[RelZ] FWE - FO3 Wanderers Edition #39

Post » Sat May 28, 2011 1:46 pm

Ok after months of reading and rereading i think i am about ready to install this....BUT i have a few question why is FOSE required? I can use OBSE for Oblivon no problems but FOSE and my PC do not get along. Also does it work with MMM(Which i am also looking to install) I have been running the original FOOK from like a year ago.Which does not require FOSE. Also i would like to hear from others on how they like it(I know its a personal opinon).


PC Specs:


CPU AMD Sempron 140 pross.3.0 gig

Video:ATI Radeon 4600 1gig ram ,HDMI output connections


Ram 4 gig

Monitor 42" LCD


FWE and MMM work very well together. I've only been back to playing FO3 for a month or so and decided to load those two mods in even though I'd never used either one before. I've had maybe 2 or 3 bad conflicts with FO3 that created a lot of CTDs .... none of which were created by FWE or MMM.


EDIT: this will let your computer use more than 2 gigs of ram for FO3 http://www.fallout3nexus.com/downloads/file.php?id=12031
It works for me, but I'm still not going to endorse it for everybody. There are varied results.
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CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Sat May 28, 2011 4:47 pm

Ok after months of reading and rereading i think i am about ready to install this....BUT i have a few question why is FOSE required? I can use OBSE for Oblivon no problems but FOSE and my PC do not get along. Also does it work with MMM(Which i am also looking to install) I have been running the original FOOK from like a year ago.Which does not require FOSE. Also i would like to hear from others on how they like it(I know its a personal opinon).
PC Specs:
CPU AMD Sempron 140 pross.3.0 gig
Video:ATI Radeon 4600 1gig ram ,HDMI output connections
Ram 4 gig
Monitor 42" LCD

Latest versions of FWE have many mods, which dependent from FOSE, version 5.1 will have even more.
FOSE required because it have many new functions, which very useful in development, some of them is essentional..
FWE works just fine with MMM and other FOIP mods
As a gamer I like FWE very much, because of it I worked and played with it from 4.+ version. With short breaks for Dragon Age and Mass Effect 2 :)
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Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Sat May 28, 2011 1:41 pm

I saw there was no Perks documentation up on the site, and I was bored, so I thought I would try compiling it. While doing so I found one issue with a perk, "Chem Resistant". The description indicates a 75% less likely chance of addiction but instead it is 25% less chance. If the intent was to nerf the Perk, then just the description needs changing. At least according to Fallout Wikia: "Magnitude is an accumulating chance of addiction. Accumulated values between approximately 75 and 175 are estimated to be equivalent to 1-100% chance"... And the Entry Point for the perk is "Modify Addiction Chance", "Multiply Value", "0.75" so I assume this is the case. Changing the value to "0.25" will match with the description.

The documentation I could find about Chem Resistant on the FWE site also appears to be outdated. It says "Chem Resistance now gives total immunity to chem addictions." under Perks Overhaul.

If you want to actually use my list, and you want it to be in some different format, let me know. I am a programmer so my regex-fu is strong. You can just give me one example format and I can quickly modify the rest.

Spoiler
Modified Vanilla Perks
=====================

Cannibal
DESC: As a Cannibal, when you Sneak you can feed on a corpse to regain 25 Health points. But every time you feed, you gain 2 Radiation, you lose slightly more Karma then you would stealing, and if the act is witnessed, it is considered a crime against nature.
REQ. LVL: 12
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 1

Chem Resistant
DESC: Having the Chem Resistant perk means you're 75% less likely to develop an addiction to chems, like Psycho or Jet.
REQ. LVL: 16
S.P.E.C.I.A.L REQS: None
SKILL REQS: 60 Medicine
RANKS: 1

Child at Heart
DESC: The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.
REQ. LVL: 2
S.P.E.C.I.A.L REQS: 6 CHR
SKILL REQS: None
RANKS: 1

Comprehension
DESC: With the Comprehension perk, you pay much closer attention to the smaller details when reading. You are able to learn more from books and you also learn faster.
REQ. LVL: 4
S.P.E.C.I.A.L REQS: 7 INT
SKILL REQS: None
RANKS: 1

Computer Whiz
DESC: Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you will never break a terminal on a hack attempt.
REQ. LVL: 9
S.P.E.C.I.A.L REQS: 7 INT
SKILL REQS: 70 Science
RANKS: 1

Contract Killer
DESC: Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma.
REQ. LVL: 10
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 1

Cyborg
DESC: You've made permanent enhancements to your body! The Cyborg perk adds +3% to your Damage, Poison, and Radiation Resistances, and 5 points to your Energy Weapons skill per rank. At Mastery you gain permanent nightvision (activate it through the FWE Nightvision hotkey).
REQ. LVL: 8
S.P.E.C.I.A.L REQS: 6 INT
SKILL REQS: 60 Science
RANKS: 5

Daddy's Boy/Girl
DESC: Just like dear old Dad, you've devoted your time to intellectual pursuits. You gain an additional 5 points to both the Science and Medicine skills. An additional 5 points is granted upon Mastery.
REQ. LVL: 2
S.P.E.C.I.A.L REQS: 4 INT
SKILL REQS: None
RANKS: 5

Demolition Expert
DESC: With each rank of this perk, all of your explosive weapons do an additional 20% damage. It will also slightly increase your chance of successfully breaching locks with explosives.
REQ. LVL: 6
S.P.E.C.I.A.L REQS: None
SKILL REQS: 50 Explosives
RANKS: 3

Educated
DESC: With the Educated perk, you gain two more skill points every time you advance in level. This perk is best taken early on, to maximize its effectiveness.
REQ. LVL: 6
S.P.E.C.I.A.L REQS: 7 INT
SKILL REQS: None
RANKS: 1

Finesse
DESC: With each rank of the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 3 extra points of Luck.
REQ. LVL: 3
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 3

Gun Nut
DESC: You're obsessed with using and maintaining a wide variety of conventional firearms. With each rank of the Gun Nut perk, you gain an additional 5 points to the Small Guns and Repair skills. An additional 5 points is granted upon Mastery.
REQ. LVL: 2
S.P.E.C.I.A.L REQS: 4 AGL, 4 INT
SKILL REQS: None
RANKS: 5

Here and Now
DESC: The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings.
REQ. LVL: 19
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 1

Infiltrator
DESC: Fail a lockpick attempt and get locked out of a container or room? Not if you're a Infiltrator! With this perk, you will never jam a lock on a lockpick attempt.
REQ. LVL: 9
S.P.E.C.I.A.L REQS: 7 PER
SKILL REQS: 70 Lockpick
RANKS: 1

Intense Training
DESC: With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes.
REQ. LVL: 2
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 10

Iron Fist
DESC: With the Iron Fist perk, you do an additional 10 points of Unarmed damage per rank.
REQ. LVL: 4
S.P.E.C.I.A.L REQS: 4 STR
SKILL REQS: None
RANKS: 3

Lawbringer
DESC: Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.
REQ. LVL: 10
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 1

Lead Belly
DESC: With the Lead Belly perk, you absorb no radiation from drinking from an irradiated water source.
REQ. LVL: 8
S.P.E.C.I.A.L REQS: 5 END
SKILL REQS: None
RANKS: 1

Life Giver
DESC: With each rank of the Life Giver perk, you gain an additional 20 Hit Points.
REQ. LVL: 14
S.P.E.C.I.A.L REQS: 6 END
SKILL REQS: None
RANKS: 3

Light Step
DESC: With the Light Step perk, you'll never set off an enemy's mines or floor-based traps.
REQ. LVL: 12
S.P.E.C.I.A.L REQS: 6 AGL, 6 PER
SKILL REQS: None
RANKS: 1

Little Leaguer
DESC: Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you gain 5 points of Melee Weapons skill and 5 points of Explosives skill. An additional 5 points is granted upon Mastery.
REQ. LVL: 2
S.P.E.C.I.A.L REQS: 4 STR
SKILL REQS: None
RANKS: 5

Nerd Rage!
DESC: You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain 60% damage resistance(up to the maximum DR of 95%) whenever your Health drops to 25% or below.
REQ. LVL: 12
S.P.E.C.I.A.L REQS: 6 INT
SKILL REQS: None
RANKS: 1

Rad Resistance
DESC: Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 33% to Radiation Resistance.
REQ. LVL: 6
S.P.E.C.I.A.L REQS: 6 END
SKILL REQS: None
RANKS: 1

Scoundrel
DESC: Take the Scoundrel perk, and you can use your wily charms to influence people -- each rank raises your Speech and Barter skills by 5 points. An additional 5 points is granted upon Mastery.
REQ. LVL: 4
S.P.E.C.I.A.L REQS: 4 CHR
SKILL REQS: None
RANKS: 5

Scrounger
DESC: With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would.
REQ. LVL: 10
S.P.E.C.I.A.L REQS: 7 LCK
SKILL REQS: None
RANKS: 1

Silent Running
DESC: With the Silent Running perk, you gain an additional 5 points to Sneak, and running no longer factors into a successful sneak attempt.
REQ. LVL: 12
S.P.E.C.I.A.L REQS: 6 AGL
SKILL REQS: 60 Sneak
RANKS: 1

Size Matters
DESC: You're obsessed with really big weapons. With each rank of this perk, you gain an additional 10 points to the Big Guns skill. At Mastery, you can carry an additional 50 pounds of equipment.
REQ. LVL: 6
S.P.E.C.I.A.L REQS: 5 END
SKILL REQS: None
RANKS: 5

Sniper
DESC: With the Sniper perk, your chance to hit an opponent's head in V.A.T.S. is significantly increased.
REQ. LVL: 12
S.P.E.C.I.A.L REQS: 6 AGL, 6 PER
SKILL REQS: None
RANKS: 1

Strong Back
DESC: With each level of the Strong Back perk, you can carry 30 more pounds of equipment.
REQ. LVL: 10
S.P.E.C.I.A.L REQS: 5 END, 5 STR
SKILL REQS: None
RANKS: 3

Tag!
DESC: Your skills have improved to the point where you can pick an additional Tag Skill, increasing that skill by +10 immediately and +2 per skill point spent.
REQ. LVL: 14
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 1

Thief
DESC: With each rank of the Thief perk, you gain an immediate bonus of 5 points to both the Sneak and Lockpick skills. An additional 5 points is granted upon Mastery.
REQ. LVL: 2
S.P.E.C.I.A.L REQS: 4 AGL, 4 PER
SKILL REQS: None
RANKS: 5

Toughness
DESC: With the Toughness perk, you gain +6% to overall Damage Resistance per rank, up to the maximum of 95%.
REQ. LVL: 8
S.P.E.C.I.A.L REQS: 5 END
SKILL REQS: None
RANKS: 3


Vanilla Perks disabled by FWE: Well Rested (default, optional)

Vanilla perks that remain untouched: Action Boy/Girl, Adamantium Skeleton, Animal Friend, Ant Might, Ant Sight, Barkskin, Better Criticals, Black Widow, Bloody Mess, Chemist, Commando, Concentrated Fire, Dream Crusher, Entomologist, Explorer, Fast Metabolism, Fortune Finder, Grim Reaper's Sprint, Gunslinger, Hematophage, Impartial Meditation, Lady Killer, Master Trader, Mister Sandman, Mysterious Stranger, Night Person, Ninja, Paralyzing Palm, Pyromaniac, Rad Regeneration, Robotics Expert, Solar Powered, Wired Reflexes


New Perks
=========

Charge!
DESC: Cowards be damned, the only direction you'll be running is toward the enemy! With this perk, you can keep your weapon out while sprinting.
INFO: Requires the use of the Sprint Mod
REQ. LVL: 2
S.P.E.C.I.A.L REQS:
SKILL REQS:
RANKS: 1

Tackle
DESC: In all your time as a defensive lineman for your football team back in the vault, you only learned one thing, but you learned it well: How to knock people off their feet. With this perk, you can sprint into enemies to tackle them.
INFO: Requires the use of the Sprint Mod
REQ. LVL: 2
S.P.E.C.I.A.L REQS: 7 STR
SKILL REQS: 40 Unarmed
RANKS: 1

Swift Reflexes
DESC: This perk enhances your reflexes in "Bullet Time" mode. You can remain in bullet time twice as long, and your sense of time is slowed an additional 50%.
INFO: Requires the use of the Bullet Time Device
REQ. LVL: 3
S.P.E.C.I.A.L REQS: 6 AGL
SKILL REQS:
RANKS: 1

Super Human Reflexes
DESC: This perk further enhances your reflexes in "Bullet Time" mode. You now act like a god among men. You can remain in bullet time four times as long, and your sense of time is slowed down to 20% or real time.
INFO: Requires the use of the Bullet Time Device. (Prerequisite: Swift Reflexes)
REQ. LVL: 9
S.P.E.C.I.A.L REQS: 8 AGL
SKILL REQS:
RANKS: 1

Track Star
DESC: You never seem to get tired and you recover quickly from exertion. Your Action Points Recover 40% faster
REQ. LVL: 5
S.P.E.C.I.A.L REQS: 6 END
SKILL REQS:
RANKS: 1

Olympian
DESC: You never seem to get tired and you recover quickly from exertion. Your Action Points Recover 80% faster - that's nearly twice as fast!
INFO: (Prerequisite: Track Star)
REQ. LVL: 9
S.P.E.C.I.A.L REQS: 7 END
SKILL REQS:
RANKS: 1

Wasteland Doctor
DESC: With the Wasteland Doctor perk you can fully restore crippled arms and legs. Your knowledge of anatomy also grants you +5% bonus to get a critical hit on non-mutated humans.
INFO: Triage must be enabled. Can be received immediately upon meeting the reqs. if "Free Perks" is turned on in the FWE Control Panel Triage menu.
REQ. LVL: 2
S.P.E.C.I.A.L REQS: 5 INT
SKILL REQS: 40 Medicine
RANKS: 1

Wasteland Surgeon
DESC: With this perk you can fully restore any crippled body part, and your limbs will recover twice as fast after treatment. In addition, your critical hit damage is increased by 25%. Dr. Cox always said you would kill someone.
INFO: Triage must be enabled. Can be received immediately upon meeting the reqs. if "Free Perks" is turned on in the FWE Control Panel Triage menu. (Prerequisite: Wasteland Doctor)
REQ. LVL: 6
S.P.E.C.I.A.L REQS: 6 INT
SKILL REQS: 60 Medicine
RANKS: 1

Rad Child
DESC: A true child of the irradiated wastes. Whenever you suffer from Advanced Radiation poisoning (400 or more rads), your body consumes the excess radiation to regenerate your limbs and health.
INFO: Triage must be enabled.
REQ. LVL: 6
S.P.E.C.I.A.L REQS: 6 END
SKILL REQS:
RANKS: 1

Power Armor Training - Basic
DESC: You have learned the basic skills and techniques needed to efficiently move in and utilize power armor.
INFO: This Perk is received through a Quest.
REQ. LVL: None
S.P.E.C.I.A.L REQS: None
SKILL REQS: None
RANKS: 1

Power Armor Training - Advanced
DESC: You are one with your power armor and gain additional enhancements when wearing it.
INFO: This Perk is received through a Quest. (Prerequisite: Power Armor training)
REQ. LVL: 10
S.P.E.C.I.A.L REQS: 7 END
SKILL REQS: None
RANKS: 1


Alt. Start Perks
================

Android
DESC: You are a mechanically engineered bio-form known as an Android. You feel, think, breathe and eat just like a human but you are far from it. Your cybernetic nature makes you a little tougher than the average mortal (receive the Cyborg Perk) but a little slower to the draw (-15 Action Points).

Brotherhood Outcast
DESC: You were once part of the mighty Brotherhood of Steel but defected with your comrades. Due to the training you received you gain the ability to war power armor and a bonus to your Big Gun Skill (+5). The Brotherhood was never known for stealthy approaches and you are no exception (-10 to Sneak).

Chinese Officer
DESC: You are part of the Chinese Remnants located in what remains of the United States. Due to your poor English you suffer a penalty to your Speech (-5) and Barter (-5) skills. However, you gain bonuses to you Lockpicking, Sneak and Small Guns skills (+5 each) due to your training as an infiltrator.

Dead Man Walking
DESC: You are viewed as a walking corpse (-30 Disposition). And rightly so, as your body has been mutated due to severe radiation exposure. However, while humans see you as a Ghoul your mutations aren't as severe and other Ghouls still refer to you as being a 'smoothskin.' On the positive side, radiation will heal you.

The Doc Will See You
DESC: You were raised by a rather accomplished Wasteland surgeon, granting you a bonus to your Medicine skill (+15). However, time spent fixing bullet holes in patients has left you with less time to practice making your own (-5 to Small Guns and -5 to Energy Weapons).

Gone AWOL
DESC: Colonel Autumn has gone mad and declared you a Traitor to the Enclave. You've managed to escape but your former comrades will now shoot you on sight. Due to training you receive before being declared a traitor you receive a bonus to your Energy Weapons (+10) and a high aptitude for precision (+5% crit chance). A life in bondage has left you with few talents for negotiation (-10 barter).

The Mechanist
DESC: You've always had an easy time with mechanical parts, earning a bonus to your repair skill (+15). Furthermore, you seem to possess an aura around you and robots will never fire upon you unprovoked. Time spent talking to machines all day has left you a little awkward around your fellow humans (-10 to Speech).

Natural Speaker
DESC: If the world hadn't been practically destroyed you probably would have been an amazing politician. You are more charismatic than most and possess amazing speech skills (+10). However, because you've talked you way out of most situations in life you've never been very good at fighting (-5 to Unarmed and -5 to Melee).

Life of a Raider
DESC: You've spent your life plundering and pillaging to your heart's content. Years of using force to get what you want has resulted in a boost to your Small Guns (+10) and being forced to fix your own weapon you gain a bonus to Repair (+5). However, the need to most fast from one place to the next has left you unaccustomed to heavy loads (-10 Carrying Capacity).

Life of a Refugee
DESC: For your entire life you've always been on the move, never taken settling down. You've been constantly attacked by Super Mutants, Raiders, and Slavers alike and have become quite proficient at hiding from them (+10 to Sneak). You’ve also relied on your words more find shelter among other wastelanders (+5 Speech). A lack of education has left you slower in certain subjects (-5 Medicine, -5 Science).

Life of a Scavenger
DESC: Living the life of a scavenger you've learned to find parts and pieces in the most obscure locations. You have also become condition to lugging all of your “treasures” around the wastes (+15 to Carrying Capacity). But with all the time in world, speed has never been on your side (-5% Speed).

Life of a Slaver
DESC: Humans and Ghouls are nothing more than a commodity and the world is full of commodities. Years of haggling for the best price for a slave has granted you a substantial increase to your barter skill (+10). Furthermore, keep your slaves obedient has trained your hand (+5 Melee). However, you’ve always had your minions doing the manual labor, and your mechanical skills have suffered (-10 repair).

Life of Slavery
DESC: You've lived a life of slavery and as a result you have become accustomed to using your hands to take care of business (+10 Unarmed) and moving quickly to avoid the whip (+5% Speed). However, a lack of education has left you woefully unskilled with technology (-10 science).

Regulator
DESC: You've spent most your life tracking and hunting evil throughout the Wastelands. You’ve become adept at reacting quickly to dangerous situations when enacting the rule of law (+15 action points). Heavy firepower usually leaves the suspect in poor condition, and your training is limited with those weapons (-10 big guns).

Talon Company Merc
DESC: You were raised by the rutheless Talon Company Mercenaries. Due to the harshness of the life you have gained a bonus to your Small Guns (+10) from the extensive training. The Talon Company’s reputation precedes you, making those you meet a little uncomfortable (-10 disposition).

Vault Dweller
DESC: You've lived your life underground in Vault 101 and have spent your time studying and learning and are granted bonuses to your Science (+10) and Medicine (+5) skills. Due to limited exposure to radiation in the vault, you have little stomach for it in the wastes (-10 radiation resistance).

Welcome to the Waste
DESC: You've spent your life wandering the Capitol Wasteland. Due to radiation exposure you've developed a slight resistance to Rads (+10 Rad Resistance) and skill at setting traps (+10 explosives). Rock and sand fills your days, and you’ve never given much thought to technology (-5 to Science).


Skill Book Perks
================

Jerky Vendor
DESC: "Junktown Jerky is made of people!" With each rank of this perk, the price of every item you buy from a vendor is reduced by 3%.
SKILL: Barter
BOOK: Tales of a Junktown Jerky Vendor
RANKS: 7

U.S. Army Specialist
DESC: You know how to effectively use your heavy weaponry and you know that you need and want to carry a lot of it with you. With each rank of this perk, you can carry 10 more pounds of weapons and equipment.
SKILL: Big Guns
BOOK: U.S. Army: 30 Handy Flamethrower Recipes
RANKS: 7

Teleforce Hardwiring
DESC: You've learned some tricks from Nicola Tesla and you've been exceptionally interested in his work with Death Rays. With each rank of this perk, all of your energy weapons do an additional 3% damage.
SKILL: Energy Weapons
BOOK: Nikola Tesla and You
RANKS: 7

Duck and Cover!
DESC: "What to do if you are surprised by a Nuclear Explosion?" With each rank of this perk, all of your explosives do an additional 5% damage.
SKILL: Explosives
BOOK: Duck and Cover!
RANKS: 7

Locksmith Training
DESC: Your skill with the bobbypin has made you a natural at tickling the tumblers. Now, those pesky, easier locks are no challenge for you at all. You also have a increased chance with each Rank to recover any broken bobbypins.
SKILL: Lockpicking
BOOK: Tumblers Today
RANKS: 7

Living Anatomy
DESC: You have a better understanding of living creatures and their strengths and weaknesses. You do an additional 1% damage to living creatures with each rank of this perk.
SKILL: Medicine
BOOK: D.C. Journal of Internal Medicine
RANKS: 7

Barbarian Rage
DESC: Maybe you should show few tricks to those who still say comics are nothing but a waste of time. With each rank of this perk, all of your melee weapons do an additional +1 damage and you gain 10 Hit Points.
SKILL: Melee
BOOK: Grognak the Barbarian
RANKS: 7

Expert Electronics
DESC: You have a better understanding of repairing and scavenging items. You are more efficient at repairing and you scavenge more parts from items you repair with. With each rank of this perk you gain 1% more condition per repair and 5% more health from used item.
SKILL: Repair
BOOK: Dean's Electronics
RANKS: 7

Scientific Knowledge
DESC: You've gained knowledge about variety of hi-technology skills, such as computers, mathematics, biology, physics and geology. Now you've all tools to sound and look more nerdy. With each rank of this perk it feels that even harder terminals unlock automatically when you touch them.
SKILL: Science
BOOK: Big Book of Science
RANKS: 7

Guns and Bullets
DESC: You've read how to maintain and use your small guns and ammunition. With each rank of this perk, all your small guns do additional 3% damage.
SKILL: Small Guns
BOOK: Guns and Bullets
RANKS: 7

Special Ops Training
DESC: Through intense study and training you have mastered the secret art of striking unaware enemies where it hurts most. With each rank of this perk your sneak attacks deal 5% more damage. Go Ninja, Go Ninja, GO!
SKILL: Sneak
BOOK: Chinese Army: Special Ops Training Manual
RANKS: 7

Congressional Style
DESC: You have read and learned about the ways of politicians, you now have a knack for lying and pleasing other people. With each rank of this perk, every person you meet seems to like you a bit more.
SKILL: Speech
BOOK: Lying, Congressional Style
RANKS: 7

Bonus HtH Damage
DESC: You have learned the secret arts of the East, or you just punch harder. In any case, with each rank of this perk all your hand-to-hand attacks do an additional +1 damage and you gain 10 Hit Points.
SKILL: Unarmed
BOOK: Pugilism Illustrated
RANKS: 7


One thing I didn't do is follow every Script/Spell/Ability/etc granted by each Perk back to its source to check out its effects and if they match up with the description. I assume the descriptions are comprehensive enough but I may check if I am bored some other time...

And, if you don't want to use this it's fine by me... I wanted to compile the information anyway so I could study what's worth putting points into (or tracking down in the case of Skillbook Perks). I may of course be incorrect/incomplete in my list also, I only had a browse through FO3Edit to go by. :)
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Sat May 28, 2011 2:26 pm

Ohhh, found two desc errors for Kai :)

Life of a Raider: "However, the need to most fast" <- should be 'move'?
Scientific Knowledge: Now you've all tools to sound and look more nerdy. <- there's an article missing here ...
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Sat May 28, 2011 12:08 pm

I saw there was no Perks documentation up on the site, and I was bored, so I thought I would try compiling it.

Incredible work, thank you!
I saved your post, sure things we will find a way to publish this on FWE page
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Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Sat May 28, 2011 8:28 pm

Hi i have an issue with the alternate start part. my game freezes soon after "waking up" in the shed. ive read thru this thread and did some searching on the forums as well. it seems im the only one having this problem? :(
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Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Sat May 28, 2011 8:54 pm

I saw there was no Perks documentation up on the site, and I was bored, so I thought I would try compiling it.

That's quite awesome of you! We'll be adding that to the site, with credit given to you.

Ohhh, found two desc errors for Kai

Life of a Raider: "However, the need to most fast" <- should be 'move'?
Scientific Knowledge: Now you've all tools to sound and look more nerdy. <- there's an article missing here ...

Thanks! :)


Hi i have an issue with the alternate start part. my game freezes soon after "waking up" in the shed. ive read thru this thread and did some searching on the forums as well. it seems im the only one having this problem? :(

https://sites.google.com/site/fo3wanderersedition/faq, the second point, that will fix your problem. This is a vanilla Fallout problem with multicore CPUs.
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amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sat May 28, 2011 5:47 pm

Ohhh, found two desc errors for Kai :)Life of a Raider: "However, the need to most fast" <- should be 'move'?Scientific Knowledge: Now you've all tools to sound and look more nerdy. <- there's an article missing here ...


Ah, my next step was to proofread some time, if they were to accept it anyway. I thought I noticed a few more issues than these... Ah, yes. I remember one which was "Nicola Tesla" should be "Nikola Tesla" to match the skillbook title "Nikola Tesla and You".


Incredible work, thank you!I saved your post, sure things we will find a way to publish this on FWE page


OK, cool. :) Glad I could help out. If you want some special HTML format around everything you can let me know the template via PM and I can quickly search/replace the tags around all the text in very few steps (yay regex!), and get it back to you.

Hi i have an issue with the alternate start part. my game freezes soon after "waking up" in the shed. ive read thru this thread and did some searching on the forums as well. it seems im the only one having this problem? :(


Are you using DelayDLC? I've seen this recommended, maybe even in http://www.gamesas.com/index.php?/topic/1094641-relz-fwe-fo3-wanderers-edition-39/page__view__findpost__p__15991133, but I could only get it working after manually patching it, and then I went ahead and merged all the plugins. I think the issue may have been an uncommented "addachievement" line but there were several other conflicts I removed in the process. Now the plugin mostly shows green/yellow (override w/out conflicts) in FO3Edit. Anyway, I was experiencing the exact same issue with DelayDLC active. My computer would lock up a few seconds after loading in the Shack.

That's quite awesome of you! We'll be adding that to the site, with credit given to you.


Thanks. :) Like I said to delamer above, in this post, let me know about any special formatting.
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Sun May 29, 2011 12:09 am

My suggestions:
1. FO2 repair system (if its possible) for example: weapon beyond repair, breaking weapons etc
For example weapon with lots of repairs would have lower durability than new one or character with low repair skill could break weapon.
2. Strenght requirement for weapons (someone is already working on this)
3. Science and Repair skill requirement for crafting
4. Most of the weapons should be craftable (like in other Fallout games)
5. Tent craft (brahim skins)
6. Gathering materials (wood choping, minning)
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glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Sat May 28, 2011 9:33 am

2. Strenght requirement for weapons (someone is already working on this)


Yes Fearil, I'm still working on it. Pretty damn boring to make though :P
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David Chambers
 
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Joined: Fri May 18, 2007 4:30 am

Post » Sat May 28, 2011 3:58 pm

That's quite awesome of you! We'll be adding that to the site, with credit given to you.

Glad I could help out. If you want some special HTML format around everything you can let me know the template via PM and I can quickly search/replace the tags around all the text in very few steps (yay regex!), and get it back to you.


I will admit I got a bit ahead of myself, but I went ahead and turned everything into HTML: http://hotfile.com/dl/46930113/ba03820/perks.html EDIT: (I need to fix a few errors and will reupload)

I hid the longer descriptions behind tooltips, and instead summarized the effects so that I could fit the perks into tables to improve readability. I threw in some JS at the bottom, it can remain inline if you want. Although the