[RelZ] FWE - FO3 Wanderers Edition #17

Post » Fri May 27, 2011 9:14 pm

Perhaps I'm just being cranky - need to test this Foes Reworked thing out someplace other than the mall - where super mutants abound. Out in the wastes someplace.

Still those damn yellow buggers never missed and each hit took about half my life. ouch.

I'm more of a fan of difficult play - I really am. With oblivion I play with mods (Duke Patrick) where if you get tagged by more than a few arrows or hit in the back you die as well. But with his mods in Oblivion you can do the same to them. I'm not getting the sense that I'm able to harm them as much as they harm me. I threw a frag grenade into a group of 4 of them and it only took out a third of the health. Similar with a pulse grenade.

That venture just seemed over the top especially when setting to very easy seemed to have no effect. It seemed I couldn't hide there at all and was always flanked.

In Oblivion the difficulty slider goes from 0-100 with 50 average. Even with the most difficult mods there you can slide it down to 10 and squeak by. With FWE it is still very difficult.

OK last time I'm gonna complain - at least till I get more varied play in.
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Pawel Platek
 
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Post » Sat May 28, 2011 6:40 am

Yeah, grenades are one of the most important weapons to me. That's why I made the FPS Style Grenade Hotkey mod, so using them becomes more natural.

I enjoy this mod very much
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Tanya Parra
 
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Post » Sat May 28, 2011 2:55 am

I enjoy this mod very much



Can you send me your DLMPowerArmor mod? My email is jonabar@dtnspeed.net.
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patricia kris
 
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Post » Sat May 28, 2011 12:02 am

Can you send me your DLMPowerArmor mod? My email is jonabar@dtnspeed.net.

No problem. But if you need FWE edition- I need one day to sort some problems, which I found lately.
So- tomorrow I will send it to you.
Broken Steel plugin use TUPAM repair list instead of FWE, don't know why. And some stats calculated in the wrong way, possibly for the same reason.
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Nicholas C
 
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Post » Sat May 28, 2011 3:46 am

I enjoy this mod very much

Me too
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Nathan Hunter
 
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Post » Fri May 27, 2011 6:50 pm

No problem. But if you need FWE edition- I need one day to sort some problems, which I found lately.
So- tomorrow I will send it to you.
Broken Steel plugin use TUPAM repair list instead of FWE, don't know why. And some stats calculated in the wrong way, possibly for the same reason.


Thanks, Now I just need to find the right robot companion mod, that is not totally useless in FWE.
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Sebrina Johnstone
 
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Post » Fri May 27, 2011 7:39 pm

How does reapir work on fwe, my repair level is 35 and i cant repair two handguns that are in terrible codintion together?
If I got it correctly, the repair skill was reworked quite a bit in one of the recent releases to give it a more pronounced effect. With these changes there's nowhere even near a linear curve, as in skill level 35 repairs to 35% - actually it's much less, but the returns per skill point in the Repair skill grow, 'exponentially' if you wanna call if that, the higher you get. This means (just as a very rough example) that at skill level 50, you might only be able to repair up to 25% condition, but at level 100 you'll still be able to fully repair any item.
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Jarrett Willis
 
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Post » Sat May 28, 2011 3:35 am

Closed for post limit.
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Ian White
 
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