[RelZ] FWE - FO3 Wanderers Edition #39

Post » Sat May 28, 2011 9:47 pm

Wow
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jessica sonny
 
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Post » Sat May 28, 2011 9:43 pm

Nope, the reason is that it would be a [censored]-ton of work and both teams already have their hands full with their own respective mods :(
A fully-functional FOOK-FWE compatbility patch(and not some frankenstein patchwork patch) would be a bigger project then 80% of the mods on nexus.

The gospel truth, that it is.

Not to mention, FOOK2 is still in Beta. Lots of things change in each update.
And both mods are churning out updates hell for leather.
I think the tempest will have to diminish some before anyone commits to doing a CP for FOOK2+FWE.
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Samantha Jane Adams
 
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Post » Sat May 28, 2011 10:08 pm

Choosing +10 for Skill Bobbleheads doesn't retroactively add 5 points for the Medicine Bobblehead if you pick it up in the Vault at the beginning... I also assume this to be true in the Alt Start Shack.

I could just resort to a one-time "player.modav medicine 5" before I leave the Vault... Unless this is for some reason a bad idea? Basically the gist of this is that for my first time through with FWE, I was expecting to start with 41/44 Medicine depending on INT and have "Free Perks" from Triage turned on, so I could have Wasteland Doctor from the get-go.

Of course what I'm asking is if this would be something that you think should be fixed? I guess 5.x just recently introduced the menu system, so maybe it wasn't thought of about the Medicine Bobblehead? Because obviously the assumption used to be that Bobbleheads will always be +5, no matter what. So I'm not sure if it's technically a bug, or what.

Also, the "Tag!" Perk does retroactively award 2 skill points per point put in, right? This is how I described it when I created the Perks list for the FWE site, but really the in-game description for Tag! wasn't clear enough that I was absolutely certain. So, example skill that starts at 21. You put 15 points into it and nothing else has increased it so it's 36. Then you get the Tag! Perk next level and it ends up being 36 + 10 + 2*(36-21) = 76, correct?

Another reason I ask about these two things in particular is that I want to RELz a Character Planner/Journal that I've been working on, that supports FWE. It's basically done, but now I have a few of these inconsistencies to deal with. :) Here's a http://i1022.photobucket.com/albums/af346/jonwd7/FO3/FO3cpj-1.png of it if anyone is interested.
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lexy
 
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Post » Sat May 28, 2011 7:29 pm

Choosing +10 for Skill Bobbleheads doesn't retroactively add 5 points for the Medicine Bobblehead if you pick it up in the Vault at the beginning...

This is just one of the annoyances which would be fixed if the player could initiate the FWE menu in the vault at the beginning of the game or if FWE had an ini file which would allow players to define their own 'default' preset which runs immediately at the start of a new game in the vault. Even if the in-game menu weren't available until exiting the vault, at least the default settings would already be correct as per the ini. This would also get around the problem of undesired MMM creatures spawning in the Springvale cell after exiting the vault before being able to alter spawn prefereneces via the menu.

I got around the 5-point loss by just typing what you suggested into the console -- doesn't mess anything up, as long as you unequip any skill fortification devices prior to doing so.

PS: I'm not suggesting that making the FWE menu available from the get-go would be a simple feat in case anyone mistook my comment to imply something along those lines. I'm sure the FWE team would have done that by now if it seemed feasible. However, the ini is something I do feel would be of practical value, and would very much like to see in the future.
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Jacob Phillips
 
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Post » Sat May 28, 2011 5:40 pm

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SprintTackle.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SwiftReflexes-1.png
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latrina
 
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Post » Sat May 28, 2011 8:00 am

Choosing +10 for Skill Bobbleheads doesn't retroactively add 5 points for the Medicine Bobblehead if you pick it up in the Vault at the beginning... I also assume this to be true in the Alt Start Shack.

Yes. we aware of it. And as I know- there is no plans to change this. If this "Missing" 5 points is important to you- then don't take this Med. bobblehead, you will be able (I hope) take it after returning to vault. I'm not sure about it, but I will check it as soon as possible.

Also, the "Tag!" Perk does retroactively award 2 skill points per point put in, right? This is how I described it when I created the Perks list for the FWE site, but really the in-game description for Tag! wasn't clear enough that I was absolutely certain. So, example skill that starts at 21. You put 15 points into it and nothing else has increased it so it's 36. Then you get the Tag! Perk next level and it ends up being 36 + 10 + 2*(36-21) = 76, correct?

This is not work this way. From the beginning you can choose three TAG's skills. To this skills +10 will be added immediately, and during next level-ups you will have +2 instead of +1
When you choose TAG perk, you can add another one skill to existing three.
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Gavin boyce
 
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Post » Sat May 28, 2011 1:26 pm

I began the game recently with FWE 5.03 installed, a number of other mods (i did all the masterupdating and merged patch thing) and the IMCN more complex needs installed. After finding that with the IMCN I had to feed my face every 5 minutes, I uninstalled IMCN and went back to the Primary Needs that comes with FWE. Everything works fine except that I am unable to fill empty bottles at drinking sources. The empty bottles are in the MISC category of the Pip-Boy instead of the AID category and if I click on them, close the Pip-Boy and activate the drinking source, I drink rather than fill.
Could anyone tell me what the prob is? I've used Primary Needs before when it was a standalone so I know what to do.
Cheers people.
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Chantelle Walker
 
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Post » Sat May 28, 2011 11:18 am

I began the game recently with FWE 5.03 installed, a number of other mods (i did all the masterupdating and merged patch thing) and the IMCN more complex needs installed. After finding that with the IMCN I had to feed my face every 5 minutes, I uninstalled IMCN and went back to the Primary Needs that comes with FWE. Everything works fine except that I am unable to fill empty bottles at drinking sources. The empty bottles are in the MISC category of the Pip-Boy instead of the AID category and if I click on them, close the Pip-Boy and activate the drinking source, I drink rather than fill.
Could anyone tell me what the prob is? I've used Primary Needs before when it was a standalone so I know what to do.
Cheers people.


Activate the water source while sneaking
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IsAiah AkA figgy
 
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Post » Sat May 28, 2011 7:40 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SprintTackle.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SwiftReflexes-1.png


Love the swift reflexes icon :)
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lolli
 
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Post » Sat May 28, 2011 11:12 am

I have a couple of problems. The Gauss Pistol's sound is looping when fired at me by an npc and that happens all the time, the sound gets stuck in one area. It's ok if I fire it though. Also the Wasteland Explorer that I left outside of Megaton decided to follow me to Ford Independence, it just appeared out of thin air and fell on its side on the road approaching the fort near where the raiders spawn.
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Dalley hussain
 
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Post » Sat May 28, 2011 12:40 pm

I have a couple of problems. The Gauss Pistol's sound is looping when fired at me by an npc and that happens all the time, the sound gets stuck in one area. It's ok if I fire it though.

Yeah I reported this problem a while back but I didn't know it was the firing sound so I described it as an idle sound, which Kai was prompt to point out did not exist for the Gauss Pistol:

(4) I'm not sure whether this bug is present in v5.03 (haven't had the chance to test it) but with v5.02, the Gauss Pistol seems to persist making this strange ambient noise even after the player has picked it off the ground or off a corpse. That is, when the player stands near the location where the pistol or the corpse of its beholder fell, the sound is audible, and as the player moves away from that spot, the sound fades. I haven't tested whether a reload fixes the problem.

The Gauss Pistol does not have an idle sound. It can't make any sound while lying around


It was a minor issue so I didn't bother arguing with him about it, but since you posted it, I thought I'd chime in.
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oliver klosoff
 
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Post » Sat May 28, 2011 6:11 pm

Yeah I reported this problem a while back but I didn't know it was the firing sound so I described it as an idle sound, which Kai was prompt to point out did not exist for the Gauss Pistol:




It was a minor issue so I didn't bother arguing with him about it, but since you posted it, I thought I'd chime in.

Ah alright if it's the firing sound I believe I understand what's happening there. I guess this probably happens with the Talon Mercs that spawn with the Auto-firing version of the Gauss Pistol and Fallout's wonky soundsystem causes an issue if you kill someone while the firing sound is playing in this case.
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dav
 
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Post » Sat May 28, 2011 8:57 am

Does this work with robco certified 2?
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ImmaTakeYour
 
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Post » Sat May 28, 2011 8:52 am

Also the Wasteland Explorer that I left outside of Megaton decided to follow me to Ford Independence, it just appeared out of thin air and fell on its side on the road approaching the fort near where the raiders spawn.

Hey! I want your smart explorer! :)
Please explain in more details how it was happen
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Jinx Sykes
 
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Post » Sat May 28, 2011 4:09 pm

Quick question is the persistent skill books mod still in FWE because when I use my books they 'do' dissappear. Just checking
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Justin Hankins
 
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Post » Sat May 28, 2011 1:34 pm

Quick question is the persistent skill books mod still in FWE because when I use my books they 'do' dissappear. Just checking

Yes that's still in FWE. The used skill books appear in the misc tab.
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Emilie Joseph
 
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Post » Sat May 28, 2011 1:43 pm

Quick question is the persistent skill books mod still in FWE because when I use my books they 'do' dissappear. Just checking


They end up in the Misc items list as " (Read)".

Edit: Ninja'd! =)
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Music Show
 
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Post » Sat May 28, 2011 8:20 pm

Would there be any chance we could get a portable light added to go along with the portable bedroll and other portable items?

There is the http://www.fallout3nexus.com/downloads/file.php?id=11634 (I believe the same person that the medical brace had come from) mod, which in my opinion, is the most likely candidate and the most realistic.
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Daramis McGee
 
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Post » Sat May 28, 2011 11:55 am

Activate the water source while sneaking


Thanks a lot for that m8. Can get back to playing now. Cheers.
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Anna S
 
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Post » Sat May 28, 2011 12:34 pm

Aw nuts. I figured I'd give FWE a try again but can't seem to start it up. I've even put my load order down to this:

------

Fallout3.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DarnifiedUIF3.esp
[rest here are .esp]
Craft - Activation Perk
FWE - Main
FWE - Alt Travel
FWE - Wanders enhanced
FWE - Restore Tracers
FWE - Worn Weapons
FWE - Free Play after MQ
Weapon Mod Kits
Weapon Mod Kits - FWE Master Release
WMK - FWE Op. Worn Weapons
MMM
MMM - FWE
CASM
Galaxy News Radio20[M]

--------



I don't see any errors in FO3Edit, what gives?

And sorry by some of the shortened file names, so much typing :wacko:
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Chris Duncan
 
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Post » Sat May 28, 2011 10:30 pm

Aw nuts. I figured I'd give FWE a try again but can't seem to start it up. I've even put my load order down to this:

------

Fallout3.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DarnifiedUIF3.esp
[rest here are .esp]
Craft - Activation Perk
FWE - Main
FWE - Alt Travel
FWE - Wanders enhanced
FWE - Restore Tracers
FWE - Worn Weapons
FWE - Free Play after MQ
Weapon Mod Kits
Weapon Mod Kits - FWE Master Release
WMK - FWE Op. Worn Weapons
MMM
MMM - FWE
CASM
Galaxy News Radio20[M]

--------



I don't see any errors in FO3Edit, what gives?

And sorry by some of the shortened file names, so much typing :wacko:


Didn't 5.0 get rid of all optional .esps? Are you sure you have the latest version? The FOIP need them.
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pinar
 
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Post » Sat May 28, 2011 11:09 pm

Didn't 5.0 get rid of all optional .esps? Are you sure you have the latest version? The FOIP need them.


I just downloaded it off the nexus page. Literally, like, 2 hours ago. Followed the install instructions after it didn't work too.
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Melanie
 
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Post » Sat May 28, 2011 12:59 pm

Aw nuts. I figured I'd give FWE a try again but can't seem to start it up. I've even put my load order down to this:

I don't understand what do you mean- can't seem to start up. Do you have crashes during start-up? Or something?
Please move Galaxy News Radio20[M] before FWE- it can create problems. Also be sure you have latest (a11) version of DarnUI and installed it properly, with help of package manager. In this case you must have prompt about modifications for the fallout.ini, which must be accepted

PS Your load order looks fine
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Amy Siebenhaar
 
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Post » Sat May 28, 2011 9:57 pm

I don't understand what do you mean- can't seem to start up. Do you have crashes during start-up? Or something?
Please move Galaxy News Radio20[M] before FWE- it can create problems. Also be sure you have latest (a11) version of DarnUI and installed it properly, with help of package manager. In this case you must have prompt about modifications for the fallout.ini, which must be accepted

PS Your load order looks fine


Ah, thank you. I had darN's 11a for some reason instead of 10.
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Samantha Wood
 
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Post » Sat May 28, 2011 10:48 am

Just a couple of things. One of the Enclave female officers still has a beard and mustache. Also sometimes the Enclave Officers have a doubled clothing inventory, I'm not sure what could be causing this as I can't see anything affecting Enclave Officers at all except for the Martigen FWE esp,
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N3T4
 
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