[RelZ] FWE - FO3 Wanderers Edition #45

Post » Sat Feb 19, 2011 9:47 am

There are two archive files for FWE and you have to make and install two separate FOMOD files from those two archive files.

The second one contains most of the textures, so likely you didn't install that one.

The readme is a bit out of date, the separate files were only added with the latest release.
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Cathrine Jack
 
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Post » Sat Feb 19, 2011 1:27 am

There are two archive files for FWE and you have to make and install two separate FOMOD files from those two archive files.

The second one contains most of the textures, so likely you didn't install that one.

The readme is a bit out of date, the separate files were only added with the latest release.



i have the mod from this site http://www.fallout3nexus.com/downloads/file.php?id=2761

and there are 2 zip file's and 1 fix i have copy\'d the first master release in the data folder then the second and then the fix

and if there is a other file that i forget where can i get it ?
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Laura Simmonds
 
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Post » Sat Feb 19, 2011 10:16 am

You should have: FWE Master Release 6-0 - Part 1
FWE Master Release 6-0 - Part 2
FWE 6-03a HOTFIX PATCH

in that order. They install best with Fallout Mod Manager.

If you aren't using Fallout Mod Manager, then you'll want to check your Data folder and make sure you don't have a second data folder inside the main one, or a second textures folder inside the main one. Basically have a look through for an incorrect copying from the Zip file.

You'll also have to use an Archive Invalidation tool of some kind. FOMM has one built in, or there is a stand alone mod for it. There's also a "load loose files" checkbox in the main launcher Data Files tab.
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stevie trent
 
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Post » Sat Feb 19, 2011 2:23 am

You should have: FWE Master Release 6-0 - Part 1
FWE Master Release 6-0 - Part 2
FWE 6-03a HOTFIX PATCH

in that order. They install best with Fallout Mod Manager.

If you aren't using Fallout Mod Manager, then you'll want to check your Data folder and make sure you don't have a second data folder inside the main one, or a second textures folder inside the main one. Basically have a look through for an incorrect copying from the Zip file.

You'll also have to use an Archive Invalidation tool of some kind. FOMM has one built in, or there is a stand alone mod for it. There's also a "load loose files" checkbox in the main launcher Data Files tab.


I have reinstalled fallout 3 whit the mod and did archive invalidation whit the mod manager and it work's great,,
the problem was that i never have tried the archive invalidation button .....


thanks for the help
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Andrew
 
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Post » Sat Feb 19, 2011 2:17 am

Hmm, how should I put this... In what ways can I repair my equipment, other than using an equip of the same type as the one I'm repairing? Is this really the only way?

Yes, I'm using FWE.
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GLOW...
 
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Post » Sat Feb 19, 2011 9:27 am

Hmm, how should I put this... In what ways can I repair my equipment, other than using an equip of the same type as the one I'm repairing? Is this really the only way?

Yes, I'm using FWE.

You can use repair parts, which you can create on the workbench from scrap metal.
Sometimes you can use such materials as tin cans or abraxo cleaner.
Don't forget to create merged patch, or you will have problems here
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Add Me
 
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Post » Fri Feb 18, 2011 10:21 pm

I installed FWE and I have both the optional tracer and the alternate travel (file header marked as esm) esps, but I did not select them in the FOMOD installation. This wouldn't seem odd if I got the optional VATS esps too, which I also didn't select in the FOMOD installation, but they're not there. I hope I didn't mess anything up.

I also don't have the CRAFT - Activation Perk shown in the load order part of the readme. Is that now in the main CRAFT esm or no longer needed?
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Lily Something
 
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Post » Sat Feb 19, 2011 1:48 am

A question about repair. How does the game/Wanderers determine how much percentage a misc. item will repair? I put my repair to 100 and it looks like misc. items have a maximum of 25%, but how is this figured out? With weapons and armor they have a condition value that is used, but misc. items don't have a condition value.
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BlackaneseB
 
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Post » Sat Feb 19, 2011 10:56 am

I installed FWE and I have both the optional tracer and the alternate travel (file header marked as esm) esps, but I did not select them in the FOMOD installation. This wouldn't seem odd if I got the optional VATS esps too, which I also didn't select in the FOMOD installation, but they're not there. I hope I didn't mess anything up.

I also don't have the CRAFT - Activation Perk shown in the load order part of the readme. Is that now in the main CRAFT esm or no longer needed?
Some ESPs seem to get auto selected, or it's possible those were included in the update patch (which installs everything instead of using a script), so just delete them if you don't want them. CRAFT-Activation Perk is no longer needed.
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vicki kitterman
 
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Post » Sat Feb 19, 2011 8:36 am

Some ESPs seem to get auto selected, or it's possible those were included in the update patch (which installs everything instead of using a script), so just delete them if you don't want them. CRAFT-Activation Perk is no longer needed.


Yeah, it was probably the hotfix, but okay, thank you. I'm off to make a merged patch now, so I'll see how that goes.
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Jennifer May
 
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Post » Sat Feb 19, 2011 2:34 am

The portable grill can't grill Boar Meat from MMMRC6.1, Martigen told me this needs to be fixed in FWE and to leave a message to Mezmorki, so here it is :)
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Alisia Lisha
 
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Post » Sat Feb 19, 2011 9:01 am

The portable grill can't grill Boar Meat from MMMRC6.1, Martigen told me this needs to be fixed in FWE and to leave a message to Mezmorki, so here it is :)

Yes, when we will find Mezmorki. we will think about it :)
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Smokey
 
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Post » Sat Feb 19, 2011 2:24 am

I don't know if this is one of FWE's features, but I'm not turning transparent when I use a stealth boy. It could be a mod incompatibility, but the only mods I have installed are DUI, FWE, MMM, PBHD, and RH Ironsights. Has this happened to anyone before?

EDIT: If it makes a difference, its the big ones on display in the museum.
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renee Duhamel
 
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Post » Fri Feb 18, 2011 10:53 pm

I don't know if this is one of FWE's features, but I'm not turning transparent when I use a stealth boy. It could be a mod incompatibility, but the only mods I have installed are DUI, FWE, MMM, PBHD, and RH Ironsights. Has this happened to anyone before?

EDIT: If it makes a difference, its the big ones on display in the museum.

No, it's not FWE feature. First time hear about it, sorry
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Jeff Tingler
 
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Post » Sat Feb 19, 2011 6:16 am

I don't know if this is one of FWE's features, but I'm not turning transparent when I use a stealth boy. It could be a mod incompatibility, but the only mods I have installed are DUI, FWE, MMM, PBHD, and RH Ironsights. Has this happened to anyone before?

EDIT: If it makes a difference, its the big ones on display in the museum.


I thought this having updated to FWE 6.03 but then realised that they have added requirement to toggle Stealth Boy on and off - see patch notes - toggle key can be set by FWE menus

On an aside can anyone help me with a FWE/vanilla question - once I have found a read a book is there any reason why i need to keep it? Or once read can I safely dispose/sell it without losing it counting towards my 3 or 4 copies I need to reak to get perk
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Catharine Krupinski
 
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Post » Sat Feb 19, 2011 7:23 am

Bloody hell fire I never expected this, I was going after the small guns bobblehead and got to the National Guard Depot armoury door and it was a very hard lock and as I only had average lockpick my only other option was to Minnie nuke the lock. :nuke: :D
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Chris Cross Cabaret Man
 
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Post » Sat Feb 19, 2011 10:01 am

I found a few enclave power armors. I used them to repair one good armor set.

Then went to craft bench and fitted the armor.

Time went by said only 20 minutes but according to Imps Complex needs it seemed like a day went by - as if only 20 minutes later my character was starving.

But here is the part that seems part of your domain ... the fitted power armor had zero health. As if repairing was a waste. Of course I am using powered power armor too, so this could all be Imp mod issues, but I thought I'd check how much time is supposed to go by and if a fitted armor loses health.

thanks
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Javaun Thompson
 
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Post » Fri Feb 18, 2011 8:59 pm

I keep finding bags of weed can anyone tell me what they do or for before I sell them to Moira.
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Euan
 
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Post » Sat Feb 19, 2011 9:27 am

Activate (use) a bag of weed and you'll get twenty "joints". Each joint is a marijuana cigarette with chemical effects.

They also sell for more individually than the entire bag sells for, so for purely profit reasons always separate them.
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benjamin corsini
 
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Post » Fri Feb 18, 2011 8:53 pm

Activate (use) a bag of weed and you'll get twenty "joints". Each joint is a marijuana cigarette with chemical effects.

They also sell for more individually than the entire bag sells for, so for purely profit reasons always separate them.

OK thanks.
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Claire Lynham
 
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Post » Sat Feb 19, 2011 12:26 am

I keep on hearing my stomach grumble before I'm hungry and I also get to around 21% without becoming hungry. Are these things normal?
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X(S.a.R.a.H)X
 
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Post » Sat Feb 19, 2011 2:54 am

So i've still got the CRAFT button when using a workbench. I don't have the craft activation perk ESP and i'm using the latest FWE. also doing the uninstall steps doesnt do anything.
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Sarah Knight
 
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Post » Fri Feb 18, 2011 7:27 pm

You have to do the uninstall steps before removing the Perk.esp file.

Also be sure to rebuild bashed/merged patches.
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Abel Vazquez
 
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Post » Sat Feb 19, 2011 10:53 am

You have to do the uninstall steps before removing the Perk.esp file.

Also be sure to rebuild bashed/merged patches.


the thing is i never used that esp. so i dont understand why it would show up.
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Ash
 
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Post » Sat Feb 19, 2011 7:00 am

It may have also existed in earlier versions of FWE. You are using the newest version, right?
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Natasha Callaghan
 
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