[RelZ] FWE - FO3 Wanderers Edition #42

Post » Sat Feb 19, 2011 2:24 am

I noticed some ammo was in the loot list multiple times, I didnt know if that was intentional or not. So i added some caliber ammo sizes that I use for my own mods and replaced some of them.

this was intentional, because this increases the chance of finding more common ammo types.
If all only have the same ammount of entries, that would cause all ammo to be equally rare.
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Sat Feb 19, 2011 3:03 am

3. The fast travel motorcycle

When I want to go to a new place, I ride the bike till the closest fast travel checkpoint and then I go on foot. Problem is, I have to return on foot as well. This is both a problem and immersion breaking for two reasons:
a. It's simply boring going back the way you came since you have already sweeped the area clean of enemies and loot.
b. If I had a motorcycle I would ride it directly to my destination and then ride it back home. Leaving it unattended for days, miles away from my location is something I wouldn't really choose to do.

Anyway, that's it with my whining, maybe you'll find something useful!

As always, your work rulez and I can't wait for 6.0 :celebration:

Use http://www.fallout3nexus.com/downloads/file.php?id=2446 or http://www.fallout3nexus.com/downloads/file.php?id=6005
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Fri Feb 18, 2011 6:03 pm

I was surprised at how little ammo was available from vendors, but it made me alter my gameplay a bit. Buying all small arms ammo I could and selecting my weapon based on what I had the most ammo for when heading out. It got a bit hairy at times (in the National Guard Depot I had to take out the last Sentry Bot with a kitchen knife...thank god for their inability to shoot directly in front of them), but it was fun.

It's not so much a problem now since I've accumulated a fair bit of small arms ammo, and I've stored a tonne of energy weapon ammo as well for when I start putting more points into that skill.

The Outcasts are great help with ammo since you can focus all your purchasing on a particular ammo type and they seem to have an unlimited supply.

The security chief at Tenpenny also seems to have an extra large supply, and the empty bottle exploit makes him a great supplier.
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Fri Feb 18, 2011 7:42 pm

Ah-hem . . . there was actually a bug in the Loot menu's in 5.0+ that I noticed a bit ago when working with the menu scripts for FWE 6.0. The Loot buttons don't actually do anything :(


Well that explains it. I was starting to wonder if it actually did anything. Another excuse to start from beginning when FWE and MMM 6 are realesed :D
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Sat Feb 19, 2011 3:18 am

Ah-hem . . . there was actually a bug in the Loot menu's in 5.0+ that I noticed a bit ago when working with the menu scripts for FWE 6.0. The Loot buttons don't actually do anything :( That was a rather big opps and surprise. So, once 6.0 comes out we'll be able to better gauge the rarity settings in effect.


And I thought it was me :lol: Having ammo rarity in common and finding as little as I was just didn't seem... common!

Also, is there a way to give a lot of items at once to the outcasts that I missed? I remember my hand hurting after handing in 30 conductors 1 by 1!
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sat Feb 19, 2011 3:50 am

Also, is there a way to give a lot of items at once to the outcasts that I missed? I remember my hand hurting after handing in 30 conductors 1 by 1!
This cuts it down considerably, though I think there might be a way to simplify it more (haven't gotten around to trying it out yet). http://www.fallout3nexus.com/downloads/file.php?id=12175

One of the things in the changelog for FWE v6.0 is another change in the Tech Support quest, so I'd suspect there will be better implementation there as well.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Sat Feb 19, 2011 9:17 am

This cuts it down considerably, though I think there might be a way to simplify it more (haven't gotten around to trying it out yet). http://www.fallout3nexus.com/downloads/file.php?id=12175

One of the things in the changelog for FWE v6.0 is another change in the Tech Support quest, so I'd suspect there will be better implementation there as well.


Very useful! Thnx!
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Sat Feb 19, 2011 6:38 am

This cuts it down considerably, though I think there might be a way to simplify it more (haven't gotten around to trying it out yet). http://www.fallout3nexus.com/downloads/file.php?id=12175

One of the things in the changelog for FWE v6.0 is another change in the Tech Support quest, so I'd suspect there will be better implementation there as well.

That mod is whats being integrated in FWE 6.0
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat Feb 19, 2011 7:51 am

I thought so. That's why I'm going to wait for 6.0 before I try my idea. Fewer files to mess with.
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am

Post » Fri Feb 18, 2011 11:55 pm

Sounds like 6.0 will be even more of a blast :flamethrower:

Also, an idea I've had for a while. Maybe it's more of a MMM kind of idea though:

How easy would it be to implement a "fear" system? For example, raiders would run from you if you are wearing power armor unless there are ten or more of them, or your armor's condition svcks so they think you're easy prey. It just doesn't make sense, you are wearing power armor, you are the badass of the wasteland, and some lowly half naked raider thinks he can take you out with a 10 mm? I mean, ok, they're stupid but wtf?

Maybe I'll see about making a mod out of that but I don't really have the time right now :banghead:
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Fri Feb 18, 2011 6:49 pm

Sounds like 6.0 will be even more of a blast :flamethrower:

Also, an idea I've had for a while. Maybe it's more of a MMM kind of idea though:

How easy would it be to implement a "fear" system? For example, raiders would run from you if you are wearing power armor unless there are ten or more of them, or your armor's condition svcks so they think you're easy prey. It just doesn't make sense, you are wearing power armor, you are the badass of the wasteland, and some lowly half naked raider thinks he can take you out with a 10 mm? I mean, ok, they're stupid but wtf?

Maybe I'll see about making a mod out of that but I don't really have the time right now :banghead:


I'd like to see this with the karma system, if it isn't in there. If you're wearing a duster then Raiders have a higher chance of running away from you, and Paradise Falls doesn't take to kind to your...Fashion statements.
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Fri Feb 18, 2011 8:12 pm

this was intentional, because this increases the chance of finding more common ammo types.
If all only have the same ammount of entries, that would cause all ammo to be equally rare.


I kind of figured that, I made them almost even for my own game, to me it just seemed to me that in a wasteland you use whatever kind of gun you have ammo for. But that was just for my own game, it makes it seem a little harsher than the default harsher settings. That along with the harshest weight limit settings made me plan things about a bit more.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Fri Feb 18, 2011 11:22 pm

Hey, I was wondering if this would interest you http://fallout3nexus.com/downloads/file.php?id=14179

Just a little something I made, it might be useful- or not...
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Sat Feb 19, 2011 7:59 am

hm something is missing in the initial post...what could it be?
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Sat Feb 19, 2011 12:40 am

A quick question:

I am writing a mod to implement the PA "fear" system I mentioned above. When trying to detect hostile actors I use

actor.GetFactionRelation Player


but Super Mutants, Talon Mercs and creatures return Neutral even though they are hostile. Raiders return Enemy.

My question is whether this is caused by FWE. I am also using MMM (which may well be the culprit).

Is there some reliable way to detect which actors are hostile?

I have tried

actor.GetCombatTarget Player


but it doesn't work as expected :banghead:
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Fri Feb 18, 2011 9:45 pm

I have a question on the integration of ammo creation. Will we be able to craft energy ammo?

And a shameless plug, if you like the Alt Start feature in FWE, keep an eye on http://http://fo3fwe.freeforums.org/alt-start-and-fwe-t116.html at the FWE forums.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Fri Feb 18, 2011 6:33 pm

Hm. I would've thought impervious power armour would've been integrated. Seemed like it was the ultimate power armour mod.


Oh my, what a reasonable question Nessh, I'm sure you'll get a response.
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Fri Feb 18, 2011 6:42 pm

I have a question on the integration of ammo creation. Will we be able to craft energy ammo?

And a shameless plug, if you like the Alt Start feature in FWE, keep an eye on http://http://fo3fwe.freeforums.org/alt-start-and-fwe-t116.html at the FWE forums.


This link gets me to an advertisemant site :blink:
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Fri Feb 18, 2011 5:30 pm

This link gets me to an advertisemant site :blink:

http://fo3fwe.freeforums.org/alt-start-and-fwe-t116.html

malformed link, that one should work
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Fri Feb 18, 2011 6:37 pm

http://fo3fwe.freeforums.org/alt-start-and-fwe-t116.html

malformed link, that one should work


Yeah, that would be the forum's built in link creation tool being stupid. Thanks for the fix. Also, are we not allowed to edit our own posts? (I don't frequent these forums much as you can tell)
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Fri Feb 18, 2011 5:22 pm

Sure you can, you may need to refresh the page or re-login though :)
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Fri Feb 18, 2011 5:23 pm

actor.GetCombatTarget Player

but it doesn't work as expected :banghead:

Yes, this function heavily dependant from autoaim, and in FWE autoaim disabled.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Sat Feb 19, 2011 6:39 am

Yes, this function heavily dependant from autoaim, and in FWE autoaim disabled.


Actually I managed to do it, it was due to bad syntax that it wasn't working.

if actor.getCombatTarget == Player 


worked great!

Autoaim is just tweaked in FWE so it works in my game :)
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Sat Feb 19, 2011 3:28 am

Actually I managed to do it, it was due to bad syntax that it wasn't working.

if actor.getCombatTarget == Player 


worked great!

Autoaim is just tweaked in FWE so it works in my game :)

You are lucky. We was forced to remake one of the perks because of this
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Fri Feb 18, 2011 7:50 pm

A question about Craft Helper as integrated with FWE. Have all the existing Craft items been redone to use the master quest system of Crafting that was introduced in Helper? If not, then has this quest been left intact for the easy adding of additional Craft items?
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

PreviousNext

Return to Fallout 3