[RelZ] FWE - FO3 Wanderers Edition #43

Post » Sat Feb 19, 2011 3:38 am

I failed to note the ammo change and bought 1500 rounds of 10mm ammo for my P90. Guess I'll have to trick up an SMG instead.

Is the chance of getting T-51c armor on Brotherhood and Outcasts level dependent? I'm around level twelve or thirteen and the vast majority of BoS and Outcasts are wearing the new armor.
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Vickytoria Vasquez
 
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Post » Sat Feb 19, 2011 12:38 am

I failed to note the ammo change and bought 1500 rounds of 10mm ammo for my P90. Guess I'll have to trick up an SMG instead.

Is the chance of getting T-51c armor on Brotherhood and Outcasts level dependent? I'm around level twelve or thirteen and the vast majority of BoS and Outcasts are wearing the new armor.


On this note... am I the only one who's not a fan of those armors? They're... I don't know, to shiny? The color is off a little bit? Something about them just doesn't sit right and I don't like them (completely ignoring the lore aspect) :ninja:. And don't get me wrong they're very good models/textures in their own right.

If I'm the only one I guess that's the beauty of modding I removed them right after I installed 6.0 :laugh:
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Siidney
 
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Post » Sat Feb 19, 2011 12:13 am

If I'm the only one I guess that's the beauty of modding I removed them right after I installed 6.0 :laugh:

If you don't like something and know how to correct something- you are happy man :)
I think there is no things, which will be accepted by everyone.
From my side- I like new armor. But I'm old fallout fun ;)

I noticed it before but just thought it was an oddity but I've seen it again (the only other Outcast Protectron I've seen actually) where Outcast Protectrons are hostile to me and then when I get to close the entire Outcast Patrol goes hostile (and rocks me), despite being previously friendly. I'm looking into it but I'm using the Mechanic Background and see that they aren't added to whatever the faction is that stops robots from being hostile, intended?

Can you give some REFID for such robots?
I'm interested in IDs which begins not from FF
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Mr. Allen
 
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Post » Sat Feb 19, 2011 1:50 am


Can you give some REFID for such robots?
I'm interested in IDs which begins not from FF

The two I saw were Outcast Robobrain 0006c5de and Outcast Protectron 0006c5db
Maybe when ScareCrow posts his findings we can compare.
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Kate Norris
 
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Post » Fri Feb 18, 2011 8:40 pm

I've had this as well,both a protectron and the other outcast robots, if I snipe them from a distance so the rest of the outcast patrol doesn't see me and kill them, I can approach and the humans are friendly.This was with a Regulator background. I have MTC Travellers and the robots attack them as well. I was sure I had not accidently fired a shot and hit one of them. Then on later encounters they will be friendly.


Looks like the problem is with MMM. The outcast variants of all robots all set to use the the AI Data in the robot templates via MMM. The default for robots is "Very Aggressive" behavior which means Enemies and Neutrals are attacked on sight. By default, the outcast robots use their own template data and are only "aggressive"

We'll change this in the MMM Foip when we update
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Jesus Duran
 
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Post » Sat Feb 19, 2011 12:49 am

On this note... am I the only one who's not a fan of those armors? They're... I don't know, to shiny? The color is off a little bit? Something about them just doesn't sit right and I don't like them (completely ignoring the lore aspect) :ninja:. And don't get me wrong they're very good models/textures in their own right.

If I'm the only one I guess that's the beauty of modding I removed them right after I installed 6.0 :laugh:


Agree... not a fan, and am also removing them.

Are all the new guns WMK-compatible?
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Caroline flitcroft
 
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Post » Sat Feb 19, 2011 5:29 am

Agree... not a fan, and am also removing them.

Are all the new guns WMK-compatible?

No. Only M14
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Adrian Morales
 
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Post » Fri Feb 18, 2011 5:26 pm

Just curious, I assume some of the new weapons added by FWE use custom weapon firing sounds? Are there a lot of those, or are the vanilla sounds used a lot as well? And do all the ones that use vanilla sounds also use the same vanilla sound ID?
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Soph
 
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Post » Sat Feb 19, 2011 5:50 am

I seem to be having this thing happen when I kill NPCs that an animation of them dropping armor (like in a first person shooter game) happens and I can see the armor on the ground next to them and they are still armored.

Then looking in their inventory I see duplicate entries for armor, but clicking on one or the other transfers it to my inventory as one unit.

As per usual I'm not 100% it is this mod - just posting to see if it is a know issue or if anyone else has seen this or knows.

Clearing out momma Dulce's with the tough Chinese remnants. Wow those guys are hard mean.
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Julia Schwalbe
 
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Post » Sat Feb 19, 2011 8:49 am

Congrats on the release guys, I've sunk over a dozen ours into the game but there are a few nagging problems. I have yet to fully look into the problems, but I would think they originate with the newest FWE, please correct if I'm wrong.

I'm liking the new sounds but something seems wrong when the game tries to interpret their distance. Raiders firing weapons, over 50 meters away create gun fire sounds that seem to be next to my head. And some of the new weapon sound effects are obscenely loud compared to other weapons, ex the Sten seems almost ten dB higher than any comparable SMG.

The other problem, I've run into is that traders with 100 Repair will repair a weapon to 70 or so percent of it's condition, and it will disappear from the repair list as if it was at 100%. I have yet to check if my character can repair it past 70 or using the console, but like I said, I have yet to look into it in depth.

Regardless of what I've run into so far, I'm really liking the newest iteration of my favorite mod, keep up guys.
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Luis Reyma
 
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Post » Fri Feb 18, 2011 5:33 pm

Congrats on the release guys, I've sunk over a dozen ours into the game but there are a few nagging problems. I have yet to fully look into the problems, but I would think they originate with the newest FWE, please correct if I'm wrong.

I'm liking the new sounds but something seems wrong when the game tries to interpret their distance. Raiders firing weapons, over 50 meters away create gun fire sounds that seem to be next to my head. And some of the new weapon sound effects are obscenely loud compared to other weapons, ex the Sten seems almost ten dB higher than any comparable SMG.

Known issue, we will try to solve this later.

The other problem, I've run into is that traders with 100 Repair will repair a weapon to 70 or so percent of it's condition, and it will disappear from the repair list as if it was at 100%. I have yet to check if my character can repair it past 70 or using the console, but like I said, I have yet to look into it in depth.

This is new feature. Full repair possible near workbench only. More the this, near workbench you are able to repair weapons/armors more then 100% of health, as a bonus. But out of workbench you will be able to repair up to 75% only. And this will be correct with traders/wendors too. In the next patch we will make this option customizable and will return full functionality to specialists from citadel and outcast's outpost (OA)

Psymon
I seem to be having this thing happen when I kill NPCs that an animation of them dropping armor (like in a first person shooter game) happens and I can see the armor on the ground next to them and they are still armored.

Known issue. We have guy, who can work with models, but he is very busy man and can not work quickly. But I hope we will be able to resolve all glitches and immersion problems with time.

povuholo
Just curious, I assume some of the new weapons added by FWE use custom weapon firing sounds? Are there a lot of those, or are the vanilla sounds used a lot as well? And do all the ones that use vanilla sounds also use the same vanilla sound ID?

Can't say for sure, but some of the veapons use custom sound indeed. For example- M1 Garand have additional reload sound. All of this- for small diversification only,
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Trey Johnson
 
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Post » Sat Feb 19, 2011 9:30 am

I have two questions:

- should I still use the modules "tougher traders", "zones respawn" and "natural selection" from MMM or are they integrated in FWE 6.0? I know they were in some earlier versions but I don't seem to find something about it at the moment.

- I use Gary Bash and create a bashed patch, should I still use FO3edit and a merged patch? What is exactly the difference?

I did a clean install with FWE 6 and MMM 6 and I want to get it completely right.
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Nick Swan
 
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Post » Fri Feb 18, 2011 9:49 pm

I have two questions:

- should I still use the modules "tougher traders", "zones respawn" and "natural selection" from MMM or are they integrated in FWE 6.0? I know they were in some earlier versions but I don't seem to find something about it at the moment.

All of them integrated into MMM-FWE FOIP patch
- I use Gary Bash and create a bashed patch, should I still use FO3edit and a merged patch? What is exactly the difference?

No, you don't need merged patch, if you made Bashed Patch correctly.
Main difference is:
Merged patch is enough for most mods and much easier to create. But it present only basic functionality and in some cases need some manual work.
Bashed patch much more complicated and advanced, but required some level of knowledge
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kat no x
 
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Post » Sat Feb 19, 2011 7:58 am

Hey Delamer, thanks for the quick reply! I think I can handle the bashed patch (I'm using bash for Oblivion since a long time).
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Shirley BEltran
 
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Post » Fri Feb 18, 2011 9:47 pm

Bashed patch much more complicated and advanced, but required some level of knowledge

... but has the advantage that the mod author (or tools like BOSS) can add tags to their mods so that the indivdual user does not have to understand how it works.
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keri seymour
 
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Post » Sat Feb 19, 2011 12:03 am

... but has the advantage that the mod author (or tools like BOSS) can add tags to their mods so that the indivdual user does not have to understand how it works.

I am not experienced with bashed patch much, so I trust you in this question :)
But keywords here- "mod author can". But he can not, or no matter for him. How many mods have bash-support?
I don't want to tell because of this bashed patch usage is not recommended, but surely some bash-PR in need
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roxanna matoorah
 
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Post » Sat Feb 19, 2011 5:57 am

Many of the mods that utilize tags in oblivion were actually identified by users as needed. Many users once they grasp the concept have made comments in the BOSS thread to add the tag. When you run BOSS it adds them.

Tags are still being added for Wrye Bash.

It is not hard to understand - if there is a record that needs to overwrite what is loaded later or merged into the bashed patch then the tag carries it forward. The tags are for specific records. Great for those instances where a mod should load early but that one script or weapon stat or whatever needs to come later.

all issues of this nature should be brought to the mod makers who often know their mods best, but the idea that bashed patches or BAIN or gary/wrye bash is overly complicated and needlessly obtuse is simply not true. It is just another tool - no one picks up FO3edit or Tes4edit right away and it can be far more complicated if you ask me. Wrye/Gary Bash is an awesome tool and the average person can get most of the functionality of it down in a couple of days of taking the time to learn it.

I'm not a tech person really (dropped out of computers science 2nd semester in favor of the soft science of psychology) - the average person can learn it - really it is not hard to do, but I'm certain that constantly portraying it as such has been a major part in many people's resistance to learning it and their view of it.

Once you learn the basics it becomes and incredibly useful tool and easy to see how the advantages far outweigh the hassles it takes to install and learn. But not trying to threadjack - http://www.gamesas.com/index.php?/topic/1102449-relz-garybash-thread-2/.
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Dean Brown
 
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Post » Fri Feb 18, 2011 10:16 pm

Once you learn the basics it becomes and incredibly useful tool and easy to see how the advantages far outweigh the hassles it takes to install and learn. But not trying to threadjack - http://www.gamesas.com/index.php?/topic/1102449-relz-garybash-thread-2/.

I promise, as soon as I will have more time I will learn some bashed basics.
And even now I want to say big thanks to bash for the help in creating Project Beauty FOIP patch :)
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Ellie English
 
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Post » Sat Feb 19, 2011 1:29 am

I use a bashed patch. I'm familiar with Wrye Bash from Oblivion so it's easy for me to use it and I mostly know what does what. I've not had any problems. Once you get it all installed properly (that can be confusing) it's easy enough to use. But, Psymon explained it better :)

If you don't like something and know how to correct something- you are happy man :)
I think there is no things, which will be accepted by everyone.
From my side- I like new armor. But I'm old fallout fun ;)

I haven't seen a whole lot of everything yet, but, like in the previous version I switched out the A3-21 plasma rifle back to the original. I just didn't like the 'new' one. By itself it's fine, as I saw it was Kikai's, but a sniper laser rifle? No. Can't have that :P Plus I use MadCat's Awesomfied Plasma Rifle and like what he did with it, so would rather keep it. I use the firing sounds from another mod...I think it was a really early version of EVE, before it got as big as it is.

I noticed I lost a menu in my config thingie. MMM's various extra settings. When I installed MMM I removed the optional plugins such as Hunting & Looting, Increased Spawns, and the No plugins etc, I remember in version 5 we didn't need those extras as they were included. Are they still included or should I toss those extra plugins back into my load order?

I've also noticed, as someone posted above, it's all more harder now. I use the Alternate preset and am almost dying from one or two smacks to the head with a Super Sledge-wielding Super Mutant Basher. Whereas before one hit wouldn't cripple half my body and I could actually get away. It doesn't help that I'm totally out of medical braces. I can't run very far or fast when I'm hobbling :laugh:
I think I need more companions. I'm not complaining, just an observation.

I just updated a few hours ago, and spent my 7 and a half days inside the Vault 106 entrance. Oddly, halfway through my wait PITA Paladin Hoss decided to join me :blink:

I just wanted to know about the MMM plugins, if I do need them this time.
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Eric Hayes
 
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Post » Fri Feb 18, 2011 10:25 pm


I haven't seen a whole lot of everything yet, but, like in the previous version I switched out the A3-21 plasma rifle back to the original. I just didn't like the 'new' one. By itself it's fine, as I saw it was Kikai's, but a sniper laser rifle? No. Can't have that :P

Why not? In old fallouts they was, and this fact is enough for me :)

Plus I use MadCat's Awesomfied Plasma Rifle and like what he did with it, so would rather keep it. I use the firing sounds from another mod...I think it was a really early version of EVE, before it got as big as it is.

I don't like energy weapons in fallout 3 at all. This is... well- you understand me.

I noticed I lost a menu in my config thingie. MMM's various extra settings. When I installed MMM I removed the optional plugins such as Hunting & Looting, Increased Spawns, and the No plugins etc, I remember in version 5 we didn't need those extras as they were included. Are they still included or should I toss those extra plugins back into my load order?

All this extras included into MMM-FWE FOIP patch, so don't worry

I've also noticed, as someone posted above, it's all more harder now. I use the Alternate preset and am almost dying from one or two smacks to the head with a Super Sledge-wielding Super Mutant Basher. Whereas before one hit wouldn't cripple half my body and I could actually get away. It doesn't help that I'm totally out of medical braces. I can't run very far or fast when I'm hobbling :laugh:

I feel in another way :)
I'm in Anchorage now (we keep original balance from vanilla here) and I ask myself: How it is possible to survive after ten bullets into head? This Chinese harder then the Krogans :)

I just updated a few hours ago, and spent my 7 and a half days inside the Vault 106 entrance. Oddly, halfway through my wait PITA Paladin Hoss decided to join me :blink:

Good old bug from vanilla. This "paladin" some time ago visit me in my home and stole plasma rifle.
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Louise Andrew
 
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Post » Fri Feb 18, 2011 8:53 pm

Good old bug from vanilla. This "paladin" some time ago visit me in my home and stole plasma rifle.


That isn't a very nice things for a Paladin to do.

Anyway . . .

I looked into the sounds issue, it seems like a few weapons (i.e. Sten) had a loud sound combined with the attenuation min value having a pretty far distance (higher than any vanilla weapon sounds) so that might be the cause. I tweaked those along with lowering the volume overall. I tested a little in-game, and the gun sounds when firing at least seem more in-line with vanilla sounds, so that's good.

However, since I can't spend tons of time running around listening to raiders shoot at me . . . any help people can provide in identifying guns with wonky sounds would be good.

So far I tweaked the Sten gun, Scoprion, and the Browning HP pistol.

WMK Additions

Antistar has done a huge favor for us an put together the needed WMK models for pretty much all the new FWE weapons! Big thanks to him. He did however leave us with the wonderful task of creating a mountain of new GECK weapon entries for the models. Basically, this is just a head's up that WMK support will be extended to the new guns, but we need a little time to get the patch together.

We're aiming to have the 6.02 hotfix along with some new FOIP's out as soon as we can. I'm out of town part of this weekend (Labor Day weekend in the US) and can't work on it . . . but the team is testing (wink, wink) a full set of patched files. If all goes well we should get something out early next week or late in the weekend.
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Michelle davies
 
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Post » Fri Feb 18, 2011 8:22 pm

That isn't a very nice things for a Paladin to do.

Anyway . . .

I looked into the sounds issue, it seems like a few weapons (i.e. Sten) had a loud sound combined with the attenuation min value having a pretty far distance (higher than any vanilla weapon sounds) so that might be the cause. I tweaked those along with lowering the volume overall. I tested a little in-game, and the gun sounds when firing at least seem more in-line with vanilla sounds, so that's good.

However, since I can't spend tons of time running around listening to raiders shoot at me . . . any help people can provide in identifying guns with wonky sounds would be good.

So far I tweaked the Sten gun, Scoprion, and the Browning HP pistol.

WMK Additions

Antistar has done a huge favor for us an put together the needed WMK models for pretty much all the new FWE weapons! Big thanks to him. He did however leave us with the wonderful task of creating a mountain of new GECK weapon entries for the models. Basically, this is just a head's up that WMK support will be extended to the new guns, but we need a little time to get the patch together.

We're aiming to have the 6.02 hotfix along with some new FOIP's out as soon as we can. I'm out of town part of this weekend (Labor Day weekend in the US) and can't work on it . . . but the team is testing (wink, wink) a full set of patched files. If all goes well we should get something out early next week or late in the weekend.



You are truly incredible !!! :) Instead of going off and enjoying the long wkend, you keep working at this ! Looking forward to the new release :)
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Jason Rice
 
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Post » Sat Feb 19, 2011 4:40 am

You are truly incredible !!! :) Instead of going off and enjoying the long wkend, you keep working at this ! Looking forward to the new release :)

Yes, he will have weekend and we will have more tests :laugh:

Joke :)
In reality, it is because of him mostly, you are able to see FWE 6.
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Rex Help
 
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Post » Sat Feb 19, 2011 4:36 am

Yes, he will have weekend and we will have more tests :laugh:

Joke :)
In reality, it is because of him mostly, you are able to see FWE 6.


Delamer, your efforts and your amazing patience in answering all of our dumb comments and questions is also greatly appreciated :) Many thanks, and hopefully all of you can get a good rest once this version is done!
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Zosia Cetnar
 
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Post » Sat Feb 19, 2011 3:59 am

@delamer
I'm interested in IDs which begins not from FF

I am curious as to why?
I just encounted a flying protectron that crashed down from out of the sky and its ID started with FF.
*edit* or anyone else that may know.
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Scott
 
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