[RelZ] FWE - FO3 Wanderers Edition #44

Post » Sat Feb 19, 2011 12:33 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.


Well . . . Antistar has made all the models and passed them along to me to start developing the new FOIP patch. Unfortunetly, after finishing 6.0 and the flurry of follow-up patches I'm totally burned out and need a break. I'll proably start in on the WMK patch in a week or so, and it will probably take another week or so to finish it. Am I being vauge enough? Anyway, it'll be a little ways out.
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Julie Serebrekoff
 
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Post » Fri Feb 18, 2011 8:07 pm

Interesting mod you made, Zumbs. But it isn't in the direction that I would like to see. Granted you cannot make a lot of caps unless you're capable of repairing yourself, but my main concern is as described earlier that you will always be able to have your gear at 100% no matter how bad you are at repairing. And that removes any need for scavenging for items to keep your equipment in good condition, and gives your character a considerable boost in strength. In my opinion it would be grand if we had two settings in FWE. One where the merchants had their vanilla repair skill and one where it could be increased to what it is in FWE now. Or increase the cost based on the merchant settings. I of course have no idea how much work have to go into getting that to work, but I'm pretty sure I'm not the only one that would appreciate such a thing. But I can only speak for myself :)
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Ana
 
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Post » Sat Feb 19, 2011 4:41 am

One question:
Can we use latest EVE with FWE 6.03? 'Cos available FOIP is supposedly only for EVE and FWE 6-01. :confused:
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 9:02 am

One question:
Can we use latest EVE with FWE 6.03? 'Cos available FOIP is supposedly only for EVE and FWE 6-01. :confused:

Yes, you can
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Taylah Illies
 
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Post » Sat Feb 19, 2011 12:21 am

Yes, you can


He he funny - close to Obama slogan ;)

Thanx. Upgrading FWE from 5.x to 6.3. Also downloaded all other companion mods and other major mods. Not sure if I'll manage to make it work without an error due to a huge clusterfuc* of mods preinstalled in Fomod mainly... Is deactivating these old versions of mods via fomod enough or do I have to delete entries via fomod to really make these old mod versions not to mess with new versions?

In case I don't manage it to work properly and decide I install FO3 anew with all the mods will my savegame work? I already went in my house, saved and backed my safe file. But will it work on a completely new install?
In case I manage to update all mods without any issues how long do I have to wait in my house in order to make everythig reset itself (I have MMM mod)?
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lilmissparty
 
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Post » Fri Feb 18, 2011 6:45 pm

He he funny - close to Obama slogan ;)

Thanx. Upgrading FWE from 5.x to 6.3. Also downloaded all other companion mods and other major mods. Not sure if I'll manage to make it work without an error due to a huge clusterfuc* of mods preinstalled in Fomod mainly... Is deactivating these old versions of mods via fomod enough or do I have to delete entries via fomod to really make these old mod versions not to mess with new versions?

Deactivating will be enough. latest FOMM versions not only delete files, but restore old versions of this files also, in case if they was overwrited by deactivated mod before.

In case I don't manage it to work properly and decide I install FO3 anew with all the mods will my savegame work? I already went in my house, saved and backed my safe file. But will it work on a completely new install?

Yes, as long as you will have all mods required installed. You can use Save Game List tool in FOMM to check if you have all required mods to load your saves.

In case I manage to update all mods without any issues how long do I have to wait in my house in order to make everythig reset itself (I have MMM mod)?

With FWE installed, you must wait 8 days
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Solène We
 
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Post » Sat Feb 19, 2011 12:03 am

Humh, I alreadydid something wrong - when I made a safe in my home I haven't waited for 4 days there:

It's highly recommended to clean your savegame while upgrading MMM:

* Go inside somewhere with NO creatures or NPCs (Megaton/Tenpenny home works well)
* Wait 4 days to let cells respawn
* Save and quit
* Disable ALL MMM components (MMM .esm, MMM .esp, and all MMM plugins)
* Load your game, save your game, quit
* Upgrade to MMM RC 6
* Re-enable MMM .esm, MMM .esp, and your chosen optional MMM plugins

Note: You will lose any MMM specific items in this procedure, for eg Wanamingo Meat, so sell these items first.

This process isn't necessary, but would ensure the best possible start for RC6 which has considerable changes.


What kind of problems can I expect when I load up my safe game?

Edit: Thanx for previous answers!
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Syaza Ramali
 
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Post » Fri Feb 18, 2011 11:04 pm

Humh, I alreadydid something wrong - when I made a safe in my home I haven't waited for 4 days there:
What kind of problems can I expect when I load up my safe game?

You can have all sorts of problems, or nothing at all. First is more probable. I recommend you to repeat upgrade procedure and make it correctly
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Monique Cameron
 
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Post » Fri Feb 18, 2011 11:37 pm

You can have all sorts of problems, or nothing at all. First is more probable. I recommend you to repeat upgrade procedure and make it correctly


Damn. I can't revert to 5.x now and do what needs to be done since I already installed all those mods compatible with 6.03. :cryvaultboy:

Ehm, btw, what does MasterUpdate do, I haven't used it before when adding mods and just saw it in your FAQ? Do I really need to do this every time I add each mod or can I do this after I finish adding a bunch of mods prior to start playing the game?
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Kayleigh Mcneil
 
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Post » Sat Feb 19, 2011 1:11 am

Damn. I can't revert to 5.x now and do what needs to be done since I already installed all those mods compatible with 6.03. :cryvaultboy:

You don't need to reinstall old MMM. Just unload new MMM, wait 8 days, save, load it again, wait 8 days again. That's all
Ehm, btw, what does MasterUpdate do, I haven't used it before when adding mods and just saw it in your FAQ? Do I really need to do this every time I add each mod or can I do this after I finish adding a bunch of mods prior to start playing the game?

Masterupdate convert all your plugins into masters, it set ESM flag enabled in each plugin.
In short- masterupdate is very helpful if your game crashed during the saves. Some texture problems for NPC will be avoided too.
You can masterupdate your whole load order at one step
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leni
 
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Post » Fri Feb 18, 2011 6:54 pm

All good news, nice!

One maybe a little offtopic question - I was considering getting stalker game and was wondering how different FO3 and stalker are (besides obvious storyline)? What are the main differences? Enjoying your mod very much will I see stalker as very meager since your mod adds thousands of cool stuff while stalker's mods don't seem to get even close (based on what I read about them). Can you please shad some insight?
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Gavin boyce
 
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Post » Fri Feb 18, 2011 8:55 pm

All good news, nice!

One maybe a little offtopic question - I was considering getting stalker game and was wondering how different FO3 and stalker are (besides obvious storyline)? What are the main differences? Enjoying your mod very much will I see stalker as very meager since your mod adds thousands of cool stuff while stalker's mods don't seem to get even close (based on what I read about them). Can you please shad some insight?

Err... main difference- this is two different games :)
With different gameplay, from different genres and with different bugs.
Stalker- FPS, fallout- RPG.
Yes, fallout 3 with FWE more close to FPS now, but not much.
About gameplay. Sure thing, Fallout with FWE is more complex and interesting than Stalker vanilla, but as I know- there is enough mods for Stalker already, including big ones
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sharon
 
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Post » Fri Feb 18, 2011 10:23 pm

Ah I see - well I got the impression that those big mods for stalker don't add even one third of what FWE adds based on mod descriptions...
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Niisha
 
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Post » Fri Feb 18, 2011 10:46 pm

I'm having a problem with the stealth field. I can't seem to turn it off. I've tried going into FWE and setting a hotkey, but then using the hotkey won't turn it off, and I've tried setting it to use the crouch key but no matter what I do, I can't turn it off. I must be missing something obvious.
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Pawel Platek
 
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Post » Sat Feb 19, 2011 5:53 am

I'm having a problem with the stealth field. I can't seem to turn it off. I've tried going into FWE and setting a hotkey, but then using the hotkey won't turn it off, and I've tried setting it to use the crouch key but no matter what I do, I can't turn it off. I must be missing something obvious.

Stealth boy or Chinese armor?
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Charlotte Henderson
 
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Post » Sat Feb 19, 2011 2:34 am

I just read the 6.03a Hotfix change log. Were the previously changed sounds for some of vanilla weapons intended and something we might see in FWE in the future, or were they accidentally included from another mod or something like that? If the replacement was intentional, I'd say the sounds on the assault rifles need to come down in volume. They were extremely loud, though that could just be my sound setup. I quite liked the replacement sounds on the hunting rifle, though.
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Channing
 
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Post » Fri Feb 18, 2011 8:37 pm

Stealth boy or Chinese armor?


Sorry to take so long to respond, had to start up a game to find out. It's the steath armor, I obviously don't know how to turn it's stealth field on and off.
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Jack Bryan
 
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Post » Sat Feb 19, 2011 4:10 am

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

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

The current xCALIBR ammo pack does not yet cover rounds added by CALIBR v1.4, but is perfectly compatible nonetheless.
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Laura Wilson
 
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Post » Fri Feb 18, 2011 11:42 pm

Sorry to take so long to respond, had to start up a game to find out. It's the steath armor, I obviously don't know how to turn it's stealth field on and off.


Well, does removing the armor disable the stealth field effect?

If not, you can go into the menu and assign the hotkey to some other button and try to disable it that way. If you have it set to activate on crouch, you need to hold your crouch key for a second for the field to toggle on/off.
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Bellismydesi
 
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Post » Fri Feb 18, 2011 11:22 pm

Well, does removing the armor disable the stealth field effect?


Yes, that did work, but that's not the optimal solution. Somehow I turned it no, I just don't know how.

If not, you can go into the menu and assign the hotkey to some other button and try to disable it that way. If you have it set to activate on crouch, you need to hold your crouch key for a second for the field to toggle on/off.


Neither of those worked. Is it supposed to work the same way as stealth boys, then?
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ZzZz
 
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Post » Fri Feb 18, 2011 6:19 pm

Yes, that did work, but that's not the optimal solution. Somehow I turned it no, I just don't know how.
Neither of those worked. Is it supposed to work the same way as stealth boys, then?

Yes, in the same way. Can you give me your save? I checked stealth armor and don't have issues here.
You can place your save here
www.rapidshare.com
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Keeley Stevens
 
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Post » Sat Feb 19, 2011 12:42 am

Yes, that did work, but that's not the optimal solution. Somehow I turned it no, I just don't know how.



Neither of those worked. Is it supposed to work the same way as stealth boys, then?


Try this:
1) Remove the armor so the effect goes away.
2) Go into the FWE Control Panel -> Hotkeys -> Stealth Field -> Reset Settings
3) Put on armor. The field should not turn on.
4) Go back to the stealth field menu, and define a hotkey, exit out.
5) Check to see if the hotkey works.
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Anthony Rand
 
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Post » Sat Feb 19, 2011 9:39 am

A question.

I think I read somewhere that someone properly used the Better Medic Power Armor mod with FWE/FOIP and all that.
Is it still possible? Since I believe FWE changes the Medic Armour.

LOL. Ignore. Found it.
delamer had it linked.
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Darlene Delk
 
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Post » Sat Feb 19, 2011 3:59 am

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

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

I guess that could be interpreted that even though edit reads those model records as being overwritten they are winning out after all because nothing is conflicting - or am I getting that wrong?
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rolanda h
 
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Post » Sat Feb 19, 2011 8:11 am

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

Yes. You can attach scope if you want.
Scoped magnum have different FormID now, and can be looted from enemies
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Marina Leigh
 
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