[RelZ] FWE - FO3 Wanderers Edition #42

Post » Sat Feb 19, 2011 2:04 am

A couple of things I noticed that you might want to check out:

The Winterized T-51b Helmet is not in the NightVisionHatList
There seems to be an incorrect id in the VendorChest formid list
The WMK FWE patch seems to have incorrect formids for some of the modified sniper rifle projectiles
FO3Edit also reports a lot of errors for some of the crafting dialogue, mostly for ammo. I haven't tried it in game, and FO3Edit also reports tons of errors for Fallout3.esm, so it might be nothing.
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herrade
 
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Post » Fri Feb 18, 2011 11:28 pm

I started OA at level 4/5. I found a workaround that seems strange to me. I use garybash, and I rebuilt my bashed patch with the FWE OA patch hidden, then unhid the patch and activated it separately and was able to level up no problem.

Make any sense to you?

No, but only for me. All is possible for fallout.
But you can check it yourself.
Use in console
rewardXP 2000
it will give you XP. Try to reach level 30 without crashes on exit. If you will be successful - you are lucky.

The Winterized T-51b Helmet is not in the NightVisionHatList

It is- in FWE-OA CP. You need to create merged patch for this to work, but... you know what you did.


detroy
When I tried to make some 9mm bullets, it said that I need an Ammo Press Kit though I already had one in my inventory while crafting some .308...

You had, or you have now?

FallOut3.
Is there a stand alone version of the alternative start used in FWE?

http://www.fallout3nexus.com/downloads/file.php?id=1784
But this version is incompatible with FWE
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Stephani Silva
 
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Post » Sat Feb 19, 2011 1:48 am

@delamer
You had, or you have now?


I had one Ammo press kit in my inventory plus 1 scrap metal, 1 gunpowder, 1 tin can while getting this message.

Confirmed, just tried again, crafting .308 has no problem.

BTW, 30-06 bullets has the same message, all the others are OK.
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Dean Brown
 
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Post » Fri Feb 18, 2011 8:01 pm

@Mezmorelda
?Added the original Reservist’s Sniper Rifle back to the game (default mesh for now). HINT: look inside some homes where a sniper hangs out.


Glad to see it back. :celebration:

(default mesh for now).


If you are going to do some more work on it, how about a different scope reticle. The one I was thinking of was Nexus file id=12861
but I see it is no longer there. Basically it was a brightening, illuminated reticle in the same style as the default sniper reticle.

P.S. glad you put that box of shells above it , I'd still be searching for it.
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Alexxxxxx
 
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Post » Fri Feb 18, 2011 6:07 pm

@delamer
I had one Ammo press kit in my inventory plus 1 scrap metal, 1 gunpowder, 1 tin can while getting this message.
Confirmed, just tried again, crafting .308 has no problem.
BTW, 30-06 bullets has the same message, all the others are OK.

Got it, thank you
30.06 and 9 mm
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Add Meeh
 
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Post » Fri Feb 18, 2011 11:43 pm

Heya, I'm having a odd problem it started when I used FWE 5.04. Even when I updated to FWE 6.0 the problem still persist. Whenever I use Rad-X/RadAway the counter does not update Its still set to 0. The counter I'm talking about is the one under the stats thingy. Could someone please point out to me what section in the FO3Edit I would find this counter so I could either see if theres a problem or remove it. Or this is really normal? aside from that FWE rocks thanks for the mod!
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ZzZz
 
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Post » Sat Feb 19, 2011 8:10 am

Just wanted to give you guys my thanx for jet another great chapter of FO3 :celebration:
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Nichola Haynes
 
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Post » Sat Feb 19, 2011 6:26 am

Heya, I'm having a odd problem it started when I used FWE 5.04. Even when I updated to FWE 6.0 the problem still persist. Whenever I use Rad-X/RadAway the counter does not update Its still set to 0. The counter I'm talking about is the one under the stats thingy. Could someone please point out to me what section in the FO3Edit I would find this counter so I could either see if theres a problem or remove it. Or this is really normal? aside from that FWE rocks thanks for the mod!

This is normal.
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Marina Leigh
 
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Post » Sat Feb 19, 2011 6:28 am

Heya, I'm having a odd problem it started when I used FWE 5.04. Even when I updated to FWE 6.0 the problem still persist. Whenever I use Rad-X/RadAway the counter does not update Its still set to 0. The counter I'm talking about is the one under the stats thingy. Could someone please point out to me what section in the FO3Edit I would find this counter so I could either see if theres a problem or remove it. Or this is really normal? aside from that FWE rocks thanks for the mod!

What Kay told you.
RadX and RadAway addictive now, so engine count them as Drugs now. And counter their usage in appropriated field
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Peetay
 
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Post » Fri Feb 18, 2011 7:17 pm

Glad to see it back. :celebration:


Indeed :goodjob: If you're gonna use the Dragunov mesh for it, i think the place Zealotlee's "The People's Dragunov" was hidden* would make more sense. Anyway i'm glad it's back.

*
Spoiler

Radio Tower hideout near Vault 87.

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Rob
 
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Post » Sat Feb 19, 2011 1:31 am


It is- in FWE-OA CP. You need to create merged patch for this to work, but... you know what you did.


Maybe I've misunderstood how the night vision is set up to work across all the FWE files, but in the file 'FO3 Wanderers Edition - DLC Anchorage.esp' there is no 'DLC02ArmorPowerT51bHelmetWasteland' in the list. When I added it myself using my own plugin, the night vision worked...
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Margarita Diaz
 
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Post » Fri Feb 18, 2011 7:29 pm

Maybe I've misunderstood how the night vision is set up to work across all the FWE files, but in the file 'FO3 Wanderers Edition - DLC Anchorage.esp' there is no 'DLC02ArmorPowerT51bHelmetWasteland' in the list. When I added it myself using my own plugin, the night vision worked...


Sounds like we did miss this .. . . I'll double checkas soon as I can. We're looking at some other fixes too for the CRAFT menu's and other minor things. Look's like a 6.02 won't be too far off either!
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BaNK.RoLL
 
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Post » Sat Feb 19, 2011 5:49 am

Is MMM 6.0 required or can I continue with MMM 5.0? I read where there is support for new features of 6.0 but didn't see if it was required or not. Thanks. Great job, just absolutely love this mod!
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Karine laverre
 
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Post » Sat Feb 19, 2011 2:50 am

I seem to be having increased instability with the 6.01 update. I've crashed seven times while trying to get through Fairfax to Ft. Independence.

I'm on the far side of Fairfax and the last two crashes happened while moving away from Ft. Independence, so I don't think it's the fort itself.

I've also discovered that your new menu system makes Workbench Items Rebalanced completely unworkable with FWE. Maybe you could consider adding some rebalancing of them into FWE itself? Getting three mines from a single lunchbox or three grenades from a single tin can bothers me to no end.
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Georgia Fullalove
 
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Post » Fri Feb 18, 2011 10:31 pm

I seem to be having increased instability with the 6.01 update. I've crashed seven times while trying to get through Fairfax to Ft. Independence.

I'm on the far side of Fairfax and the last two crashes happened while moving away from Ft. Independence, so I don't think it's the fort itself.

I've also discovered that your new menu system makes Workbench Items Rebalanced completely unworkable with FWE. Maybe you could consider adding some rebalancing of them into FWE itself? Getting three mines from a single lunchbox or three grenades from a single tin can bothers me to no end.


Hmmm... what are your system specs?
Are you running master update?
Have you used the multi-core fix?
Any other optomizers/running?
Have you done a cell reset since upgrading?
Increased instability ONLY after 6.01? Was it okay with 6.0?

P.S. . . . I hate the gamebryo engine. Beth, when will you adopt something more stable? It's 2010!

Is MMM 6.0 required or can I continue with MMM 5.0? I read where there is support for new features of 6.0 but didn't see if it was required or not. Thanks. Great job, just absolutely love this mod!


No, MMM is not required . . . but you'll need MMM RC6 if you want to use the latest FOIP patch. The you can use RC5 with the old FOIP patch, but a bunch of records will be out of date relative to the FWE side of things.
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Alexandra walker
 
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Post » Fri Feb 18, 2011 8:31 pm

Hmmm... what are your system specs?
Are you running master update?
Have you used the multi-core fix?
Any other optomizers/running?
Have you done a cell reset since upgrading?
Increased instability ONLY after 6.01? Was it okay with 6.0?

P.S. . . . I hate the gamebryo engine. Beth, when will you adopt something more stable? It's 2010!

Dual Core 7500 processor from Intel, forget the exact specification. GeForce 9800GTS Mobile (laptop)
There was a masterupdate done, no multi-core fix because it actually makes my system less stable for some reason. GBoost for turning off background processes.
Cell Reset with eight day wait done for the 6.0 update, but not the 6.01 hotfix.
It was fine on the trip from Ranger HQ to Megaton last night (after 6.0 and cell reset), but very unstable today (after 6.01 without cell reset).

I removed the Workbench Items Rebalanced mod, which resulted in a new merge.esp and masterupdate done again and it was more stable after that.

Two things though: I'm in RobCo and Protectrons are wimpy to an unbelievable degree. A couple of shots from an Assault Rifle takes them out before they can even aim. No threat at all.

Stealth Field should probably default to on when first activated.
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Jason King
 
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Post » Sat Feb 19, 2011 8:48 am

I seem to be having increased instability with the 6.01 update. I've crashed seven times while trying to get through Fairfax to Ft. Independence.

I'm on the far side of Fairfax and the last two crashes happened while moving away from Ft. Independence, so I don't think it's the fort itself.

I've also discovered that your new menu system makes Workbench Items Rebalanced completely unworkable with FWE. Maybe you could consider adding some rebalancing of them into FWE itself? Getting three mines from a single lunchbox or three grenades from a single tin can bothers me to no end.


Yeah, I had that happen to me as well. As soon as I entered the Fort Independance area it was one CTD after
another. But I noticed that as soon as I killed one spawn of critters/raiders off, another group would spawn.
Now that I have the area cleaned up and the 2nd round of spawning is occurring it has been rock solid stable
for me there.
I just concluded that with FWE/MMM the initial batch of spawns was so great it was just overwhelming my computer.

BTW I just started useing Nexus file id=12056, it clears cell buffers automatically, and seems to have stabilized my
game tremendously.
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A Lo RIkIton'ton
 
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Post » Sat Feb 19, 2011 5:41 am

Two things though: I'm in RobCo and Protectrons are wimpy to an unbelievable degree. A couple of shots from an Assault Rifle takes them out before they can even aim. No threat at all.

They always was, as I remember :)
But I can not say the same about Sentry Bots
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Roberto Gaeta
 
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Post » Fri Feb 18, 2011 11:10 pm

I realize the Protectrons are the weakest robots, but FWE increases the weapon damage considerably while the Protectron gets no health upgrade at all.

And RobCo doesn't use levelled robots because of all the placed "dead" robots in the quest. So the whole place is insanely easy at even moderate levels.
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Darlene Delk
 
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Post » Sat Feb 19, 2011 9:32 am

I realize the Protectrons are the weakest robots, but FWE increases the weapon damage considerably while the Protectron gets no health upgrade at all.

And RobCo doesn't use levelled robots because of all the placed "dead" robots in the quest. So the whole place is insanely easy at even moderate levels.

Lower the global damage modifier in the menu if you think damage is too high (I personally play with 1.25).
It would be kind of pointless upping the damage in everything and then also upping everyones hitpoints :)
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Silencio
 
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Post » Fri Feb 18, 2011 10:46 pm

I noticed that there was a previous bug with the loot "rarity" settings. So the question I have is how far off were they? I've been playing with the FWE default in 5.0 so now with 6.0, what's going to happen? How much rarer will ammo be with the FWE default settings now? Thanks.
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Emilie Joseph
 
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Post » Sat Feb 19, 2011 3:52 am

That's the sort of thing I would really like to see Impervious Power Armour doing - yes, their casing is weak, but the likelyhood of actually hitting something vital in a combat robot should be relatively low. Shots go straight through 'em, break out the explosives.
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victoria gillis
 
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Post » Sat Feb 19, 2011 3:27 am

That's the sort of thing I would really like to see Impervious Power Armour doing - yes, their casing is weak, but the likelyhood of actually hitting something vital in a combat robot should be relatively low. Shots go straight through 'em, break out the explosives.

I don't like to see- I use IPA simply :)
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lauraa
 
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Post » Sat Feb 19, 2011 1:11 am

That's the sort of thing I would really like to see Impervious Power Armour doing - yes, their casing is weak, but the likelyhood of actually hitting something vital in a combat robot should be relatively low. Shots go straight through 'em, break out the explosives.

If you don't mind using RobCo Certified, it has a patch that applies the Impervious PA abilities to robots. This might be what you're looking for. File id 712
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Neliel Kudoh
 
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Post » Sat Feb 19, 2011 9:03 am

When making some changes to the esm i found that Fo3edit encounters an error when trying to save. Is there anyway to fix this?
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Rob
 
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