[RelZ] FWE - FO3 Wanderers Edition #25

Post » Sat Jan 30, 2010 8:58 am

Oh, I'm not complaining about the effect - I can hear a feral ghoul start to rise, spin round, and hit it from down a train tunnel - nothing wrong with that!
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Sat Jan 30, 2010 7:06 pm

The laser sight also has the added advantage of making you feel like more of a BA when sneaking up behind your prey. :nothanks:
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Sat Jan 30, 2010 7:51 am

A question about Alternate Start, specifically the ex-Enclave history
The readme says that one effect of this history is that the Enclave are hostile. But... aren't they always hostile anyway? Or does this just refer to the eyebots?
Also, will this lock me out of the main quest?
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Sat Jan 30, 2010 8:02 am

A question about Alternate Start, specifically the ex-Enclave history
The readme says that one effect of this history is that the Enclave are hostile. But... aren't they always hostile anyway? Or does this just refer to the eyebots?
Also, will this lock me out of the main quest?

No it doesn't hinder the MQ.
It just specifically states that you are hostile towards the Enclave so people dont ask if they're hostile or not when playing Ex-Enclave :)
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Sat Jan 30, 2010 10:46 am

Can you still do Trouble on the Homefront if you do Alternate Start?
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Sat Jan 30, 2010 3:33 pm

I'm really strugging with money in this mod. I always seem to hover around ~300-500 caps, no matter how much I sell, because I'm buying repairs/ammo/health/rad cures/etc. Level 7 at the moment, and house upgrades seem far away. My barter skill is only 17. Should I upgrade this? Are the exact FWE changes to barter listed anywhere? The readme only has 3 short sentences on the subject. I've been dumping skill points into science/medicine/lockpick/repair/small guns so far, with a little also in speech and melee.


Focus on skills that will keep you alive early on - your primary combat skill, lockpicking or science (to open locked containers or hack computers - you never need both), and either medicine or repair. You could also take explosives instead of lockpicking/science, but using grenades and mines really, really helps even things out in the early going, especially if you're running optional mods like increased spawns and harsher wasteland, so you don't wanna have to use them all up to open some dumb chest to get 30 caps worth of ammo or a piece of scrap metal. Barter and speech are nice, but talking pretty and getting a good deal won't help you if you died because you couldn't fight properly.

Try to sneak over and grab Dogmeat at your earliest convenience - if you have the followers mods installed, he can't die, and he makes a wonderful bullet sponge for the critical few seconds during the beginning of a fight, and this is especially true if you're a melee fighter, since you'll tear people using guns up in seconds once you get close.

If you're a melee fighter, use guns against enemies using melee weapons and melee weapons against people using guns (caveat: rushing someone with a decent automatic weapon, flamer, or minigun will be bad for your health) - having to time your attacks and blocks to land a successful hit on another melee opponent takes too much time and will result in you taking too much damage. Pull out your pistol, shoot them until they drop the weapon, then finish them off.

Your house upgrades are just luxuries. You can use the workbench in Moira's shop, Doc Church doesn't charge too much (hint: if you want to lower the price, go heal yourself by sleeping or eating first), and you aren't gonna spend enough time in the place for it to matter if it looks pretty or not. Assuming you're using primary needs, your first extraneous purchases need to be the RobCo grill and water purifier, because grilled meat weighs less (and heals more) and drinking dirty water instead of good water will rack up rads fast. You'll get plenty of energy cells when you knock over the Super Duper Mart, and Rad-X is generally pretty cheap.

If you need cash in a hurry, go to Minefield and sell the mines instead of keeping them. There's a ton of the svckers there, and they're worth a decent chunk of change if you don't think you're much of a trap-using type.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Sat Jan 30, 2010 1:32 pm

I'm trying to find the answer to why the perk "Strong Back" doesn't give the extra 50 pounds of carrying weight (besides 10 to heavy weapons) but the search function does silly things with my keywords. It is disabled on purpose in FWE ? or is there something I'm missing here ?
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Sat Jan 30, 2010 4:10 am

PizzaSHARK!'s tips are all very good advice for any player :)

Can you still do Trouble on the Homefront if you do Alternate Start?

Yes

I'm trying to find the answer to why the perk "Strong Back" doesn't give the extra 50 pounds of carrying weight (besides 10 to heavy weapons) but the search function does silly things with my keywords. It is disabled on purpose in FWE ? or is there something I'm missing here ?

in FWE Strongback gives +30 pounds per rank.
If you're not getting that, then you have another mod that is overwriting this.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sat Jan 30, 2010 11:59 am

in FWE Strongback gives +30 pounds per rank.
If you're not getting that, then you have another mod that is overwriting this.


I've only loaded the FWE mod (+CALIBR / CRAFT) with some of the optional mods from FWE (auto load order by FOMM) and nothing else. I've checked the files with FO3Edit but it seems the FWE mod doesn't override the strong back perk although FO3edit says it's green and loads in the correct order. How can I check if something else is overwriting the Strong Back perk ?

Edit : the tooltip says 50 pounds so it's not overwriting the main file somehow.
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Sat Jan 30, 2010 7:44 pm

I've only loaded the FWE mod (+CALIBR / CRAFT) with some of the optional mods from FWE (auto load order by FOMM) and nothing else. I've checked the files with FO3Edit but it seems the FWE mod doesn't override the strong back perk although FO3edit says it's green and loads in the correct order. How can I check if something else is overwriting the Strong Back perk ?

Edit : the tooltip says 50 pounds so it's not overwriting the main file somehow.

FWE most definitly overwrites the strongback perk. In FO3Edit the Strongback perk should have a yellow background, indicating a conflict. If that's not the case, please post your load order from FOMM
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Sat Jan 30, 2010 6:39 pm

Is there anything special I need to be aware of to make sure that people who try using my blatantly unrealistic but terribly entertaining melee mod with FWE won't have problems?

Like, game settings I need to know are changed (ap regen rates?) and such.

Oh, also: you're simulating dodging by just comparing hp frame by frame, right? But where are you running that script? Is it a permanent magic effect on the player?
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Sat Jan 30, 2010 8:07 am

Is there anything special I need to be aware of to make sure that people who try using my blatantly unrealistic but terribly entertaining melee mod with FWE won't have problems?

Like, game settings I need to know are changed (ap regen rates?) and such.

No, there's nothing that should interfere with your mod in any major way. Except...did your mod do anything special in VATS? Because in FWE you receive more damage while in VATS and you're not nearly invunerable like in vanilla.

Oh, also: you're simulating dodging by just comparing hp frame by frame, right? But where are you running that script? Is it a permanent magic effect on the player?

Correct, it's simply a quest script that's permanently running in the background.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Sat Jan 30, 2010 12:40 pm

How well does it work? Can you diferrentiate between like... bullet damage and fall damage?

I was thinking of using the same idea for Musou Tensei since in the source material it basically made the protagonist impossible to hit. For gameplay reasons I like the idea of a "dodge" better though.

No, I don't touch vats. I have the player spending AP on health and special moves instead, so vats is kind of a waste.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Sat Jan 30, 2010 3:06 pm

How well does it work? Can you diferrentiate between like... bullet damage and fall damage?

I was thinking of using the same idea for Musou Tensei since in the source material it basically made the protagonist impossible to hit. For gameplay reasons I like the idea of a "dodge" better though.

No, I don't touch vats. I have the player spending AP on health and special moves instead, so vats is kind of a waste.

Best you take a look at it yourself, the scriptname is aaUnarmedDodge

It works very well and is actually a fairly simple script.
While it doesn't differentiate between fall damage and weapon damage, I personally don't see it as a problem. Just see it as the character rolling himself off when falling, or dodging out of an explosions way.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Sat Jan 30, 2010 6:34 am

I've only loaded the FWE mod (+CALIBR / CRAFT) with some of the optional mods from FWE (auto load order by FOMM) and nothing else. I've checked the files with FO3Edit but it seems the FWE mod doesn't override the strong back perk although FO3edit says it's green and loads in the correct order. How can I check if something else is overwriting the Strong Back perk ?

Edit : the tooltip says 50 pounds so it's not overwriting the main file somehow.


I'm a complete tool .... I was looking at the Size Matters perk. I misread the perk name but also what it does (gives 50 pounds at mastery level). Forgive my "Uselessness" ... it's a perk I seem to have in real life :facepalm:. Thanks for the fast responses though !
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Sat Jan 30, 2010 7:52 pm

I'm a complete tool .... I was looking at the Size Matters perk. I misread the perk name but also what it does (gives 50 pounds at mastery level). Forgive my "Uselessness" ... it's a perk I seem to have in real life :facepalm:. Thanks for the fast responses though !

No worries, happens to the best :)
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Sat Jan 30, 2010 12:49 pm

Forgive me for this...but I just don't get the POINT of dodging.

If Im in armor, and I dont want hit, I move behind something...and if they hit me anyway, my armor absorbs most of the hit.

If I'm dodging, I either dont get hit at all...or I die instantly... I fail to see the attraction :D
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Sat Jan 30, 2010 6:16 pm

Forgive me for this...but I just don't get the POINT of dodging.

If Im in armor, and I dont want hit, I move behind something...and if they hit me anyway, my armor absorbs most of the hit.

If I'm dodging, I either dont get hit at all...or I die instantly... I fail to see the attraction :D

The point is so players who want to focus on melee and only wear light flexible armor have a better suvivability chance. It's simply an added bonus to unarmed characters who already have it difficult enough as it is.
We want to encourage different playstyles and not "you're [censored] if you don't carry power armor and a minigun".

This way you can even play a Gun-kata style character, who focuses on firearms, unarmed combat and wears very light armor.
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Sat Jan 30, 2010 10:37 am

The point is so players who want to focus on melee and only wear light flexible armor have a better suvivability chance. It's simply an added bonus to unarmed characters who already have it difficult enough as it is.
We want to encourage different playstyles and not "you're [censored] if you don't carry power armor and a minigun".

This way you can even play a Gun-kata style character, who focuses on firearms, unarmed combat and wears very light armor.


Ah, I had the impression it only worked unarmored. Whats the armor cutoff then? DR 10?
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Sat Jan 30, 2010 6:06 am

Ah, I had the impression it only worked unarmored. Whats the armor cutoff then? DR 10?

There is no real cut off so to speak.
Higher unarmed skill improves your chance, while heavier armor reduces it.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Sat Jan 30, 2010 12:29 pm

Post limit.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Previous

Return to Fallout 3