[RelZ] FWE - FO3 Wanderers Edition #43

Post » Fri Feb 18, 2011 7:41 pm

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.

FWE 4 was with vanilla weapons/armors only. And all gamers was happy :)
And because of this I chose FWE after FOOK.
But all is different now.
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Stephani Silva
 
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Post » Fri Feb 18, 2011 11:55 pm

There seems to be a contradiction in the installation instructions:

1) In the readme it says that FWE - Worn Weapons is not used any more.

2) However in the installation instructions at the beginning of this thread where it gives the recommended load order it says:

WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)


Or have I misunderstood something.

The load order also mentions the following file:

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


I've been to the FOIP page on Nexus and can't seem to find this. I see a FOIP patch for EVE and FWE, another for MMM and FWE, and another for WMK and FWE but not one for MMM, EVE and FWE. Any help on which file should be used? Thanks.
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luis ortiz
 
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Post » Sat Feb 19, 2011 5:41 am

FO3Edit has a built-in UV editor if you want to check it out (right click a mesh, Texture->Edit UV.)

Did you mean NifScope maybe?
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J.P loves
 
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Post » Fri Feb 18, 2011 7:47 pm

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?


I had some mods that changed settings after FWE for some AID items, such as Imp's More Complex needs. When I made a bash patch it included them since some of the plug ins are loaded after FWE.
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louise tagg
 
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Post » Fri Feb 18, 2011 6:42 pm

As I understand it Imps More Complex Needs will by default completely disable FWE PN - even if you don't do it via the menu options. It is designed that way.

I'm assuming the stats on the aid items as well.
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Mariana
 
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Post » Sat Feb 19, 2011 1:56 am

Bah, this forum can be such a headache sometimes, can't edit your posts 50% of the time cause it logs you out or something without warning and just keeps erroring out until you refresh the page. But the cause is MMM, what I was trying to type


Ah, ok, I'll post this issue in the MMM thread. I'm using an expanded Ft. Independence and all of the turrets and guard robots attack me on sight. No tech retrieval quests for now :(
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YO MAma
 
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Post » Sat Feb 19, 2011 8:36 am

Using the version before this one without patches, every time my charcter wakes up from a mattress in a school in Springvale she gets a cripple head.
Rest of herself is fine. Why?

I have FWE 5, MMM 5, Project Beauty, and minor mods dose not anything to do with injuries.
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Natasha Biss
 
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Post » Fri Feb 18, 2011 9:32 pm

Using the version before this one without patches, every time my charcter wakes up from a mattress in a school in Springvale she gets a cripple head.
Rest of herself is fine. Why?

Were your characters head crippled before she went to sleep? The reason for the question is that the Fallout 3 engine automatically heals crippled limbs during sleep. FWE requires that you use the triage to uncripple the limb before it can be healed through sleeping. However, in order for this to work, crippled limbs healed by the engine are recrippled after sleep if they were crippled before sleeping.
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jessica sonny
 
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Post » Sat Feb 19, 2011 9:52 am

Ok, i thought there are no tracers in FWE. Everytime when the VATS camera shows a bullet flyby there is also a stupid tracer visible. How can i disable that?

MfG
sk2k
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Robert Bindley
 
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Post » Fri Feb 18, 2011 7:05 pm

Ok, i thought there are no tracers in FWE. Everytime when the VATS camera shows a bullet flyby there is also a stupid tracer visible. How can i disable that?

MfG
sk2k

This is known issue, will be fixed in next patch
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kevin ball
 
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Post » Fri Feb 18, 2011 6:20 pm

Hi, All :) Back after a long time away

KUDOS on Rel 6! Fantastic work, Mez and everyone! Top notch as usual!

Couple things I noticed and I don't know if it had been mentioned before or not (couldn't seem to find anything on it anyway)

1. The Grenade HUD Icon seems tied to whether the AP bracket art is turned on or off in DUIF3Settings.xml. I had the art turned off and took me a few minutes to find out why I couldn't see the icon, hehe. Just wondered if it was possible to separate the two. If not, no big deal, I just prefer the brackets hidden.

2. After throwing a grenade with the "G" hotkey, you revert back to what you had equipped unless you have more than one of those in your inventory. Then it will revert to the bottom one listed, which in my case was a much lower conditioned weapon that I had for repair purposes.

Just wanted to put my two-cents in :lol:

Again, great work!

~Samm aka WabbitTwaks
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Dan Wright
 
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Post » Sat Feb 19, 2011 7:06 am

Hi, All :) Back after a long time away
2. After throwing a grenade with the "G" hotkey, you revert back to what you had equipped unless you have more than one of those in your inventory. Then it will revert to the bottom one listed, which in my case was a much lower conditioned weapon that I had for repair purposes.
Just wanted to put my two-cents in :lol:
Again, great work!
~Samm aka WabbitTwaks

Hi! Welcome back :)
This is known issue, but we not able to fix it for now- engine limitation :(
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chinadoll
 
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Post » Sat Feb 19, 2011 7:50 am

Hi! Welcome back :)
This is known issue, but we not able to fix it for now- engine limitation :(


Thanks and thanks for the fast reply, Del.

Sorry to hear it's not fixable at the moment but at least it puts something in our hands, even if it is an almost broken gun ( :ahhh: Please, please, PULEASE don't jam on me! :rofl:) Thank Beth for quickslots. lol
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Khamaji Taylor
 
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Post » Fri Feb 18, 2011 8:03 pm

Just looking for some clarification, since FWE 6.01 adds ammo crafting I assume that a mod like "Bilarions Calibr ammo schematics - Craft" would be redundant?
I only ask because the incompatibility list don't show it, it's always been a mod staple for me but if FWE add's a similar functionality then I could reduce my load order by dropping it.

*Edit
Found my answer at the FWE forums!
Sounds great, thanks for all the teams hard work I really enjoy FWE

Cheers
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OJY
 
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Post » Fri Feb 18, 2011 8:13 pm

Just looking for some clarification, since FWE 6.01 adds ammo crafting I assume that a mod like "Bilarions Calibr ammo schematics - Craft" would be redundant?
I only ask because the incompatibility list don't show it, it's always been a mod staple for me but if FWE add's a similar functionality then I could reduce my load order by dropping it.

*Edit
Found my answer at the FWE forums!
Sounds great, thanks for all the teams hard work I really enjoy FWE

Cheers

We will need some time to sort things :)
After next patch, may be
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 7:48 am

Were your characters head crippled before she went to sleep? The reason for the question is that the Fallout 3 engine automatically heals crippled limbs during sleep. FWE requires that you use the triage to uncripple the limb before it can be healed through sleeping. However, in order for this to work, crippled limbs healed by the engine are recrippled after sleep if they were crippled before sleeping.


Yes the head is crippled and a limb. Looks likes I have to use a triage.
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Jonathan Montero
 
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Post » Sat Feb 19, 2011 5:18 am

Does the modified Miss Launcher, now a Grenade Launcher have any benefit at all? It seems to fire the grenade the same distance as I can throw them. Is that just because my characters strength is around eight?

Seems like it would have been more useful as the Miss Launcher, which would have at least given me a more powerful "grenade" effect.

edit: Also, is it intentional that there is zero chance of finding coldturkene anywhere but from a few of the vendors?
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Elizabeth Davis
 
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Post » Sat Feb 19, 2011 4:50 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.
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Rhysa Hughes
 
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Post » Fri Feb 18, 2011 9:35 pm

Does the modified Miss Launcher, now a Grenade Launcher have any benefit at all? It seems to fire the grenade the same distance as I can throw them. Is that just because my characters strength is around eight?

Seems like it would have been more useful as the Miss Launcher, which would have at least given me a more powerful "grenade" effect.

edit: Also, is it intentional that there is zero chance of finding coldturkene anywhere but from a few of the vendors?


I have found just about every grenade launcher added by any mod to be just about worthless because the range is so short. I haven't used an FWE launcher yet but you seem to confirm that also.
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Felix Walde
 
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Post » Fri Feb 18, 2011 11:39 pm

I just added that Pipboy Readius mod and now I lost access to the FWE menu. Has this happened to anybody else or does somebody know a fix? It is a good looking pipboy mod but can't really use it with this problem.
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 2:14 am

Does the modified Miss Launcher, now a Grenade Launcher have any benefit at all? It seems to fire the grenade the same distance as I can throw them. Is that just because my characters strength is around eight?
Seems like it would have been more useful as the Miss Launcher, which would have at least given me a more powerful "grenade" effect.

I don't used Miss Launcher, so I can say nothing about it.
Main difference between grenade and grenade launcher: grenades from launcher explodes immediately after hit.

edit: Also, is it intentional that there is zero chance of finding coldturkene anywhere but from a few of the vendors?

I don't looked into it specifically- but yes, I have the same experience. From the vendors and sometimes- from Talon's loot.

@entwood
I just added that Pipboy Readius mod and now I lost access to the FWE menu. Has this happened to anybody else or does somebody know a fix? It is a good looking pipboy mod but can't really use it with this problem.

FWE 6.0 was created with Readius in mind, and tested with it.
I don't used it, but I'm sure someone from our team will answer you.
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Stefanny Cardona
 
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Post » Sat Feb 19, 2011 4:46 am

I don't used Miss Launcher, so I can say nothing about it.
Main difference between grenade and grenade launcher: grenades from launcher explodes immediately after hit.
No, with the new 40mm Grenade Pistol and M79 Grenade Launcher they explode when they hit. With the modified Miss Launcher and regular frag grenades (the only allowable ammunition) they bounce around and explode on a timer, same as normal thrown grenades.

In fact, the modified Miss Launcher even uses the "T3TGrenadeFragTHROW" projectile type which has the same speed and distance settings as a vanilla thrown grenade.

There is a "T3TGrenadeLauncherLAUNCH" projectile defined, which has more than four times the speed of a thrown grenade. Perhaps it was meant to be used?

edit: Guess the "T3TGrenadeLauncherLAUNCH" isn't the correct one either. It has no destructible data and the grenades don't explode at all. They also travel an absurd distance.
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Adam Kriner
 
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Post » Fri Feb 18, 2011 10:25 pm

My main gripe with launchers is that VATS doesn't seem to account for lobbed projectiles :cryvaultboy:
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Eve(G)
 
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Post » Fri Feb 18, 2011 11:19 pm

In fact, the modified Miss Launcher even uses the "T3TGrenadeFragTHROW" projectile type which has the same speed and distance settings as a vanilla thrown grenade.


Why should a grenade launcher have the same distance as a thrown grenade. Kind of defeats the purpose, doesn't it?
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Verity Hurding
 
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Post » Fri Feb 18, 2011 10:38 pm

Well, that was the only way to add a grenade launcher without adding a new ammo in T3T_WT.

Primitive, but it worked. I originally wanted to add a script that would allow to switch between plasma, pulse and frag, but was unsure as to how.

It basically served as a way to use frags without explosives skill, but with big guns.
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Stacy Hope
 
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