[RelZ] FWE - FO3 Wanderers Edition #39

Post » Sat May 28, 2011 10:48 pm

That was a good read. I hope you saved after you killed them...
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Chad Holloway
 
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Post » Sat May 28, 2011 6:39 pm

I would assume the problem is that we updated Workbench script last version and one of those mods you mentioned is running off an outdated version. Doubtful that T3Ts patches have anything to do with it, probably something to do with the xCALIBR munitions patch or something like that, nothing we can really do anything about. I don't use any of those mods either, so can't check.


I see several CRAFT related mods in your load order. I can already tell it's caused by one of those.
See FWE doesnt add an activation perk itself, it uses the one from CRAFT - Activation Perk.esp. One of those mods you have loaded adds a second activation perk by it's own, so it doesnt have to use the CRAFT-Activation Perk.esp. That's what will cause the double CRAFT menu and other issues.

Regarding http://www.gamesas.com/index.php?/topic/1094641-relz-fwe-fo3-wanderers-edition-39/page__view__findpost__p__15985260 above.

So I found the mod that is causing two craft menu options to appear. It is http://fallout3nexus.com/downloads/file.php?id=8543 I guess it is a replacement esp. That makes sense and was pretty straightforward. It raises a few questions though.
Is it OK to use this in place of the activation perk (provided that it is also shown not to be the cause of the looping message)?
Is it really all that helpful? I ask because I see delamer made a comment on Nexus page - and was wondering if he made headway.

I stripped out all CRAFT related mods except those that are cannon to FWE and the problem of the character disappearing when activating the CRAFT option while in 3rd person remains. If I choose modify weapon (for WMK stuff) or activate (for vanilla schematics) then the character does not disappear but as soon as I activate the CRAFT option (where the craft surgical tubing or fit power armor options are) the character disappears and does not reappear.

Playing with it some it seems that the first person is shot back to where the camera is, so I can draw a gun or knife and see it floating up near the ceiling. No way to return to normal first person either.

... hmm then also noticed that when I went on a mini rampage when testing all these variations and killed the caravan guards of doc hoff that they all went immediately naked when they died - is that by design? Never seen that on any other NPC I have ... er ... defended myself from.
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Erich Lendermon
 
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Post » Sat May 28, 2011 6:06 pm

I've found your website to be quite helpfull in explaining in detail the menu setting options, one thing I couldn't find however was the stealth option "experimental" I've seen a post and reply about this in an earlier thread but would like to know what is the major difference between this and the other hard difficulty setting.

Thanks for including the movement speed in the menu now, I've been able to throw away the last of my game settings esps.
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Robert Jackson
 
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Post » Sat May 28, 2011 11:16 pm

Regarding http://www.gamesas.com/index.php?/topic/1094641-relz-fwe-fo3-wanderers-edition-39/page__view__findpost__p__15985260 above.

So I found the mod that is causing two craft menu options to appear. It is http://fallout3nexus.com/downloads/file.php?id=8543 I guess it is a replacement esp. That makes sense and was pretty straightforward. It raises a few questions though.
1. Is it OK to use this in place of the activation perk (provided that it is also shown not to be the cause of the looping message)?
2. Is it really all that helpful?
3. I ask because I see delamer made a comment on Nexus page - and was wondering if he made headway.

3. Sorry- I don't remember what I wrote earlier, but I hope it was not something stupid :)
1. Please be sure this mod was updated after FWE 5.03 release, or you will have some minor issues, corrected in 5.03
2. As I remember, this mod simply give full functionality to Zeta workbenches, so no- it is not so helpfull.

I stripped out all CRAFT related mods except those that are cannon to FWE and the problem of the character disappearing when activating the CRAFT option while in 3rd person remains. If I choose modify weapon (for WMK stuff) or activate (for vanilla schematics) then the character does not disappear but as soon as I activate the CRAFT option (where the craft surgical tubing or fit power armor options are) the character disappears and does not reappear.
Playing with it some it seems that the first person is shot back to where the camera is, so I can draw a gun or knife and see it floating up near the ceiling. No way to return to normal first person either.

This is CRAFT issue. Try to switch your view from 3- person to 1- person repeatedly- it must help. And don't use workbenches in 3-person view to prevent this issue.

... hmm then also noticed that when I went on a mini rampage when testing all these variations and killed the caravan guards of doc hoff that they all went immediately naked when they died - is that by design? Never seen that on any other NPC I have ... er ... defended myself from.

This was implemented to prevent gamer from looting fallen guard's corpse, he have too cool stuff for earlier stages of the game


@Katnap
I've found your website to be quite helpfull in explaining in detail the menu setting options, one thing I couldn't find however was the stealth option "experimental" I've seen a post and reply about this in an earlier thread but would like to know what is the major difference between this and the other hard difficulty setting.

Experimental settings most close to real life. You will be hardly dependent from environment- light sources, shadows, time of the day, obstacles, lines of view, silence. Stealth skill will not be Magic Trick anymore- it will be one of bonuses, which will help you to decrease or eliminate numerous penalties. If you played "Thief" games- you will know what I wanted to tell
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yermom
 
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Post » Sat May 28, 2011 11:59 pm

This is CRAFT issue. Try to switch your view from 3- person to 1- person repeatedly- it must help. And don't use workbenches in 3-person view to prevent this issue.

So this is an already known CRAFT issue? No amount of switching helps. I've played the game for a year and didn't know that. Yeah I've learned to not CRAFT in 3rd person now.

I can think of three CRAFT expansions - add on mods to make it more usable. Yet, it seems as though no one just wants to take over the CRAFT project itself and improve it from within. Is Highsight really holding onto it like he is going to return to it? Seems that way, but no updates in many months.

Anyway, Thanks

Oh and the looping workbench message went away when I also took one of the activation perks out. I will stick with the original.

But is it that the zeta benches do more? Or are they the same?
Just curious - never been to it.
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AnDres MeZa
 
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Post » Sat May 28, 2011 10:11 pm

So this is an already known CRAFT issue? No amount of switching helps. I've played the game for a year and didn't know that. Yeah I've learned to not CRAFT in 3rd person now.


Mm, have you tried changing outfits? That's always fixed the disappearing problem for me. o.o

Edit: This is completely random, but I just thought to post this: http://fallout3nexus.com/downloads/file.php?id=8339
It is russian, and it might be a bit of a modder's resource, but the few weapons seem very FWE-y. :)
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NIloufar Emporio
 
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Post » Sat May 28, 2011 10:19 pm

I can think of three CRAFT expansions - add on mods to make it more usable.

If you want to use some CRAFT-compatible mods, which used CRAFT as a base- you are free to do so. But be careful with CRAFT modifications, which extends CRAFT possibilities or make modifications to CRAFT system.

But is it that the zeta benches do more? Or are they the same?
Just curious - never been to it.

By default Zeta workbenches have vanilla functionality only- you can Craft vanilla weaponry. FWE make modification, which allow you to use WMK options too. But it still be impossible to CRAFT items- fitting armors, create med. bracers and surgicals, and so on.
Mod in question restore this possibility for Zeta workbenches.
So choose yourself to use or not to use it, but only if this mod compatible with FWE 5.03.
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Brentleah Jeffs
 
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Post » Sat May 28, 2011 11:01 am

OK thanks - I'm going to forego most Craft expansions in favor of the few Craft weapons I use: Junk Metal, Improvised weapons, and ammo schematics.

I'm noticing a different issue.

Messages seem to contradictory to what they mean. In using triage after combat I'm given a message that says this is only possible while in combat then it lets me use it. If not in combat then it does not give me the message and just lets me use it, so I'm thinking that it was trying to tell me that I'm not allowed to use it in combat.

I got a similar message regarding not being able to do something while transporting to Point Lookout, but tired now so forgot what it was. It too seemed contradictory.
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Francesca
 
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Post » Sat May 28, 2011 11:34 pm

If you think UF3P have some important things, you can make list of such fixes.


Ok, I made a list of the fixes I think should be implemented in FWE. I went through the entire UFOP fix list and chose those fixes which I thought would have a profound impact on gameplay. I ignored all graphics / sound glitch fixes since those are very negligible and I tried to be as discriminative as possible, although admittedly it was hard as I'm slightly perfectionist so the list may be a bit longer than you'd like. I divided each list into categories, and the first category is simply a list of fixes which were implemented in later versions of the UFOP which fixed some of the "fixes" in earlier versions. I included the relevant ones here because they might be helpful.

EDIT: I have re-arranged the list so that the most important categories of fixes are at the top and the least important at the bottom; I realize that you guys will probably not implement even 25% of these fixes, so I've tried to arrange them in order of importance within the lists as well (especially for the top-most categories). Also, I removed some of the marginal, borderline fixes from categories other than typo fixes (which are all "borderline" anyway).

UFOP Fixes:

    * Fallout 3: Improved Charon and Ahzrukhal fix, instead of resetting the dialogue option allowing you to start the event again Charon's and Ahzrukhal's AI will simply be reset allowing the event to procede normally (Altered Script: UF3PCaAFixScript).    * UF3P: Corrected typo in the scripts for the fixes "Fixed Wasteland Survival Guide quest not checking\calculating the correct health percent." and "Fixed Prototype Medic Power Armor not checking\calculating the correct health percent." which broke them totally, turns out you can only use forward slashes in sums (eg. 20 / 100) but if you use a backslash it doesn't work plus the G.E.C.K doesn't complain about it so I had no idea (Altered Script: MS14PowerArmorScript, MS03script).     * UF3P: Fixed Ninja perk fix (Removed Perk Alter: Ninja, Altered Actor Effect: PerkNinja).


Quest Fixes:

    * Fallout 3: Fixed the targets you have to shoot with the BB Gun in the quest "Growing Up Fast", the quest said "Shoot all three targets with the BB Gun." yet you could shoot 1 target 3 times, fixed only 1 target having a quest marker on it (other 2 didn't have the condition setup correctly) also the quest marker on the target will now vanish once you shoot it (Altered Script: CG02TargetSCRIPT, Altered Quest: CG02).    * Fallout 3: Fixed objective display issues in the Tenpenny Tower quest, only 1 of the 2 generators where displayed as an objective and the terminal wasn't being displayed as an objective even though it was setup to (don't think terminals can be marked as objectives?) also the objective marks will now disappear too (Altered Quest MS12, Altered Cell: WarringtonStation03).    * Fallout 3: Fixed the bartender killing event, no longer possiable to talk to either Ymir or Frank which caused it to break (Altered Script: YmirSCRIPT, New Message: UF3PNameBlank, UF3PNameYmir, UF3PNameFrank).    * Fallout 3: Fixed Wasteland Survival Guide quest not checking\calculating the correct health percent (Altered Script: MS03script).    * Fallout 3: Fixed Goalie Ledoux, Centre Dubois and Winger Gervais not appearing and Milo, Shipping Foreman missing the "May I have the key to the Research Safe?" dialogue option if you found the Nuka-Cola Clear Formula before or after the "The Nuka-Cola Challenge" quest (Altered Dialogue: MS05TLRDSafeKey, Added Quest: UF3PFTFFix, Added Script: UF3PFTFFixScript).    * Fallout 3: Fixed objective "Kill all the slavers near the Lincoln Memorial." for the quest "Head of State" not being marked as completed even though it was, had not effect on the quest progression at all, just a little display bug (Altered Script: MS06Script).


Perk Fixes:

    * Fallout 3: Fixed the Bloody Mess perk making it harder to complete the quest "You Gotta Shoot 'Em in the Head" since Bloody Mess can blow off more then the head if you get a head shot causing the script to mess up, the "Bloody Mess" part (not the damage) of the perk will be disabled when the quest starts and enabled again once the quest finishes (Altered Actor Effect: PerkBloodyMess).    * Fallout 3: Fixed Pyromancer perk, added Nuka-Grenade, Burnmaster and Zhu-Rong v418 Chinese Pistol to the list that this perk affects (Altered Form List: PerkPyromaniacWeapons).    * Fallout 3: Fixed Nuka-Grenade not being classed as an explosive by the Demolition Expert perk (Altered Form List: PerkDemolitionExpertWeapons).    * Fallout 3: Fixed the Ninja Perk, it will now grant +15% increased crit chance with melee and unarmed weapons (Altered Perk: Ninja).


AI Behavior:

    * Fallout 3: Fixed opening the Behemoth's gate via the switch at Evergreen Mills causing him not to come out and attack (Altered Script: EvergreenMillsElectricalSwitch01SCRIPT).    * Fallout 3: Fixed Paladin Hoss, Brotherhood of Steel Paladin and Initiate Pek following the play around after completeing the quest at Falls Church (Altered AI Package: FF02FallChurchPaladinHossFollowPlayer, FF02BrotherhoodKnightFollowPlayer).    * Fallout 3: Fixed the Brahmin at Girdershade, it was the Megaton Brahmin thus it would always travel back to Megaton (if it could survive the trip) if you came across it, replaced it with the default Brahmin which won't travel (Altered Cell: Wasteland>GirderShadeExterior).    * Fallout 3: Fixed Goalie Ledoux not running away after giving him the Nuka-Cola Clear Formula also Goalie Ledoux, Centre Dubois and Winger Gervais will now immediately run away after you give Goalie Ledoux the Nuka-Cola Clear Formula (Altered AI Package: SDOLedouxDialogPackage, Altered Script: SDOHandlerScript).    * Fallout 3: Fixed Sonora Cruz bad AI causing her to run away, also gave her a default AI package so she wanders around and she will also teleport back to the Regulator's HQ if she happened to of run away aready (Altered NPC: SonoraCruz, Altered Cell: zRegulatorHQInterior).    * Fallout 3: Fixed Shrapnel's AI packages, his sleep pagkages where set for him to sleep near to where Flak was... if Flak happened to be enslaved then Shrapnel would travel the wastelands to get to Flak so he could sleep near him (Altered AI Package: ShrapnelSleepSat23x8, ShrapnelSleep3x8NotSat).    * Fallout 3: Charon and Ahzrukhal will no longer become "stuck" if you walk too close to them while they are discussing the "end" of the contract also fixed Ahzrukhal not saying the dialogue line he was ment to (Altered AI Package: UnderworldCharonKillAhzrukhalSceneDialogue, Added Quest: UF3PCaAFix, Added Script: UF3PCaAFixScript).


Misc Fixes:

    * Fallout 3: Fixed GameDaysPassed calculating incorrectly, the more time you played the game the the bigger the gap would be when the day changed in the sleep\wait screen (day would change at say 7am after playing for 20 hours) (New Quest: UF3PGameDaysPassedFix, New Script: UF3PGameDaysPassedFixScript).    * Fallout 3: Fixed Lucky 8 Ball not behaving correctly (if you put it into a container the luck bonus would not be removed and then when you took it out the luck bonus would be removed, also the luck bonus wouldn't be removed if the Lucky 8 Ball was removed from you via RemoveAllItems) (Altered Script: MS01Lucky8BallScript, Altered Spell: MS01Lucky8BallAbility, New Base Effect: UF3PLuckyEightBallMagicEffect, New Script: UF3PLuckyEightBallMagicEffectScript).    * Fallout 3: Added measures to retreive NPC's that vanish to the twilight zone in Megaton (New Activator: UF3PMissingNPCFixerActivator, New Script: UF3PMissingNPCFixerScript, Altered Cell: MegatonWorld>Wilderness 0,-1).    * Fallout 3: Fixed all of Arefu becoming hostile to you if 1 of them happened to die not by your hands... say high speed trolly\barrel some random creature ect (Altered Script: MS09ArefuResidentScriptEvanKing, MS09ArefuResidentScript).    * Fallout 3: Fixed Ash and Goo piles not vanishing upon cell reset if the reference was persistant (Added Script: UF3PCleanupAshAndGooPiles, Altered Activator: DefaultAshPile1, DefaultAshPile2).     * Fallout 3: Fixed Cheng Personal Computer not displaying a Daily Affirmation for Saturday, the Saturday Daily Affirmation condition was set to "GetIsID" instead of "GetDayOfWeek" (Altered Terminal: IrvingChengTerminal, MS12TenpennyIrvingChengTerminal).    * Fallout 3: Fixed The AntAgonizer's and The Mechanist's minions respawning (New Script: UF3PRespawnFix, Altered Creature: MS02BattleAnt, MS02BattleRobot).    * Fallout 3: Fixed the "Crumpled Note" in the "The Brass Latern" that was embedded in the wall preventing you from picking it up and gaining the password to to unlock the terminal (Altered Cell: MegatonTheBrassLantern).    * Fallout 3: Fixed incorrect gender check which made females unable to intimidate Andy Stahl with their strength (Altered Dialogue: MegAndyGreetingIntimidate>"Well now, looks like..." 1D2D0).    * Fallout 3: Fixed Eat'o'tronic 3000's being activatable if they where already open by default also fixed it so if the Eat'o'tronic 3000 happened to reset (closed) somehow you can open it again (Altered Script: AutomatScript01).    * Fallout 3: Fixed Prototype Medic Power Armor not checking\calculating the correct health percent(Altered Script: MS14PowerArmorScript).    * Fallout 3: Fixed destroying the Masterbrain's security uplink causing all the dead robots to resurrect (Altered Script: MS17QuestScript).    * Fallout 3: Fixed Evan King having no key to open his house which prevented several AI packages from working correctly (Altered NPC: EvanKing, New Key: UF3PArefuEvanKingHouseKey, Altered Cell: ArefuKingResidence).    * Fallout 3: Fixed Three Dog going on about "grayditch has gone quiet" even after the quest "Those!" was completed. It had a bad check, was "GetStage MS04 < 200" thing is stage 200 didn't exist only 100 so it was always returning true thus you always got that news no matter what (Altered Dialogue: 96D7F)    * Fallout 3: Fixed Three Dog's Paradigm of Humanity dialogue missing gender checks causing him not to say the right lines if you where female (Altered Dialgoue: 58079, 5807A, 5807B, 5807C)    * Fallout 3: Fixed Three Dog's Head of State dialogue missing a gender check (Altered Dialogue: 5C94B).    * Fallout 3: Fixed missing scripting from Three Dog's dialogue about the quest "Trouble on the Home Front" (Altered Dialogue: 5C8E8).    * Fallout 3: Added in missing dialogue which prevented Three Dog talking about the Outcasts and Brotherhood (Altered Dialogue: RadioGNRNewsStoryGenericRELAY 96D77).    * Fallout 3: Fixed Three Dog not talking about the quest "The Nuka-Cola Challenge" before you completed it (Altered Dialogue: RadioGNRPlayerExploitsRELAY>AFC0D, RadioGNRPlayerExploitsMS05>5A54B, RadioGNRPlayerExploitsMS05>5A54C, RadioGNRPlayerExploitsMS05>5A54D)    * Fallout 3: Fixed Three Dog's dialogue about the Last, Best Hope of Humanity not running for males due to a bad karma check (Altered Dialgoue: 58080).    * Fallout 3: Fixed Colin Moriarty missing the key Jericho talks about to unlock his "Filing Cabinet" (Altered NPC: ColinMoriarty).    * Fallout 3: Fixed the "Filing Cabinet" Jericho talks about not actually being a filing cabinet but a gun cabinet, also renamed it to "Moriarty's Filing Cabinet" and replaced the shotgun\ammo in it with respawning caps to match what Jericho says (Altered Container: MegatonColinsCabinet, Altered Cell: MegatonMoriartysSaloon)    * Fallout 3: Fixed inaccessable "Tumblers Today" book in Vault 108, it is now ontop the step ladder instead of underneath it (Altered Cell: Vault108a).    * Fallout 3: Fixed Bubblegum showing it gives 0 rads but actually gives 1 rad (Altered Ingestible: Bubblegum).    * Fallout 3: Fixed Gandma Sparkles checking her own karma instead of the player's for her dialogue responces (Altered Dialogue: FFDCRockCreekGrandmaRumors>"Some fellas came by here a while ago that said they was lookin' for some troublemaker...", FFDCRockCreekGrandmaRumors>"Some fellas came by here a while ago that said they was lookin' for some dogooder...").


Ownership Fixes:

    * Fallout 3: Fixed Dave's safe counting as steal if Rosie won the election and gave you the code and told you to help yourself to it (Altered Dialogue: GREETING>"Well now... who could have...", Added Quest: UF3PRDSOFix, Added Script: UF3PRDSOFixScript).    * Fallout 3: Fixed Herbert "Daring" Dashwood safe counting as stealing even though he gave you the key to it (Altered Dialogue: DarningArgyleDeadTopic>"Dead? Argyle?...", Altered Cell: Tenpenny02, Added Quest: UF3PHDDSFix, Added Script: UF3PHDDSFixScript).    * Fallout 3: Fixed all containers in the player's house in Megaton, items will no longer vanish or will npc's steal from them also set the cell ownership to the player so things shouldn't get marked as "stolen" sometimes if you leave them around the place (Altered Cell: MegatonPlayerHouse).    * Fallout 3: Fixed Citadel - A Ring, Citidel - B Ring and Citadel - Laboratory, now are owned by the Brotherhood of Steel (Altered Cell: CitadelARing, CitadelBRing, CitadelLob).    * Fallout 3: Fixed 5 ammo boxes near the Brotherhood fo Steel in the Arlington Library, they now belong to them (Altered Cell: ArlingtonLibrary01).    * Fallout 3: Fixed the Regulator Headquarters not belonging to the Regulator's (Altered Cell: zRegulatorHQInterior). (Decane comment: But the player is a regulator if he has the perk)    * Fallout 3: Fixed metal box and ammo box not being owned (red) by the Republic of Dave (Altered Cell: Wasteland>RepublicofDave 19, 27).    * Fallout 3: Fixed various items near the Brotherhood of Steel guard not belong to the Brotherhood of Steel faction (Altered Cell: TaftTunnel01).


Inventory Fixes:

    * Fallout 3: Fixed Donovan's Wrench still being a quest item after the completion\failure of the Reilly's Rangers quest (Altered Quest: MS18, New Quest: UF3PDWFix, New Script: UF3PDWFixScript).    * Fallout 3: Fixed The Mechanist dialogue check only requiring The AntAgonizer's suit yet it removed both the suit and helmet from the player and it gave them to he Mechanist allowing you to get a second copy of the helmet if you killed/pickpocketed him (Altered Dialogue: GREETINGS>MS02> "Well Done!..." and "You had best...").    * Fallout 3: Fixed Button Gwinnett not removing the Ink Container from you, upon Button Gwinnett's death the Ink Container will be removed from your inventory and the Restoration Supplies Container, also it will be removed from your inventory if you have already completed the quest before using UF3P (Altered Dialogue: GREETINGS>"Saints alive!...", Altered Script: ButtonGwinnettScript, Added Quest: UF3PICFix, Added Script: UF3PICFixScript).    * Fallout 3: Fixed Sydney's ammo case so it will now only appear when she has arrived at The Ninth Circle also she now has her key to unlock the ammo case (Altered Script: MS15SydneyScript, Altered Quest: MS15 (altered stage 100 script)).    * Fallout 3: Fixed being able to get unlimited amounts of Sydney's 10mm "Ultra" SMG and 10mm ammo (Altered Dialogue: MS15FinTLSydneyBackground03 b39f6).


Typo Fixes (plenty of these; not so important but I don't think implementing these would be such a big job time-wise, just tedious maybe. They add the extra polish to the game that I like to see):

    * Changed the name of "Power Helmet" to "Brotherhood Power Helmet" as both "Power Helmet" and "Brotherhood Power Helmet" are identical (Altered Armor: ArmorPowerHelmet).    * Fallout 3: Fixed typo, "Splitting" to "Spitting" to match the audio (Altered Dialogue: MQ01ThreeDogCT03a>"Oh come on..." BC71E).    * Fallout 3: Fixed typo, "Shot glass" is now known as "Shot Glass" (Altered Misc Item: ShotGlass01).    * Fallout 3: Fixed typo, "Pre-war Money" is now known as "Pre-War Money" (this is the only item with pre-war in its name not to be capatilised) (Altered Misc Item: PrewarMoney).    * Fallout 3: Fixed typo, "Nuka-Cola fridge" is now known as "Nuka-Cola Fridge" (Altered Container: NukaFridge).    * Fallout 3: Fixed incorrect name of map maker, marker was nammed "Flooded Metro" yet it lead to "Arlington/Wasteland Metro" and there was already an instance of "Flooded Metro" too (Altered Cell: Wasteland>ArlingtontoWasteland 7,-8).    * Fallout 3: Changed "Enter character name." to "Enter character name:" (Altered Game Setting: sEnterName).    * Fallout 3: Fixed Shady Hat having incorrect object effect name, changed "Head gear" to "Shady Hat" (Altered Object Effect: EnchClothingShadySunGuard).    * Fallout 3: Fixed T-51B Power Armor having incorrect object effect name, changed "T-51b Armor" to "T-51b Power Armor" (Altered Object Effect: EnchT51bArmor).    * Fallout 3: Fixed T-51B Power Helmet having incorrect object effect name, changed "T-51b Armor Helmet" to "T-51b Power Helmet" (Altered Object Effect: EnchT51bArmorHelmet).    * Fallout 3: Fixed Lesko's Lab Coat having incorrect object effect name, changed "Lab Coat" to "Lesko's Lab Coat" (Altered Object Effect: MS04EnchClothingLeskosLabCoat)    * Fallout 3: Fixed Sheriff's Duster having incorrect object effect name, changed "Duster" to "Sheriff's Duster" (Altered Object Effect: EnchClothingSimmsOutfit).    * Fallout 3: Fixed Takoma Park Little Leaguer Cap having no object effect name (Altered Object Effect: EnchTakomaCap).    * Fallout 3: Fixed Tesla Helmet having incorrect object effect name, changed "Tesla Armor Helmet" to "Tesla Helmet" (Altered Object Effect: EnchTeslaArmorHelmet).    * Fallout 3: Fixed Red's Jumpsuit having incorrect object effect name, changed "Combat Jumpsuit" to "Red's Jumpsuit" (Altered Object Effect: EnchClothingChinComSuit).    * Fallout 3: Fixed typo in enchant effect name, "Ranger Battlearmor" now "Ranger Battle Armor" (Altered Object Effect: MS18EnchRangerArmor).    * Fallout 3: Fixed typo in enchant effect name, "Minderlithe" now "Poplar's Hood" (Altered Object Effect: MS10EnchClothingOasisHood).    * Fallout 3: Fixed typo in enchant effect name, "Dr. Barrow's Lab Coat" now "Wasteland Doctor Outfit" (Altered Object Effect: EnchClothingDoctorsLabCoat).    * Fallout 3: Fixed typo in enchant effect name, "Mindersight" now "Maple's Garb" (Altered Object Effect: MS10EnchClothingOasisGarb).    * Fallout 3: Fixed typo, changed "and and" to "and" (Altered Dialogue: MS08MedicalClue08>"Need specialized equipment..." 00023A02).    * Fallout 3: Fixed typo, changed "Pinkteron" to "Pinkerton" (Altered Dialogue: MS08MedicalClue08>"Dammit! Why are you..." 00024D45).    * Fallout 3: Fixed typo, changed "civilzation" to "civilization" (Altered Dialogue: GREETINGS>"If we value the pursuit of knowledge..." 00025FCB).    * Fallout 3: Fixed typo, changed "daugher" to "daughter" (Altered Dialogue: GREETINGS>"This isn't a good time..." 0001F0FC).    * Fallout 3: Fixed typo, changed "what what" to "what" (Altered Dialogue: CitTalkRothchildElderLyons5>"All right, all right..." 00025916).    * Fallout 3: Fixed typo, changed "Scorpian" to "Scorpion" (Altered Dialogue: DialogueTenpennyConv01>"I envy your..." 00045330).    * Fallout 3: Fixed typo, changed "be be" to "be" (Altered Dialogue: DialogueTenpennyConv01>"Oh, I'm alright..." 0004540F).    * Fallout 3: Fixed typo, changed "all all" to "at all" (Altered Dialogue: MS01StickHandsEscortStory>"And was our brave hero..." 000295C9).    * Fallout 3: Fixed typo, changed "smoothkin" to "smoothskin" (Altered Dialogue: MS14NotInterested>"Hey, that's your loss..." 0002B856).    * Fallout 3: Fixed typo, changed "to to" to "to" (Altered Dialogue: MS18TLGotBattery>"Well, what the [censored]..." 0002B93A).    * Fallout 3: Fixed typo, changed "coinc" to "conic" (Altered Dialogue: RadioGNRPlayerExploitsMS08>"I'd ask the kid from 101" 0005C90D and 0005C90E).    * Fallout 3: Fixed typo, changed "nourshing" to "nourishing" (Altered Dialogue: >"Your food is very..." 000C7AB2).    * Fallout 3: Fixed typo, changed "" to "Application" (Altered Dialogue: RDDaveCitizenship>"First off, you will...">"Application denied..." 0002C870).    * Fallout 3: Fixed typo, changed "Radway" to "RadAway" (Altered Dialogue: UnderworldWinthropPartsChangeMindReward>"I'll trade you five..." 000370FA).    * Fallout 3: Fixed typo, changed "you you" to "you" (Altered Dialogue: WarringtonKilledFerals>"So you killed a bunch..." 000629D7).    * Fallout 3: Fixed typo, changed "chile" to "chilli" (Altered Dialogue: BigtownTownWhereDidYouComeFrom>"A few dozen attacks..." 000483C0).    * Fallout 3: Fixed typo, changed "-Fixed " to "stabilizer" (Altered Dialogue: HELLO>"Just hold still..." 0006B226).    * Fallout 3: Fixed typo, changed "torc" to "torque" (Altered Dialogue: HELLO>"Hello, Henry. I just got..." 0001FC13).    * Fallout 3: Fixed typo, changed "llike" to "like" (Altered Dialogue: HELLO>"You smell..." 000384B5).    * Fallout 3: Fixed typo, changed "utilitze" to "utilize" (Altered Dialogue: HELLO>"It appears you've been..." 000C49B2 and 000C49B3).    * Fallout 3: Fixed typo, changed "Phillps" to "Phillips" (Altered Dialogue: NormalToAlert>"Ah you think you can..." 0001708D).    * Fallout 3: Fixed typo, changed "you you" to "for you" (Altered Dialogue: AndaleJackSmithGreetingBasemant2c2>"Well, whatever..." 0007E15E).    * Fallout 3: Fixed typo, changed "helpling" to "helping" (Altered Dialogue: MQ05DadHelpMe>"Helpling people?..." 0001CE6A).    * Fallout 3: Fixed typo, changed "Akzrukhal" to "Ahzrukhal" (Altered Dialogue: GREETING>"Don't you look absolutely..." 00030712).    * Fallout 3: Fixed typo, changed "Azhrukhal" to "Ahzrukhal" (Altered Dialogue: GREETING>"It's so weird here..." 0003712A).    * Fallout 3: Fixed typo, changed "Akzurkhal" to "Ahzrukhal" (Altered Dialogue: UnderworldTalkAhzurkhalCough1>"Sounds like you need..."    * Fallout 3: Fixed typo, changed "who who" to "who" (Altered Dialogue: HELLO>"Did you hear about..." 00028D88).    * Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownTownWhatsWrong>"You've seen those..." 0004716D).    * Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownTownWhosInCharge>"No one's really..." 000629C8).    * Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownSentryGreeting2A>"Don't think you'll scare..." 00049048 and 000632B0).    * Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownBittercupGreeting2b>"I was dating Pappy..." 00029253).    * Fallout 3: Fixed typo, changed "Ahzrukhal" to "Ahzrukhal" (Altered Dialogue: >"No. Go talk...." 000332AF).


PS: IMO, if you implement these fixes, it would make using UFOP pretty much redundant, since for all the texture / object placement / sound glitches it fixes, there are plenty more that it doesn't, so using the patch just for those is kinda pointless.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Sat May 28, 2011 8:20 pm

Messages seem to contradictory to what they mean. In using triage after combat I'm given a message that says this is only possible while in combat then it lets me use it. If not in combat then it does not give me the message and just lets me use it, so I'm thinking that it was trying to tell me that I'm not allowed to use it in combat.

It tell you "You can perform first AID only while you in combat"
This is correct, you can not use Triage fully in combat
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Sat May 28, 2011 9:03 pm

Ok, I made a list of the fixes I think should be implemented in FWE.
PS: IMO, if you implement these fixes, it would make using UFOP pretty much redundant, since for all the texture / object placement / sound glitches it fixes, there are plenty more that it doesn't, so using the patch just for those is kinda pointless.

Thanks, we will take a look at your list.
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Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sat May 28, 2011 7:43 pm

But then I did perform triage right after getting the message.
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Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Sat May 28, 2011 11:40 am

But then I did perform triage right after getting the message.

Yes, in combat (or without perks) you can restore little health to all your limbs. But you are not able to fully heal them. It is intentional
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Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Sat May 28, 2011 9:59 pm

How do I find/use the weapons scanner? I'm obviously missing it someway/somehow. Thanks!
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Markie Mark
 
Posts: 3420
Joined: Tue Dec 04, 2007 7:24 am

Post » Sat May 28, 2011 4:52 pm

How do I find/use the weapons scanner? I'm obviously missing it someway/somehow. Thanks!


When in the Weapons tab of your Pip-Boy, select a weapon and then press the "S" button once. You should get a dialog box which shows the weapon stats for that weapon.
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He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sat May 28, 2011 8:42 pm

When in the Weapons tab of your Pip-Boy, select a weapon and then press the "S" button once. You should get a dialog box which shows the weapon stats for that weapon.


Ah, I was looking for something a bit more obvious! Everything else is laid out so well, I was missing that. Thanks!
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Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sat May 28, 2011 8:03 pm

Question - has the AI of the enemy NPC's been tweaked? They seem much more aggressive now. It's been awhile since I played but they really seem to come after you a lot more than they use to. Makes sense but it makes it a lot tougher. It's harder to pick them off now.
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Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Sat May 28, 2011 10:58 am

Just a little something I am noticing now after the update, in my Megaton house, I am getting the workbench repair bonus message when in the area where the workbench is. But.... I don't have a workbench there.

Doesn't bother me at all, just figured I'd point that out if it hasn't been already. I definitely didn't notice this before the update.
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Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Sat May 28, 2011 8:44 pm

Question - has the AI of the enemy NPC's been tweaked? They seem much more aggressive now. It's been awhile since I played but they really seem to come after you a lot more than they use to. Makes sense but it makes it a lot tougher. It's harder to pick them off now.

Yes, it was tweaked

Mr. GARY
Just a little something I am noticing now after the update, in my Megaton house, I am getting the workbench repair bonus message when in the area where the workbench is. But.... I don't have a workbench there.

Workbench is always in your home, but firstly it is "invisible" (not enabled)
This is not a bug, side effect only
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Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Sat May 28, 2011 10:19 am

Please forgive me for not knowing what this would be called.

I am in the wastelands (-2,-5) on top of a big amount of rocks, so a fair distance from the Megaton entrance. I noticed that I can pickup the brahmin name on my screen from the pack below that hangs out with the lady to travel you to locations. http://img33.imageshack.us/i/screenshot12l.png/ Also, sometimes it still sticks when I move my camera away (turn around and start walking) for about 2-4 secs longer. Just thought I would give a heads up in it :)
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N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Sat May 28, 2011 10:08 pm

Please forgive me for not knowing what this would be called.
I am in the wastelands (-2,-5) on top of a big amount of rocks, so a fair distance from the Megaton entrance. I noticed that I can pickup the brahmin name on my screen from the pack below that hangs out with the lady to travel you to locations.
2. Also, sometimes it still sticks when I move my camera away (turn around and start walking) for about 2-4 secs longer. Just thought I would give a heads up in it :)

I have the same.
2- this is vanilla issue
1- This is vanilla or DarnUI issues, more probably vanilla again.
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LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Sat May 28, 2011 12:49 pm

I have the same.
2- this is vanilla issue
1- This is vanilla or DarnUI issues, more probably vanilla again.


Oh, very sorry about that :)
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.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Sat May 28, 2011 6:35 pm

Hail modders of wonder

Or whatever :)

Wanted to see what your relative tolerance/status of crashing is, I played through the game up until like lvl 24-28 a few times with a good chunk of mods on, read on for list, and just get constant CTDs, not too consistent, but constant. Maybe once every ten minutes, then twice in 5 minutes, then not one for an hour, then not one for three hours, then back to once every ten minutes etc. Do you guys experience the same? Is it just something I should grin and bear? I do everything I should, mind you, create a merged patch, use masterupdate, use BOSS etc. I would be satisfied with a CTD every few hours or so, but the way they are now, it just really kills the buzz ya know? Like, I'm playing the game waiting for it to crash...often. I'm working on starting over again and making a smaller load order, but some feedback as to what you guys do and what you guys experience would be great.

Cheers

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Project Beauty.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] xCALIBR.esm
[X] COMM.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] StreetLights.esm
[X] DCInteriors_ComboEdition.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] Project Beauty- Broken Steel.esp
[X] Project Beauty- Point Lookout.esp
[X] Fellout-pipboylight.esp
[X] MaxLevelWorkaround-BS.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] TinCanCRAFTing.esp
[X] CraftScrapMetal.esp
[X] Radio Stutter + GNR Fix v0_85.esp
[X] GalaxyNewsRadio100[M].esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] UPP - Experience Perks.esp
[X] PreWar Book Titles and Perks.esp
[X] Melee-UnarmedPACKeng.esp
[X] Overhead3PCamera.esp
[X] NotSoFast.esp
[X] HeirApparent.esp
[X] IntoTheDeepWoods.esp
[X] PLweightadjust.esp
[X] The Mantis Imperative - Mantis.esp
[X] The Mantis Imperative - Jello.esp
[X] MegatonContracts.esp
[X] A Little Mutant Problem.esp
[X] NecronomiconExMortis 5.5.esp
[X] BlackWolf Backpack.esp
[X] BlackWolf Backpack - Vanilla Big Guns Fix.esp
[X] BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp
[X] BlackWolf Backpack - Zeta Drone Cannon Fix.esp
[X] WastelandMastery.esp
[X] SkillCheck.esp
[X] UndergroundHideout.esp
[X] DCInteriors_DLC_Collectables.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 - Project Beauty.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Followers Enhanced.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Worn Weapons.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
[X] Tailor Maid.esp
[X] Tailor Maid Anchorage.esp
[X] Tailor Maid PITT.esp
[X] Tailor Maid Brokensteel.esp
[X] Tailor Maid ZETA.esp
[X] Tailor Maid Black Retex.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] WeaponModKits - FWE Optional Worn Weapons.esp
[X] kikaiEquipment.esp
[X] xCALIBRmunitions.esp
[X] xCALIBRmunitions_FOSEnhancements.esp
[X] EVE.esp
[X] EVE - FWE Master Release.esp
[X] EVE - FWE Master Release (Follower Enhanced).esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE with WeaponModKits.esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] Replenishment.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Project Beauty.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 - Project Beauty + FWE.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Enhanced Weather - Sneak Bonus during Storms.esp
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[X] megalight.esp
[X] MZ-Weak-EbonTek.esp
[X] RZW_PortableRadios.esp
[X] xCALIBR_override_FWE5.esp
[X] Merged.esp
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Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Sat May 28, 2011 9:56 am

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmFallsChurchMetroFix.esmAbbreviated Effects.esmCRAFT.esmCALIBR.esmFNNCQ.esmAmyWong.esmCMF-Zeta.esmDCInteriors_ComboEdition.esmCubeExperimental (EN).esmProject Beauty.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmXepha's Dynamic Weather.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espMalikaTheGypsyByAzar.espKelseyCompanion.espJessiCompanion.espAmyWong - CALIBR 1.3 (FWE 5).espAmyWong - FWE 5.espAmyWong - FOSE.espAmyWong - DLCs.espfirelance-quest.espCaravan Tracking.espMole Rat Maze.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espA Trail of Crumbs.espDLM_Nuka Cola Refill Stations.espMX_Vault74_eng.espMX_Vault74fix.espR.A.C.E. Station.espExistence2.0.espCONELRAD 640-1240.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espPLweightadjust.espThe Mantis Imperative - Mantis.espThe Mantis Imperative - Jello.espMeresti Metro Station Entrance.esphouseexpansion.espDCInteriors_DLC_Collectables.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espUPP - Experience Perks.espEcho_BatteryCharger.espVaultTechLocators.espMoreMapMarkers.espLongerDeathCamera.espSkillCheck.espCASM.espCRAFT - Activation Perk.espWastelandMastery.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espImmersiveHealth-LITE.espFPS Knife Hotkey.espRobCo Certified.espWasteland Whisperer.espResponsive Kill Reactions.espDarNifiedUIF3.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - Project Beauty + FWE.espDelay ThePitt + Anchorage.espDelaySteel.espdelaypl.espdelayzeta.espPreWar Book Titles and Perks.espXFO_Pacing_Extra_Levels.espFreePumpkin-perk.espMZ No Karma Loss.espZoomReworked.espStealthBoyReworked.espSVD(FWE)+WMK.espmegalight.espStreetLights - Wasteland.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espXepha's Dynamic Weather - Main.espXepha's Dynamic Weather - Anchorage.espXepha's Dynamic Weather - The Pitt.espXepha's Dynamic Weather - Broken Steel.espXepha's Dynamic Weather - Point Lookout.esp2.espTotal active plugins: 154Total plugins: 154

User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Sat May 28, 2011 4:23 pm

Question to the OP (I'm going to assume you created this mod): I've been playing with the latest version of FWE for a while, and I have not yet see a Gauss Pistol or Rifle, along with a few other weapons that are in FWE's data files yet. Did you not include them/ where are they located/ what NPCs use them?

Also, when possible, try to finish your information on the new weapons and armor on the website =P.
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Carlitos Avila
 
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Joined: Fri Sep 21, 2007 3:05 pm

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