[RelZ] FWE - FO3 Wanderers Edition #39

Post » Sat May 28, 2011 5:54 pm

Fallout 3 - Wanderers Edition (FWE)

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

Master Release 5.03
2010 . 05 . 23


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

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

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

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

The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

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

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

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

Other FWE Resources:

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



================================================================================
Recent Changes (FWE 5.03)
================================================================================


Please note that the recommended load order has changed slightly, due to changes in Project Beauty. Please adjust your load order accordingly(see FWE or FOIP page or our FAQ). And remember to download the newest FOIP patches and to create a new Merged Patch!

New Features / Major Changes
  • FO3 Wanderers Edition UFP Support.esp is discontinued, it's not required anymore. Please remove it if you still find it in your load order.
  • Added 14 new sets of armor and 8 new helmets which are distributed across the wasteland and added to vendors.
  • Changed the way water bottling works. Now you simply have to use a water source while stealthing.
  • Added new menu option in the 'Immersion' settings to reenable Karma messages(they are still off by default). This can be found in the Immersion menu of the FWE control panel.
  • Added new menu option in the 'Damage/Combat' settings to adjust overall runspeed of all characters ingame.
  • Added new menu option in the 'Immersion' settings that allows you to adjust Fallout's level of gore in combat.
  • Added new menu option in the 'Immersion' settings which allows you to control the Ragdoll physics of killed NPCs. This has 5 options: Realistic, Medium (FWE default), Strong, Very Strong and Extreme(if you ever felt like punching a raider across the potomac, this is for you). This option can also be found in the Immersion menu. Please note that the mod "Realistic Death Physics is incompatible with FWE and shouldn't be loaded together. The Realistic setting from the FWE menu is identical to what that mod does.
  • New models for the Pulse Rifle and Pulse Pistol, courtesy of Weijiesen!
  • New weapon model for the Tommy gun. Credit for this great model goes to davidriggs
  • Improved model of A321's Plasma rifle.
  • New weapon model for the Xuanlong Assault Rifle. Credit for the new model goes to HeroinZero.
  • Cyborg perk has been rebalanced and rank 5 now gives Nightvision(activate through FWE nightvision hotkey).

Tweaks
  • New ammo from FWE is now distributed more commonly across the wasteland and on vendors.
  • Further reduced speed while wearing heavy armor.
  • Numerous tweaks to weapons, armor and perks.
  • Lowered weight of 5.56, 7.62, EC packs, flamer fuel and Microfusion cells.
  • Alien food now also quenches thirst (Mothership Zeta)
  • Readded stealth field effect to chinese stealth armor
  • Small tweak to Nightvision so the pipboy is better viewable while you have it active
  • Other enclave armor can now be repaired with the Hellfire armor (Brokensteel).
  • The DLC messages that occur when you start a new game are not any more annoying message boxes. They are now displayed as small messages in the top left corner (All DLCs)
  • Small change to the second medicine bobblehead in the tutorial, it can now be picked up normally(you used to have to press the hold key together with the 'E' key. This was deliberate but many people didn't know that FWE allows you to place bobbleheads and move them around anywhere you like.
  • Slightly lowered arm health of humans
  • Updated some notes and loadscreens

Bug Fixes
  • Removed the Vendors Respawn menu option, didn't really work as intended.
  • Fixed bug that caused Stimpack sound to play twice.
  • Fixed a small bug that would happen if the player exited an area while standing close to a workbench, resulting in the player permanently having the workbench bonus until he visited another workbench.
  • Fixed the arm of the Enclave Advanced Power Armor MK1 model not appearing correctly in first person melee combat.
  • Fixed a bug that would prevent your followers from activating the purifier for you. (Broken Steel).
  • Removed a setting that prevented Enclave from using the Gauss Rifle if they spawned with it (Operation Anchorage).
  • Fixed the gloves on the Winterized T51b to match the armor (bug from vanilla Fallout)
  • Fixed a bug from vanilla Broken Steel that would cause Enclave to spawn too early
  • Fixed a vanilla Fallout bug from Mothership Zeta that could break the MZ quest.
  • Fixed a vanilla Fallout bug that could cause could cause time to get messed up if played over extended periods of time (thanks to Quarn)
  • Fixed bug that could cause the motorcycle to become permanently disabled when using the Escape to Showroom or Recall Bike options (Alternative Travel).
  • Fixed certain drugs that weren't affected by the drug visuals setting.

FOIP Updates

WMK FOIP Patch
  • Some minor tweaks to weapons
  • Steel Alloy and Dragoon weapons are now moddable

EVE FOIP Patch
  • Shredder Grenades are now supported by our grenade hotkey
  • Updated patch for EVE 0.96 "Important Update"

MMM FOIP Patch
  • Added menu option to disable additional Behemoth spawns from MMM (can be found in the FWE Control Panel under supported menus)
  • Mart's Mutant Mod FWE with EVE.esp has been discontinued, it's not required anymore

Project Beauty FOIP Patch
  • New set of FOIP patches that are compatible with the HD and the standard version of Project Beauty 2.71


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



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


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

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


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


Upgrading from FWE 5.0 / 5.01 / 5.02

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

Upgrading to FWE 5.0 from Prior Versions

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

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


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

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

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

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

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


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


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

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


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

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

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


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


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

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

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

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

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

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

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

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

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

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

FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

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

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

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

Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp

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

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

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

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


Please refer to the following:

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


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


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

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


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

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




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


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

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

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

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

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

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Sat May 28, 2011 7:43 pm

Bug Report time:

(1) Sometimes (very rarely) I get this weird green tint filter on my screen when playing the game. It has only happened twice in my 40-hour playing time thus far, once at the Scavenger's Shack near Hamilton's Hideaway and once near the Pulowski Shelther where Bryan Wilks hides for the duration of the "Those!" quest. Here's a screenshot, and before you ask, no I'm not under the influence of a drug / alcohol, and NO, I don't have nightvision enabled since I'm not even wearing an armor with nv. I've turned off the drug visual effects, but I only did that after this green effect happened the first time, so the drug effect being enabled / disabled doesn't seem to have anything to do with it: http://img13.imageshack.us/img13/5535/greenqf.jpg

PS: This effect seems to get "stuck" such that once afflicted, saving and reloading will not get rid of it. The only way to fix it is to go back to an earlier save not afflicted with the bug.


Is this bug reproduceable? Also, does disabling FWE prevent this bug from occuring? I haven't heard of anyone else experiencing this before. If it isn't consistently reproduceable it's basically impossible to determine what's causing it from our end.

(2) This happens when I get a haircut from the robot at my Megaton house:

http://img28.imageshack.us/img28/5422/hair3m.jpg
http://img215.imageshack.us/img215/8482/hair2n.jpg
http://img241.imageshack.us/img241/1518/hair1.jpg

It only happens with the Project Beauty -added hairstyles below the first four at the top (which are: , FallenHair4M, ShortlayeredM, Sephiroth); that is, it doesn't happen with any of the vanilla styles (starting with Clean Cut), NOR does it happen with the first four PB ones.


I may be wrong, but in prior versions of PB, there was an extra set of male hairs you needed to download. The glitch your seeing is because the hair meshes are missing or installed in the incorrect location. You'll have to track it down through project beauty's files.

(3) The Pip-Boy stats are dysfunctional for some items:

Radaway: http://img691.imageshack.us/img691/1698/radaway.jpg
Rad-X: http://img375.imageshack.us/img375/305/radx.jpg

Also, CRAFTing anything results in the game interpreting it as a weapon creation, even if the player hasn't actually created a single weapon using schematics. For example, I've only ever made a medical kit and some repair parts... http://img541.imageshack.us/img541/3474/weaponscreated.jpg


That's odd, not sure why it isn't tracking radaway rad-x. Haven't noticed it myself before. Also, I doubt there is a way to fix the "weapon crafting" glitch, just consider it a counter for crafting items period, weapons and non-weapons.

PS: Have you guys considered fully or almost fully integrating the Unofficial Patch into FWE? I realize that some components / fixes are already included, but it would be great if the whole thing (minus any borderline fixes which you think don't belong or are not needed) was used as a base for FWE. Maybe it would be way too much work but I think if nothing else, it would do wonders in eliminating conflicts... I dunno, maybe it's a crazy idea which will prompt great hostility, but it just crossed my mind and I thought I should suggest it. :whistling:


Most of the actual important fixes from a gameplay and mechanics standpoint are already incorporated into FWE. Many of the "Fixes" that aren't incorporated are more cosmetic in nature. Incidentially, it is many of these more cosmetic fixes that tend to cause problems with for UFP users. So the short answer, is that we're not looking to ompletely/blindly integrate UFP into FWE. As Kai has mentioned earlier, you CAN use UFP alongside FWE (load it first), as the criticial records will be fixed since FWE fixes them by itself, and you'll get the other UFP fixes on top of it.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat May 28, 2011 10:09 pm

I may be wrong, but in prior versions of PB, there was an extra set of male hairs you needed to download. The glitch your seeing is because the hair meshes are missing or installed in the incorrect location. You'll have to track it down through project beauty's files.

This is problem of PB for sure. If last version do not fix this, may be it will worth to install PB fix (search nexus for "Beauty" word)

That's odd, not sure why it isn't tracking radaway rad-x. Haven't noticed it myself before. Also, I doubt there is a way to fix the "weapon crafting" glitch, just consider it a counter for crafting items period, weapons and non-weapons.

May be I am wrong, but I hearing before about RadX and Radaway, which worked as chems now
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Sat May 28, 2011 2:43 pm

Is this bug reproduceable? Also, does disabling FWE prevent this bug from occuring? I haven't heard of anyone else experiencing this before. If it isn't consistently reproduceable it's basically impossible to determine what's causing it from our end.


It's not reproducible; it just seems to pop up at ranom. I made the mistake of deleting my savegame which was afflicted with this bug so I can't upload it unfortunately... But does that green filter effect look like it's from FWE? I can't really think of anything else that could cause it since I don't really have all that many mods in my load order to begin with.

I may be wrong, but in prior versions of PB, there was an extra set of male hairs you needed to download. The glitch your seeing is because the hair meshes are missing or installed in the incorrect location. You'll have to track it down through project beauty's files.


OK I'll have a look.

That's odd, not sure why it isn't tracking radaway rad-x. Haven't noticed it myself before. Also, I doubt there is a way to fix the "weapon crafting" glitch, just consider it a counter for crafting items period, weapons and non-weapons.


Alright, fair enough.

Most of the actual important fixes from a gameplay and mechanics standpoint are already incorporated into FWE. Many of the "Fixes" that aren't incorporated are more cosmetic in nature. Incidentially, it is many of these more cosmetic fixes that tend to cause problems with for UFP users. So the short answer, is that we're not looking to ompletely/blindly integrate UFP into FWE. As Kai has mentioned earlier, you CAN use UFP alongside FWE (load it first), as the criticial records will be fixed since FWE fixes them by itself, and you'll get the other UFP fixes on top of it.


Fair enough, but some fixes that I think are pretty significant on the aggregate are not there, like giving Evan King a house key (so that you can pickpocket it and open his house door with it) and certain ownership tweaks, etc. I have crashes on a regular basis (about one every 3-4 hours) but it's hard to say whether it's the UFOP or not. All I know is that there is a huge number of conflicts with other mods in FO3Edit, and UFOP also does some strange tweaks that no other mod has incorporated, like in the Worldspace section in FO3Edit, there is some canopy shadow thing that UFOP edits which conflicts with FWE and all other mods that edit the worldspace. I thought those are the kinds of things that maybe cause instability.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Sat May 28, 2011 11:44 pm

It's not reproducible; it just seems to pop up at ranom. I made the mistake of deleting my savegame which was afflicted with this bug so I can't upload it unfortunately... But does that green filter effect look like it's from FWE? I can't really think of anything else that could cause it since I don't really have all that many mods in my load order to begin with.

For me it looks as Ghouls eyes from MMM. Do you eat them before?

Fair enough, but some fixes that I think are pretty significant on the aggregate are not there, like giving Evan King a house key (so that you can pickpocket it and open his house door with it) and certain ownership tweaks, etc. I have crashes on a regular basis (about one every 3-4 hours) but it's hard to say whether it's the UFOP or not. All I know is that there is a huge number of conflicts with other mods in FO3Edit, and UFOP also does some strange tweaks that no other mod has incorporated, like in the Worldspace section in FO3Edit, there is some canopy shadow thing that UFOP edits which conflicts with FWE and all other mods that edit the worldspace. I thought those are the kinds of things that maybe cause instability.

If you use masterupdate, you probably must have little crashes even with UF3P
If you think UF3P have some important things, you can make list of such fixes. But, saddenly, each such fix in FWE can raise incompatibility problems with another mods, so we must be carefull about it
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Sat May 28, 2011 10:39 pm

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


Love the little RobCo touch on the wrench. Man you did great work with all those icons so far!
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Sat May 28, 2011 10:31 am

For me it looks as Ghouls eyes from MMM. Do you eat them before?


No I don't think so.. It just suddenly happened "out of the blue" while I was wandering around. And I disabled the chem effects via the FWE menu, so I don't think that would happen even if I did eat ghoul eyes. However, I'm fairly sure it's something to do with FWE since both times that I was afflicted with that bug, whenever I would turn the camera the edges would "blur", sort of like a motion blur which also happens when the player is drunk, I guess?

This is problem of PB for sure. If last version do not fix this, may be it will worth to install PB fix (search nexus for "Beauty" word)


Yes, you were right; it was a problem with Project Beauty. They just updated the HD version today (link: http://www.fallout3nexus.com/downloads/file.php?id=6341) and the update seemed to resolve the issue (or maybe it was my load order? I moved Project Beauty.esm up right after CALIBR.esm after updating PB to v2.72). Anyway, the hair styles svck so I guess I didn't miss much with them not showing up, but it's nice to have an error-free game since I'm fairly anol about even the smallest things (hence why I am also so drawn to the UFOP).
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sat May 28, 2011 11:18 pm

the green filter and motion blur effect you're describing is exactly the same as the one provided by the night ghoul eye from MMM, it's not a chem visual effect like you can get with drugs but a night vision filter.
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Sat May 28, 2011 5:41 pm

It's not reproducible; it just seems to pop up at ranom. I made the mistake of deleting my savegame which was afflicted with this bug so I can't upload it unfortunately... But does that green filter effect look like it's from FWE? I can't really think of anything else that could cause it since I don't really have all that many mods in my load order to begin with.

No, like Del says, this is a known bug caused by MMM's Nightghoul eyes. You dont even have to consume them yourself, it's enough if you are in an area where nightghouls have spawned once.

OK I'll have a look.

Like the others have said, this is caused by PB

Alright, fair enough.

We can't do anything about the CRAFT part, since we are not the authors. And to be honest we don't really care about those meta stats at all. In fact I've disabled some pureposefully that were tied to GfWL because they are known to cause crashes.

We appreciate your feedback. But I also want to point out to you that we have ten thousands of players and there are currently no known real bugs in FWE, we fixed all known ones in 5.03.

I hope you can understand where I'm coming from. We do need feedback about potential problems. But we'd much prefer it if people didn't assume straight away FWE is the cause, because in 99% of the cases, it really isn't.
It would just be nice if from time to time people also asked the modders of other mods in their load order, since MMM, EVE, PB, UFP etc all have a bunch of known bugs, while FWE has pretty much none.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Sat May 28, 2011 8:22 am

No I don't think so.. It just suddenly happened "out of the blue" while I was wandering around. And I disabled the chem effects via the FWE menu, so I don't think that would happen even if I did eat ghoul eyes. However, I'm fairly sure it's something to do with FWE since both times that I was afflicted with that bug, whenever I would turn the camera the edges would "blur", sort of like a motion blur which also happens when the player is drunk, I guess?

Well- if you will have this effect again, it will be good to have your save. But glsix is right- MMM effects not controlled by FWE control panel, so visuals disabled will not help you. You surely have nightvision effect, which can be enabled by recon /PA helmets or eyes, but FWE nightvision is brighter. So may be you will keep one-two eyes in your inventory and if this bug will occur again- you will be able to kill this effect by eating this eyes. At least- it is worth to try


Yes, you were right; it was a problem with Project Beauty. They just updated the HD version today (link: http://www.fallout3nexus.com/downloads/file.php?id=6341) and the update seemed to resolve the issue (or maybe it was my load order? I moved Project Beauty.esm up right after CALIBR.esm after updating PB to v2.72). Anyway, the hair styles svck so I guess I didn't miss much with them not showing up, but it's nice to have an error-free game since I'm fairly anol about even the smallest things (hence why I am also so drawn to the UFOP).

I doubt it is load order. You don't have any beautification's mods, except PB and FWE touch only ghoul race.
But this bug can occur (possibly) if you don't created merged patch.

About RadX problem. Next time when you will use antirad chems, try to catch chem's counter in the stats screen, I'm sure it will be increased
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Sat May 28, 2011 3:23 pm

No, like Del says, this is a known bug caused by MMM's Nightghoul eyes. You dont even have to consume them yourself, it's enough if you are in an area where nightghouls have spawned once.

Oh, OK then. Thanks for clearing that up.

there are currently no known real bugs in FWE, we fixed all known ones in 5.03.

Yes, you seem to be quite right. I will try to be more reserved in the future, if I come across a bug which I reflexively attribute to FWE. Thank you for being so patient with me.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Sat May 28, 2011 7:06 pm

Yes, you seem to be quite right. I will try to be more reserved in the future, if I come across a bug which I reflexively attribute to FWE. Thank you for being so patient with me.

It's cool. Like I said feedback is good, otherwise we would've never known about those problems that we fixed in 5.03
And I understand why FWE tends to be the prime suspect since we really do modify more than almost any other mod out there. But if you phrase it more like "hey I got this and this problem, know what could cause it?" that'd be nice :)
And if you really have no clear idea what it could be, you can always just open a thread, many people on this forum will jump at the opportunity to help a fellow modder/player out. I just have to say this because we actually have had it happen in the past that people popped into our thread and said "hey I know this is not related to FWE, but since you guys seem to answer everything, could you tell me what this problem is...."(I [censored] you not, this has happened)

And like I said, it'd often be good to give feedback to other modders too. Like that one EVE gun you posted. I agree it's unbalanced. But that gun is also completely unbalanced in vanilla Fallout( even more so because guns are generally weaker there)) , it would also be effective to say "hey weijiesen, why the f is this gun from EVE so overpowered?", instead of "hey Kai fix the gun from that mod in a FOIP patch"

Cheers, thanks for understanding!
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Sat May 28, 2011 12:46 pm

i updated to 5.03 and found that during level up my major skills only get one point instead of two when i put a point toward them. is this by design? i didn't see any info in the change log about it.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Sat May 28, 2011 4:59 pm

Love the little RobCo touch on the wrench. Man you did great work with all those icons so far!


Thank you, I appreciate it.

For all those who missed it (again) new icons which will appear in FWE5.10...

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Bedroll.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Grill.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PortInfirm.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PortLab.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Purifier.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/RepairParts.png
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Sat May 28, 2011 12:16 pm

i updated to 5.03 and found that during level up my major skills only get one point instead of two when i put a point toward them. is this by design? i didn't see any info in the change log about it.

No this hasn't changed. You still get 2 skill points for tagged skills. Make sure you dont have another mod loaded below FWE that is overwriting its settings.
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Sat May 28, 2011 9:22 pm

Hey, I was looking through conflicts in my load order with FO3 Edit and I noticed that there is a duplicate reference to "WeapBaseballBat" in the RepairNailBoard section of the FormID list for both FO3 Wanderers Edition - Main File.esm and .esp, whereas no duplicate reference exists for any other weapon. Is this intentional?

EDIT: Here's a screenshot: http://img163.imageshack.us/img163/804/57837793.jpg
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sat May 28, 2011 1:41 pm

Hey, I was looking through conflicts in my load order with FO3 Edit and I noticed that there is a duplicate reference to "WeapBaseballBat" in the RepairNailBoard section of the FormID list for both FO3 Wanderers Edition - Main File.esm and .esp, whereas no duplicate reference exists for any other weapon. Is this intentional?

EDIT: Here's a screenshot: http://img163.imageshack.us/img163/804/57837793.jpg

Probably this is mistake.
But if you created merged patch, you must see this mistake corrected
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Sat May 28, 2011 1:34 pm

Is the EVE model of the A321 plasma rifle used anywhere in FWE? I don't believe it is used for the A321 rifle (which I believe in FWE is a plasma "sniper" rifle from another mod) but I was looking at a video of FWE and it showed what looked to me to be the EVE weapon included in it. The EVE A321 has the "prongs" of the classic plasma rifle (the Winchester?) but it has a stock and is fired from the shoulder rather than from the hip like the classic plasma rifle. I see a "turbo" plasma rifle listed for FWE - is this the EVE weapon I'm looking for? Thanks.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Sat May 28, 2011 6:23 pm

Hey, I was looking through conflicts in my load order with FO3 Edit and I noticed that there is a duplicate reference to "WeapBaseballBat" in the RepairNailBoard section of the FormID list for both FO3 Wanderers Edition - Main File.esm and .esp, whereas no duplicate reference exists for any other weapon. Is this intentional?

Doesn't matter, that doesnt have any effect in game.

Is the EVE model of the A321 plasma rifle used anywhere in FWE? I don't believe it is used for the A321 rifle (which I believe in FWE is a plasma "sniper" rifle from another mod) but I was looking at a video of FWE and it showed what looked to me to be the EVE weapon included in it. The EVE A321 has the "prongs" of the classic plasma rifle (the Winchester?) but it has a stock and is fired from the shoulder rather than from the hip like the classic plasma rifle. I see a "turbo" plasma rifle listed for FWE - is this the EVE weapon I'm looking for? Thanks.

Right, the A3-21s rifle is an entirely different model, it's the plasma sniper.
Then you have the Winchester Plasma Rifle, which is the plasma rifle from Fallout tactics and is held like a regular rifle and fired from the shoulder.
And you have the Turbo Plasma Rifle, which is held more like a minigun and fired from the hip. It's also a unique weapon and behaves more like a BFG then a regular plasma rifle.
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Sat May 28, 2011 7:43 am

Is it FWE that gives the message in the upper left hand corner of the screen when you approach a workbench that tells you that you have the +10 bonus? Or is it the activation perk esp from craft?

I ask because lately (after installing xCalibr+Munitions shop and the T3T FWE patches for the various mods) I'm getting that message looping even though I'm not near a work bench (but it does start after being near one).

A few other problems (that may be unrelated to FWE at all):

1. recently I'm seeing doubling of the Craft menu in that when activating a bench I will see the craft option in the menu twice.

2. And if I go into the crafting options while the character is in 3rd person then the character disappears when he exits the workbench dialgoue and I'm left with a gimped floating camera.

These last two were true even without xCalibr and the t3t FWE patches for Dragonskin and the other guy. They are true whether I Use the bashed patch or the merged patch.

I could not find any active thread by hindsight to bring this issue up in. I know I'm using some mods that stretch the boundaries of a pure FWE/WMK/MMM load order but if I could get some hints as to what the esp involved are and the entries I should look at I may be able to resolve it myself. Apologies if it is not the right place and please tell me where to go for help.

thanks

load order if that helps:
Spoiler
Active Mod Files:
00 Fallout3.esm
01 Anchorage.esm
02 ThePitt.esm
03 BrokenSteel.esm
04 PointLookout.esm
05 Destruction.esm
06 Zeta.esm
07 Unofficial Fallout 3 Patch.esm [Version 1.2.0]
08 Project Beauty.esm
09 PointLookout-FollowersGetToGo.esm [Version 2.]
0A CRAFT.esm
0B CALIBR.esm [Version 1.3]
0C xCALIBR.esm
0D Refurbishes [ALL].ESM
0E FO3 Wanderers Edition - Main File.esm
0F Mart's Mutant Mod.esm
10 MMZombieCemetery.esm
11 CubeExperimental (EN).esm
12 Enhanced Weather - Rain and Snow.esm
13 StreetLights.esm
14 DCInteriors_ComboEdition.esm
15 Xepha's Dynamic Weather.esm
16 Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]
17 Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]
18 Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]
19 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]
1A Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]
1B DarNifiedUIF3.esp
** Project Beauty- Broken Steel.esp
** Project Beauty- Point Lookout.esp
1C FireLightFix.esp
1D StreetLights - Wasteland.esp
1E CRAFT - Activation Perk.esp
1F CRAFT -Zeta - Activation Perk.esp
20 CRAFT - EnergyAmmo.esp
21 TinCanCRAFTing.esp [Version 2.0]
22 CALIBRxMerchant.esp
++ InverseCombatKnife.esp
23 More Hotkeys.esp
24 Princess Better Prompts v1pt1.esp
25 Zumbs'_Overhauled_Real_Time_Security.esp
26 Moshman's Wasteland Ambiance.esp
++ GeneratorSound.esp
++ Zombie Sounds V2.esp
27 GalaxyNewsRadio100[M].esp
28 GhostRadio.esp
29 mutantradio.esp
2A LookoutRadio.esp
2B RadioTenpenny.esp
2C CONELRAD 640-1240.esp
2D Existence2.0.esp
2E RadioBlues.esp
2F WAR_radio.esp
30 People_Radio.esp
31 InvasionRadio.esp
32 KBATRadio.esp
33 VTAP25.esp
34 Radio Stutter fix.esp
35 RadioHotkey.esp
36 RadioHotkey_RadioBluesAddon.esp
37 UPP - Original Perks.esp
38 UPP - Pack 1.esp
39 UPP - Pack 2.esp
3A UPP - Experience Perks.esp
3B UPP - Quest Perks.esp
3C Combat Style Perks.esp
3D SniperZooming.esp [Version 1.5.0]
3E NotSoFast.esp
3F HeirApparent.esp
40 merc.esp
41 tubRRCompound.esp
42 BoSPatrols.esp
43 MarkB50K_Wasteland_Patrols.esp
44 Echo_BatteryCharger.esp
45 HouseholdWaterPurifier.esp
46 BlackWolf Backpack.esp
47 GunnySack.esp [Version 1.3]
48 FalloutFood.esp
49 SS OTS Camera FOSE.esp
4A Directional PipLight HDR.esp
4B Expanded Megaton House V3.esp
4C MaintenanceShed.esp [Version 1.3]
4D MoreMapMarkers.esp
4E Treasure Maps_Underground.esp
4F Treasure Maps_Secrets of the Wasteland.esp
50 Treasure Maps_Bobblehead Edition.esp
51 Treasure Maps_A Fist Full of Caps.esp
52 Greenerworld.esp
++ Destruction - Main.esp
53 Destruction - Main - Statics.esp
++ Destruction - DLC.esp
54 Destruction - DLC - Statics.esp
55 MTC Wasteland Travellers.esp
56 Cliff's_Residences Of DC - Player Version.esp
57 DCInteriors_DLC_Collectables.esp
58 Rivet City Realignment.esp
59 MovinOnUp3.0.esp
5A CanterburyCommonsInteriors.esp
5B MaxLevelWorkaround-HP-BS.esp
5C WastelandMastery.esp
5D SkillCheck.esp
5E FO3 Wanderers Edition - Main File.esp
5F FO3 Wanderers Edition - DLC Anchorage.esp
60 FO3 Wanderers Edition - DLC The Pitt.esp
61 FO3 Wanderers Edition - DLC Broken Steel.esp
62 FO3 Wanderers Edition - DLC Point Lookout.esp
63 FO3 Wanderers Edition - DLC Mothership Zeta.esp
64 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
65 FO3 Wanderers Edition - Alternate Travel.esp
66 FO3 Wanderers Edition - UFP Support.esp
67 FO3 Wanderers Edition - Optional Restore Tracers.esp
68 FO3 Wanderers Edition - Optional VATS Realtime.esp
69 FO3 Wanderers Edition - Optional Worn Weapons.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
6A WeaponModKits.esp
6B WeaponModKits - FWE Master Release.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
6C WeaponModKits - OperationAnchorage.esp
6D WeaponModKits - ThePitt.esp
6E WeaponModKits - BrokenSteel.esp
6F WeaponModKits - PointLookout.esp
70 WeaponModKits - Zeta.esp
++ Echo_UseBothGloves.esp
71 jmschematics - CRAFT.esp
72 Dragonskin Tactical Outfit.esp
73 DragonskinBonusPack.esp
++ DTOForFWE.esp
74 ZL-SVD-CALIBR.esp
++ SVDForFWE.esp
75 ZL-MP5 Pack.esp
++ MP5ForFWE.esp
76 ZL-ACR.esp
++ ACRForFWE.esp
77 Tactical Weapons by gRs Frederyck.esp
78 xCALIBRmunitions.esp
79 xCALIBRmunitions_FOSEnhancements.esp
++ frederyck+FWE+xCALIBR.esp
7A Stealthboy Recon Armor - CRAFT.esp
7B CALIBR Ammo Schematics - CRAFT.esp
7C Realistic Death Physics.esp
7D Burnification.esp
7E EVE.esp
7F EVE Operation Anchorage.esp
80 EVE - FWE Master Release.esp
++ EVE - FWE Master Release (Follower Enhanced).esp
++ EVE Anchorage - FWE DLC Anchorage.esp
++ EVE - FWE with WeaponModKits.esp
81 PHIG_SteadyAim.esp
82 DLM_FFOutcastsQuest(FWEEd).esp
++ DLM_FFOutcastsQuest_Override-BS.esp
++ FalloutFoods - FWE Master Release.esp
++ ThePitt-NoFireFollowers.esp
83 Wasteland Whisperer.esp
84 RobCo Certified.esp
85 BuildableBots v0.3a.esp
86 RobCo Engineer - Robot Repair.esp
87 RobCo Storage Module.esp [Version 091]
88 RobCo Certified Engineer.esp
89 RobCo Certified Engineer - Storage Enabled Fix.esp
8A Buildablebots Robcert. addon.esp
8B ImmersiveHealth.esp
8C Responsive Kill Reactions.esp [Version 1.1]
8D Mart's Mutant Mod.esp
** Mart's Mutant Mod - Project Beauty.esp
8E Mart's Mutant Mod - DLC Anchorage.esp
8F Mart's Mutant Mod - DLC The Pitt.esp
90 Mart's Mutant Mod - DLC Broken Steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
91 Mart's Mutant Mod - DLC Zeta.esp
92 Mart's Mutant Mod - Zombie Cementery.esp
93 S.T.A.L.K.E.R. Mutants[addon for MMM].esp
94 Mart's Mutant Mod - FWE Master Release.esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
++ T3T_MiscItemIcons.esp
95 Phalanx-Obedient-Dogmeat.esp
96 Enhanced Weather - Rainbows.esp
97 Enhanced Weather - Weather Sounds in Interiors.esp
98 Realistic Interior Lighting.esp
99 Realistic Interior Lighting - OA.esp
9A Realistic Interior Lighting - BS.esp
9B megalight.esp
9C RobCo Certified - FWE EVE Balance.esp
9D tubunarFWE.esp
++ xCALIBR_override_FWE5.esp
++ FWE+WMK_weapons_xCALIBRified.esp
9E Xepha's Dynamic Weather - Main.esp
9F Xepha's Dynamic Weather - Anchorage.esp
A0 Xepha's Dynamic Weather - The Pitt.esp
A1 Xepha's Dynamic Weather - Broken Steel.esp
A2 Xepha's Dynamic Weather - Point Lookout.esp
A3 Xepha's Dynamic Weather - Experimental Green Tint Remover.esp
A4 Xepha's Dynamic Weather - Rain (OA).esp
A5 Night Time Sneak Boost.esp
A6 Bashed Patch, 0.esp
-OR - Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp (then activate all the ones that are marked merged above and disable the bashed patch)

User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Sat May 28, 2011 4:47 pm

Is it FWE that gives the message in the upper left hand corner of the screen when you approach a workbench that tells you that you have the +10 bonus? Or is it the activation perk esp from craft?

I ask because lately (after installing xCalibr+Munitions shop and the T3T FWE patches for the various mods) I'm getting that message looping even though I'm not near a work bench (but it does start after being near one).

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.

A few other problems (that may be unrelated to FWE at all):

1. recently I'm seeing doubling of the Craft menu in that when activating a bench I will see the craft option in the menu twice.

2. And if I go into the crafting options while the character is in 3rd person then the character disappears when he exits the workbench dialgoue and I'm left with a gimped floating camera.

These last two were true even without xCalibr and the t3t FWE patches for Dragonskin and the other guy. They are true whether I Use the bashed patch or the merged patch.

I could not find any active thread by hindsight to bring this issue up in. I know I'm using some mods that stretch the boundaries of a pure FWE/WMK/MMM load order but if I could get some hints as to what the esp involved are and the entries I should look at I may be able to resolve it myself. Apologies if it is not the right place and please tell me where to go for help.

thanks

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.
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sat May 28, 2011 9:35 pm

I have edited a couple of unnecessary remarks out - cool it guys. OK?

In fact I have deleted posts as well now, so can we go back to a level headed and constructive discussion please?

User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Sat May 28, 2011 9:13 am

I have edited a couple of unnecessary remarks out - cool it guys. OK?

In fact I have deleted posts as well now, so can we go back to a level headed and constructive discussion please?



That would be nice.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Sat May 28, 2011 2:06 pm

Well- if you will have this effect again, it will be good to have your save.


Hey delamer, the nightvision bug happened again, and at the same spot as before! I fast-traveled to Grayditch and boom: my screen turned a green tint almost immediately. This time, I managed to save my game, so if you're still interested (even though it seems to be an MMM bug), here it is: http://www.megaupload.com/?d=K7NMB92B

I'm going to make a report of this bug in the MMM thread and link to the savegame there, too, so that Martigen can take a look at it. I noticed that waiting for some time would make the effect go away, and I also tried eating some night ghoul eyes (which I didn't have in my inventory when my screen turned green) and the effect was identical -- so yeah, definitely the MMM bug which Mart thought he fixed in v5.0.

Anyway, thanks for pointing me in the right direction.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Sat May 28, 2011 10:05 am

So tale time folks, I stumbled upon Meresti Station and the families house there, decided why the hell not and capped the guard and carried on inside. Note at this time I was level 3, with a small load of ammo and guns stored because I followed along with an outcast patrol in a raider heavy area, I had started as a regulator and took out the mechanist and the antagonist when I came upon them with the help of crazy wolfgang and his guards. So I walked in to their house and sprinted with dogmeat at my side, dropping into vats at the doorway and tossing in a nuka-granade. Killing the four of them that were congregated on the bleachers. Wounding two others. I pause and inject morphene, take a huff of jet, then pull out my assault rifle and use a barrel as cover. One of them comes at me with a shiskabob, the flaming thing rendered dogmeat unconscious it took 1 of the 2 clips of assault rifle ammo to put him down. Mostly because my arms were swing and I couldn't see straight due to my injuries, I kill two of the others with the next clip in a fairly lucky move. I'm out of ammo for my assault rifle, so thinking quickly I grab my small Ten-mm sub machine gun, and rain down death on the last one it took my last two clips of 10mm ammo to do it only to miss every time. Frustrated I took out my backup gun, a desert eagle, and wasted all 7 .44 rounds I had, I finally took out my laser pistol and manged to kill him. I had, quite literally 1 hp left, I then paused to take a deep breath and look around for things to loot, after I had looted, I discovered the most inglorious way to die, after killing things in a badass manner, fall down the stairs, taking the last bit of health and killing you.
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Next

Return to Fallout 3