RelZ] FWE - FO3 Wanderers Edition #41

Post » Fri Feb 04, 2011 9:43 am

Can anyone suggest a method for finding out why the Fallen Brother in the Supa-Dupa Mart is passive unless attacked?

I've got a save next to her. I've confirmed that nothing is changing her in FO3Edit (other than MMM adding its variation script). She's in the RaiderFaction and RaiderFriendFaction, but neither of those seem to have a built in hostility to PlayerFaction (actually, I don't see what makes Raiders hostile to the player at all, unless it's in the game engine itself). She's friendly enough to me despite killing all the Raiders. Killing her doesn't affect the Outcast patrol outside the store. Her "getshouldattack player" is set to zero.

I can basically execute her without issues, but that seems contrary to the design.
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Darrell Fawcett
 
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Post » Fri Feb 04, 2011 4:12 am

There was no info to suggest that using 'setav carryweight' would do this when I did a general www search.
I doubt this will work, but have you tried using "player.modav carryweight 1" and then "player.modav carryweight -1"? Perhaps the "setav" locked you in and modav will shake it loose again?
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anna ley
 
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Post » Fri Feb 04, 2011 4:51 am

Can anyone suggest a method for finding out why the Fallen Brother in the Supa-Dupa Mart is passive unless attacked?

I often see this strange behavior from fallen outcasts, but can not make any suggestions. Not experienced in this NPC stuff

@EpF
Please tell us here, if Showler's advice will help you.
I know about weird issues, which player.setav carryweight cause to the game, but don't know how to resolve this for now
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Kelly Upshall
 
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Post » Fri Feb 04, 2011 12:42 am

I often see this strange behavior from fallen outcasts, but can not make any suggestions. Not experienced in this NPC stuff

@EpF
Please tell us here, if Showler's advice will help you.
I know about weird issues, which player.setav carryweight cause to the game, but don't know how to resolve this for now


Delamer - what weird issues? Do they only affect the carry weight variable, or are there issues with other parts of the game? I ask because I often use player.setav carryweight to help my monty haul disposition, but wouldn't want to mess up my game in the process...

Cheers, bendiwolf
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Devin Sluis
 
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Post » Fri Feb 04, 2011 5:43 am

The geck wiki entry for ForceAV describes briefly how the force/set/mod AV commands work. You basically should never be using force/set AV on yourself unless it is to check something and you immediately revert to a prior save. Force AV forces your current actor value to be a certain value, and the set AV modifies the base actor value (in this case for the base player record) to be whatever you type in. Both of these can 'break' the weight setting unfortunetly if saved into your save game.

You could try loading a prior save and type "player.getbaseactorvalue carryweight" to see what the correct base value should be for the player, and then load the offending save and type "player.setav carryweight XXXX" . . . and then see if the strength modifiers apply correctly again.
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P PoLlo
 
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Post » Fri Feb 04, 2011 9:01 am

@Showler; Delamer - No luck with that suggestion. I've tried again using the FWE character control panel item to switch around between the different carry weight settings but it has no effect.

I presume that, under normal circumstances, if you were half way through a game and decided to change the carry weight settings in FWE, it would have immediate effect - am I right?
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Phillip Hamilton
 
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Post » Fri Feb 04, 2011 8:00 am


You could try loading a prior save and type "player.getbaseactorvalue carryweight" to see what the correct base value should be for the player, and then load the offending save and type "player.setav carryweight XXXX" . . . and then see if the strength modifiers apply correctly again.

I already did that (what I meant in my first post about setting it back to the original amount) - it seems to have done something weird though. Are there any FWE variables I can check/change? It's odd that changing the control panel settings has zero effect...
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naomi
 
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Post » Fri Feb 04, 2011 8:26 am

I already did that (what I meant in my first post about setting it back to the original amount) - it seems to have done something weird though. Are there any FWE variables I can check/change? It's odd that changing the control panel settings has zero effect...

Not really ... the SetActorValue and ForceActorValue functions pretty much screws up derived values, and to my knowledge there is no way of undoing the damage. You could try to use Mezmorelda's idea from earlier and place it in a quest script to continuously run every 0.1 seconds and update the damaged derived value, but I have no idea if that would work. There are likely a few other issues, such as needing to find effects that change the derived value.
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Mrs shelly Sugarplum
 
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Post » Fri Feb 04, 2011 7:42 am

Can you not turn in Outcast Power Armor to Casdin?

And are there any plans to make it possible to turning in multiple copies of the items?
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joeK
 
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Post » Fri Feb 04, 2011 11:29 am

Can anyone suggest a method for finding out why the Fallen Brother in the Supa-Dupa Mart is passive unless attacked?


I've seen this same behavior with Talon Company mercs any number of times. Playing with a number of mods, can't say that FWE is or is not doing it.
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matt oneil
 
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Post » Fri Feb 04, 2011 12:25 am

Delamer - what weird issues? Do they only affect the carry weight variable, or are there issues with other parts of the game? I ask because I often use player.setav carryweight to help my monty haul disposition, but wouldn't want to mess up my game in the process...

Cheers, bendiwolf

This feature does not apply to any derivative characteristics, which are calculated on the basis of other characteristics, or link between derivative and basis characteristics will be broken. As I told- I don't know how to resolve this, Try Mez advice.

showler
Can you not turn in Outcast Power Armor to Casdin?

No
And are there any plans to make it possible to turning in multiple copies of the items?

Look at my signature please
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Chenae Butler
 
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Post » Thu Feb 03, 2011 9:00 pm

showler

No

Look at my signature please
Weird. You can't even say "Dude, I took this off a Raider and I think it belongs to you guys"? No reward, just to be nice?

I saw that mod earlier, but mistakenly assumed it was from before the tech support feature got merged into FWE. I'll take a look at it now.
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Jynx Anthropic
 
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Post » Thu Feb 03, 2011 10:38 pm

Weird. You can't even say "Dude, I took this off a Raider and I think it belongs to you guys"? No reward, just to be nice?

This was done to keep balance in the game, Outcast's armor is very easy to be acquired. FWE don't touch this, this is vanilla decision
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Soraya Davy
 
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Post » Fri Feb 04, 2011 11:02 am

I actually wasn't expecting to get anything back....I just thought it would be a nice thing for my character to do.

Anyway, I just wanted to note that I did some testing and the new crosshair for the sniper rifle seems to be dead on accurate in my game now. I assume this is FWE's doing, and I'd like to thank you for it...compensating for the bugged vanilla one was annoying.
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Manny(BAKE)
 
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Post » Thu Feb 03, 2011 10:16 pm

If your skilled, your bullets will follow the cross hair in FWE. No question. Also, lasers too, but you see my point.

ALSO, NEW CITY KILLER!?

http://lh3.ggpht.com/__9-i1bAPj4c/TFpACpo-H2I/AAAAAAAACnU/iKbouBPx_tM/City_Killer_Combat_Shotgun_Render3.png

A user named xquake made that, look him up on the Nexus, and take a look at his stuff. He's an up and comer and he's very skilled.
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megan gleeson
 
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Post » Thu Feb 03, 2011 11:26 pm

This was done to keep balance in the game, Outcast's armor is very easy to be acquired. FWE don't touch this, this is vanilla decision


If you use something like TTT's Impervious Power Armour, anybody in armour suddenly becomes very difficult to kill. I've seen a single enclave soldier, crippled in both legs, take out an entire raider camp with his fists.
Is it something that could be done with a menu choice, or an optional .esp?
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Jani Eayon
 
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Post » Fri Feb 04, 2011 11:54 am

Is there anything about WMK? It defeats the point of crafting a laser sight or whatever onto your weapon when its base damage drops from 150 to 70 because it reverts back to vanilla damage
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Invasion's
 
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Post » Fri Feb 04, 2011 8:02 am

Is there anything about WMK? It defeats the point of crafting a laser sight or whatever onto your weapon when its base damage drops from 150 to 70 because it reverts back to vanilla damage


Do you have the FOIP patch?
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louise hamilton
 
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Post » Fri Feb 04, 2011 1:54 am

Was going to post about the game freezing when trying to move the mouse after installing FWE.. decided to try the FAQ and the multi-thread solution seems to work. I thought it wouldn't as the game seems to work without FOSE and FWE, but it does. So great.
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Francesca
 
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Post » Thu Feb 03, 2011 11:17 pm

If your skilled, your bullets will follow the cross hair in FWE. No question. Also, lasers too, but you see my point.

ALSO, NEW CITY KILLER!?

http://lh3.ggpht.com/__9-i1bAPj4c/TFpACpo-H2I/AAAAAAAACnU/iKbouBPx_tM/City_Killer_Combat_Shotgun_Render3.png

A user named xquake made that, look him up on the Nexus, and take a look at his stuff. He's an up and comer and he's very skilled.


FRACK, that is too cool. Now I actually want to use that weapon!. What a great model!
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Margarita Diaz
 
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Post » Thu Feb 03, 2011 9:32 pm

Is there anything about WMK? It defeats the point of crafting a laser sight or whatever onto your weapon when its base damage drops from 150 to 70 because it reverts back to vanilla damage

Do you have examples? May be you used vanilla plugins for WMK instead of FWE edition?
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Marquis T
 
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Post » Fri Feb 04, 2011 2:24 am

FRACK, that is too cool. Now I actually want to use that weapon!. What a great model!


Yeah, it's really good, everything I imagined it to be.
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Robyn Howlett
 
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Post » Fri Feb 04, 2011 11:19 am

Probably a stupid question, but is there any way to empty a bottle without drinking the contents?

Empty bottles and Tenpenny Tower have the potential for massive early game profit/equipment upgrades.
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Vickytoria Vasquez
 
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Post » Fri Feb 04, 2011 1:19 pm

Probably a stupid question, but is there any way to empty a bottle without drinking the contents?

No :(
Empty bottles and Tenpenny Tower have the potential for massive early game profit/equipment upgrades.

Oh- I see what do you talking about, thank you :)
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Kortknee Bell
 
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Post » Fri Feb 04, 2011 5:46 am

When using a laser sight on a P94 Plasma Rifle with WMK does the laser stay on forever for anyone else? Even when I don't have the weapon out and it's on my back the laser is on.
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Mistress trades Melissa
 
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