[RelZ] FWE - FO3 Wanderers Edition #40

Post » Mon Nov 01, 2010 5:01 pm

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.



Great, that means I'm done :hehe:
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kelly thomson
 
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Post » Mon Nov 01, 2010 7:24 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.


Thanks, as long as it's in the game somewhere, I'm happy! :)
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Jaki Birch
 
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Post » Tue Nov 02, 2010 2:18 am

Firstly, thank you, this is a wonderful mod.

I'm using frag mines and frag grenades on locked stuff and they never open, although my explosive skill is low. Bottlecap mines or a nuke on the other hand open nearly everything, but I don't want to waste those. Would a lock eventually break if I use enough frag mines or frag grenades?

Also, a higher lock skill = harder to breach by explosives?

Thanks!

EDIT: Also, because I can't find the answer to this on the FEW website, what exactly is the skill required to read a book? Speech?
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Chloe Yarnall
 
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Post » Mon Nov 01, 2010 6:31 pm

Firstly, thank you, this is a wonderful mod.

I'm using frag mines and frag grenades on locked stuff and they never open, although my explosive skill is low. Bottlecap mines or a nuke on the other hand open nearly everything, but I don't want to waste those. Would a lock eventually break if I use enough frag mines or frag grenades?

Also, a higher lock skill = harder to breach by explosives?

Thanks!

EDIT: Also, because I can't find the answer to this on the FEW website, what exactly is the skill required to read a book? Speech?


The chance to blow open a lock depends on the lock strength, your explosive skill, and the strength of the explosive. With a low skill, using frag grenades/mines doesn't have a very good success rate, even on lower lock levels.

The min. skill to start reading a sill book is 35. Each time you gain one of the book perks, the skill requirement for the next level goes up.
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Nicole Mark
 
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Post » Mon Nov 01, 2010 6:15 pm

Thanks.

With regards to the books, I know it's 35 but what is the governing skill? Speech has to be 35 for example?
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Stace
 
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Post » Mon Nov 01, 2010 11:05 pm

Speech for Lying, sneak for Chinese Training Manual, explosives for Duck and Cover, and so on.
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Brad Johnson
 
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Post » Mon Nov 01, 2010 10:03 pm

Ah, cheers. :)
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Chloe Mayo
 
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Post » Tue Nov 02, 2010 5:12 am

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.

I like both of these idea a lot. Zumbs does bring up good points, but I think these basic changes would still be worth it. But for other inventory actions, I really think AP loss would be fitting. Finding equipment in ones pack at high speed during battle is in line with the other peak performance/cheat mode actions like bullet time or Vats. I havnt taken a look at the GECK, but if its the same code as the TES set then I could probably implement that myself.
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Ladymorphine
 
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Post » Mon Nov 01, 2010 4:57 pm

Is there a way I can reset Bullet Time? The menu to change settings for it isn't opening anymore. One time the menu popped up at the same time as my level up screen came up. Maybe it messed it up or something :shrug: It's the only one menu that won't open.
Or, is there a command I can input to disable head bobbing. That's all I want to change.

Thanks :)
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roxxii lenaghan
 
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Post » Mon Nov 01, 2010 4:01 pm

Is there a way I can reset Bullet Time? The menu to change settings for it isn't opening anymore. One time the menu popped up at the same time as my level up screen came up. Maybe it messed it up or something :shrug: It's the only one menu that won't open.
Or, is there a command I can input to disable head bobbing. That's all I want to change.

Thanks :)

Yeah it's possible the level up interrupted the script mid process, leaving the variables in a bad state.
https://docs.google.com/leaf?id=0BydCGxH-MDdeNmYyMGUzNDQtNjU0MS00MjNhLTk5MWQtYzEwNjI5Yjg1NDI5&hl=en and load it somewhere below FWE, it should hopefully fix the problem.
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Alina loves Alexandra
 
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Post » Mon Nov 01, 2010 3:25 pm

Trust me to botch up something :laugh:

Thanks for that!
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Chad Holloway
 
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Post » Tue Nov 02, 2010 5:15 am

I've been trying to pick up the Shellshocked Combat Armor added by FWE but eveytime I get a crash. After checking in FO3edit, none of my other mods are modifying it.
I look at a description for the Missing Unique Armors mod that is integrated in FWE and I that this problem might come from too much effects attached to the armor.
Did anyone had this problem before ?
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Adam
 
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Post » Tue Nov 02, 2010 5:57 am

I've been trying to pick up the Shellshocked Combat Armor added by FWE but eveytime I get a crash. After checking in FO3edit, none of my other mods are modifying it.
I look at a description for the Missing Unique Armors mod that is integrated in FWE and I that this problem might come from too much effects attached to the armor.
Did anyone had this problem before ?

Are you running a different language than english?
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Naomi Lastname
 
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Post » Mon Nov 01, 2010 2:44 pm

Are you running a different language than english?

Probably
glsix - this mod will help you
http://www.fallout3nexus.com/downloads/file.php?id=5715
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AnDres MeZa
 
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Post » Mon Nov 01, 2010 10:50 pm

Yes, I'm using the french version of the game. I'll be trying the Abreviated effects mod.
I know it's not ideal but is there know specific problems coming from the use of using a version other than the english one ?
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brandon frier
 
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Post » Mon Nov 01, 2010 6:16 pm

I just wanted to drop in and say FWE is some fantastic work. I love that the myriad new features are non-intrusive and integrate really well into the game. I'm running this along with MMM and a few environmental mods and it's a night and day experience from my last Fallout outing almost a year ago. Keep up the great work!
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Cccurly
 
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Post » Mon Nov 01, 2010 11:25 pm

regarding my little problem, Abreviated Effects did the trick, I guess the french version is just using to much characters to describe the effects of an armor.
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kristy dunn
 
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Post » Mon Nov 01, 2010 6:59 pm

regarding my little problem, Abreviated Effects did the trick, I guess the french version is just using to much characters to describe the effects of an armor.

True

gfh110
I just wanted to drop in and say FWE is some fantastic work.

Thank you!
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Alister Scott
 
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Post » Tue Nov 02, 2010 3:29 am

This may sound stupid but if I combine FWE power armor and the impervious power armor mod will it be nearly impossible to kill someone in power armor?
umm...... also when will they release a patch for RH iron sights and FWE?
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Scott
 
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Post » Tue Nov 02, 2010 5:33 am

I noticed while creating a new merged patch:

Error: Can't merge faulty ordered list aaaSIguns2OrderedList [FLST:3D0158DA]Error: Can't merge faulty ordered list aaaAFgunsOrderedList [FLST:3D0130EB]Error: Can't merge faulty ordered list aaaAFguns2OrderedList [FLST:3D0130ED]Error: Can't merge faulty ordered list aaaECgunsOrderedList [FLST:3D01522D]Error: Can't merge faulty ordered list aaaECguns2OrderedList [FLST:3D01522E]Error: Can't merge faulty ordered list aaaLSgunsOrderedList [FLST:3D0158D5]Error: Can't merge faulty ordered list aaaLSguns2OrderedList [FLST:3D0158D6]Error: Can't merge faulty ordered list aaaSCgunsOrderedList [FLST:3D0158D7]Error: Can't merge faulty ordered list aaaSCguns2OrderedList [FLST:3D0158D8]Error: Can't merge faulty ordered list aaaSIgunsOrderedList [FLST:3D0158D9]


Not a fatal error, it created the patch, but will that cause issues?
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Ashley Hill
 
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Post » Tue Nov 02, 2010 6:57 am

I noticed while creating a new merged patch:

Not a fatal error, it created the patch, but will that cause issues?

I'll prevent your weapons from being moddable properly. Seems you have some WMK mod in there that shouldnt be there.
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Epul Kedah
 
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Post » Tue Nov 02, 2010 5:01 am

This may sound stupid but if I combine FWE power armor and the impervious power armor mod will it be nearly impossible to kill someone in power armor?
umm...... also when will they release a patch for RH iron sights and FWE?


Read the readme of Impervious Power Armor. You an tweak it in several ways to your liking. And I wouldn't expect someone to try an iron sights patch till FWE stops being updated. It's a lot of effort.
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Louise
 
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Post » Tue Nov 02, 2010 5:30 am

I'll prevent your weapons from being moddable properly. Seems you have some WMK mod in there that shouldnt be there.


I found the offending plugin; the http://www.fallout3nexus.com/downloads/file.php?id=12487 (FWE(5.04)+WMK_Weapons_XCALIBRified.esp). Without that checked the patch compiles with no errors.
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Ria dell
 
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Post » Tue Nov 02, 2010 5:55 am

I use that mod. Although I use FOMM, FO3Edit, and FOIP to make my load order play nice.
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lauraa
 
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Post » Mon Nov 01, 2010 7:12 pm

Can I installed Mart's Mutant mod half way through playing the game with only FWE installed? Or will there be clashes?
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Sophie Louise Edge
 
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