[RelZ] FWE - FO3 Wanderers Edition #43

Post » Sat Feb 19, 2011 5:56 am

If you edit the fonts, you have to make sure the fonts you are adding are in your Data\Textures\fonts folder and that the name is exactly right.
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Jordan Fletcher
 
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Post » Sat Feb 19, 2011 4:35 am

If I go in and edit the Font again it seems to crash right away. Maybe I should stay away from that then :P

EDIT: Sorry for wasting you guys time. Was me not having installed Darn right.


Just glad you got it working :)
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sunny lovett
 
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Post » Sat Feb 19, 2011 7:23 am

Congrats on the new release! I'm going through the slow process of installing 6.02 and updating my merge files. I was concerned that your integration of craft perk might cause problems but it seems to be working even better. Think I'll have to see what you did and emulate it for Book of Earache. :wink_smile:

A couple of things I noticed nosing around in FO3edit.

First, its great you guys picked up some of the xCalibr resources for inclusion. I wonder, however, why you chose to use the 40mm grenadeshell texture for the 40mm grenade. That texture has been maintained for backward compatibility but has been replaced by the 40x46mm texture which is significantly more realistic.

The second point I noticed is that you have a race entry for ghouls which does nothing more than change the default female hair. Is this change necessary as it breaks the ghoul entry for cosmetic and other race mods?

All in all, very clean so far and lot of cool looking stuff I look forward to playing with in-game.
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Jessica Stokes
 
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Post » Sat Feb 19, 2011 5:28 am

Just some feedback on the responsive kill reactions. I think it is a mixed bag. I played using the version that makes enemies the most alert, they detect you at long range, etc. I think that works better outdoors than indoors. For example, I was just clearing out the Alexandria Arms near the library, and after I killed the first raider, a wave of 4 others came to me, making it pretty easy to pick them off. Then as I advanced just a little bit, another wave came at me and I took them out. But after that, the building was emptied of them, except for one. All the raiders were dead within 5 minutes of entering the building. It wasn't the sneak, creep forward place I remembered from prior runs. And the raiders gave up some pretty good defensive positions that I remembered having to pry them out of in prior runs. It made the rest of the building boring.

I think I'm going to go down to the next level - the long range detection just seems to bring them to you too easily - indoors at least.

Just my experience in case anyone is interested.
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Marnesia Steele
 
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Post » Fri Feb 18, 2011 10:18 pm

I'd agree with that. Even outdoors they are easy pickings because of the way RKR works sometimes. Snipe a raider with a silenced gun from a distance and he'll drop. After a moment or two, pretty near every raider in the area will abandon their positions and run to the body, which makes them very easy to mow down with a machine gun.

That said, even in the vanilla game the enemies don't know how to fight defensively. Plus, exiting a subway stop (say: Georgetown) and having fifteen or twenty Super Mutants swarm toward you from all over the area can be rather harrowing. I've died a lot of times just from being unable to reload fast enough. Still pretty stupid of them, though. Some of them have Frag Grenades, and a Frag Grenade into a subway entrance stairwell would be a lot more efficient than charging the top of the stairs.

It's just too bad the game doesn't seem to be designed for tactical fighting. Defensive positions are nearly meaningless if the enemy charges out of them, and seeing a guy with a pool cue charge a machine gun from two hundred yards away is just absurd. Melee characters, ideally, should be restricted to indoors or areas with lots of cover, and should be set up to ambush the enemy, not charge them.

But none of this is really FWE related, unfortunately. The games AI just isn't capable of doing what it should do.
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April
 
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Post » Fri Feb 18, 2011 5:43 pm

Congrats on the new release! I'm going through the slow process of installing 6.02 and updating my merge files. I was concerned that your integration of craft perk might cause problems but it seems to be working even better. Think I'll have to see what you did and emulate it for Book of Earache. :wink_smile:

A couple of things I noticed nosing around in FO3edit.

First, its great you guys picked up some of the xCalibr resources for inclusion. I wonder, however, why you chose to use the 40mm grenadeshell texture for the 40mm grenade. That texture has been maintained for backward compatibility but has been replaced by the 40x46mm texture which is significantly more realistic.

The second point I noticed is that you have a race entry for ghouls which does nothing more than change the default female hair. Is this change necessary as it breaks the ghoul entry for cosmetic and other race mods?

All in all, very clean so far and lot of cool looking stuff I look forward to playing with in-game.


Ahh . . . yes we can probably replace the texture on the 40mm. Regarding ghouls, I can't remeber why exactly that needed to be changed, I think it was causing provblems with the FaceGen system. We can look into it more (anyone else remember why?)

You have any interest in a CP for Book of Earache and FWE? ;)

Just some feedback on the responsive kill reactions. I think it is a mixed bag. I played using the version that makes enemies the most alert, they detect you at long range, etc. I think that works better outdoors than indoors. For example, I was just clearing out the Alexandria Arms near the library, and after I killed the first raider, a wave of 4 others came to me, making it pretty easy to pick them off. Then as I advanced just a little bit, another wave came at me and I took them out. But after that, the building was emptied of them, except for one. All the raiders were dead within 5 minutes of entering the building. It wasn't the sneak, creep forward place I remembered from prior runs. And the raiders gave up some pretty good defensive positions that I remembered having to pry them out of in prior runs. It made the rest of the building boring.

I think I'm going to go down to the next level - the long range detection just seems to bring them to you too easily - indoors at least.

Just my experience in case anyone is interested.


Thanks for the feedback. The whole RKR system should definetly be considered 'experimental' (in fact that's why we've disabled it at start now), as such it's good to get feedback like this. The clarify, there is "detection mode" and "response mode." Response mod is that what governs long-range alert, vs. long-range combat, etc... What settings did you test?
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 7:50 am


You have any interest in a CP for Book of Earache and FWE? ;)


Yes :)

Thanks for the feedback. The whole RKR system should definetly be considered 'experimental' (in fact that's why we've disabled it at start now), as such it's good to get feedback like this. The clarify, there is "detection mode" and "response mode." Response mod is that what governs long-range alert, vs. long-range combat, etc... What settings did you test?


I had it set on

Reaction Mode = 2
Detection Mode = 3

Hope that helps.
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Steph
 
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Post » Fri Feb 18, 2011 10:29 pm

All hail to the makers of this great and wonderful mod :foodndrink:


I realize this request may be difficult, and will probably not be done, but here it is anyway: Is there any way you can tell me what specific changes were done for Hotfix 6.02a so I can reproduce them in GECK / FO3Edit?

I ask because I made some very specific and time-consuming adaptations of my own to the 6.02 version, thinking it would be the last for a while, and I would hate to lose the hours necessary to re-apply them to 6.02a if it would be easier to just "fix" whatever was fixed in my 6.02 installation...

I would welcome a response either here or by PM, with specific directions on what to change - if that can't be done, then I guess I will have to live without the fixes of 6.02a, which seem minor to me.

Many thanks in advance,

Bendiwolf
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BrEezy Baby
 
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Post » Fri Feb 18, 2011 10:29 pm

Do you still have a copy of the original 6.0? If so, just rename the two files and load them, plus your modified one up in FO3Edit and look for the red marks.

edit: What's the purpose of the shack outside Rivet City?
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Vincent Joe
 
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Post » Fri Feb 18, 2011 10:58 pm

All hail to the makers of this great and wonderful mod :foodndrink:
I realize this request may be difficult, and will probably not be done, but here it is anyway: Is there any way you can tell me what specific changes were done for Hotfix 6.02a so I can reproduce them in GECK / FO3Edit?

-Chinese stealth helmet added into nightvision list
-Stealth field fixed (restore button)
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Kanaoka
 
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Post » Fri Feb 18, 2011 11:26 pm

[snip]
edit: What's the purpose of the shack outside Rivet City?

It is one of the alternative starting point locations :)
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Kelly James
 
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Post » Sat Feb 19, 2011 7:40 am

Just some feedback on the responsive kill reactions. I think it is a mixed bag. I played using the version that makes enemies the most alert, they detect you at long range, etc. I think that works better outdoors than indoors. For example, I was just clearing out the Alexandria Arms near the library, and after I killed the first raider, a wave of 4 others came to me, making it pretty easy to pick them off. Then as I advanced just a little bit, another wave came at me and I took them out. But after that, the building was emptied of them, except for one. All the raiders were dead within 5 minutes of entering the building. It wasn't the sneak, creep forward place I remembered from prior runs. And the raiders gave up some pretty good defensive positions that I remembered having to pry them out of in prior runs. It made the rest of the building boring.

I think I'm going to go down to the next level - the long range detection just seems to bring them to you too easily - indoors at least.

Just my experience in case anyone is interested.


Well in a way thats whats intended, bringing the enemies to you I mean. I understand that it may not be optimal in all cases.

Because RKR's long range detection has nothing to do with the default detection AI, as it uses a custom formula for detection, once the enemies move towards you, they still havent really detected you yet. The goal is to steer them in your direction so eventually the "real" detection kicks in, and they switch to more sophisticated combat behaviour (that is, more sophisticated than simply running towards you with their weapon drawn :)). If you set reaction mode to 3, enemies will addtionally fire their weapons at you while engaging, again, without having actually detected you yet.

Outdoors this is supposed to solve the problem that there's a safe distance, which is still close enough for easy headshots, but too far away for the enemy AI to detect you, so you can basically jump around in plain sight without any negative consequences. Long range in this case means up to 5000 game units away. From my experience, you cannot get good detection results at this distance by simply adjusting game variables without breaking it for all closer ranges.

So if you're playing sniper-style I'd really recommend using detection mode 3, because otherwise there's little challenge. It will require you to pick a good spot for your first shot, avoid detection as long as possible, and quickly change positions after. For mid to close range on the other hand, it might suffice to rely on the default detection. So if you're mainly using assault rifles or pistols, I'd recommend detection mode 2, or if thats still too much for you, 1 with a very low event volume. Of course you could also disable it, but then it will be like before so that instant-kills are completely ignored by any actors.
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Claudia Cook
 
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Post » Sat Feb 19, 2011 6:29 am

-Stealth field fixed (restore button)


Delamer - I can live without the Chinese helmet fix, but could you please tell me more specifically what I need to do in GECK or FO3EDIT to get the Stealth field fixed ? Many thanks in advance :)

Edit: OK, I've found the "Stealth Field" Base Effect in the FWE .esm ... now if you can only tell me what to do in order to fix it that would be awesome !!!
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Farrah Barry
 
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Post » Sat Feb 19, 2011 3:43 am

Delamer - I can live without the Chinese helmet fix, but could you please tell me more specifically what I need to do in GECK or FO3EDIT to get the Stealth field fixed ? Many thanks in advance :)

Edit: OK, I've found the "Stealth Field" Base Effect in the FWE .esm ... now if you can only tell me what to do in order to fix it that would be awesome !!!

Well the fixes I can think of:
1. The flag to allow repeated quest stages wasnt set for SFRConfig, and it seemed like changing it later once the quest state was part of the same game didnt have any effect, thats why the "Reset do defaults" button didnt work for the stealth field. Probably nothing you care about.

And... here starts the walk of shame...
2. SFRStealthArmorScript, line 225
(Hint)
else SFRConfig.chargesPerCell != 0  -> elseif SFRConfig.chargesPerCell != 0

resulting in energy consumption even though you disabled it.
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vicki kitterman
 
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Post » Fri Feb 18, 2011 10:50 pm

Ahh . . . yes we can probably replace the texture on the 40mm. Regarding ghouls, I can't remeber why exactly that needed to be changed, I think it was causing provblems with the FaceGen system. We can look into it more (anyone else remember why?)

You have any interest in a CP for Book of Earache and FWE? ;)


I designed BOE to work well with FWE 5.x. Other than the obvious overrides with weapons and ammo, I can find precious little in 6.02 where these mods conflict.

I expect to have an update to xCALIBR Ammo pack and BOE within the next two weeks. I'll look then to do an update to the xCalAmmo-FWE patch, then possibly a deeper CP for BOE and FWE. Obviously, FWE fans want FWE damages, but which models to use is the real question.

BTW, the 40mm grenade now looks like http://www.fallout3nexus.com/downloads/images/11684-1-1272236417.jpg. You'll want to grab the NIF as well.
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Franko AlVarado
 
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Post » Fri Feb 18, 2011 11:39 pm

Well the fixes I can think of:
1. The flag to allow repeated quest stages wasnt set for SFRConfig, and it seemed like changing it later once the quest state was part of the same game didnt have any effect, thats why the "Reset do defaults" button didnt work for the stealth field. Probably nothing you care about.

And... here starts the walk of shame...
2. SFRStealthArmorScript, line 225
(Hint)
else SFRConfig.chargesPerCell != 0  -> elseif SFRConfig.chargesPerCell != 0

resulting in energy consumption even though you disabled it.


Could delamer or Mez please confirm this for me? No offence schlangster, but I just want to be certain before I make the change :)
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STEVI INQUE
 
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Post » Sat Feb 19, 2011 5:38 am

Could delamer or Mez please confirm this for me? No offence schlangster, but I just want to be certain before I make the change :)

================================================================================

Fallout 3 - Wanderers Edition (FWE)

================================================================================

Version: Master Release 6.02
Date: 09/07/2010

FWE Website

Project Team : Mezmorki (lead), Kai Hohiro, jjgun, delamer, The 3rd Type, schlangster. xquake


from Nexus web site .... I'm sure it was just a typo that he was missed on the front page of this thread
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Kelvin Diaz
 
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Post » Sat Feb 19, 2011 7:57 am

from Nexus web site .... I'm sure it was just a typo that he was missed on the front page of this thread


Perfect :) Thank you Zephyrus, apologies to schlangster, and to everyone for being such a pest :)
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Prisca Lacour
 
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Post » Sat Feb 19, 2011 6:03 am

Quick question.

Does FWE allow you to raise skills above 100? I only ask because it's not mentioned on the mod's site, but last time I leveled up I could continue to raise my Small Guns skill past 100. However, if I raise it above 100, once I'm done leveling up, the Pipboy still says it's still at 100.
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Laura Tempel
 
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Post » Sat Feb 19, 2011 7:47 am

Quick question.

Does FWE allow you to raise skills above 100? I only ask because it's not mentioned on the mod's site, but last time I leveled up I could continue to raise my Small Guns skill past 100. However, if I raise it above 100, once I'm done leveling up, the Pipboy still says it's still at 100.

No, this is feature of DarnUI. This above 100 skills will do nothing for your game, until you will use such mods as wasteland mastery, which utilize this feature.

@bendiwolf
schlangster- creator of SFR and RKR mods, so sure you can trust him :)
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dell
 
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Post » Fri Feb 18, 2011 7:56 pm

No, this is feature of DarnUI. This above 100 skills will do nothing for your game, until you will use such mods as wasteland mastery, which utilize this feature.

Ah, thank you very much.
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Vickey Martinez
 
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Post » Fri Feb 18, 2011 6:59 pm

Delamer - thank you for your endorsemant. Best, BW
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Paula Ramos
 
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Post » Sat Feb 19, 2011 4:25 am

Delamer - thank you for your endorsemant. Best, BW


Bendiwolf . . . as a suggestion, it sounds like you've tweaked some things in FWE's main files to fit your personal tastes? I'd suggest making your personal tweaks as an override plugin (with the FWE main file as a master). That way, when you can update FWE you can still have all your tweaks safe and working in another plugin. Nothing wrong with this approach at all.

Cheers!
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Taylrea Teodor
 
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Post » Fri Feb 18, 2011 10:43 pm

Mez - you are absolutely right. I was torn between keeping my current changes or creating an override, and I've finally decided that the cleanest way is to create an override, so I will try to spend some time doing it tonight... unfortunately I have never created an override before, so I need to be VERY careful how I do it, and perhaps get some assistance as well [hint, hint] :)
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Lucky Boy
 
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Post » Fri Feb 18, 2011 6:02 pm

Mez - you are absolutely right. I was torn between keeping my current changes or creating an override, and I've finally decided that the cleanest way is to create an override, so I will try to spend some time doing it tonight... unfortunately I have never created an override before, so I need to be VERY careful how I do it, and perhaps get some assistance as well [hint, hint] :)

Open the FWE esm in FO3Edit, right click whatever you want to change and hit 'Copy as override' and select or create a new plugin you want to copy the entry too.
Then you make your modifications in that file, instead of FWE's files.
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I’m my own
 
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