[RelZ] FWE - FO3 Wanderers Edition #45

Post » Sat Feb 19, 2011 12:30 am

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, schlangster, The 3rd Type, x-quake

Master Release 6.03

* http://sites.google.com/site/fo3wanderersedition/

* http://fo3fwe.freeforums.org/index.php

* http://www.fallout3nexus.com/downloads/file.php?id=2761


*********************** IMPORTANT ****************************


The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.

* http://www.fallout3nexus.com/downloads/file.php?id=637 for creating required merged patches.

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)


Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.


Overview of Changes

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

For a comprehensive description of changes and usage, please refer to the full documentation provided on the https://sites.google.com/site/fo3wanderersedition/detailed-changes. This is located in the "FWE Docs" folder of the download files.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)



Installation

Please refer to the FWE Website's https://sites.google.com/site/fo3wanderersedition/installation page for complete documentation on installing and configuring FWE.




Load Order + Compatiblity

--------------------------------------------------------------------------------
Compatibility
--------------------------------------------------------------------------------

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.


FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the https://sites.google.com/site/fo3wanderersedition/compatibility-list for specific mod issues.

--------------------------------------------------------------------------------
Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm

---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm

---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp

---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp

EVE - FWE Master Release.esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

---------------------------------------------------- Mods to load AFTER overhauls

---------------------------------------------------- Mart's Mutant Mod
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

---------------------------------------------------- Merged files

Merged Patch.esp



Frequently Asked Questions

Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.



Credits and Contributors

--------------------------------------------------------------------------------
Integrated Mods
--------------------------------------------------------------------------------

Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


--------------------------------------------------------------------------------
Additional Contributors
--------------------------------------------------------------------------------

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!



Legal and Contact Information

--------------------------------------------------------------------------------
Legal Information
--------------------------------------------------------------------------------

You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

--------------------------------------------------------------------------------
Contact Information
--------------------------------------------------------------------------------

If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sat Feb 19, 2011 2:33 am

6.04?

Is that a typo?

Anyways great mod, hope to see more.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Fri Feb 18, 2011 8:13 pm

Hello, how can I add this smoke grenade mod to the grenade hotkey?

http://www.fallout3nexus.com/downloads/file.php?id=14832

Thank you.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Sat Feb 19, 2011 6:01 am

Hey Mez - any news on the new WMK patch for FWE?
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Fri Feb 18, 2011 10:05 pm

6.04?

Is that a typo?

Anyways great mod, hope to see more.

Yes, typo :)



Hey Mez - any news on the new WMK patch for FWE?


It's coming along. I have all the records made at this point with the right models in place, i just need to wade through all the stat adjustments and make the form lists. Starcraft 2 has been distracting me I'm afraid from working on it more consistently :(

i haven't given up though!
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Fri Feb 18, 2011 8:52 pm

It's coming along. I have all the records made at this point with the right models in place, i just need to wade through all the stat adjustments and make the form lists. Starcraft 2 has been distracting me I'm afraid from working on it more consistently :(

i haven't given up though!


Great news :) Is there anything I can do to help ? I'm pretty handy with the GECK :)
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Sat Feb 19, 2011 1:53 am

Thank you for FWE, its very nice! :foodndrink:

Also is there a FOIP patch for EVE 097 and FWE coming soon?
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Sat Feb 19, 2011 4:15 am

Thank you for FWE, its very nice! :foodndrink:

Also is there a FOIP patch for EVE 097 and FWE coming soon?

If my headache will be off today, tomorrow I will begin work with new EVE.
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Sat Feb 19, 2011 3:28 am

If my headache will be off today, tomorrow I will begin work with new EVE.

I am sorry to hear about your headache :( .

Thank you for the news! :)
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Sat Feb 19, 2011 7:21 am

Version 6.0 mentions,

# Reinforced Chinese stealth armor and variants (credit: Gaijune). You’ll find them where you might find remnant Chinese forces.
# Red Eye's Night Vision goggles and mask (credit: IGBY) added, you’ll find them equipped on Chinese special forces and at vendors.


Where may I find these remnant chinese forces, I've used primary through since version 5.0 the chinese stealth suit.. and sniper rifles. So I'm really happy that version 6.0 has been primarily concerned with them both..

I would love to know where I could find this better stealth suit, and the red eye night vision goggles sound like interesting chinese technology that I can't wait to get my hands on, but where do I start looking?
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri Feb 18, 2011 10:41 pm

Version 6.0 mentions,
# Reinforced Chinese stealth armor and variants (credit: Gaijune). You’ll find them where you might find remnant Chinese forces.
# Red Eye's Night Vision goggles and mask (credit: IGBY) added, you’ll find them equipped on Chinese special forces and at vendors.
Where may I find these remnant chinese forces, I've used primary through since version 5.0 the chinese stealth suit.. and sniper rifles. So I'm really happy that version 6.0 has been primarily concerned with them both..
I would love to know where I could find this better stealth suit, and the red eye night vision goggles sound like interesting chinese technology that I can't wait to get my hands on, but where do I start looking?

Look for something Chinese in the Wasteland, may be Italian mother will help you?
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Sat Feb 19, 2011 1:58 am

Look for something Chinese in the Wasteland, may be Italian mother will help you?

I know where that is at - I like the shock resistant belts too.

Say wasn't there a thread or question here recently about someone hearing explosions every few minutes?

I could have sworn I saw that but can't find it.

I just started experiencing it without even changing load order (that I can think of) - it seems like a script silencer type issue.


Actually nevermind - I found a few cars that blew up - although I don't know why - no one was there.
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Sat Feb 19, 2011 12:01 am

This fixes cover all known instances of level-up freeze, experienced by MMM, FWE and OA DLC users.
Please remove all my previous fixes.
http://rapidshare.com/files/423238953/level_up_freeze_fixes_for_FWE_MMM_OA_DLC_ver_2.rar

Big thanks to all, who provide me with your saves, your help was invaluable.
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Sat Feb 19, 2011 12:38 am

This fixes cover all known instances of level-up freeze, experienced by MMM, FWE and OA DLC users.
Please remove all my previous fixes.
http://rapidshare.com/files/423214067/level_up_freeze_fixes_for_FWE_MMM_OA_DLC_ver_2.rar

Big thanks to all, who provide me with your saves, your help was invaluable.



Rapidshare is giving me a "No Such File" message, so I can't download it.
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Sat Feb 19, 2011 3:18 am

Rapidshare is giving me a "No Such File" message, so I can't download it.

Damn rapidshare
http://www.fallout3nexus.com/downloads/file.php?id=14886
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Fri Feb 18, 2011 11:10 pm

For some reason I cannot get my game to work. Here is my load order if it helps.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
FO3 Wanderers Edition - Main File.esm
EVE.esm
Mart's Mutant Mod.esm
Xepha's Dynamic Weather.esm
Vault 101 Revisited.esm
Impervious Power Armour.esm
Companion Core.esm
RobCo Certified v2.esm
Ambient Temperature.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CASM.esp
GalaxyNewsRadio20[M].esp
Powered Power Armor.esp
The Mantis Imperative - Mantis.esp
The Mantis Imperative - Jello.esp
Ambient Temperature HUD.esp
PPA - Ambient Temperature.esp
PPA - Broken Steel.esp
PPA - Operation Anchorage.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
FO3 Wanderers Edition - Project Beauty.esp
WeaponModKits.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - PointLookout.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Xepha's Dynamic Weather - Main.esp
RobCo Certified v2 FWE Patch.esp
Companion Core DLC Addon.esp
Wasteland Whisperer.esp
RobCo Certified v2 Impervious FWE.esp
RobCo Certified v2 Omnipatch.esp
PPA - FWE.esp
Mark 1.esp
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Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Sat Feb 19, 2011 4:22 am

You have EVE 0.97, it is not supported for now. Work in progress.
Uninstall eve 0.97, reinstall EVE 0.96- and you must be fine
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Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sat Feb 19, 2011 10:04 am

Any chance of something like that Bottlecap weight mod being integrated (or a more or less identical effect, anyway) ?

I like that ammo has weight. But surely, enough caps should also...?
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sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Fri Feb 18, 2011 11:03 pm

Any chance of something like that Bottlecap weight mod being integrated (or a more or less identical effect, anyway) ?

I like that ammo has weight. But surely, enough caps should also...?

It can be done, but why? Ammo weight have it's purpose- Chosen one must choose his tactic and not rely to infinite ammo.
Bottlecap weight will mean- you need to visit each location twice.
Boring :)
Next step will be to create bank system and cashless calculations :)
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Siobhan Wallis-McRobert
 
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Joined: Fri Dec 08, 2006 4:09 pm

Post » Fri Feb 18, 2011 7:50 pm

It can be done, but why? Ammo weight have it's purpose- Chosen one must choose his tactic and not rely to infinite ammo.
Bottlecap weight will mean- you need to visit each location twice.
Boring :)
Next step will be to create bank system and cashless calculations :)

That's a perfectly valid opinion, naturally.

However, I personally believe that immersion is a likewise valid (and, indeed, worthy) end in itself. Oh, and the subtitle for this thread goes as follows: "An immersive, more challenging, more adventerous Fallout 3 experience". So, you know, I wouldn't have asked if I was under the impression that FWE was purely about making the game "more fun", "cooler", or whatever else. IOW, that immersion wasn't at all a concern.

But hey, like I said, you're welcome to your own perspective on that.

Unless you are part of the FWE team (I wouldn't know, sorry) I think I'll just wait for an answer from someone who, you know, *is*. ;)


edit: Oh, and surely, *if* it was even considered for inclusion, configurability would be on the cards, no? As per many other aspects of the mod as is (e.g., ammo weight)...
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+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Fri Feb 18, 2011 11:52 pm

That's a perfectly valid opinion, naturally.

However, I personally believe that immersion is a likewise valid (and, indeed, worthy) end in itself. Oh, and the subtitle for this thread goes as follows: "An immersive, more challenging, more adventerous Fallout 3 experience". So, you know, I wouldn't have asked if I was under the impression that FWE was purely about making the game "more fun", "cooler", or whatever else. IOW, that immersion wasn't at all a concern.

But hey, like I said, you're welcome to your own perspective on that.

Unless you are part of the FWE team (I wouldn't know, sorry) I think I'll just wait for an answer from someone who, you know, *is*. ;)


edit: Oh, and surely, *if* it was even considered for inclusion, configurability would be on the cards, no? As per many other aspects of the mod as is (e.g., ammo weight)...


--------------------------------------------------------------------------------
Additional Contributors
--------------------------------------------------------------------------------

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
Antistar .......... Also contributing to the FOIP effort with WMK support.
jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
Zumbs .......... Writting an awesome FOMOD installer script. Thanks!


Answers your question regarding FWE Team

delamer your point about bank system http://www.fallout3nexus.com/downloads/file.php?id=3440 been done lol
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Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sat Feb 19, 2011 2:18 am

That's a perfectly valid opinion, naturally.
However, I personally believe that immersion is a likewise valid (and, indeed, worthy) end in itself. Oh, and the subtitle for this thread goes as follows: "An immersive, more challenging, more adventerous Fallout 3 experience". So, you know, I wouldn't have asked if I was under the impression that FWE was purely about making the game "more fun", "cooler", or whatever else. IOW, that immersion wasn't at all a concern.
But hey, like I said, you're welcome to your own perspective on that.

The same for you, of course.
Unless you are part of the FWE team (I wouldn't know, sorry) I think I'll just wait for an answer from someone who, you know, *is*. ;)

Yes, I'm from FWE team, but we are on break now, after all this last releases, and I'm not sure when we will be back. Our main concern now- FOIP support and little bugfixing. But caps weight- not very difficult problem, so there is hope for you :)

edit: Oh, and surely, *if* it was even considered for inclusion, configurability would be on the cards, no? As per many other aspects of the mod as is (e.g., ammo weight)...

Indeed. We have not much room for the new options, but we can use ammo weight option for this.
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Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Sat Feb 19, 2011 2:38 am

Fortunately, FWE doesn't mess with the bottlecap records, and there are other mods on the nexus that add weight to them, so there you go :)

I'm not opposed to adding it, but right now I'm not looking to do so, despite the fact that it does fall under the immersion tag line :)
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Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sat Feb 19, 2011 8:39 am

I'm not opposed to adding it, but right now I'm not looking to do so, despite the fact that it does fall under the immersion tag line :)

Ah well. :) Thanks for responding, anyway.

And sorry, both (and any others that it might apply to) for - probably - coming across a bit snarky there. Bad timing. :(

Also, thanks for all the hard work that's gone into this mod. I genuinely appreciate it, and wasn't meaning to gripe. Despite how things kinda went... :shrug:
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Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Sat Feb 19, 2011 3:11 am

And sorry, both (and any others that it might apply to) for - probably - coming across a bit snarky there. Bad timing. :(

Nothing to worry about. All of us have job here, your job- to make requests, our job- to refuse :laugh:
I'm joking, of course, we not always refuse :)
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Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

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