[RelZ] FWE - FO3 Wanderers Edition #42

Post » Sat Feb 19, 2011 4:36 am

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, The 3rd Type, x-quake

Master Release 5.04

* http://sites.google.com/site/fo3wanderersedition/

* http://fo3fwe.freeforums.org/index.php

* http://www.fallout3nexus.com/downloads/file.php?id=2761


*********************** IMPORTANT ****************************


The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.

* http://www.fallout3nexus.com/downloads/file.php?id=637 for creating required merged patches.

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)


Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.


Overview of Changes

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

For a comprehensive description of changes and usage, please refer to the full documentation provided on the https://sites.google.com/site/fo3wanderersedition/detailed-changes. This is located in the "FWE Docs" folder of the download files.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)



Installation

Please refer to the FWE Website's https://sites.google.com/site/fo3wanderersedition/installation page for complete documentation on installing and configuring FWE.




Load Order + Compatiblity

--------------------------------------------------------------------------------
Compatibility
--------------------------------------------------------------------------------

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.


FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the https://sites.google.com/site/fo3wanderersedition/compatibility-list for specific mod issues.

--------------------------------------------------------------------------------
Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm

---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm

---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp

---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp

EVE - FWE Master Release.esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

---------------------------------------------------- Mods to load AFTER overhauls

---------------------------------------------------- Mart's Mutant Mod
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

---------------------------------------------------- Merged files

Merged Patch.esp



Frequently Asked Questions

Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.



Credits and Contributors

--------------------------------------------------------------------------------
Integrated Mods
--------------------------------------------------------------------------------

Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


--------------------------------------------------------------------------------
Additional Contributors
--------------------------------------------------------------------------------

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!



Legal and Contact Information

--------------------------------------------------------------------------------
Legal Information
--------------------------------------------------------------------------------

You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

--------------------------------------------------------------------------------
Contact Information
--------------------------------------------------------------------------------

If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sat Feb 19, 2011 6:52 am

Well, Mart's doing it, so we might as well do it to! Here's a sneak peak at some of the changes coming soon for FWE 6.0

Major changes and new features:

  • New weapons, including most of the additions to Classic Fallout Weapons "Revived." FWE will now include nearly all the weapons from the original two fallout games as well as tactics. New ammo types include 9mm, .30-06, and 40mm grenades.
  • New power armor and stealth armor variants
  • New standalone night vision goggles
  • Integration of Zoom Reworked, including the ability to steady your aim and adjust zoom levels depending on weapon type
  • Integration + enhancement of Responsive kill reactions, including new detection modes.
  • Integration + enhancement of Stealth field reworked, allowing you toggle on/off stealth fields for armors and stealthboys. Customizable settings control field stability and energy consumption.
  • Integration of Outcasts Tech Reward quest reworked
  • Night vision + stealth field meters displayed on the HUD, so you can monitor energy consumption
  • Integration of Craft HELPER
  • New Ammo Crafting system, utilizing new ammo crafting perks and equipment
  • New "Unfound Loot" system (optional) that dynamically unspawns "placed" food, chems, ammo, weapons, and misc items from cells based on your characters luck. This effectively extends the "rarity" options to placed objects and not just containers.
  • Repair system changes, including more significant workbenches, penalties in combat, etc...
  • Big gun strength requirements (option) . . .if you don't meet the requirement, your aim becomes increasingly unsteady.
  • Faction updates to utilize new weapons/armor


Lesser changes and tweaks:

  • Tweaked weapon + armor stats mildly
  • Added hotkey check feature so you don't double up on hotkeysby accident
  • Adjusted and streamlined projectiles data. New projectile meshes specific to all added ammo types.
  • Updated the optional "restore tracers" plugin
  • Added an option to followers enhanced to disable Karma requirements for hiring
  • Added a loot option for vendor caps
  • 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.
  • Buffed VATS perks, including gunslinger, sniper, etc... to provide some additional VATS worthy incentives
  • Tweaked Triage messages to be more descriptive
  • Tweaked hacking/lockpicking choice message box to be more descriptive
  • Radaway reduces rads over 15 seconds
  • 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)


In addition, there are lots of small bug fixes, minor script improvements, etc... that are par for the course.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Fri Feb 18, 2011 11:59 pm

A short question. Anything changed on the player 'sleep' (primary needs) scripts in the new version? It would be good to know because I release the first beta of my 'See you sleep' (still a working title ;) ) soon and it has a FWE compability esp which I am in the middle of scripting in the moment.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Fri Feb 18, 2011 7:55 pm

Nope, we haven't touch the PN scripts or implementation at all.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Fri Feb 18, 2011 10:21 pm

I have a minor suggestion. Would it be possible to change the metalworking note so that it is one note that is added once? At the moment, new notes are added when getting in range of the workbench repair bonus, and removed when getting out of range.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Sat Feb 19, 2011 2:34 am

I can look into fixing that easily enough . . . the problem is that metal working CRAFT conditions are tied into which "note" you have, which in turn is tied into your skill level and is subject to being modified. Anyway, it's easy enough to tweak the implementation to something else.
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Fri Feb 18, 2011 7:33 pm

Big ups on this mod, been toying around, thanks and keep it up! I'll give feedback when I play more. =)
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Sat Feb 19, 2011 5:57 am

Nope, we haven't touch the PN scripts or implementation at all.


Thank's! So I can work further and don't have to wait for the new version.
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Sat Feb 19, 2011 4:04 am

Is it advisable to install Mart's Beta along with FWE 5.04? I'm not sure even how I would do this if it were ok to do so because of the installer that comes with Mart and FOIP.
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Sat Feb 19, 2011 1:54 am

Hm. I would've thought impervious power armour would've been integrated. Seemed like it was the ultimate power armour mod.
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Sat Feb 19, 2011 3:05 am

Couple of things for the new thread:

Did you fix the typo in the FWE control panel script that causes the {Bullet Time Device} to not be removed?

I'm having an odd problem with Talon Company mercs, I think with heavy armor variants only. When I blow their heads clean off they end up with an entire set of their armor wrapped around their head in a tight ball. Not sure if this would be FWE or UNAR.

Is there (or are there plans for) a "non-VATS" alternative to VATS only perks? Like a version of Gunslinger that gives you a benefit in normal play or bullet time?

Is there any way to make the Terminal and Door/Container message boxes not pop up if you have the password/key?

edit: Are there any thoughts about making some of the unique weapons WMK compatible? The Xuanlong Assault Rifle seems to be not quite as good as a fully modified normal Assault Rifle (EC, LS, SI, SC). There seems to be room for an extended clip and laser sight which would make it a superior weapon again.
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Sat Feb 19, 2011 2:56 am

The new version sounds awesome! I can't wait!
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Sat Feb 19, 2011 5:06 am

Question,

I was reading the FWE features on your website and found one thing I didn't like. It changes the ratio of melee/ranged to 2 melee and 1 ranged if there are 3 enemies. Eventually a point is reached where you have compiled enough weapons and ammo and melee enemies are of very low threat to you unless it's a deathclaw or yao guai. Is there a module, or can you make available a module to customize the weapon distribution? I would think this is also especially important with the new weapon/faction additions.

Also, this mod is intended for Normal difficulty, right?

P.S. thank you for incorporating CFWR weaps into the mod. That fixes another concern I was having with FWE.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Sat Feb 19, 2011 4:53 am

Couple of things for the new thread:

Did you fix the typo in the FWE control panel script that causes the {Bullet Time Device} to not be removed?

I'm having an odd problem with Talon Company mercs, I think with heavy armor variants only. When I blow their heads clean off they end up with an entire set of their armor wrapped around their head in a tight ball. Not sure if this would be FWE or UNAR.

Is there (or are there plans for) a "non-VATS" alternative to VATS only perks? Like a version of Gunslinger that gives you a benefit in normal play or bullet time?

Is there any way to make the Terminal and Door/Container message boxes not pop up if you have the password/key?

edit: Are there any thoughts about making some of the unique weapons WMK compatible? The Xuanlong Assault Rifle seems to be not quite as good as a fully modified normal Assault Rifle (EC, LS, SI, SC). There seems to be room for an extended clip and laser sight which would make it a superior weapon again.


The [Bullet Time Device] is part of the bullet time mod . . . it isn't the config tool that the standalone mod has, it can't be removed without redoing all the bullet time scripts.

The Adv. Combat armor mesh problems are a known bug, we don't have the modeling skill capacity to fix it right now.

No, the terminal door messages can't be fixed as you suggest as far as I can tell.

We're not going to extend WMK support to uniques. Sorry. It's a phenomenal amount of work, let alone the fact that we don't have the required custom models to allow it.

I was reading the FWE features on your website and found one thing I didn't like. It changes the ratio of melee/ranged to 2 melee and 1 ranged if there are 3 enemies. Eventually a point is reached where you have compiled enough weapons and ammo and melee enemies are of very low threat to you unless it's a deathclaw or yao guai. Is there a module, or can you make available a module to customize the weapon distribution? I would think this is also especially important with the new weapon/faction additions.

Also, this mod is intended for Normal difficulty, right?


You can easily edit the leveled npc lists if you want to revert this, but it works quite well in game actually. Melee guys are a lot more dangerous, so you have to deal with them quickly. Meanwhile ranged guys are shooting at you, and with the increased damage, you can't take many hits being exposed fighting melee. Anyway, give it a shot.

Intended for normal difficulty.
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Benjamin Holz
 
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Post » Sat Feb 19, 2011 5:57 am

Hooray you are like the Sotobrastos of FO

hurr
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Soph
 
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Post » Sat Feb 19, 2011 3:35 am


You can easily edit the leveled npc lists if you want to revert this, but it works quite well in game actually. Melee guys are a lot more dangerous, so you have to deal with them quickly. Meanwhile ranged guys are shooting at you, and with the increased damage, you can't take many hits being exposed fighting melee. Anyway, give it a shot.




Thanks for the quick response,

I'm a complete novice when it comes to editing FO3 things. In fact I havent even touched the GECK ever since when I tried to mod a tommy gun, it deleted it out of my inventory. Any tips on how to do what you described?
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Benji
 
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Post » Sat Feb 19, 2011 1:27 am

The [Bullet Time Device] is part of the bullet time mod . . . it isn't the config tool that the standalone mod has, it can't be removed without redoing all the bullet time scripts.
Ah, I see. I was confusing the config tool with the item containing the scripts for the mod. My mistake.

We're not going to extend WMK support to uniques. Sorry. It's a phenomenal amount of work, let alone the fact that we don't have the required custom models to allow it.
No problem. I was messing around with the Xuanlong model earlier today and managed to add the drum magazine and laser sight without any apparent problems except the texture was badly mismatched to the gun so maybe I'll play around with adding them myself when FWE updates.
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BRIANNA
 
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Post » Fri Feb 18, 2011 6:51 pm

Everything looks great :goodjob:

There are a few things though in the current FWE that break my immersion a bit, so I thought you might want to know. This is just an opinion of course since it walks the fine line between enjoyment and immersion/realism:

1. Vendor money.

It just doesn't feel right when you have more loot than the merchant has money to buy. He/she is a merchant, he is supposed to be wealthy, even in the wasteland. Plus, I am forced to go to rivet city and/or elsewhere in order to sell all my loot which just doesn't make much sense. It's more frustration than immersion or difficulty because I WILL manage to get the money I want with a few fast travels.

2. Vendor ammo.

I understand that raiders or muties may not have much ammo (although 3 rounds just doesn't seem believable after they have been bombarding you with gunshots like they don't care about conserving ammo) but I think that vendors should have tons. Ammo should be expensive, yes, but if you have the money you shouldn't have to go to three or four vendors just to get 60 rounds of 5.56.
Alternatively, I can just wait for a few respawns and restock on ammo that way, since I can't possibly go into the wasteland without enough ammo (given that I am far enough into the game to have a few thousand caps) but this is plainly just a waste of time and doesn't add to the difficulty of the game.
Not having money to buy stuff does increase difficulty. Not having enough stuff to buy just causes frustration!
I have found that this makes automatic rifles a non-viable choice in my game. Miniguns are out of the question of course. Because of this I am forced to carry 5 or 6 weapons which use different ammo, instead of a just couple and carrying all that feels a bit immersion breaking.

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:
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Steven Hardman
 
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Post » Sat Feb 19, 2011 4:07 am

1. Vendor money.

It just doesn't feel right when you have more loot than the merchant has money to buy. He/she is a merchant, he is supposed to be wealthy, even in the wasteland. Plus, I am forced to go to rivet city and/or elsewhere in order to sell all my loot which just doesn't make much sense. It's more frustration than immersion or difficulty because I WILL manage to get the money I want with a few fast travels.

Yes you are supposed to travel around if you want to sell absolutly everything. That forces you to use up food, water and your motorcycle fuel. If you want to get tons of money it will consume time and ressources. Merchants are wealthy because they have many goods, not necessarily because they have tons of caps. Caps don't feed you and you can't shoot them dead with it(well you can explode people with caps, but you catch my drift)

2. Vendor ammo.

I understand that raiders or muties may not have much ammo (although 3 rounds just doesn't seem believable after they have been bombarding you with gunshots like they don't care about conserving ammo) but I think that vendors should have tons. Ammo should be expensive, yes, but if you have the money you shouldn't have to go to three or four vendors just to get 60 rounds of 5.56.
Alternatively, I can just wait for a few respawns and restock on ammo that way, since I can't possibly go into the wasteland without enough ammo (given that I am far enough into the game to have a few thousand caps) but this is plainly just a waste of time and doesn't add to the difficulty of the game.
Not having money to buy stuff does increase difficulty. Not having enough stuff to buy just causes frustration!
I have found that this makes automatic rifles a non-viable choice in my game. Miniguns are out of the question of course. Because of this I am forced to carry 5 or 6 weapons which use different ammo, instead of a just couple and carrying all that feels a bit immersion breaking.

That is all intended to be like that. FWE is a hardcoe mod, the description should point that out. Still it's funny because we have many people complaining that it's too easy to get ammo and money and then we have people who complain that it's too hard. Shows me that we're striking a good middle ground.


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.

Then don't use the alternate travel plugin if you dont like it and just revert to the default fasttravel.
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Jeff Turner
 
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Post » Sat Feb 19, 2011 7:52 am

That is all intended to be like that. FWE is a hardcoe mod, the description should point that out. Still it's funny because we have many people complaining that it's too easy to get ammo and money and then we have people who complain that it's too hard. Shows me that we're striking a good middle ground.


That, you do :clap:

As a side note, are energy weapon ammo spawns supposed to be more than all the other ammo types? I'm asking this because I often happen across a raider that I loot for 3-4 of rounds of small guns ammo and the raider next to him may have 35 energy cells. It makes sense since energy weapons use fewer types of ammo but it's a bit imba since you can't convert small guns ammo types. Not really a problem though because in 6.0 we'll have ammo schematics! :celebration:

Then don't use the alternate travel plugin if you dont like it and just revert to the default fasttravel.


But it's just so much fun! :hubbahubba:
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Carlitos Avila
 
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Post » Sat Feb 19, 2011 9:46 am

Well, i'm using the "harsher" ammo and medicine loot settings, and my level 17 character has enough ammo in her locker in the Megaton house to make a bigger explosion than the nuke. Same with chems, my cabinet is overflowing with stimpacks and radiation cures. I have too much money, and too much junk i can't sell to anyone because they're so poor.

I personally want even harsher settings! :D
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Kayleigh Williams
 
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Post » Sat Feb 19, 2011 5:08 am

Well, i'm using the "harsher" ammo and medicine loot settings, and my level 17 character has enough ammo in her locker in the Megaton house to make a bigger explosion than the nuke. Same with chems, my cabinet is overflowing with stimpacks and radiation cures. I have too much money, and too much junk i can't sell to anyone because they're so poor.

I personally want even harsher settings! :D


Check the menu there is some harsher settings for loot. You can make things even harder if you edit the loot list yourself, I made 5.56 ammo even more rare. My level 11 character can carry nearly eveything they own in their backpack. I have 3 stimpacks and no money.
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darnell waddington
 
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Post » Fri Feb 18, 2011 9:36 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 :( 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.
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Emily Jeffs
 
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Post » Fri Feb 18, 2011 11:08 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 :( 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.


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.
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MatthewJontully
 
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Post » Fri Feb 18, 2011 8:45 pm

Everything looks great :goodjob:

There are a few things though in the current FWE that break my immersion a bit, so I thought you might want to know. This is just an opinion of course since it walks the fine line between enjoyment and immersion/realism:

1. Vendor money.

It just doesn't feel right when you have more loot than the merchant has money to buy. He/she is a merchant, he is supposed to be wealthy, even in the wasteland. Plus, I am forced to go to rivet city and/or elsewhere in order to sell all my loot which just doesn't make much sense. It's more frustration than immersion or difficulty because I WILL manage to get the money I want with a few fast travels.

2. Vendor ammo.

I understand that raiders or muties may not have much ammo (although 3 rounds just doesn't seem believable after they have been bombarding you with gunshots like they don't care about conserving ammo) but I think that vendors should have tons. Ammo should be expensive, yes, but if you have the money you shouldn't have to go to three or four vendors just to get 60 rounds of 5.56.
Alternatively, I can just wait for a few respawns and restock on ammo that way, since I can't possibly go into the wasteland without enough ammo (given that I am far enough into the game to have a few thousand caps) but this is plainly just a waste of time and doesn't add to the difficulty of the game.
Not having money to buy stuff does increase difficulty. Not having enough stuff to buy just causes frustration!
I have found that this makes automatic rifles a non-viable choice in my game. Miniguns are out of the question of course. Because of this I am forced to carry 5 or 6 weapons which use different ammo, instead of a just couple and carrying all that feels a bit immersion breaking.

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:


To follow up a bit on Kai's points . . .

FWE 6.0 will have an option to control the amount of caps Vendor's have via the now working loot menu. So you'll be able to raise or lower the amount of caps they have from the current levels pretty significantly.

We've also boosted the amount of ammo found in vendors a little as well, which should even out buying ammo from vendors relative to over-reliance on the outcasts for ammo.
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Scared humanity
 
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