[RelZ] FWE - FO3 Wanderers Edition #40

Post » Tue Nov 02, 2010 12:18 pm

If you don't have Broken Steel, 20 is max. There are mods that raise that but i'm not sure if they work with FWE. If it starts to get too difficult, you can set the "Global Damage" multiplier to less, or change the MMM spawn rates.

I had somehow gotten 6 maximum spawns to settings (possibly due to the "Dynamic Player Scaling" plugin of MMM RC6 beta) and with 5x feral ghoul rampage it was quite difficult to deal with the Dupont Circle ghouls with a character that dies if you look at her funny. Although it was funny that throwing a grenade down there resulted in 120 experience points, when a standard ghoul gives five and Roamer gives 15, and there were atleast three times that much ghouls left afterwards :cold:
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Nicholas
 
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Post » Tue Nov 02, 2010 12:42 am

It's 30 with broken steel.

Try using the control panel to configure spawning, and then do a cell reset. I personally only use increased spawns if I have a high number of followers. To kind of even it out.
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Trevi
 
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Post » Tue Nov 02, 2010 5:08 am

Well I managed to get by now, using tactic # 25000! :lol:

Damn Broken Steel. <_< I'm not starting all over again now!
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Gemma Woods Illustration
 
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Post » Tue Nov 02, 2010 6:15 am

Another upgrade question if you don't mind. Which combat/damage mode most closes matches Kai's reduced damage tweak? Alternative or harsher. And is there any other setting needed to approximate that tweak.


Regarding my post on being over-encumbered when upgrading FWE.

Try this
...
4. Type in the console player.damageAV InventoryWeight 239
....


Thanks. Just did that. Things are better now.
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~Amy~
 
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Post » Tue Nov 02, 2010 9:48 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/APTrackStar.png
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Smokey
 
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Post » Mon Nov 01, 2010 8:33 pm

Really love all the new icons The 3rd Type! It is the small things like this that really help to enhance the over all feel when playing the game. I may not be much into all the stats of weapons and such things, but I sure do love my eye candy features!
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Doniesha World
 
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Post » Tue Nov 02, 2010 5:30 am

Thank you very much, I appreciate the praise.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/APOlympian.png
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Elisabete Gaspar
 
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Post » Tue Nov 02, 2010 12:45 am

Plans for FWE beyond 5.04 . . .

Well, we're currently developing 5.1 (head over to the FWE homepage for a little write-up of what's coming next). Now for a little team gripping . . . "I" would have released 5.03 as FWE 5.1 since there were a numebr of significant new features + changes, and consequently had 5.1 we're working on now be more of a 6.0. But oh no . . . that wouldn't do at all :) At the end of the day it still means that the next FWE release will have quite a few new features + components to it, along with the usual bug fixes and refinements.

Oh heck, I'll spill some beans here to :)
Down the Pipe:
In Progress Update for FWE 5.1


- Integration + expansion of the Responsive Kill Reactions mod. In particular, new mechanics will enable NPC's to "talk" to each other when a killed body is detected, and react more logically, particularly at range. Complete with configuration menu of course.
- Integration of Schlangster's "Zooming Reworked" mod, with new options integrated into the FWE Control panel.
- New configurable "stealth field" system, allowing you to toggle the stealth effect on/off for Sealthboy's, Stealth Armor, or other objects added to the "stealthfield" FormList.
- New Hud Meters for energy consumption for both stealhfields and night vision. Very awesome.
- New gear + equipment. We're looking at a number of new weapons, pulled from Fallout lore of course, in addition to some new armor types. These will be added to spawn lists and some all-new encounter types.
- Many new, custom pip-boy icons. T3T's handiwork.
- Integration of CRAFT helper, making your CRAFT workbench experience much more fluid.
- New perk-based ammo manufacturing abilities for you repair oriented players.
- Improvments + better balancing of the repair system. Currently looking into an equipment scrapping system to yield different classes of repair parts (i.e. energy weapon repair parts, big gun repair parts, etc...) We also have some changes to the workbench planned.
- Improvements the VATS perks to provide some other reasons to use :)
- Big Gun strength requirement (our own implementation) Likely an optional feature.
- New options to the alt start terminal to let you control starting number of SPECIALS, skill advancement rates, and XP rate before leaving the shack.
- Additional small fixes and minor tweaks as usual.


After this? Who knows? I'm sure will find more stuff to tweak :)

Also, it ay have been lost in translation a while back, but Schlangster (aka Snakster) has officially joined the FWE team. He has brought some excellent scripting knowledge our way, and his fingerprints are all over the above changelog :)
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Josephine Gowing
 
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Post » Tue Nov 02, 2010 4:42 am

:drool: It just keeps getting better and better! Especially the Responsive kill reactions sound good. The current version makes enemies a bit too easy to lure to a place where i can pick them off one by one. Also togglable stealth fields propably measn they consume energy cells like night vision?
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Romy Welsch
 
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Post » Mon Nov 01, 2010 10:05 pm

A compilation post of all the new perk icons;

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/APTrackStar.png & http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/APOlympian.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SwiftReflexes.png & http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SuperHumanReflexes.png Reflexes
Wasteland http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/TriageDoctor.png & http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/TriageSergeon.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SprintCharge.png & http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SprintTackle.png
http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/RadChild.png
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Manny(BAKE)
 
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Post » Tue Nov 02, 2010 3:17 am

:drool: It just keeps getting better and better! Especially the Responsive kill reactions sound good. The current version makes enemies a bit too easy to lure to a place where i can pick them off one by one. Also togglable stealth fields propably measn they consume energy cells like night vision?

With stealth boy equipped stealth field will consume stealth boy resources
With stealth armor equipped stealth field will consume energy cells
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RAww DInsaww
 
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Post » Tue Nov 02, 2010 1:01 am

It's freaking amazing, the whole toggle-able stealth field thing. It's very well done, you guys are going to love it.

Also, the Bozar is not going to be a ugly ass weapon anymore. Ooohhh no. It's going to get a upgrade.
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Britta Gronkowski
 
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Post » Mon Nov 01, 2010 9:00 pm



After this? Who knows? I'm sure will find more stuff to tweak :)


Conversion to iron sights. Then you can claim New Vegas Stole Everything.
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Jason Wolf
 
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Post » Tue Nov 02, 2010 5:22 am

What a great mod, I just started using it, now I want to stop and wait for these updates :(

Have a question though - what does "Comprehension" do? It say it increases learning (or maybe reading) speed, but I don't understand the in game impacts. Thanks.
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Dylan Markese
 
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Post » Mon Nov 01, 2010 10:28 pm

What a great mod, I just started using it, now I want to stop and wait for these updates :(

Have a question though - what does "Comprehension" do? It say it increases learning (or maybe reading) speed, but I don't understand the in game impacts. Thanks.

http://sites.google.com/site/fo3wanderersedition/detailed-changes/01character#TOC-Integrated-Book-Perks-Mod-by-Keleni

Skill books no longer provide skill increases, but instead provide new "perks" relavant to their associated skils.
There are five ranks for each book perk (7 with comprehension). You need a minimum of 40 skill to read the first book, and an additional 10 skill for each rank after.
You need to read four copies of each book to gain a perk. Comprehension reduces this requirement to three books.

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Cameron Wood
 
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Post » Tue Nov 02, 2010 7:00 am

What a great mod, I just started using it, now I want to stop and wait for these updates :(
Have a question though - what does "Comprehension" do? It say it increases learning (or maybe reading) speed, but I don't understand the in game impacts. Thanks.

Thank you.
When you read four skill books of one type (three with Comprehension perk), you received special perk.
Another four (three) books- another rank of the same perk
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Gavin Roberts
 
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Post » Tue Nov 02, 2010 3:23 am

I'm sure this has been mentioned multiple times but I just recently reinstalled sooo :celebration:

See yall are adding some more armors, have you thought about including some of tumbajamba's excellent http://www.fallout3nexus.com/downloads/file.php?id=10228?

Think they would be great for some unique armor's for individuals, and of course tuned more towards FWE balance :hubbahubba:

Also great work on the icons T3T.
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stevie trent
 
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Post » Tue Nov 02, 2010 1:43 am

No rush of course, but any ETA/rough estimate on when the next version might be available? Or is the standard response, "it will be done when it is done"? :)
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Irmacuba
 
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Post » Tue Nov 02, 2010 7:41 am

No rush of course, but any ETA/rough estimate on when the next version might be available? Or is the standard response, "it will be done when it is done"? :)

yes :)
We don't have ETA for now, we still including new stuff into new version, so it will take some time.
But if new version will be in RC phase- we will inform you for sure
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hannah sillery
 
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Post » Tue Nov 02, 2010 2:08 am

Does the FOIP patch work with MMM RC 6
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Sammi Jones
 
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Post » Tue Nov 02, 2010 7:15 am

Does the FOIP patch work with MMM RC 6

Not for now. You need to use patch from MMM page, where you download MMM itself
http://www.gamesas.com/index.php?/topic/1069335-relz-marts-mutant-mod-10-rc-50-2/page__view__findpost__p__16105744
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Destinyscharm
 
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Post » Tue Nov 02, 2010 3:54 am

Hello,

I've just upgraded both FWE and MMM using an existing character.

My character then became over-encumbered.

So I moved all of my character's items into a container (Megaton desk).

With absolutely no items in inventory, my character shows 239 weight being carried.

I probably did something wrong but I think I followed the install directions and looked at the FAQ and did a quick review of this thread, and can't find anything.

I was using Kai's no weight ammo mod, and set ammo for no weight in the new control panel. When I take ammo from the container I get no weight increase. But again, with nothing (not even ammo or drugs) in inventory I have 239 weight.

Can I correct this? Thank you.



Try this
1. Remove all items from your inventory.
2. Set ammo weight to disable
3. Check and remember your inventory weight (239 in your case, for example)
4. Type in the console player.damageAV InventoryWeight 239
Your weight must be 0 now
Just in case - make hard save before all of it, if something will went wrong


I'm downloading right now the latest update (download finished this instant), but I'm worried about the issue above (the encumbrance problem). Is this usual, I mean, after updating FWE will there be this bug for sure, forcing me to do as told, or was it an isolated incident?
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Carlos Rojas
 
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Post » Tue Nov 02, 2010 2:26 pm

I'm downloading right now the latest update (download finished this instant), but I'm worried about the issue above (the encumbrance problem). Is this usual, I mean, after updating FWE will there be this bug for sure, forcing me to do as told, or was it an isolated incident?

No, this can normally only happen if you upgrade from much older versions, like 4.x (and even then it would be a rare occurance)
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Markie Mark
 
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Post » Tue Nov 02, 2010 2:55 am

I've searched around quite a bit but I couldn't find any info on this. There seems to be something odd going on with the Rangers Battle Armor in my game. I just noticed the one I'm wearing right now, fully repaired is 75 DR. I killed Reilly to check hers and she's wearing some that is at 49 DR. An older save of mine when I first received the reward is at 42 DR fully repaired. FWE 5.04 (patched from 5.0) is the only mod I have installed besides darns UI and a brighter pipboy light mod.

Any ideas what might be causing this or is there some feature that I don't know about that I'm missing?
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David Chambers
 
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Post » Tue Nov 02, 2010 8:24 am

I've searched around quite a bit but I couldn't find any info on this. There seems to be something odd going on with the Rangers Battle Armor in my game. I just noticed the one I'm wearing right now, fully repaired is 75 DR. I killed Reilly to check hers and she's wearing some that is at 49 DR. An older save of mine when I first received the reward is at 42 DR fully repaired. FWE 5.04 (patched from 5.0) is the only mod I have installed besides darns UI and a brighter pipboy light mod.

Any ideas what might be causing this or is there some feature that I don't know about that I'm missing?

Overall armor durability was reduced in 5.03
So currently your armors health is not 100%, but actually around 200% which is why you have this high DR
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Zoe Ratcliffe
 
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