[RelZ] FWE - FO3 Wanderers Edition #39

Post » Sat May 28, 2011 8:18 pm

Also: you didn't remove the duplicate nail board repair entry from the 5.04 .esm and .esp. :) (Yes, I know it has no effect on the game but it's still a mistake and it makes FO3Edit show red and I don't like red)

While it's nice that our players dont have any bigger worries, don't you think you're taking the nitpicking a wee bit far. Next you're going to ask me to reformat my scripts for your reading pleasure :)
It's not a "mistake", it doesn't have any ingame effect, it is completely irrelevant. Having "less red" in FO3Edit won't make your game prettier, better or more stable.

Now that the iXPBumpBase setting is handled through FWE's in game menu, is it possible to set a different value for this setting not defined by FWE? I've tried tacking a simple slower leveling mod on to the end of my load order but it has no effect.

Another mod that tries to edit the iXPBumpBase won't have any effect, doesn't matter where you load it. What setting are you exactly trying to archive?
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Casey
 
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Post » Sat May 28, 2011 2:07 pm

Well I'm not sure what was changed about FWE-broken steel.esp but it no longer throws an error in the bashed patch process, so thanks.
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Bek Rideout
 
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Post » Sat May 28, 2011 8:33 am

Well I'm not sure what was changed about FWE-broken steel.esp but it no longer throws an error in the bashed patch process, so thanks.

Yeah I snuck that in for you garybash users ;)
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Trent Theriot
 
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Post » Sat May 28, 2011 7:36 pm

While it's nice that our players dont have any bigger worries, don't you think you're taking the nitpicking a wee bit far.

Well, when was demanding perfection ever counter-productive? It isn't a problem if you don't do what I suggest since I delete the duplicate entry myself anyway whenever compiling a merged patch, but I'm just trying to make this mod even better, even if my requests sometimes seem a tad.. superfluous.

PS: About the sprinting feature.. After releasing the sprint key, and then immediately attempting to crouch or slow-walk, the player is unable to do so because the sprinting seems to "stick" for another 2-3 seconds after it has taken place. Is this intentional, to simulate fatigue or something?
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Alexander Lee
 
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Post » Sat May 28, 2011 1:43 pm

Well, when was demanding perfection ever counter-productive? It isn't a problem if you don't do what I suggest since I delete the duplicate entry myself anyway whenever compiling a merged patch, but I'm just trying to make this mod even better, even if my requests sometimes seem a tad.. superfluous.

Dude, if it has no ingame effect, how does it add to perfection?
Don't you think I might be busy adding new weapons, creating new models, writing scripts, etc for the next version and that squabbling about irrelevant things like that don't exactly help my productivity.

PS: About the sprinting feature.. After releasing the sprint key, and then immediately attempting to crouch or slow-walk, the player is unable to do so because the sprinting seems to "stick" for another 2-3 seconds after it has taken place. Is this intentional, to simulate fatigue or something?

That's because parts of the player controls get disabled during sprint and it takes a moment until the controls get reenabled again.
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Heather M
 
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Post » Sat May 28, 2011 12:25 pm

Yeah I snuck that in for you garybash users ;)

Thanks so much for that.

Question - since Gary Bash now has a tweaks for ironsight mods I'm wondering if FWE/WMK is compatible with any of the ironsight mods like http://www.fallout3nexus.com/downloads/file.php?id=6938 or http://www.fallout3nexus.com/downloads/file.php?id=3795.

Sure seems like something that would fit the theme of an FWE/WMK type game.

thanks again.
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Tha King o Geekz
 
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Post » Sat May 28, 2011 5:07 pm

Do you mean the Knife Hotkey from my http://fallout3nexus.com/downloads/file.php?id=8112 page (or do you mean the one I posted ages ago here on the forums)? Well if someone has an issue with that mod they should simply post it on my nexus page (no point really in bringing this up in the FWE thread). Doesn't really help if people post on underground, don't really pay attention to much there.
Haven't really heard of anyone saying it stopped working though.

I apologize for bringing it up here but to clarify your question, yes it is the one for your Fps hotkey. I'm going to ask for a loadorder or 2 and check if there are some mod conflicts cause your mod has been running as smooth a silk since day one. Oh I have a FWE question, Is the tommy gun supposed to do 14 round bursts in vats with like only 2 bullets hitting or is my AP super high and my small guns super low?
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Gemma Woods Illustration
 
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Post » Sat May 28, 2011 10:36 am

Thanks so much for that.

Question - since Gary Bash now has a tweaks for ironsight mods I'm wondering if FWE/WMK is compatible with any of the ironsight mods like http://www.fallout3nexus.com/downloads/file.php?id=6938 or http://www.fallout3nexus.com/downloads/file.php?id=3795.

Sure seems like something that would fit the theme of an FWE/WMK type game.

thanks again.

Not right now, that would require the reworking of all weapon models FWE has(and FWE has quite a few altogether). We don't really have the time for that, so can't say when and if that's going to happen.

Is the tommy gun supposed to do 14 round bursts in vats with like only 2 bullets hitting or is my AP super high and my small guns super low?

Yeah the Tommygun does longbursts. It has a pretty big magazine and it looks fun, so I thought why not. Might be something I remove again in the future since the ammo consumption is pretty high.
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Shelby Huffman
 
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Post » Sat May 28, 2011 4:13 pm

Another mod that tries to edit the iXPBumpBase won't have any effect, doesn't matter where you load it. What setting are you exactly trying to archive?


I was hoping for something a little higher, say 500.
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Nitol Ahmed
 
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Post » Sat May 28, 2011 9:15 pm

Thanks again guys for making such an amazing modification. The new Tommy Gun model looks great too!
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R.I.P
 
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Post » Sat May 28, 2011 12:07 pm

Question, is it user aiming, or do I sometimes miss a sword swing on a dice roll, even at 100 melee skill and 10 strength?
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Doniesha World
 
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Post » Sat May 28, 2011 11:20 am

I was hoping for something a little higher, say 500.

https://docs.google.com/leaf?id=0BydCGxH-MDdeMWI0ZGNmNjYtM2FjMi00NWFhLTljODUtMGM4M2U2YzI1MGFi&hl=en, made a small override for you, it changes the default from 400 to 500. Just load it after the other FWE plugins.

Thanks again guys for making such an amazing modification. The new Tommy Gun model looks great too!

Cheers, thanks :)

Question, is it user aiming, or do I sometimes miss a sword swing on a dice roll, even at 100 melee skill and 10 strength?

No there are no invisible hit dierolls, in Fallout3 you hit what you hit physically.
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kiss my weasel
 
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Post » Sat May 28, 2011 1:44 pm

https://docs.google.com/leaf?id=0BydCGxH-MDdeMWI0ZGNmNjYtM2FjMi00NWFhLTljODUtMGM4M2U2YzI1MGFi&hl=en, made a small override for you, it changes the default from 400 to 500. Just load it after the other FWE plugins.


I don't know how you do what you do, but it's greatly appreciated. Thank you!
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le GraiN
 
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Post » Sat May 28, 2011 11:56 am

After playing through the game partway with the new FWE there are two things that I'd like to mention. First one is the skill changes in the config menu are not retroactive and this makes the game in my opinion far too easy, there's too much of a bonus to skills with the first level up. The other is the stealth, I've had a look at the settings for the harder difficulty and I've chosen the FWE default for sneak even though, I feel that it is too easy. The reason is because of the way the sneak has been made harder, wouldn't it be preferable to have just noise and movement increased radically rather than also having the range which npcs can detect set to an extreme level, which in my opinion makes it unrealistic. I've experimented with things like this and found it to be a lot of fun to have the run while sneaking setting turned up pretty high, you can walk while sneaking but as soon as you get impatient with the slow walk sneak and start to run they hear and start looking for you. The same with the sneak sound action setting. It also makes the perk Silent Running extremely worthwhile to get.
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Alexander Horton
 
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Post » Sat May 28, 2011 8:39 am

I seem to be having a problem with the FWE controls menu.
When I select "Feature Settings" from the Main Menu, the Main Menu closes, but the Features menu doesn't come up.

I had this problem with 5.0, and updated to 5.4 last night, but the broken/stuck script persisted.

Which script triggers the Feature Settings menu to display?

If I know this, I should be able to walk through the scripts, and maybe use the console to un-stuck the script so that the menu will display, or if I have to do it the hard way, write a fix-it script plug-in to get it working again (a tiny use-once-and-throw-away mod).
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Romy Welsch
 
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Post » Sat May 28, 2011 10:19 pm

After playing through the game partway with the new FWE there are two things that I'd like to mention. First one is the skill changes in the config menu are not retroactive and this makes the game in my opinion far too easy, there's too much of a bonus to skills with the first level up. The other is the stealth, I've had a look at the settings for the harder difficulty and I've chosen the FWE default for sneak even though, I feel that it is too easy. The reason is because of the way the sneak has been made harder, wouldn't it be preferable to have just noise and movement increased radically rather than also having the range which npcs can detect set to an extreme level, which in my opinion makes it unrealistic. I've experimented with things like this and found it to be a lot of fun to have the run while sneaking setting turned up pretty high, you can walk while sneaking but as soon as you get impatient with the slow walk sneak and start to run they hear and start looking for you. The same with the sneak sound action setting. It also makes the perk Silent Running extremely worthwhile to get.

Yeah need to move the skill settings to the alt start computer.

Regarding stealth well the opinions completely diverge on this. I personally for example prefer the Medium setting (for reasons you stated). But there's really only so much you can do with the gamesettings. Which is why schlangster is writing new AI scripts in the next version to give enemies some actual realistic behaviour, which you cant emulate via altering the gamesettings. But I'll make sure to take another hard look at the regular settings, thanks for your feedback.


I seem to be having a problem with the FWE controls menu.
When I select "Feature Settings" from the Main Menu, the Main Menu closes, but the Features menu doesn't come up.

I had this problem with 5.0, and updated to 5.4 last night, but the broken/stuck script persisted.

Which script triggers the Feature Settings menu to display?

If I know this, I should be able to walk through the scripts, and maybe use the console to un-stuck the script so that the menu will display, or if I have to do it the hard way, write a fix-it script plug-in to get it working again (a tiny use-once-and-throw-away mod).

Type into the console "resetQuest FWEConfigMenuQuest600". That was a bug from 5.0 and It was fixed in subsequent versions but we forgot to put in a retroactive fix for this particular problem (ie if you broke it in 5.0 it stayed broken).
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Alex [AK]
 
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Post » Sat May 28, 2011 5:13 pm

...
Type into the console "resetQuest FWEConfigMenuQuest600". That was a bug from 5.0 and It was fixed in subsequent versions but we forgot to put in a retroactive fix for this particular problem (ie if you broke it in 5.0 it stayed broken).

Worked as advertised!
Thanks Kai Hohiro.
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Ana
 
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Post » Sat May 28, 2011 2:11 pm

I thought I had a slight problem with the level lists, but it turns out not to be. I had to say something though, the Talon mercs images are being ruined after being caught with teddy bears and lunchboxes.

Up to now I've avoided using fast travel, but I thought I'd give the Motorcycle a try. It's a lot of fun to use, keeping it maintained and fueled. It was also responsible for a very immersive first meeting with the Talon Co. I'd taken the MC to Grayditch, when I finished up there I went back to the Motorcycle and found the Talon Co. standing around it. It was like it was a specially scripted scene, with them deciding to wait near the Motorcycle for me to come back.

I am having one peculiar problem though with one of Luckys caravan guards, he ended up dead somehow and is being teleported around dead with no gear along with Lucky and his guards.
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Roanne Bardsley
 
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Post » Sat May 28, 2011 1:28 pm

I am having one peculiar problem though with one of Luckys caravan guards, he ended up dead somehow and is being teleported around dead with no gear along with Lucky and his guards.

That's funny and disturbing, but definitly not something I've heard of so far heh
You definitly have no other mod loaded that could be affecting the caravans?
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Britta Gronkowski
 
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Post » Sat May 28, 2011 7:05 pm

That's funny and disturbing, but definitly not something I've heard of so far heh
You definitly have no other mod loaded that could be affecting the caravans?


I've checked in FO3edit and can see nothing overriding/conflicting with the caravan guards/merchants or scripts. The guard who is being teleported is Dutch, I did a coc to Rivet city area and found both Lucky and Crow there at the same time, Dutch was standing among them with no gear until I got closer then he collapsed and went flying along the ground.
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Rebecca Clare Smith
 
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Post » Sat May 28, 2011 12:35 pm

I've checked in FO3edit and can see nothing overriding/conflicting with the caravan guards/merchants or scripts. The guard who is being teleported is Dutch, I did a coc to Rivet city area and found both Lucky and Crow there at the same time, Dutch was standing among them with no gear until I got closer then he collapsed and went flying along the ground.

Yeah that shouldn't happen. The guards do have a special follow script and apparently in this case the script still seems to be firing despite him being dead. Again this is the first time I've ever heard of this happening, but yeah in fallout3 you better expect the unexpected.
Well it's easy enough to implement another check to prevent this.

In any regards, the next time you see him just open the console click on his body and type "disable" and you should be rid of him.
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Haley Cooper
 
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Post » Sat May 28, 2011 4:00 pm

I am having one peculiar problem though with one of Luckys caravan guards, he ended up dead somehow and is being teleported around dead with no gear along with Lucky and his guards.

I had the same problem when Lucky and all of his guards died. I resurrected only Lucky and his Brahmin, and every time that Lucky would be outside of Megaton ready to trade as usual, I would notice that his Brahmin was standing on two corpses, which proved to be no other than his caravan guards (who had died south of Fort Bannister). Well, I resurrected them too, and set the condition for them following Lucky around to GetDead instead of GetDeadCount in G.E.C.K. because GetDeadCount broke their AI (they would run away into nothingness when resurrected since the GetDeadCount counter was increased to 1 when Lucky died and hence they were no longer set to follow him around).

I would have just used a console command to set the DeadCount counter back to 0 if one existed, but I'm afraid I came up empty-handed after searching the deepest depths of the internet for such a command.
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Nick Pryce
 
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Post » Sat May 28, 2011 8:22 am

No there are no invisible hit dierolls, in Fallout3 you hit what you hit physically.



Thanks, that's good to know. I thought I read in the readme of XFO (if I spelled it right, the damage mod that FWE uses) a while back, that there was some missing with melee.




Hey, does the Chinese stealth suite go in steal mode, or is there some work bench magic to be done?
The Anchorage winter power armour will go in stealth mode btw.
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Cameron Wood
 
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Post » Sat May 28, 2011 6:49 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
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Noely Ulloa
 
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Post » Sat May 28, 2011 10:48 am

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).


FOSE is required for CRAFT And CALIBR. And because you can do a hell of a lot more with FOSE.

MMM works fine with this mod, but only if you have the necesarry patches. Search for FOIP on the Nexus.

The long time ago that I played this (I believe it was version 4.6 or something) I rather liked it. Haven't tried the newer ones.
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Stephy Beck
 
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