Melee Character with FWE

Post » Sat May 28, 2011 6:33 pm

Would it be possible to be a melee character in the rather punishing FWE?

for eg Toting power armor, and a super sledge or something.

Would you just take far too much damage?


and if FWE is not the case then does FOOK2 add any melee weapons in and would that be a better alternative?
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Mariana
 
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Post » Sat May 28, 2011 6:40 pm

Would it be possible to be a melee character in the rather punishing FWE?

for eg Toting power armor, and a super sledge or something.

Would you just take far too much damage?


and if FWE is not the case then does FOOK2 add any melee weapons in and would that be a better alternative?

It's definitly doable in FWE, but I wouldnt use the standard FWE preset. Maybe try the FWE Alternative preset(my favourite) or just change the options to your liking.
With FWE you have a bunch of fun tools at your disposal for melee. For one you have the Tackle perk, which lets you sprint into people to knock them down. Also heavy weapons like super sledgehammers have a good chance of knocking enemies down. And you should try using bullet time(if you dont use VATS much) to dodge enemy attacks better and strike them when they are vunverable. I've also rebalanced the AI in FWE 5 to make life a bit easier for melee player characters (in previous versions NPCs blocked attacks just too damn percfectly).
Also unique to FWE is that with increasing melee skill your crit chance and crit damage with melee weapons increases (in regular fallout only damage would increase). We definitly took a lot into consideration in 5 to make melee more interesting.

Just keep in mind you still should try to play somewhat smart and careful.
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Emily Martell
 
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Post » Sat May 28, 2011 8:35 am

Interesting, yeah I tend to change the settings to a bit lower, first time I loaded it, I didn't change anything, bumped into 3 raiders - sad face :P

I do like the challenge that FWE brings in, plus Sprint + Bullettime are awesome, hmm tackle could be interesting, especially with using power armor, knock them down and bash faces.

With FWE I only saw one new melee weapon and it was the Cattle prod, seems the FWE weapons are more tailor made for the guns, not that im complaining, the mod is brilliant and with being able to use Auto Axes/Axe/Ripper/Super Sledge/Shiskhabob

Taking Toughness / cyborg will be musts for the DR, and to get Power Armor Training as early as possible.

Just don't want to invest time in, just to be eternally frustrated hehe, done the SG/EW approach and was a tad too easy, once you got a few good weapons.
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Logan Greenwood
 
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Post » Sat May 28, 2011 4:58 pm

Well it's not gonna be a cakewalk, but I dont think it shouldn't be.

Also the unique weapons melee weapons from FWE are worth looking for, because they all have unique models and textures and very good stats (check out Occams Razor to see what I mean)
Also you have the added bonus that you can find melee weapons from DLCs, like the auto axes and axe already in the regular Fallout gameworld.
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Jennifer May
 
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Post » Sat May 28, 2011 2:07 pm

Yeah I noticed the change to "the highway mans friend" and thought it was interesting, have not found the other unique melee weapons yet in my "other" playthroughs

I think, I will add Explosives - Grenades to assist with the melee characters, for those annoying to reach enemies, or the tough ones using miniguns for EG.
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nath
 
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Post » Sat May 28, 2011 12:01 pm

I'm using FWE and I've got melee as one of my tag skills. I'm using the 18" Latin Machette added by a mod, and I've effectively combined melee with one of my other tag skills, sneak, for some nice stealthy melee kills with barely any loss of health. And I'm only on level 8 still.

EDIT: and I've also combined sprint with bullet time for some quick charges and a nice jump and down slash in bullet time. Works great everytime, and fun :)
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Roisan Sweeney
 
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Post » Sat May 28, 2011 2:18 pm

Have a bug with FWE i think, have taken the " Charge" perk, which stops your weapon being put away whilst sprinting, yet when I sprint, my weapon is put away
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phil walsh
 
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Post » Sat May 28, 2011 6:41 am

Have a bug with FWE i think, have taken the " Charge" perk, which stops your weapon being put away whilst sprinting, yet when I sprint, my weapon is put away

I've heard this has happened on rare occasions, reloading the game after you've taken the perk should fix it.
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Alister Scott
 
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Post » Sat May 28, 2011 5:07 am

Have tried that, it doesn't work, shame I think I'm going to have to restart it, had such a good face too hehe


Edit: If i knew the perk variables, removing the perk, then readding solve it?
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Jason King
 
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Post » Sat May 28, 2011 5:50 pm

Have tried that, it doesn't work, shame I think I'm going to have to restart it, had such a good face too hehe


Edit: If i knew the perk variables, removing the perk, then readding solve it?

Have you tried first holstering the weapon or equipping a different weapon?
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Rozlyn Robinson
 
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Post » Sat May 28, 2011 9:00 am

Have you tried first holstering the weapon or equipping a different weapon?


Just tried it, with the different weapons in my inventory, it did not work,

Also jut reloaded a save before I levelled, retook the work, and the same is happening.

If it helps, ive chosen the Android starting history, and could it be perhaps due to only having 5 Agility?
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Nana Samboy
 
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Post » Sat May 28, 2011 4:23 am

Hm haven't heard of that happening, normally doing one of those actions should fix it.

ID of the charge perk is XX025888
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Marcia Renton
 
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Post » Sat May 28, 2011 4:41 am

I thought I had found the reason, the FOMM order had messed it self up, corrected it I think, but still nope, ill try adding and removing the perk.

Load Order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FACE2.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
HairPack.esm
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Project Beauty.esp
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp
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 - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - UFP Support.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Rivens_Eyescapes.esp
FACE2 -1- [Riven's Eyescapes] Eyelashes.esp
hair_add_npc.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - No DLC Increased Spawns.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - Hunting & Looting.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Vendor Script Replenish.esp
Brahmin Dairy Products.esp
1PipboyPDA.esp


Removing and Readding seems to have solved this, but still im not sure if my load is correct or not ;p
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Project
 
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Post » Sat May 28, 2011 1:03 pm

Good to hear that that helped. But yeah your load order is suboptimal :)

Remove all of these:
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - No DLC Increased Spawns.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - Hunting & Looting.esp

Instead only get the FWE-MMM FOIP patch from http://www.fallout3nexus.com/downloads/file.php?id=4968. You could also install the DLC patches from MMM which you are missing. You are also missing a http://www.fallout3nexus.com/downloads/file.php?id=637(you can find instructions in the FO3Edit readme how do create one).
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Latino HeaT
 
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Post » Sat May 28, 2011 7:51 am

doesnt "Mart's Mutant Mod - Project Beauty + FWE.esp" solve the new for an invidual FWE-MMM patch?

and Fo3Edit doesnt work for me, since I accidently installed FO3 to a program files folder, then moved it manually out, and ive found noway to change FO3Edits pathing.

and wouldn't removing those specific "esps" stop the functions? sorry im a bit of newb when it comes to this :( and youve been a fab help

Edit: Also atm I don't want MMM in the DLC's hehe, im a bit scared of how tough its potentially going to be with FWE installed, id rather not have it even harder with the MMM stuff included heh

Edit: Woops just read the FOIP Readme, and that explains what the FOIP patch does, is include the zones respawn, increased spawns, and the natural selection optional modules. You do not need to load these plugins from the original MMM archive and also has its own changes to traders, so can remove those, but id rather not have the extra things such as:

Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp

and does FWE already have the hunting and looting aspect?
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Josh Lozier
 
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Post » Sat May 28, 2011 5:02 pm

and wouldn't removing those specific "esps" stop the functions?


You have a new option menu in FWE, that can also disable/enable things from MMM. So you use that instead.
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Robyn Howlett
 
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Post » Sat May 28, 2011 8:39 am

ah cool, ill try it out
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Ebou Suso
 
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Post » Sat May 28, 2011 8:20 pm

ah cool, ill try it out

what harmy says, you don't need any of those optional plugins, they are all controlled through the FWE menu if you have the FWE-MMM FOIP patch installed.
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Sharra Llenos
 
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Post » Sat May 28, 2011 9:15 am

Thats really handy.

Hows it looking now?

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FACE2.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
HairPack.esm
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Project Beauty.esp
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp
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 - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - UFP Support.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Rivens_Eyescapes.esp
FACE2 -1- [Riven's Eyescapes] Eyelashes.esp
hair_add_npc.esp
Mart's Mutant Mod - FWE Master Release.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Vendor Script Replenish.esp
Brahmin Dairy Products.esp
1PipboyPDA.esp
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Roddy
 
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Post » Sat May 28, 2011 11:49 am

The Project Beauty FOIP patches are not to be used at the moment. New ones are being made.
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Victoria Vasileva
 
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Post » Sat May 28, 2011 11:17 am

Cheers for the help guys
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Vicki Blondie
 
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Post » Sat May 28, 2011 7:24 pm

Just almost ended up boned by 4 raiders, this melee gig is going to be tough,

it seems, that it is more a required thing to be a stealth character, which is something I wanted to avoid, as its pretty dull picking things off like that, especially once youve got the CSA.

Had the imagining of being a BoS member, swinging a big Super sledge or something and mashing things to pieces, but I suppose it doesn't work that well in this game, with almost everything shooting.


Frag Grenades are scarce for me atm, but I suppose that I'll have to use them as a primary means, then use melee to mop up after charging in or something.

Any tips you can think of Kai?
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christelle047
 
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Post » Sat May 28, 2011 8:00 pm

Just almost ended up boned by 4 raiders, this melee gig is going to be tough,

it seems, that it is more a required thing to be a stealth character, which is something I wanted to avoid, as its pretty dull picking things off like that, especially once youve got the CSA.

Had the imagining of being a BoS member, swinging a big Super sledge or something and mashing things to pieces, but I suppose it doesn't work that well in this game, with almost everything shooting.


Frag Grenades are scarce for me atm, but I suppose that I'll have to use them as a primary means, then use melee to mop up after charging in or something.

Any tips you can think of Kai?

Did you change the FWE settings? Like I said the default FWE settings don't lend themselves to play a "babarian" type character :)
Might want to try out the alternative preset, it's more forgiving in that regard. And you can check through FWE's combat settings and adjust things there, you have a lot of settings to tinker around with.

Keep in mind, FWE default settings in Normal difficulty is still considered to be harder than vanilla Fallout on Very Difficult.
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Marion Geneste
 
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Post » Sat May 28, 2011 2:15 pm

Yeah, i think I may have to reduce the global damage from 1.5 down to 1.25 or even vanilla, does the difficulty effect the damage enemies do also?
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Mrs Pooh
 
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Post » Sat May 28, 2011 3:11 pm

Also, the CSA has had it's stealth field disabled.
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City Swagga
 
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