[RelZ] FWE - FO3 Wanderers Edition #40

Post » Mon Nov 01, 2010 10:15 pm

Have you also checked that your Fallout is not installed in C:\Program Files?


Thanks for the reply. My install is outside of Program Files. The Woodland Armour that is included in FWE looks fine, as do all the other texutres, it is just the Artic Armour that isn't working.
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ZzZz
 
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Post » Mon Nov 01, 2010 11:23 pm

Where can I find the armor of FWE the uniques?
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Heather Stewart
 
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Post » Mon Nov 01, 2010 7:11 pm

I can't help but think it's a little too easy to get stuff repaired to 100%. The caravan traders surely should be built up in repair skill with each investment like in vanilla. I'm not investing in repair as much as I used to now.


I agree. And repairs arent very expensive either.
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Robert
 
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Post » Mon Nov 01, 2010 3:18 pm

I was in these threads back when 5.0 was freshly released, the possibility of the Reservist's Rifle being re-added came up. Has that happened in subsequent updates?

BTW, is it bad that i have two command headsets in my inventory?

And why did you re-add the stealth field to the Chinese Stealth Suit? Now i won't see the high-resolution texture i have for it :D
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City Swagga
 
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Post » Tue Nov 02, 2010 1:51 am

I was in these threads back when 5.0 was freshly released, the possibility of the Reservist's Rifle being re-added came up. Has that happened in subsequent updates?


Not yet ;) We're looking to expand the weapon options more in 5.1 (consistent with Fallout lore of course) and we can look at adding the original reservist's back.

I appreciate that, it's just a little inconvenient that the 'baseline' is most weapons dealing about 3-4x higher damage, but the multiplier is 2x. If the multiplier was upped to 4x for example, and the .44 had it's damage halved, then the result would be the same actual damage and the majority of modded-in weapons would be at about the right power level.


The other thing to consider, is that at a bear minimum you can take other weapon mods and up the damage to a comparable FWE-weapon pretty easily in FO3edit and make it FWE friendly. We didn't use any magic formulas for weapon balance, it was mostly playtesting a fine tuning. And to elaborate on Kai's comment, the rebalancing was really raising the damage for weapons on the low end of the damage spectrum. For example, the sniper rifle damage remains unchanged at 75, but the 10mm pistol goes from 7 or 8 (or 9?) up to 20 base damage. Assault rifles are in the 24-27 damage range.

At some point, I'll add a little guide to the FWE website for suggestions on how to rebalance other weapon mods to be FWE-consistent. So much to do, so little time.
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Code Affinity
 
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Post » Mon Nov 01, 2010 11:12 pm

So I've just updated all my mods and started a new character and I'm encountering a bug that I figure has to do with FWE. Around the Bethesda ruins at night, at random times my screen will turn green like nightvision was just turned on. Except I don't have any nightvision head gear and when I add a recon helmet through console to test things out, it will just make the screen stronger shades of green. Even stranger is that when this happens it doesn't keep itself to the save, but will make any save loaded after green as well. The only way to get rid of it is to ingame wait an hour 1+ times till it goes away. Then you can load any save that wasn't made with a green screen and have it not be green. I figure since it seems exactly like the nightvision FWE adds it has something to do with FWE. Any ideas?

Also another small issue that I've learned to live with that I can only recall happening with FWE : NPCs spawning on a save load. By which I mean if I save in an area were NPCs can spawn there is a good chance that when I load there will be NPCs where there were previously none. I can only recall this ever happening after I started using FWE 5+. It doesn't happen too much anymore, or at least like it use to. Right after I started using FWE 5 I could go to a spot where 2 super mutants were, kill them and save, then when I loaded they would be standing there ready to fight on top of their own corpses. Ad infinitum.
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Stephy Beck
 
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Post » Mon Nov 01, 2010 9:27 pm

BTW, is it bad that i have two command headsets in my inventory?

That would normally happen only if you have Followers Enhanced and Followers Enhanced (Broken Steel) loaded at the same time (which you shouldnt).

So I've just updated all my mods and started a new character and I'm encountering a bug that I figure has to do with FWE. Around the Bethesda ruins at night, at random times my screen will turn green like nightvision was just turned on. Except I don't have any nightvision head gear and when I add a recon helmet through console to test things out, it will just make the screen stronger shades of green. Even stranger is that when this happens it doesn't keep itself to the save, but will make any save loaded after green as well. The only way to get rid of it is to ingame wait an hour 1+ times till it goes away. Then you can load any save that wasn't made with a green screen and have it not be green. I figure since it seems exactly like the nightvision FWE adds it has something to do with FWE. Any ideas?

Well nice that you just assumed it's FWE, but you're wrong, that is a known bug from MMM, it's caused by night ghouls.

Also another small issue that I've learned to live with that I can only recall happening with FWE : NPCs spawning on a save load. By which I mean if I save in an area were NPCs can spawn there is a good chance that when I load there will be NPCs where there were previously none. I can only recall this ever happening after I started using FWE 5+. It doesn't happen too much anymore, or at least like it use to. Right after I started using FWE 5 I could go to a spot where 2 super mutants were, kill them and save, then when I loaded they would be standing there ready to fight on top of their own corpses. Ad infinitum.

Again caused by MMM. The Increased Spawn options to be precise.
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Breautiful
 
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Post » Tue Nov 02, 2010 2:19 am

That would normally happen only if you have Followers Enhanced and Followers Enhanced (Broken Steel) loaded at the same time (which you shouldnt).


Well nice that you just assumed it's FWE, but you're wrong, that is a known bug from MMM, it's caused by night ghouls.


Again caused by MMM. The Increased Spawn options to be precise.


Thanks for clarifying, no need to get defensive though I mean it DOES look like some sort of nightvision glitch so it's easy to start there. Do you have any more information on what some one could best do to try and prevent either from happening? This is the first time I've come across the green screen bug but is by no means my first time being around night ghouls.
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Deon Knight
 
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Post » Mon Nov 01, 2010 6:29 pm

Thanks for clarifying, no need to get defensive though I mean it DOES look like some sort of nightvision glitch so it's easy to start there. Do you have any more information on what some one could best do to try and prevent either from happening? This is the first time I've come across the green screen bug but is by no means my first time being around night ghouls.

I'm not defensive, I'm annoyed which tends to happen when people like to assume it's FWE when in 99% of the cases it's actually not (nothing personal, I'm just a grouch today ;) )

Anyhows, if you want to avoid the spawn bug, you would need to disable increased spawns in the MMM menu.

For the nighteyes bug there is no simple ingame fix. You could open MMM in FO3Edit and delete the nighteyes effect from the the ingestible 'Night Ghoul Eye', which would stop that particular bug from happening(but would also render the night eyes useless).

EDIT: Actually NM the nightghoul eyes, I'll just fix this now via the FWE-MMM FOIP patch and upload it.
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Colton Idonthavealastna
 
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Post » Mon Nov 01, 2010 8:25 pm

I'm not defensive, I'm annoyed which tends to happen when people like to assume it's FWE when in 99% of the cases it's actually not (nothing personal, I'm just a grouch today ;) )

Anyhows, if you want to avoid the spawn bug, you would need to disable increased spawns in the MMM menu.

For the nighteyes bug there is no simple ingame fix. You could open MMM in FO3Edit and delete the nighteyes effect from the the ingestible 'Night Ghoul Eye', which would stop that particular bug from happening(but would also render the night eyes useless).

EDIT: Actually NM the nightghoul eyes, I'll just fix this now via the FWE-MMM FOIP patch and upload it.


Wait a sec, is this because NPCs with hunting and looting are eating the eyes? Or am I completely off?
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Hazel Sian ogden
 
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Post » Mon Nov 01, 2010 12:47 pm

That would normally happen only if you have Followers Enhanced and Followers Enhanced (Broken Steel) loaded at the same time (which you shouldnt).


That was it, i thought i didn't select that when installing the fomod, but it was still there. Still, if that's the only mistake in this load order i consider it a huge success :D
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Patrick Gordon
 
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Post » Mon Nov 01, 2010 6:02 pm

Wait a sec, is this because NPCs with hunting and looting are eating the eyes? Or am I completely off?

Yeah pretty much like that. It happens because the nighteyes get activated by another source, but the nightvision affect only affects the player of course(since it's an image modifier). That's why this happens only when you enter a certain area.
Anyways I've uploaded an updated FOIP patch in which it's fixed.
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Tasha Clifford
 
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Post » Mon Nov 01, 2010 4:54 pm

I am so grateful for this mod, it makes this game fit my hopes about what it could have been, immersive and brutal. Than you very much :goodjob: .

The only thing that still irks my immersion a bit is the classic inventory access. It seems a bit to convenient to have full uninterrupted access to ones inventory in the middle of a fight :). I think a good gameplay alternative would be to cause inventory access to drain Action Points during combat, maybe even per second, forcing you to fumble through that pack with a vengence. Equipping/using an item could be an additional Action Point tax. I feel like this would encourage preparation, and more strategic use of items.

What do you think?

{Edit} My ideal would be real-time menu access, but that doesn't sound possible :(.
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Alan Whiston
 
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Post » Mon Nov 01, 2010 3:05 pm

For those using MMM with FWE, a new beta for RC6 is up: http://www.gamesas.com/index.php?/topic/1069335-relz-marts-mutant-mod-10-rc-50-2/page__view__findpost__p__16105744

Also updated is the FOIP Mart's Mutant Mod - FWE Master Release plugin (see link above). For fixes, changes, and new features see the changelog at the link.

Note that (and the reason I'm posting here) there are a few new features to try, but these are currently not added to the MMM menu for the FWE control panel (scheduled for the final release of RC6). If you'd like to try Soft Unleveling and Dynamic Player Scaling, just load the plugins old'style at the end of your load order. They can even go after the merged patch, all they do is toggle values in MMM.

The full release may be a few weeks yet, still don't have a lot of time to mod and there's a big to-do list. So have a play and report any feedback in the MMM thread. Any volunteers for updating the MMM menu in FWE are welcome too, as again I don't get a lot of time (but what a masterpiece! Thanks to whomever coded that for the FOIP plugin).

Mart
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Nice one
 
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Post » Tue Nov 02, 2010 2:37 am

For those using MMM with FWE, a new beta for RC6 is up: http://www.gamesas.com/index.php?/topic/1069335-relz-marts-mutant-mod-10-rc-50-2/page__view__findpost__p__16105744

Also updated is the FOIP Mart's Mutant Mod - FWE Master Release plugin (see link above). For fixes, changes, and new features see the changelog at the link.

Note that (and the reason I'm posting here) there are a few new features to try, but these are currently not added to the MMM menu for the FWE control panel (scheduled for the final release of RC6). If you'd like to try Soft Unleveling and Dynamic Player Scaling, just load the plugins old'style at the end of your load order. They can even go after the merged patch, all they do is toggle values in MMM.

The full release may be a few weeks yet, still don't have a lot of time to mod and there's a big to-do list. So have a play and report any feedback in the MMM thread. Any volunteers for updating the MMM menu in FWE are welcome too, as again I don't get a lot of time (but what a masterpiece! Thanks to whomever coded that for the FOIP plugin).

Mart


Thanks Mart very cool news and thanks for updating the FOIP patch. I'll make sure to update the menu in this FOIP patch with the new features soonish.
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tegan fiamengo
 
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Post » Mon Nov 01, 2010 11:54 pm

I'm playing with FWE+MMM+WMK.

Just download the new MMM RC6.

Can these two plugins "Mart's Mutant Mod - Dynamic Player Scaling.esp" and "Mart's Mutant Mod - Soft Unleveler.esp" be used with FWE 5.04?


Didn't find the option in FWE control panel in game with only the new "Mart's Mutant Mod - FWE Master Release.esp" from FOIP updated on 30 June
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Emmie Cate
 
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Post » Mon Nov 01, 2010 9:03 pm

I'm playing with FWE+MMM+WMK.

Just download the new MMM RC6.

Can these two plugins "Mart's Mutant Mod - Dynamic Player Scaling.esp" and "Mart's Mutant Mod - Soft Unleveler.esp" be used with FWE 5.04?


Didn't find the option in FWE control panel in game with only the new "Mart's Mutant Mod - FWE Master Release.esp" from FOIP updated on 30 June


Look back two messages :)
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Jennifer May
 
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Post » Mon Nov 01, 2010 11:44 pm

I am so grateful for this mod, it makes this game fit my hopes about what it could have been, immersive and brutal. Than you very much :goodjob: .

The only thing that still irks my immersion a bit is the classic inventory access. It seems a bit to convenient to have full uninterrupted access to ones inventory in the middle of a fight :). I think a good gameplay alternative would be to cause inventory access to drain Action Points during combat, maybe even per second, forcing you to fumble through that pack with a vengence. Equipping/using an item could be an additional Action Point tax. I feel like this would encourage preparation, and more strategic use of items.

What do you think?

{Edit} My ideal would be real-time menu access, but that doesn't sound possible :(.


No, real time menu access is not possible at all. But...

I've been thinking along similar lines. Two things I'm experimenting with include:

Disabling repair while in combat
JustinOther has a standalone mod that accomplishes this, and is also part of FOOK. I'm looking into how this works, but the idea makes a lot of sense, if you break your gun in combat, you're not going to just sit there and fix it all up on the spot. Similarly:

Limit armor changing in combat
This would be fairly easy to implement. The easiest way would be to add a pause when exiting the pip-boy if you have changed armor. A sound could play and your controls would be disabled for 2 or 3 seconds reflecting you switching out of armor. It could make a difference in a fight. The more draconian approach is to handle it through the pipboy, and if you try to switch armor while in combat, a script re-equips the armor you had on, effectively preventing you from switching all together.
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tannis
 
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Post » Mon Nov 01, 2010 12:44 pm

Look back two messages :)



Oh, My!


I must be too focused on "Click here" to notice those information below it...


Sorry guys, absolutely no problems so far after I loaded those two plugins.
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yermom
 
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Post » Tue Nov 02, 2010 3:05 am

Disabling repair while in combat
JustinOther has a standalone mod that accomplishes this, and is also part of FOOK. I'm looking into how this works, but the idea makes a lot of sense, if you break your gun in combat, you're not going to just sit there and fix it all up on the spot.

In Oblivion, it was not possible to fix stuff while in combat. It had the unfortunate consequence that in some instances you would be in combat, but your enemies could not get to you. Thus, repair were disabled even if you had all the time in the world. So, some additional logic is needed. I haven't investigated JustinOthers mod, so I do not know if it handles those cases.

Limit armor changing in combat
This would be fairly easy to implement. The easiest way would be to add a pause when exiting the pip-boy if you have changed armor. A sound could play and your controls would be disabled for 2 or 3 seconds reflecting you switching out of armor. It could make a difference in a fight. The more draconian approach is to handle it through the pipboy, and if you try to switch armor while in combat, a script re-equips the armor you had on, effectively preventing you from switching all together.

Or, possibly, limit which types of armor can be put on or taken off? Helmets and gloves should be easy, but changing from leather armor to combat armor should be problematic.
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Vicki Blondie
 
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Post » Mon Nov 01, 2010 2:16 pm

I'm putting together a compatibility patch for my Powered Power Armor mod and FWE. I guess I should maybe ask permission before I release it, but I've also got a sort of technical question regarding run speed and jump height. I've found the quest scripts that effect sprinting and backpedaling, and neither one will cause a conflict, but is speedmult altered anywhere else? If it's set greater than 100 for normal movement, it could give me some headaches regarding overheating. Also jump height - the numeric game settings fJumpHeightMin and fJumpFallHeightMin. Tweaking those requires FOSE, which isn't a requirement for FWE, so I'm guessing I might be OK there. Thanks.
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Isaiah Burdeau
 
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Post » Mon Nov 01, 2010 1:15 pm

I'm putting together a compatibility patch for my Powered Power Armor mod and FWE. I guess I should maybe ask permission before I release it, but I've also got a sort of technical question regarding run speed and jump height. I've found the quest scripts that effect sprinting and backpedaling, and neither one will cause a conflict, but is speedmult altered anywhere else? If it's set greater than 100 for normal movement, it could give me some headaches regarding overheating. Also jump height - the numeric game settings fJumpHeightMin and fJumpFallHeightMin. Tweaking those requires FOSE, which isn't a requirement for FWE, so I'm guessing I might be OK there. Thanks.


Hmm, I don't think we alter the speedmult elsewhere.

FWE does require FOSE for quite a few things, but we don't use it to change the jump gamesettings in game in anyway.

Feel free to release a compatibility patch, no worries there.
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Avril Churchill
 
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Post » Mon Nov 01, 2010 9:28 pm

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/SprintCharge.png
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Trent Theriot
 
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Post » Tue Nov 02, 2010 3:57 am

I know that the FWE uses the "sniper" plasma rifle for the A-321 plasma rifle, but I like the EVE version better:

http://www.fallout3nexus.com/downloads/images/8340-5-1249739448.jpg

Is this model used in FWE anywhere for any plasma type weapon? If so, what weapon is it used for? I just really like the look of this and hate to give it up.
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Yvonne Gruening
 
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Post » Mon Nov 01, 2010 1:30 pm

That's used for the Winchester P94 Plasma Rifle, found on BoS and Enclave soldiers and Super Mutant Hunters. It's also moddable if you have WMK with correct FOIP patches.
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Catherine N
 
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