[RelZ] FWE - FO3 Wanderers Edition #45

Post » Sat Feb 19, 2011 11:13 am

I think the Fawkes hiring dialog is bugged.

I have Very Good Karma, but when I talk to him I only get the option to tell him to "deal with it".

Looking at the topics in FO3Edit, there are two versions of the invitation to join me: The first requires that FWEFollowerKarmaChecks be equal to zero (presumably that Karma checks be turned off) and results in the hiring. The second requires that FWEFollowerKarmaChecks be equal to one (On, I'd assume) and that the player's karma be less than or equal to KarmaEvil and results in Fawkes refusing the offer.

I see no way to have Karma Checks be turned on and have high karma and still hire Fawkes.
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Robert Devlin
 
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Post » Sat Feb 19, 2011 7:11 am

I don't know if this is FWE introducing this or another mod I have. When I go to the Robco facility in the lobby is a Pipboy upgrade station. Does FWE add this or it is some other unknown mod I have? If FWE does add it, is it supposed to do anything beause right now it doesn't do anything. Just wondering. Thanks.

Oops, never mind, just figure it out and it's not FWE :)
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Kira! :)))
 
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Post » Sat Feb 19, 2011 5:43 am

I think the Fawkes hiring dialog is bugged.

I have Very Good Karma, but when I talk to him I only get the option to tell him to "deal with it".

Looking at the topics in FO3Edit, there are two versions of the invitation to join me: The first requires that FWEFollowerKarmaChecks be equal to zero (presumably that Karma checks be turned off) and results in the hiring. The second requires that FWEFollowerKarmaChecks be equal to one (On, I'd assume) and that the player's karma be less than or equal to KarmaEvil and results in Fawkes refusing the offer.

I see no way to have Karma Checks be turned on and have high karma and still hire Fawkes.

Bug, thank you.
If you want, you can correct it yourself, or just disable Karma check.
http://img140.imageshack.us/img140/6069/93674591.jpg
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Laura Cartwright
 
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Post » Sat Feb 19, 2011 6:18 am

Ive noticed that 'Bags of Weed' dont have any effect. Im certain I have FWE installed right. (Everything else works as advertised.) For BOW's, the icon is the same as scrap metal, and it doesnt do anything, as opposed to Ibuprofen and other medications that have a discernable and texted affect.

Bug? Or did I somehow manage to install the Weed wrong? I wouldn't care if it didn't seem to be on 30% of the raider corpses I loot.

*EDIT* I dont have any DLC, and besides FOMM, FOSE, and FWE I only have WMK installed. Nothing else.
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Carys
 
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Post » Sat Feb 19, 2011 12:05 am

Ive noticed that 'Bags of Weed' dont have any effect. Im certain I have FWE installed right. (Everything else works as advertised.) For BOW's, the icon is the same as scrap metal, and it doesnt do anything, as opposed to Ibuprofen and other medications that have a discernable and texted affect.
Bug?

No :)
When you use Bag, it will disappeared and replaced with ten joints. Reopen Pip-Boy and you will see difference.
The same with cigarette packs/cartons
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Your Mum
 
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Post » Sat Feb 19, 2011 3:12 am

:facepalm:

Oh wow. It never actually occured to me to USE it, I just assumed Bug. My mistake! Thanks for clarifying!
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Betsy Humpledink
 
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Post » Sat Feb 19, 2011 6:49 am

Actually what would be awesome is if they added "explosive rounds" to revolvers. I'm guessing it would be some sort of explosive tipped bullets, just like that guy in Wicked City.

edit- Small problem guys, when I encounter Split Jack and Willhelms wharf for the 'protecting the water way', and I challenge him to a fight, with either knives, board, pipe or guns. As soon as the conversation is over everyone attacks me, including split jack, eventhough I haven't even taken any weapon out.


I read here http://fallout.wikia.com/wiki/Protecting_the_Water_Way
That this is not supposed to happen.

This is annoying, is there some sort of console command I can use to fix this? like add myself to a faction or something like that. Anyone have any clues?


-Edit I also encountered another bug, as soon as I drop the Strength bobblehead, it freezes in mid air and I can't pick it up again. I tried grabbing it, and holding down the grab button and pressing use, nothing happens. All the other bobbleheads seem to work fine, they droplike normally... weird. And when I try to put the strength bobblehead on the bobblehead stand, it doesn't appear... Is there a console command for me to summon the proper Wanderers Edition strength bobblehead to fix this?


I found the culprit behind the my bobblehead freezing.

http://www.thenexusforums.com/index.php?/topic/103495-ff-interactive-bobbleheads/

This mod is integrated into Fallout Wanderers edition. It adds physics to the bobbleheads,

Someone had the same problem.

1 minor issue with it & I think this may be due to bobble-heads being tagged as 'non-quest' items:

If you have the mod active from beginning of a NEW game, you might loose your Medicine bobble-head.

I only noticed the medicine bobble-head missing while doing an inventory check just before leaving Vault 101 - your removable gear gets taken from you during the "white-out" moments in vault 101 where the game skips forward a few years & I reckon the medicine bobble-head goes missing in the last white-out between the GOAT test & your final escape.


Interesting mod, but there seems to be a glitch on mine. Since I lost the Medicine bobblehead due to the issue Snowgoose mentioned, I had to re-add it to my inventory.

But the problem starts there - when I drop the bobblehead, it just floats in mid-air bobbing its head, and I can't pick it up. Even holding the Grab key while activating the bobblehead doesn't do anything - it activates, but nothing happens and it stays floating.

Also, the stock displays don't seem to be working properly - there isn't any menu, if there was supposed to be one, and placing a bobblehead into the stand didn't do anything.



This is whats happened to me, my Strength Bobblehead disappeared one day.. and added it my inventory through the console, and its been pretty much having the same stuck in mid air problem, and not showing up on the bobblehead stand.

If anyone can help it would be appreciated.
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CORY
 
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Post » Sat Feb 19, 2011 10:23 am

With the 6.03a patch activate do I deactivate 6.02 hotfix?

Repair list humm oh yes, I discovered a new gun. A bozer which is a big gun. Why do I need the Drifter Laser Rifle to fix it?
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Jesus Sanchez
 
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Post » Sat Feb 19, 2011 5:05 am

I found the culprit behind the my bobblehead freezing.

I can try to reproduce your bug, but I need step-by-step manual how to do so.

Gerza71
With the 6.03a patch activate do I deactivate 6.02 hotfix?

No need in this, old hotfix will be overwrited

Repair list humm oh yes, I discovered a new gun. A bozer which is a big gun. Why do I need the Drifter Laser Rifle to fix it?

It is formality, of course. Bozar- heavy automatic sniper rifle. Yes, I know, sound strange :)
But it still be sniper rifle, so can be repaired with sniper rifle parts.
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Daniel Brown
 
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Post » Sat Feb 19, 2011 7:02 am

How do I speed up VATS? There used to be optional mods for Wanderer's Edition that would speed up VATs with various changes in damage taken, and they are still mentioned in the readme. However, these mods aren't in the master release on Fallout 3 Nexus. Is there another way to do this, say with a config file? I didn't see the option anywhere in the in-game menu tree.
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Vicki Gunn
 
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Post » Sat Feb 19, 2011 7:23 am

How do I speed up VATS? There used to be optional mods for Wanderer's Edition that would speed up VATs with various changes in damage taken, and they are still mentioned in the readme. However, these mods aren't in the master release on Fallout 3 Nexus. Is there another way to do this, say with a config file? I didn't see the option anywhere in the in-game menu tree.

Are you sure? This mods exists in FWE 6.0, you need it to be installed first, before FWE 6.03
If you don't have access to this mods through config menu, you can install them manually.
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Optional VATS Realtime.esp
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james reed
 
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Post » Sat Feb 19, 2011 5:38 am

I was curious, though I do not know if it has been addressed previously (a little late to the game I suppose) or is possible via permissions, but I would love to see some of the aspects of Companion Behavior Overhaul (CBO) integrated into the Followers Enhanced portion of FWE. Things like the companions utilizing water sources in the field, having the animations play for utilizing different drugs/chems, and being effected by radiation effects being coupled together with the options already available in the FWE module of adjusting the Karma and Limit portions of followers would be fantastic. Could also be nice to have the options available for adjusting the damage you need to do to an enemy in combat to get XP if your companion kills them included too. Obviously, all in the the little configurable options menu that FWE already provides for applicable portions of it all.

Just all seems to fall in line with the immersion aspects that FWE shoots for in its modules, and it would certainly help in regards to better handled integration of content on the player end. Obviously there are already a lot of things on the plate for this project as it is already, and NV is also on the horizon, but I figured it was worth at least asking about it.
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Becky Palmer
 
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Post » Sat Feb 19, 2011 9:34 am


It is formality, of course. Bozar- heavy automatic sniper rifle. Yes, I know, sound strange :)
But it still be sniper rifle, so can be repaired with sniper rifle parts.


The first time I seen the Bozar it look rather familial. It looks like that sniper rifle in Mass Effect2. The Widow anti-material sniper rifle. I know its a different game but it dose the same thing. Use against armoured vehicles.
It is odd. They are both snipers rifles but one fire bullets other energy.

Ta for that.
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meg knight
 
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Post » Sat Feb 19, 2011 2:01 am

The first time I seen the Bozar it look rather familial. It looks like that sniper rifle in Mass Effect2. The Widow anti-material sniper rifle. I know its a different game but it dose the same thing. Use against armoured vehicles.
It is odd. They are both snipers rifles but one fire bullets other energy.

Ta for that.

We had in plans to rework all this repair system, but don't finished it. May be later we will return to this question.
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Vicki Gunn
 
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Post » Sat Feb 19, 2011 7:27 am

random thought: Is it possible to hide the effects of a digestible item until you eat/drink it? Once you try it out, the effects appear after the item has worn off, like in Metal Gear Solid 3. Be a bit more realistic...
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Brittany Abner
 
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Post » Sat Feb 19, 2011 8:41 am

random thought: Is it possible to hide the effects of a digestible item until you eat/drink it? Once you try it out, the effects appear after the item has worn off, like in Metal Gear Solid 3. Be a bit more realistic...

No easy way to do so. We will need to do two versions of each ingestibles. It is hell of the work.
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Guinevere Wood
 
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Post » Fri Feb 18, 2011 8:52 pm

I seem to be having a problem with the MMM menu not showing up. Do I have an ESP missing somewhere that is preventing it from showing up in the FWE menu options?

...46  Mart's Mutant Mod.esp47  Mart's Mutant Mod - DLC Anchorage.esp48  Mart's Mutant Mod - DLC The Pitt.esp49  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp4A  Mart's Mutant Mod - DLC Zeta.esp4B  Mart's Mutant Mod - FWE Master Release + Project Beauty.esp4C  Mart's Mutant Mod - FWE Master Release + DLCs.esp...


Try enter in console
Set MMMzMenuSystemLoaded to 1

Sorry I just saw this -- to Meridian, the problem (as you can see in your load order) is that you're not loading the most essential of the FOIP files for MMM and FWE: Mart's Mutant Mod - FWE Master Release.esp. This enables the MMM menu for FWE users.

Just a quick note on delamers reply: Yes this is the global tha enables the MMM menu, but note this isn't enough. You need to load the 'MMM - Master Menu Module' (or 'MMM - FWE Master Release', as above) .esp, as these also set all relevant global variables from static to dynamic so that they can be saved in your savegame. Simply setting the global will enable the menu, but any changes from the menu won't be saved.
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Michelle Smith
 
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Post » Sat Feb 19, 2011 4:48 am

Thanks for the reply Martigen.

I think I must have misread some info and thought for some reason I didn't need that file with the others I had loaded.
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Kat Lehmann
 
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Post » Sat Feb 19, 2011 6:59 am

Sorry I just saw this -- to Meridian, the problem (as you can see in your load order) is that you're not loading the most essential of the FOIP files for MMM and FWE: Mart's Mutant Mod - FWE Master Release.esp. This enables the MMM menu for FWE users.

Damn. Sorry, I miss this.
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Helen Quill
 
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Post » Sat Feb 19, 2011 2:53 am

Not sure if this is for you guys, but the Gauss Rifle loses the pulsing coil effect (from EVE Anchorage, i think?) when a mod kit is applied. Is there any easy way to re-add that effect to the modified rifles?
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Kari Depp
 
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Post » Sat Feb 19, 2011 12:18 am

Not sure if this is for you guys, but the Gauss Rifle loses the pulsing coil effect (from EVE Anchorage, i think?) when a mod kit is applied. Is there any easy way to re-add that effect to the modified rifles?

I can't check it now, I work with EVE 0.97 already. But it is possible. If you use WMK, all eve models will be reverted back to vanilla, and may be not only this can be reverted back.
Which modification did you use?
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Charity Hughes
 
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Post » Fri Feb 18, 2011 10:44 pm

I've seen it happen with any modification i add, the latest being extended clip. Only the unmodified version has the effect.

I checked with FO3Edit noticed that EVE Anchorage adds a "World Model" entry to the Gauss Rifle's wasteland and simulation versions, which there is none for the modified versions. If that's the one that adds the effect, i found my answer, there's is no easy way.
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kristy dunn
 
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Post » Sat Feb 19, 2011 6:00 am

Anyone know where I might be able to find the Reservists rifle and Tactical Sniper Rifle (aka PSG-1) added with scoped and silencer.
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Justin
 
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Post » Sat Feb 19, 2011 4:53 am

The Reservist's Rifle is in
Spoiler
one of the houses in Minefield
.
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Harry Hearing
 
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Post » Sat Feb 19, 2011 3:14 am

Do you have to spoil it. I found it by chance when I was doing a quest.
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Mrs Pooh
 
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