[RelZ] FWE - FO3 Wanderers Edition #42

Post » Sat Feb 19, 2011 4:03 am

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?

All existing (in vanilla and FWE) items was redone.
All CRAFT-compatible items will be CRAFT HELPER compatible too, with some minor decorative restrictions, but will not use new functionality)
And yes- it is easy enough to rework any mod to Craft Helper system
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Mario Alcantar
 
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Post » Sat Feb 19, 2011 6:46 am

hmmmm ... somethings happening at the Nexus ... :whisper:
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Doniesha World
 
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Post » Sat Feb 19, 2011 7:38 am

hmmmm ... somethings happening at the Nexus ... :whisper:

Yes. Nexus stop working again- and again on our page LOL
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CxvIII
 
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Post » Sat Feb 19, 2011 1:57 am

Well . . . new version is up! FWE 6.0 has launched.

Here's the changelog:

News
  • Hello! What originally began as FWE 5.1 has evolved into a much larger effort than originally intended, hence you’re about to experience FWE 6.0. The number of new features and enhancements was such that we felt this release deserved its own big version number.
  • In other news, FWE 6.0 is likely to be the last ‘major’ release of FWE. With Fallout New Vegas on the horizon, it has to hard to tell what the future will hold. Besides, don’t we have enough packed in here for you? That said, there is always room for improvements, tweaks, and bugfixes, so please continue to let us know your thoughts (we already have some ideas for possible addons).
  • X-quake has joined the FWE team and brings much needed modeling talent to the effort. x-quake will be updating lower quality models in FWE and assisting with future updates to the WMK FOIP. His work be incorporated into subsequent updates.
  • Lastly, if you didn’t know already, FWE has its own website. We recently completed the reference section with the help of Watto44 and themountainthatpwns. Of course, now we need to update to for FWE 6.0! Check it out, and let us know if you want to be involved with refining the website.
  • Onto the good stuff!


Major Features / Changes

First, some logistical changes to the structure of the FWE files and plugins.
  • The FWE files have been split into a PART1 and PART2 download package, you need to download and install both packages (refer to the updated install instructions).
  • The "Worn Weapons" optional module has been removed and development of this feature is being suspended until a later time. The impact of this mod is truly minimal relative to the headache of continuing its development. We want to bring the ‘idea’ of this feature back when we’ve had a chance to rethink the options whole approach.
  • The "Free Play After Main Quest" optional plugin has been removed. The functionality of this mod has been incorporated into the main files. Using the FWE DLC plugin will properly override the changes, also allowing the game to continue.


New weapons added – nearly all weapons appearing in the original Fallout games, including tactics, can now be found in FWE. Integration of new weapons from Classic Fallout Weapons Revived (by Linerunner and others in turn - see full credit list for additional authors). This includes new:
  • Pistols – Causall Revolver, Beretta M92FS, Colt M1911, Sig Sauer, Browning HP
  • SMG’s – Mp-38, Scorpio, Sten M3, UZI, Walther MPL, H&K MP5
  • Rifles – M16A1, M1 Garand, M14, Steyr AUG
  • Shotguns – Ithaca, Beretta Shotgun, Neostead Shotgun
  • Big guns – M249, Lewis MK2, Bren Gun, Avenger Minigun, Gauss MEC Minigun, Browning Automatic Rifle
  • Melee weapons – Monkey Wrench, Crowbar
  • Explosives – Grenade Pistol, M79 Grenade Launcher
  • Updated projectile meshes, textures, and data
  • New ammo types in use: 9mm, .30-06 caliber, 40mm grenades

Other weapon additions:
  • Tactical Sniper Rifle (aka PSG-1) added with scoped, silenced, and extended clip versions (credit: metallicalec).
  • AK74-U assault rifle added (credit: Silbert and Sprut)
  • Warblade of the Wastes two-handed sword (credit: Iozeph)
  • Junk Metal weapons mod added (credit: hal2000mhz). Some junk metal weapons are added to leveled lists. Otherwise, you will find schematics in placed locations or from vendors for scratch building your own weapons. There are 7 different melee weapons, including blade, sabre, spear, knife, hammer, katana, master sword.

New armors and equipment added
  • Reinforced Chinese stealth armor and variants (credit: Gaijune). You’ll find them where you might find remnant Chinese forces.
  • Red Eye's Night Vision goggles and mask (credit: IGBY) added, you’ll find them equipped on Chinese special forces and at vendors.
  • New power armor T-51c variants added to high tier outcasts and brotherhood of steel spawns (credit for models/textures to Daejones). The textures have been tweaked by us for improved performance (reduced texture size) and minor texture adjustments.

Zoom Reworked integration + enhancement (original mod by Schlangster)
  • You can now zoom in/out with the mousewheel. Magnification levels are based on the type of weapon and scope equipped.
  • Advanced continuous zooming with selected weapons.
  • Ability to “hold breath” to steady your aim for an accurate shot.
  • Fully configurable options and hotkeys in-game through the FWE Control Panel.

Responsive Kill Reactions integration + enhancement (original mod by Schlangster/Mezmorki)
  • Tired of enemies standing there unresponsive when you kill their buddy standing two feet away? This feature changes that. Three modes can be configured through the FWE Control Panel, and range from a basic detection trigger on the corpse to full communicating actors that send nearby NPC’s into alert mode as well. The most complex mode (3) is enabled by default and included long-range detection formulas.
  • Parameters fully configurable in-game through the FWE Control Panel.

Integration + enhancement of stealth field reworked (original mod by Schlangster)
  • Stealth fields, generated by Stealthboys, Chinese Stealth Suits, and other stealth enabled armors, have been reworked a bit.
  • Stealth fields can be toggled on/off by using a hotkey (configurable). Stealth fields from Stealthboys contain a set number of charges before they expire, while stealth armors consume energy cells while active.
  • A stealth field “instability” effect as been added. The longer you keep the field active, the greater the chance of the field temporarily failing and damaging the stealthboy or armor.
  • A HUD monitor is added showing stealth field instability, remaining charges / energy cells, and condition. REQUIRES DARN’s UI.
  • You can easily extend stealth field support to other items or mods using the “Merged FormList Method.” Refer to documentation on the FWE website for instructions.

Night Vision Tweaks
  • Added a night vision HUD meter showing remaining charges. REQUIRES DARN’s UI.
  • You can easily extend night vision support to other items or mods using the “Merged FormList Method.” Refer to documentation on the FWE website for instructions.

Integration of Outcasts Tech Reward Quest Reworked (original mod by Delamer)
  • Now, when you want to turn in equipment, you can place your gear in a storage chest outside Fort Independence. When you talk with Protector Casdin, he will look through the box, remove acceptable items, and give you credits for ammo/meds that you can use immediately or save for later.
  • Dialogue choices reworked to allow you to trade for “stacks” of items quickly, eliminating much tedium in the dialogue menu.

Streamlining of the CRAFT menu system and options (adapted by CRAFTHelper by Schlangster)
  • Streamlined CRAFT interface now supports item categories and crafting of multiple items at once (i.e. stacks).
  • CRAFT and WMK activation perks / plugins are now obsolete. WMK (if used) has menu accessed through the main CRAFT menu system.
  • Still based on CRAFT source and fully compatible with other CRAFT based mods.
  • Adds an immersive fade-out effect to simulate the passing of time when crafting. Game time advances corresponding the amount of time spent CRAFTing.

New Ammo Crafting System
  • New perks allow you to CRAFT ammo at the workbench by amassing raw materials or breaking down existing ammo types.
  • Three perks, with three ranks each, have been added that allow you to craft bullets (Ammunition Engineer), energy ammo (High-Tech Engineer) and explosives (Explosives Engineer). Perks require higher levels of relevant skills.
  • More advanced perk levels allow you to CRAFT bigger quantities of ammo and/or more advanced types of ammunition.
  • Crafting bullets first requires constructing your very own ammo press. Next, you can break down existing bullets into gunpowder raw materials. From there, you can create new bullets from gunpowder, scrap metal, and tin cans.
  • Crafting energy ammo first requires constructing your own “energy flux kit” to capture and store energy in fission batteries. You can break down existing energy ammo and store it in fission batters, and create new ammo types from fission batteries, conductors, and scrap metal. Creating ammo gives you an “empty fission battery” ready to be recharged.

New “Unfound Loot” System (inspired by Stevedog’s Savage Wasteland Mod)
  • The chance of finding “placed” (i.e. not in containers or on NPC’s) ammo, meds/drugs, food, weapons, and certain misc items is now dependent on your LUCK. This option is DISABLED by default can be enabled through the FWE Control Panel.
  • When enabled, there are different options for how your LUCK affects the chance of items spawning.
  • The system builds in many protections based on the worldspace/zone/cell you are currently in and whether items are unique, quest items, owned items, or special references that should not be removed.
  • Megaton and Tennpenny homes are NOT affected. Likewise, any custom or other mod-added cells will not be affected.
  • If you have made your ‘home’ in a random or different cell, you can “protect” that cell from being processed by first disabling unfound loot, entering the cell, and typing “Startquest ULMakeSafeCell” into the console. This will add the cell to the protected list. You can now enable unfound loot.
  • Support for Unfound Loot can be extended to other mods using the using the “Merged FormList Method.” Refer to documentation on the FWE website for instructions.

Repair system changes
  • Restructured item repair lists + cross repair. Removed many misc items and other nonsensical items from repair lists for weapons/armor. For weapons, the general rule is that two weapons are cross-repairable if they use the same ammunition and are the same class/type of weapon, with some exceptions here and there.
  • More importantly, the role of workbenches has changed. Workbenches no longer provide +10 to your repair skill. Instead, when you are AWAY from a workbench (i.e. out adventuring) your ability to repair items is moderately limited. The max condition to which you can repair an item “in the field” is 75% at 100 repair skill. In addition, the maximum base condition +% increase is 15%. When standing near a workbench, you will be able to repair items fully to 100% (at 100 repair skill) and items provide a max base condition +% increase of 20% (normal max).

Faction updates to use new equipment
  • Raider weapon lists reworked a bit. Raiders will now use less “higher tech” weapons, even at higher levels, in favor of more WWII era weapons and added “junk metal” weapons.
  • Brotherhood / Outcasts reworked to use broader range of new equipment. Outcasts tend to favor energy weapons, while Brotherhood use a bigger mix of energy and projectile weapons. In addition, Tier3 Brotherhood Paladins and Outcast Guardians now wear the new T-51c armor types.


Minor Features / Tweaks
  • Tweaked weapon stats
  • Changes the type of ammo used in certain weapons to improve the balance and availability ammo types. The XL70e3 and FN P90 now use 4.7mm ammo. 4.7mm ammo does less base damage than typical 5.56mm rounds but has a higher crit % bonus. Bozar now uses the new .30-06 ammo type.
  • Reduced the clip size on Gatling Laser weapons.
  • Slightly reduced damage of unique .44cal revolvers but increased fire rate of all .44cal revolvers.
  • Reduced damage of .32 cal revolvers.
  • Reduced damage .223 Pistol
  • Other minor tweaks.
  • Added hotkey check feature. You will now be informed of errors when you assign new custom hotkeys to keys already assigned to another hotkey function.
  • Adjusted and streamlined projectiles data. New projectile meshes specific to all added ammo types.
  • Added a strength requirement for big guns feature. Enabled by default. Penalty depends on the weight of the weapon relative to your strength. Strength 8+ allows all big guns to be used without penalty. Strength 7 can use weight 20 or less without penalty, strength 6 can use weight 12 or less without penalty, and strength 5 only big guns under 8 without penalty.
  • Added a "no repair in combat" feature. Enabled by default. When in combat, your repair skill is reduced to zero. A message appears when attempting to your repair to remind you that you cannot repair in combat.
  • Added an option to followers enhanced to disable Karma requirements for hiring followers.
  • Tweaks to the Chinese remnant's at Mama Dolche's. They now respawn, and a small number of spawns will now be Chinese Dragoons (with operation anchorage DLC). Dragoons are equipped with new high tech equipment.
  • Added a loot option to control the amount of caps at vendors.
  • Added an option to the alt start terminal and the Vault 101 exit to change starting number of SPECIALs (for stronger or weaker characters) and added the ability to tweak skill gain at level up.
  • Reduced the XP reward for existing the vault/shack . . . you should no longer instantly level up on exit.
  • Removed VATS long-burst from weapons that shouldn't have it.
  • Removed repair parts from vendor lists.
  • Buffed certain VATS perks.
  • Sniper: 2% crit chance with scoped weapons in or out of VATS
  • Commando: +10% crit damage with rifles (auto or non-auto), in or out of VATS
  • Gunslinger; restores +25 AP's on kill in VATS (mini grim reaper effect, lots of gun-slinging action).
  • Tweaked Triage messages to be more descriptive.
  • Tweaked hacking/lockpicking choice message box to be more descriptive.
  • Radaway reduces rads over 15 seconds.
  • Removed gauss pistol (AF) from loot lists.
  • Dropped DR bonus on morphine down to +15 from +25 to balance it more relative to other drugs. Remember morphine also provides the “ignore crippled limbs” bonus.
  • Tweaked tackle perk requirements. Str 7+ and Melee OR Unarmed 40+ required.
  • Tweaked Ninja Perk requirements. Sneak 75+ and Melee OR Unarmed 75+ required. The perk now applies crit bonus correctly (vanilla bug).
  • Added minor visual effects to some vanilla drugs (jet +psycho).
  • Increased life of glowing ones.
  • Made caravan guards essential but dropped base health. This prevents odd graphical behaviors and scripting problems with the guards when and if they died.
  • Changed faction settings for Rivet City + Talon Mercs. If the player chooses the Talon start, they are no longer hostile immediately to rivet city. However, rivet city will attack other talon’s quickly.
  • Changed the base water types for certain water source activators to reduce water selling exploits.
  • Tweaked the intelligence bonus to skill on level ups to use your base unmodified intelligence when determining the amount of skills you gain.


Bug Fixes
  • Chem Resistant perk properly reduced addiction chance by 75%
  • Loot rarity option's now properly working.
  • Fixed errors in the time processing scripts that monitor the passage of game time. Corrections should make primary needs status changes behave correctly.
  • Minor tweaks to the handling of the alternative travel motorcycle scripts for improved stability and usage.
  • Fixed a possible problem with certain Talon loot causing crashes.
  • Improved stability and performance of the bullet time config.
  • Fixed potential problems in some of the FEW control panel menu’s getting screwed up.


FOIP Changes
MMM
  • Increased value of misc loot items
  • Support for new MMM RC6 features


WMK
  • M14 can accept scope and autofire mod kits
  • Tactical Sniper Rifle can accept silencer and extended clip modkits.
  • Weapon stats and projectile data updated to reflect FWE changes.

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abi
 
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Post » Fri Feb 18, 2011 5:22 pm

Calibr 1.4 bundled or should we grab that as well?

Need time to digest changes.
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Rudi Carter
 
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Post » Fri Feb 18, 2011 5:52 pm

the new CALIBR is bundled
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Jonathan Windmon
 
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Post » Sat Feb 19, 2011 7:06 am

You changed the XL70E3. Does that mean that there are now zero non-miniguns that use that ammunition?

I loved the XL70E3 because the 5mm ammunition was fairly plentiful, but I hate miniguns.
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Petr Jordy Zugar
 
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Post » Fri Feb 18, 2011 7:02 pm

Yeah, well, the XK70e was really OP's. Minguns only for 5mm. The 4.7mm is more common now though, with other weapons using it. It also has a 1.5% crit chance compared to 1.0% for other bullets :) Kinda armor piercing.
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Ashley Clifft
 
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Post » Fri Feb 18, 2011 6:40 pm

I suppose I can't really judge since the ammo rarity was broken in the previous version anyway.

Damn, I loved that gun, though. Laser Sight, Scope, Silencer, Extended Clip (70 rounds). I could drop a Super Mutant Heavy Gunner while his minigun was still spinning up.

Time to adapt again.

edit: Vindicator Minigun still using the 4.7mm Caseless? And is that the same round as the XL70E3 is now using (I assume they're the same). If I did use miniguns I preferred that one anyway.

Hopefully the 5mm can be converted to 4.7mm.
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Kayla Oatney
 
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Post » Sat Feb 19, 2011 1:17 am

yes, you can convert 5mm to 4.7mm if you want more ammo :)
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[Bounty][Ben]
 
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Post » Sat Feb 19, 2011 1:53 am

Sorry for dominating the thread, but where are the updated install instructions?

I can't tell off-hand if I'm meant to extract and merge the two files, or make two fomods?
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I love YOu
 
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Post » Sat Feb 19, 2011 8:26 am

Sorry for dominating the thread, but where are the updated install instructions?

I can't tell off-hand if I'm meant to extract and merge the two files, or make two fomods?

You can use both ways. Use package manager for both files, or extract them manually
No need to combine them
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Spaceman
 
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Post » Sat Feb 19, 2011 7:56 am

Ahh yeah, i didn't mention the part 1 + part 2 in the install instructions. Both are fomod ready install packages
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Darrell Fawcett
 
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Post » Fri Feb 18, 2011 7:41 pm

Thank you. I noticed both had FOMOD folders, but the second one had fewer files than the first so I wasn't sure.

Any specific upgrading instructions? Is hiding out for a week or so recommended? Required?

If so, any harm in disabling Primary Needs during that period?

Sorry again, relative newbie to Fallout 3.
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lilmissparty
 
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Post » Sat Feb 19, 2011 8:39 am

I noticed there is no CRAFT - Activation Perk.esp in the FWE 6.0 package.
Is it not needed any more? Or should we use the one from 5.04.

Anyways Great Job Guys :foodndrink: :celebration:
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how solid
 
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Post » Sat Feb 19, 2011 8:49 am

Yay!

Thanks for all the hard work guys, you rock! Finally time to start that new character :thumbsup:
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Scotties Hottie
 
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Post » Fri Feb 18, 2011 11:51 pm

Thank you. I noticed both had FOMOD folders, but the second one had fewer files than the first so I wasn't sure.
Any specific upgrading instructions? Is hiding out for a week or so recommended? Required?

You better do this, there was some changes in enemies. I don't think it will break something, but just to be sure
If so, any harm in disabling Primary Needs during that period?

No, you are free to go. Just don't change respawn timer, it will not help in most cases. Use your current timer (7.5 days default)

@ Zephyrus
I noticed there is no CRAFT - Activation Perk.esp in the FWE 6.0 package.
Is it not needed any more? Or should we use the one from 5.04.

You don't need it anymore.
Notes to all
-Please don't use plugins from old versions. If you can't find them in FWE 6.0, then they was removed intentionally
-Don't forget to uninstall my Outcasts Reworked mod, if you have it. It is included into FWE now
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i grind hard
 
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Post » Fri Feb 18, 2011 5:43 pm

Awesome, I was planning on starting a new character anyway. You guys are brilliant.
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latrina
 
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Post » Fri Feb 18, 2011 6:03 pm


-Don't forget to uninstall my Outcasts Reworked mod, if you have it. It is included into FWE now


What about your Medic Armor Mod? Or is an update on its way.
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Noraima Vega
 
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Post » Fri Feb 18, 2011 8:11 pm

I think I just [censored] my pants.
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 3:45 am

My main concern is all the 3rd party FWE plugins. Oh man need to do some searching and cajoling.

I guess after looking my main concerns are whether the existing patches for xCalibr, T3TforFWE, ZORTS, and RobCo are still valid?
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R.I.P
 
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Post » Fri Feb 18, 2011 7:24 pm

What about your Medic Armor Mod? Or is an update on its way.

You can use it with new FWE. I will release new version in a day or two- some optimization in chem's usage and new look for medic PA, nothing serious.

@Psymon
I guess after looking my main concerns are whether the existing patches for xCalibr, T3TforFWE, ZORTS, and RobCo are still valid?

Please ask respective authors about it :)

T3T! Are you here?
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Charlotte Henderson
 
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Post » Sat Feb 19, 2011 8:07 am

Yeah all my patches still work... at least to my knowledge...

Yes those MP5s still hurt a lot.
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Sammi Jones
 
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Post » Sat Feb 19, 2011 3:52 am

So how much of a hassle is it going to be to update my merged patch :laugh:

/sighs heavily since I sperg with my merged patch and know its gonna svck
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trisha punch
 
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Post » Sat Feb 19, 2011 2:58 am

So how much of a hassle is it going to be to update my merged patch :laugh:

Very much :)
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Bellismydesi
 
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