[RelZ] FWE - FO3 Wanderers Edition #44

Post » Sat Feb 19, 2011 12:48 am

alright guys i'm having a problem i installed 6.0 and the waterbeggers have red exclamation marks on them, i've done the following:

installed part 1 and 2 and the patch
tried installing with FOMM
tried installing manually
made sure archive invalidation is turned on

help please

nevermind the problem seems to be with the Project Beauty FOIP patch ( MMM+ProjectBeauty+FWE)
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bonita mathews
 
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Post » Fri Feb 18, 2011 11:34 pm

I think I have found a bug.

My Thirst/Hunger meters are on negative and it keeps going up on the negative part.
Haven't eaten or taken a drink in ages and it just goes up. As soon as I try to drink/eat it says I'm full/dont want to drink.
The sleep meter is working fine thou.
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Amber Hubbard
 
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Post » Fri Feb 18, 2011 7:42 pm

Hey guys.
I'm having an issue with one of the BLTC visuals in my game.

I'm doing the "THOSE!" quest, and when I use an Ant Nectar, my screen whites-out completely. But not at first...
When I first consume an Ant Nectar, I get a (very) highly contrasted display. After a few seconds, it gets more intense, almost white-out. Then, a few seconds later, it completely whites-out.
I tried waiting for the effect to wear off, and after getting the message that it had worn off, the white-out display persisted...

I looked at my load order in FO3Edit, and found that the Ant Nectar ingestible has attached to it
bltcAntNectarEFFECT "Ant Vision" (MGEF:0B02AE93) from FWE,
which references
BLTCAntNVisuals (SCPT:0b02A7EC) also from FWE.
That script does a modification every 20 seconds to
AntNectarISFX (IMAD:00031032).

I'm completely clueless when it comes to Image Space Modifiers, so that is as far as I looked.
I see where the visual effect is intensified via the script. But it gets way too intense.
So intense that the display is totally white, and the Pip Boy display is blank and pixilated, and I have to reload a save from before ingesting the Ant Nectar.
The game is unplayable.

Also, the fact that the visual persists even after the Ant Nectar has worn off is a major problem.

I can clear the quest without using the Ant Nectar, but it does help save some stim paks.
I just thought I'd mention this. If you want any more info, I'll get what I can.
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mike
 
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Post » Sat Feb 19, 2011 5:20 am

Ssenkrad
We will check it. For now I can tell- it don't work for sure.

Adaqueril
My Thirst/Hunger meters are on negative and it keeps going up on the negative part.

Try to reset PN in control panel, will it help?
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Breanna Van Dijk
 
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Post » Sat Feb 19, 2011 2:57 am

It keeps on going . . .

FWE 6.03 Changelog

  • Fixed a script problem with Stealth Fields were turning energy consumption to zero would still use energy cells (fix from 6.02a).
  • Added Chinese Stealth Helm to the list of night vision hats (fix from 6.02a).
  • Added two extra choices for the experience settings in the FWE control panel. You can now choose even slower leveling (base XP factor of 500 and 600).
  • Adjusted the Outcast Tech Reward quest to facilitate compatibility (uses FormLists for tech items). Added tech items from the DLC's, including Hellfire Armor, Tesla Cannons, Tri-Beam Laser Rifles, Gauss Cannons (anchorage), and alien weaponry from Mothership Zeta.
  • Changed the DKS-501 Sniper Rifle scope to use a more normal scope (no more dark red tint).
  • Added power armor repair kits, fission batteries, and sensor modules to the repair lists for the T-51c Power Armors.
  • Tweaked the names of a few weapons. Colt 1911 to Colt .45 Pistol, Beretta M92FS to just Beretta M9 Pistol, Browning Hi-Power.
  • Tweaked damage and fire rates for revolvers. Causall damage increased significantly (now highest base damage revolver) but reduced fire speed . Damage for .44 cal pistols reduced slightly. Fire rate for .44 revolvers increased more. Fire rate for Desert Eagles reduced slightly. .223 Pistol fire rate reduced, and damage slightly reduced.
  • Fallen Brothers set to "Very Aggressive" AI, consistent with other raiders.
  • Tweaked sound values for a number of guns. Sten SMG, MP38 SMG, Ithaca Shotgun sound was reduced. In addition, the sounds for vanilla assault rifle, Chinese assault rifle, hunting rifle, laser rifle, sniper rifle, and Lincoln Repeater reverted to vanilla. 6.0 install files accidentally included sound replacers.
  • Alien force field DR boost in Mothership Zeta reduced to 30, 50, 70 for tier 4, 5, 6 alien spawns respectively (was 50, 80, 110!). This should prevent some of the "nearly impossible to kill" tier 6 aliens from owning you.
  • Slightly reduced the strength of dissociation visual effect (i.e. heavy double vision).
  • Changed the unique Grenade Launcher (aka Miss Launcher) to use the new 40mm grenade projectiles. Not holds six grenades per clip as well.
  • Added gun powder and empty fission batteries to vendor lists and some random loot lists.
  • Fixed another error with Ant Vision and adjusted the visual effect.
  • MMM FOIP – Removes a script on harvested misc items related to visual damage that causes the game to freeze on level up. Temporary fix until MMM can be updated. Other tweaks consistent with 6.03 changes. Wild Iguana's are now set to unaggressive.
  • Updated WMK FOIP – Updated weapon stats/records consistent with FWE 6.03 changes.

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Dona BlackHeart
 
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Post » Sat Feb 19, 2011 4:42 am

It keeps on going . . .

FWE 6.03 Changelog

  • Tweaked the names of a few weapons. Colt 1911 to Colt .45 Pistol, Beretta M92FS to just Beretta M9 Pistol, Browning Hi-Power.
  • Tweaked damage and fire rates for revolvers. Causall damage increased significantly (now highest base damage revolver) but reduced fire speed . Damage for .44 cal pistols reduced slightly. Fire rate for .44 revolvers increased more. Fire rate for Desert Eagles reduced slightly. .223 Pistol fire rate reduced, and damage slightly reduced.



Thanks, for the great fix. Also, thank you very, very much for using my suggestions ^_^

A few multitude of things I want to point to continue from last time :P

1. The Ithaca in FWE has 4 shots but in FO Tactics has 5.
2. The Causall Revolver uses a mesh with 'Colt Anaconda' engraved. Perhaps a name change for weapon or mesh is in order.
3. Considering the naming convention used in FWE, ie guns using proper model number (DKS-501, M9, PPK12, MP38, YK42B etc), would you consider changing the names of weapons to their full versions? Because it is odd that
that you use the full designation for the original Laser/Plasma Rifle/Pistol(s) but don't rename the FO3 ones.
If you care, the changes would be(taken from The Vault, and personal knowledge):
10mm Pistol - N99 10mm Pistol
*10mm Submachine Gun -> HK MP9 10mm SMG(renamed to "HK MP10 10mm SMG" in FO Bible for discrepancy with the real MP9)
Chinese Pistol - Shansei C96 Chinese Pistol
Sig Sauer - P220 Sig Sauer
*Hunting Rifle - Colt Rangemaster Hunting Rifle (visually in-game they look different and could suspect a discretion)
Sniper Rifle - .308 DKS-501 Sniper Rifle (Yes, both rifles share the same name and model number with the only difference being the listed caliber)
Assault Rifle - R91 Assault Rifle (not to be confused with FO[2]'s AK112 Assault Rifle chambering 5mm, which I noticed isn't in FWE :( )
Desert Eagle - Desert Eagle Mark XIX (or "Desert Eagle Mk XIX")
9mm Pistol - Mauser C96 Pistol
*Gatling Laser - L30 Gatling Laser
*Minigun - CZ53 Personal Minigun
Bren Automatic Rifle(Confusing with the Browning) - Bren Light Machine Gun or Bren LMG
Browning Automatic Rifle - M1918 Browning Automatic Rifle or M1918 Browning or M1918 BAR(the FOT naming is so wrong >_>)
*Combat Shotgun - Winchester City-Killer Combat Shotgun (because of the vast change between FO2 and FO3 the CS in each game may actually be different models(in universe))
Beretta 470 - Beretta 470 Silverhawk
Laser Rifle - AER9 Laser Rifle
Laser Pistol - AEP7 Laser Pistol
*Power Fist - "Big Frigger" Power Fist (the huge change from FO[2] to FO3 suggests that this may not be the same weapon in-universe)
Edit: Just found out that the correct name for the Power Fist in FO3 is "Pneumatic Power Fist", in-universe it is based on the Big Frigger Power Fist instead of retconning it.

Those marked with "*", are unconfirmed model names but based upon the named counterparts in FO[2], but with exception of the hunting rifle, combat shotgun, and Power Fist as far as cannon goes they seem to be correct.
And I'm sure I'm missing plenty, >_> Plasma Rifles are documented perfectly at "The Vault". I guess I need to go update my "Custom.esp" with all the information I just got as to not let it go to waste.

4. The SMGs are all so similar T_T when I have the time I will look up the actual differences in the guns to provide betterfeedback
5. Good Job with FWE, you guy's make FO3 playable :P

Edit: Wow, it took me over an hour to write this response and I am still FIRST to post after the update :P
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Ridhwan Hemsome
 
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Post » Sat Feb 19, 2011 1:44 am

It keeps on going . . .


[*]Added two extra choices for the experience settings in the FWE control panel. You can now choose even slower leveling (base XP factor of 500 and 600).



Not sure if I understand it correctly, but isn't this supposed to increase the xp needed for leveling? When I try to change it on a level 4 character going from Default setting of 400 to 600 doesn't change my xp needed, as it is still 3200. Do I need to start over to change settings? Also I get the same xp from a mob, so it also doesn't seem to decrease the xp gained. Any advice to how I can change it to the new settings without having to start over? :)
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Epul Kedah
 
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Post » Sat Feb 19, 2011 10:12 am

Tried starting over and tested against some molerats changing the settings. There doesn't seem to be any difference between 400, 500 or 600. Unless I'm doing something completely wrong.
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Emily Martell
 
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Post » Sat Feb 19, 2011 4:34 am

Ssenkrad
We will check it. For now I can tell- it don't work for sure.

Adaqueril

Try to reset PN in control panel, will it help?


Yes that was the only way to make it go back to normal.

EDIT:
Where's a good place to sleep in if you cant get the Megaton house yet?
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Jimmie Allen
 
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Post » Sat Feb 19, 2011 12:59 am

Tried starting over and tested against some molerats changing the settings. There doesn't seem to be any difference between 400, 500 or 600. Unless I'm doing something completely wrong.


This is because I am a nOOb. Please redownload the patch (6.03a posted). I forgot to do something that actually implements the menu options. doh!
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Gwen
 
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Post » Sat Feb 19, 2011 7:16 am

This is because I am a nOOb. Please redownload the patch (6.03a posted). I forgot to do something that actually implements the menu options. doh!


Thanks for the quick update. Works like a charm now :)
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Genevieve
 
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Post » Sat Feb 19, 2011 6:13 am

Where's a good place to sleep in if you cant get the Megaton house yet?
Only reasonably close place I can think of that you don't necessarily have to fight for is under the bridge near Super Duper Mart. However, that's not a very safe location.

Super Duper Mart is good if you can clear it out.

Big Town has an available bed, I think.

Vault 106 after you empty it.

Personally, I prioritized buying the portable bed and camped out next to the water plant for quite a long time.
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Yung Prince
 
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Post » Sat Feb 19, 2011 5:40 am

Just picked up the new hotfix and two FOIP patches to match. Haven't tested it in game yet, but at least I think I've finally figured out why I had two CRAFT options on the work benches, so hopefully that's fixed.

It's too bad you didn't get the chance to fix the 14mm Pistol variants and Laser weapons with Laser Sights variants in the FOIP FWE WMK patch yet.
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le GraiN
 
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Post » Sat Feb 19, 2011 5:05 am

This is because I am a nOOb. Please redownload the patch (6.03a posted). I forgot to do something that actually implements the menu options. doh!


Should we re-download the patch/FOIP mods?

Only reasonably close place I can think of that you don't necessarily have to fight for is under the bridge near Super Duper Mart. However, that's not a very safe location.

Super Duper Mart is good if you can clear it out.

Big Town has an available bed, I think.

Vault 106 after you empty it.

Personally, I prioritized buying the portable bed and camped out next to the water plant for quite a long time.


To clarify just so I dont confuse people.
I meant a place where I can sleep so the cells reset and such for the patch hotfix to be properly functional.
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Laura
 
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Post » Fri Feb 18, 2011 7:36 pm

Well, since you don't need to actually sleep (turn of PN while waiting or sleeping) I'd suggest the tunnel of Vault 101.
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Fluffer
 
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Post » Sat Feb 19, 2011 10:03 am

Well, since you don't need to actually sleep (turn of PN while waiting or sleeping) I'd suggest the tunnel of Vault 101.


I cant wait there. :( Tried it.
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Lily
 
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Post » Sat Feb 19, 2011 6:15 am

I never noticed that. I guess "coc megatonplayerhouse" might be the best option. Just don't mess with anything while you're in there.
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Ally Chimienti
 
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Post » Sat Feb 19, 2011 12:19 am

Should we re-download the patch/FOIP mods?


To clarify just so I dont confuse people.
I meant a place where I can sleep so the cells reset and such for the patch hotfix to be properly functional.


Really, it doesn't matter too much . . . just keep in mind the cell you are in won't reset right away. My personal suggestion if you don't have a house is go into a random shack somewhere in wasteland. Basically, any place that's small and has not many NPC spawns.

The other thing is that you can use the FWE control panel to set the respawn timer to 1 hour (under the immsersion settings). Then just wait 2-3 hours to be sure, and you can set the respawn timer back to whatever you want. This is a lot better than having to turn off PN and wait days to force a cell reset.

At somepoint I want to write a little quest you can execute in the console to just perform a cell reset. Would be fairly easy to do I think.
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Benji
 
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Post » Sat Feb 19, 2011 12:05 am

Really, it doesn't matter too much . . . just keep in mind the cell you are in won't reset right away. My personal suggestion if you don't have a house is go into a random shack somewhere in wasteland. Basically, any place that's small and has not many NPC spawns.

The other thing is that you can use the FWE control panel to set the respawn timer to 1 hour (under the immsersion settings). Then just wait 2-3 hours to be sure, and you can set the respawn timer back to whatever you want. This is a lot better than having to turn off PN and wait days to force a cell reset.

At somepoint I want to write a little quest you can execute in the console to just perform a cell reset. Would be fairly easy to do I think.


Epic. Thanks a lot for your help.
Just noticed that I have completely missed WMK all this time, and it seems hilariously awesome since I love my Sniper and 10MM Gun.

Thanks a lot for your help.
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LuCY sCoTT
 
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Post » Sat Feb 19, 2011 5:02 am

The other thing is that you can use the FWE control panel to set the respawn timer to 1 hour (under the immsersion settings). Then just wait 2-3 hours to be sure, and you can set the respawn timer back to whatever you want. This is a lot better than having to turn off PN and wait days to force a cell reset.
Does that work in Fallout 3? In Oblivion you couldn't do that because the game only checked the reset timer when you entered a cell, so you always had to wait longer than your normal reset time or it wouldn't work.
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Marta Wolko
 
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Post » Sat Feb 19, 2011 6:18 am

Epic. Thanks a lot for your help.
Just noticed that I have completely missed WMK all this time, and it seems hilariously awesome since I love my Sniper and 10MM Gun.

Thanks a lot for your help.


Hi, I wouldn't recommend WMK unless You have many things to make the game much harder as it's very unbalancing. It's fun in the beginning when You're not so packed up with weapons but later on, You'll find Yourself taking out enemies with a silenced sniper rifle with one shot, especially with energy weapons. The funny thing is that nearby enemies never notice their ranks getting shrinker.
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Marion Geneste
 
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Post » Sat Feb 19, 2011 3:22 am

Hi, I wouldn't recommend WMK unless You have many things to make the game much harder as it's very unbalancing. It's fun in the beginning when You're not so packed up with weapons but later on, You'll find Yourself taking out enemies with a silenced sniper rifle with one shot, especially with energy weapons. The funny thing is that nearby enemies never notice their ranks getting shrinker.
Damage is handled by FWE, not WMK and the silencer actually makes the sniper rifle (and everything else) less powerful.

And Responsive Kill Reactions is now merged into FWE so enemies will react when you kill one of them from hiding. In the outdoors you can still carefully snipe people from a distance and go relatively unnoticed, but indoors you are likely to be swarmed with enemies.
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James Rhead
 
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Post » Sat Feb 19, 2011 4:03 am

Eh. WMK doesn't really break the game's balance more than it's already broken. I'd really love to see FWE take a "sanity pass" at the weapon balance. For random example, rifles should do between 25% and 50% more damage than pistols that use the same cartridge. Going from the 10mm pistol (20 damage) to the lever action rifle (40 damage) is just bizarre, as is the .223 pistol which somehow delivers twice as much damage from a pistol length barrel as the assault rifle gets from its full length barrel. And many of the heavy weapons have freakishly high damage values compared to small guns using the same ammo.

Basically I'd like to see the damage level standardized to the type of ammo and the barrel length, and then "good" or "bad" weapons differentiated by their accuracy, rate of fire, and durability.
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DarkGypsy
 
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Post » Sat Feb 19, 2011 7:50 am

Not sure if it is intended but the caravan trader Lucky Harith has a Repair Skill of 100 :P
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Trey Johnson
 
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Post » Sat Feb 19, 2011 5:50 am

Eh. WMK doesn't really break the game's balance more than it's already broken. I'd really love to see FWE take a "sanity pass" at the weapon balance. For random example, rifles should do between 25% and 50% more damage than pistols that use the same cartridge. Going from the 10mm pistol (20 damage) to the lever action rifle (40 damage) is just bizarre, as is the .223 pistol which somehow delivers twice as much damage from a pistol length barrel as the assault rifle gets from its full length barrel. And many of the heavy weapons have freakishly high damage values compared to small guns using the same ammo.

Basically I'd like to see the damage level standardized to the type of ammo and the barrel length, and then "good" or "bad" weapons differentiated by their accuracy, rate of fire, and durability.


I understand what you're saying. In fact, when I first started working on the weapon balance for FWE, I looked at the kenetic energy values in joules for all the various projectile types. I used the 10mm round as a 'baseline' and set the damage to 20, then scaled all the other weapons proportionately up and down based on the differences in kenetic energy.

Sure, it's a reasonably realistic approach . . . but the balance was not very good when applied. You ended up having a lot of weapons that were totally eclipsed or useless by comparrison to others, and you can only push the non-damage attributes so far to compensate for damage output.

For example, you also end up with things like assault rifles doing WAAAYY to much damage (i.e. originally i think the 5.56mm assault rifles were doing around 35 base damage a shot). If you lowered their damage, then suddently the smaller calibr weapons were way too ineffective. In another example, the FN FAL (7.62mm) should do the same damage roughly as the sniper rifles, since .308 calibr ammo is basically 7.62mm. But you can't have FN FAL's and M60's doign 75 damage a shot. Likewise, a sniper rifle doing 30 damage a shot isn't all that exciting. Why would you ever use the slow single shot / small clip sniper rifle over an assault rifle if that was the case? Again, I know there are other stats that come into consideration, but I mean, how inaccurate would you have to make the FN FAL to differentiate from a sniper rifle? Enough so it's useless at long-medium range? Okay, it would still own anything at point blank range, etc....

This isn't to say weapon balance is set in stone (and I do enjoy discussing it and am open to ideas). But unfortunetly this is one of those cases where realism needs to give way to having a more interesting gameplay experience.
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Mr.Broom30
 
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