[RelZ] FWE - FO3 Wanderers Edition #43

Post » Fri Feb 18, 2011 8:06 pm

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, The 3rd Type, x-quake

Master Release 6.0

* http://sites.google.com/site/fo3wanderersedition/

* http://fo3fwe.freeforums.org/index.php

* http://www.fallout3nexus.com/downloads/file.php?id=2761


*********************** IMPORTANT ****************************


The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.

* http://www.fallout3nexus.com/downloads/file.php?id=637 for creating required merged patches.

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)


Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.


Overview of Changes

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

For a comprehensive description of changes and usage, please refer to the full documentation provided on the https://sites.google.com/site/fo3wanderersedition/detailed-changes. This is located in the "FWE Docs" folder of the download files.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)



Installation

Please refer to the FWE Website's https://sites.google.com/site/fo3wanderersedition/installation page for complete documentation on installing and configuring FWE.




Load Order + Compatiblity

--------------------------------------------------------------------------------
Compatibility
--------------------------------------------------------------------------------

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.


FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the https://sites.google.com/site/fo3wanderersedition/compatibility-list for specific mod issues.

--------------------------------------------------------------------------------
Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm

---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm

---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp

---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp

EVE - FWE Master Release.esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

---------------------------------------------------- Mods to load AFTER overhauls

---------------------------------------------------- Mart's Mutant Mod
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp

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

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

---------------------------------------------------- Merged files

Merged Patch.esp



Frequently Asked Questions

Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.



Credits and Contributors

--------------------------------------------------------------------------------
Integrated Mods
--------------------------------------------------------------------------------

Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


--------------------------------------------------------------------------------
Additional Contributors
--------------------------------------------------------------------------------

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!



Legal and Contact Information

--------------------------------------------------------------------------------
Legal Information
--------------------------------------------------------------------------------

You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

--------------------------------------------------------------------------------
Contact Information
--------------------------------------------------------------------------------

If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Sat Feb 19, 2011 1:12 am

You all are freaks.

Here's the http://www.gamesas.com/index.php?/topic/1114078-relz-fwe-fo3-wanderers-edition-43/.

:)

Just look at my avatar ... the freakasaurus ...
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Fri Feb 18, 2011 8:54 pm

HI all,

I don't mean to pressure, but is there any chance the new hotfix for 6.0 may come out before this coming weekend?

I have been waiting for it in order to start a new game, so as not to have to update my modlist after I do :)

Best, bendiwolf
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Sat Feb 19, 2011 7:41 am

Another bug report: When I upgraded to FWE 6, I uninstalled FWE 5 first. However, I noticed that some textures were missing. Example: The Explorer from the alternate travel plugin, the urban combat armor from the Talon company merchs, the portable infirmery and the widowmaker. A manual install of the resources from FWE 6 master release did not fix the problem, nor did reapplying archive invalidation. A manual install of the resources from the FWE 5 master release, however, fixed the explorer and the portable infirmery, but not the widowmaker. It would seem that you accidentally forgot a few textures?
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Fri Feb 18, 2011 11:40 pm

HI all,

I don't mean to pressure, but is there any chance the new hotfix for 6.0 may come out before this coming weekend?

I have been waiting for it in order to start a new game, so as not to have to update my modlist after I do :)

Best, bendiwolf


Maybe, not sure. I'm going out of town Friday and won't have net access. So if it doesn't happen tonight, probably not until next week. To be honest, the changes for 6.02 are not huge. There isn't any reason I can think of to not start a new game and just upgrade when the patch is out.


Another bug report: When I upgraded to FWE 6, I uninstalled FWE 5 first. However, I noticed that some textures were missing. Example: The Explorer from the alternate travel plugin, the urban combat armor from the Talon company merchs, the portable infirmery and the widowmaker. A manual install of the resources from FWE 6 master release did not fix the problem, nor did reapplying archive invalidation. A manual install of the resources from the FWE 5 master release, however, fixed the explorer and the portable infirmery, but not the widowmaker. It would seem that you accidentally forgot a few textures?


Huh. I'll take a look but we built the assets for 6.0 directly ontop of a clean 5.0 set of files, and we didn't remove anything that was included in the 5.0 assets either. I 'll take a look at the items you mention though.
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Fri Feb 18, 2011 9:21 pm

Another bug report: When I upgraded to FWE 6, I uninstalled FWE 5 first. However, I noticed that some textures were missing. Example: The Explorer from the alternate travel plugin, the urban combat armor from the Talon company merchs, the portable infirmery and the widowmaker. A manual install of the resources from FWE 6 master release did not fix the problem, nor did reapplying archive invalidation. A manual install of the resources from the FWE 5 master release, however, fixed the explorer and the portable infirmery, but not the widowmaker. It would seem that you accidentally forgot a few textures?

Guys, honestly- I can't even imagine how you installing your game :)
I have the same game as you, the same FWE as you, and, as well as you, made clean install.
I don't have missing textures for explorer and widowmaker. Well- I don't have portable infirmary, so I will check it.
Are you sure you read FAQ, watched installation video?
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Sat Feb 19, 2011 12:13 am

Hey, I've got a small problem with the Winterised T51-b Power Armour; the night vision doesn't work. Is this intentional? I see no NV bar, nor do I get a response from pressing the button.
Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  destruction.esm07  fallschurchmetrofix.esm08  phalanx-pointlookout-navmesh.esm09  craft.esm0A  calibr.esm  [Version 1.4]0B  mart's mutant mod.esm0C  project beauty.esm0D  FO3 Wanderers Edition - Main File.esm0E  enhanced weather - rain and snow.esm0F  xepha's dynamic weather.esm10  streetlights.esm11  MoreMapMarkers.esp12  darnifieduif3.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp13  quickermessages.esp14  quickermessagesoa.esp15  quickermessagespitt.esp16  quickermessagesbs.esp17  quickermessagespl.esp18  =Medium+Far=DOF1.1.esp19  =subtle=motionblur1.1.esp1A  v.a.t.s. depth of field v1.0.esp1B  delayanchorage.esp1C  delaythepitt.esp1D  delaysteel.esp1E  delaypl.esp1F  delayzeta.esp20  delay thepitt + anchorage.esp++  GeneratorSound.esp21  sniperzooming.esp  [Version 1.5.0]++  Destruction - Main.esp22  destruction - main - statics.esp++  Destruction - DLC.esp23  destruction - dlc - statics.esp24  npc height randomizer less variance.esp25  rivet city realignment.esp26  ghostarmor hgec - conversion.esp27  col enclave recon.esp28  solarscorcher.esp29  Wieldable Torches (Optional).esp  [Version 1.7]2A  FO3 Wanderers Edition - Main File.esp2B  FO3 Wanderers Edition - DLC Anchorage.esp2C  FO3 Wanderers Edition - DLC The Pitt.esp2D  FO3 Wanderers Edition - DLC Broken Steel.esp2E  FO3 Wanderers Edition - DLC Point Lookout.esp2F  FO3 Wanderers Edition - DLC Mothership Zeta.esp30  FO3 Wanderers Edition - Alternate Travel.esp++  FO3 Wanderers Edition - Optional Restore Tracers.esp31  FO3 Wanderers Edition - Optional VATS Halftime.esp32  WeaponModKits.esp33  WeaponModKits - FWE Master Release.esp34  WeaponModKits - OperationAnchorage.esp35  WeaponModKits - ThePitt.esp36  WeaponModKits - BrokenSteel.esp37  WeaponModKits - PointLookout.esp38  WeaponModKits - Zeta.esp39  eve.esp3A  eve operation anchorage.esp3B  EVE - FWE Master Release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp3C  immersivehealth-lite.esp3D  mart's mutant mod.esp3E  mart's mutant mod - dlc anchorage.esp3F  mart's mutant mod - dlc the pitt.esp40  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp41  mart's mutant mod - dlc zeta.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Tougher Traders.esp42  Mart's Mutant Mod - Zones Respawn.esp43  mart's mutant mod - project beauty.esp44  Mart's Mutant Mod - Project Beauty + FWE.esp++  Mart's Mutant Mod - Master Menu Module.esp45  phalanx-mainfollowermodule.esp46  phalanx-brokensteel-integration.esp47  phalanx-pointlookout-integration.esp++  Phalanx-PerksAndStims.esp++  Phalanx-OPTIONAL-WeaponRepairLists.esp++  Phalanx-DogmeatEnemyTweaks.esp++  Phalanx-OPTIONAL-WeaponChange.esp48  URWL-Normal Color Saturation.esp49  realistic interior lighting.esp4A  realistic interior lighting - bs.esp4B  realistic interior lighting - oa.esp**  megalight.esp4C  MegatonLights.esp4D  xepha's dynamic weather - main.esp4E  xepha's dynamic weather - anchorage.esp4F  xepha's dynamic weather - the pitt.esp50  xepha's dynamic weather - broken steel.esp51  xepha's dynamic weather - point lookout.esp52  xepha's dynamic weather - rain.esp53  xepha's dynamic weather - sandstorm.esp54  xepha's dynamic weather - sandstorms damage armor.esp55  achievement remover [all].esp++  Destruction - CP - Fellout.esp56  sydney follower.esp++  Sydney Follower - Load Order Fix.esp57  randomextratraps.esp58  RandomizedSkillbooks.esp59  RivenRadioMP3only.esp5A  Bashed Patch, 0.esp
As an aside; I've found that the game crashes whenever I enter Megaton. I don't think this is caused by FWE, but it might be one of the mods I have here.
And while I'm on a roll; as you can see, I have Phalanx. Is this still compatible woth FWE if the Followers Enhanced component is disabled? I ask this because every follower I've tried to hire just charges blindly forward with naught but a combat knife - a very good incentive to trawl the wastes unaided as one should, but in any case rather worrying.
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Laura Tempel
 
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Post » Fri Feb 18, 2011 11:24 pm

Sometimes I just need to pay more attention and not assume the computer does it for me :blush:

I had extracted FWE 6 master release part 1 and the 6.01 hotfix, but forgotten all about part 2 (yes, even after downloading it) ... I just assumed (and we all know what assuming does) that 7zip recognized them as being parts of the same files. I'm sorry to have wasted your time and given you gray hairs. Now it is time for me to face public humiliation for my utter lack of due dilligence ...
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Maddy Paul
 
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Joined: Wed Feb 14, 2007 4:20 pm

Post » Fri Feb 18, 2011 6:23 pm

Hey, I've got a small problem with the Winterised T51-b Power Armour; the night vision doesn't work. Is this intentional? I see no NV bar, nor do I get a response from pressing the button.


Same here. Actually, it didn't work in 5.04 either, at least for me :)
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Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Sat Feb 19, 2011 9:39 am

It was mentioned in the previous thread that the Winterized t-51b helmet didn't get added to the Nightvision list. I'd imagine that will be fixed in 6.02
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Joanne Crump
 
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Joined: Sat Jul 22, 2006 9:44 am

Post » Fri Feb 18, 2011 6:41 pm

It was mentioned in the previous thread that the Winterized t-51b helmet didn't get added to the Nightvision list. I'd imagine that will be fixed in 6.02

exactly :)

otm
Same here. Actually, it didn't work in 5.04 either, at least for me

As I remember- in FWE 5.04 it worked, it was missed in new version only
But only if you created merged patch
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Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Sat Feb 19, 2011 7:16 am

Sometimes I just need to pay more attention and not assume the computer does it for me :blush:

I had extracted FWE 6 master release part 1 and the 6.01 hotfix, but forgotten all about part 2 (yes, even after downloading it) ... I just assumed (and we all know what assuming does) that 7zip recognized them as being parts of the same files. I'm sorry to have wasted your time and given you gray hairs. Now it is time for me to face public humiliation for my utter lack of due dilligence ...


No worries :) You're usually not one to report something incorrectly either, so I definetly started to feel the grey hairs growing :)

Regarding the Winterized PA, yes, the helm needs to be added to the NV hat list, wil be done for 6.02.
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Cassie Boyle
 
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Joined: Sun Nov 05, 2006 9:33 am

Post » Fri Feb 18, 2011 8:55 pm

Well- you ask question, I answer it. I can not respond for FO3edit functionality

Yes, and I appreciate it, thanks! :)

That's actually the correct result from a technical standpoint of how the merged patch works. UOFP removes the uniques, which is a change from the Fallout3.esm. FWE adds another item, but doesn't change the uniques. UFOP's removal of uniques is allowed to persist (even if FWE loads later) because it CHANGES something, where FWE does not. The merged patch process merges CHANGES and doesn't just blindly merge the data.

Now, there may be instances where you don't want to behave like it does (if for example you want the uniques in the repair list). But it's MUCH more powerful working the way it does as opposed to stupidly merging all possible options.

That makes sense. I thought it was something like that, but I was seeing other stuff that confused me - I was v. tired! Do the perks that FWE adds to some creatures end up being removed by the process too, if you have MMM? (though I'm now using FWE6 and MMM5 with the FOIP files for FWE5/MMM5 [there's a reason; not mod-related], so maybe that's different in the new combo)

Obviously the Bashed Patch and Merged Patch are very similar in some ways. I must get more educated about bash tags. Ulitimately the Bashed Patch should be a superior method to the Merged Patch, because you can fine tune it, right? But you have to have pretty detailed understanding of what a mod does in order to use the tags properly.

Anyway, I digress. Thanks for your help.
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Nuno Castro
 
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Post » Sat Feb 19, 2011 4:46 am

Forgot to say congrats on the release, everyone. A little late, I suppose.

It's been fun.
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Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Fri Feb 18, 2011 8:57 pm

My http://www.fallout3nexus.com/downloads/file.php?id=8787 still works with FWE 6. FYI :)
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mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Fri Feb 18, 2011 9:57 pm

As I remember- in FWE 5.04 it worked, it was missed in new version only
But only if you created merged patch


I'm running 5.04 with a merged patch now and I'm wearing it so I'm certain it doesn't work in my game because the other power helmets do :P . Maybe I screwed up the installation somewhere, not that it matters since 6.0 is now up :D
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Sophie Payne
 
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Post » Sat Feb 19, 2011 7:16 am

Shameless repost on different subject:

I have been thinking of writing a script that will add + 400 or so lbs to every badly damaged (implying that it can't move itself) Power Armor in the player's inventory and maybe making him unable to walk after a certain weight threshold. This way, only when the player has PA training will he be able to have a PA, unless he had the equipment and skill (especially without a workbench) to repair the one he damaged on the spot.

This is was inspired by http://www.fallout3nexus.com/downloads/file.php?id=9403 mod and I was thinking that it could be a great addition to the FWE gameplay, since wearing PA would now feel like a great achievement. I once sniped an Enclave at lv 4 and had his armor ever since, which wasn't very good for my Role Playing development (then again I have no idea why he spawned so soon, could have been an early MMM) :P.

The script is very easy to write and I will write it anyway sooner or later, so feel free to use my idea or script when it's done (or trash it to the ends of Oblivion) :)
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CArlos BArrera
 
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Joined: Wed Nov 21, 2007 3:26 am

Post » Fri Feb 18, 2011 11:21 pm

I see that you've added the ability to zoom on scoped weapons. Will that work for weapons introduced by other mods, or just FWE?
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Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Sat Feb 19, 2011 7:02 am

I see that you've added the ability to zoom on scoped weapons. Will that work for weapons introduced by other mods, or just FWE?

It will work for all weapons with scope
In dependance from FOV settings, it will give you 1-3 levels of zoom
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Kayleigh Mcneil
 
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Joined: Thu Jun 29, 2006 7:32 am

Post » Sat Feb 19, 2011 4:47 am

The "harsher" setting in FWE 6 is much harsher than in FWE 5. A little unexpected, but very challenging, ammo and just about everything else is hard to come by.
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OJY
 
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Post » Sat Feb 19, 2011 8:45 am

It will work for all weapons with scope
In dependance from FOV settings, it will give you 1-3 levels of zoom


As always, thanks for your response. You are always timely and polite, a rare combination indeed! :)
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michael danso
 
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Post » Fri Feb 18, 2011 5:25 pm

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?
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darnell waddington
 
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Post » Sat Feb 19, 2011 8:16 am

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?

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.

*edit* I've only seen two hostile outcast robots ... protectron & robobrain.
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Angelina Mayo
 
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Joined: Wed Jan 24, 2007 4:58 am

Post » Fri Feb 18, 2011 6:25 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 fiendly.


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

Seems it's MMM, base Protectron has very aggressive behavior and he gets rid of the vanilla outcast change to Aggressive, so the Outcast Robots are staying very aggressive... wonder if that was intentional or always like that or something new with the new version of MMM - lets find out!

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Louise Lowe
 
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Post » Sat Feb 19, 2011 1:23 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

Aargh, thats the trouble with two major updates MMM and FWE so close together ... your're not sure who's responsible.
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Lauren Graves
 
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