[RelZ] FWE - FO3 Wanderers Edition #40

Post » Tue Nov 02, 2010 6:07 am

Just quickly -- http://www.gamesas.com/index.php?/topic/1104898-marts-mutant-mod-rc6-beta-1/ is up.

It includes the excellent FWE developed MMM menu integrated into the main mod, and updated for new RC6 features. This also fixes the exponential scaling issue when using Dynamic Player Scaling (this was related to the fact the menu for MMM in FWE was setting MMM globals as non-constant, which is necessary for storing options from the menu in a savegame, however the player scaling code expected to them to be constants. Integrating the menu allowed me to cater for menu and non-menu users).

There's also an updated FOIP FWE-MMM plugin in the thread, which is necessary when using RC6 Beta with FWE.

RC6 is largely a bugfix release with the exception of the Soft Unleveling and Dynamic Player Scaling features. I suspect Soft Unleveling will become a default option, as it adds a tremendous variety and challenge to the game. Any feedback is welcome in the thread.

Mart
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Leonie Connor
 
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Post » Tue Nov 02, 2010 3:36 am

It might be nice to be offered a choice of which style ranger armour you receive as a quest reward. Because I covet Brick's full-suit, but I can't see a way to get it other than murder or reverse-pickpocket.


You can also console yourself one: open console, target Brick, type inv, console lists her inventory, check the code for her armor, and type player.additem

That's how i got myself a Lyon's Pride Power Armor before mods :D
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Lyd
 
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Post » Tue Nov 02, 2010 11:51 am

Can anybody pls show me a pick?
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Prohibited
 
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Post » Tue Nov 02, 2010 11:35 am

Here is Brick in the outfit
http://i774.photobucket.com/albums/yy26/The_Lone_Badger/ScreenShot19.jpg

Another thought I had - currently as far as I can tell there are no silenced energy weapons. Also, Drifter's Laser Rifle (badass model btw) and A3-21's Plasma Rifle are very similar in role and stats. What if A3's weapon was made more 'special forces' (suiting his background), with lower damage but silent?
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Tania Bunic
 
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Post » Tue Nov 02, 2010 8:35 am

I've found a setting in the configmenuquest which appears to be duplicated. It's fRadiationDecayRate it's listed twice in all selections and choice 2 has two different decay rates.
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George PUluse
 
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Post » Tue Nov 02, 2010 4:52 pm

Here is Brick in the outfit
http://i774.photobucket.com/albums/yy26/The_Lone_Badger/ScreenShot19.jpg

Another thought I had - currently as far as I can tell there are no silenced energy weapons. Also, Drifter's Laser Rifle (badass model btw) and A3-21's Plasma Rifle are very similar in role and stats. What if A3's weapon was made more 'special forces' (suiting his background), with lower damage but silent?

Why? All Vatts weapons is silenced by default

@Katnap
I've found a setting in the configmenuquest which appears to be duplicated. It's fRadiationDecayRate it's listed twice in all selections and choice 2 has two different decay rates.

Please explain- where I must search it :)

ToJKa
This armor can be stolen also.
1. Place PA armor into Brick inventory
2. Stole her outfit

3. One of the Talon armors have the same characteristics, heavy leather mark II- appearance
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Alexandra walker
 
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Post » Tue Nov 02, 2010 8:50 am



@Katnap

Please explain- where I must search it :)




The id is FWEConfigMenuQuest [QUST:03FA1699] the script under the quest stages tab
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Jacob Phillips
 
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Post » Tue Nov 02, 2010 3:14 pm

Can I suggest something? Can you incorparate Destructible environment mod
and add a unique for the heavy incinerator
also do enemies run away when set on fire?
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His Bella
 
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Post » Tue Nov 02, 2010 8:27 am

The id is FWEConfigMenuQuest [QUST:03FA1699] the script under the quest stages tab

Thanks- I see now. But here we have nothing wrong, simply some cleansing in need.
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sally R
 
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Post » Tue Nov 02, 2010 7:12 pm

also do enemies run away when set on fire?

They don't currently, but it's on my to-do list for MMM. It can be done two ways: on the weapon (in FWE for eg) and on the creatures (i.e MMM). Given the diversity of mods that alter weapons, doing it on creatures is the most compatible, hence it's on my list. Might make it in for RC6.
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IsAiah AkA figgy
 
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Post » Tue Nov 02, 2010 3:13 am

I did a bit of investigating when the music and sunblind wasn't happening when escaping the vault ( I rather liked it, it was rather atmospheric). The CG04SunBlindDummy [ACTI:0002147E] has been set to disabled, is it supposed to enable on escaping or has it been permanently switched off.
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Kelly John
 
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Post » Tue Nov 02, 2010 7:55 am

I did a bit of investigating when the music and sunblind wasn't happening when escaping the vault ( I rather liked it, it was rather atmospheric). The CG04SunBlindDummy [ACTI:0002147E] has been set to disabled, is it supposed to enable on escaping or has it been permanently switched off.

I always have sunblind and music during escape- so I think this is something wrong from one of your mods, but not vanilla or FWE
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Andy durkan
 
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Post » Tue Nov 02, 2010 5:42 am

I always have sunblind and music during escape- so I think this is something wrong from one of your mods, but not vanilla or FWE


It's possibly a mod conflict but I don't see how, is it something to do with the alternate start in fwe that this object has been moved, initially disabled and set to enable state to opposite of parent. For the time being I've reverted this back to its original state in a patch until I can find out a bit more about it. I realize I'm probably being a pest, but I'm very curious as to why this has been done.
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dav
 
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Post » Tue Nov 02, 2010 10:35 am

A couple of mechanics questions if I may

In Vanilla, the Silent Running perk has an undocumented additional benefit where the weight of your armour no longer hampers sneaking. Is FWE the same, or has it been removed?

What is the major purpose of the Melee Weapons skill? In FWE skill has much less effect on weapon damage than Vanilla, instead mostly affecting weapon accuracy. And you can't miss with melee weapons. So what is the benefit of raising the skill?
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Marie
 
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Post » Tue Nov 02, 2010 11:41 am

A couple of mechanics questions if I may
In Vanilla, the Silent Running perk has an undocumented additional benefit where the weight of your armour no longer hampers sneaking. Is FWE the same, or has it been removed?

We don't change anything in this perk, except +5 sneak (was +10)
What is the major purpose of the Melee Weapons skill? In FWE skill has much less effect on weapon damage than Vanilla, instead mostly affecting weapon accuracy. And you can't miss with melee weapons. So what is the benefit of raising the skill?

1. You can change it in FWE control panel
2. Description in FWE control panel is self explanatory
Mostly accuracy- more accuracy, less damage (FWE default)
Damage and accuracy- - to accuracy, + to damage, in comparison with previous choice
Split (50/50)- vanilla- both damage and accuracy
Damage, not accuracy- only damage
Accuracy, not damage- only accuracy
So- only with last choice you will not have increased damage from skill
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Sophie Louise Edge
 
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Post » Tue Nov 02, 2010 6:21 am

Could someone spoil me where Wanda is? I checked in FO3Edit but it just shows co-ordinates in the wasteland, and i don't recognize the area GECK shows either.
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Emilie Joseph
 
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Post » Tue Nov 02, 2010 5:00 pm

Could someone spoil me where Wanda is? I checked in FO3Edit but it just shows co-ordinates in the wasteland, and i don't recognize the area GECK shows either.

FO3edit tell you this rifle placed in the Enclave camp 19
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Kate Norris
 
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Post » Tue Nov 02, 2010 7:43 am

1. You can change it in FWE control panel
2. Description in FWE control panel is self explanatory
Mostly accuracy- more accuracy, less damage (FWE default)
Damage and accuracy- - to accuracy, + to damage, in comparison with previous choice
Split (50/50)- vanilla- both damage and accuracy
Damage, not accuracy- only damage
Accuracy, not damage- only accuracy
So- only with last choice you will not have increased damage from skill

So if the last choice is used, raising melee skills does nothing? since melee has no accuracy anyway, and damge remains the same regardless of skill.
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Cameron Wood
 
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Post » Tue Nov 02, 2010 5:31 pm

So if the last choice is used, raising melee skills does nothing? since melee has no accuracy anyway, and damge remains the same regardless of skill.

I can't say for sure, but seems to me you are right.
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Chris Duncan
 
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Post » Tue Nov 02, 2010 10:30 am

So if the last choice is used, raising melee skills does nothing? since melee has no accuracy anyway, and damge remains the same regardless of skill.

No that's not correct.
Just to clarify how this works:
The skill accuracy/damage settings have nothing to do with your maximum damage or accuracy. At the end that is always the same when you are at 100 skill.
For example if you use the "50/50 settings", that means you start off at 50% damage and when you have 100 skill you do 100% damage.
If you use "Accuracy, not damage setting", you start off at 90% damage and at 100 skill you do 100% damage.
tldr; at 100 skill you always have the same accuracy and damage no matter which setting you use.

Also one should mention that unlike in vanilla, in FWE the melee and unarmed skills also improve your crit chance and damage. Melee and unarmed skill *always* matter, no matter what setting you use.
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Luis Reyma
 
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Post » Tue Nov 02, 2010 9:02 am

No that's not correct.
Just to clarify how this works:
The skill accuracy/damage settings have nothing to do with your maximum damage or accuracy. At the end that is always the same when you are at 100 skill.
For example if you use the "50/50 settings", that means you start off at 50% damage and when you have 100 skill you do 100% damage.
If you use "Accuracy, not damage setting", you start off at 90% damage and at 100 skill you do 100% damage.
tldr; at 100 skill you always have the same accuracy and damage no matter which setting you use.

Also one should mention that unlike in vanilla, in FWE the melee and unarmed skills also improve your crit chance and damage. Melee and unarmed skill *always* matter, no matter what setting you use.

Thanks, I will have this in mind
I tried to understand this in the script, but not experienced enough in this variables
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flora
 
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Post » Tue Nov 02, 2010 10:33 am

Hey,

i just started a new game with FWE + MMM + Dynamic Weather. I'm having some small problems:

1) Some item descriptions or so are missing. The medical brace for example shows up with a "PipOS Error".
2) My game often hangs when i quit (has to be terminated via task manager). I guess this is not uncommon?
3) Some kind of model error:

http://i86.photobucket.com/albums/k120/scratch8o/unsorted/Fallout3exe010-04-20.jpg

I also had this in Megaton on a guy but forgot to take a screenshot; in the super duper mart i saw at least two raiders with this white exclamation mark on red box. Any ideas what might be causing this?


Thanks.
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Samantha Wood
 
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Post » Tue Nov 02, 2010 4:06 am

Hey,

i just started a new game with FWE + MMM + Dynamic Weather. I'm having some small problems:

1) Some item descriptions or so are missing. The medical brace for example shows up with a "PipOS Error".
2) My game often hangs when i quit (has to be terminated via task manager). I guess this is not uncommon?
3) Some kind of model error:

http://i86.photobucket.com/albums/k120/scratch8o/unsorted/Fallout3exe010-04-20.jpg

I also had this in Megaton on a guy but forgot to take a screenshot; in the super duper mart i saw at least two raiders with this white exclamation mark on red box. Any ideas what might be causing this?
Thanks.

Hi!
Please be sure you installed FWE assets correctly
Try to use Toggle Validation button in FOMM
Please post your load order here, may be it is incorrect or you have mod's conflict
About hangs during exit. It is common, if you have plenty of mods and do not have your load order masterupdated
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Laura Simmonds
 
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Post » Tue Nov 02, 2010 8:23 pm

Thanks for your answer.
I just manually extracted the FWE archive to the data folder and now it appears to be working. Previously i created a FOMOD with FOMM as described in the installation procedure, and i guess something went wrong there.

This is my current load order:

Fallout3.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - Followers Enhanced.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional Free Play After MQ.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Mutant Mod Menu.esp
Mart's Mutant Mod - FWE Master Release.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather.esm


Afaik the order should be right, but please correct me if i'm wrong. There appear to be conflicts, the Dynamic weather ESM file is supposed to LAST in the load order according to the mod author, FOMM suggests otherwise though. No idea.

Also, i noticed there is an unofficial patch available for the game? Is it recommended to install it or not?


Thanks.
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Justin
 
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Post » Tue Nov 02, 2010 3:09 pm

Thanks for your answer.
I just manually extracted the FWE archive to the data folder and now it appears to be working. Previously i created a FOMOD with FOMM as described in the installation procedure, and i guess something went wrong there.
Afaik the order should be right, but please correct me if i'm wrong. There appear to be conflicts, the Dynamic weather ESM file is supposed to LAST in the load order according to the mod author, FOMM suggests otherwise though. No idea.

Also, i noticed there is an unofficial patch available for the game? Is it recommended to install it or not?
Thanks.

Your load order is good
About UF3P- it work differently for different peoples. I don't recommend to play it without masterupdated game
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Brandon Bernardi
 
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