[RelZ] FWE - FO3 Wanderers Edition #43

Post » Sat Feb 19, 2011 2:17 am

@delamer

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.

No need in this anymore, but thank you :)
Source of the problem founded.
Why not FF? With MMM installed, all creatures can be from vanilla (with ID = index in FOMM) or from spawn (with FF in the beginning)
They always spawn together. FF creatures not possible to track, but from vanilla- easy.
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Sxc-Mary
 
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Post » Sat Feb 19, 2011 7:20 am

If it helps with debugging, "getbaseobject" works in the console if you select a creature. Although I haven't tested it on any FF spawns yet.

I don't know if this has been mentioned before, I have a vague recollection it may have, but the set of T-51c Outcast Armor I dragged home couldn't be fitted. It never came up in the menu as an option for fitting, though the regular Outcast Armor I had did. Is this intentional or do I have a conflict somewhere?
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Anthony Santillan
 
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Post » Sat Feb 19, 2011 1:55 am

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.

The Ithaca Model 37 pump shotgun needs some adjustment too.
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Steven Hardman
 
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Post » Fri Feb 18, 2011 5:53 pm

If it helps with debugging, "getbaseobject" works in the console if you select a creature. Although I haven't tested it on any FF spawns yet.

I don't know if this has been mentioned before, I have a vague recollection it may have, but the set of T-51c Outcast Armor I dragged home couldn't be fitted. It never came up in the menu as an option for fitting, though the regular Outcast Armor I had did. Is this intentional or do I have a conflict somewhere?

It was, will be fixed in the patch. If you really need this armor, you can temporarily disable FWE-BS CP and merged patch. You will be able ti fit armor
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Danial Zachery
 
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Post » Fri Feb 18, 2011 11:21 pm

A while ago, someone from FWE asked if they could incorporate my "Imma Firin Mah Lazor" mod, with tiered retextured laser weapons for the BoS and Enclave, and IIRC I gave the go-ahead for integration. Has anything happened with that?
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Naughty not Nice
 
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Post » Sat Feb 19, 2011 9:28 am

It was, will be fixed in the patch. If you really need this armor, you can temporarily disable FWE-BS CP and merged patch. You will be able ti fit armor
Thank you. I don't actually intend to wear it until I get the main game power armor training, but I discovered the problem while doing some general armor/weapon maintenance.

I'd bet the 6.02 update will be out before I get to that stage.
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Darlene DIllow
 
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Post » Sat Feb 19, 2011 7:03 am

A while ago, someone from FWE asked if they could incorporate my "Imma Firin Mah Lazor" mod, with tiered retextured laser weapons for the BoS and Enclave, and IIRC I gave the go-ahead for integration. Has anything happened with that?

It's still on the devlog flagged as "In progress", but never got done due to lack of manpower :(
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Kelvin
 
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Post » Fri Feb 18, 2011 11:55 pm

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

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

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

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 :)

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

Thanks.

Well, I never played Fallout 1 or 2, and really don't care for everything how it was in those archaic games. I prefer it how it was originally in this game. So, as I find things I don't like I'll change them.
Was it a unanimous decision to do away with plasma weapons and change the model of the A3-21, or is it what you say goes?
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Taylor Thompson
 
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Post » Sat Feb 19, 2011 4:13 am

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.

Is it planned to get new textures to go with many of the new guns. As it is, my biggest thing against all the new weapons is how new they look. Hardly any scratches or wear to them.
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Sophh
 
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Post » Fri Feb 18, 2011 6:25 pm

Was it a unanimous decision to do away with plasma weapons?


Plasma weapons were not done away with. Just the A321 model was changed.
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Eileen Collinson
 
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Post » Sat Feb 19, 2011 3:20 am

Was it a unanimous decision to do away with plasma weapons and change the model of the A3-21, or is it what you say goes?

Only what I say. I think energy weapons very clumsy in fallout 3. Of course I don't watch all modifications on Nexus.

Gribbleshnibit8
Is it planned to get new textures to go with many of the new guns. As it is, my biggest thing against all the new weapons is how new they look. Hardly any scratches or wear to them.

I understand your concern, and we will try to correct this with time, but such things are possible. For example- one of my friends drive russian "Victory" car model, from 197x years, it look as just from factory. :)
If weapon was oiled and was stored in armory somewhere, it surely will be new and in good condition.
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Beast Attire
 
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Post » Sat Feb 19, 2011 5:27 am

I'm having an issue with aid options.

FWE is failing to update the aid items, even though I've reset them several times in the menu. Anyone have any idea what's going on here?

UPDATE: Turns out it was a Bashed Patch issue, once I generated a merged patch from FO3Edit, the issue corrected itself. I have now merged the merged patch into my Bashed Patch, so things are once again swimming along.

New LO:

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  CRAFT.esm07  CALIBR.esm  [Version 1.4]08  Project Beauty.esm09  FO3 Wanderers Edition - Main File.esm0A  Mart's Mutant Mod.esm0B  Xepha's Dynamic Weather.esm0C  StreetLights.esm0D  darnifieduif3.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp0E  CASM.esp0F  GalaxyNewsRadio100[M].esp10  FO3 Wanderers Edition - Main File.esp11  FO3 Wanderers Edition - DLC Anchorage.esp12  FO3 Wanderers Edition - DLC The Pitt.esp13  FO3 Wanderers Edition - DLC Broken Steel.esp14  FO3 Wanderers Edition - DLC Point Lookout.esp15  FO3 Wanderers Edition - DLC Mothership Zeta.esp16  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp++  FO3 Wanderers Edition - Project Beauty.esp++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp17  WeaponModKits.esp18  WeaponModKits - FWE Master Release.esp19  WeaponModKits - OperationAnchorage.esp1A  WeaponModKits - ThePitt.esp1B  WeaponModKits - BrokenSteel.esp1C  WeaponModKits - PointLookout.esp1D  WeaponModKits - Zeta.esp1E  EVE.esp1F  EVE Operation Anchorage.esp20  EVE - FWE Master Release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp21  Mart's Mutant Mod.esp++  Mart's Mutant Mod - Master Menu Module.esp22  Mart's Mutant Mod - DLC Anchorage.esp23  Mart's Mutant Mod - DLC The Pitt.esp24  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp25  Mart's Mutant Mod - DLC Zeta.esp26  Mart's Mutant Mod - Project Beauty + FWE.esp27  Xepha's Dynamic Weather - Main.esp28  Xepha's Dynamic Weather - Anchorage.esp29  Xepha's Dynamic Weather - The Pitt.esp2A  Xepha's Dynamic Weather - Broken Steel.esp2B  Xepha's Dynamic Weather - Point Lookout.esp2C  Xepha's Dynamic Weather - Sandstorm.esp++  mergedpatch.esp2D  Bashed Patch, 0.esp

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Leanne Molloy
 
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Post » Sat Feb 19, 2011 12:14 am

I'm having an issue with aid options.

FWE is failing to update the aid items, even though I've reset them several times in the menu. Anyone have any idea what's going on here?

UPDATE: Turns out it was a Bashed Patch issue, once I generated a merged patch from FO3Edit, the issue corrected itself. I have now merged the merged patch into my Bashed Patch, so things are once again swimming along.

Since I'm a bashed patch user I'd like to at least understand the issue.

What aid items not updating.

With the latest version it seems I've used most native chems, stimpacks, and triage - are these what you mean?
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Bereket Fekadu
 
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Post » Fri Feb 18, 2011 7:31 pm

Since I'm a bashed patch user I'd like to at least understand the issue.

What aid items not updating.

With the latest version it seems I've used most native chems, stimpacks, and triage - are these what you mean?


Any vanilla aid item was affected by this, FWE added aid items worked correctly, and although I didn't test it, I think triage would have worked right (not a vanilla item).

I fixed it by generating a merged patch in FO3Edit and merging it into my Bashed Patch.
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Lauren Dale
 
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Post » Sat Feb 19, 2011 7:26 am

I've noticed that the .32 rounds misread the weight as (3.00 WG) instead of 0.03 and that the 40mm grenades don't have a weight listed in their names.
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Lucie H
 
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Post » Fri Feb 18, 2011 5:47 pm

Any vanilla aid item was affected by this, FWE added aid items worked correctly, and although I didn't test it, I think triage would have worked right (not a vanilla item).

I fixed it by generating a merged patch in FO3Edit and merging it into my Bashed Patch.

Still not understanding what the problem is/was.

What is a vanilla aid item that FWE does not touch. I guess I'm just asking what was not working right so that I can see if they are not working right in my game too. Maybe it is something that can be worked out with bash tags or something.

I'm just saying that it seems to me that things are working as they should - stimpacks and mentats and so on.
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dav
 
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Post » Sat Feb 19, 2011 4:04 am

I've noticed that the .32 rounds misread the weight as (3.00 WG) instead of 0.03 and that the 40mm grenades don't have a weight listed in their names.


A text error from T3T's FWE_override.esp included in xCalibr 2.2 FOMOD pack.

Better use FO3edit to change it yourself.
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Amiee Kent
 
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Post » Fri Feb 18, 2011 8:06 pm

Still not understanding what the problem is/was.

What is a vanilla aid item that FWE does not touch. I guess I'm just asking what was not working right so that I can see if they are not working right in my game too. Maybe it is something that can be worked out with bash tags or something.

I'm just saying that it seems to me that things are working as they should - stimpacks and mentats and so on.


The problem was that FWE was supposed to update the effects of certain vanilla items, but for some reason, the effects remained vanilla (ex: RadAway, FWE effect is Rads -9(15sec) (timed effect), but instead it remained at Rads -195 (instant effect)). This also adversely affected food items, causing vanilla food items to retain their healing properties and not count towards satisfying your hunger PN. In short, any vanilla aid item in my game was not being correctly updated to FWE's standards and being reverted to their vanilla qualities.

They were being touched (since they are working properly again right now), but something was overriding FWE's edits to them, it seemed.
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Jhenna lee Lizama
 
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Post » Sat Feb 19, 2011 2:40 am

I've used Radaway and got the effect over time not all at once - which actually took me by surprise when I first used it fighting giant glowing ones in Arlington cemetery.

I've also eaten and drank and slept and all satisfied the PN and reduced those needs.

Do you have the FWE plugins tagged as per BOSS recomendations before making bashed patch?
Have you thoroughly examined the FWE menu options?
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sw1ss
 
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Post » Fri Feb 18, 2011 10:16 pm

How about I say this, it was late when I performed the updates, and I don't fully remember what I did. Something might have been lost in translation, I really can't say right now.

What I do know is this: the items are working again, I have resolved this issue, and since you are not experiencing it, I think that confirms well enough that it was my problem and only mine.

To answer your questions, though...

1. Yes, I have had the mods receive their Bash tag recommendations.

2. Yes, I examined the menu options for these items while looking into the issue.

But the final word is this: You're not experiencing any issues, I'm not experiencing any issues, this was my problem and I resolved it. I don't think it's necessary to discuss this anymore. :wavey:

Thanks for your support, though. :)
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MatthewJontully
 
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Post » Fri Feb 18, 2011 11:03 pm

Is it planned to get new textures to go with many of the new guns. As it is, my biggest thing against all the new weapons is how new they look. Hardly any scratches or wear to them.


I much prefer those textures remain and the effort that would be spent making them rusty be spent on making the horrible looking guns... not. Stuff like the G11 and CAWS etc.

I tried my own failed attempt at that just copying textures that weren't horrible and it's weird it's like the gun(s) isn't textured correctly or something because even with super hi-res stuff it gets stretched and pixelated down to crap again so who knows. I just know I'm really bad with modeling and texturing so I don't even know what I'm doing half the time and I can't do it :laugh:.
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Amiee Kent
 
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Post » Fri Feb 18, 2011 8:09 pm

I much prefer those textures remain and the effort that would be spent making them rusty be spent on making the horrible looking guns... not. Stuff like the G11 and CAWS etc.

We think in the same way
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naomi
 
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Post » Sat Feb 19, 2011 5:43 am

I had what I thought was a glitch last night, but now looking at the GECK I think it's either an error, or a feature that can't be explained very well in-game.

My First Laboratory reported itself as finished brewing a new chem, but no new chem was given to me. The levelled list it draws from has a "chance of none" of 33%. Is that intentional, that the MFL can fail to produce a chem and you are just unable to give a message indicating failure? If so, I'd think it would be better to calculate the failure chance and interrupt the success message entirely with a failure message rather than give a success message and just not get anything.
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Mistress trades Melissa
 
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Post » Sat Feb 19, 2011 2:14 am

I had what I thought was a glitch last night, but now looking at the GECK I think it's either an error, or a feature that can't be explained very well in-game.

My First Laboratory reported itself as finished brewing a new chem, but no new chem was given to me. The levelled list it draws from has a "chance of none" of 33%. Is that intentional, that the MFL can fail to produce a chem and you are just unable to give a message indicating failure? If so, I'd think it would be better to calculate the failure chance and interrupt the success message entirely with a failure message rather than give a success message and just not get anything.

I will ask
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Alex Blacke
 
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Post » Sat Feb 19, 2011 1:51 am

...I tried my own failed attempt at that just copying textures that weren't horrible and it's weird it's like the gun(s) isn't textured correctly or something because even with super hi-res stuff it gets stretched and pixelated down to crap again so who knows. I just know I'm really bad with modeling and texturing so I don't even know what I'm doing half the time and I can't do it :laugh:.


You have to fix the meshes' UV coordinates if you are going to swap textures. You probably aren't going to get decent looking results under any circumstances unless the texture was made for the model. NifSkope* has a built-in UV editor if you want to check it out (right click a mesh, Texture->Edit UV.)

*Edit: Accidentally put FO3Edit instead of NifSkope. NifSkope does indeed have the built-in UV editor. Though, in all likelihood, you'll need something more full-featured like Blender if the texture you want to use wasn't specifically made for the model. Thanks to Tubal for the catch on that one.
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Ross Zombie
 
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