FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 2:53 pm

Delamer, thank you so much for the help!
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Tyrone Haywood
 
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Post » Fri Nov 27, 2009 2:51 pm

Okay, the game is crashing fairly regularly on me here with FWE, and I have no idea why. Load order is below.
Any help is very much appreciated.

[X] Fallout3.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] CALIBR.esm[X] CRAFT.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Hairday.esm[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] kikaiEquipment.esp[X] CRAFT - Activation Perk.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] UPP - Original Perks.esp[X] UPP - Beverage Perks.esp[X] UPP - Pack 1.esp[X] UPP - Experience Perks.esp[X] UPP  - Quest Perks.esp[X] UPP - Pack 2.esp[X] Fellout-BrokenSteel.esp[X] Fellout-Full.esp[X] MGSBox.esp

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chirsty aggas
 
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Post » Fri Nov 27, 2009 8:25 am

Hey there, I'm enjoying FWE ATM, but I am wondering, what kind of plans are in store for the future of FWE? Do you have any ideas? Naturally, FWE is still surprising me, but I can't help but anticipate.
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Richard
 
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Post » Fri Nov 27, 2009 1:18 am

Has anyone had an issue with the "Defender of the Raid". He is a raider that I found near the police station and when I do any damage to him, kill him via console, or disable him via console, I get a CTD. I read in the Nexus forums theres a conflict with the Missing Unique Armor and Clothing mod and the "Defender" and the only way to fix it is to disable the mod...
But the mods integrated in FWE, any suggestions?

Can you be more specific? What it is- defender of the raid and where I can find it?
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Carys
 
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Post » Fri Nov 27, 2009 7:34 am

Okay, the game is crashing fairly regularly on me here with FWE, and I have no idea why. Load order is below.
Any help is very much appreciated.

Try this

[X] Fallout3.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Hairday.esm[X] CALIBR.esm[X] CRAFT.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] kikaiEquipment.esp[X] MGSBox.esp[X] CRAFT - Activation Perk.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] UPP - Original Perks.esp                  may conflict with FWE[X] UPP - Beverage Perks.esp               will conflict with FWE- remove it[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Experience Perks.esp[X] UPP  - Quest Perks.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.espMMM-FWE MR missing, download it from FOIP page. Possible source of your crashes[X] Fellout-BrokenSteel.esp[X] Fellout-Full.esp


@Xenoslayer33
Delamer, thank you so much for the help!

Good Luck! :)
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bonita mathews
 
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Post » Fri Nov 27, 2009 4:17 pm

Okay then, does this look right?

[X] Fallout3.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Hairday.esm[X] CALIBR.esm[X] CRAFT.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] kikaiEquipment.esp[X] MGSBox.esp[X] CRAFT - Activation Perk.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP  - Quest Perks.esp[X] UPP - Experience Perks.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Fellout-BrokenSteel.esp[X] Fellout-Full.esp

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Josee Leach
 
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Post » Fri Nov 27, 2009 8:10 am

Can you be more specific? What it is- defender of the raid and where I can find it?



Defender of teh Raid is a raider located NE of the Germantown Police Station, I found him near some vehicles. He supposedly wears a unique leather armor called the "defender" from Unique Armor and Clothing mod. He is hostile and any time I do damage to him, no matter what kind, I get a CTD. Same thing happens when I KILL or DISABLE him through the console. Nexus forums on Unique Armor say the mod must be disables to deal with him, no fix was made to the mod itself.
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Jennie Skeletons
 
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Post » Fri Nov 27, 2009 5:36 am

Okay then, does this look right?
...
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp

Perfect!
I'm not sure- but load Fellout-Full before Fellout-BS
Just in case :)

Defender of teh Raid is a raider located NE of the Germantown Police Station, I found him near some vehicles. He supposedly wears a unique leather armor called the "defender" from Unique Armor and Clothing mod. He is hostile and any time I do damage to him, no matter what kind, I get a CTD. Same thing happens when I KILL or DISABLE him through the console. Nexus forums on Unique Armor say the mod must be disables to deal with him, no fix was made to the mod itself.

OK, I will check him now.
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Dorian Cozens
 
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Post » Fri Nov 27, 2009 6:00 am

Perfect!
I'm not sure- but load Fellout-Full before Fellout-BS
Just in case :)

Thanks, very much appreciated :)
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StunnaLiike FiiFii
 
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Post » Fri Nov 27, 2009 3:06 pm

Where do I put the Unofficial Fallout 3 Patch in my load order?

Also, do we need the CALIBRxMerchant.esp? What does it do?
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Adam Baumgartner
 
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Post » Fri Nov 27, 2009 1:36 pm

It's still freezing when I deactivate FO3 WE - Main File .esp :(
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Sandeep Khatkar
 
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Post » Fri Nov 27, 2009 7:17 am

Defender of teh Raid is a raider located NE of the Germantown Police Station, I found him near some vehicles. He supposedly wears a unique leather armor called the "defender" from Unique Armor and Clothing mod. He is hostile and any time I do damage to him, no matter what kind, I get a CTD. Same thing happens when I KILL or DISABLE him through the console. Nexus forums on Unique Armor say the mod must be disables to deal with him, no fix was made to the mod itself.

Well, I read this too now, but this bug is tricky one and provide itself not always.
I kill this raider five times- no CTD
I recommend to you use one of this.
-Open console, click on the raider, type "TAI" command (Toggle Artifical Idiot, without quotes)- and let him rot forever
-Open console, click on the raider, type "setrestrained 1" command (make prisoner, without quotes)- and let him rot forever
After this leave him for the time being... alive and helpless :)
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hannaH
 
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Post » Fri Nov 27, 2009 10:09 am

It's still freezing when I deactivate FO3 WE - Main File .esp :(

-Open FOMM
-Right mouse click anywhere-export-type the name of the file, OK
Find this file, open it, copy all its content and past in the post here
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Chavala
 
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Post » Fri Nov 27, 2009 11:18 am

I already listed all my mods in order (manually) but here it is again :

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] CALIBR.esm[X] CALIBRxMerchant.esp[X] CRAFT.esm[X] CRAFT - Activation Perk.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - FWE Master Release.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Wasteland Whisperer.esp[X] RobCo Certified.esp

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Emily abigail Villarreal
 
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Post » Fri Nov 27, 2009 8:07 am

I already listed all my mods in order (manually) but here it is again :

Try this
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] CALIBR.esm[X] CRAFT.esm[X] CALIBRxMerchant.esp[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esmALL esm must be first[X] CRAFT - Activation Perk.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] FO3 Wanderers Edition - Main File.esp				   It is broken for now- remove it!!!!![X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] Wasteland Whisperer.esp[X] RobCo Certified.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp			 It is for FOOK only- remove it[X] WeaponModKits - ThePitt.esp								It is for FOOK only- remove it[X] WeaponModKits - FWE Master Release.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.esp


And you need to load save, which was maded BEFORE you begin to use FO3 Wanderers Edition - Main File.esp
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Monika Fiolek
 
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Post » Fri Nov 27, 2009 6:21 am

Still freezing (I start a new game each time I test). Notice that freeze occurs only when I "wake up". I started a new game normally and I have no problem.

EDIT : is there any problem with ffdshow in this game ?
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Dewayne Quattlebaum
 
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Post » Fri Nov 27, 2009 3:22 am

Still freezing (I start a new game each time I test). Notice that freeze occurs only when I "wake up". I started a new game normally and I have no problem.

EDIT : is there any problem with ffdshow in this game ?

It can be. By default fallout 3 must be in the Ignore List in the FFDSHOW. If it is not- please add it
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Krystina Proietti
 
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Post » Fri Nov 27, 2009 4:55 am

Hey!

I'm loving the game with this setup (I haven't updated to 1f yet, I'll wait for the fixed version).

I have two things to request/bring to you for debate. First, it's the useless bobbleheads for the SPECIALs. I realise why you chose to take them out, but making those collectibles useless is a bad call imo. I mean, there should be some sort of reward for looking for them. I don't mean by people who know the game by heart and the location of every single one, but for new players. And, heck, even on a replay, I'd still like to know there's a reason for me to bother. If the add-on to the attributes seems a bit much, perhaps other measures could be taken - either reduce the starting attribute points, or replace the bonus to a SPECIAL with a perk-type bonus to that attribute (for example, 25 or 50 more carry weight, a bonus to crit chance, a bonus to resistances or HP, a bonus to disposition (if there is one in Fallout, etc.)

Secondly, the call to make the water in Tenpenny filthy. I guess the call was made to encourage the use of the water purifier and all that, but isn't it overkill? First, all that purified water in the loot lists has to come from somewhere, secondly, it's not really that hard adding your own house-mod with purified water. Not to mention that the sinks look neat and clean but contain the same radiated water.

Let me know what you think.

Cheers!

cc


Hey!

No pressure, but I was expecting some sort of reaction to this, or at least an acknowledgment. :P

Cheers!

cc
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Eileen Collinson
 
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Post » Fri Nov 27, 2009 8:22 am

My primary problem with this mod is the FN-FAL at the moment. It might be just weapon damage in general, but the FAL seems to be the most common weapon raiders use. In any case, that gun seems to be able to kill a fully-healed man wearing a full suit of nearly fully repaired T-51b Power Armor in much less than a second. Maybe three or four shots and, bam, you're dead before you can react. Mind, I'm only level nine or ten or so and only have 180HP, but a man in Power Armor should be able to shrug off small arms fire and yet I keep dying within seconds of coming into contact with a single raider I didn't notice until too late - maybe because they were right behind a door, maybe because they came up behind me, maybe because I just missed them. It's really quite annoying to have some of the best armor in the game and yet the most common enemy can still kill me in one or two shots.

I recently upgraded to the 1f version of the mod, but I haven't noticed anything different just yet.
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Hot
 
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Post » Fri Nov 27, 2009 2:49 am

Where do I put the Unofficial Fallout 3 Patch in my load order?

Also, do we need the CALIBRxMerchant.esp? What does it do?

Bump, help please.
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Nany Smith
 
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Post » Fri Nov 27, 2009 2:19 am

Well, I read this too now, but this bug is tricky one and provide itself not always.
I kill this raider five times- no CTD
I recommend to you use one of this.
-Open console, click on the raider, type "TAI" command (Toggle Artifical Idiot, without quotes)- and let him rot forever
-Open console, click on the raider, type "setrestrained 1" command (make prisoner, without quotes)- and let him rot forever
After this leave him for the time being... alive and helpless :)



Did the trick thanks.
Played FWE for over 30 hours and this is first problem.
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Lynne Hinton
 
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Post » Fri Nov 27, 2009 12:35 pm

Where do I put the Unofficial Fallout 3 Patch in my load order?

Also, do we need the CALIBRxMerchant.esp? What does it do?

Please... help. They're simple questions, really.
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Brandon Wilson
 
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Post » Fri Nov 27, 2009 2:21 pm

Please... help. They're simple questions, really.

Here is a problem
UF3P patch must be installed and loaded first of all esp-s, but if you already install many mods- UF3P can overwrite some of the already installed files.
If after installing of this patch you will see strange problems with models/textures, you will need to reinstall other mods, which change meshes/textures.
It can be mods, which change enemies/animals, such as MMM. So- keep this in mind

No, merchants not needed for FWE to work
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Penny Courture
 
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Post » Fri Nov 27, 2009 1:22 pm

My primary problem with this mod is the FN-FAL at the moment. It might be just weapon damage in general, but the FAL seems to be the most common weapon raiders use. In any case, that gun seems to be able to kill a fully-healed man wearing a full suit of nearly fully repaired T-51b Power Armor in much less than a second. Maybe three or four shots and, bam, you're dead before you can react. Mind, I'm only level nine or ten or so and only have 180HP, but a man in Power Armor should be able to shrug off small arms fire and yet I keep dying within seconds of coming into contact with a single raider I didn't notice until too late - maybe because they were right behind a door, maybe because they came up behind me, maybe because I just missed them. It's really quite annoying to have some of the best armor in the game and yet the most common enemy can still kill me in one or two shots.

I recently upgraded to the 1f version of the mod, but I haven't noticed anything different just yet.

I don't want to interfere into such discussions, which touch balance problems, but since this discussions already have they's practical results- I want to say something
FN-FAL (as well as assault rifle, which was recently decreased in letality)- it is not most powerful weapon in the FWE, so I don't see any problems with them in the beginning of the game. P90с much more powerful and deadly. Yes, weapon can kill, and usually it is needed no more then 1-2 shots for the good results :)
If weapons in the FWE will be less letal- it will be FOOK, not FWE, and I don't like this idea.
I was able to kill the enemies with different types of weaponry, including even mausers, vith mauser I can kill enemy with one headshot, with rifle- with one burst. Mauser is more accurate in the close distance and require less AP, so I think it is well balanced.
Use chems, use companions, use environment and perks to increase protection. If you don't like stealthy character- improve END and STR
Yes, there is problem with armors, and especially- power armors. I think power armor in the game can be obtained too easy and almost from the beginning. But keep in mind- if enemy will have problems with killing you while you wear PA, then you will have the same problems too.
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Vicki Gunn
 
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Post » Fri Nov 27, 2009 6:59 am

Closed for post limit.
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brandon frier
 
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