[RelZ] FWE - FO3 Wanderers Edition #44

Post » Fri Feb 18, 2011 9:34 pm

Not sure if it is intended but the caravan trader Lucky Harith has a Repair Skill of 100 :P


I don't know if it's intended or not either, but I have noticed all the caravan traders (Lucky, Crow, and the junk one but I can't remember his name atm) I have met in my game have a 100 repair skill :shrug:
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Marion Geneste
 
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Post » Sat Feb 19, 2011 7:30 am

I don't know if it's intended or not either, but I have noticed all the caravan traders (Lucky, Crow, and the junk one but I can't remember his name atm) I have met in my game have a 100 repair skill :shrug:


Well it makes increasing the Repair skill rather obselete. At least how I see it.
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Dorian Cozens
 
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Post » Sat Feb 19, 2011 1:46 am

Well it makes increasing the Repair skill rather obselete. At least how I see it.


Well, I dunno about that. I increase mine so I don't have to give my caps to get things repaired and do it myself. Plus, I can't get my Wasteland Explorer repaired by anyone else. That's strictly a player repaired item (and the Wasteland Explorer ROCKS! :rock: )
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 4:51 am

Well it makes increasing the Repair skill rather obselete. At least how I see it.


Well, it was increased intentionally. It's funny, we've people say that repair skill is TOO important to max out before, and clamor for higher skilled vendors. And we've also had people request the opposite . . . so I guess we're about right :) Anyway, I wouldn't say repair skill is obselete. There are plenty of reasons for high repair: you don't need to spend caps on repair, you can make more repair kits, it's needed for ammo crafting, its needed for various other crafting activites, it's helpful when not near towns/caravans, etc...
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Batricia Alele
 
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Post » Fri Feb 18, 2011 11:35 pm

Well it makes increasing the Repair skill rather obselete. At least how I see it.

Not really. You still get to repair your inventory free of charge, without the hassle of finding Lucky, and the value of your carried weight is higher as you use loot you cannot carry to repair the loot you can carry.
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naomi
 
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Post » Sat Feb 19, 2011 10:25 am

crazy wolfgang also has a repair of 100 meh i'm not complaining, by the way love the new weapons and sounds for weapons and explosions :foodndrink:
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Juliet
 
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Post » Sat Feb 19, 2011 3:31 am

Well, it was increased intentionally. It's funny, we've people say that repair skill is TOO important to max out before, and clamor for higher skilled vendors. And we've also had people request the opposite . . . so I guess we're about right :) Anyway, I wouldn't say repair skill is obselete. There are plenty of reasons for high repair: you don't need to spend caps on repair, you can make more repair kits, it's needed for ammo crafting, its needed for various other crafting activites, it's helpful when not near towns/caravans, etc...


I also have to say that it makes perfect sense that the caravan traders would be the best Repairers out there. Who would be better at it than someone who makes their living on scavenging items, repairing them, and then selling them for profit?
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maddison
 
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Post » Sat Feb 19, 2011 3:21 am

Too bad Fallout 3 doesn't differentiate repair like Oblivion. Be nice to have each merchant specialize in repairing his particular item type.
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lillian luna
 
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Post » Sat Feb 19, 2011 9:24 am

I guess this is an issue with MMM but since my load order should be correct. I'll post it here as well.

I'm at the RobCo facility and I have noticed a rather annoying problem.

There's a whole bunch of robots in the basemant where I'm now, and 2-4 of them are invisible and cant do anything UNTIL the other 4-6 is killed then they walk a bit and POP up out of nowhere.

EDIT: ... ok. They're gonne now and everyone of them spawned as they should I guess instead.
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Chantel Hopkin
 
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Post » Fri Feb 18, 2011 8:09 pm

I also have to say that it makes perfect sense that the caravan traders would be the best Repairers out there. Who would be better at it than someone who makes their living on scavenging items, repairing them, and then selling them for profit?

While they may have better technique, they haven't got a fully equipped workshop ...
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steve brewin
 
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Post » Fri Feb 18, 2011 8:25 pm

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.


My understanding is that FWE's weapons are intended to balance against one another and are not intended to be a reflection of reality. The Fallout 3 engine isn't set up to to convey the limited advantages handguns have over larger weapons, so assigning stats as you suggest would mean handguns would be obsolete once the player got a hold of something larger. It's probably best to just look at the graphical representation of a given weapon as just a stylistic choice.

Not sure if it is intended but the caravan trader Lucky Harith has a Repair Skill of 100 :P


So does Crow. I'm not sure about Crazy Wolfgang, but Doc Hoff definitely does not have 100 Repair. This was true of FWE v5, too. Given how FWE generally stresses gritty and somewhat brutal gameplay, this should probably be changed. As it is, the easy access to vendors with 100 Repair skill and the extremely slow deterioration of gear kind of trivializes all the work that has gone into FWE's repair systems. In-game, I just resist making use of those vendors for repairs. Maybe up their Repair skill, even to 100, as part of a later-game quest reward.

If vendor repairs is here to stay, it'd be nice to find more vendors with middle-of-the-road Repair skill instead of most vendors having lower Repair than a starting PC (why even offer it then?) and a select few having maxed out skill. I'd also like to see something a little different done with vendor repairs, like perhaps requiring completion of quests to unlock the repair option at all, or start with it unlocked, but raise the vendors skill to a useful level as the quest reward. Maybe you'd have to give the merchant a CRAFTable tool kit first, or defend Crazy Wolfgang's caravan so he can make a shipment of parts to the vendor. I just think it should take some work on the player's part to end run around the otherwise harsh repair system (but make it all optional/configurable, of course.)
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SHAWNNA-KAY
 
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Post » Sat Feb 19, 2011 1:19 am

I don't I am in the right area or no it was here when I complained about every time I level up the game freeze's, when I download that fix it works fine. Now I notice this in Fomm with the MMM-FWE fix 'WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!' Should I worry about that?
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Lily
 
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Post » Sat Feb 19, 2011 10:22 am

I just wanted to ask:
I downloaded an older version of FWE on accident, so now I am downloading the new 2 part version. Are there any special steps I should take to make sure the new mod installs correct over the old one? What about all of my configurations? Will they be saved or will I have to reconfigure everything (by configurations, I mean all the options like armor wear, vats speeds, eating requirements, etc)?
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Rhysa Hughes
 
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Post » Fri Feb 18, 2011 10:02 pm

Well it makes increasing the Repair skill rather obselete. At least how I see it.


Not really. With a high repair, you can repair and carry a lot more valuable loot. When you combine two items, you'll get a higher value with higher repair.
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Marguerite Dabrin
 
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Post » Fri Feb 18, 2011 9:07 pm

I just wanted to ask:
I downloaded an older version of FWE on accident, so now I am downloading the new 2 part version. Are there any special steps I should take to make sure the new mod installs correct over the old one?

Standard "wait in the house", nothing more.
What about all of my configurations? Will they be saved or will I have to reconfigure everything (by configurations, I mean all the options like armor wear, vats speeds, eating requirements, etc)?

They can be partially reseted to defaults due to changes in menu structure, you better check it again

Gerza71
Now I notice this in Fomm with the MMM-FWE fix 'WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!' Should I worry about that?

This is normal, nothing to worry about
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Lucky Girl
 
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Post » Fri Feb 18, 2011 10:47 pm

Not really. With a high repair, you can repair and carry a lot more valuable loot. When you combine two items, you'll get a higher value with higher repair.


I beg to differ from what I've seen so far. I play my game with Harsher Settings and as such has a pay a load of caps to buy anything and don't get much back when I sell things. I had a caravan merchant repair my Ithaca Pump Shotgun (spelling) to 100% from 50% for 28 caps. If I had to do that myself I would need to be much higher level and possess the items to repair it as well. And that is worth 28 caps? I find it odd that many things have been made harder in FWE, but keeping your items in mint condition is now considerable easier. How about an option at least to make it so NPC's either require lots of caps to repair your items or their max ability it 65 or so? The same could be said concerning Medicine. Why doesn't a doctor at least request to be paid for the stimpack or Radaway he used plus a small bonus? If I had to heal myself of my cripped limb even with a high Medicine skill it would cost me considerable more than he could do it. In my opinion a character with a high skill should be better than most NPC's. Otherwise the only skills to up are those that no NPC can do for you. Merely my two cents. A great mod nontheless ;)
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Add Meeh
 
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Post » Sat Feb 19, 2011 2:29 am

I beg to differ from what I've seen so far.


You can beg all you want to but it doesn't change the facts. If you find 10 rifles but can't only carry 5, then using repair to combine them allows you to carry and resell 5 higher valued rifles. If you don't have a high enough repair to do so, then you can only carry the 5 original rifles which are worth less than if they were repaired.
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Juliet
 
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Post » Fri Feb 18, 2011 11:23 pm

I beg to differ from what I've seen so far. I play my game with Harsher Settings and as such has a pay a load of caps to buy anything and don't get much back when I sell things. I had a caravan merchant repair my Ithaca Pump Shotgun (spelling) to 100% from 50% for 28 caps. If I had to do that myself I would need to be much higher level and possess the items to repair it as well. And that is worth 28 caps? I find it odd that many things have been made harder in FWE, but keeping your items in mint condition is now considerable easier. How about an option at least to make it so NPC's either require lots of caps to repair your items or their max ability it 65 or so? The same could be said concerning Medicine. Why doesn't a doctor at least request to be paid for the stimpack or Radaway he used plus a small bonus? If I had to heal myself of my cripped limb even with a high Medicine skill it would cost me considerable more than he could do it. In my opinion a character with a high skill should be better than most NPC's. Otherwise the only skills to up are those that no NPC can do for you. Merely my two cents. A great mod nontheless ;)


Good points.

You can beg all you want to but it doesn't change the facts. If you find 10 rifles but can't only carry 5, then using repair to combine them allows you to carry and resell 5 higher valued rifles. If you don't have a high enough repair to do so, then you can only carry the 5 original rifles which are worth less than if they were repaired.


Also a good point. Considerations, considerations...
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Andrew
 
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Post » Sat Feb 19, 2011 5:38 am

I beg to differ from what I've seen so far. I play my game with Harsher Settings and as such has a pay a load of caps to buy anything and don't get much back when I sell things. I had a caravan merchant repair my Ithaca Pump


You must have a much higher barter skill than i do, i usually end up with a very low charisma and as a result i have very bad barter skills, the water purifier alone cost me over 500 caps. Anything for the house is usually over 3000 caps.
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leigh stewart
 
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Post » Fri Feb 18, 2011 7:42 pm

I beg to differ from what I've seen so far. I play my game with Harsher Settings and as such has a pay a load of caps to buy anything and don't get much back when I sell things. I had a caravan merchant repair my Ithaca Pump Shotgun (spelling) to 100% from 50% for 28 caps. If I had to do that myself I would need to be much higher level and possess the items to repair it as well. And that is worth 28 caps?

One could argue that the repair merchants may have both a workshop with a larger assortment of spare parts, making it cheaper for them to perform the actual repairs. As an example: With a decent repair and a workbench, you can make two repair parts from two scrap metal (total value: 10 caps + work). Yes, it may be a bit on the cheap side to set work at 28 caps, but it is enough to buy a meal at a vendor. But this is again a matter of balance. Tagging repair allows you to carry a lot more value into town, effectively increasing your income like, say, tagging the Barter skill. Furthermore, tagging Repair keeps your equipment in better condition, meaning that you use fewer bullets to kill enemies, and need to use fewer stimpaks as your armor absorbs more damage. If repairing yourself is cheaper and of higher quality than the repair vendors, tagging repair will also save you money, again reducing the value of Barter early on. This is a major consideration, because once you get a bit into the game (around level 7-10), you will be swimming in caps, and Barter stops to be that useful. And we haven't even touched the advantages of crafting.

I should point out that I don't disagree with your points: At 100 repair at a workbench, you should be able to repair your stuff cheaper than the best vendors, but it needs to be balanced with Barter. Would it be possible to reduce the effect of condition on the value of weapons and armor?

The same could be said concerning Medicine. Why doesn't a doctor at least request to be paid for the stimpack or Radaway he used plus a small bonus? If I had to heal myself of my cripped limb even with a high Medicine skill it would cost me considerable more than he could do it.

I agree on that one. Medicine is a bit to weak in the game, so increasing the price of going to the doctor would be a good idea. Could the price be made dependent on how hurt/irradiated/addicted the player is?
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Stryke Force
 
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Post » Sat Feb 19, 2011 2:25 am

It seems to be one of those things where people does not agree on. Now I don't not know how much hassle it is but one solution could be to up the cost and match your merchant settings. As I mentioned I play at harsher settings with a CHA of 6 and barter of 25 and repairing or getting healed isn't expensive compared to other things I need to pay for. So couldn't the price follow the same pattern?
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gemma king
 
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Post » Sat Feb 19, 2011 12:14 am

Would it be possible to reduce the effect of condition on the value of weapons and armor?

I took a look in GECK, and it seems that there are the following Game Settings:

fItemConditionValueBase (default 0.0)
fItemConditionValueExp (default 1.5)
fItemConditionValueMult (default 0.0316)

Could they have an influence on how the value of an item is computed, based on its condition? The names suggest that the formula is something like

% of base price (condition) = fItemConditionValueBase + fItemConditionValueMult * condition fItemConditionValueExp,

but that would mean a x 31.6 value multiplier at 100 condition, which cannot be right. Strangely, I cannot find fItemConditionValueExp in FO3Edit, which suggests that it may not be in use. Also, when Fallout3.esm is not loaded in GECK, fItemConditionValueBase is set to 0.25, and fItemConditionValueMult is 0.03162. Looks like I'm going to have to take a closer look ingame.
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Casey
 
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Post » Sat Feb 19, 2011 5:18 am

I took a look in GECK, and it seems that there are the following Game Settings:

fItemConditionValueBase (default 0.0)
fItemConditionValueExp (default 1.5)
fItemConditionValueMult (default 0.0316)

Could they have an influence on how the value of an item is computed, based on its condition? The names suggest that the formula is something like

% of base price (condition) = fItemConditionValueBase + fItemConditionValueMult * condition fItemConditionValueExp,

but that would mean a x 31.6 value multiplier at 100 condition, which cannot be right. Strangely, I cannot find fItemConditionValueExp in FO3Edit, which suggests that it may not be in use. Also, when Fallout3.esm is not loaded in GECK, fItemConditionValueBase is set to 0.25, and fItemConditionValueMult is 0.03162. Looks like I'm going to have to take a closer look ingame.


FO3Edit is strange when it comes to gamesettings. There are a number of gamesettings that are in use by the engine for for some reason don't have a proper FormID assigned as far as FO3Edit can detect. They show up in the gamesetting list in the GECK though. If you look at the FWE master, there are much of gamesettings that are contained within the FWE master itself (has the FWE mod index), even though the gamesettings 'exist' within the fallout3.esm. Or some of them might be hardcoded. Eitherway, the editorID appears to the the critical element for these gamesettings, and so long as that is referenced properly, changing the settings works fine.
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Sheeva
 
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Post » Sat Feb 19, 2011 8:47 am

Thanks for the info. I took a closer look, and it seems that the equation for the condition multiplier is something like this:

% of base price (condition) = fItemConditionValueBase + fItemConditionValueMult * x * condition fItemConditionValueExp

where x is dependent on fItemConditionValueBase, fItemConditionValueMult and fItemConditionValueExp. With default values of fItemConditionValueMult and fItemConditionValueExp the engine computes x to make sure that the percentage of base price lies between fItemConditionValueBase and 1. If fItemConditionValueMult is doubled, the price multiplier will lie between fItemConditionValueBase and 2 * (1 - fItemConditionValueBase). So at fItemConditionValueBase = 0.25, the price multiplier will be between 0.25 and 1 for fItemConditionValueMult = 0.0316; and between 0.25 and 1.75 for fItemConditionValueMult = 0.0632. For fItemConditionValueBase = 0, the relation between x and fItemConditionValueExp seems to be:

x = 10fItemConditionValueExp

Hmm ... maybe I should just stop cluttering the FWE thread, write a note on the wiki, and make a simple, balanced mod :)

Edit: http://geck.gamesas.com/index.php/Item_Condition_And_Value added.
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Shaylee Shaw
 
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Post » Sat Feb 19, 2011 10:09 am

Any idea when the WMK FOIP patch will be updated so that the weapons added by FWE 6.x can be modified using the kits? I know that that level of compatibility takes some work, but I was curious nonetheless.
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Jamie Moysey
 
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