[RelZ] FWE - FO3 Wanderers Edition #39

Post » Sat May 28, 2011 7:57 pm

One of the Enclave female officers still has a beard and mustache.


There's no telling what the radiation might do ;)
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Sun May 29, 2011 12:04 am

Hello all,

Just a little notice that we have added a dedicated discussion forum to the https://sites.google.com/site/fo3wanderersedition/. Nothing too fancy. We're certainly not leaving this thread (or the nexus thread) un-manned. Anyway, drop by, register, and share your thoughts.
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Sat May 28, 2011 11:29 pm

I cant seem to get the confirmation code working. Ive tried everything (typing out the number (ie six), typing the number (6)), and 6+5 is definately 11.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sat May 28, 2011 12:29 pm

Huh . . . try opening the forum in it's own window (use the link at the top) rather than viewing it through the FWE website. In testing things, IE at least is pretty finicky with embeded websites.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Sat May 28, 2011 9:41 pm

Hey, I have found that I cannot start the game using the alternate start (selecting the Wake Up option). When I do it always freezes while I am in the starting shack. Sometimes it freezes within 1 second, sometimes I am able to finish using the computer and moving my mouse over the bed causes it to freeze but I can never leave the shack. If I select continue dreaming I can continue right through and leave the vault without a problem.

My mod list:

FOSE 1.2 beta 2Fallout3.esmAnchorage.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espCRAFT - Activation Perk.espFellout-Full.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE Anchorage - FWE DLC Anchorage.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - FWE Master Release.espFellout-pipboylight.esp


I'd like to use the alternate start if I could. Any help is eternally appreciated.

CPU: I7 720QM
RAM: 8GB
VIDEO: ATI Mobility Radeon 5870 1GB
Window 7 Home Premium 64-bit
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Sat May 28, 2011 8:09 am

Hey, I have found that I cannot start the game using the alternate start (selecting the Wake Up option). When I do it always freezes while I am in the starting shack. Sometimes it freezes within 1 second, sometimes I am able to finish using the computer and moving my mouse over the bed causes it to freeze but I can never leave the shack. If I select continue dreaming I can continue right through and leave the vault without a problem.

Sounds like you're missing the Fallout Multicore fix. You might wanna watch http://www.gamesas.com/index.php?/topic/1098568-video-install-guide-for-fallout-3-mods/, it explains how to do that among other things.
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Sat May 28, 2011 11:57 pm

i've found that enemy npc's (mostly raiders so far), seem to be very accurate. even hiding behind cover with only enough of me peeking out to shoot, raiders have no trouble hitting me with worn weapons and at some distance. any way to tone their accuracy down a bit?
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Sat May 28, 2011 7:43 pm

i've found that enemy npc's (mostly raiders so far), seem to be very accurate. even hiding behind cover with only enough of me peeking out to shoot, raiders have no trouble hitting me with worn weapons and at some distance. any way to tone their accuracy down a bit?

To explain a bit:
There is no real accuracy for NPCs. NPCs always shoot at the center of their enemy is visible. FWE's raiders arent actually more accurate than in vanilla, it just seems that way because the weapons do a lot more damage.

However there is a way to make them more inaccurate. You need to know that raider weapons are usually in terrible condition. Now in the FWE main menu in the combat options, you can set how much a weapons condition affects it's accuracy. Now if you set it higher than it normally is, the raiders will become more inacurate. If you keep your weapon in good shape, you yourself shouldnt really notice it much.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Sat May 28, 2011 2:15 pm

To explain a bit:
There is no real accuracy for NPCs. NPCs always shoot at the center of their enemy is visible. FWE's raiders arent actually more accurate than in vanilla, it just seems that way because the weapons do a lot more damage.

However there is a way to make them more inaccurate. You need to know that raider weapons are usually in terrible condition. Now in the FWE main menu in the combat options, you can set how much a weapons condition affects it's accuracy. Now if you set it higher than it normally is, the raiders will become more inacurate. If you keep your weapon in good shape, you yourself shouldnt really notice it much.


ok thanks for the explanation! does the gun spread based on skill affect npc's too? if it does, will changing the gamesetting (whichever it is) in FO3 edit to make skill affect gun spread more make npc's with lower skills also make them more innacurate?
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sat May 28, 2011 7:56 pm

ok thanks for the explanation! does the gun spread based on skill affect npc's too? if it does, will changing the gamesetting (whichever it is) in FO3 edit to make skill affect gun spread more make npc's with lower skills also make them more innacurate?

Yep.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Sat May 28, 2011 9:47 pm

Sounds like you're missing the Fallout Multicore fix. You might wanna watch http://www.gamesas.com/index.php?/topic/1098568-video-install-guide-for-fallout-3-mods/, it explains how to do that among other things.


You were right I didn't have the iNumHwThreads variable in my ini. All is working sweet now, thanks Kai Hohiro!!!!!!
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Sat May 28, 2011 4:23 pm

Alright so i plan on downloading this when i get my new PC, but first i would like to know A) Do i need to download a seperate, multiple companions mod, or is it included in FWE, looked and cant tell by various descriptions and B: Is it possible to use FWE w/o altering the Vanilla Pip Boy model, i like the arm version and I think the PDA would break some of the immersion, although it does look nice.
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Sat May 28, 2011 8:37 am

A: A companion mod is included in FWE.
B: The PDA is a seperate mod, you dont need it to play FWE.
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Sat May 28, 2011 10:26 pm

Alright a compatability question is Master of Disguise, adds scripts to faction based armor, compatible with FWE?
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Sat May 28, 2011 11:45 pm

Alright a compatability question is Master of Disguise, adds scripts to faction based armor, compatible with FWE?


As far as I can tell Master of Disguise doesn't add scripts to the actual armours but uses a script to change your faction relation according to the armour you are attempting to disguise in or are wearing. I've used this with FWE with no problems, its a fun mod. The only draw back I found with it was with the friends and foe made it risky to wear the merc gear which is listed as slavers armours.

I just thought I'd mention a strange thing with Big Town, the brahmin for the wasteland travel npc spawned inside the common room. It was very crowded in there. No one else has posted about this so it was probably just a one off thing with my game.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Sat May 28, 2011 11:20 am

I don't know if that has been posted yet, so I'll just go ahead. My karma doesn't change, no matter what I do. The little box in the upper left shows up, but it is blank of information, and no karma gain/loss is registered.
User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Sun May 29, 2011 12:02 am

I don't know if that has been posted yet, so I'll just go ahead. My karma doesn't change, no matter what I do. The little box in the upper left shows up, but it is blank of information, and no karma gain/loss is registered.

That means your Karma is changing. In FWE karma messages are turned off by default for immersion.
You can turn them back on in the menu.
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sat May 28, 2011 8:22 pm

That means your Karma is changing. In FWE karma messages are turned off by default for immersion.
You can turn them back on in the menu.

Heh, that's actually pretty cool.

Will I still have Talon or Regulators(?) come after me?
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat May 28, 2011 11:37 am

Heh, that's actually pretty cool.

Will I still have Talon or Regulators(?) come after me?

Yeah, your karma is still there and still affects everything normally(though in FWE it takes longer to get very good and very evil)
The idea is just that you play the game "naturally", without messages popping up telling you what you just did was very good or very bad.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Sat May 28, 2011 9:44 pm

I've been playing my last playthrough with this awesome mod, this is a must have!

I love how you can change almost everything in game, I like playing with low spawns (vanilla like) but very hard difficulty so it's more realistic and I like wehn I go to an ant place that should be full of ants change the spawn options to increased increased, or when I go to somewhere that hasn't been loted in 200 years I supose there's a huge army of robots or something there so sometimes I also use the increased spawns... I like the factions rebalance also and well... now I'm playing a balanced and challenging game, and the most important thing is that's not buggy!

What I didn't like was some off the weapon stats (ie: assault rifles are exacly the same than chinese ones I think, same with 10 mm pistol/chinese pistol) but I changed that in the GECK to make everything more unique
Same with armor, I dont understand the purpose of making some power armor that when with helment gives you already 95 damage resistance or very close... I mean, with some perks you wouldn't even need that power armor! So I rebalanced it with the GECK also, no problem.
I changed a lot of stuff actually... I like to make every NPC unique like in OOO so if there was that brotherhood of steel paladin with a 10 mm pistol y change it for a chinese assault rifle and stuff like that... Oh! And I made food heal more 8D
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Sat May 28, 2011 9:27 pm

What I didn't like was some off the weapon stats (ie: assault rifles are exacly the same than chinese ones I think, same with 10 mm pistol/chinese pistol) but I changed that in the GECK to make everything more unique

They arent . Different clip size, different accuracy, different health...a weapon consists of more than only the damage stat.

Same with armor, I dont understand the purpose of making some power armor that when with helment gives you already 95 damage resistance or very close... I mean, with some perks you wouldn't even need that power armor! So I rebalanced it with the GECK also, no problem.

Because Power Armor was girly in vanilla Fallout. Power Armor is supposed to offer the best possible protection. So some of the heavier variants, like the MK I offer up to max DR.
The trade off in FWE is of course that you are also much slower in power armor, than in regular FO3.
A person in power armor is supposed to be fairly impervious to low damage weapons.
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Sat May 28, 2011 10:02 am

Because Power Armor was girly in vanilla Fallout. Power Armor is supposed to offer the best possible protection. So some of the heavier variants, like the MK I offer up to max DR.
The trade off in FWE is of course that you are also much slower in power armor, than in regular FO3.
A person in power armor is supposed to be fairly impervious to low damage weapons.

Totally agreed. With real power armor, you should be able to wade into combat and destroy everything in your path. In vanilla, you wear power armor and you'll die in a few hits against a raider with an assault rifle.
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sat May 28, 2011 8:50 am

About to try MMM. Would it be good to put FWE on a more abundant ammo setting for MMM?
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Sat May 28, 2011 11:07 pm

Realistically it depends on everyone's play style. Try it out as is and see how it goes and make adjustments accordingly.
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Sat May 28, 2011 8:09 pm

Well, I'm about touring, but I managed to swing by to start a http://www.gamesas.com/index.php?/topic/1100516-relz-fwe-fo3-wanderers-edition-40/ before this one is closed. Enjoy!
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Previous

Return to Fallout 3