[RelZ] FWE - FO3 Wanderers Edition #45

Post » Sat Feb 19, 2011 12:29 am

A quick observation:

I've started a new character, and just went to Jury Street Metro. The new Wonder Meat Machine doesn't have any sound effects. Not even the "ding" to let you know it is finished...
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Jack Walker
 
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Post » Sat Feb 19, 2011 4:30 am

A quick observation:

I've started a new character, and just went to Jury Street Metro. The new Wonder Meat Machine doesn't have any sound effects. Not even the "ding" to let you know it is finished...

It must have. Increasing sound with Bzzz in the end
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Chris Jones
 
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Post » Fri Feb 18, 2011 10:03 pm

I have few issues:

I can't add an auto-fire mechanism to Wattz 2000 Laser Rifle. It already has extended clip, scope and laser sight, but i don't get the menu option to add the auto-fire mechanism. I checked with FO3Edit, and all AF versions of the rifle are in the patch.

Sleeping in a bed in Rivet City common room bed did not count as sleeping (sleepyness increased instead of decreased), i had to use the portable bed instead. This i'd imagine could be a conflict with the "See you -Time for Bed" mod.
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Suzie Dalziel
 
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Post » Sat Feb 19, 2011 5:38 am

I have few issues:

I can't add an auto-fire mechanism to Wattz 2000 Laser Rifle. It already has extended clip, scope and laser sight, but i don't get the menu option to add the auto-fire mechanism. I checked with FO3Edit, and all AF versions of the rifle are in the patch.

Sleeping in a bed in Rivet City common room bed did not count as sleeping (sleepyness increased instead of decreased), i had to use the portable bed instead. This i'd imagine could be a conflict with the "See you -Time for Bed" mod.

Thank you, I will check it.
Can you give me ID of this bed?
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Eileen Müller
 
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Post » Sat Feb 19, 2011 10:03 am

Both of the free beds in Rivet City common room; ids 00053dba and 0001ead0.

Also i tried removing other mods from the Wattz, but never got the option to add the auto-fire mechanism. I also didn't get an option to add it to a Glock 86 Plasma Pistol (already modded with a scope and laser sight).

Speaking of scopes, i love that new variable zoom function, but would it be possible to include some sort magnification level display to it?
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Silencio
 
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Post » Sat Feb 19, 2011 2:28 am

Both of the free beds in Rivet City common room; ids 00053dba and 0001ead0.

Not FWE issue, readdressed to Sesom.
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Ebou Suso
 
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Post » Fri Feb 18, 2011 11:01 pm

A quick observation:

I've started a new character, and just went to Jury Street Metro. The new Wonder Meat Machine doesn't have any sound effects. Not even the "ding" to let you know it is finished...

It must have. Increasing sound with Bzzz in the end

Ok, I just set up the Wonder Meat Machine in my house, and it has sounds.
I swear it didn't when I first used it in JSM, but oh well... :wacko:

Sorry for the false alarm.
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Wanda Maximoff
 
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Post » Sat Feb 19, 2011 7:30 am

Noticed something new on the no auto-fire mechanism thing: i can add the autofire mechanism only after adding an extended clip. So i have to have the gun without extended clip, select it, and only after that the auto-fire mechanism shows up in the list. However if the gun already has extended clip, the autofire mechanism doesn't show up :eek:
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TOYA toys
 
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Post » Sat Feb 19, 2011 10:46 am

Noticed something new on the no auto-fire mechanism thing: i can add the autofire mechanism only after adding an extended clip. So i have to have the gun without extended clip, select it, and only after that the auto-fire mechanism shows up in the list. However if the gun already has extended clip, the autofire mechanism doesn't show up :eek:

Yes, I already hear about it, give me some time please
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Destinyscharm
 
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Post » Fri Feb 18, 2011 11:55 pm

Not trying to rush, just providing information that may be helpful.

And since i figured that out i can bypass this problem with just few extra steps.
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El Khatiri
 
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Post » Sat Feb 19, 2011 7:48 am

Not trying to rush, just providing information that may be helpful.
And since i figured that out i can bypass this problem with just few extra steps.

No offence please :)
But it is not mine mod, so I need time to learn how it work
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Darren Chandler
 
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Post » Sat Feb 19, 2011 8:52 am

Not sure if the team is aware of this, but in FWE there is 2 stimpaks and caps in every single file cabinet in the game.

I've tried to resist 'cheating' but I can't. Take it out please! :)
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CArla HOlbert
 
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Post » Sat Feb 19, 2011 2:37 am

Not sure if the team is aware of this, but in FWE there is 2 stimpaks and caps in every single file cabinet in the game.

I've tried to resist 'cheating' but I can't. Take it out please! :)

Doesn't sound like an FWE issue to me, honestly, I tend to find Stimpacks almost impossible to find with FWE running unless I change the default settings for the loot to make Chems more common. I've also never noticed the caps in every file cabinet either, but I may just be overlooking things.
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Miss K
 
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Post » Fri Feb 18, 2011 8:51 pm

Not sure if the team is aware of this, but in FWE there is 2 stimpaks and caps in every single file cabinet in the game.

I've tried to resist 'cheating' but I can't. Take it out please! :)

If you have another mod, which affect placements of ingestibles into containers, then merged patch can combine both mods and in this case you will have such effect.
It is not required and will not create any troubles, but FO3edit need to be checked after merged patch creation :)
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Kate Schofield
 
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Post » Sat Feb 19, 2011 7:43 am

No offence please :)
But it is not mine mod, so I need time to learn how it work


Not at all, i do appreciate you looking into this :)

As for stimpacks, they are much rarer than in default game, but i still have managed to get over 50 of them; though i often heal with the Rad Child perk and Radiated Ghoul Flesh, I almost find it cheating, but then a Glowing One uses the radiation attack and kills me with it. Tribal Healing Powder however is rare, during my 36 hours i've only found three of them.
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suzan
 
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Post » Sat Feb 19, 2011 9:42 am

is there a way to fix the tackle perk so that I don't trip and fall like before I got the perk?

edit....
I commented off the section of the tackle script that knocks down the player when sprinting into hard object (stairs, clip a wall, desk edge etc...). What I really should do is make an if statement on determining if the crosshair reference is an actor or a physical structure. Anyone know it off the top of their head?
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C.L.U.T.C.H
 
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Post » Sat Feb 19, 2011 2:17 am

The Reservist's Rifle is in
Spoiler
one of the houses in Minefield
.


Tactical Sniper Rifle (aka PSG-1) added with scoped and silencer.

I have no idea where to find it.
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naome duncan
 
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Post » Sat Feb 19, 2011 9:56 am

That's why we have FO3Edit. It is referenced in Super Mutant weapons list, so go hunt some muties. It doesn't seem to be placed anywhere.

Or if you don't mind cheating a bit, just use console command
player.additem xx07FE19 1 *where xx is the load order number of your FWE master file, in my case 0E

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Riky Carrasco
 
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Post » Fri Feb 18, 2011 10:48 pm

Damn, if others aren't experiencing that then you must be right. It must not be part of FWE.

This is going to take hours...
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cutiecute
 
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Post » Sat Feb 19, 2011 10:01 am

is there a way to fix the tackle perk so that I don't trip and fall like before I got the perk?
edit....
I commented off the section of the tackle script that knocks down the player when sprinting into hard object (stairs, clip a wall, desk edge etc...). What I really should do is make an if statement on determining if the crosshair reference is an actor or a physical structure. Anyone know it off the top of their head?

Tackle perk work as intended. It was reworked in FWE because of changes, which was made by Autoaim disabled mod. With autoaim disabled, some functions works incorrectly in the game, including this one, which can reference actor
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keri seymour
 
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Post » Sat Feb 19, 2011 9:46 am

Not FWE issue, readdressed to Sesom.


If you are using IMCN and the See You Sleep patch for IMCN, if you sleep before getting the teddy bear and cardboard it does not replenish your sleep. Or if you use both mods and you have See you Sleep deactivated, it will do that.
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Leanne Molloy
 
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Post » Sat Feb 19, 2011 5:49 am

Tackle perk work as intended. It was reworked in FWE because of changes, which was made by Autoaim disabled mod. With autoaim disabled, some functions works incorrectly in the game, including this one, which can reference actor


Well, i'm not talking about getting rid of the crosshair reference or undoing anything from autoaim. It's just that tackle calculations are being run on the stairs as if I'm trying to tackle the stairs whenever I sprint. If I sprint without the tackle perk, I run up the stairs smoothly. But with the tackle perk on, half the time the stairs tackle me. Same goes for the edge of a counter or similar things. I have to make sure I'm not looking inanimate objects, otherwise they will tackle me! :sadvaultboy: heheh

I merely disabled the "others tackle me" portion of the tackle script. I was just wondering about making it more like "others tackle me" but walls, tables, and stairs can't tackle me.... i.e. a function that checks on reference type to filter out inanimates.
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Nick Jase Mason
 
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Post » Fri Feb 18, 2011 9:41 pm

If you are using IMCN and the See You Sleep patch for IMCN, if you sleep before getting the teddy bear and cardboard it does not replenish your sleep. Or if you use both mods and you have See you Sleep deactivated, it will do that.

May be, but we talk about PN from FWE, and this issue (not big one, I think) exists here too.
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glot
 
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Post » Sat Feb 19, 2011 9:49 am

I'm eagerly awaiting the FOIP FWE-6.03, EVE-0.97 Patch...Currently on the Liberty Prime final Vanilla mission and all sorts of funky stuff's happening.

Prime never destroys the first force field :(
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Dawn Porter
 
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Post » Sat Feb 19, 2011 8:23 am

i noticed that both FWE and FOOK2 have a CALIBR.esm. can i download a calibr.esm somewhere that has the data for both?
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Stu Clarke
 
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