[RelZ] FWE - FO3 Wanderers Edition #44

Post » Fri Feb 18, 2011 10:04 pm

I've been thinking about making a stealth/Melee character on a FWE centric game for awhile now, but knowing how difficult even your average ranged character is without power armor, I've had doubts about how viable it is. Is there any specific hints or strategies others have used to make it more gentle on my blood pressure?
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Big Homie
 
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Post » Sat Feb 19, 2011 5:02 am

I've been thinking about making a stealth/Melee character on a FWE centric game for awhile now, but knowing how difficult even your average ranged character is without power armor, I've had doubts about how viable it is. Is there any specific hints or strategies others have used to make it more gentle on my blood pressure?


I hate to high-jack this thread, but to answer your question this should become easier once you've progressed a bit and can use perks like Mr.Sandman or UPP's The Shadow to give some more oomph to my character. For your beginning play, I would rely on stealhboys a lot (remember that the rock to the east of Megaton surrounded by 3 trees has one). Also, you may want to enter the FWE menu and make sneaking a bit easier, because the default FWE mode is much harder than the Vanilla one !
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Quick Draw
 
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Post » Sat Feb 19, 2011 7:17 am

Thank you. Consider the question answered, and the thread can move on its natural course.
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Franko AlVarado
 
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Post » Sat Feb 19, 2011 4:17 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?

I fear you are correct. All body parts can be selected, but show 0% on the legs :(
This is our issue (now)
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Lindsay Dunn
 
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Post » Sat Feb 19, 2011 3:52 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.


Your best bet is to go to FWE Website and look at the weapon reference page. Just adjust the stats to be in-line with comparable weapons.
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Marguerite Dabrin
 
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Post » Sat Feb 19, 2011 5:29 am

Your best bet is to go to FWE Website and look at the weapon reference page. Just adjust the stats to be in-line with comparable weapons.


Thanks, just popped up FO3edit and started working on that, if anyone wants some updated ESPs for weapon mods let me know and i might have it, otherwise i wouldn't be unwilling to make you one.
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kelly thomson
 
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Post » Sat Feb 19, 2011 12:18 am

Thanks, just popped up FO3edit and started working on that, if anyone wants some updated ESPs for weapon mods let me know and i might have it, otherwise i wouldn't be unwilling to make you one.


If you're using WMK, then may I suggest you wait until Mez releases the next version of WMK for FWE? Otherwise all the modded versions of the guns will just revert back to their original damages, or you may have to do it all again ...
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 4:28 am

If you're using WMK, then may I suggest you wait until Mez releases the next version of WMK for FWE? Otherwise all the modded versions of the guns will just revert back to their original damages, or you may have to do it all again ...


actually i'm using FWE with xCalibr Universe, so i took off WMK. though i might bring it back sometime soon :) but the modifications i'm making are for individual weapon mods that didn't have FWE in mind
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Elina
 
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Post » Sat Feb 19, 2011 9:07 am

Just picked up the Reservist's Rifle. The placement made sense, but struck me as odd too. It's a place I normally visit early in the game and have no reason to go back to. It was just coincidence that I happened by there again after the last upgrade.
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Tikarma Vodicka-McPherson
 
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Post » Fri Feb 18, 2011 9:05 pm

I'm missing some pipboy icons for: triage, pack of cigarettes, browning hi power pistol, mp38 smg, scorpio mp, fwe control center, grenade throw and probably lots more
Also some of the new weapon textures, scorpio is fine, browning hi power pistol and others missing
Spoiler
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Project Beauty.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] EVE.esm
[X] DarNifiedUIF3.esp
[X] Project Beauty- Broken Steel.esp
[X] Project Beauty- Point Lookout.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[ ] FO3 Wanderers Edition - Followers Enhanced.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp
[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] EVE.esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE Master Release.esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] EVE - FWE Master Release (Follower Enhanced).esp
[X] EVE - FWE with WeaponModKits.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[ ] Fellout-Full.esp
[ ] Fellout-Anchorage.esp
[ ] Fellout-BrokenSteel.esp
[ ] Fellout-PointLookout.esp
[ ] Fellout-Zeta.esp
[ ] Fellout-pipboylight.esp
[X] NotSoFast.esp
[X] HeirApparent.esp
[X] IntoTheDeepWoods.esp
[X] PLweightadjust.esp
[X] FasterMorePowerfulMines.esp
[X] TheInstitute.esm
[ ] Existence2.0.esp
[X] merge.esp

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Elizabeth Davis
 
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Post » Sat Feb 19, 2011 9:29 am

Heres a screenshot to make it more clear.
http://www.imagebanana.com/view/lis1ojd6/ScreenShot0.jpg

I resorted my load order, but it hasnt fixed the problem. I reinstalled FWE with FMM, switched AV to off and on again, replaced the texture folder over and over again.

NEW LOAD ORDER
Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Project Beauty.esm
[X] TheInstitute.esm
[ ] EVE.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Xepha's Dynamic Weather.esm
[X] DarNifiedUIF3.esp
[X] Project Beauty- Broken Steel.esp
[X] Project Beauty- Point Lookout.esp
[X] NotSoFast.esp
[X] HeirApparent.esp
[X] IntoTheDeepWoods.esp
[X] PLweightadjust.esp
[X] FasterMorePowerfulMines.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[ ] FO3 Wanderers Edition - Followers Enhanced.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] EVE.esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE Master Release.esp
[X] EVE - FWE Master Release (Follower Enhanced).esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] EVE - FWE with WeaponModKits.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - NightTime SneakBoost.esp
[X] merged 0.1.esp
[ ] Fellout-Full.esp
[ ] Fellout-Anchorage.esp
[ ] Fellout-BrokenSteel.esp
[ ] Fellout-PointLookout.esp
[ ] Fellout-Zeta.esp
[ ] Fellout-pipboylight.esp
[ ] Existence2.0.esp



One other thing, whats with the eve.esm file ? Dont know where I got it from and dont know if I should load it?
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Laura Tempel
 
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Post » Fri Feb 18, 2011 7:48 pm

EVE.esm has been added with the newest version of EVE. It's required for that version of EVE to work.

If you're starting a new game you should be able to add the EVE.esm in the same relative position as the EVE.esp. I would think after FWE.esm and before MMM.esm would be best.

The FOIP compatibility patch will not function correctly until a new version is made, though.

For the icon problem, there is a checkbox in the DATA FILES menu of the original launcher that says something about "load loose files". Make sure that is activated.
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Cccurly
 
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Post » Fri Feb 18, 2011 9:12 pm

So I should skip EVE with FWE 6.03 completely ?
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City Swagga
 
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Post » Fri Feb 18, 2011 8:29 pm

The EVE 0.96 Beta and Important Update in the "Old Files" section is the one that FOIP's patch is based on. The newer version uses a different structure.

So, using the latest version of EVE with FWE will result in some unbalanced items, and possibly some problems.

Updating from EVE 0.96 to EVE 0.97 will likely result in the loss of any EVE based items you own. I believe they are trying to script an update module to fix this.

So, unless someone corrects me, your current choices are:

Use the new EVE and risk problems/unbalance until the updated FOIP patch is ready.

Use the older EVE and have to wait till the update module is ready to eventually upgrade or risk losing some items.

Wait till the FOIP patch is ready before installing EVE and play without it for now.
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Andrew
 
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Post » Sat Feb 19, 2011 1:28 am

Re- installed all again, this time with the old EVE and "loose Files "

Still the same problem .....

wasted hours
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Talitha Kukk
 
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Post » Fri Feb 18, 2011 6:57 pm

Try using FOMM to toggle Archive Invalidation.

"Toggle Invalidation" on the right buttons.
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Justin Bywater
 
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Post » Sat Feb 19, 2011 1:26 am

Done that.

Wheres the Triage pic for the pip boy saved, so I can check if its there ? Or the weapon textures that are missing ? see my other post
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Emily abigail Villarreal
 
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Post » Sat Feb 19, 2011 3:42 am

Heres a screenshot to make it more clear.
http://www.imagebanana.com/view/lis1ojd6/ScreenShot0.jpg
I resorted my load order, but it hasnt fixed the problem. I reinstalled FWE with FMM, switched AV to off and on again, replaced the texture folder over and over again.
One other thing, whats with the eve.esm file ? Dont know where I got it from and dont know if I should load it?

Don't forget to install second part of FWE package with textures! It will not be installed automatically.
EVE FOIP and WMK FOIP for new weapons from FWE- work in progress, it will take some time, sorry
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Mario Alcantar
 
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Post » Sat Feb 19, 2011 9:36 am

LOL, thats it !!

I thought this was 1 Archive, splitted in 2 parts :D You saved my day
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gandalf
 
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Post » Sat Feb 19, 2011 1:55 am

Anyone else having leveling problems?

I followed the last MMM thread (need a new one) and removed the goo script thing, but now even without that script leveling from 12 to 13 and I get a freeze no matter what perk or skills I choose.

==============

[edit] even with this load order:
Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  PointLookout-FollowersGetToGo.esm  [Version 2.]07  craft.esm08  calibr.esm  [Version 1.4]09  project beauty.esm0A  refurbishes [all].esm0B  fo3 wanderers edition - main file.esm0C  firelightfix.esp0D  DarNifiedUIF3.esp0E  calibrxmerchant.esp0F  MoreMapMarkers.esp10  MaxLevelWorkaround-HP-BS.esp11  wastelandmastery.esp12  skillcheck.esp13  fo3 wanderers edition - main file.esp14  fo3 wanderers edition - dlc anchorage.esp15  fo3 wanderers edition - dlc the pitt.esp16  fo3 wanderers edition - dlc broken steel.esp17  fo3 wanderers edition - dlc point lookout.esp18  fo3 wanderers edition - dlc mothership zeta.esp19  fo3 wanderers edition - alternate travel.esp1A  FO3 Wanderers Edition - Optional Restore Tracers.esp1B  fo3 wanderers edition - optional vats realtime.esp1C  weaponmodkits.esp1D  weaponmodkits - fwe master release.esp1E  weaponmodkits - operationanchorage.esp1F  weaponmodkits - thepitt.esp20  weaponmodkits - brokensteel.esp21  weaponmodkits - pointlookout.esp22  weaponmodkits - zeta.esp23  stealthboy recon armor - craft.esp24  calibr ammo schematics - craft.esp25  craft improvised weaponry.esp26  craft improvised weaponry - unmodeled.esp27  eve.esp28  eve operation anchorage.esp29  eve - fwe master release.esp

I'm getting crashes on level up to 13.

====================
[edit 2] I removed all but DarnUI and then was able to level to 17 before freeze. I guess that is what my lvl 13 guy would be if not for slower leveling in FWE. But that it freezes at 17 seems to mean then that something is in there (the save game maybe) that is broken.

My game is apparently hosed.
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Lewis Morel
 
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Post » Sat Feb 19, 2011 5:08 am

I thought I'd mention this mod in here because the author says he wants it to be FWE compatible but hasn't yet checked out the latest version:

http://fallout3nexus.com/downloads/file.php?id=14773

Many of the weapons in that mod are already in FWE, but a lot other tasty options that are new in that selection. Any future plans for this one?

Also I asked this before but couldnt get an answer, is the Raiders Regulators Talons Expanded mod incorporated into FWE? ( http://fallout3nexus.com/downloads/file.php?id=2626 )
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Trevi
 
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Post » Sat Feb 19, 2011 2:04 am

I thought I'd mention this mod in here because the author says he wants it to be FWE compatible but hasn't yet checked out the latest version:

http://fallout3nexus.com/downloads/file.php?id=14773

Many of the weapons in that mod are already in FWE, but a lot other tasty options that are new in that selection. Any future plans for this one?

Also I asked this before but couldnt get an answer, is the Raiders Regulators Talons Expanded mod incorporated into FWE? ( http://fallout3nexus.com/downloads/file.php?id=2626 )

Sorry- I don't know answers to your questions


@Psymon
Anyone else having leveling problems?

I don't have such problems since get rid of FOOK. Don't know why
I followed the last MMM thread (need a new one) and removed the goo script thing, but now even without that script leveling from 12 to 13 and I get a freeze no matter what perk or skills I choose.
I'm getting crashes on level up to 13.
I removed all but DarnUI and then was able to level to 17 before freeze. I guess that is what my lvl 13 guy would be if not for slower leveling in FWE. But that it freezes at 17 seems to mean then that something is in there (the save game maybe) that is broken.

Please try the game without DLC-s too. If you will be able to level-up normally, then try again with Broken Steel only. Will you have difference?
Honestly- I don't think this goo stuff do something, and I don't think you have bad save. I think all our fixes for this bug are just attempts to avoid some engine glitch in the weird manner :(
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Stacy Hope
 
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Post » Sat Feb 19, 2011 12:32 am

@Psymon

I don't have such problems since get rid of FOOK. Don't know why

Please try the game without DLC-s too. If you will be able to level-up normally, then try again with Broken Steel only. Will you have difference?
Honestly- I don't think this goo stuff do something, and I don't think you have bad save. I think all our fixes for this bug are just attempts to avoid some engine glitch in the weird manner :(

I've never used Fook with this save game thread or really in the last 2 years.

So I narrowed it down: Operation Anchorage.esm

If that is active then I cannot level past either 13 with FWE or 17 with vanilla. I even reactivated as many mods as I could and made a new bashed patch where none of it nor mods that relied on it were referenced and was able to level just fine. Next I will try and reactivate it so that the mods that rely on it (mostly patches to weapon add ons and things like Destruction, etc) will work. And I'll see if this comes up next level too.

I've absolutely no desire to start a new game and don't think it would fix the issue. I will miss the power armor from OA. I wonder if there is another version somewhere else I can grab.
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Tiffany Castillo
 
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Post » Sat Feb 19, 2011 12:01 am

I've never used Fook with this save game thread or really in the last 2 years.

So I narrowed it down: Operation Anchorage.esm

If that is active then I cannot level past either 13 with FWE or 17 with vanilla. I even reactivated as many mods as I could and made a new bashed patch where none of it nor mods that relied on it were referenced and was able to level just fine. Next I will try and reactivate it so that the mods that rely on it (mostly patches to weapon add ons and things like Destruction, etc) will work. And I'll see if this comes up next level too.

I've absolutely no desire to start a new game and don't think it would fix the issue. I will miss the power armor from OA. I wonder if there is another version somewhere else I can grab.



Guys, I've been having this same problem, and i solved it today. WeaponModKits has something to do with the level freeze, disable all of those plugins and associated merge fixes, save before the level up, and then try again. I couldn't figure out what my problem was for days so i did the tedious start from just Fallout3.esm and the DLCs. Its funni, I just cant give up FOOK2 - so I'm using it and FWE in Tandem. (slap on the wrist, right?)
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casey macmillan
 
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Post » Sat Feb 19, 2011 8:19 am

Guys, I've been having this same problem, and i solved it today. WeaponModKits has something to do with the level freeze, disable all of those plugins and associated merge fixes, save before the level up, and then try again. I couldn't figure out what my problem was for days so i did the tedious start from just Fallout3.esm and the DLCs. Its funni, I just cant give up FOOK2 - so I'm using it and FWE in Tandem. (slap on the wrist, right?)

When I still had the crash at level up my load order consisted of:

Fallout.esm
Operation Anchorage.esm
... and that is it.

Having WMK active was not an issue and as long as no OA then I was able to level up with 200+ mods.
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Samantha Jane Adams
 
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