[RelZ] FWE - FO3 Wanderers Edition #45

Post » Sat Feb 19, 2011 1:11 am

I'm eagerly awaiting the FOIP FWE-6.03, EVE-0.97 Patch...

Prime never destroys the first force field :(

From my own experience, I had more then 17 crashes during final mission with EVE (0.96) installed, and only two without it. Please don't think I try to tell something against EVE, it is good mod, but very eager for resources.

Currently on the Liberty Prime final Vanilla mission and all sorts of funky stuff's happening.

Open console, click Liberty Prime, enter
EVP
(evaluate package). It must help. Known issue from vanilla game.

mezo6
i noticed that both FWE and FOOK2 have a CALIBR.esm. can i download a calibr.esm somewhere that has the data for both?

Please don't use FWE and FOOK together, they are incompatible.
FWE have most recent version of CALIBR included, but if it is not enough for you- here a link
http://www.fallout3nexus.com/downloads/file.php?id=3447
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Lance Vannortwick
 
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Post » Sat Feb 19, 2011 4:23 am

Okay, I can't find it but someone somewhere mentioned getting blown up every time they activate the rube goldberg trap near Jury St. Metro.

I did some testing and found that the problem is that there is a series of fire traps that go off. The prizes are enabled by the fourth (or thereabouts) trap being set off, and the last trap is right on top of them which causes the explosives to trigger. I made a test file that removes just that last fire trap and it seems to work fine. Probably a better option is to simply move the last trap away from the explosives (since Gamebryo doesn't seem to like deletions), but if anyone wants to check the test file it is here: http://www.4shared.com/file/hEAd1VD3/test.html

edit: I noticed that the trap seems to fail as often as it works due to the baseballs triggering the bear trap before the fire extinguisher can fall on it. In that case you can simply set off the fire trap yourself.
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Chris Duncan
 
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Post » Sat Feb 19, 2011 9:06 am

Okay, I can't find it but someone somewhere mentioned getting blown up every time they activate the rube goldberg trap near Jury St. Metro.

Morphine + (don't remember name) with fire resistance= you will survive
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Farrah Lee
 
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Post » Fri Feb 18, 2011 10:09 pm

Surviving is fairly easy, though it is a mini-nuke.

But it svcks to lose two-thirds of the prize loot and take a bunch of damage just because the explosions are set up in a bizarre sequence. The fire travels up into the second floor and then directly to the explosives without going anywhere else.
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Aaron Clark
 
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Post » Fri Feb 18, 2011 8:02 pm

I seem to have a small problem. Rad Regeneration Perk doesn't seem to be working. I get my character over 400 rads, and I'm not seeing any healing effects from it at all. Crippled limbs won't regenerate. I've checked in FO3Edit and there are no mods that touch any of the rad regeneration records in the game. So I'm stumped what could be the cause of it not working. Hoping for some suggestions as to what I can check, or what could be causing it to not work.


Edit: Using the console and removing the perk then adding it back again, seems to have fixed the problem, It's now working again.
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Unstoppable Judge
 
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Post » Sat Feb 19, 2011 2:13 am

Hey Mez,

I know since I could not help with the form lists it's kinda cheeky to ask, but is there any ETA on the WMK - FWE mod that you were working on?

It's the only think I'm expecting now in order to begin a new game, and I'd rather start with it then adding it on afterwards...

Thanks :) Bendiwolf
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Emma-Jane Merrin
 
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Post » Sat Feb 19, 2011 7:51 am

I am using EVE and FWE and everytime I load the patch, when I start the game it just runs the menu slides but the UI never comes up.
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Destinyscharm
 
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Post » Fri Feb 18, 2011 7:44 pm

Which version of EVE?

Do you have DarnUI installed?
If so, did you install DUI a11, then the hotfix, and then the FWE patch to that?
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Kevin S
 
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Post » Sat Feb 19, 2011 7:02 am

I did with no change.
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John Moore
 
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Post » Sat Feb 19, 2011 7:53 am

I installed the mod EXACTLY as everything says and it starts that little slides bull [censored] at the beginning then crashes after a couple seconds.... what the [censored] is going on. I tried loading it through FOSE, regular Fallout, unmodded fallout and it still crashes. Any solutions?
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Ownie Zuliana
 
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Post » Sat Feb 19, 2011 6:05 am

Crash on start means a master is missing. Put your load order report inside a spoiler tag so people who know (ie, not me) can see whats up.
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Mizz.Jayy
 
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Post » Sat Feb 19, 2011 1:08 am

I am using EVE and FWE and everytime I load the patch, when I start the game it just runs the menu slides but the UI never comes up.

FWE not compatible with EVE 0.97 for now.
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Melanie
 
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Post » Sat Feb 19, 2011 12:50 am

That explains it, thanks.
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~Sylvia~
 
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Post » Sat Feb 19, 2011 4:41 am

Delamer

I just wanted to say that I noticed in your sig the link to your FWE Medic armor which I had never looked at before. Went and looked at it and installed it. Looks pretty cool, nice job. Thanks.
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Kit Marsden
 
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Post » Sat Feb 19, 2011 3:48 am

Delamer

I just wanted to say that I noticed in your sig the link to your FWE Medic armor which I had never looked at before. Went and looked at it and installed it. Looks pretty cool, nice job. Thanks.

Enjoy!
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Stay-C
 
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Post » Fri Feb 18, 2011 9:41 pm

As a temporary so long for now I took my tech stash over to the Outcasts.

5500 pounds of stuff. Over seventy weapons and nearly seventy full sets of power armor. Got more than 15000 rounds of ammunition and just over 100 stimpaks. I should be well set when I return.
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Ashley Clifft
 
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Post » Sat Feb 19, 2011 10:48 am

As a temporary so long for now I took my tech stash over to the Outcasts.

5500 pounds of stuff. Over seventy weapons and nearly seventy full sets of power armor. Got more than 15000 rounds of ammunition and just over 100 stimpaks. I should be well set when I return.

In a few days I will release Underground chem support mod. You will be able to have almost any type of chems from Wintrop. But prices is high here, so if you want to use this mod- begin to collect some junk now :)
Pilot lights, toasters, lawn mover blades, wet stones, pots- more weight, more creds.
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Farrah Barry
 
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Post » Sat Feb 19, 2011 9:18 am

I love the Outcast T-51c armor, nice details with the backpacks and other stuff attached to it too :goodjob: With Impervious Power Armor you really are a walking tank with it.

Also as i'm finally playing with my Big Guns focused character i have to say all those new guns kick major ass, especially the Bozar and M-60 :drool: BTW, do you have plans to make the Bozar, M-249 and the Bren Rifle WMK compatible? I'd like to choose my weapons based on aesthetics, but the unmoddability makes it a bit difficult :)
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Krista Belle Davis
 
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Post » Sat Feb 19, 2011 12:59 am

I love the Outcast T-51c armor, nice details with the backpacks and other stuff attached to it too :goodjob: With Impervious Power Armor you really are a walking tank with it.

Also as i'm finally playing with my Big Guns focused character i have to say all those new guns kick major ass, especially the Bozar and M-60 :drool: BTW, do you have plans to make the Bozar, M-249 and the Bren Rifle WMK compatible? I'd like to choose my weapons based on aesthetics, but the unmoddability makes it a bit difficult :)

Well- may be Mez will answer you, I'm not aware of his plans. :)
And yes, the same here. H&K Caws is perfect in combat, but this reload animation... it's weird.
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CORY
 
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Post » Sat Feb 19, 2011 2:02 am

A question. How much hurting is a Supermutant Behemoth supposed to handle. I've met one at level 7 and even if I use a couple of bottlecap mines as well as a couple of missiles and a shotgun to his face repeately, I cannot get his health to below half. Is that working as intended and I just have to flee whenever I see one of these, or does it sound bugged?

EDIT: Nevermind. Seen a few videos on youtube and it seems they indeed are so tough, as shame my character just svcks straws. No points in combat skills is gonna make it a long way off before I can take one of these mofos down :P
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Robert
 
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Post » Sat Feb 19, 2011 3:34 am

I was a bit ... preoccupied at the time, but I'm pretty sure I unloaded ~200 5.56 NATO into the first one I met ...
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Solène We
 
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Post » Sat Feb 19, 2011 5:03 am

Dart guns are still very effective against them. One shot and you can casually stroll outside their reach and pump them full of lead/energy.

Good thing they can't fit their fingers on the triggers of the weapons they carry.
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xx_Jess_xx
 
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Post » Fri Feb 18, 2011 9:40 pm

Dart guns are still very effective against them. One shot and you can casually stroll outside their reach and pump them full of lead/energy.

Good thing they can't fit their fingers on the triggers of the weapons they carry.

He-he :)
I read some (false) reports some time ago about Behemoth from GNR, which was able to use Fat Man :)
It will be fan to meet such guy on the way
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Sabrina Steige
 
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Post » Fri Feb 18, 2011 9:32 pm

Not really a big deal, but i was wondering if there was a way to remove either the CRAFT button or the ACTIVATION button when using a workbench. they both seem to have the exact same options, and i'm slightly OCD so having the same ability with two differnt names is a little annoying. again no big deal but i was wondering if there was a fix for that?
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how solid
 
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Post » Fri Feb 18, 2011 7:48 pm

I'd like that too ...
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Elizabeth Falvey
 
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