[RelZ] FWE - FO3 Wanderers Edition #44

Post » Sat Feb 19, 2011 5:53 am

I had no issues in OA and have probably leveled 3-4 times since playing it.
Oh well this is strange ... has it been reported to Bethesda? (not like I'd expect them to do anything)

I'm not sure. But anyway, when I will be able to test this fix in OA itself, we will include it into the next patch
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!beef
 
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Joined: Wed Aug 16, 2006 4:41 pm

Post » Sat Feb 19, 2011 5:29 am

I fear you are correct. All body parts can be selected, but show 0% on the legs :(
This is our issue (now)


Sorry, missed the post. Thanks for getting back.
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Annick Charron
 
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Post » Fri Feb 18, 2011 11:20 pm

Hello,

I seem to have a problem with the Motorcycle in FWE 6.03, or better said with the Alternate Travel system.
I found the motorcycle, got the fuel receipe from the dealer, repaired the motorcycle to about 60% condition, fueld up with 8 units fuel.
Then I was hopeing to start a ride on my new,old motorcycle. I clicked on "Ride", the map popped up and i clicked on the (already explored) supa-dupa market, but then I only got the message "Fast travel is not available from this location" or something like that. Did I do something wrong? In addition, there were no saddlebags on the bike, or do I need to buy them from the dealer?

This is my current load order, in case is might help:

Spoiler
Active Mod Files:00  fallout3.esm01  lings.esm02  anchorage.esm03  thepitt.esm04  brokensteel.esm05  pointlookout.esm06  zeta.esm07  unofficial fallout 3 patch.esm  [Version 1.2.0]08  lingsdlc.esm09  imcn.esm0A  talonextraarmor.esm0B  craft.esm0C  calibr.esm  [Version 1.4]0D  fo3 wanderers edition - main file.esm0E  mart's mutant mod.esm0F  lingsfinerthings.esm10  companion core.esm11  companion share & recruit.esm12  robco certified v2.esm13  enhanced weather - rain and snow.esm14  rrcompanionvault.esm15  rr5morefemales.esm16  nos' rr companions.esm17  rr vault 1 alternate guards.esm18  streetlights.esm19  dcinteriors_comboedition.esm1A  unofficial fallout 3 patch - operation anchorage.esp  [Version 1.2.0]1B  unofficial fallout 3 patch - the pitt.esp  [Version 1.2.0]1C  unofficial fallout 3 patch - broken steel.esp  [Version 1.2.0]1D  unofficial fallout 3 patch - point lookout.esp  [Version 1.2.0]1E  unofficial fallout 3 patch - mothership zeta.esp  [Version 1.2.0]1F  darnifieduif3.esp++  Fellout-pipboylight.esp20  streetlights - wasteland.esp21  casm.esp22  delayall.esp  <--- Merge of all the Delay esp's...++  GeneratorSound.esp23  zan_autopurge_smartagro.esp24  upp - pack 1.esp25  upp - pack 2.esp26  upp - experience perks.esp27  upp  - quest perks.esp28  prewar book titles and perks.esp29  notsofast.esp2A  megatoncontracts.esp  [Version 1.8]++  MegatonContracts-Linged.esp2B  0rb_comicpack1.esp2C  blackwolf backpack.esp2D  blackwolf backpack - vendor script replenish.esp2E  blackwolf backpack - blank's container patch.esp2F  binoculars and scopes.esp30  maintenanceshed.esp  [Version 1.3]31  rrwastelandposters.esp32  rrumpadance.esp33  nos' vault 1 remodel.esp34  moremapmarkers.esp++  VendorCapsIncreased15X.esp35  mtc wasteland travellers.esp36  mtc wasteland travellers (optional)- crowded cities less npcs.esp37  dcinteriors_dlc_collectables.esp38  megaton house and theme overhaul.esp39  canterburycommonsinteriors.esp3A  fo3 wanderers edition - main file.esp3B  fo3 wanderers edition - dlc anchorage.esp3C  fo3 wanderers edition - dlc the pitt.esp3D  fo3 wanderers edition - dlc broken steel.esp3E  fo3 wanderers edition - dlc point lookout.esp3F  fo3 wanderers edition - dlc mothership zeta.esp40  fo3 wanderers edition - alternate travel.esp41  fo3 wanderers edition - followers enhanced (brokensteel).esp42  fo3 wanderers edition - optional vats halftime.esp++  FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp43  tailor maid.esp44  weaponmodkits.esp45  weaponmodkits - fwe master release.esp46  weaponmodkits - operationanchorage.esp47  weaponmodkits - thepitt.esp48  weaponmodkits - brokensteel.esp49  weaponmodkits - pointlookout.esp4A  weaponmodkits - zeta.esp4B  asharasbatmanitems.esp4C  wmkaa12shotgun.esp4D  dragonskin tactical outfit.esp4E  dragonskinbonuspack.esp4F  powered power armor.esp50  ppa - operation anchorage.esp51  ppa - broken steel.esp52  companion core dlc addon.esp53  robco certified v2 mechanist's edition.esp54  mr smith's scrapyard.esp55  eve.esp56  robco certified v2 omnipatch.esp57  eve operation anchorage.esp58  eve - fwe master release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp59  mart's mutant mod.esp5A  mart's mutant mod - dlc anchorage.esp5B  mart's mutant mod - dlc the pitt.esp5C  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp5D  mart's mutant mod - dlc zeta.esp5E  mart's mutant mod - zones respawn.esp++  Mart's Mutant Mod - Tougher Traders.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Master Menu Module.esp5F  mart's mutant mod - fwe master release.esp++  Mart's Mutant Mod - Linged.esp60  lingsfinerthings.esp61  lingsprettythings.esp62  lingsprettythings-brokensteel.esp63  type3accessories.esp64  type3clothes.esp++  Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp++  Compatibility Plugin00 TalonCo & Marts.esp65  dlm_fwe medic pa fwe+zeta required.esp  [Version 1.0]66  jhbcloverplus.esp67  briannacompanion.esp68  lucywestcompanion.esp69  bittercup_comp.esp6A  imp's more complex needs.esp6B  imcn - 5 dlc merged.esp6C  imcn - fwe compatibility and ingestibles.esp6D  imcn - mmm meats, bloods, and eyeballs.esp6E  portable camp.esp6F  gnr shop.esp70  megalight.esp71  fellout-full.esp72  fellout-dlc.esp73  enhanced weather - rain and snow in fallout.esp74  enhanced weather - weather sounds in interiors.esp75  enhanced weather - sneak bonus during storms.esp76  enhanced weather - reboot.esp77  f3umpaanimation.esp78  cantaburycommonsguards - dto.esp79  sydney follower.esp++  Sydney Follower - Load Order Fix.esp7A  bashed patch, 0.esp7B  mpatch.esp <-- Merged Patch from FO3Edit


I hope somebody can help me.
Thanks in advance
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Tasha Clifford
 
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Post » Sat Feb 19, 2011 3:34 am

Just found the Medic PA, I noticed I run rather slow in it. Is the PA speed tied to a SPECIAL or something? In 3rd person I move like an astronaut, at least compared to the Dragoon stealth armor I was wearing previously.

Only other PA mod I have is TTT's IPA mod.
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lucile
 
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Post » Sat Feb 19, 2011 9:20 am

Hello,
I seem to have a problem with the Motorcycle in FWE 6.03, or better said with the Alternate Travel system.
I hope somebody can help me.
Thanks in advance

Disable AT system (do this with help of config in motorcycle). Will you be able to fast travel? If no, then probably you had No Fast Travel option enabled before activating of AT plugin. In this case you need
1. Load game without AT.esp
2. Use FWE control panel to enable Fast travel, make save
3. Activate AT.esp again, load game- AT system must work normally

cantuse
Just found the Medic PA, I noticed I run rather slow in it. Is the PA speed tied to a SPECIAL or something? In 3rd person I move like an astronaut, at least compared to the Dragoon stealth armor I was wearing previously.

Walking speed in FWE heavy dependent from armor weight, so yes, PA is slow, as well as all heavy armors
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RObert loVes MOmmy
 
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Post » Fri Feb 18, 2011 11:26 pm

Disable AT system (do this with help of config in motorcycle). Will you be able to fast travel? If no, then probably you had No Fast Travel option enabled before activating of AT plugin. In this case you need
1. Load game without AT.esp
2. Use FWE control panel to enable Fast travel, make save
3. Activate AT.esp again, load game- AT system must work normally




Hello again,
I did some testing. In the original setup as described above, I could not Fast Travel if I disabled the Motorcycle.
I deactivated the AT.esp, rebuild Bashed and Merge Patch, double cleaned the save. With this setup loaded, the menu entry for the fast travel option in the FWE configuration screen showed "Disable Fast Travel". So I assume, Fast travel was enabled at that point. When trying to fasttravel i got again the message "Fast Travel is not possible from this location" (the location was near the Entrance of Megaton). The I pushed the button for the Fast Travel option in the FWE Config Screen so it showed "Enable Fast Travel". At that point i assumed, Fasttravel was deactivated. When trying to fasttravel i got the message "You have no means of transport". I Think this was o.k at that point. So I activated Fasttravel again and saved again. Then I activated the AT.esp again, rebuild Bashed and Merge Patch, loaded the last save and the Explorer quest was starting up again. I enabled the explorer, and since i had some scrap for repairs in my inventory i tried to do some repairs. The list with the "repair values" for different parts (like motorcycle tank, brake etc.) popped up, but all the values were zero, so I couldnt repair the motorcycle at all. This is weird, because i did'nt had this problem before. I disabled the explorer again, and needless to say, I couldn't fast travel the normal way either.

Any Ideas, anybody? Here's the load order again :

Spoiler
Active Mod Files:00  fallout3.esm01  lings.esm02  anchorage.esm03  thepitt.esm04  brokensteel.esm05  pointlookout.esm06  zeta.esm07  unofficial fallout 3 patch.esm  [Version 1.2.0]08  lingsdlc.esm09  imcn.esm0A  talonextraarmor.esm0B  craft.esm0C  calibr.esm  [Version 1.4]0D  fo3 wanderers edition - main file.esm0E  mart's mutant mod.esm0F  lingsfinerthings.esm10  companion core.esm11  companion share & recruit.esm12  robco certified v2.esm13  enhanced weather - rain and snow.esm14  rrcompanionvault.esm15  rr5morefemales.esm16  nos' rr companions.esm17  rr vault 1 alternate guards.esm18  streetlights.esm19  dcinteriors_comboedition.esm1A  unofficial fallout 3 patch - operation anchorage.esp  [Version 1.2.0]1B  unofficial fallout 3 patch - the pitt.esp  [Version 1.2.0]1C  unofficial fallout 3 patch - broken steel.esp  [Version 1.2.0]1D  unofficial fallout 3 patch - point lookout.esp  [Version 1.2.0]1E  unofficial fallout 3 patch - mothership zeta.esp  [Version 1.2.0]1F  darnifieduif3.esp++  Fellout-pipboylight.esp20  streetlights - wasteland.esp21  casm.esp22  delayall.esp++  GeneratorSound.esp23  zan_autopurge_smartagro.esp24  upp - pack 1.esp25  upp - pack 2.esp26  upp - experience perks.esp27  upp  - quest perks.esp28  prewar book titles and perks.esp29  notsofast.esp2A  megatoncontracts.esp  [Version 1.8]++  MegatonContracts-Linged.esp2B  0rb_comicpack1.esp2C  blackwolf backpack.esp2D  blackwolf backpack - vendor script replenish.esp2E  blackwolf backpack - blank's container patch.esp2F  binoculars and scopes.esp30  maintenanceshed.esp  [Version 1.3]31  rrwastelandposters.esp32  rrumpadance.esp33  nos' vault 1 remodel.esp34  moremapmarkers.esp++  VendorCapsIncreased15X.esp35  mtc wasteland travellers.esp36  mtc wasteland travellers (optional)- crowded cities less npcs.esp37  dcinteriors_dlc_collectables.esp38  megaton house and theme overhaul.esp39  canterburycommonsinteriors.esp3A  fo3 wanderers edition - main file.esp3B  fo3 wanderers edition - dlc anchorage.esp3C  fo3 wanderers edition - dlc the pitt.esp3D  fo3 wanderers edition - dlc broken steel.esp3E  fo3 wanderers edition - dlc point lookout.esp3F  fo3 wanderers edition - dlc mothership zeta.esp40  fo3 wanderers edition - alternate travel.esp41  fo3 wanderers edition - followers enhanced (brokensteel).esp42  fo3 wanderers edition - optional vats halftime.esp++  FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp43  tailor maid.esp44  weaponmodkits.esp45  weaponmodkits - fwe master release.esp46  weaponmodkits - operationanchorage.esp47  weaponmodkits - thepitt.esp48  weaponmodkits - brokensteel.esp49  weaponmodkits - pointlookout.esp4A  weaponmodkits - zeta.esp4B  asharasbatmanitems.esp4C  wmkaa12shotgun.esp4D  dragonskin tactical outfit.esp4E  dragonskinbonuspack.esp4F  powered power armor.esp50  ppa - operation anchorage.esp51  ppa - broken steel.esp52  companion core dlc addon.esp53  robco certified v2 mechanist's edition.esp54  mr smith's scrapyard.esp55  eve.esp56  robco certified v2 omnipatch.esp57  eve operation anchorage.esp58  eve - fwe master release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp59  mart's mutant mod.esp5A  mart's mutant mod - dlc anchorage.esp5B  mart's mutant mod - dlc the pitt.esp5C  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp5D  mart's mutant mod - dlc zeta.esp5E  mart's mutant mod - zones respawn.esp++  Mart's Mutant Mod - Tougher Traders.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Master Menu Module.esp5F  mart's mutant mod - fwe master release.esp++  Mart's Mutant Mod - Linged.esp60  lingsfinerthings.esp61  lingsprettythings.esp62  lingsprettythings-brokensteel.esp63  type3accessories.esp64  type3clothes.esp++  Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp++  Compatibility Plugin00 TalonCo & Marts.esp65  dlm_fwe medic pa fwe+zeta required.esp  [Version 1.0]66  jhbcloverplus.esp67  briannacompanion.esp68  lucywestcompanion.esp69  bittercup_comp.esp6A  imp's more complex needs.esp6B  imcn - 5 dlc merged.esp6C  imcn - fwe compatibility and ingestibles.esp6D  imcn - mmm meats, bloods, and eyeballs.esp6E  portable camp.esp6F  gnr shop.esp70  megalight.esp71  fellout-full.esp72  fellout-dlc.esp73  enhanced weather - rain and snow in fallout.esp74  enhanced weather - weather sounds in interiors.esp75  enhanced weather - sneak bonus during storms.esp76  enhanced weather - reboot.esp77  f3umpaanimation.esp78  cantaburycommonsguards - dto.esp79  sydney follower.esp++  Sydney Follower - Load Order Fix.esp7A  bashed patch, 0.esp7B  mpatch.esp

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GEo LIme
 
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Post » Fri Feb 18, 2011 10:21 pm

Hello, I just wanted to know what stimulation does? Cigarette and stuff like that. Thank you.
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Wayne W
 
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Joined: Sun Jun 17, 2007 5:49 am

Post » Sat Feb 19, 2011 5:35 am

Hello again,
I did some testing. In the original setup as described above, I could not Fast Travel if I disabled the Motorcycle.
I deactivated the AT.esp, rebuild Bashed and Merge Patch, double cleaned the save. With this setup loaded, the menu entry for the fast travel option in the FWE configuration screen showed "Disable Fast Travel". So I assume, Fast travel was enabled at that point. When trying to fasttravel i got again the message "Fast Travel is not possible from this location" (the location was near the Entrance of Megaton). The I pushed the button for the Fast Travel option in the FWE Config Screen so it showed "Enable Fast Travel". At that point i assumed, Fasttravel was deactivated. When trying to fasttravel i got the message "You have no means of transport". I Think this was o.k at that point. So I activated Fasttravel again and saved again. Then I activated the AT.esp again, rebuild Bashed and Merge Patch, loaded the last save and the Explorer quest was starting up again. I enabled the explorer, and since i had some scrap for repairs in my inventory i tried to do some repairs. The list with the "repair values" for different parts (like motorcycle tank, brake etc.) popped up, but all the values were zero, so I couldnt repair the motorcycle at all. This is weird, because i did'nt had this problem before. I disabled the explorer again, and needless to say, I couldn't fast travel the normal way either.

Any Ideas, anybody? Here's the load order again :

1. Try to disable all mods, except FOIP (MMM, FWE, WMK, EVE) and try to fasr travel again. If it will help- you have some mod's conflict. But I don't see any mods in your load order, which can affect fast travel.
2. If this will not help, try to disable alttravel again, be sure you have fast travel enabled. Enter Megaton, immediatelly open pip-boy and try to fasttravel. Will you be able to do this?

Hello, I just wanted to know what stimulation does? Cigarette and stuff like that. Thank you.

Effect differ from chem to chem. Mostly, this effect temporarily raise one of SPECIAL. Nuca-Cola, in addition, temporarily remove sleep condition
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Ashley Hill
 
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Post » Fri Feb 18, 2011 7:35 pm

Walking speed in FWE heavy dependent from armor weight, so yes, PA is slow, as well as all heavy armors


Thanks for the clarification delamer, I just wasn't that familiar with the PA at the time and thought something was amiss.

Are there any plans to extend the benefits of the PA Training: Basic perk to followers? In perusing the mod last night, I noticed that Charon only gets a +50 bonus on carryWeight when he equips PA. Since thematically the only challenge to having the PA Training: Basic feat is finding someone/something to teach you, it stands to reason that all humanoid followers should immediately gain the perk or its equivalent themselves.

This looked like this might have been a trivial challenge: Using the extra +50 carryWeight buff, it looked like this could be achieved by changing the conditions from a mere subject hasPerk FWEPowerArmorTraining1 to something like:
hasPerk FWEPowerArmorTraining1 == 1 (run on playerRef) ANDGetPlayerTeammate == 1 (run on subject) ORGetIsID Player == 1 (also run on subject) OR


My paltry geck fu was not up to the task in the early hours of last night, but I was pretty sure this idea would work and would let me reclaim that otherwise lost 50 lbs of carry capacity on humanoid followers in PA, not even considering other possible buffs.
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Carlos Rojas
 
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Post » Sat Feb 19, 2011 1:11 am

Thanks for the clarification delamer, I just wasn't that familiar with the PA at the time and thought something was amiss.

Are there any plans to extend the benefits of the PA Training: Basic perk to followers? In perusing the mod last night, I noticed that Charon only gets a +50 bonus on carryWeight when he equips PA. Since thematically the only challenge to having the PA Training: Basic feat is finding someone/something to teach you, it stands to reason that all humanoid followers should immediately gain the perk or its equivalent themselves.

This looked like this might have been a trivial challenge: Using the extra +50 carryWeight buff, it looked like this could be achieved by changing the conditions from a mere subject hasPerk FWEPowerArmorTraining1 to something like:
hasPerk FWEPowerArmorTraining1 == 1 (run on playerRef) ANDGetPlayerTeammate == 1 (run on subject) ORGetIsID Player == 1 (also run on subject) OR


My paltry geck fu was not up to the task in the early hours of last night, but I was pretty sure this idea would work and would let me reclaim that otherwise lost 50 lbs of carry capacity on humanoid followers in PA, not even considering other possible buffs.


The trouble is, perks have no effect at all on NPCs. You would have to script the carryweight gain.

Also, because of a bug in Object effects, you don't want to be giving your followers armor or weapons with enchantments anyway. Or the enchantments need to have the condition GetPlayerTeammate == 0.
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Ownie Zuliana
 
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Joined: Thu Jun 15, 2006 4:31 am

Post » Fri Feb 18, 2011 8:51 pm

1. Try to disable all mods, except FOIP (MMM, FWE, WMK, EVE) and try to fasr travel again. If it will help- you have some mod's conflict. But I don't see any mods in your load order, which can affect fast travel.
2. If this will not help, try to disable alttravel again, be sure you have fast travel enabled. Enter Megaton, immediatelly open pip-boy and try to fasttravel. Will you be able to do this?


Effect differ from chem to chem. Mostly, this effect temporarily raise one of SPECIAL. Nuca-Cola, in addition, temporarily remove sleep condition


O.K. it is a mod conflict :banghead: . I disabled everything like you said execpt for FOIP, and Fast Travel worked again, both options with the same savegame. I'm now going to switch on my disabled mods again, one by one :shakehead: , and after i found the bastard, i will let you know which one it was.

For now, thnak you very much for your help.
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Tanika O'Connell
 
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Post » Fri Feb 18, 2011 10:44 pm

O.K. it is a mod conflict :banghead: . I disabled everything like you said execpt for FOIP, and Fast Travel worked again, both options with the same savegame. I'm now going to switch on my disabled mods again, one by one :shakehead: , and after i found the bastard, i will let you know which one it was.

For now, thnak you very much for your help.


For a better, quicker way, may I suggest that you switch HALF your mods on and try again - if the problem is still gone, then the "guilty" mod is in the group that you did not switch on, and if it happens then the mod is in the group that you just switched on... figure out which, then try again with HALF the mods in the group that contains the "guilty" mod... and keep doing that until you've narrowed it down to 2-3 mods.

Believe me, this works quicker (simple math) :)
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Beulah Bell
 
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Post » Fri Feb 18, 2011 9:59 pm

O.K. it is a mod conflict :banghead: . I disabled everything like you said execpt for FOIP, and Fast Travel worked again, both options with the same savegame. I'm now going to switch on my disabled mods again, one by one :shakehead: , and after i found the bastard, i will let you know which one it was.

For now, thnak you very much for your help.


FOUND IT :celebration: !! It's http://www.fallout3nexus.com/downloads/file.php?id=6044. Funny, because with earlier versions of FWE this Mod was working just fine. Anyway, I was barely using this transportation system, so I just leave it out of my load order.

Every other mod is turned one again, and Fast Travel is working just fine, both options. :woot:

Thanks again for the patience and helpful advice.
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Juanita Hernandez
 
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Post » Fri Feb 18, 2011 6:04 pm

I would like to make a suggestion mmkay.

The Gauss Rifle (circa Operation Anchorage) is, imho, too weak and useless. I use the Gauss as my "primary weapon" because I really enjoy the feeling of firing a hypervelocity projectile at things. I use it both for long-range sniping and close range shooting as a sort of "shotgun". This worked fine in Vanilla but in FWE the Gauss is woefully nerfed.

I really think the Gauss should be the most powerful non-explosive projectile weapon in the game, with its hypervelocity shell tearing off limbs and exploding heads with ease -- which it currently doesn't really do, infact if anything it is no better than most Plasma rifles (at least their crits have a high chance to insta-vaporize targets). The Gauss is probably the "rarest" gun in the game (in that it can't be repaired by anything) and its use already heavily limited by the single shot and long reload time.

Also, it'd make more sense if each shot used up 5 or 10 MFC rounds instead of just one especially if its going to be more powerful (which it should!)

Thanks.
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Eric Hayes
 
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Post » Fri Feb 18, 2011 6:49 pm

The trouble is, perks have no effect at all on NPCs. You would have to script the carryweight gain.

Also, because of a bug in Object effects, you don't want to be giving your followers armor or weapons with enchantments anyway. Or the enchantments need to have the condition GetPlayerTeammate == 0.


What bug is that? I'm relatively new here... so I'm in the dark on some of this tribal knowledge.
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GabiiE Liiziiouz
 
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Post » Fri Feb 18, 2011 11:42 pm

What bug is that? I'm relatively new here... so I'm in the dark on some of this tribal knowledge.

When an NPC re-evaluates it's inventory, the object effect is re-applied (stacked) over and over. Every time you open your followers container to share stuff, then close it, they re-evaluate their inventory.
At the console, click on your follower with the power armor and type:
GetAV carryweight - say it returns 200
Then talk to your follower, open their container, close it, exit dialog, hit the closole key, click on your follower.
GetAV carryweight - will now be 250

This happens for every stat that is applicable to an NPC. Imagine my surprise when I did a GetAV critchance on my follower and it was at 20 because of the armor they were wearing! And people complain that their followers rob them of XP. No wonder....
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Sarah Evason
 
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Post » Fri Feb 18, 2011 11:52 pm

Nevermind... moved to its http://www.gamesas.com/index.php?/topic/1118472-idea-custom-build-turrets/
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kirsty williams
 
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Joined: Sun Oct 08, 2006 5:56 am

Post » Fri Feb 18, 2011 6:47 pm

I am about 4 hours into a new game using this mod for the first time and keep finding gunpowder in some containers so I was just wondering what its best use is for it

Breaching locks
Making ammo
Or something else
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josie treuberg
 
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Post » Sat Feb 19, 2011 8:56 am

It's used when crafting ammo.
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Felix Walde
 
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Post » Sat Feb 19, 2011 8:29 am

It's used when crafting ammo.

Thank you :)
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[ becca ]
 
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Joined: Wed Jun 21, 2006 12:59 pm

Post » Sat Feb 19, 2011 1:13 am

Just some oddities I wanted to check on regarding Outcast Tech Support:

Fission Batteries appear in both list 01 and list 03.

Sensor Modules appear in no lists at all.

Plasma and Pulse Mines appear in no lists at all.

Any of those accidental?
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 3:18 am

Okay, I'm very sorry to ask because it is probably extremely obvious.

But how do you pick up the Portable Wondermeat maker.

I've searched the the FWE threads and web site, and I've tried what I think is every key on the keyboard in both standing and croutching position. Can someone please give me a hit. Thanks.
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Abel Vazquez
 
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Post » Sat Feb 19, 2011 5:52 am

Looks like it's: hold the grab key and activate the wonder meat maker.
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ShOrty
 
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Joined: Sun Jul 02, 2006 8:15 pm

Post » Sat Feb 19, 2011 8:25 am

Looks like it's: hold the grab key and activate the wonder meat maker.


Yes that worked! Thank you very much. Maybe I was the only person who didn't figure out that combination. Thanks again.
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Kyra
 
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Joined: Mon Jan 29, 2007 8:24 am

Post » Sat Feb 19, 2011 2:04 am

Just some oddities I wanted to check on regarding Outcast Tech Support:
Fission Batteries appear in both list 01 and list 03.
Sensor Modules appear in no lists at all.

Bugs
FB must be in list 03 only, SM- in list 01, instead of FB
You can correct this manually, for now
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Arrogant SId
 
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Joined: Sat May 19, 2007 11:39 am

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