FWE for NV?

Post » Tue Jul 27, 2010 2:20 pm


Now that that's over with - I daresay I'm one of the few people that enjoyed FWE here that thinks the majority of the people in this thread are crazy. For what it's worth, I consider what Obsidian did with hardcoe mode a pretty good "in-between" for both players of regular Fallout 3 and people who mod the [censored] out of it. "But wait!" you say, "hardcoe mode was made for us!" Well, no. hardcoe mode was inspired by the "realistic" mods, true, but it was less made for people that play FWE and more for people that want a trickier experience.


I agree, it's a good balance. But that's exactly it. Most people who bought NV or Fallout 3 were going to play it on a console, and generally didn't have a demand for settings like the kind in FWE. That's the reason why it was watered down, and coincidentally, also the reason why people make mods for Fallout 3 and New Vegas. Because we can, and because Fallout is a PC franchise which leaves plenty of players nitpicking about the transition from the isometric to FPS. While it was pretty well done, there's plenty in both games to improve on. I think you're misreading people's criticism toward hardcoe mode here. I don't see why criticizing default rates is the same as calling it an outright failed feature.

Oh, but what's this? "It's too plentiful"? Well, then - why are you picking it all up? Just because find a few boxes of junk food doesn't mean you need to take it! Water? Why are you drinking irradiated water? Personally, I'd like to see a mod that makes radiation more potent, but that's just me. It's not like there's much RadAway in the wastes, anyway! I daresay making/suggesting the player carry less food would be a neat idea, too. Make food heavy, but give it multiple uses? Maybe that. Or, hell, just go with the logical solution and make food useless. Eat ten steaks as a snack! I mean, I don't think FWE ever got to the point where you were selling your best weapon to buy for some food, right?
How about the indicators for your needs? Why do people think an exact reading of your needs is realistic? Here's a suggestion - next time you're hungry, tell me your hunger level. With a bit of effort, you can narrow it down - but otherwise, it's just "I'm feeling hungry". And then you complain about how plentiful food is! What, are you so obsessive that you've worried your character will overeat if they go under zero food? That they will starve to death if they eat a meal and still have ten hunger left? Oh, the horror!

What about ammo weight? I guess you can't cart around a small country's entire armoury now, eh? What, is the ammo too light now? Pssh. Strength requirements seem fine to me! Rifles don't weigh as much as miniguns, and you shouldn't need 12 STR to lift a minigun, either. I'll concede the whole "weapon skill shouldn't affect damage" point, though. With all the people suggesting it, it's a wonder nobody's made a mod that makes weapon skill affect critical chance and spread instead of damage. Number of weapons? You don't want to drown the player in weapons! Hell, it's not like people are just going to end up using the best gun they can find, anyway! Oh, wait! They are. Unless they're those sorts of people that walk around in cruddy outfits and a crappy weapon because it "looks good".


Mods exist for both of these features. Arwen's multiplies rads by 3 or 4 (cant remember) and hardercore makes every 20 skill points in a skill give you 1% extra critical chance.
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OnlyDumazzapplyhere
 
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Post » Tue Jul 27, 2010 6:32 am

I absolutely MUST play FWE if I'm going to play FO3. Great mod, great community, great team of people. Whenever I had issues with it, usually found out I was doing something wrong. hehe.

I look forward to see what the team might have in store for NV. I find the AI, while better, is no where near what FWE was like w/ the RKR built in. Sneaking in FWE was vastly improved too. Also at level 10 I'm feeling pretty godlike in NV (cept the deathclaws still hurt me :cryvaultboy: ) In FWE I was still making a career out of dying over level 20.

Anyhow, just thought I'd chime in and say kudos for FWE, makes FO3 still worth playing. I look forward to what the FWE team cooks up for NV. Cheers! :celebration:
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Kat Stewart
 
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Post » Tue Jul 27, 2010 8:28 am

Man I played fallout 3 with FWE and the other big ones plus a lotta little ones for a few hundred hours, crashing all the while, sometimes every 5 minutes! And I [censored] loved it. I did everything under the sun to prevent those crashes but they happened anyway, pretty sure it was windows 7+fallout 3 incompatibilities but whatevs. Point being that FWE made fallout 3 into an infinitely better game, one worthy of incessant, random, hair pulling crashes. And then some.

Waiting on your work FWE team, waiting hard.
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Fluffer
 
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Post » Tue Jul 27, 2010 5:34 pm

i ran FWE along with the energy weapons mod that changed death animations (sorry to the author i forgot the name of it) along with MMM and NMC texture mod armor replacer mods etc. my game ran just fine once the mods stabilized. the early version might have been unstable, but when i installed FWE it was already in pretty much its final form. my game ran just fine with windows 7 64.
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Katie Samuel
 
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Post » Tue Jul 27, 2010 6:10 am

I adore FWE. Random trivia fact! I made the first reply in the first FWE thread. My claim to fame :P

Seriously though, after playing New Vegas for a couple of weeks, I can see plenty the FWE boys can tweak. Some is similar (Skills govern accuracy, loot rarity, diverse NPCs, SPECIAL and skillpoint rebalancing, making "useless" weapons useful) and some is different (The uselessness of survival, missed crafting opportunities like spears, hardcoe not being hardcoe enough) and I'm sure something will be in the works.
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Marquis deVille
 
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Post » Tue Jul 27, 2010 4:59 am

If I could only have one mod it would be FWE.

Between where Arwen's NV Realism Tweaks and Phalanx is taking New Vegas, we are getting close.
But I loved to see what the FWE team would do with New Vegas.

Thanks
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Jade Payton
 
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Post » Tue Jul 27, 2010 7:49 pm

yeah the skill determines damage thing is driving me nuts right now. the only thing affected should be accuracy, reloading, gun mainenace, etc. if someone comes up and shoots me point blank in my forhead with a shotgune, im dead no matter if its a navy seal or some old lady with cataracts and arthritis. there are a couple of mods that address it that ive seen but they change some other stuff that at this point i dont want to mess with. Arwens mod is great in every other area except that she does the skill changes damage route. i might just try and find out the setting that governs that and change it myself when i get done with this playthrough. :user:
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N Only WhiTe girl
 
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Post » Tue Jul 27, 2010 2:41 pm

Hey, guys? Let's stop all lying to ourselves, okay?

FWE isn't completely stable. FWE alone did not inspire all the new features in NV. NV is the sequel to Fallout 3, not FWE.

I don't think anyones lying, never had problems with FWE, in fact i'd say its the most stable overhaul mods period, no lie
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Noely Ulloa
 
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Post » Tue Jul 27, 2010 12:02 pm

yeah the skill determines damage thing is driving me nuts right now. the only thing affected should be accuracy, reloading, gun mainenace, etc. if someone comes up and shoots me point blank in my forhead with a shotgune, im dead no matter if its a navy seal or some old lady with cataracts and arthritis. there are a couple of mods that address it that ive seen but they change some other stuff that at this point i dont want to mess with. Arwens mod is great in every other area except that she does the skill changes damage route. i might just try and find out the setting that governs that and change it myself when i get done with this playthrough. :user:


Well, you realize if skill doesn't affect damage then your damage won't be increased, and you'll have plenty more instances of shooting someone in the head and them not dying.
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Alexandra Ryan
 
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Post » Tue Jul 27, 2010 9:11 am

A lot of what someone could want out of FWE, they might find in Hardercore.

http://www.gamesas.com/index.php?/topic/1132530-relz-hardercore/
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pinar
 
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Post » Tue Jul 27, 2010 11:56 am

Well, you realize if skill doesn't affect damage then your damage won't be increased, and you'll have plenty more instances of shooting someone in the head and them not dying.



no, mods that negate this like FWE simply leave the damage at a set value which in FWEs case was about twice vanilla damage. the only thing affected with skill was your aim which was made horrible at low levels, even worse than vanilla and gradually got better as you went up. it makes no sense that a bullet does less damage to something simply because you fired a gun more often. i have never used an rpg in real life. it would take me awhile to read the "manual" and then id probably fiddle around with it and i always have to push buttons to see what they do. assuming i dont kill myself in the process of figuring it out whatever i shoot at and it hits is going to be just as destroyed as if Rambo fired it.
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Ownie Zuliana
 
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Post » Tue Jul 27, 2010 5:35 pm

i might just try and find out the setting that governs that and change it myself when i get done with this playthrough. :user:

if you do find it, please let me know. ive been looking for it myself :)
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Paula Rose
 
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