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.