[RelZ] FWE - FO3 Wanderers Edition #44

Post » Sat Feb 19, 2011 5:03 am

Delamer - thanks

I have updated the xCALIBR Ammo pack CP to include the new rounds used by FWE 6.0x. Get it http://www.fallout3nexus.com/downloads/file.php?id=11684.

FWE overwrites newer xCALIBR resources with old so the patch restores the improved files as well. Mez, I PMed you with the details so you can update FWE if you like.

The current xCALIBR ammo pack does not yet cover rounds added by CALIBR v1.4, but is perfectly compatible nonetheless.

So the esp included here is a replacement for the FWE override esp from the last version?

I guess we are going to have to stick with http://www.fallout3nexus.com/downloads/file.php?id=12487 until that patch is picked up again by someone.

thanks
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Harry Leon
 
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Post » Sat Feb 19, 2011 2:25 am

Yes, the esp only updates the ammo entries, not the weapons. Domanz is working to update his FWE-WMK-xCALIBR patch.

If you are running Book of Earache, I have a beta BOE-FWE integration patch http://www.mediafire.com/download.php?cbb6na4kqcznijo that covers FWE weapons (not WMK). The patch includes distressed textures for the vanilla replacers, bringing them more in line with FWE visually.

Feedback on the beta patch is always welcome.
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Motionsharp
 
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Post » Fri Feb 18, 2011 11:45 pm

Yes, the esp only updates the ammo entries, not the weapons. Domanz is working to update his FWE-WMK-xCALIBR patch.

If you are running Book of Earache, I have a beta BOE-FWE integration patch http://www.mediafire.com/download.php?cbb6na4kqcznijo that covers FWE weapons (not WMK). The patch includes distressed textures for the vanilla replacers, bringing them more in line with FWE visually.

Feedback on the beta patch is always welcome.


Hi Earache,

Just a quick question about your patch above: Do I have to use BOTH the xCALIBRuniverse_FWE_Baseline.esp AND one of the two other options (FPS or Tactical), or can I use JUST the Baseline, Tactical or FPS Mods all by themselves?

I can't tell from your readme file...
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Calum Campbell
 
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Post » Sat Feb 19, 2011 4:51 am

im too lazy to read it all is it worth it because i have thought of it and if i should download
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Ana
 
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Post » Sat Feb 19, 2011 12:33 am

If you are too lazy to read about it, I'd recommend not downloading it.

No offense to the creators.
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Emmi Coolahan
 
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Post » Fri Feb 18, 2011 6:40 pm

I completely agree with Showler - mods take hard work to install (I have been working on my ideal mod list for more than 5 months) and should be generally avoided by lazy people. On second thought, depending on how lazy you are, I would also just try the console version...
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Marion Geneste
 
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Post » Sat Feb 19, 2011 3:19 am

bendiwolf - You just need to pick one, but since they all contain the same mastered content, no harm if you load them all. The last file rules of course.

If you have feedback, please ping me directly. I'd rather not hijack this thread.

I'll join the chorus against lazy mod users. Modders work their butts off and only ask users to invest a modicum of time and effort.
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Chris Guerin
 
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Post » Sat Feb 19, 2011 1:00 am

If you are too lazy to read about it, I'd recommend not downloading it.

No offense to the creators.


LOL . . that made me laugh, and I agree completely.

I've actually advocated at various points about making FWE "more" difficult to install, purely to dissuade lazy users from even bothering. For example, we considered NOT packaging CALIBR and CRAFT with the FWE install because if you were to lazy to read the instructions it wouldn't load. Anyway, we were getting kinda cynical. But even having to install FOSE is a kind of "weeding factor" . . . a lot of people won't even bother using it if they have to jump through a few extra hoops to get it running.

Anyway, 'nuff about about.
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Lynne Hinton
 
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Post » Sat Feb 19, 2011 3:52 am

bendiwolf - You just need to pick one, but since they all contain the same mastered content, no harm if you load them all. The last file rules of course.



Thanks Earache :)
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Marnesia Steele
 
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Post » Sat Feb 19, 2011 3:03 am

I have a problem with Darnified UI now that I've updated my game with recent mods. The problem being Darn's UI's letters are too big overlapping eachother especially when I click on UI settings. Any idea how to fix this?

I've installed original DUI + patch + FWE compatibility patch.
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Sophie Morrell
 
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Post » Fri Feb 18, 2011 10:02 pm

I have a problem with Darnified UI now that I've updated my game with recent mods. The problem being Darn's UI's letters are too big overlapping eachother especially when I click on UI settings. Any idea how to fix this?

I've installed original DUI + patch + FWE compatibility patch.

1. Be sure you have latest DARNUI version installed.
http://www.gamesas.com/index.php?/topic/1085562-wipzbeta-darnified-ui-f3/page__st__120
2. Be sure you don't have the game installed in default folder, if you have Vista or Windows 7, or you have user account control disabled in Windows
3. Be sure you have DarnUI installed with package manager from FOMM, and you let installer to make modifications in fallout.ini
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Leanne Molloy
 
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Post » Fri Feb 18, 2011 8:38 pm

and you let installer to make modifications in fallout.ini


That was it, thanx for quick reply!
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ImmaTakeYour
 
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Post » Fri Feb 18, 2011 10:20 pm

I'm debugging my next release of Powered Power Armor, including its FWE6 compatibility patch, and encountered a problem with T-51c power armor - the legs are not targetable in VATS, and the torso and legs highlight together when you target the upper body. I tried uninstalling PPA and reverting to a save from before PPA was installed (I think) but the problem persisted. Anyone know if this is a known FWE bug, or something related to my mod that I'll need to fix?
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Ells
 
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Post » Fri Feb 18, 2011 6:15 pm

I'm debugging my next release of Powered Power Armor, including its FWE6 compatibility patch, and encountered a problem with T-51c power armor - the legs are not targetable in VATS, and the torso and legs highlight together when you target the upper body. I tried uninstalling PPA and reverting to a save from before PPA was installed (I think) but the problem persisted. Anyone know if this is a known FWE bug, or something related to my mod that I'll need to fix?

I will check it, but please tell which models have this issues (if it is possible).
There is T 51c for enclaves, outcasts, and three for BoS- paladin, knight and Star Paladin
For now I can tell- this armor was taken as it is, and have some issues with models.
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Suzie Dalziel
 
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Post » Sat Feb 19, 2011 12:34 am

I've seen a bit similar thing happen with the Heavy Talon Combat Armor. Highlighting head (IIRC) in VATS also highlighted torso and parts of the legs. All bodyparts were still targettable, however.
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Elea Rossi
 
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Post » Sat Feb 19, 2011 8:25 am

I've verified that the armor that Casdin, outside of Fort Independece, is wearing (the Outcast T-51c I think) has the problem, but I'm working with someone on the debugging, and he's encountered it with other variants of T-51c, I think.

The legs are targetable, but with chance to hit 0, and the legs themselves don't highlight, the probabilities just blink.

*Edit - I notice that some of the sets of T-51c have skirts that partially cover the legs. I wonder if that has something to do with it, since those are probably part of the torso, but partially obscure the legs. Maybe the same model is used for all sets of T-51c, just with different components shown and hidden?
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Undisclosed Desires
 
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Post » Sat Feb 19, 2011 12:36 am

Well I've spent over an hour trying to create a merged patch using various versions of FO3Edit, and I give up for now. The current version doesn't allow me to right click in the left panel at all, and the older versions don't give me the option to create a merged patch. Any advice would be hugely appreciated - I'm sure I've done this successfully in the past...

EDIT: As a side note, DaRN UI is pretty much unusable. All of the font is too large and overlaps into an illegible mess - I've no idea if this is to do with FWE or not but I figure it's worth a punt.
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Lisa
 
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Post » Sat Feb 19, 2011 1:36 am

Well I've spent over an hour trying to create a merged patch using various versions of FO3Edit, and I give up for now. The current version doesn't allow me to right click in the left panel at all, and the older versions don't give me the option to create a merged patch. Any advice would be hugely appreciated - I'm sure I've done this successfully in the past...

EDIT: As a side note, DaRN UI is pretty much unusable. All of the font is too large and overlaps into an illegible mess - I've no idea if this is to do with FWE or not but I figure it's worth a punt.


I'm afraid both the above problems have something to do with your specific installation, my friend - I've had no problems whatosever creating a merged patch with FO3Edit, and Darn UI has been tested several times and works fine with FWE for a lot of ppl.

Perhaps you can post your load order to have us take a look, although the problems you mention seem most likely to come from a corrupted installation, and may require a complete reinstall... :(

EDIT: Actually, let me take a stab at a few more obvious solutions to your problems:

FO3Edit issue : firstly, always use the most current version - there is nothing to gain by going to previous ones... the fact that it will not let you right click in the left panel means that it has not finished loading the resources - you are either trying too early without letting it finish loading, or it gets stuck in which case there should be an error message in the right-hand side mentioning the type of error and the problematic mod

Darn UI issue: did you install the FOMOD via Fallout Mod Manager? If not, did you edit the fallout.ini file to use the right fonts as per the read me? Your problem seems to me to come from using the default fonts instead of the Darn UI ones


Best of luck, BDW
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Pumpkin
 
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Post » Fri Feb 18, 2011 6:15 pm

From my testing of http://www.gamesas.com/index.php?/topic/1102449-relz-garybash-thread-2/page__view__findpost__p__16410182 I seem to be seeing that the scoped .44 (FormID 00004340) which in vanilla is scoped normally is not scoped with FWE or WMK - was the scope removed by design?

Then further in http://i361.photobucket.com/albums/oo54/psymon11b/WMK44bashed.jpg - notice that FWE has model information that is overwritten by WMK - is this important - seems it is about the T3T icons if I'm not mistaken. In looking at the merged patch none of this carries over while in bashed patch mostly WMK info wins, so it would seem that with either a bashed patch or a merged patch this info is not used, yet I do see a pip boy different icon than vanilla.

I guess that could be interpreted that even though edit reads those model records as being overwritten they are winning out after all because nothing is conflicting - or am I getting that wrong?


To further clarify. FWE removes the scope from the magnum by default, to make the unique (i.e. Blackhawk) magnum special. WMK also removes the scope from the magnum by default by design as well, since it wants you to use a mod-kit scope. The result is that if using either mod or both, the regular 44 magnum should not have a scope. Maybe that helps?
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Nienna garcia
 
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Post » Sat Feb 19, 2011 3:00 am

To further clarify. FWE removes the scope from the magnum by default, to make the unique (i.e. Blackhawk) magnum special. WMK also removes the scope from the magnum by default by design as well, since it wants you to use a mod-kit scope. The result is that if using either mod or both, the regular 44 magnum should not have a scope. Maybe that helps?

It does - mostly this was about clearing up whether the missing scope was a bashed patch issue or not.

The bashed patch carries the name from Fallout.esm forward but the maintains the model and functionality of the mods (FWE&WMK), so that one gets the name scoped but it isn't. Adding the names tag to both FWE and WMK resolves the issue as it then assures that as far as names go they are the winner and it is as it should be.

Mezmorelda- if want (no pressure) to look at a bashed patch without having to install Wrye or Gary Bash then http://www.4shared.com/file/FSSLpbfo/Bashed_Patch_for_Mez.html just plop it into the data folder and look it over at your leisure in FO3edit. Again no pressure, just making it available if you want to look.
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Joey Bel
 
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Post » Fri Feb 18, 2011 6:01 pm

Is there a formula(s) that I can use to see how much XP is needed per level for the leveling rates added via FWE? I ask because at least twice I've seen two different numbers listed as the amount I need to reach the next level, and now I'm not sure if the setting I chose is applied properly.

To give an example, I'm currently level 9, but have seem both 12600 and 16200 listed as the amount of XP I need to get to level 10. I'm using the setting that is one setting faster than the default FWE rates (iXPBumpBase = 300), but I have no way of telling which of those two amounts is the correct one for that particular setting.
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benjamin corsini
 
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Post » Sat Feb 19, 2011 8:26 am

is there any formula to determining how much damage a weapon does in FWE? i'd like to make some of the weapon mods i have a little more comparable with FWE weapon damage.
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Samantha Mitchell
 
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Post » Fri Feb 18, 2011 7:44 pm

is there any formula to determining how much damage a weapon does in FWE? i'd like to make some of the weapon mods i have a little more comparable with FWE weapon damage.

There is no formulas. Global modifier multiplier x2 to all damage (default settings). All weapons have increased damage too (in comparison with vanilla). If you don't want to use GECK or FO3Edit, you can use weapon scanner from FWE. Open your pip-boy, select weapon and press W key (default)

Vivi
Sorry- I can not help you here, but I'm sure another guys will answer you
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Christie Mitchell
 
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Post » Fri Feb 18, 2011 9:04 pm

I'm afraid both the above problems have something to do with your specific installation, my friend - I've had no problems whatosever creating a merged patch with FO3Edit, and Darn UI has been tested several times and works fine with FWE for a lot of ppl.

Perhaps you can post your load order to have us take a look, although the problems you mention seem most likely to come from a corrupted installation, and may require a complete reinstall... :(

EDIT: Actually, let me take a stab at a few more obvious solutions to your problems:

FO3Edit issue : firstly, always use the most current version - there is nothing to gain by going to previous ones... the fact that it will not let you right click in the left panel means that it has not finished loading the resources - you are either trying too early without letting it finish loading, or it gets stuck in which case there should be an error message in the right-hand side mentioning the type of error and the problematic mod

Darn UI issue: did you install the FOMOD via Fallout Mod Manager? If not, did you edit the fallout.ini file to use the right fonts as per the read me? Your problem seems to me to come from using the default fonts instead of the Darn UI ones


Best of luck, BDW



Thanks for the detailed reply. So far I'm just using the standard "WMK - FWE - MMMF3 - All DLC except Zeta" configuration, as described within the FWE edition download page, with a few minor additions. I'm rather confident that my load order is correct, but I can post the load order for inspection when I have access to my computer again. I'm reasonably certain there were no error messages on the right hand side, but once again I shall check and update you.

I'll read the DaRN readme now - I guess this is what I deserve for not doing that first. :P Thanks for that, hopefully will fix my issue.
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Sista Sila
 
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Post » Fri Feb 18, 2011 7:15 pm

Thanks for the detailed reply. So far I'm just using the standard "WMK - FWE - MMMF3 - All DLC except Zeta" configuration, as described within the FWE edition download page, with a few minor additions. I'm rather confident that my load order is correct, but I can post the load order for inspection when I have access to my computer again. I'm reasonably certain there were no error messages on the right hand side, but once again I shall check and update you.

I'll read the DaRN readme now - I guess this is what I deserve for not doing that first. :P Thanks for that, hopefully will fix my issue.


Do post your L/O if you can't find the cause of the first error - It will help us determine where the FO3EDIT loader could maybe get stuck...

As for Darn UI, I think we've caught it :)
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willow
 
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