[RelZ] FWE - FO3 Wanderers Edition #44

Post » Sat Feb 19, 2011 6:37 am

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, schlangster, The 3rd Type, x-quake

Master Release 6.02

* http://sites.google.com/site/fo3wanderersedition/

* http://fo3fwe.freeforums.org/index.php

* http://www.fallout3nexus.com/downloads/file.php?id=2761


*********************** IMPORTANT ****************************


The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.

* http://www.fallout3nexus.com/downloads/file.php?id=637 for creating required merged patches.

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)


Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.


Overview of Changes

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

For a comprehensive description of changes and usage, please refer to the full documentation provided on the https://sites.google.com/site/fo3wanderersedition/detailed-changes. This is located in the "FWE Docs" folder of the download files.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)



Installation

Please refer to the FWE Website's https://sites.google.com/site/fo3wanderersedition/installation page for complete documentation on installing and configuring FWE.




Load Order + Compatiblity

--------------------------------------------------------------------------------
Compatibility
--------------------------------------------------------------------------------

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.


FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the https://sites.google.com/site/fo3wanderersedition/compatibility-list for specific mod issues.

--------------------------------------------------------------------------------
Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm

---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm

---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp

---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp

EVE - FWE Master Release.esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

---------------------------------------------------- Mods to load AFTER overhauls

---------------------------------------------------- Mart's Mutant Mod
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

---------------------------------------------------- Merged files

Merged Patch.esp



Frequently Asked Questions

Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.



Credits and Contributors

--------------------------------------------------------------------------------
Integrated Mods
--------------------------------------------------------------------------------

Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


--------------------------------------------------------------------------------
Additional Contributors
--------------------------------------------------------------------------------

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!



Legal and Contact Information

--------------------------------------------------------------------------------
Legal Information
--------------------------------------------------------------------------------

You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

--------------------------------------------------------------------------------
Contact Information
--------------------------------------------------------------------------------

If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sat Feb 19, 2011 10:22 am

A quick question. Since it's been years since I played the Vanilla game I'm not sure if I get correct behavior of if FWE changes this. In Those! quest when I ingest Fire Ant Nectar isn't the Ant Vision supposed to make everything bright so I can find my way around the dark? Cause I only get a brief flare of the screen for maybe a second or two and then the screen reverts to normal again. I get this every minute or so until the nectar wears off.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Fri Feb 18, 2011 11:29 pm

I'm having some problems with constant crashes when I'm near D.C.

Made a thread about it http://www.gamesas.com/index.php?/topic/1115307-load-order-help/.

Not really sure what it's related to but it must be either MMM or FWE.

Load order:
Spoiler
Mod load order report
! Warning: current load order template contains 19 duplicate entries

Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

HairPack.esm

CRAFT.esm

CALIBR.esm

Project Beauty.esm
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

EnclaveCommander-OA-Pitt-Steel.esm

DarNifiedUIF3.esp

Project Beauty- Broken Steel.esp
* The current load order of this mod does not match the current template

Project Beauty- Point Lookout.esp
* The current load order of this mod does not match the current template

hair_add_npc.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp
* The current load order of this mod does not match the current template

FO3 Wanderers Edition - DLC Point Lookout.esp
* The current load order of this mod does not match the current template

FO3 Wanderers Edition - DLC Mothership Zeta.esp
* The current load order of this mod does not match the current template

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - Project Beauty.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

EVE.esp

EVE Operation Anchorage.esp

EVE - FWE Master Release.esp
* The current load order of this mod does not match the current template

EVE - FWE Master Release (Follower Enhanced).esp
* The current load order of this mod does not match the current template

EVE Anchorage - FWE DLC Anchorage.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Project Beauty.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - Project Beauty + FWE.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

Mart's Mutant Mod - Master Menu Module.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

My Merged Patch.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Fri Feb 18, 2011 10:28 pm

A quick question. Since it's been years since I played the Vanilla game I'm not sure if I get correct behavior of if FWE changes this. In Those! quest when I ingest Fire Ant Nectar isn't the Ant Vision supposed to make everything bright so I can find my way around the dark? Cause I only get a brief flare of the screen for maybe a second or two and then the screen reverts to normal again. I get this every minute or so until the nectar wears off.


Interesting.

We had a problem with some users getting their screen so bright it they couldn't see anything. I'll take a look at what's going on more specifically. Thanks for mentioning it.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sat Feb 19, 2011 6:48 am

Odd. Did a clean install and installed everything as I did before and now it's not crashing as much, have yet to actually go into DC thou.

But I noticed that RobCo grill and those have missing files for their "pipboy icons".
And also a Wattz 1000 Rifle has some missing or faulty mesh/texture for some reason that makes it all white glow like when it's on an NPC or on the floor. You can still see the actual Rifle but also this white stuff.
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Fri Feb 18, 2011 10:57 pm

MP38 . . . you mean you see the "tracer" kind of behind the gun? Ugh . . . I think the xCalibr projectile tracers are not so good. Maybe we need to revert all things back to 5.0 projectile meshes.


Or you can try http://www.fallout3nexus.com/downloads/file.php?id=13572
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Sat Feb 19, 2011 7:45 am

Odd. Did a clean install and installed everything as I did before and now it's not crashing as much, have yet to actually go into DC thou.

But I noticed that RobCo grill and those have missing files for their "pipboy icons".
And also a Wattz 1000 Rifle has some missing or faulty mesh/texture for some reason that makes it all white glow like when it's on an NPC or on the floor. You can still see the actual Rifle but also this white stuff.

Are you sure you install ALL assets? Part 2 for example?
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Sat Feb 19, 2011 7:39 am

Yes, forgot to update that post thou.

I fixed it by manually place all the texture/meshes in it's place. And now it's fine.

Now I just need to find a way to make the game slightly more stable :P
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Fri Feb 18, 2011 10:08 pm

KUDOS to all the team for the glorious work, but as everyone, I also have a tip/request: there are mods integrated into FWE from modders that works in it, (like Outcast Tech Support from The 3rd Type) that would be nice to have pointed in the description in nexus site, and also in the readme that it's already integrated... Can't go as far as to ask the other modders not working on FWE to do the same, since they have already granted permission for the integration... (tnx!)
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Sat Feb 19, 2011 3:42 am

KUDOS to all the team for the glorious work, but as everyone, I also have a tip/request: there are mods integrated into FWE from modders that works in it, (like Outcast Tech Support from The 3rd Type) that would be nice to have pointed in the description in nexus site, and also in the readme that it's already integrated... Can't go as far as to ask the other modders not working on FWE to do the same, since they have already granted permission for the integration... (tnx!)

Yes, documentation need to be updated, just give us some break :)
About outcast's reworked. It is not supported now, it's author is member of FWE team, so probably there is no need to link this mod anymore.
IMHO.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Sat Feb 19, 2011 7:09 am

I just noticed something.
My game didn't crash when I got near D.C this time, but I noticed that my character which I made the Alternative Start way. Didn't have the FWE menu for some reason.
The other characters had it, and no mod have been changed. So I guess it was just a temporary "bug".
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Fri Feb 18, 2011 11:38 pm

Can the "DLMOutcastsSCRIPT" be added to the Broken Steel add-on so that Hellfire Armor can be turned in?
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Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Fri Feb 18, 2011 9:17 pm

Can the "DLMOutcastsSCRIPT" be added to the Broken Steel add-on so that Hellfire Armor can be turned in?

Yes, I will ask scoobyFO3 to do so.

Adaqueril
My game didn't crash when I got near D.C this time, but I noticed that my character which I made the Alternative Start way. Didn't have the FWE menu for some reason.
Which start did you choose? I will check it.
And please be sure you don't have mods in load order, which make modifications to main quest script.
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SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Sat Feb 19, 2011 7:56 am

Yes, I will ask scoobyFO3 to do so.

Adaqueril
My game didn't crash when I got near D.C this time, but I noticed that my character which I made the Alternative Start way. Didn't have the FWE menu for some reason.
Which start did you choose? I will check it.
And please be sure you don't have mods in load order, which make modifications to main quest script.


The Alternate Start (Wake Up) start.

Forgot to add my load order before -.-

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] EnclaveCommander-OA-Pitt-Steel.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[ ] EnclaveCommander-Steel.esm
[ ] EnclaveCommander-OA-Steel.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 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
[ ] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.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] 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
[ ] 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
[ ] Mart's Mutant Mod - Natural Selection.esp
[ ] Mart's Mutant Mod - Tougher Traders.esp
[ ] Mart's Mutant Mod - Zones Respawn.esp
[ ] Mart's Mutant Mod - Project Beauty.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] MyMergedPatch.esp
[ ] Mart's Mutant Mod - Master Menu Module.esp

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Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Fri Feb 18, 2011 9:42 pm

Just been through some horrifying experiences involving supermutants, after which I got an opportunity to test out the ammo press.
I think 15 40mm grenades for one can of gunpowder is a bit low, since that in turn only yields 5 .308 rounds. Considering the size of a grenade (and the rarity), I think one should get more out of them. :)
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Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Sat Feb 19, 2011 7:46 am

The Alternate Start (Wake Up) start.

I think delamer wanted to know which history/background you took, ie. raider, vault dweller, escaped slave etc.
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Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Sat Feb 19, 2011 4:15 am

I think delamer wanted to know which history/background you took, ie. raider, vault dweller, escaped slave etc.


Oh lol.

The Vault Dweller.
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Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Fri Feb 18, 2011 6:58 pm

Just been through some horrifying experiences involving supermutants, after which I got an opportunity to test out the ammo press.
I think 15 40mm grenades for one can of gunpowder is a bit low, since that in turn only yields 5 .308 rounds. Considering the size of a grenade (and the rarity), I think one should get more out of them. :)

Generally there are different "amount classes": (5,10,15), (10,20,30) and (20,30,40) at perk rank 1, 2, 3, respectively. For gunpowder extraction requirements, the rank 3 values are used. So if your ammo engineer perk is at rank 3, you'll get 15 .308 rounds for one can of gunpowder, while at first you only get 5.
We could use an extra class for 40mm grenades, for example (3,6,9), since it doesn't really fit in (5,10,15) that well, on the other hand this would also mean that you could craft less of them.
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Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri Feb 18, 2011 8:04 pm

Just remade a new character the FWE menu is now there.
Must have been just a random occasion.
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Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Fri Feb 18, 2011 10:42 pm

New mod resource http://www.fallout3nexus.com/downloads/file.php?id=14371 would be cool to add FWE like night vision was. :-)
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Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Sat Feb 19, 2011 2:21 am

First off, I've been absolutely loving FWE ever since I started using it. Rock on! :D

I just updated to FWE version 6.02 the other day. I uninstalled Fallout 3 completely and rebuilt everything from scratch to make sure I had a clean game going. I added DUI3 to my game, and this seems to be working except for one small problem: it won't show me the status of my stealth field generator if I'm using one. The changelog says that it's supposed to give me a readout that shows the stability of the field generator and the amount of charge left, but I don't see that. The stealth field works okay, I can turn it on and off and stuff; and DUI3 recognizes FWE since it shows the Primary Needs panel.... but no stealth field info.

Any thoughts?
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Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Fri Feb 18, 2011 10:09 pm

Did you add the DarNUI FWE add-on that is included on the FO3Nexus FWE download page?

It handles the grenade hotkey display and the stealth field and nightvision readouts.
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willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Sat Feb 19, 2011 2:15 am

First off, I've been absolutely loving FWE ever since I started using it. Rock on! :D

I just updated to FWE version 6.02 the other day. I uninstalled Fallout 3 completely and rebuilt everything from scratch to make sure I had a clean game going. I added DUI3 to my game, and this seems to be working except for one small problem: it won't show me the status of my stealth field generator if I'm using one. The changelog says that it's supposed to give me a readout that shows the stability of the field generator and the amount of charge left, but I don't see that. The stealth field works okay, I can turn it on and off and stuff; and DUI3 recognizes FWE since it shows the Primary Needs panel.... but no stealth field info.

Any thoughts?


Be sure that you've downloaded the latest darn UI, installed that first, then installed the FWE-DArnUI patch from the FWE website, overwritten files.
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T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Sat Feb 19, 2011 5:47 am

Be sure that you've downloaded the latest darn UI, installed that first, then installed the FWE-DArnUI patch from the FWE website, overwritten files.


Yeah, that was it. Sorry. I thought there might be a patch that made that feature work, but I was looking on the FOIP page and it's not there. :whistling:
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Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Sat Feb 19, 2011 8:16 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
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YO MAma
 
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Joined: Thu Dec 21, 2006 8:24 am

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