[RelZ] FWE - FO3 Wanderers Edition #42

Post » Sat Feb 19, 2011 12:44 am

Why is that a hassle? Isn't it automatic?

I make all my tweaks in a different file that loads just before the merged patch.
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Sammykins
 
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Post » Sat Feb 19, 2011 12:49 am

Thanks for the new release! Downloaded and installing, gonna start a new game tonight with MMM 6.0 and FWE 6.0.
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Jason Wolf
 
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Post » Fri Feb 18, 2011 10:31 pm

?Reduced the XP reward for existing the vault/shack . . . you should no longer instantly level up on exit.


Just started a new game as a Regulator. I just have a basic mod list FWE6 & MMM6 being the two major mods.
This is a list of what spawned with me outside Regulator HQ:
3 Vicious Dogs
3 Wild Iquanas
3 Monstrous Dogs
3 Wild Boars
6 Brahmins
Needless to say I leveled up in short order.
Most of the other alt. starts ... start you in a much quieter locale.
There is a lot happening at this time, critters attacking you, each other, and of course the Brahmin
running every where, game things initializing, your char. lveling up etc..

Maybe in a future update you guys could have the Regulator alt. start happen in, say, an attached
outhouse where ones new life can begin on a more contemplative note.:)

Really enjoying all the new features in the menu etc. :thumbsup:
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Josh Dagreat
 
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Post » Fri Feb 18, 2011 9:29 pm

Why is that a hassle? Isn't it automatic?

I make all my tweaks in a different file that loads just before the merged patch.


I manually merge a ton of crap for the perfect modding experience and a lot of it needs to be in the merged patch and can't just load late in a separate file (have a lot of those too); but the tweaks you're likely talking about and mine are the relatively the same thing, you still will have to clean old deleted FormIDs (god I hope there aren't a lot), figure out which references got changed around and swap them back etc. etc.

The final product is totally worth it though.
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 9:42 am

Well now my once stable game is gone!

After updating MMM and FWE I cannot leave my megaton house without ctd and any attempt to wait results in a ctd.

I tried removing bashed patch and activating all mods and creating a merged patch too - same result.

Anyone have suggestions before I spend a good 4 hours of my life tearing my load order apart and stripping down to bare minimums? I guess I should try a new game and see it that has a difference.

Current LO:
Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]07  Destruction.esm08  PointLookout-FollowersGetToGo.esm  [Version 2.]09  Impervious Power Armour.esm0A  craft.esm0B  calibr.esm  [Version 1.4]0C  xcalibr.esm0D  Project Beauty.esm0E  refurbishes [all].esm0F  CubeExperimental (EN).esm10  Zumbs' Overhauled Real Time Security.esm11  FO3 Wanderers Edition - Main File.esm12  mart's mutant mod.esm13  Companion Core.esm14  Companion Share & Recruit.esm15  RobCo Certified v2.esm16  Wasteland Whisperer v2.esm17  Enhanced Weather - Rain and Snow.esm18  StreetLights.esm19  dcinteriors_comboedition.esm1A  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]1B  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]1C  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]1D  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]1E  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]1F  FireLightFix.esp20  DarNifiedUIF3.esp21  StreetLights - Wasteland.esp22  TinCanCRAFTing.esp  [Version 2.0]23  CRAFT - EnergyAmmo.esp24  CALIBRxMerchant.esp25  InverseCombatKnife.esp26  More Hotkeys.esp27  Princess Better Prompts v1pt1.esp28  Zombie Sounds V2.esp29  GeneratorSound.esp2A  Moshman's Wasteland Ambiance.esp2B  GalaxyNewsRadio100[M].esp2C  RadioBlues.esp2D  WAR_radio.esp2E  People_Radio.esp2F  InvasionRadio.esp30  KBATRadio.esp31  VTAP25.esp32  GhostRadio.esp33  mutantradio.esp34  LookoutRadio.esp35  RadioTenpenny.esp36  Radio Stutter fix.esp37  RadioHotkey.esp38  RadioHotkey_RadioBluesAddon.esp39  CONELRAD 640-1240.esp3A  Existence2.0.esp3B  UPP - Pack 1.esp3C  UPP - Pack 2.esp3D  UPP - Original Perks.esp3E  UPP - Experience Perks.esp3F  UPP  - Quest Perks.esp40  PreWar Book Titles and Perks.esp41  Combat Style Perks.esp42  NotSoFast.esp43  HeirApparent.esp44  BoSPatrols.esp45  MarkB50K_Wasteland_Patrols.esp46  tubRRCompound.esp47  Stealth Kills Enabled.esp48  Stealth Kills Enabled - Pitt Compatibility.esp49  Echo_BatteryCharger.esp4A  HouseholdWaterPurifier.esp4B  BlackWolf Backpack.esp4C  GunnySack.esp  [Version 1.3]4D  1Animated Nightvision goggles.esp4E  Directional PipLight HDR.esp4F  Expanded Megaton House V3.esp50  MaintenanceShed.esp  [Version 1.3]51  merc.esp52  moremapmarkers.esp53  maxlevelworkaround-hp-bs.esp54  wastelandmastery.esp55  skillcheck.esp56  Treasure Maps_Underground.esp57  Treasure Maps_Secrets of the Wasteland.esp58  Treasure Maps_Bobblehead Edition.esp59  Treasure Maps_A Fist Full of Caps.esp5A  Destruction - Main.esp5B  Destruction - Main - Statics.esp5C  Destruction - DLC.esp5D  Destruction - DLC - Statics.esp5E  MTC Wasteland Travellers.esp5F  DCInteriors_DLC_Collectables.esp60  Rivet City Realignment.esp61  Greenerworld.esp62  MovinOnUp3.0.esp63  FO3 Wanderers Edition - Main File.esp64  FO3 Wanderers Edition - DLC Anchorage.esp65  FO3 Wanderers Edition - DLC The Pitt.esp66  FO3 Wanderers Edition - DLC Broken Steel.esp67  FO3 Wanderers Edition - DLC Point Lookout.esp68  FO3 Wanderers Edition - DLC Mothership Zeta.esp69  FO3 Wanderers Edition - Alternate Travel.esp6A  FO3 Wanderers Edition - Optional Restore Tracers.esp6B  FO3 Wanderers Edition - Optional VATS Realtime.esp6C  FO3 Wanderers Edition - Project Beauty.esp6D  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp6E  weaponmodkits.esp6F  weaponmodkits - fwe master release.esp70  weaponmodkits - operationanchorage.esp71  weaponmodkits - thepitt.esp72  weaponmodkits - brokensteel.esp73  weaponmodkits - pointlookout.esp74  weaponmodkits - zeta.esp75  Echo_UseBothGloves.esp76  Tactical Weapons by gRs Frederyck.esp77  xcalibrmunitions.esp78  xcalibrmunitions_fosenhancements.esp79  ZL-ACR.esp7A  ZL-SVD-CALIBR.esp7B  Dogmeat Leather Armor - CRAFT.esp7C  Dragonskin Tactical Outfit.esp7D  DragonskinBonusPack.esp7E  stealthboy recon armor - craft.esp7F  calibr ammo schematics - craft.esp80  CRAFT Improvised Weaponry.esp81  CRAFT Improvised Weaponry - Unmodeled.esp82  Burnification.esp83  eve.esp84  eve operation anchorage.esp85  eve - fwe master release.esp86  EVE - FWE Master Release (Follower Enhanced).esp87  EVE Anchorage - FWE DLC Anchorage.esp88  EVE - FWE with WeaponModKits.esp89  FalloutFood.esp8A  FalloutFoods - FWE Master Release.esp8B  ZORTS - Custom HP - FWE.esp8C  ZORTS - Disable FWE activate.esp8D  Companion Core DLC Addon.esp8E  Wasteland Whisperer v2 Broken Steel Addon.esp8F  RobCo Certified v2 Mechanist's Edition.esp90  RobCo Certified v2 Zeta Addon.esp91  RobCo Certified v2 Omnipatch.esp92  Playing With Firepower.esp93  ThePitt-NoFireFollowers.esp94  Phalanx-Obedient-Dogmeat.esp95  DogmeatEssentialModv1.2.esp96  Move-Dogmeat.esp97  DogmeatStealth.esp98  ImmersiveHealth.esp99  mart's mutant mod.esp9A  mart's mutant mod - dlc anchorage.esp9B  mart's mutant mod - dlc the pitt.esp9C  mart's mutant mod - dlc broken steel.esp9D  Mart's Mutant Mod - DLC Point Lookout.esp9E  mart's mutant mod - dlc zeta.esp9F  Mart's Mutant Mod - FWE Master Release.espA0  Mart's Mutant Mod - Project Beauty + FWE.espA1  Mysteriouswoman_corsetntrousers.espA2  T3T_MiscItemIcons.espA3  ACRForFWE.espA4  SVDForFWE.espA5  DTOForFWE.espA6  Gifts4Kids.espA7  Realistic Death Physics.espA8  megalight.espA9  Enhanced Weather - Rainbows.espAA  Enhanced Weather - Weather Sounds in Interiors.espAB  Realistic Interior Lighting.espAC  Realistic Interior Lighting - BS.espAD  Realistic Interior Lighting - OA.espAE  PiPBoy Light Range x4.espAF  PiPBoy Yellow Light.espB0  xCALIBR_override_FWE5.espB1  FWE(v.5.04)+WMK_weapons_xCALIBRified.espB2  frederyck+FWE+xCALIBR.espB3  tubunarFWE.espB4  Merged Patch 1.esp

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djimi
 
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Post » Sat Feb 19, 2011 5:29 am

Well now my once stable game is gone!
After updating MMM and FWE I cannot leave my megaton house without ctd and any attempt to wait results in a ctd.
I tried removing bashed patch and activating all mods and creating a merged patch too - same result.
Anyone have suggestions before I spend a good 4 hours of my life tearing my load order apart and stripping down to bare minimums? I guess I should try a new game and see it that has a difference.

Never had crashes in megaton.
Some ideas.
1. Upgrade instructions for MMM- do you perform this?
2. Autosaves disabled?
3. Masterupdate done?

and any attempt to wait results in a ctd.

Where do you waiting?
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Timara White
 
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Post » Fri Feb 18, 2011 8:49 pm

Have you checked these two:

B0 xCALIBR_override_FWE5.esp
B1 FWE(v.5.04)+WMK_weapons_xCALIBRified.esp

Seems like a lot of weapon and ammo changes for 6.0. Worth a check if you haven't already.
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ZzZz
 
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Post » Sat Feb 19, 2011 3:59 am

The saves on waiting / entering cells / etc... sounds like the kind of crashes you have when master update is not used. Try running that if possible.
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Nicola
 
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Post » Sat Feb 19, 2011 5:40 am

Kudos to the newest Baby RC!

First MMM and now FWE...x-mas comes early this year! :celebration:
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Kanaoka
 
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Post » Sat Feb 19, 2011 5:29 am

Kudos to the newest Baby RC!
First MMM and now FWE...x-mas comes early this year! :celebration:

We are not Release Candidat!
We are Master Release! :P
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Naomi Lastname
 
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Post » Fri Feb 18, 2011 10:45 pm

@Psymon
The only time I have had crashes like that are when two mods try to do the same things.
I see you have:
77 xcalibrmunitions.esp
78 xcalibrmunitions_fosenhancements.esp
By default don't xcalibrmunitions and FWE use the same hotkeys. If you are far enough along
xcal's quests to unlock the fose enhancements,and you just installed FWE6.0 maybe both mods
are now useing the same settings.

Worth a try.
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Daddy Cool!
 
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Post » Sat Feb 19, 2011 5:48 am

It works finally - stable again.

I think my biggest mistake was not clean saving MMM - I thought since I had the betas leading up (downloaded from the thread) that I didn't need to.

Still I disabled nearly half the mods and re-enabled bits at a time.

Seems fine now ... although strange the first thing I saw leaving megaton was the traders slaying the brahmin next to the travel agent, but could've been a fluke.

Thanks for the patients with my thick skull.

Still no need for MasterUpdate.
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Eve Booker
 
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Post » Sat Feb 19, 2011 5:16 am

Crazed Brahmin can spawn there so that's probably what they were killing.

Is anyone getting crashes in the Fort Independence exterior since upgrading? I can't get with a cell near it without CTDing.
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Lou
 
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Post » Sat Feb 19, 2011 12:47 am

:foodndrink: :celebration: Congrats on FWE 6.0! Been waiting to start a new game, the time has come :D It looks like everyone worked very hard on this and you all deserve a nice loooooonngg break. Ok, time is up, everyone back to work (totally kidding :P). Anyways, thank you everyone for your hard work!
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Aliish Sheldonn
 
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Post » Sat Feb 19, 2011 4:21 am

It works finally - stable again.

Glad to hear :)

I think my biggest mistake was not clean saving MMM - I thought since I had the betas leading up (downloaded from the thread) that I didn't need to.

If you do so- yes, this is mistake

Seems fine now ... although strange the first thing I saw leaving megaton was the traders slaying the brahmin next to the travel agent, but could've been a fluke.

No, this is real bug from MMM past. It must be resolved with new game.
In your case, resurrecting of Brahmins will (probably) normalize their behavior. It was not traders, attacking brahmins, it was brahmins, attacking traders

@ Miss Sparkle
Thank you and all for the kind words :)


@ Adiuvo
Is anyone getting crashes in the Fort Independence exterior since upgrading? I can't get with a cell near it without CTDing.

Don't have issues here, probably- MMM upgrade fault

PS I continue my game from FWE 5.04 and MMM RC5
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Hope Greenhaw
 
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Post » Sat Feb 19, 2011 2:56 am

PSG-1, M14, reinfroced Chinese Stealth Armor :drool: And with these latest integrations and additions i can cut my modlist in half :D

Still, nothing new for Energy Weapon and Big Guns users? And sorry for sounding like a broken record, but what of the Reservist's Rifle?
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Chris Johnston
 
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Post » Sat Feb 19, 2011 8:31 am

PSG-1, M14, reinfroced Chinese Stealth Armor :drool: And with these latest integrations and additions i can cut my modlist in half :D

Still, nothing new for Energy Weapon and Big Guns users? And sorry for sounding like a broken record, but what of the Reservist's Rifle?


There are a bunch of new big guns:
- Lewis MkII
- BAR
- M249 Saw
- Bren Gun
- MEC Gauss Minigun
- Avenger Minigun

For energy weapons . . . we have been debating adding a certain energy weapon mod that primarily only adds retextured variants of existing energy weapons (i.e. enclave have their own version of rifle, brotherhood their own, etc...). At the end of the day, we didn't really see how it would enhance the experience to add random variants of essentially the same looking/performing thing. We're looking at some possible ways of making these variants a little more unique, and if we get that ironed out, we'll add it in.

There just aren't that many energy weapons, especially trying to stay within the confines of what appeared in prior fallout games. We've also debated moving the other gauss weapons to energy (the operation anchorage gauss rifle is energy) . . . but they still fire projectiles. We'll see though.

And I admit, I looked into the "Reservist's Rifle" rifle notion, but for the life of me I couldn't actually find what you were referring to. It got lost in the shuffle and I never followed up on it. Can you point me towards a file that actually uses the weapon/model you're talking about? Was it part of an old T3T Weapon Tweakes version before the "drifter's laser rifle?" Can you point me towards the original mod on nexus? I'd be happy to add it in, but I don't know what it is. :(
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GEo LIme
 
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Post » Sat Feb 19, 2011 8:04 am

I still say the solution to energy weapons isn't more guns, but doing more with the guns we have. Overclocking them for increases in both damage and wear rate. Sort of like an energy weapon specific WMK that you don't need a workbench for, and don't necessarily need a "kit" for. (Also, when do I get to clean the lenses? Lore mentions that energy weapons require cleaning all the time! :P)
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James Hate
 
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Post » Fri Feb 18, 2011 8:55 pm

I still say the solution to energy weapons isn't more guns, but doing more with the guns we have. Overclocking them for increases in both damage and wear rate. Sort of like an energy weapon specific WMK that you don't need a workbench for, and don't necessarily need a "kit" for. (Also, when do I get to clean the lenses? Lore mentions that energy weapons require cleaning all the time! :P)


You are absolutely right, and that's why we didn't just add more guns in :) We started some internal conversations about doing something like this, i.e. having a high power mode that consumes more energy but does more damage. Dispersed modes, etc.... It just wasn't something we were able to develop for 6.0.

There are two things that need to be figured out. First, "what" are the different energy specific options and what do they do. Second, how do you implement it? I'm sure with schlangster's scripting mastery we can figure something out. ;) We can use FOSE to change the properties of weapons, on the fly, including ammo use, damage, projectiles, and spread use. So we could probably make a 'fire mode' hotkey for energy weapons to cycle through some different kinds of attack modes.

We could use input more on what the options might be as opposed to the implemention. My only requirement is that the implementation doesn't require popup menu's or other dialoge choices to switch modes . . . that's irritating.
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Ebou Suso
 
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Post » Fri Feb 18, 2011 7:22 pm

What I'd like to see are area-effect plasma weapons and continuous beam lasers. :)

We can use FOSE to change the properties of weapons, on the fly, including ammo use, damage, projectiles, and spread use. So we could probably make a 'fire mode' hotkey for energy weapons to cycle through some different kinds of attack modes.

Can you do that and only affect the player's weapon though? I admit I'm not quite up to date on FOSE, but last I heard they didn't have object creation, and the SetXXX functions affected the base item.
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Holli Dillon
 
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Post » Fri Feb 18, 2011 10:44 pm

What I'd like to see are area-effect plasma weapons and continuous beam lasers. :)


Can you do that and only affect the player's weapon though? I admit I'm not quite up to date on FOSE, but last I heard they didn't have object creation, and the SetXXX functions affected the base item.


Yeah, I'd love to see beam strength/fire rate modifiers. Seperate from each other, none of this fast/weak strong/slow stuff, though obviously stronger beams would require more power and faster shooting would wear down the gun faster. I suppose you'd need another HUD element for it, and that would require 4 hotkeys, which is a bit excessive. Perhaps some sort of "charging" mechanism for stronger shots, then? Not sure if that one's doable, though.
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Zualett
 
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Post » Fri Feb 18, 2011 6:00 pm

Most likely it would have to be a "modification" you did out of combat and involve swapping your current weapon for a higher-powered duplicate, like WMK does.

I don't suppose anyone has thought about giving Alistair Tenpenny the weapon he hired Crowley to retrieve? Maybe a prototype Gauss gun sniper rifle or something?
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Jack
 
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Post » Sat Feb 19, 2011 9:48 am

What I'd like to see are area-effect plasma weapons and continuous beam lasers. :)

Can you do that and only affect the player's weapon though? I admit I'm not quite up to date on FOSE, but last I heard they didn't have object creation, and the SetXXX functions affected the base item.


I like those suggestions. AoE for plasma would be cool . . . continuous beam would be tricky but it could work.

I'm thought FOSE's SetWeaponBLAHBLAH functions can be applied to an individual reference . . . but you might be right, in which case you would need to create seperate weapon entries :( I mean, WMK reads the current health of your equipped weapon pre-modkit and then the "new" weapon you are given afterwards has the same condition applied to it, but you're not chang the condition of the base record at all.
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Steve Smith
 
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Post » Fri Feb 18, 2011 11:47 pm

Im also pretty sure that SetWeaponX only works on the base record. For item health there are special functions (SetEquippedCurrentHealth )
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Madison Poo
 
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Post » Sat Feb 19, 2011 9:17 am

Just found the Junk Metal Spear Schematics. Perfect location ... Perfect timing.
You guys are going to make us clean up that wasteland if we want to or not. I had to
really think of where I had last seen a Rake. Don't think I have ever picked one up before.

I like those suggestions. AoE for plasma would be cool . . . continuous beam would be tricky but it could work.

Has my vote as well.
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Glu Glu
 
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