[RelZ] FWE - FO3 Wanderers Edition #43

Post » Fri Feb 18, 2011 10:10 pm

Thanks Kai - much appreciated
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Scott
 
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Post » Fri Feb 18, 2011 5:56 pm

Open the FWE esm in FO3Edit, right click whatever you want to change and hit 'Copy as override' and select or create a new plugin you want to copy the entry too.
Then you make your modifications in that file, instead of FWE's files.


You can also load FWE + relevant masters in the GECK and create a new dependent plugin that way. Just do NOT set any files as active when you select FWE (.esm files can't be set as active in the GECK anyway). You'll need to do the .ini tweak http://geck.gamesas.com/index.php/Category:Data_Files so that the GECK will load multiple master files loaded simultaneously. You'll also need to make sure your GECK runs via FOSE so the scripts don't break (read the install instructions for FOSE, pretty simple to do this).

Anyway, FO3Edit is probably eaiser as Kai described above. If you need to change scripts though you'll need to use the GECK method, and dialogues/quests are a lot easier to tinker with in the GECK than in FO3Edit.
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Rhi Edwards
 
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Post » Sat Feb 19, 2011 5:48 am

Nope - no scripts, dialogues or quests - I just want to use the realistic icons for misc.items instead of T3T's default icons, change the values of certain items and also play around a bit with certain weapon stats (damage, etc.) to make them more in line with my own personal taste...

So I guess FO3Edit is it !!! Thanks again :)
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Danny Warner
 
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Post » Fri Feb 18, 2011 11:57 pm

Uh. Okay. Maybe you want to elaborate on why you don't care for them?
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Jason Wolf
 
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Post » Sat Feb 19, 2011 12:49 am

Uh. Okay. Maybe you want to elaborate on why you don't care for them?


I take it he just doesnt' like the pip-boy styled icons. I doubt it has anyhting to do with your icons themselves.
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Tessa Mullins
 
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Post » Sat Feb 19, 2011 7:55 am

Uh. Okay. Maybe you want to elaborate on why you don't care for them?


No offence T3T - I actually like the realistic ones and yours almost equally, but that's not it - the realistic icons mod covers almost all the misc clutter completely, and with a little creativity in assigning icons to the very few items it does not cover, I actually don't have to see that nasty "items_junk" icon almost at all... your icons are great, but leave a lot of stuff still missing an icon, so I use his for consistency.
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Adam Porter
 
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Post » Fri Feb 18, 2011 7:43 pm

Ignore me for now. Once again I post before I think :(
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loste juliana
 
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Post » Fri Feb 18, 2011 9:01 pm

Edit: Nevermind, got ninjaed. :) (or "slothed" rather...)
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Jose ordaz
 
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Post » Sat Feb 19, 2011 2:58 am

Ah.

I work slow. They'll all get done, eventually. And if NV has the same problem you can bet on a port/continuation if they share a lot of misc items.
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Laura Simmonds
 
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Post » Fri Feb 18, 2011 8:23 pm

Well in a way thats whats intended, bringing the enemies to you I mean. I understand that it may not be optimal in all cases.

Because RKR's long range detection has nothing to do with the default detection AI, as it uses a custom formula for detection, once the enemies move towards you, they still havent really detected you yet. The goal is to steer them in your direction so eventually the "real" detection kicks in, and they switch to more sophisticated combat behaviour (that is, more sophisticated than simply running towards you with their weapon drawn :)). If you set reaction mode to 3, enemies will addtionally fire their weapons at you while engaging, again, without having actually detected you yet.

Outdoors this is supposed to solve the problem that there's a safe distance, which is still close enough for easy headshots, but too far away for the enemy AI to detect you, so you can basically jump around in plain sight without any negative consequences. Long range in this case means up to 5000 game units away. From my experience, you cannot get good detection results at this distance by simply adjusting game variables without breaking it for all closer ranges.

So if you're playing sniper-style I'd really recommend using detection mode 3, because otherwise there's little challenge. It will require you to pick a good spot for your first shot, avoid detection as long as possible, and quickly change positions after. For mid to close range on the other hand, it might suffice to rely on the default detection. So if you're mainly using assault rifles or pistols, I'd recommend detection mode 2, or if thats still too much for you, 1 with a very low event volume. Of course you could also disable it, but then it will be like before so that instant-kills are completely ignored by any actors.


No, I understand and my comments were not meant as critical, just merely relaying my experience since this was new to FWE and thought it might be helpful. Outside/outdoors, I do think this is helpful because it's too easy to snipe them at long range, and I do now see them hunting for me rather than just sitting there and taking it. But indoors I t think it is potentially problematic for the reasons I mentioned.
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Erich Lendermon
 
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Post » Sat Feb 19, 2011 1:45 am

Ah.

I work slow. They'll all get done, eventually. And if NV has the same problem you can bet on a port/continuation if they share a lot of misc items.


I always get the feeling that Obsidian looked at the top 100 on the nexus and said, "Ok, those are the features and content we should be sure to include in NV". then again what do i know, they had a pretty small window of time to get the game written (script/plot) mapped and released.
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Spaceman
 
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Post » Sat Feb 19, 2011 1:53 am

Seems like the RKR might be able to use an "indoor/outdoor" settings differentiator. Outside where they can see you from a distance and charge at you firing would be one setting. Indoors there would be more of a "hunker down" and stay alert set-up, with only the closest actors starting to hunt you down.
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OJY
 
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Post » Sat Feb 19, 2011 4:35 am

Seems like the RKR might be able to use an "indoor/outdoor" settings differentiator. Outside where they can see you from a distance and charge at you firing would be one setting. Indoors there would be more of a "hunker down" and stay alert set-up, with only the closest actors starting to hunt you down.


Yes, I think this is a good suggestion . . . i.e., have the system dynamically change detection modes depending on your environment. We can look into implementing this, shouldn't be too difficult.

Let us know in testing what settings seem to work well in interiors and we can set it up to use those.

Thanks,
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Donatus Uwasomba
 
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Post » Sat Feb 19, 2011 9:20 am

Yes, I think this is a good suggestion . . . i.e., have the system dynamically change detection modes depending on your environment. We can look into implementing this, shouldn't be too difficult.

Let us know in testing what settings seem to work well in interiors and we can set it up to use those.

Thanks,


I'll do that. I'll change my settings if I go into interior combat and see what seems to work better.
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Vincent Joe
 
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Post » Sat Feb 19, 2011 7:17 am

Can you tell us what weapons still seem too loud? Are they loud when you fire them or NPC's fire them, or both?


Sorry I did not answer you earlier I was focusing with one problem and I forget.

I have "No alone any more" mod and came across a adventurer and he had a Chinese Assault Rifle and it was a bit loud.
The whooshing sound sound I don't like when my charcter get fire damage.
Some others I don't like the FNH (I think you type it) just a tad too loud.
The echo sound form the M1 Grande use in buildings are wrong (sorry for being picky). Its fine outside but inside is wrong. Its a far away echo like hitting face of a mountain km's away instead a wall near by. I now you have limitation.
But I like the sound for the hunting rifle nice and crisp like eating an apple.
I like the Assault rifle.
Both ways with companions.

Because I wear headphones. Other weapons sounds are fine.

Update from post 140.

Still had problem downloading the file and tried four to five times log out. I was going to give up but there is a note for AOL users. 'If you have problems download from your browsers try an other one.' So I did after a faint light bulb light through the muck I have inside my head and use IE 8 and it downloaded it. So far it works.

I have to go. I have to be somewhere at 0800 sharp.
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Mari martnez Martinez
 
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Post » Fri Feb 18, 2011 9:54 pm

Regarding the weapon sounds, I'm pretty sure when I used FOOK long ago they encountered the same problem. With a few of the weapons it sounds as if you shot the gun and not the NPC. It is as if there's no distance between the gun and the target. A list of the weapons might be a good idea so the error can be squashed in one go.
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Sarah Kim
 
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Post » Sat Feb 19, 2011 5:41 am

Speaking of weapons, I was going through testing last night and ran across a few issues. I'm working on compiling a list of all the issues I can find, but here's the few I came across.

  • MP38 - Bullets fire from behind the player when used in VATS
  • Sten M3 - The reload animation does not remove the clip. The reload sound is that of an energy weapon. In 3rd person the clip (I'm assuming that's the bar sticking out of the side) clips through the middle of the player's arm. The firing sound is a bit loud as well
  • Sawed Off Shotgun - sound is too soft, sounds far away. The sound level was lower than that of even my 10mm pistol, shotguns should be kinda loud I think.
  • Widowmaker - gun would not fire. Reload had my fingers sticking through non-moving parts of the gun.
  • Grenade Pistol - kills a super mutant in 2 hits, but took over 30 to blow up a bus. Is this intentional/side effect of the gun?


I'm running FWE 6.02 with WMK Foip patch installed but not active, as I didn't have WMK running for my test.

An additional note, when in the Super Duper Mart, there seemed to be an excess of automatic weapons (too many SMGs to pistols). Also, in the Georgetown district, killing 4 Super Mutants netted me 3 combat shotguns in +50% repair. All of this was with a level 2 character.
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Kelly Osbourne Kelly
 
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Post » Fri Feb 18, 2011 8:46 pm

I always get the feeling that Obsidian looked at the top 100 on the nexus and said, "Ok, those are the features and content we should be sure to include in NV". then again what do i know, they had a pretty small window of time to get the game written (script/plot) mapped and released.


That's not a bad thing at all IMO :)
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Crystal Birch
 
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Post » Fri Feb 18, 2011 7:37 pm

That's not a bad thing at all IMO :)

Well, on one hand I'd be annoyed as a modder if they just took the ideas without any recognition, but on the other hand I suppose it's just another way of listening to fans' criticisms.
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mishionary
 
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Post » Sat Feb 19, 2011 1:44 am

NOTICE:

Lucas Simms, Sheriff of Megaton, was found dead today of a heart attack on the ramp leading up to Craterside Supply. Simms is survived by his son Hardin, who has been taken under the guardianship of the Lone Wander from Vault 101. Services will be held at the Church of the Atom tomorrow, at 1PM, presided over by Father Cromwell of the same church. Simm's leadership will be sorely missed by the town of Megaton. Bullets and canned food may be sent to the Simms' residence in lieu of flowers (whatever those are).


Hehehe, any idea what happened? I found Simms face down on the ramp to Moira's. I knew at one time there was a problem with Walter falling off a ramp and getting killed but that was patched (I thought) but I've not heard anything about Sims dieing. It really looks like he just had a heart attacked and collapsed :)

If I wanted to, how do I resurrect a character?

Thanks.
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Chenae Butler
 
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Post » Sat Feb 19, 2011 6:16 am

Open the console, click on him and type "resurrect 1" and he'll stand back up.

Don't know if it will break any quests or dialogue, but you finish his quests pretty early anyway.
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Rudi Carter
 
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Post » Sat Feb 19, 2011 8:40 am

Speaking of weapons, I was going through testing last night and ran across a few issues. I'm working on compiling a list of all the issues I can find, but here's the few I came across.

  • MP38 - Bullets fire from behind the player when used in VATS
  • Sten M3 - The reload animation does not remove the clip. The reload sound is that of an energy weapon. In 3rd person the clip (I'm assuming that's the bar sticking out of the side) clips through the middle of the player's arm. The firing sound is a bit loud as well
  • Sawed Off Shotgun - sound is too soft, sounds far away. The sound level was lower than that of even my 10mm pistol, shotguns should be kinda loud I think.
  • Widowmaker - gun would not fire. Reload had my fingers sticking through non-moving parts of the gun.
  • Grenade Pistol - kills a super mutant in 2 hits, but took over 30 to blow up a bus. Is this intentional/side effect of the gun?


I'm running FWE 6.02 with WMK Foip patch installed but not active, as I didn't have WMK running for my test.

An additional note, when in the Super Duper Mart, there seemed to be an excess of automatic weapons (too many SMGs to pistols). Also, in the Georgetown district, killing 4 Super Mutants netted me 3 combat shotguns in +50% repair. All of this was with a level 2 character.


MP38 . . . you mean you see the "tracer" kind of behind the gun? Ugh . . . I think the xCalibr projectile tracers are not so good. Maybe we need to revert all things back to 5.0 projectile meshes.

Sten M3 . . . I can't fix this. X-quake might be able to, but it will require editing/modeling the mesh. We can chaneg the sound easily enough.

Sawed-Off Shotgun . . . we didn't touch this sound, this must be a vanilla issue.

Widowmaker . . . there' a s problem with some weapons that were using Point Look out animations. I believe we had fixed this in 6.02. do you have point lookout installed properly with the .bsa's in place and everything? It sounds like you might be using Point look FWE patch, but don't have the correct assets for Point Lookout which contain the animation files.

Grenade Pistol . .. hmm, I'll have to take a look at this.
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Taylor Thompson
 
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Post » Sat Feb 19, 2011 12:06 am

MP38 . . . you mean you see the "tracer" kind of behind the gun? Ugh . . . I think the xCalibr projectile tracers are not so good. Maybe we need to revert all things back to 5.0 projectile meshes.


The xCALIBR projectile meshes are fine, as is the MP-38. Works perfectly in VATS with optional tracers. Nice work on the sounds BTW. Outstanding.
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Sara Lee
 
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Post » Fri Feb 18, 2011 8:43 pm

All talk and no modding makes Mezzy a dull boy.

But go http://www.gamesas.com/index.php?/topic/1115446-relz-fwe-fo3-wanderers-edition-44/ anyway to keep talking.
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Rachael
 
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