[RelZ] FWE - FO3 Wanderers Edition #40

Post » Tue Nov 02, 2010 4:07 am

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

I think it is possible, but don't forget about proper upgrade procedure.
Most problems with MMM occur only during update from previous versions
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LuCY sCoTT
 
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Post » Tue Nov 02, 2010 4:59 am

About to start my first FWE playthrough and I would like some opinions on how FWE changes Broken Steel.

It's been about a year since I've played but I remember being less than impressed with this particular DLC:

-Bad perks (I'm looking at you "Almost Perfect")
-Terrible skill point economy (max every stat - drove me nuts)
-Badly implemented new enemies ("harder" and "has 8x more hit points and takes 5 minutes to kill" are not the same thing)
-Unbalanced weapons

Looking through I saw the settings for leveling speed and skill point allocation could be modified in the FWE control panel. So I assume FWE addresses the problems of overabundant skill points and unbalanced weaponry, but what about the perks and the higher level enemies?

Those of you playing FWE with Broken Steel enabled - do you stick with the FWE defaults or go with the "moderate leveling" and "balanced for level 30" skill point allocation?
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Kara Payne
 
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Post » Mon Nov 01, 2010 7:24 pm

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


I installed MMM after several level ups with FWE without any issues. I can't see it being too different for someone further into the game.
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Rudy Paint fingers
 
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Post » Mon Nov 01, 2010 9:30 pm

About to start my first FWE playthrough and I would like some opinions on how FWE changes Broken Steel.

It's been about a year since I've played but I remember being less than impressed with this particular DLC:

-Bad perks (I'm looking at you "Almost Perfect")
-Terrible skill point economy (max every stat - drove me nuts)
-Badly implemented new enemies ("harder" and "has 8x more hit points and takes 5 minutes to kill" are not the same thing)
-Unbalanced weapons

Looking through I saw the settings for leveling speed and skill point allocation could be modified in the FWE control panel. So I assume FWE addresses the problems of overabundant skill points and unbalanced weaponry, but what about the perks and the higher level enemies?

Those of you playing FWE with Broken Steel enabled - do you stick with the FWE defaults or go with the "moderate leveling" and "balanced for level 30" skill point allocation?


Your mod setup would have a lot to do with your decision, also your playstyle whether or not you hurry through quests/areas or not. I found that with increased spawns MMM and respawning areas plus feral ghoul rampage I leveled up too fast with the anything other than the default FWE xpbumpbase setting. The skill points allocated per level I stuck with 5 because I wanted each character to be unique. The leveling was slow but was something to look forward to and also made me think very carefully which perks to choose and where to allocate points. Those Broken Steel perks you mentioned from bethesda I ignore, fortunately there are a lot of sensible perks that FWE have put in to help customize characters.
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Carlitos Avila
 
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Post » Tue Nov 02, 2010 8:52 am

I think it is possible, but don't forget about proper upgrade procedure.
Most problems with MMM occur only during update from previous versions



I installed MMM after several level ups with FWE without any issues. I can't see it being too different for someone further into the game.


Thanks!
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Star Dunkels Macmillan
 
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Post » Tue Nov 02, 2010 1:50 am

It is recommended that you wait for a cell respawn afterwards. So go to your house or some other cell with no creature/NPC spawns before adding MMM, and wait for the cell reset after. You change the respawn timer to one hour from FWE's menu, "Immersion Settings", so just wait two in-game hours afterwards and all should work correctly.
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Nomee
 
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Post » Tue Nov 02, 2010 7:09 am

I'll keep that in mind, thanks.

I've downloaded the FOMOD version of MMM, and FOIP [Fallout Interoperability Program] (MMM and FWE). So, I should first install MMM and then FOIP? I just want to be sure because I don't want to mess anything up!

EDIT: In the FOIP readme:

"NOTE!!! For using FWE Master Release
-----------------------------------------------------------------------------

- The Mart's Mutant Mod - FWE Master Release.esp automatically includes ALL optional MMM addons and, except for the DLCs, and they can be configured via the FWE control panel.
Do NOT use ANY of the following plugins:

Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No DLC Increased Spawns.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Size Scaling.esp
Mart's Mutant Mod - No Skeleton Decay.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp


I installed the latest FWE Master Version 5.0, so I guess I shouldn't install these like it says? I'm asking since in the control panel I never came across these options I think.
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Jessica White
 
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Post » Mon Nov 01, 2010 9:12 pm

Ok I think I managed to do everything correctly, except for one thing:

9. How do I create a Merged Patch?


A:

1. Set up your mods and your load order in FOMM, then close FOMM

2. Download FO3edit if you haven't done so already.

3. Extract the two files from the archive into your Fallout 3 folder (where the Fallout3.exe is also located)

4. Start the FO3Edit.exe, you will see a list appear with all your mods in it, just click ok.

5. It will take a little while until all your mods are loaded. If all mods load succesfully, you will see at the bottom of the message tab "Background Loader: finished". If you instead get an error message, then you are missing a master!

6. Assuming everything loaded correctly, all you need to do is right click anywhere on the left panel and select 'Create Merged Patch' from the context menu.

7. A window appears asking for a filename. Enter anything you like, for example "My Merged Patch". Hit OK. At the bottom of all your mods you should see a new bold mod named 'My Merged Patch.esp'

8. Now close FO3Edit and you will be asked to 'Save changed files:'. Simply hit OK.

9. Now open Fallout Mod Manager and look for your 'My Merged Patch.esp'. Make sure it's activated and loaded at the very bottom of your load order


IMPORTANT: Every time you add or remove a mod, you should delete your old merged patch and create a new one, following the steps above!


I do all of this, with no problems, but my merged is not actually created. I don't find it in FOMM, and when I go to the data folder there is no mypatch.esp. Why??
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Liv Brown
 
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Post » Tue Nov 02, 2010 2:45 am

Those options weren't visible since you didn't have the mod installed, once you have MMM and the FOIP patch, Mart's Mutant Mod should appear in the "Supported Mod Confics" menu. So yes, leave all those out.

Install MMM first, select only main and DLC files (if you have any), and after that include the FOIP patches in the recommended load order, create a merged patch and everything should work.

Well, that was late. You don't happen to have Vista or 7 and have installed in Program files folder? Otherwise i don't see how it could not work
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Glu Glu
 
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Post » Mon Nov 01, 2010 8:04 pm

I installed the latest FWE Master Version 5.0, so I guess I shouldn't install these like it says? I'm asking since in the control panel I never came across these options I think.


You need to use the Mart's Mutant Mod - FWE Master Release.esp file that comes with FOIP. Then in the FWE options look for "Support Mods Configs" and you should find the MMM options.
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Your Mum
 
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Post » Tue Nov 02, 2010 7:59 am

Well I've restarted FOMM several times and there is no patch. I checked the data folder and no such .esp file was created. Tried everything again yet again no file is created. :(

@manymoose: That's the one which I got.

Let me show you my load order:

http://i728.photobucket.com/albums/ww283/xuerebx/loadorder.jpg

It's exactly like it should be. I've already done the patch thing, and as you can see it's not in the list.

In the editor I noticed this: http://i728.photobucket.com/albums/ww283/xuerebx/patch.jpg
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Charlotte Lloyd-Jones
 
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Post » Tue Nov 02, 2010 10:53 am

Well I loaded the game and it didn't crash. I think MMM is 'active' because I changed the respawn rate to 1 hour, slept and then went around megaton and there were some different couloured mole rats, and some of the loot included teeth, I've never seen a mole rat drop teeth before. Not sure if there's something subtley broken though.
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Jessica White
 
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Post » Tue Nov 02, 2010 2:10 am

Everything looks as it should, and your FO3Edit doesn't give any warnings either. But i think i see the problem "C:\Program Files (x86)", it seems UAC is preventing that file from being created (unless you are using XP 64b).

Easy solution: reinstall Fallout 3 to somewhere not in Program Files. Hard solution: add Fallout 3 folder to UACs exceptions list (i don't know how to do it, though). Unrecommended solution: Disable UAC.

As you're running it now, FWE's changes to creatures are overridden by MMM and it's FWE patch. Leveled lists aren't merged so they'll be balanced for vanilla Fallout 3, not FWE. (Unless i've understood the point of merged patch wrong :D)
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Zoe Ratcliffe
 
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Post » Tue Nov 02, 2010 4:10 am

Thanks man! It was the UAC's fault, but I made the fallout.exe and other .exe's as exceptions to the UAC and the patch worked. Cheers. :)
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Tracey Duncan
 
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Post » Mon Nov 01, 2010 9:38 pm

Good to hear, FWE and MMM go together very nicely, as you'll propably soon find out ;)

Also weapon mod kits might be worth to look into, it goes great with FWE too.
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Glu Glu
 
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Post » Tue Nov 02, 2010 5:02 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.
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Amiee Kent
 
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Post » Tue Nov 02, 2010 7:05 am

Just when I think I had all the hotkeys mapped how I wanted, I find more that I never use and another mod also tries to use.

Is there not some central list of EVERY hotkey used in this mod and its default? Furthermore, why are some hotkeys set in specific submenus while others are set in the Hotkey section? It'd be nice if they were all configurable and all listed in the Hotkey config section.

And is the PN numpad enter-key configurable to something else?
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..xX Vin Xx..
 
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Post » Tue Nov 02, 2010 9:28 am

Hello,
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


@pintocat
It'd be nice if they were all configurable and all listed in the Hotkey config section.

Each menu can contain 10 menu items only, so it is impossible to keep all this stuff in one place

Is there not some central list of EVERY hotkey used in this mod and its default?

No, if I remember correctly

And is the PN numpad enter-key configurable to something else?

Yes, in PN section of the menu
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Nikki Morse
 
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Post » Tue Nov 02, 2010 9:36 am

One thing I feel could be more configurable with FWE's skill points at level up is the free intelligence perk. When playing a character of high intelligence it is impossible to achieve only 5 points to allocate at levelup and when leaving the vault I ended up with 19 skill points which makes starting out far too easy.

There were a couple of strange things on my last playthrough. I had to remove Wanda because for some reason there was a strange area affect sound at its location which disappeared when I made a patch to remove the weapon, the sound effects of the gauss pistol which I've already mentioned and I've had to remove them off the leveled list. There were also a lot of good things I noticed though like the new armours and the melee supermutants, they're fun and dangerous to fight.
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Peter P Canning
 
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Post » Mon Nov 01, 2010 8:34 pm

One thing I feel could be more configurable with FWE's skill points at level up is the free intelligence perk. When playing a character of high intelligence it is impossible to achieve only 5 points to allocate at levelup and when leaving the vault I ended up with 19 skill points which makes starting out far too easy.

The starting skills and attributes will be configurable in the alt start terminal next version

There were a couple of strange things on my last playthrough. I had to remove Wanda because for some reason there was a strange area affect sound at its location which disappeared when I made a patch to remove the weapon, the sound effects of the gauss pistol which I've already mentioned and I've had to remove them off the leveled list. There were also a lot of good things I noticed though like the new armours and the melee supermutants, they're fun and dangerous to fight.

Hm haven't heard of that problem with Wanda before..can you describe the noise?
Yeah Gauss Pistol is also fixed in next version, like I said it's caused by NPCs that spawn with the autofire version and Fallout's soundsystem doesn't cope well with it because it has a too long firing sound.
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Scott
 
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Post » Tue Nov 02, 2010 1:04 am

Unfortunately the noise is too generic a sound. It didn't sound anything like the ripper or gauss pistol. I don't know if my having a sound chip has anything to do with it, I just realized though I should have tested this in a different game before posting about it, I'll reverse the edit and take a trip up there.

/Edit it has not happened this time, sorry about that.
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Andrea Pratt
 
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Post » Mon Nov 01, 2010 7:31 pm

I'm here just to say thanks. One million kudos. I'm on my last playthrough before FO New Vegas, and FWE made me, like a friend of mine said in another forum, fall in love with FO3 again. Once you try it, playing FO3 without it it's unthinkable. Too bad people usually play in "walk in the park" mode, because it's one helluva lot more fun if the wasteland really presents you with all kinds of challenges. They just don't know what they're missing, IMHO. FWE is a wise and extremely well balanced selection of mods that truly do elevates the game to another level.

To complement it, I use Martigen's Mutant Mod and one that I don't remember now the name, maybe "Realistic Headshots" -- which also heavily reduces the chance of a headshot on VATS.

No pain, no gain, no thrill! ;)
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Cody Banks
 
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Post » Tue Nov 02, 2010 10:38 am

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/RadChild.png
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Kara Payne
 
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Post » Tue Nov 02, 2010 2:09 am

Once you try it, playing FO3 without it it's unthinkable. Too bad people usually play in "walk in the park" mode, because it's one helluva lot more fun if the wasteland really presents you with all kinds of challenges.



Indeed, last night a bunch of Super Mutant Bashers Grenadiers crippled me badly, and it started to rain (Xepha's Dynamic weather with Skingrad24's radioactive rain plugin) despite using all my RadAways and drinking all my booze, i died of radiation poisoning just in the doorstep of Rivet City. BTW i noticed a warning "You're dangerously close to overdose" or something, can you die from alcohol poisoning too?

If you don't mind me asking, what your plans for FWE? Will there be a FWE Master Release 6 in the future, or will 5 be the final major revision?

Edit: and once again nice work T3T, it's great to see new perks getting unique icons too.
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No Name
 
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Post » Tue Nov 02, 2010 12:47 am

Like some of you know, I'm using FWE and MMM. I tried going to the Statesman Hotel at Level 8, and dammit it's too hard! Too many mutants in one place, too few ammo = dead quickly. I guess I should wait till I'm around level 12? Although the level cap is level 20 I think. =/
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Trent Theriot
 
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