[RelZ] FWE - FO3 Wanderers Edition #43

Post » Fri Feb 18, 2011 7:50 pm

I bumped up the "speed" setting in the projectile data for T3TGrenadeFragTHROW, since it's not actually used for throwing grenades and that seemed to increase the distance. Setting it too high seemed to launch the grenade so far it didn't seem to explode at all, but at least the launcher travels further than a thrown grenade now.
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Thomas LEON
 
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Post » Fri Feb 18, 2011 10:44 pm

FWE 6.02 Hotfix Released

Mostly just bug fixes and some minor tweaks. No big changes from a balance standpoint I don't think. Let us know what you think about the changes and keep us posted on other bugs or balance changes. Hopefully this is it for a while. Don't forget the new FOIP's and such as well (MMM and WMK)

Tweaks
  • CRAFTING now displays a message when you are missing ingredients that specifies what and how many of each ingredient you need, as well as how many you have (similar to the original game).
  • Added improvements and bug corrections to the Stealth Field system. An option was added to completely disable energy requirements for armor (if desired). A missing HUD icon is included that would display a visual error when you had disabled the stealthboy stability field feature and used a stealthboy. Re-removed the “stop combat” effect that was removed in prior versions of FWE (vanilla stealthfields used stop combat, rather immersion breaking). Lastly, the “hold sneak” activation method was reduced to 0.7 seconds of key press instead of a full second.
  • Made the repair penalty for being away from a workbench optional. When enabled, this change no longer glitch vendor repairs, preventing them from repairing items to their repair level.
  • Streamlined the Unfound Loot scripts to prevent possible glitches and/or poor performance during cell loads.
  • Minor tweaks to the Responsive Kill Reactions to improve performance and stability. By default, RKR will be disabled and also set to reaction mode 2 (long-range alert). If you previously had RKR enabled, you will need to re-enable it via the FWE Control Panel. Reduced the amount of cells processed by the script to further improve performance.
  • Reworked the handling of tracers. When not using any of the “restore tracer” optional plugins, tracers will no longer appear in VATS. When using one of the optional plugins, tracers appear as often in VATS as they do out of VATS.
  • Adjusted sound levels for some weapons that were reported to be too loud (Sten Gun, Scorpion, Browning HP in particular). Let us know if other needs tweaking.
  • Tweaked the Scorpio’s stats. It now uses .32 Cal ammo (the original real weapon used a .32 cal round) with a clip size of 20 and slightly higher damage.
  • Tweaked the unarmed “dodge” bonus effect. Having high unarmed skill allows you to dodge (negate damage) attacks when you have unarmed or melee weapons equipped. The chance also factors in the weight of your current armor, including helmets. The chance of dodging ranges from 0% at 25 unarmed skill to 75% at 100 skill with an armor weight of 0. Armor reduces your dodge chance by 1.5x the weight of your armor (i.e. 20 WG armor reduces chance by 30%).

Bug Fixes
  • Ant Nector visual was bugged (no pun intended) and did not properly display. This has been corrected so it no longer permanently ruins your view.
  • Winterized T-51b helmet added to the night vision list.
  • Corrected a number of errors and incorrect entries into the ammo crafting system, which typically prevented gunpowder extraction or ammo creation for certain ammo types.
  • 40mm grenades added to the 1 WG category for ammo weight.
  • Fixed problems with the M1 Garand, M79 Grenade Launcher, and Widowmaker shotgun not firing correctly if you did not have Point Lookout DLC. They will now work correctly with or without Point Lookout, although the animations are better with Point Lookout present.
  • Fixed a problem with the My First Laboratory failing to produce chems periodically due to using a Loot List with a “chance none” value in use.
  • Fixed a problem with not being able to fit the new T-51c power armors with Broken Steel active.


MMM FOIP
  • Outcast robots default AI state set to “Aggressive” instead of Very Aggressive. This prevents them from attacking the player without provocation and turning other outcasts hostile.
  • Re-corrected problems with rivet city security being hostile to Talons again.


WMK FOIP
  • Minor tweaks

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Mandy Muir
 
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Post » Sat Feb 19, 2011 6:48 am

With this update is this http://www.gamesas.com/index.php?/topic/1113184-relz-marts-mutant-mod-10-rc-60/page__view__findpost__p__16352910 still needed?
Delamar stated earlier in that thread that it would be incorporated into the next FWE-MMM FOIP patch.

Just making sure before I delete it.
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The Time Car
 
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Post » Fri Feb 18, 2011 6:32 pm

WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!

FO3 Wanderers Edition - Alternate Travel.esp

Is it O.K. to convert this back to a straight .esp. Or is there a reason it has to be esmified?
edit: file from the 6.02 hotfix
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oliver klosoff
 
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Post » Fri Feb 18, 2011 6:43 pm

Will have to wait till tomorrow to download the new hotfix.

For now, I've found it odd that a sack of weed sells for 75 caps (base price), but when opened yields 20 joints worth ten caps each (base price).

Is this a wholesale/retail thing? :)
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Tom
 
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Post » Fri Feb 18, 2011 10:32 pm

FWE 6.02 Hotfix Released


Thanks for the speedy fix. My speakers suddenly blaring when a Raider 50m away started firing was getting annoying. Downloading right now. ^_^

Also, not to be nitpicky, I noticed a few "errors" or bits of information missing with some of the small guns.
1. Since the Sig Sauer has 7 rounds I would imagine it is the P220 model(same as FO Tactics)
2. The Beretta is incorrectly labled "Beretta M92FS". The original Beretta 92FS holds 7 rounds while the Beretta M9(the US militarized version) holds 15 rounds(the amount in FWE). So, better nomenclature would be "Beretta M9".
3. The Browning HiPower should be "Browning Hi-Power"
4. Despite using .45 ACP in-game, the Casull Revolver should chamber .454 Casull rounds which have significantly higher velocity than the .44 rounds. Therefore, I think it would
make sense to raise its damage from 26 to something more comparable to the .223 or .44.
Also, Casull is the name of a cartridge, AFAIK, not a revolver. Checking wikipedia, the gun texture/mesh are based on the "Raging Bull .454". From WIkipedia "The .454 Casull cartridge has been used to hunt animals as large as Cape Buffalo and African elephants." Just to prove the damage point >_>.
5. The .223 Pistol(Ex) has a listed 5 rounds in FO3edit instead of what I imagine should be 5. Also, it is ridiculously overpowered because of its DPS. I don't think lowering the damage would be appropriate because a .223 round has almost twice the energy/velocity of a .44. So, intstead it would make more sense it have a much lower fire-rate due to recoil, significantly less health(325 is ridiculous compared to the Sig Sauer's 275 considering that one is highly acclaimed due to it's reliabilty and the other uses a non-standard round) because sporting rounds would do heavy damage to the bore, and finally, a higher spread because only a real sharpshooter could reliably fire such a weapon. This would essentially make the weapon a close range instant kill against one enemy, but very iffy at long range(but still capable considering the round) and impossible to use against numerous foes.
6. Another naming nitpick, if you want to match Fallout tradition the Colt M1911 should be renamed "Colt .45" to match it's FO Tactics counterpart, and as revealed, it's inclusion in Fallout New Vegas.


I would like to apologize if that seemed to nitpicky or too different from FO Tactics, but these changes would add a sense of 'realism' not to mention a bit more choice to handgun choice because the choice of firearm is always obvious.
TL;DR get off these forums >_> :P

If you receive this advice soundly, I will go into better detail as to gun damage, recoil, nomeclature, round capacity, etc. for different category. Because currently, I find the variety amazing but the choice of weapon to small. Either way, FO3edit <3
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Tammie Flint
 
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Post » Sat Feb 19, 2011 5:26 am

Good evening,

I read in the comments section of this mod, Raiders Regulators Talon Expanded: http://www.fallout3nexus.com/downloads/file.php?id=2626 that this mod is incorporated into FWE. Is this true?

It's one of my favorite mods, adds more variety and challenge and I use it in almost every playthrough. Wanted to know before I sort through what I won't and will be using in my FWE run.



^ Anyone?
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-__^
 
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Post » Sat Feb 19, 2011 6:34 am

Thanks Mez !!! Now to start my new game :)
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Ash
 
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Post » Sat Feb 19, 2011 1:25 am

Anyone else have the grenade hotkey not work after the gun you were holding breaks?

Happened twice with me.
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Sammi Jones
 
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Post » Fri Feb 18, 2011 9:48 pm

With this update is this http://www.gamesas.com/index.php?/topic/1113184-relz-marts-mutant-mod-10-rc-60/page__view__findpost__p__16352910 still needed?
Delamar stated earlier in that thread that it would be incorporated into the next FWE-MMM FOIP patch.
Just making sure before I delete it.

No, this fix was not incorporated and can not be incorporated, cos it's temporarily, rude fix. I will try to make correct fix later, if will be able
So- you are free to use my fix
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Grace Francis
 
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Post » Fri Feb 18, 2011 7:12 pm

Delamer you deserve a medal, you're supporting two threads on this forum and two on the nexus.
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Nany Smith
 
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Post » Sat Feb 19, 2011 1:25 am

Psymon
Anyone else have the grenade hotkey not work after the gun you were holding breaks?
Happened twice with me.

I will check it, but it is possible.
Do grenade hotkey functionality will be restored after weapon's change?
If yes- this is normal


Katnap- thank you.
Some guys are working, me - talking :)
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Dalia
 
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Post » Fri Feb 18, 2011 11:16 pm

Oh sorry yes it does return after equipping another gun/weapon.

So does the hotkey work at all when you are just using fists?
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Antony Holdsworth
 
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Post » Fri Feb 18, 2011 8:34 pm

So for 6.x I need to turn off:
RKR
Zooming reworked
Stealthboy reworked
Outcast Tech Support FWE

And with MMM I need to turn off
Iguanas

:confused:
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victoria johnstone
 
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Joined: Sat Oct 14, 2006 9:56 am

Post » Sat Feb 19, 2011 9:27 am

So for 6.x I need to turn off:
RKR
Zooming reworked
Stealthboy reworked
Outcast Tech Support FWE
And with MMM I need to turn off
Iguanas
:confused:

Err- what's your problems? You need to disable this features in FWE ? But it is impossible to disable Outcast's support
And what's problems with iguanas? They have FWE&MMM support
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Stephani Silva
 
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Joined: Wed Jan 17, 2007 10:11 pm

Post » Fri Feb 18, 2011 7:45 pm

Just trying to figure out what my load order needs to be for an upgrade... ashamed to say I have yet to install 6.x yet. :foodndrink: I'm currently using standalone versions of Stealthboy reworked, etc, with FWE 5.x
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FirDaus LOVe farhana
 
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Post » Sat Feb 19, 2011 4:55 am

Just trying to figure out what my load order needs to be for an upgrade... ashamed to say I have yet to install 6.x yet. :foodndrink: I'm currently using standalone versions of Stealthboy reworked, etc, with FWE 5.x

Ah- yes, all of this mods must be disabled, cos they included into FWE now. Or you can disable most of this features in the FWE and continue to use standalone mods. But I don't know why you will need this :)
Still have questions about iguanas, I don't use it for now, but want to try
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Jack Walker
 
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Post » Fri Feb 18, 2011 6:48 pm

Thanks for the speedy fix. My speakers suddenly blaring when a Raider 50m away started firing was getting annoying. Downloading right now. ^_^

Also, not to be nitpicky, I noticed a few "errors" or bits of information missing with some of the small guns.
1. Since the Sig Sauer has 7 rounds I would imagine it is the P220 model(same as FO Tactics)
2. The Beretta is incorrectly labled "Beretta M92FS". The original Beretta 92FS holds 7 rounds while the Beretta M9(the US militarized version) holds 15 rounds(the amount in FWE). So, better nomenclature would be "Beretta M9".
3. The Browning HiPower should be "Browning Hi-Power"
4. Despite using .45 ACP in-game, the Casull Revolver should chamber .454 Casull rounds which have significantly higher velocity than the .44 rounds. Therefore, I think it would
make sense to raise its damage from 26 to something more comparable to the .223 or .44.
Also, Casull is the name of a cartridge, AFAIK, not a revolver. Checking wikipedia, the gun texture/mesh are based on the "Raging Bull .454". From WIkipedia "The .454 Casull cartridge has been used to hunt animals as large as Cape Buffalo and African elephants." Just to prove the damage point >_>.
5. The .223 Pistol(Ex) has a listed 5 rounds in FO3edit instead of what I imagine should be 5. Also, it is ridiculously overpowered because of its DPS. I don't think lowering the damage would be appropriate because a .223 round has almost twice the energy/velocity of a .44. So, intstead it would make more sense it have a much lower fire-rate due to recoil, significantly less health(325 is ridiculous compared to the Sig Sauer's 275 considering that one is highly acclaimed due to it's reliabilty and the other uses a non-standard round) because sporting rounds would do heavy damage to the bore, and finally, a higher spread because only a real sharpshooter could reliably fire such a weapon. This would essentially make the weapon a close range instant kill against one enemy, but very iffy at long range(but still capable considering the round) and impossible to use against numerous foes.
6. Another naming nitpick, if you want to match Fallout tradition the Colt M1911 should be renamed "Colt .45" to match it's FO Tactics counterpart, and as revealed, it's inclusion in Fallout New Vegas.


I would like to apologize if that seemed to nitpicky or too different from FO Tactics, but these changes would add a sense of 'realism' not to mention a bit more choice to handgun choice because the choice of firearm is always obvious.
TL;DR get off these forums >_> :P

If you receive this advice soundly, I will go into better detail as to gun damage, recoil, nomeclature, round capacity, etc. for different category. Because currently, I find the variety amazing but the choice of weapon to small. Either way, FO3edit <3


Thanks for the suggestions. They make sense, and we'll likely incorporate most/all of your suggestions for the next patch (either another hotfix or a subsequent version, not sure yet).

I definetly agree with you on the .223 cal pistol . . . we did drop the damage a little in 6.0, but a reduced fire rate may make sense as well. Also, with durability, keep in mind that weapons degrade based on the amount of damage they do. So even though it has a higher health value, it still has less overall durability when you consider it deals roughly twice as much damage, and would consequently degrade twice as fast.

Regarding the Casuall Revolver. This one was tricky. I don't want to add another ammo type (i.e. .454 calibur) for only 1 weapon (actually, I really don't want to add anymore ammo types at all) . . . so either it stays at .45 cal and we maybe increase the damage up above the .32 cal revolver (?) . . . or we could also switch it to use the .44cal (assuming magnum) and increase the damage further. I'm worried about raising the damage too much but continuing to have it use .45 cal ammo since it's fairly cheap and plentiful.
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John Moore
 
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Post » Fri Feb 18, 2011 10:11 pm

Well rat turds!

The Nexus is down for upgrading for the next 8 hours or so and I cant get my hands on the hotfixes!

Ah well, that's what I get for not checking the thread more often :facepalm:

Edit:
FWE 6.02 Hotfix Released

MMM FOIP
  • Outcast robots default AI state set to “Aggressive” instead of Very Aggressive. This prevents them from attacking the player without provocation and turning other outcasts hostile.



So THIS was why one minute the Outcasts were simply rude to me and the next they were attacking me. And here I thought they decided they didn't like the way I smelled. :flamethrower:
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chloe hampson
 
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Post » Sat Feb 19, 2011 6:13 am

http://rapidshare.com/files/417617623/DarnUI_Support_for_FWE_6-02-2761.7z.html
http://rapidshare.com/files/417617628/FOIP_-_Marts_Mutant_Mod_and_FWE_6-02-4968.7z.html
http://rapidshare.com/files/417617632/FOIP_-_Weapon_Mod_Kits_and_FWE_6-02-4968.7z.html
http://rapidshare.com/files/417617645/FWE_6-02_HOTFIX_PATCH-2761.7z.html
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herrade
 
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Post » Sat Feb 19, 2011 1:43 am

http://rapidshare.com/files/417617623/DarnUI_Support_for_FWE_6-02-2761.7z.html
http://rapidshare.com/files/417617628/FOIP_-_Marts_Mutant_Mod_and_FWE_6-02-4968.7z.html
http://rapidshare.com/files/417617632/FOIP_-_Weapon_Mod_Kits_and_FWE_6-02-4968.7z.html
http://rapidshare.com/files/417617645/FWE_6-02_HOTFIX_PATCH-2761.7z.html

Del, you ARE DA MAN! Thanks SO much! :clap:
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SHAWNNA-KAY
 
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Post » Sat Feb 19, 2011 9:10 am

http://rapidshare.com/files/417617623/DarnUI_Support_for_FWE_6-02-2761.7z.html
http://rapidshare.com/files/417617628/FOIP_-_Marts_Mutant_Mod_and_FWE_6-02-4968.7z.html
http://rapidshare.com/files/417617632/FOIP_-_Weapon_Mod_Kits_and_FWE_6-02-4968.7z.html
http://rapidshare.com/files/417617645/FWE_6-02_HOTFIX_PATCH-2761.7z.html

Thanks for the links delamer!
Woot I've spent a lot of time doing custom patches and checking conflicts on FO3Edit than playing. I think I enjoy spending time on FO3Edit rather than playing haha.
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Marilú
 
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Post » Fri Feb 18, 2011 6:43 pm

Thanks for the links delamer!
Woot I've spent a lot of time doing custom patches and checking conflicts on FO3Edit than playing. I think I enjoy spending time on FO3Edit rather than playing haha.


That's how it starts. FO3edit is the gateway drug.
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tiffany Royal
 
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Post » Fri Feb 18, 2011 11:30 pm

That's how it starts. FO3edit is the gateway drug.


oh, that must be why it's free and given away. To sort of get you started. At least that is how it started for me, then i started fixing stuff in nifscope and GIMP. I haven't gone hard core with the GECK yet.
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marina
 
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Post » Sat Feb 19, 2011 6:20 am

oh, that must be why it's free and given away. To sort of get you started. At least that is how it started for me, then i started fixing stuff in nifscope and GIMP. I haven't gone hard core with the GECK yet.


Yup! It happened to me about a year or so ago and I even started helping with FOIP patches, at least until that mean thing Miss Life butted in and I had to go away for a bit :(

btw, sorry for not being able to hang around and lend a hand, Mez.
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JR Cash
 
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