Getting started FWE

Post » Wed Jun 23, 2010 5:22 am

Original by titan357
Corrections and additions by dakorma


Contents:
1) Getting started
2) Making a new hero/villin!
3) Where to go and what to do first!
4) Links to mods named here. Please see post #14
5) Places to visit Part two
6) Hints ,tips and tricks

1) Getting started!

Required downloads:

FWE

CRAFT and CALIBR



Indispensable utility:

FOMM (Fallout Mod Manager)

Optional extras:

WMK, (Weapon Mods Kit) must have in my opinion, but it is not needed for this guide

MMM, in my humble ways I view this a necessary, but for the purposes of this guide, it is not.

FOIP, makes MMM and WMK, and FWE all play nice.

Personal picks (links added by dakorma) the nexus has all the files.

Fairfax Apartment. (House mod by yevic one of the better house mod authors.)

DCInteriors Project. (Adds shops and such to downtown DC)

DN - Recycling Machine (Handy for turning junk like cans into scrap metal.)

Enhanced Weather - Rain and Snow v2 Hotfix (goes great with fellout, adding things like rain and thunder.)

Existence 2_0 - Robot Radio (An atmospheric style radio station, great ambiance that really sets the mood in the wastes.)

Fallout Street Lights + Fallout Street Lights-wasteland (Adds streetlights to downtown and certain areas of the wastes. fantastic for atmosphere.)

Fellout, great mod, removes the constant green tint allowing a more realistic presence in the graphics.

Greenerworld, adds trees and shrubbery to make the wasteland green.

Improved Sound FX v1_3 (great sounds!)

Owned (lets you "Own" more things, specifically houses now you can pretty much set your self up as the owner of whole swaths of land. As well as tax that land.)


RobCo Certified (build bots)


Ultimate Perk Pack (more perks!, please do not use the "original" perks part of this mod it conflicts with FWE.)


2) Making a new hero/villain!:

* I suggest not messing with the primary needs settings! (I personally use food heals)

* I recommend you start with the scavenger, and skip the Vault (choose wake up) it makes it easier you start with a free perk! and a helpful one at that!

* 8 INT, I go with 9.

* Tag Small guns, Why? You need a form of attack and defense!

* Tag Repair Why? You need to keep things in working order!

* Tag Barter. Why? Makes it easy to get more caps and supply's sooner, not needed you could take something else. I noticed that at 20 barter a stimpak is 93 caps, with 50+ you are looking at 60 or less caps. Add in that you get more caps for things you sell and it should make it MUCH easier to keep well funded and supplied.

* I suggest putting ALL starting points into Small Guns, and on the second level try to get Small Guns to 60-70, use the other points for repair! After
that I suggest barter and one of the following.

* Sneak, if you want to be sneaky

* Medical skills, you need to stay healed!

* Other weapon skill (try not to have more than two weapon skills, like big guns/small guns or energy/small guns)

* Explosives

* I prefer to take I.T (intense training) 2-3 times to get all my special stats to 6 or higher (STR/END are my picks first) that's just me though, and requires level 8+
(you can get +1 STR OR +1 PER from the quest "Those")

About tagged skills, not only do you get a boost (+10) when you "tag" a skill, for ever point spent on a "tagged" skill you get a +2 instead of a +1! (FWE only)

Perks List.

Personally I use Intense Training first, and try to get all my skills to 5-6 or higher ( depending on how much you spent on INT, I start with 4 luck. )

I then like to take Daddy's Boy/Girl for the sci/med boost until better perks open up, but once you get to that point you should know what perks you want.

Using the perk pack there are 60sih new perks to pick from, so you have a wide choice.


3) where to go and what to do first!

I am going to suggest places to go, and way to level up and get some starter gear, I however am not going to hold your hand, I am assuming that you have played FO-3 unmodded at least once, and know how to find the places I am talking about! I also assume that you know basic tactics like hiding, and bringing the bad guys to you!I suggest heading to Megaton and doing the easy quests first, like repair the water pipes and get radiation sickness, disarm the bomb, or blow it up! (I suggest disarm for a first timer.) The first real quests I suggest you go on is clearing out the school near Megaton, not really a "quest," but it will help you level and get used to the game.

When you enter the school, go into stealth, and go right into the first room, there will be two raiders there (using ++ spawns from MMM) kills them asap and hide behind the flipped over desk. Wait for the raiders to come to you and kill them as they come. Loot and repair when you feel it is safe, normally I get 4-5 raiders killed before I loot and repair. return to town if you get full, but be warned some times when you exit the school raiders will start shooting, I normally sprint away into cover.

Take your time and clear the school, the lower part is the hardest, I found that the 10MM is best here, try to hide and have them come to you, once you clear them out, the ants should be killed with a weapon, like a pool stick. its very easy to kill all the ants and not get hurt. Loot and return to town as needed I suggest keeping the 10MM and a hunting rifle at first, store other weapons you may want to keep in your house, I use the fair fax apt, but you can use the Megaton home if you disarmed the bomb. *note* I am not going to tell you how to get to and clear the area around the Fairfax house. (it's a MOD)

The next area/place I suggest you go to is Grayditch, use the Hunting rifle and vats to kill the ants, try not to waste ammo, as it's sparse! Grayditch (outside) is easy with a rifle, underground you may want to use a pistol and grenades!

Once you complete Grayditch you should be ready to go anywhere you want besides downtown DC, I suggest wondering around a little and killing raiders then doing the super duper mart quest and then minefield.

Keep scrap metal if you can carry it, turn them in for XP ( water plant in M/T ) or use for repair parts.

Well, you should be set, I will add to this guide as I play along in the game.


4) Links to mods named above.
Post #14 contains working links.


5) Places to visit Part two

I find these places are nice to visit once you have a good grasp on the game, and how it plays now, around level three-five would be fine to head out to these places. Look out for packs of enemies, more so if you are running MMM and even more so if you have ++ spawns on!

Fort Independence, you should travel here as soon as you can, be careful around the Fairfax ruins avoid them if you must there are 3-5 raiders there, (10-15 or more on ++ spawns,)but its a good source of loot, and if like me you have the house there, a good pit stop. (mod) Talk to the outcast leader and offer to find them tech for supplies.

Robco building and Tenpenny Tower!
I placed these in the same section because they are pretty much right on top of one another, robco building should be easy to clear, I used a ripper, but any melee weapon will work, there are only molerats and roaches here if you do not do the quest here.Try to come as light as you can, carry only what you need, maybe find the building and fast travel back to town, or where ever you store things and come back ( I use fast travel, I could disable it or get a mod that places caravans around the area, but I choose not to, I just pretend they are already there ) you will have to watch for raiders and other baddies on the way, I personally killed 6 raiders and 4 wanamingo's on my way.

Once you get there, loot everything you can ( I cleaned the first floor then sold/traded then came back ) and trade anything you want to the outcasts for ammo, or stims! FWE has a larger list of rewards and things you can turn in, scrap metal, conductors and sensors as well as fusion batteries.

Tenpenny Tower is great for some extra ammo, food and healing supplies if you can afford them.

Rivet City and the library.

Its really easy to get to rivet city and the library if you head all the way south from Fort independence and then head east following the boundary, you can bypass most of the raiders and wildlife, and make the library, some times there are talon mercenaries outside the library though. From there I normally equip a rad resist suit and take some rad-x and a supply of rad away and swim to rivet city, less hostiles, just watch for the super mutants!

6) Hints tips and tricks.

* With MMM and FWE combined some times ghouls will get back up after you kill them

* ++spawns really means, ghoul army around tunnels, and massive fights among wildlife.

* Outcasts are a good way to get ammo, stimpaks and more.

* With MMM and FWE and a darker night mod, and night ghouls I do not recommend night trips unless you are well supplied and healed.

* Wanamingo's are very tough, but the meat they drop is very good!

* Ghouls, while in mass are hard to beat, killing them from range and with a scoped weapon ( I use a hunting rifle with scope and extend mag )

* the Robco water purifier and field grill are handy, but use energy cells among other things.

* A higher medical skill is the difference betwixt getting 6Hp per 6 seconds and 10 Hp per second over the same time. Which is 36 and 60 health respectively.

* Buffout is handy for packing that extra bit of loot, as is beer.

* Repair benches give a +10 bonus to repair and are handy for maxing your most used weapon for a long trip.

* I love the Daddy's Boy/Girl perk, It adds +5 to both med and science!

* I try to balance my perks to my tagged skills, I tagged Barter/small guns/repair so they get skill points, anything else I want to raise gets raised mostly by perks, as its 10 free points per perk, and a extra 10 at cap.

* five levels of the perk (might just take 4) 10 free points per level plus 10 extra at mastery = 60 free skill points! or just 40 free skill points if you go to level 4, That means that if you start with sci/med at 20, after four level you would have 40/40!

* Some perks are IMO not so useful depending on how you play, for my guy things like, Thief, Bigger is Better (+10 to big guns per level, 50Lbs extra at master,) Controlled Breathing (high small guns replaces it,) Little Leaguer, and Gun Nut, would be useless.

* Try to have the perks you take pick up what you are weak at, and use the skill points to improve your strengths, my strong points at the moment are repair and small guns, so that makes gun nut useless, as I have those two tagged. Barter is tagged and I am not too worried about speech, so scoundrel is not so useful. I travel light and fast so big guns and big gun perks are not a good pick. Medical and science are useful to me, but weak, so daddy's boy picks that up for me, not worried about lock picking ( explosive entry ) and stealth, I use range and cover and strong weapons indoors.


* Mines and bottle cap mines are great for laying traps, Super duper mart comes to mind here.

* Using cover could save your life, rocks trees old cars, anything is better than a gun shot wound.
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Mandy Muir
 
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Post » Wed Jun 23, 2010 10:13 am

I started to read this list but stopped cause I had to tell you that you need to add CRAFT and CALIBR as required mods for FWE. AND, then if you are going to use MMM along with FWE, you will need http://www.fallout3nexus.com/downloads/file.php?id=4968 page to find the compatibility patch :)

...now I will continue reading and add anything else if I see anything ;)
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Deon Knight
 
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Post » Wed Jun 23, 2010 2:25 am

I started to read this list but stopped cause I had to tell you that you need to add CRAFT and CALIBR as required mods for FWE. AND, then if you are going to use MMM along with FWE, you will need http://www.fallout3nexus.com/downloads/file.php?id=4968 page to find the compatibility patch :)

...now I will continue reading and add anything else if I see anything ;)



oopse, guess i better go fix that
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Colton Idonthavealastna
 
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Post » Wed Jun 23, 2010 4:21 am

Ok, so here is part one of my[b]Getting started, FWE style.[/b][b]Contents[/b]1) Getting started2) Making a new hero/villin!3) Where to go and what to do first![b]1) Getting started![/b]Required downloads:[src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=2761"]FWE[/url][src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=4447"]CRAFT[/url] and [src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=3447"]CALIBR[/url][src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=8606"]FOSE[/url]Indispensable utility:[src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=640"]FOMM[/url] (Fallout Mod Manager)Optional extras:[src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=3388"]WMK[/url] (Weapon Mods Kit) MUST HAVE IMO ( not needed )[src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=3211%20"]MMM[/url]... MUST have IMO. ( not needed )[src="http://forums.bethsoft.com/index.php?/topic/1074920-getting-started-fwe/http://www.fallout3nexus.com/downloads/file.php?id=4968"]FOIP[/url], makes MMM and WMK, and FWE all play nice.[b]Making a new hero/villin!:[/b][list][*]I suggest not messing with the primary needs settings! (i personally use food heals)[*]I reecomend you startwith the scvanger, and skip the Vault (choose wake up) it makes it easieryou start with a free perk! and a helpfull one at that![*]8 INT, I go with 9[*]Tag Small guns, Why? you need a form attack and defence![*]Tag Repair Why? you need to keep things in working order![*]Tag Barter. why? makes it easy to get more caps and supply sooner, not needed you culd takesomething else.[*]I suggest putting ALL starting points into Small guns, and on the second level try to get SG to60-70, use the other points for repair! After that I suggest barter and one of the following.[*] sneak ( if you want to be sneaky )[*]Medical skills ( you need to stay healed! )[*]Other weapon skill[*]explosives[*]I perfer to take I.T ( intense training ) 2-3 times to get all my special stats to 6 or higher(STR/ENDUO are my picks first ) thats just me though.[/list][b]3) where to go and what to do first![/b]I suggest heading to Megaton and doing the easy quests first, like repair the water pipes andget radation sickness, disarm the bomb, or blow it up! ( I suggest disarm for a first timeer )The first real quests I suggest you go on is clearing out the school near megaton, not really a"quest" but it will help yopu level and get used to the game.When you enter the school, go into stealth, and go right into the first room, there will be tworaiders there ( using ++ spawns from MMM ) kills them asap and hide behind the flipped overdesk. Wait for the raiders to come to you and kill them as they come.Loot and repair when you feel it is safe, normally I get 4-5 raiders killed before I loot and repair.return to town if you get full, but be warned some times when you exit the school raider will startshooting, I normally sprint away into cover.Take your time and clear the school, the lower part is the hardist, I found that the 10MM is besthere, try to hide and have them come to you, once you clear them out, the ants should be killedwith a melee weaapon, like a pook stick. its very easy to kill all the ants and no get hurt.Loot and retun to town as neededI suggest keeping the 10MM and a hunting rifle at first, store other weapons you may want to keepin your house, I use the fair fax apt, but you can use the megaton home if you disarmed the bomb.*note* I am not going to tell you how to get to and clear the area around the farfax house.The next area/place I suggest you go to is grey ditch, use the Hunting rifle and vats to kill the ants,try not to waste ammo, as its scarse!grayditch ( outside ) is easy with a rifle, undergrund you may want to use a pistol and grenades!Once you complete graydich you should be ready to go anywhere you want besides downtown DC,I usggest wondering around a little and killing raiders, and doing the super duper mart quest andthen minefeild.Keep scrap metal if you can carry it, turn in for XP ( water plant in M/T ) or use for reapir parts. 
...added the links and some formatting for you.

gothemasticator
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Hazel Sian ogden
 
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Post » Tue Jun 22, 2010 8:44 pm

Also adding in the you can use BOSS or FOMMs auto loader tool to sort the load order would help. And there are a few spelling mistakes, but other than that, looks good.
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Patrick Gordon
 
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Post » Wed Jun 23, 2010 1:59 am

Nice one guys :goodjob:
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Tasha Clifford
 
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Post » Wed Jun 23, 2010 12:51 am

edited, thoughts?

I plan on containing the guide later.

Thanks for help!
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Alan Whiston
 
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Post » Tue Jun 22, 2010 10:59 pm

Personally I wouldn't bother tagging barter, at least not in 4.1.1 version. Caps don't kill enemies, bullets do and you get them from outcasts in exchange for fission batteries, conductors etc. - all that stuff that you find in abundance. Apart from house and bike upgrades there's nothing really that you'd ever want to buy. It's a decent skill to upgrade to about 50, but I'd rather use a tag point for something more useful like sneak for those nice sneak criticals.

Another area that is a good idea to visit early is RobCo. It's an easy trip with just a few molerats and dogs to deal with and you can find heaps of "outcast currency" in there to trade for more ammo and stimpacks.

Edit: oh, and when you get your repair and gun skills at a fairly high level (60-70) and enough ammo (about 400 rounds for assault rifle) go and raid the National Guard Depot. That place is stuffed with loot and all kinds of awesome weaponry that will make your life a hell of a lot easier. Again you can avoid most of the raider camps en-route, go to super-duper mart, cross the bridge, continue north to avoid the raider camp on the road to the right. At the top of the hill you'll see a highway leading east, just follow it and you'll be good, there are only 2 small raider pockets on your way.
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Nice one
 
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Post » Wed Jun 23, 2010 10:31 am

Personally I wouldn't bother tagging barter, at least not in 4.1.1 version. Caps don't kill enemies, bullets do and you get them from outcasts in exchange for fission batteries, conductors etc. - all that stuff that you find in abundance. Apart from house and bike upgrades there's nothing really that you'd ever want to buy. It's a decent skill to upgrade to about 50, but I'd rather use a tag point for something more useful like sneak for those nice sneak criticals.

Another area that is a good idea to visit early is RobCo. It's an easy trip with just a few molerats and dogs to deal with and you can find heaps of "outcast currency" in there to trade for more ammo and stimpacks.

Edit: oh, and when you get your repair and gun skills at a fairly high level (60-70) and enough ammo (about 400 rounds for assault rifle) go and raid the National Guard Depot. That place is stuffed with loot and all kinds of awesome weaponry that will make your life a hell of a lot easier. Again you can avoid most of the raider camps en-route, go to super-duper mart, cross the bridge, continue north to avoid the raider camp on the road to the right. At the top of the hill you'll see a highway leading east, just follow it and you'll be good, there are only 2 small raider pockets on your way.



Granted I personally had no idea about how much ammo and such you could get from the outcasts, but even so, I still find barter to be VERY useful.

at times when I have nothing of value to the outcasts ( the list is bigger with FWE but still limited ) I would rather get the slightly higher value and reduced price on items then a sneak bonus, mostly because I do not sneak, and partly because there are ample amounts of stealth boys around for use when I need to.

My current build is a small guns with a very sweet Hunting rifle ( extended mag, scope maybe later a silencer ) and I shoot from range, IF they are able to get close I have a ripper and assault rifle ready to go.

More next post.

If I was going to drop barter I would tag either a secondary gun skill or medical for a back up weapon/more healing.
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tegan fiamengo
 
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Post » Wed Jun 23, 2010 7:50 am

So, now for a slight add on to part 3!

5) Places to visit Part
6) Hints ,tips and tricks

Section two, part 5

5) Places to visit Part

I find these places are nice to visit once you have a good grasp on the game, and how it playes now, around level 3-5 would be fine to head out to these places. Look out for packs of enemys, more so if you are running MMM and even more so if you have ++ spawns on!

Fort independence, you should travel here as soon as you can, be careful around the fair fax ruins aviod them if you must there are 3-5 raiders there ( 10-15 or more on ++ spawns ) but its a good sorce of loot, and if like me you have the house there, a good pit stop. ( mod )
Talk to the outcast leader and offer to find them tech for supplys.

Robco building and tenpenny tower!
I placed these in the same section because they are pretty much right on top of one another, robco building should be easy to clear, I used a ripper but any melee weapon will work, there are only molerats and roaces here if you do not do the quest here.
Try to come as light as you can, carry only what you need, maybe find the building and fast travel back to town, or where ever you store things and come back ( I use fast travel, I could disable it or get a mod that places caravans around the area but I choose not to, I just pretend they are already there ) you will have to watch for raiders and other baddies on the way, I personally killed 6 raiders and 4 wanamingo's on my way.

Once you get there, loot everything you can ( I cleaned the first floor then sold/traded then came back ) and trade anything you want to the outcasts for ammo, or stims! FWE has a larger list of rewards and things you can turn in, scrap metal, conducters and sensors as well as fusion batterys.

Tenpenny tower is great for some extra ammo, food and healing supplys if you can afford them.

Rivit city and the libary.

its really easy to get to rivit city and the libary if you head all the way south from Fort independence and then head east following the bondury, you can bypass most of the raiders and wildlife, and make the libary, some times there are talon mercs outside the libary though. From there I nomrally equip a rad resist suit and take some rad-x and a supply of rad away and swim to rivit city, less hostiles, just watch for the super muntans!

6) Hints tips and tricks.

*With MMM and FWE combined some times ghouls will get back up after you kill them
*++spawns really means, ghoul army around tunnels, and massive fights among wildlife.
Outcasts are a good way to get ammo, stim packs and more.
with MMM and FWE and a darker night mod, and night ghouls I do not reccomed night trips unless you are well supplied and healed.
wanamingo's are very tough, but the meat they drop is very good!

Ghouls, while in mass are hard to beat, killing them from range and with a scoped weapon ( I use a hunting rifle with scope and extend mag )
the robco water purifer and feild grill are handy, but use energy celss among other things.
A higher medical skill can really make a big change between getting 6Hp per 6 seconds and 10 Hp over the same time.
Buffout is handy for packing that extra bit of loot, as is beer.
Repair benches give a +10 bonus to repair and are handy for maxing that most use weapon for a long trip.

I love the daddy's boy/girl perk, It adds +5 to both med and science!

I try to balance my perks to my tagged skills, I tagged Barter/small guns/repair so they get skill points, anything else I want to raise gets rasied mostly by perks, as its 10 free points per perk, and a extra 10 at cap.

five levels of the perk ( might just take 4 ) 10 free points per level plus 10 extra at mastery = 60 free skill points! or just 40 free skill points if you go to level 4,
That means that if you start with sci/med at 20, after four level you would have 40/40!

Some perks are IMO not so useful depending on how you play, for my guy things like thief, bigger is better ( +10 to big guns per level, 50Lbs extra at master ) controlled breathing ( high small guns replaces it ) little leaguer, and gun nut would be useless.

Try to have the perks you take pick up what you are weak at, and use the skill points to improve your strengths, my strong points atm are repair and small guns, so that makes gun nut useless, as I have those two tagged.
Barter is tagged and I am not too worried about speech, so scoundrel is not so useful.
I travel light and fast so bug guns and big gun perks are not a good pick.

Medical and science are useful to me, but weak, so daddy's boy picks that up for me, not worried about lock picking ( explosive entry ) and stealth, I use range and cover and strong weapons indoors.


Mines and bottle cap mines are great for laying traps, Super duper mart comes to mine here.
Using cover could save your life, rocks trees old cars, anything is better than a gun shot wound.
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Emmie Cate
 
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Post » Wed Jun 23, 2010 4:58 am

I thought I'll write a bit about the repair skill. It's a very important skill to have it maxed out but there a several things that give you a repair bonus and if you're scrounging for every skill point you may want to avoid investing too many points in repair:

+10 workbench bonus. This is one bonus that you won't be able to use on a field, but for me personally it fits the RP flavour very nicely as it means you can't repair things as effectively on the field as you could at home.
+10 toolkit bonus. It takes a hammer, wrench, scissors, combat knife and lunchbox to assemble it and it weighs 8lbs. Quite heavy to carry around so it's up to eveyones taste to decide whether it's worth trading for 5xp (when tagged).
+5 bobblehead at Arefu.
+5 from Vault 101 utility suit or RobCo suit.
+3 form Buttons wig. This only works if you haven't maxed your INT.
+1 from Luck items. You get 1 point to all your skills for every 2 Luck points. So lucky shades, Timebomb's lucky 8 ball can give you point as well.

So that's a total 32-33 points that you don't have to spend which means you only have to raise your repair to 67-68 points to enjoy 100 repair when standing at the workbench.

Of course, if your character has low INT you can get another +15 from mentats and +3 from a certain beverage (forgot it's name), but popping drugs after every firefight may not be very practical.
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Jennifer May
 
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Post » Wed Jun 23, 2010 7:39 am

I thought I'll write a bit about the repair skill. It's a very important skill to have it maxed out but there a several things that give you a repair bonus and if you're scrounging for every skill point you may want to avoid investing too many points in repair:

+10 workbench bonus. This is one bonus that you won't be able to use on a field, but for me personally it fits the RP flavour very nicely as it means you can't repair things as effectively on the field as you could at home.
+10 toolkit bonus. It takes a hammer, wrench, scissors, combat knife and lunchbox to assemble it and it weighs 8lbs. Quite heavy to carry around so it's up to eveyones taste to decide whether it's worth trading for 5xp (when tagged).
+5 bobblehead at Arefu.
+5 from Vault 101 utility suit or RobCo suit.
+3 form Buttons wig. This only works if you haven't maxed your INT.
+1 from Luck items. You get 1 point to all your skills for every 2 Luck points. So lucky shades, Timebomb's lucky 8 ball can give you point as well.

So that's a total 32-33 points that you don't have to spend which means you only have to raise your repair to 67-68 points to enjoy 100 repair when standing at the workbench.

Of course, if your character has low INT you can get another +15 from mentats and +3 from a certain beverage (forgot it's name), but popping drugs after every firefight may not be very practical.


great info, thanks for adding that.

I find tagging repair and getting it to say 65-70 is very easy, every 1 point spent is 2 points raised so it only takes half of what you would normally need.

If its at 20, then you tag it, thats 30, then add 15 points, thats 60!
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tannis
 
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Post » Tue Jun 22, 2010 8:38 pm

There is also Amphetamine (chem) that raises repair, science, and AP's by +15 for it's duration.

We've made repair pretty important for a lot of different things, but it's also easy to get it boosted pretty well.
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yermom
 
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Post » Wed Jun 23, 2010 10:59 am

Getting Started, FWE Style
Original by titan357
Corrections and additions by dakorma


Contents:
1) Getting started
2) Making a new hero/villin!
3) Where to go and what to do first!
4) Links to mods named here.
5) Places to visit Part two
6) Hints ,tips and tricks

1) Getting started!

Required downloads:

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

http://www.fallout3nexus.com/downloads/file.php?id=4447 and http://www.fallout3nexus.com/downloads/file.php?id=3447

src="http://fose.silverlock.org/"]FOSE[/url]

Indispensable utility:

http://www.fallout3nexus.com/downloads/file.php?id=640 (Fallout Mod Manager)

Optional extras:

http://www.fallout3nexus.com/downloads/file.php?id=3388, (Weapon Mods Kit) must have in my opinion, but it is not needed for this guide

http://www.fallout3nexus.com/downloads/file.php?id=3211, in my humble ways I view this a necessary, but for the purposes of this guide, it is not.

http://www.fallout3nexus.com/downloads/file.php?id=4968, makes MMM and WMK, and FWE all play nice.

Personal picks (links added by dakorma) the nexus has all the files.

http://www.fallout3nexus.com/downloads/file.php?id=4207. (House mod by yevic one of the better house mod authors.)

http://www.fallout3nexus.com/downloads/file.php?id=5573. (Adds shops and such to downtown DC)

http://www.fallout3nexus.com/downloads/file.php?id=3393 (Handy for turning junk like cans into scrap metal.)

http://www.fallout3nexus.com/downloads/file.php?id=6170 (goes great with fellout, adding things like rain and thunder.)

http://www.fallout3nexus.com/downloads/file.php?id=5612 (An atmospheric style radio station, great ambiance that really sets the mood in the wastes.)

http://www.fallout3nexus.com/downloads/file.php?id=8069 + http://www.fallout3nexus.com/downloads/file.php?id=10045 (Adds streetlights to downtown and certain areas of the wastes. fantastic for atmosphere.)

http://www.fallout3nexus.com/downloads/file.php?id=2672, great mod, removes the constant green tint allowing a more realistic presence in the graphics.

http://www.fallout3nexus.com/downloads/file.php?id=2525, adds trees and shrubbery to make the wasteland green.

http://www.fallout3nexus.com/downloads/file.php?id=627 (great sounds!)

http://www.fallout3nexus.com/downloads/file.php?id=1516 (lets you "Own" more things, specifically houses now you can pretty much set your self up as the owner of whole swaths of land. As well as tax that land.)


http://www.fallout3nexus.com/downloads/file.php?id=712 (build bots)


http://www.fallout3nexus.com/downloads/file.php?id=1409 (more perks!, please do not use the "original" perks part of this mod it conflicts with FWE.)


2) Making a new hero/villain!:

* I suggest not messing with the primary needs settings! (I personally use food heals)

* I recommend you start with the scavenger, and skip the Vault (choose wake up) it makes it easier you start with a free perk! and a helpful one at that!

* 8 INT, I go with 9.

* Tag Small guns, Why? You need a form of attack and defense!

* Tag Repair Why? You need to keep things in working order!

* Tag Barter. Why? Makes it easy to get more caps and supply's sooner, not needed you could take something else. I noticed that at 20 barter a stimpak is 93 caps, with 50+ you are looking at 60 or less caps. Add in that you get more caps for things you sell and it should make it MUCH easier to keep well funded and supplied.

* I suggest putting ALL starting points into Small Guns, and on the second level try to get Small Guns to 60-70, use the other points for repair! After
that I suggest barter and one of the following.

* Sneak, if you want to be sneaky

* Medical skills, you need to stay healed!

* Other weapon skill (try not to have more than two weapon skills, like big guns/small guns or energy/small guns)

* Explosives

* I prefer to take I.T (intense training) 2-3 times to get all my special stats to 6 or higher (STR/END are my picks first) that's just me though, and requires level 8+
(you can get +1 STR OR +1 PER from the quest "Those")

About tagged skills, not only do you get a boost (+10) when you "tag" a skill, for ever point spent on a "tagged" skill you get a +2 instead of a +1! (FWE only)

Perks List.

Personally I use Intense Training first, and try to get all my skills to 5-6 or higher ( depending on how much you spent on INT, I start with 4 luck. )

I then like to take Daddy's Boy/Girl for the sci/med boost until better perks open up, but once you get to that point you should know what perks you want.

Using the perk pack there are 60sih new perks to pick from, so you have a wide choice.


3) where to go and what to do first!

I am going to suggest places to go, and way to level up and get some starter gear, I however am not going to hold your hand, I am assuming that you have played FO-3 unmodded at least once, and know how to find the places I am talking about! I also assume that you know basic tactics like hiding, and bringing the bad guys to you!I suggest heading to Megaton and doing the easy quests first, like repair the water pipes and get radiation sickness, disarm the bomb, or blow it up! (I suggest disarm for a first timer.) The first real quests I suggest you go on is clearing out the school near Megaton, not really a "quest," but it will help you level and get used to the game.

When you enter the school, go into stealth, and go right into the first room, there will be two raiders there (using ++ spawns from MMM) kills them asap and hide behind the flipped over desk. Wait for the raiders to come to you and kill them as they come. Loot and repair when you feel it is safe, normally I get 4-5 raiders killed before I loot and repair. return to town if you get full, but be warned some times when you exit the school raiders will start shooting, I normally sprint away into cover.

Take your time and clear the school, the lower part is the hardest, I found that the 10MM is best here, try to hide and have them come to you, once you clear them out, the ants should be killed with a weapon, like a pool stick. its very easy to kill all the ants and not get hurt. Loot and return to town as needed I suggest keeping the 10MM and a hunting rifle at first, store other weapons you may want to keep in your house, I use the fair fax apt, but you can use the Megaton home if you disarmed the bomb. *note* I am not going to tell you how to get to and clear the area around the Fairfax house. (it's a MOD)

The next area/place I suggest you go to is Grayditch, use the Hunting rifle and vats to kill the ants, try not to waste ammo, as it's sparse! Grayditch (outside) is easy with a rifle, underground you may want to use a pistol and grenades!

Once you complete Grayditch you should be ready to go anywhere you want besides downtown DC, I suggest wondering around a little and killing raiders then doing the super duper mart quest and then minefield.

Keep scrap metal if you can carry it, turn them in for XP ( water plant in M/T ) or use for repair parts.

Well, you should be set, I will add to this guide as I play along in the game.


4) Links to mods named above.
links placed up top


5) Places to visit Part two

I find these places are nice to visit once you have a good grasp on the game, and how it plays now, around level three-five would be fine to head out to these places. Look out for packs of enemies, more so if you are running MMM and even more so if you have ++ spawns on!

Fort Independence, you should travel here as soon as you can, be careful around the Fairfax ruins avoid them if you must there are 3-5 raiders there, (10-15 or more on ++ spawns,)but its a good source of loot, and if like me you have the house there, a good pit stop. (mod) Talk to the outcast leader and offer to find them tech for supplies.

Robco building and Tenpenny Tower!
I placed these in the same section because they are pretty much right on top of one another, robco building should be easy to clear, I used a ripper, but any melee weapon will work, there are only molerats and roaches here if you do not do the quest here.Try to come as light as you can, carry only what you need, maybe find the building and fast travel back to town, or where ever you store things and come back ( I use fast travel, I could disable it or get a mod that places caravans around the area, but I choose not to, I just pretend they are already there ) you will have to watch for raiders and other baddies on the way, I personally killed 6 raiders and 4 wanamingo's on my way.

Once you get there, loot everything you can ( I cleaned the first floor then sold/traded then came back ) and trade anything you want to the outcasts for ammo, or stims! FWE has a larger list of rewards and things you can turn in, scrap metal, conductors and sensors as well as fusion batteries.

Tenpenny Tower is great for some extra ammo, food and healing supplies if you can afford them.

Rivet City and the library.

Its really easy to get to rivet city and the library if you head all the way south from Fort independence and then head east following the boundary, you can bypass most of the raiders and wildlife, and make the library, some times there are talon mercenaries outside the library though. From there I normally equip a rad resist suit and take some rad-x and a supply of rad away and swim to rivet city, less hostiles, just watch for the super mutants!

6) Hints tips and tricks.

* With MMM and FWE combined some times ghouls will get back up after you kill them

* ++spawns really means, ghoul army around tunnels, and massive fights among wildlife.

* Outcasts are a good way to get ammo, stimpaks and more.

* With MMM and FWE and a darker night mod, and night ghouls I do not recommend night trips unless you are well supplied and healed.

* Wanamingo's are very tough, but the meat they drop is very good!

* Ghouls, while in mass are hard to beat, killing them from range and with a scoped weapon ( I use a hunting rifle with scope and extend mag )

* the Robco water purifier and field grill are handy, but use energy cells among other things.

* A higher medical skill is the difference betwixt getting 6Hp per 6 seconds and 10 Hp per second over the same time. Which is 36 and 60 health respectively.

* Buffout is handy for packing that extra bit of loot, as is beer.

* Repair benches give a +10 bonus to repair and are handy for maxing your most used weapon for a long trip.

* I love the Daddy's Boy/Girl perk, It adds +5 to both med and science!

* I try to balance my perks to my tagged skills, I tagged Barter/small guns/repair so they get skill points, anything else I want to raise gets raised mostly by perks, as its 10 free points per perk, and a extra 10 at cap.

* five levels of the perk (might just take 4) 10 free points per level plus 10 extra at mastery = 60 free skill points! or just 40 free skill points if you go to level 4, That means that if you start with sci/med at 20, after four level you would have 40/40!

* Some perks are IMO not so useful depending on how you play, for my guy things like, Thief, Bigger is Better (+10 to big guns per level, 50Lbs extra at master,) Controlled Breathing (high small guns replaces it,) Little Leaguer, and Gun Nut, would be useless.

* Try to have the perks you take pick up what you are weak at, and use the skill points to improve your strengths, my strong points at the moment are repair and small guns, so that makes gun nut useless, as I have those two tagged. Barter is tagged and I am not too worried about speech, so scoundrel is not so useful. I travel light and fast so big guns and big gun perks are not a good pick. Medical and science are useful to me, but weak, so daddy's boy picks that up for me, not worried about lock picking ( explosive entry ) and stealth, I use range and cover and strong weapons indoors.


* Mines and bottle cap mines are great for laying traps, Super duper mart comes to mind here.

* Using cover could save your life, rocks trees old cars, anything is better than a gun shot wound.


I went through and added some corrections and formatting, hope you don't mind. Theses things tend to catch on better when proper and semi-consistent formatting and spelling are used. Also somethings to note about brackets, proper use of them uses no space between the text within and both the opening and the closing bracket. Beyond that you did pretty good, a few spelling errors but that is likely because you, like myself type fast.

I will likely do this for each of your posts as I love guides like these.
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Vicki Blondie
 
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Post » Tue Jun 22, 2010 10:05 pm

I went through and added some corrections and formatting, hope you don't mind. Theses things tend to catch on better when proper and semi-consistent formatting and spelling are used. Also somethings to note about brackets, proper use of them uses no space between the text within and both the opening and the closing bracket. Beyond that you did pretty good, a few spelling errors but that is likely because you, like myself type fast.

I will likely do this for each of your posts as I love guides like these.



I edited the first post.
Thanks for help, really busy at work, fix links later.
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Isaiah Burdeau
 
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Post » Tue Jun 22, 2010 9:03 pm

TTT!!

anyway, I have learned some things!

*ants are easy kills and XP, milk it when you can by saving ammo, use a sword or similar weapon!

* MMM and FWE combined make for a good way to get loot, most areas respawn over time, Srpingvale school and Super duper mart, as well as ghouls in tunnels!

* Pick 1-3 guns, and stick with them and that ammo type, I finally settled on the sniper rifle (WMK EC/LS) and the P90C (SI/SC/LS) this makes it easier to keep supplied.

*I try my best to use single shot weapons at all times to save ammo, only using full auto weapons when I have to.

*If you are like me carry one med/long range scoped weapon for distance work and precision, and one full auto weapon for close encounters, then a sword for hacking legs/heads off ghouls and killing ants, dogs and mole rats.

*Sticking to 1-2 ammo types means when you turn in items to the outcasts, you can stock up faster!

*Stock up as much ammo as you can, don't go out of the way to buy it, but try to keep some ammo for any weapon on hand, you never know when you might run out of primary ammo!

*The national guard depot is a massive loot store house, you can stay there and make it a player house (I think its safe) but personally it creeps me out, so I smashed, grabbed and ran! Prepare to make 2-4 trips to loot everything.

*KEEP YOUR EYES OPEN! clear a area then go back and loot when its safe, look everywhere! under desks, in desks, EVERYWHERE!

*There is a mod that converts tin cans, and bent tin cans into scrap metal, very handy!

*Scrap metal is very, very useful! trade it to outcasts for needed ammo or other items, turn in to Walter in megaton for caps and XP, or take and make repair parts! Scrap business has never been so good!
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Avril Churchill
 
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Post » Wed Jun 23, 2010 5:10 am

* Tag Barter. Why? Makes it easy to get more caps and supply's sooner, not needed you could take something else. I noticed that at 20 barter a stimpak is 93 caps, with 50+ you are looking at 60 or less caps. Add in that you get more caps for things you sell and it should make it MUCH easier to keep well funded and supplied.


I can see Barter being important with FWE. Ammo is scarce (on default settings) and expensive. I'll probably tag it for my next char. Otherwise I pretty much seem to have followed your advice w/o knowing it. :)
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Trent Theriot
 
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Post » Wed Jun 23, 2010 11:37 am

I can see Barter being important with FWE. Ammo is scarce (on default settings) and expensive. I'll probably tag it for my next char. Otherwise I pretty much seem to have followed your advice w/o knowing it. :)


I am sure there is a point of non profit with barter, and I think thats in the 55-65 range, I have 71 personally and stimpacks are 45 caps, and .308 is pretty cheep too.

BUT, on the flip side, I have like 20K caps laying around, but I don't have any of the house stuff, mostly cause I hate the megaton house.
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Yvonne Gruening
 
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Post » Tue Jun 22, 2010 8:59 pm

I would say that Barter is one of those skills that you really don't need to put a lot skill point into untill you come to a point where you really wish you had. I usually sacrifice Charisma for some of the more corporeal attributes, and I always endup wishing I had just a little more persuasion with the merchants.
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Catherine N
 
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Post » Wed Jun 23, 2010 12:30 am

I would say that Barter is one of those skills that you really don't need to put a lot skill point into untill you come to a point where you really wish you had. I usually sacrifice Charisma for some of the more corporeal attributes, and I always endup wishing I had just a little more persuasion with the merchants.




I would dump luck instead, I mean really what does luck do? next time I make a build I am going to try 1 luck and see what happens.
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kelly thomson
 
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Post » Wed Jun 23, 2010 2:46 am

I would dump luck instead, I mean really what does luck do? next time I make a build I am going to try 1 luck and see what happens.


Luck really seems to up the chance of criticals quite a bit. Not that I have done any scientific research on it - but the difference seems noticeable. I love sneak attack criticals.

EDIT: I'll check it with and w/o MDMA (+5 Luck) once I find it.
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Jaki Birch
 
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Post » Wed Jun 23, 2010 9:36 am

Luck really seems to up the chance of criticals quite a bit. Not that I have done any scientific research on it - but the difference seems noticeable. I love sneak attack criticals.

EDIT: I'll check it with and w/o MDMA (+5 Luck) once I find it.


sneak attack in sneak is always crit?
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Chloe Yarnall
 
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Post » Wed Jun 23, 2010 1:38 am

sneak attack in sneak is always crit?


OK, that I didn't know, but I love ordinary criticals as well.
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Nicole Mark
 
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Post » Wed Jun 23, 2010 1:22 am

I would dump luck instead, I mean really what does luck do?


You have never played my Unfound Loot mod.

But Luck still does affect crtical chance, which is another thing that's really nice once you realize you have it.
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Stace
 
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Post » Wed Jun 23, 2010 6:07 am

You have never played my Unfound Loot mod.

But Luck still does affect crtical chance, which is another thing that's really nice once you realize you have it.



trade off, everyone play there way.

Big guns skill high + mini gun + lots of lead down range = no need for crits?

Small guns + sneaky = needs more crits.

no, I do not have that mod, seen it though.
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Brad Johnson
 
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