[RelZ] FWE - FO3 Wanderers Edition #45

Post » Sat Feb 19, 2011 8:38 am

The Craft button will only be there if you are still using the outdated Craft Activation Perk file. I think there is a step you do to remove the perk before removing that file, though.

here it is:

Uninstallation:

- Access the in-game console (to access/hide the console, hit the ` button on your keyboard - usually located above the Tab button). In the console, enter:

If you are using FOSE:
StartQuest CRAFTPerkUninstall

If you are not using FOSE:
StartQuest XX000802
(Where XX is the number in which this mod is loaded.)

After entering this command and exiting the console you will receive a message confirming that CRAFT is now ready to be safely uninstalled. (Once this command has been entered, workbenches will no longer offer the "CRAFT" activation choice until you either save your game again with CRAFT uninstalled, and then reinstall it - or you enter the following command into the console: StartQuest CRAFTAddHiddenPerksOnStartQuest)

- Save your game and exit Fallout 3.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to CRAFT - Activation Perk.esp.
- If desired, delete all files copied to your Fallout 3\Data\ directory during installation
- Load your save-game, and continue playing.
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Laura Cartwright
 
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Post » Sat Feb 19, 2011 10:29 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 ...


I met one in Falls Church, 11 missiles and nearly the full clip of M-60's 7.62 ammo. Not only that, it had brought his bigger brother, a Gargantuan with it :blink: No problem, i killed the Behemoth, the Brotherhood killed the Gargantuan, i wish i had a Vinidcator Minigun with infinite ammo...

And what the hell are Deathclaw Matriarchs made of? Only way to survive is to mini-nuke them and hope it cripples their legs :ahhh:
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Tiffany Holmes
 
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Post » Sat Feb 19, 2011 12:51 am

Anyone hear from Mezmorki? I thought he would've issued the new WMK - FWE patch by now (he said its was well on its way some time before), but there is no sign of him, and he hasn't posted in quite a while.

I hope all is well with him... :)
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Horse gal smithe
 
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Post » Sat Feb 19, 2011 4:12 am

Real life, the worst enemy of all modding efforts, is propably at it again :ninja:

BTW, do the Redeye pills really work (+10% XP)? I always use them when dealing with Feral Ghoul Ramapage, but XP reward texts don't show the difference. A Rambler with 25xp reward should show up as 27 or 28 if the 0.5 is rounded upwards, right?
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Loane
 
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Post » Sat Feb 19, 2011 3:21 am

Real life, the worst enemy of all modding efforts, is propably at it again :ninja:

Indeed :)
About CRAFT activation perk. I was able to remove it without uninstallation procedures, Fallout ver 1.6-1.7 don't crash with perks missing, but better be good then sorry

And what the hell are Deathclaw Matriarchs made of? Only way to survive is to mini-nuke them and hope it cripples their legs

Mini-nukes, auto-shotguns with many ammo, headshots. And Power armor in good condition... with impervious power armor mod installed.
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Trent Theriot
 
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Post » Sat Feb 19, 2011 6:07 am

The Craft button will only be there if you are still using the outdated Craft Activation Perk file. I think there is a step you do to remove the perk before removing that file, though.

here it is:

Uninstallation:

- Access the in-game console (to access/hide the console, hit the ` button on your keyboard - usually located above the Tab button). In the console, enter:

If you are using FOSE:
StartQuest CRAFTPerkUninstall

If you are not using FOSE:
StartQuest XX000802
(Where XX is the number in which this mod is loaded.)

After entering this command and exiting the console you will receive a message confirming that CRAFT is now ready to be safely uninstalled. (Once this command has been entered, workbenches will no longer offer the "CRAFT" activation choice until you either save your game again with CRAFT uninstalled, and then reinstall it - or you enter the following command into the console: StartQuest CRAFTAddHiddenPerksOnStartQuest)

- Save your game and exit Fallout 3.
- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - clear the tick in the box next to CRAFT - Activation Perk.esp.
- If desired, delete all files copied to your Fallout 3\Data\ directory during installation
- Load your save-game, and continue playing.


the thing is I'm not using that esp. when i updated to FWE from FOOK i did a clean install, which means i only used what was only needed from FWE. but i'll try it to see if it works.
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Eddie Howe
 
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Post » Fri Feb 18, 2011 7:18 pm

Mini-nukes, auto-shotguns with many ammo, headshots. And Power armor in good condition... with impervious power armor mod installed.


Well, i did make a trip to Deathclaw Sanctuary to retrieve Vengeance, 500+ 5mm ammo and a good condition Avenger, full repair T-51c, half-a-dozen mini-nukes and a Jackhammer (:wub:). Encountered two Matriarchs there, Mini-nuked for start and finished with Avenger, lost all my 5mm ammo and many shotgun shells but not one of them got close enough to hit me. Tough and dangerous, but not invulnerable.

Finally got Repeair skill high enough to get the ammunition engineer perk, and with the abundance of frag mines and unused calibers i'll never be short of ammo again. Assuming i can find a Steam Gauge :D

I've said it before, i'll say it again, i can't play without this mod anymore :goodjob: And no doubt it will keep me returning to Fallout 3 even after my New Vegas copy finally arrives.
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Claudia Cook
 
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Post » Fri Feb 18, 2011 7:24 pm

Yeah, this mod is great. I'm at 44 hours thus far and only level 7. I'm in the process of getting to the Museum of Technology, but now when I'm finally there I get my butt handed to me from the critters inside. I guess playing a Scientist that has to rely on his robots (Robco Certified) is a lot harder than I thought it would be. Oh well, guess I will have to wait until I get 1 or 2 levels beneath my belt so I can get some nastier robots :P
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Miragel Ginza
 
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Post » Sat Feb 19, 2011 5:53 am

Spoiler
Yessss I found the .233 (EX) aka explosive rounds pistol... its in Wheaton Armory... damit why didn't anyone tell me this before. I just found it by accident, its behind the door that requires 100 security or 100 science.

Now I just need the PSG-1 tactical sniper if anyone has any clues.

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Jessica White
 
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Post » Sat Feb 19, 2011 1:13 am

I guess playing a Scientist that has to rely on his robots (Robco Certified) is a lot harder than I thought it would be. Oh well, guess I will have to wait until I get 1 or 2 levels beneath my belt so I can get some nastier robots :P

I'm running a small guns wasteland whisperer but ...

Well last night I decided to go to Germantown Police HQ to do the stuff you do there. I loaded up on my best weapons and enough ammo for all. Like 20 stimpacks I've managed to hard. Its gonna be cool, yeah? We gonna be cool.

... well no. Floaters? no problem. Supermutant patrol? No problem. Gargantuan in front of HQ? ... problem :(

Survived him but by the time I went in the HQ I was half-crippled, pretty much out of ammo and aiming like a spaz. Thank god for Morphine ...

... I'd forgotten how good FO3 with FWE and friends is, somehow. Now I remember, its fricking awesome! \m/ (>_<) \m/
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Miragel Ginza
 
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Post » Fri Feb 18, 2011 9:34 pm

Now I just need the PSG-1 tactical sniper if anyone has any clues.
Please don't post spoilers in such an obvious fashion.
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Ashley Campos
 
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Post » Sat Feb 19, 2011 2:45 am

Hello,

I'm having trouble making the merged patch. I'm stuck on step 6 of the merged patch instructions in the FAQ; all the mods got loaded in FO3edit, but right-clicking on the left panel doesn't bring up anything.

Despite this, I've been able to play the mod for awhile (& am enjoying it immensely!). I just don't know if lacking a merged patch is going to screw me up later on...
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Jaki Birch
 
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Post » Fri Feb 18, 2011 11:33 pm

This is usually because FO3Edit has stopped on some error. Its happened to me too that I had messed up something not badly enough to cause the game to crash, but badly enough so that FO3Edit would stop when hitting it.

Check the right panel, it'll tell you what it is. Fix it, open FO3Edit again, do the merged patch, run masterupdate, good to go :)
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Assumptah George
 
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Post » Fri Feb 18, 2011 7:48 pm

Hmm, now that you mention it, there was some error associated with Operation Anchorage (probably because I bought OA & The Pitt separately, then bought GOTY edition?), but because the final line in the list said everything finished loading I assumed it was OK.

I'll see if I can figure out how to fix it. FWE is my first mod for Fallout3.
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Hayley Bristow
 
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Post » Sat Feb 19, 2011 7:39 am

Hmm, now that you mention it, there was some error associated with Operation Anchorage (probably because I bought OA & The Pitt separately, then bought GOTY edition?), but because the final line in the list said everything finished loading I assumed it was OK.
I'll see if I can figure out how to fix it. FWE is my first mod for Fallout3.

If you have your DLC installed in My Documents- please move them into DATA folder.
And if it is possible, post error log here. Just mark text, copy it (Ctrl+Ins) and past it here (Shift+Ins)
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He got the
 
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Post » Sat Feb 19, 2011 9:34 am

AFAIK the DLC esms are identical files same regardless of where you bought them.

For me its always been something (daft) like forgetting something something else depends on, or putting it in, but in the wrong order (ie, putting B, which depends on A, earlier in the list than A)
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 1:03 am

Does anyone know what I have to do to add an ammunition type to the list craftable at the workbench?

I'm using a weapon that fires .50AE ...
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Haley Cooper
 
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Post » Sat Feb 19, 2011 6:33 am

I can't find an answer to this question anywhere, is it possible to add this mod to an existing save file?
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nath
 
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Post » Sat Feb 19, 2011 8:53 am

I can't find an answer to this question anywhere, is it possible to add this mod to an existing save file?
Yes, but you should probably find a safe place where you are alone in the cell and wait there for eight days before adding the mod. That will force everything to reset in the wilderness and allow FWE to take full effect.
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bimsy
 
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Post » Fri Feb 18, 2011 11:13 pm

Yes, but you should probably find a safe place where you are alone in the cell and wait there for eight days before adding the mod. That will force everything to reset in the wilderness and allow FWE to take full effect.


Ahh okay thank you, but what would be a safe spot in fallout 3? Is there something like a testing hall in that game too?
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Vickytoria Vasquez
 
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Post » Sat Feb 19, 2011 10:21 am

Ahh okay thank you, but what would be a safe spot in fallout 3? Is there something like a testing hall in that game too?

Player homes. Or the Megaton restrooms. Or in the cave at Vault101. Or any interior cell that has NPCs that don't respawn, basically. Its ok to have your followers with you.
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patricia kris
 
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Post » Sat Feb 19, 2011 12:05 am

I guess I'm only noticing this because I nearly always play energy weapons characters, but ...

The Lewis MkII is a small gun? o___ó

Also (strange I never noticed before) the Victory Rifle model has a silencer, but isn't actually silenced ...
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CHangohh BOyy
 
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Post » Sat Feb 19, 2011 1:16 am

Also (strange I never noticed before) the Victory Rifle model has a silencer, but isn't actually silenced ...


It used to be. I haven't used it in master release 6, but in 5 it was slienced.
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Samantha Jane Adams
 
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Post » Sat Feb 19, 2011 5:00 am

Also (strange I never noticed before) the Victory Rifle model has a silencer, but isn't actually silenced ...

Don't mind the level of sound :)
Silenced weapon recognizable by Silenced flag
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Andrew Lang
 
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Post » Sat Feb 19, 2011 10:48 am

pzl help,,

I have fallout 3 goty edition, and i have download the fallout wanderers edition mod whit the latest mod manager and the latest fose mod...
with every install what i make i get the same results, that some perks have no pictures and i get the same with the material conductor.

i don't now what i did wrong.... i have followed the install readmee
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steve brewin
 
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