RelZ] FWE - FO3 Wanderers Edition #41

Post » Fri Feb 04, 2011 11:06 am

Last i used it (which was back with FWE 5.02) yes, it stayed on.
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Fri Feb 04, 2011 9:59 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.

I will check it. Do you talk about rifle with modifications or unmodified rifle have the same?
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Fri Feb 04, 2011 8:12 am

When I've tried that combo the modifications I had installed were the scope and extended mag. I never tried it without those other two modifications. Thanks for looking into it.
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Fri Feb 04, 2011 3:08 am

When I've tried that combo the modifications I had installed were the scope and extended mag. I never tried it without those other two modifications. Thanks for looking into it.

Checked
If this bug was existed, than it is resolved in FWE 5.10
I don't have it
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Fri Feb 04, 2011 12:31 am

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.


In case someone missed it on the last page
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Fri Feb 04, 2011 2:29 pm

First of all, let me say I LOVE this mod !!! I chose it over FOOK 2 and have never looked back :)

I do have a very small nit to pick, for the perfectionists among y'all : in the FWE configuration menu, in the "loot options -> ammo rarity" sub-menu, the top option says "abunant" instead of "abundant".

I know it's nothing much, just thought I'd let you know :)
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Fri Feb 04, 2011 12:40 am

For Outcast Tech Support, are the two extra prompts "Here's what I have" and "What do you have available?" needed for compatibility. They seem to serve no purpose and are just annoying extra lines.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Fri Feb 04, 2011 6:25 am

For Outcast Tech Support, are the two extra prompts "Here's what I have" and "What do you have available?" needed for compatibility. They seem to serve no purpose and are just annoying extra lines.

For many purposes, including simplification of upgrade process.
Please- take a look, similar system will be in FWE 5.10
http://www.fallout3nexus.com/downloads/file.php?id=12175
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Fri Feb 04, 2011 4:14 am

Does anyone know if there is a fix for the fitted power armor bug?
What happens is when I pick up some t-45d power armor, it's stats say +100 lbs, -1 AG, and +2 STR or something similar. As soon as I use CRAFT and fit the power armor its stats change to +50 lbs, -3 agi, and +1 STR. These are the same stats as the Lyon's Power Armor.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Fri Feb 04, 2011 8:03 am

That's normal if you have no power armor training. You can wear it, but it drags on you.

Get basic power armor training and it will return to normal stats. Get advanced power armor training and you'll gain a bonus to those stats.

edit: you shouldn't be getting a strength bonus at all without training, instead you should have a perception penalty.
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Fri Feb 04, 2011 7:00 am

I'm sure this has been noticed, but I don't know where to go to check "known issues".

Taking the "Intense Training (1)" perk doesn't remove it from your list of available perks...it just makes it permanently inaccessible since you can never meet the requirements again.

Also, I've discovered that changing Fallen Brothers from Aggressive to Very Aggressive (like the other Raiders) stops the problem of them being non-hostile to the Player.
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Fri Feb 04, 2011 3:12 pm

I'm sure this has been noticed, but I don't know where to go to check "known issues".
Taking the "Intense Training (1)" perk doesn't remove it from your list of available perks...it just makes it permanently inaccessible since you can never meet the requirements again.

Thank you, we will look into this.
Also, I've discovered that changing Fallen Brothers from Aggressive to Very Aggressive (like the other Raiders) stops the problem of them being non-hostile to the Player.

It make sense. We will try to choose what is better for gameplay. You see- Fallen Brothers and sisters are strong opponents, and may be it will be better to leave them as they is? Just for your own safety?
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Fri Feb 04, 2011 4:59 am

It make sense. We will try to choose what is better for gameplay. You see- Fallen Brothers and sisters are strong opponents, and may be it will be better to leave them as they is? Just for your own safety?
Thing is, they're set up in the GECK as Raiders, with RaiderFaction and "Helps Allies". They're also described on the FWE homepage as "captians among the malicious hordes". Yet, you can enter a Raider Den, kill all the regular raiders right in front of them and get no reaction at all. They you casually walk up behind them, blow their heads off before they can even draw their gun and leave with Outcast Armor and a decent weapon. That seems utterly pointless.

As for the "Intense Training" issue, I think the problem is that although you choose to take "intense training 1", the game lists you as having one rank of the vanilla Intense Training....so you are never recorded as having "Intense Training 1" and the game thinks it should still be available.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Fri Feb 04, 2011 7:06 am

As for the "Intense Training" issue, I think the problem is that although you choose to take "intense training 1", the game lists you as having one rank of the vanilla Intense Training....so you are never recorded as having "Intense Training 1" and the game thinks it should still be available.

This is intended.
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Fri Feb 04, 2011 10:37 am

This is intended.
So, either it's a compatibility thing, or you are trading having the "Intense Training (1-6)" Perks remain in the level up menu instead of having them listed separately in the active perks menu?

I'd assume then, that nothing can be done about it unless FOSE includes a "setisplayable" command for perks?
User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Post » Fri Feb 04, 2011 12:57 pm

What's the purpose of keeping read books that give you special perks after reading three of them? Just to be able to sell them or am i missing something?
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Fri Feb 04, 2011 3:08 am

What's the purpose of keeping read books that give you special perks after reading three of them? Just to be able to sell them or am i missing something?

Decorate your house with them, sell them, whatever floats your boat :)
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Fri Feb 04, 2011 11:53 am

I put all read skillbooks to the book case with the help of the Feng Shui mod :D
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Fri Feb 04, 2011 11:38 am

What's the purpose of keeping read books that give you special perks after reading three of them? Just to be able to sell them or am i missing something?

I hope you are know- you are able to read more then three books, cos appropriated perks have not one range.
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Thu Feb 03, 2011 11:48 pm

Hey guys!

Got a question for ya - are there any plans on adding more high level perks? Or tweaking the Broken Steel ones? Or activating the disabled Point Lookout ones? I'm taking above and beyond level 20, obviously.

Thanks!

cc
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Fri Feb 04, 2011 3:21 pm

Hey guys!

Got a question for ya - are there any plans on adding more high level perks? Or tweaking the Broken Steel ones? Or activating the disabled Point Lookout ones? I'm taking above and beyond level 20, obviously.

Thanks!

cc


No plans at the moment. If you have ideas or suggestions, feel free to share!
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Fri Feb 04, 2011 5:44 am

I think I'd like to see Here and Now changed so it's not a joke, actually. Haven't thought this through so it might be a bad idea, but it would be really cool if it had quite high requirements and allowed you to gain all the benefits of going up a level without actually going up a level.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Fri Feb 04, 2011 10:02 am

Maybe http://geck.gamesas.com/index.php/SetLevel the player to GetLevel -1? Next time he's rewarded XP he should level again, right? Maybe add a rewardXP 0/1 or something on a delay to force it.
It might be a bit too powerful for a perk though... You will still get another perk on the level up, so there's no reason not to take it as soon as you can.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Fri Feb 04, 2011 9:03 am

Maybe http://geck.gamesas.com/index.php/SetLevel the player to GetLevel -1? Next time he's rewarded XP he should level again, right? Maybe add a rewardXP 0/1 or something on a delay to force it.

You will have temporarily problems with DarnUI indicator in this case.
But may be it is possible to use XFO method from XFO pacing extra levels
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Fri Feb 04, 2011 8:24 am

Is it spamming to mention that I've updated http://www.gamesas.com/index.php?showtopic=1061677 (Unique Armours Retextured)? It's FWE-compatible. :)

Barring any errors I intend to start working on my Ranger mod again, change is as good as rest. :)
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

PreviousNext

Return to Fallout 3