizable, the better it would be (it's already VERY good, I'm just nitpicking here with all of my feature requests and small complaints..)

PS: It would be great if someone could make a compatibility patch between FWE and UPP - Experience Perks.. As it is, you can attain perks like Entomologist both via normal perk selection on level-up, or by killing a sufficient quantity of critters. So it's pointless to take the perk at level-up. I've systematically made these "Playable" - "No" in FO3Edit within the FO3 Wanderers Edition - Main File.esp, but I'm sure there has to be a safer way to do this.. Not to mention a more thorough one, seeing as some of the perks (like the aforementioned Entomologist) are entirely missing from the FO3 Wanderers Edition - Main File.esp and so cannot be made invisible in the perk level-up menu.

Also: Is there any viable method for altering the FWE DEFAULT presets? And if if there is, and I for instance disable Triage and Primary Needs, will there be game-breaking consequences like crashing because the Primary Needs quest can't be activated since PN is off, etc. ?? I would really like to have FWE automatically load up my custom presets without initiating Primary Needs or Triage scripts at all, if possible. Don't ask me why, because I don't know the answer to that; I just like the idea that immediately upon starting a new game, everything is set up just the way I like it.

Oh, and any ideas as to when 5.03 / 5.1 might be out? :)
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Tue May 17, 2011 11:30 am

I'm in love with FWE. Really.

I have a minor question. Is it possible to replace the ammo weight size from (WG) to (wg)? It would be less intrusive in the Pip Boy menus.
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Tue May 17, 2011 1:19 pm

(1) The MyFWE2CombatConditionGunSway and MyFWE2CombatConditionBulletSpread parameters are reversed -- when I put a value of "1" for the Sway, it set the Spread to "1" when I checked it in-game, and vice-versa.

Actually yeah this one is mixed up in the ''My FWE Custom Preset' readme. Just use the two options the other way around and it's fine.

(2) The Primary Needs Config Menu by default has an "Exit" button instead of a "Back" button like all the other menus. It's annoying having to re-enter the FWE menu from the Pip-Boy each time you want to go back to your other settings from the Primary Needs menu.

Won't be changed, this is deliberate.

(3) Player VATS damage... Could we please get another option: 25% ??

Will consider it

(4) When I set the MyFWE5FeaturesTriageFreePerks to 0 (Off) in my custom preset, and then enabled the preset in-game, as soon as I exited my Pip-Boy I got a message saying 'You have activated FreePerks™...' Is this a bug? Are the free perks entries, 0 and 1, reversed in the custom preset file such that when setting it to 0 it is actually set to 1 and vice-versa? I already had free perks disabled before enabling my preset...

This is a typo in the readme, 1 is actually off in this case.

(5) Perks like Wasteland Doctor and Wasteland Surgeon do not automatically get removed from the level-up perk menu when Triage is disabled.

No

(6) Some of the workbench menu titles are a bit confusing.. "Activate" ?? I think "Craft from schematics" would be better. "Activate" was fine in vanilla but now with all the other sub-menus it is confusing. Also, replacing "CRAFT" with "Craft supplies" or something would be consistent with the former suggestion, and would be much more descriptive than "CRAFT" (capitals not added for emphasis, it's the way it's spelled in-game).

No, this is what the CRAFT menu does not FWE, and we're not going to change that as we are not the authors of CRAFT.

(7) I know this has already been mentioned, but it would be nice to have the option to re-enable karma messages.

It's coming next version

(8) Would it be possible to add an option that disables the new skill book functionality and replaces it with the old skill point increasing ones? I'm not sure I'd use it even if it was there, but I just think that the more you guys make this mod customizable, the better it would be (it's already VERY good, I'm just nitpicking here with all of my feature requests and small complaints..)

No
PS: It would be great if someone could make a compatibility patch between FWE and UPP - Experience Perks.. As it is, you can attain perks like Entomologist both via normal perk selection on level-up, or by killing a sufficient quantity of critters. So it's pointless to take the perk at level-up. I've systematically made these "Playable" - "No" in FO3Edit within the FO3 Wanderers Edition - Main File.esp, but I'm sure there has to be a safer way to do this.. Not to mention a more thorough one, seeing as some of the perks (like the aforementioned Entomologist) are entirely missing from the FO3 Wanderers Edition - Main File.esp and so cannot be made invisible in the perk level-up menu.

The reason they aren't in our esp is because we don't edit that perk. What you describe is a problem with the UPP - Experience Perks, even if you played without FWE you would experience the same thing. In my opinion the UPP - Experience Perks plugin is crap anyways, gives way too good free perks later on.

Also: Is there any viable method for altering the FWE DEFAULT presets? And if if there is, and I for instance disable Triage and Primary Needs, will there be game-breaking consequences like crashing because the Primary Needs quest can't be activated since PN is off, etc. ?? I would really like to have FWE automatically load up my custom presets without initiating Primary Needs or Triage scripts at all, if possible. Don't ask me why, because I don't know the answer to that; I just like the idea that immediately upon starting a new game, everything is set up just the way I like it.

No
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Tue May 17, 2011 1:24 pm

No, this is what the CRAFT menu does not FWE, and we're not going to change that as we are not the authors of CRAFT.


In that case could you please tell me how I can edit this myself? I found one possible entry using FO3Edit: CRAFT - Activation Perk.esp > Perk > 0B000802 > EPF2 - Button Label. This has a value of "CRAFT". If I change this, will it chew my game into pieces and spit it out?

UPDATE: Yep, that worked.

The reason they aren't in our esp is because we don't edit that perk. What you describe is a problem with the UPP - Experience Perks, even if you played without FWE you would experience the same thing.


OK, I'll try and search the web to find out how to create a new plugin that copies all those experience perks and then set each of them to not appear in the perk menu at level-up. This would work, right?
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Tue May 17, 2011 9:10 am

Hello all . . . just thought I would mention something. Work is continuing on 5.1 . . . in the meantime, you might be interested in looking at a new http://sites.google.com/site/fo3wanderersedition/ that we've launched via google sites. This website will be the primary documentation for the mod, and the team will be able to add/edit it as things change. Anyway, please take a look, and post here if you have suggestions or other thoughts. We'll be adding to it overtime.
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Tue May 17, 2011 6:19 am

Well, I created a plugin using G.E.C.K. which removes the UPP Experience Perks from the perk level-up menu and instead makes them available via experience, as intended. The perks still retain their FWE values however, so I guess I managed to successfully create my first-ever Fallout 3 plugin! :) The only question mark now is the load order; currently, I have it set to:

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.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Quest Perks.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional Free Play After MQ.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 - FWE with EVE.espdD-Less Blood Time.espFO3 Wanderers Edition - More Gore.espFWE - My FWE Custom Preset.espFWE - UPP XP Perks Compatibility.espRealistic Death Physics.espMyCustomPatch.esp


... Where FWE - UPP XP Perks Compatibility.esp is the plugin I created. I presume that loading it after everything FWE-related is the safest thing to do?

Thanks.
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Tue May 17, 2011 2:16 am

Well, I created a plugin using G.E.C.K. which removes the UPP Experience Perks from the perk level-up menu and instead makes them available via experience, as intended. The perks still retain their FWE values however, so I guess I managed to successfully create my first-ever Fallout 3 plugin! :) The only question mark now is the load order; currently, I have it set to:

... Where FWE - UPP XP Perks Compatibility.esp is the plugin I created. I presume that loading it after everything FWE-related is the safest thing to do?

Thanks.

Your load order is exactly as it should be.
I just want to point out again that UPP Pack 1&2 are perfectly fine(I love em), but the other two UPP packs I'm no big fan of :)
Especially the Quest Perks one, which later on gives you a permanent health regeneration(that's basically the point where I said, yeeaaah this is a bit OP) and a very big damage bonus against any enclave soldier.

I'm not saying you shouldn't use them, that's your choice, just want to point out what lies ahead so you aren't unhappy about them later on(like I was).
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Tue May 17, 2011 2:45 am

Your load order is exactly as it should be.


Thank you very much for your assistance, Kai Hohiro! :)

I just want to point out again that UPP Pack 1&2 are perfectly fine(I love em), but the other two UPP packs not so much.
Especially the Quest Perks one, which later on gives you a permanent health regeneration(that's basically the point where I said, yeeaaah this is a bit OP).


Well, there are only 31 non-unmarked quests in the game, so I don't think that getting slow health regen after completing 80% of them is that bad. It makes for incentive if not anything else. Then again, I have no idea whether the perk (Master Of The Wastes is the name BTW) only affects marked quests or also unmarked ones. If it's the latter, then yeah, it is over-powered big-time.

and a very big damage bonus against any enclave soldier.


It's only 10%. Not too OP, IMO, but I'll have to look into that Master Of The Wastes perk.. If it's achievable via unmarked quests as well then I think I'll need to forgo using it.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Tue May 17, 2011 5:09 am

Loving the FWE/MMM/EVE/WMK combo so far but I do have a question...

Call me a bloodthirsty sadistic maniac if you like but I like the over the top gibbing from Vanilla. I've tried using one of the few gib mods available to over-ride FWE's settings but they all seem to toy with weapon damage so you end up with an assault rifle doing vanilla damage.

Is there any way to restore the original gib settings while still maintaining everything else that is great about FWE?

Thanks.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Mon May 16, 2011 10:32 pm

Loving the FWE/MMM/EVE/WMK combo so far but I do have a question...

Call me a bloodthirsty sadistic maniac if you like but I like the over the top gibbing from Vanilla. I've tried using one of the few gib mods available to over-ride FWE's settings but they all seem to toy with weapon damage so you end up with an assault rifle doing vanilla damage.

Is there any way to restore the original gib settings while still maintaining everything else that is great about FWE?

Thanks.

Bloody Mess perk :)

We can add that to the menu though.
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Tue May 17, 2011 1:38 pm

Well, I created a plugin using G.E.C.K. which removes the UPP Experience Perks from the perk level-up menu and instead makes them available via experience, as intended. The perks still retain their FWE values however, so I guess I managed to successfully create my first-ever Fallout 3 plugin! :) The only question mark now is the load order; currently, I have it set to:


... Where FWE - UPP XP Perks Compatibility.esp is the plugin I created. I presume that loading it after everything FWE-related is the safest thing to do?

Thanks.


Decane,
Could you post your Compatibility Patch? I would like to use it.
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Tue May 17, 2011 6:10 am

I've really been enjoying this mod - great job!
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Tue May 17, 2011 6:52 am

I read on another forum that the new Project Beauty isn't compatible with FWE because it messes with the AI some how. Would it be best if I had the Beauty mod disabled until a new FOIP patch comes in?

By the way, thanks guys. You made FO3 AMAZING.
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Tue May 17, 2011 4:48 am

Bloody Mess perk :)

We can add that to the menu though.


Cheers dude, another question if you don't mind.

My Chinese Assault Rifle is doing 326 damage per shot, pretty much everything else is doing under 100 with my current skills. Some multiplier has borked somewhere.

My load order:
[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] Mart's Mutant Mod - Natural Selection.esp
[X] Deadly Mines.esp
[X] Sensible Dismemberment Lite.esp
[X] GalaxyNewsRadio20[M].esp

Any ideas whats gone wrong? Thanks.

edit: Btw that dismemberment mod doesn't modify weapon damage.
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Tue May 17, 2011 2:02 pm

Cheers dude, another question if you don't mind.

My Chinese Assault Rifle is doing 326 damage per shot, pretty much everything else is doing under 100 with my current skills. Some multiplier has borked somewhere.

Any ideas whats gone wrong? Thanks.

edit: Btw that dismemberment mod doesn't modify weapon damage.


Nothing has gone wrong. The damage value that Fallout 3 shows you is completely off (even in vanilla). It's also not a damage per shot value, but is a sort of wierd arbitrary DPS value.
Just Use the weaponscanner from FWE to see any weapons REAL stats(even from other mods), which are normally hidden in the game. Just equip a weapon and press the 'S' key while you are in the inventory and you will see the weapons real stats.
Our http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en could've told you that too :) (seriously nobody reads anything we write in the ReadMes or FAQ).

Also you should remove Mart's Mutant Mod - Natural Selection.esp and Sensible Dismemberment Lite.esp, as they're both integrated in FWE
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Tue May 17, 2011 6:58 am

Decane,
Could you post your Compatibility Patch? I would like to use it.


Yes, here: [Link Removed]

Note: The plugin is master-updated using FO3Edit. What the implications of this may be for your game I don't know, but to be safe, I would re-run the update once you've got everything set up (and you should create a new merged patch as well before you do).

EDIT: OK, here's the non-master updated version of the file: http://www.megaupload.com/?d=W4S8GUC9

I removed the earlier link since loading a master-updated version might have game-breaking consequences. Sorry about this little mishap. :)
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Tue May 17, 2011 2:19 pm

Yes, here: http://www.megaupload.com/?d=WK5XOKXU

Note: The plugin is master-updated using FO3Edit. What the implications of this may be for your game I don't know, but to be safe, I would re-run the update once you've got everything set up (and you should create a new merged patch as well before you do).

Never upload a masterupdated file :) (just a tip incase you get more into modding in the future)
The problem when a file is masterupdated, it's considered an esm and will load before all non-updated esps. So in this case it work work anymore if your player hasnt updated his list.

I read on another forum that the new Project Beauty isn't compatible with FWE because it messes with the AI some how. Would it be best if I had the Beauty mod disabled until a new FOIP patch comes in?

Sorry I overread this question. You can use Project Beauty just fine with FWE, just make sure that all the Project beauty files are loaded before the other foip mods(FWE, MMM, WMK, EVE)
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Tue May 17, 2011 8:29 am

I read on another forum that the new Project Beauty isn't compatible with FWE because it messes with the AI some how. Would it be best if I had the Beauty mod disabled until a new FOIP patch comes in?

Nothing to worry about- PB messed with heads and bodies, not with the minds of NPC-s. You are free to use old version of PB now, compatibility with new PB will be restored together with new FWE release
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Tue May 17, 2011 3:31 am

I have made an observation about administering stimpaks with Triage disabled -- if I press "S" to administer a stimpak and then close the Pip-Boy, the "Stimpak has worn off" message and the accommodating sound occur occur twice, within a narrow duration of each other. Why is this?
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Tue May 17, 2011 5:10 am

I have made an observation about administering stimpaks with Triage disabled -- if I press "S" to administer a stimpak and then close the Pip-Boy, the "Stimpak has worn off" message and the accommodating sound occur occur twice, within a narrow duration of each other. Why is this?

Don't worry nothing "really" wrong there, the sound and message just plays twice. But this is fixed in the next version.
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Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Tue May 17, 2011 10:49 am

wrong post
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rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Tue May 17, 2011 9:33 am

Yes, here: [Link Removed]

Note: The plugin is master-updated using FO3Edit. What the implications of this may be for your game I don't know, but to be safe, I would re-run the update once you've got everything set up (and you should create a new merged patch as well before you do).

EDIT: OK, here's the non-master updated version of the file: http://www.megaupload.com/?d=W4S8GUC9

I removed the earlier link since loading a master-updated version might have game-breaking consequences. Sorry about this little mishap. :)



Thanks
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Mon May 16, 2011 10:44 pm

I've just finished a new install with FWE, MMM, EVE and a few other mods. I was thinking about adding Calibr ammo schematics for craft, using that alongside high difficulty settings for found loot. I'm not sure whether that would make things too easy or not though. I like the idea of having to make your own things like ammunition and having to hunt for food, I've been experimenting with removing hand placed pre-war food to make it necessary, it's surprising how much of a difference it makes.

Anyway basically I'm interested in opinions on the ammunition makings effect on the game difficulty. Oh and I love the motorbike :)
User avatar
Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Tue May 17, 2011 12:46 am

I've just finished a new install with FWE, MMM, EVE and a few other mods. I was thinking about adding Calibr ammo schematics for craft, using that alongside high difficulty settings for found loot. I'm not sure whether that would make things too easy or not though. I like the idea of having to make your own things like ammunition and having to hunt for food, I've been experimenting with removing hand placed pre-war food to make it necessary, it's surprising how much of a difference it makes.

Anyway basically I'm interested in opinions on the ammunition makings effect on the game difficulty. Oh and I love the motorbike :)

I used this mod (Calibr ammo schematics for craft) some time ago. It have no issues itself, but surely it can make your life too easy in the wasteland, so I advice you not to use this mod.
Take a look at outcasts- they provide now all types of ammunition.
And here
http://www.fallout3nexus.com/downloads/file.php?id=12175
you can find my mod, which make Outcast's support quest more enjoyable. It is fully compatible with FWE and created for FWE users.

And be careful about motorbike for now. Upcoming FWE release will have some significant fixes which will make bike much more stable. But for now try not to use "Escape to Snowroom" option, or it will be possible to loose your bike
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Marcin Tomkow
 
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Joined: Sun Aug 05, 2007 12:31 pm

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