RelZ] FWE - FO3 Wanderers Edition #41

Post » Fri Feb 04, 2011 5:30 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. :)

No :)
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Fri Feb 04, 2011 6:06 am

EVERYONE SHOULD USE UNAR. EVERYONE.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Fri Feb 04, 2011 7:34 am

I hope you are know- you are able to read more then three books, cos appropriated perks have not one range.


I was talking about books that i already read (marked as "Read" and put into the "MISC" inventory category). Those can't be read again if i'm not mistaken.
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Fri Feb 04, 2011 3:39 pm

The read books are junk. Sell them or use them as decoration, they serve no purpose.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Fri Feb 04, 2011 11:05 am

Hey!

Spoiler

00 Fallout3.esm
01 Anchorage.esm
02 ThePitt.esm
03 BrokenSteel.esm
04 PointLookout.esm
05 Zeta.esm
06 Unofficial Fallout 3 Patch.esm [Version 1.2.0]
07 CRAFT.esm
08 CALIBR.esm [Version 1.3]
09 Project Beauty.esm
0A FOOK2 - Main.ESM
0B FOOK2 - [DIK] DLC Improvement Kit.ESM
0C FO3 Wanderers Edition - Main File.esm
0D Mart's Mutant Mod.esm
0E DCInteriors_ComboEdition.esm
0F Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]
10 Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]
11 Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]
12 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]
13 Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]
14 DarNifiedUIF3.esp
** Project Beauty- Broken Steel.esp
** Project Beauty- Point Lookout.esp
15 CRAFT - Activation Perk.esp
16 UPP - Pack 1.esp
17 UPP - Pack 2.esp
18 DCInteriors_DLC_Collectables.esp
19 WIP_BigTown.esp
1A CanterburyCommonsInteriors.esp
1B FOOK2 - Main.esp
++ FOOK2 - Project Beauty.esp
1C FOOK2 - [DIK] DLC Improvement Kit.esp
1D FOOK2 Main [Hotfix].esp
1E FOOK2 DIK [Hotfix].esp
1F FO3 Wanderers Edition - Main File.esp
20 FO3 Wanderers Edition - DLC Anchorage.esp
21 FO3 Wanderers Edition - DLC The Pitt.esp
22 FO3 Wanderers Edition - DLC Broken Steel.esp
23 FO3 Wanderers Edition - DLC Point Lookout.esp
24 FO3 Wanderers Edition - DLC Mothership Zeta.esp
25 FO3 Wanderers Edition - Alternate Travel.esp
26 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
++ FO3 Wanderers Edition - Optional Worn Weapons.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
27 WeaponModKits.esp
28 WeaponModKits - FOOK.esp
29 WeaponModKits - FWE Master Release.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
2A WeaponModKits - OperationAnchorage.esp
2B WeaponModKits - ThePitt.esp
2C WeaponModKits - BrokenSteel.esp
2D WeaponModKits - PointLookout.esp
2E WeaponModKits - Zeta.esp
2F RealFragGrenade3.esp
30 Mart's Mutant Mod.esp
31 Mart's Mutant Mod - DLC Anchorage.esp
32 Mart's Mutant Mod - DLC The Pitt.esp
33 Mart's Mutant Mod - DLC Broken Steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
34 Mart's Mutant Mod - DLC Zeta.esp
35 Mart's Mutant Mod - Project Beauty.esp
36 Mart's Mutant Mod - FOOK2.esp
++ Mart's Mutant Mod - FOOK2 - DIK.esp
37 Mart's Mutant Mod - FWE Master Release.esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
38 Bashed Patch, 0.esp


I've got some problems/questions.

When I start a new game, I get a warning that my "followers quest" is being overriden by some other mod, as well as the "dogmeat object script". Now, I've loaded this into FO3Edit, but I haven't seen anything loading after FWE or one of its patches. Is there something I'm missing?

Secondly, the "Intense Training" perk - the vanilla one is set to "not playable" in the FWE main esp, and in the esm there are six Intense Training perks to replace it. That's good, so far, but the problem is the first Intense Training is available at level 4. Shouldn't it be at 2, like the vanilla one, and like it says in the readme?
Kind of a question/request here, why don't you have the 6 ranks for this perk one after another - like levels 2,3,4... etc. instead of spacing them out to 4,7,10... etc? Because this is the kind of perk one takes when there isn't anything more interesting available.

Lastly, I'm not sure this is FWE related, but I'll ask anyway - maybe one of you knows. I've just started a new game with the "Doctor" background, got out of Rivet City and ran into some mutants. However, some of them are invisible (I can only see the weapon, floating), while some of them appear to change texture depending on the background - kind of like chameleons. Instead of being green, they're textured like asphalt, rocks or even metal. This changes when they move and after they're dead too.

That's all I have for questions now.

On the perks issue I mentioned yesterday, I was thinking of changing Rad Tolerance to remove the effects of both Mild and Medium radiation poisoning - that way it could work nice along side Rad Child and the perk Moira gives. And what do you think about extending Sandman kills to out-of-combat enemies, not just sleeping ones?

Thanks!

cc
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri Feb 04, 2011 4:13 pm

However, some of them are invisible (I can only see the weapon, floating), while some of them appear to change texture depending on the background - kind of like chameleons. Instead of being green, they're textured like asphalt, rocks or even metal. This changes when they move and after they're dead too.

Check that you have archive invalidation turned on, and that all mod resources have been installed properly.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Fri Feb 04, 2011 11:50 am

EVERYONE SHOULD USE UNAR. EVERYONE.

I hear you, man!
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Fri Feb 04, 2011 3:38 am

Hey!
I've got some problems/questions.
When I start a new game, I get a warning that my "followers quest" is being overriden by some other mod, as well as the "dogmeat object script". Now, I've loaded this into FO3Edit, but I haven't seen anything loading after FWE or one of its patches. Is there something I'm missing?

You see the message from Tarrant's Phalanx followers mod. As I know it is integrated into FOOK now.
Please remove FWE followers, if I am correct, you don't need them
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Fri Feb 04, 2011 5:37 am

Check that you have archive invalidation turned on, and that all mod resources have been installed properly.


That's the first thing I checked. I've been playing today a bit, started over in the vault. I haven't run into any mutants yet, but I've seen some Talon merc with weird skin in VATS a long way away. I'm thinking it might be some sort of graphic card/drivers issue? When they approached, they seemed ok. I'll keep an eye out for invisible mutants tho.

You see the message from Tarrant's Phalanx followers mod. As I know it is integrated into FOOK now.
Please remove FWE followers, if I am correct, you don't need them


Thanks for that. I assumed the FWE FOOK patch took care of this overlapping thing, but since the Followers in a separate thing, I guess it makes sense.

Any thoughts at all on the Intense Training perk? I changed it myself in the GECK for "personal use", but I'm curious what you guys thing - the readme should be updated.

I noticed another perk list issue https://sites.google.com/site/fo3wanderersedition/reference/perk-list. Finesse is listed as becoming available at level 3. It actually becomes available at level 10.

Lastly, Toughness is listed as having 3 ranks, in the GECK it has 3 ranks, but there are 5 actual "spells" there. https://sites.google.com/site/fo3wanderersedition/detailed-changes/01character it also says Toughness has 5 ranks. I haven't gotten around to picking it in game to see if one can go to rank 4 on it.

Cheers!

cc
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Fri Feb 04, 2011 6:56 am

hey all, how do I disable the primary needs interface? there is no option on the FWE control panel.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Fri Feb 04, 2011 4:59 am

By 'interface' do you mean the HUD readout in the upper right corner? That's a DarNUI feature, I believe and controlled through its menu.
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Fri Feb 04, 2011 5:28 am

By 'interface' do you mean the HUD readout in the upper right corner? That's a DarNUI feature, I believe and controlled through its menu.


yup that one. I looked into the darnui menu but there is no option to turn it off.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Fri Feb 04, 2011 5:48 am

That's the first thing I checked. I've been playing today a bit, started over in the vault. I haven't run into any mutants yet, but I've seen some Talon merc with weird skin in VATS a long way away. I'm thinking it might be some sort of graphic card/drivers issue? When they approached, they seemed ok. I'll keep an eye out for invisible mutants tho.

It can be, but first try to reinstall all FWE assets manually. May be you experienced FOMM problem

Thanks for that. I assumed the FWE FOOK patch took care of this overlapping thing, but since the Followers in a separate thing, I guess it makes sense.

Sorry to disappoint you, but FWE and FOOK currently incompatible. So you can have another issues too

Any thoughts at all on the Intense Training perk? I changed it myself in the GECK for "personal use", but I'm curious what you guys thing - the readme should be updated.
I noticed another perk list issue https://sites.google.com/site/fo3wanderersedition/reference/perk-list. Finesse is listed as becoming available at level 3. It actually becomes available at level 10.
Lastly, Toughness is listed as having 3 ranks, in the GECK it has 3 ranks, but there are 5 actual "spells" there. https://sites.google.com/site/fo3wanderersedition/detailed-changes/01character it also says Toughness has 5 ranks. I haven't gotten around to picking it in game to see if one can go to rank 4 on it.

Noted, we will correct this

yup that one. I looked into the darnui menu but there is no option to turn it off.

DARNUI menu will be disabled when PN will be disabled
PN menu you can find just in the root of FWE config.
I'm not sure if you can disable interface only
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Fri Feb 04, 2011 11:48 am

yup that one. I looked into the darnui menu but there is no option to turn it off.
In game menu only gives the option to turn off the X-Menus entirely, you are correct, so if you want to keep the date/time/karma or anything else that's no good.

Removing the PN elements alone requires editing the Data\menus\prefabsDUIF3Settings.xml file near the bottom

<!--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Primary Needs panel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--><!-- NOTE: Requires FOSE and FWE running --><_xPNShowHunger> 1 	<!-- [1] Show Hunger									--><_xPNShowThirst> 1 	<!-- [1] Show Thirst									--><_xPNShowSleep> 1 		<!-- [1] Show Sleep										-->
Set to zero to turn off each element.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Fri Feb 04, 2011 4:05 am

In game menu only gives the option to turn off the X-Menus entirely, you are correct, so if you want to keep the date/time/karma or anything else that's no good.

Removing the PN elements alone requires editing the Data\menus\prefabsDUIF3Settings.xml file near the bottom

<!--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Primary Needs panel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~--><!-- NOTE: Requires FOSE and FWE running --><_xPNShowHunger> 1 	<!-- [1] Show Hunger									--><_xPNShowThirst> 1 	<!-- [1] Show Thirst									--><_xPNShowSleep> 1 		<!-- [1] Show Sleep										-->
Set to zero to turn off each element.


thank you! that did it. :celebrate:
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Fri Feb 04, 2011 4:58 am

Which shotguns do you guys use in FWE?

I'm asking because yesterday i've been "suprised" by a few mercenaries after leaving a building in the wastes, i was able to finish them after trying hard, but barely alive myself, so i decided to replace my ordinary "Shotgun" with something bigger - the 2-shot version just wasn't doing it in this situation anymore. I already have a good collection of guns, so i had to choose between the Combat Shotgun, H&K Caws and the Pancor Jackhammer. I decided to go with the Jackhammer, its stats seem to be the most suitable, but then discovered that it uses the Big Guns skill for some odd reason ( - hey i'm not using your big guns either, so don't steal my small guns! :( ), so that was out of the question. The Combat Shotgun appears to be the compromise now since the Caws does even less damage; ammo is scarce and there's nothing to waste. However, seeing that "damage" is not the only statistic about the weapons, i was actually wondering if it would make sense to go with the less-damage but more-accurate Caws.

What gun do you prefer (not just from those mentioned above)? Do the "spread" values have a lot of influence on shotguns? And why is the Jackhammer a "Big Gun"?
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Fri Feb 04, 2011 11:57 am

Which shotguns do you guys use in FWE?

I prefer city killer from Girdershade

I'm asking because yesterday i've been "suprised" by a few mercenaries after leaving a building in the wastes,

Yes, had it myself when followed my crazy dad, running in direction of Rivet City. 12 talons with all sort of weaponry (I have MMM rc6 installed), including two-three very tough, with one shot leave me almost without HP. I spend about 500 bullets and plenty of chems during this battle, but not because they had many HP or DR, but because of very strong visuals from chems. They was not able to damage me (no stims was used in the middle of battle), and I was not able to aim properly :laugh: , so I hid myself in some crack and shoot, guided by sound. :)

so i had to choose between the Combat Shotgun, H&K Caws and the Pancor Jackhammer.

From non- unique weapons, I prefer auto combat shotgun (with AF from WMK). I think it is more suitable in comparison with Caws.
City-Killer is weaker then Caws, but have much better rate of fire, this lead to better accuracy on short and middle/short distances with the cost of much bigger ammo consumption.

i was actually wondering if it would make sense to go with the less-damage but more-accurate Caws.

You will need accuracy only if you prefer close/middle ranged battles. In close battle damage or RoF preferred, to stun enemy periodically and save your skin.

Do the "spread" values have a lot of influence on shotguns?

I my experience told me, only in VATS and on short/middle distance. On middle and long distance any shotguns useless.
And why is the Jackhammer a "Big Gun"?

Because it's big :)
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Fri Feb 04, 2011 2:06 pm

Alright, thanks. I was thinking about raiding Evergreen Mills soon too, if i'm not mistaken i'll find the terrible shotgun there. Is it worth the effort? Dunno if it has been changed in FWE.

Also, i have a small problem at the moment: I just started the Reilly's Rangers quest and can't for the life of me find the way into inner DC. Here's a screenshot of the problem plus local map:

http://i86.photobucket.com/albums/k120/scratch8o/unsorted/Fallout3RR.jpg

I'm supposed to be in front of the entrance to Metro Central (coming from Museum Station), but there's nothing, just a wall. Is this a bug or did FWE change that? Is there a way around it to get to the Statesman Hotel?

I also noticed exactly the same near Fort Independence, where you can fall through the gutter - if i enter the room there and look at the local map there should be an exit, but there isn't one.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Fri Feb 04, 2011 8:49 am

Alright, thanks. I was thinking about raiding Evergreen Mills soon too, if i'm not mistaken i'll find the terrible shotgun there. Is it worth the effort? Dunno if it has been changed in FWE.

Also, i have a small problem at the moment: I just started the Reilly's Rangers quest and can't for the life of me find the way into inner DC. Here's a screenshot of the problem plus local map:

I'm supposed to be in front of the entrance to Metro Central (coming from Museum Station), but there's nothing, just a wall. Is this a bug or did FWE change that? Is there a way around it to get to the Statesman Hotel?
I also noticed exactly the same near Fort Independence, where you can fall through the gutter - if i enter the room there and look at the local map there should be an exit, but there isn't one.

I'm not sure about your problems, but it is not from FWE, may be another mod? Or may be you are not on correct level of map, it is possible
The only way into Statesman Hotel is through Our Lady of Hope Hospital, and I am sure- yesterday I was near Dry Sewers, which lead here.
http://fallout.wikia.com/wiki/Our_Lady_of_Hope_Hospital
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Fri Feb 04, 2011 6:24 pm

Afaik there is no second floor in that part of the metro since it's one of the tunnels. Sad thing is i can't get through Georgetown to get to Dupont Circle Station in order to find the way from behind - the Super Mutants in Georgetown are quite evil. Well, i guess i have to keep searching.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Fri Feb 04, 2011 7:01 am

The raider base near fort independece, where you fall through the trap gutter and then go through the door, there should be a button to activate a metal floor panel to take you to a lower level.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri Feb 04, 2011 1:46 pm

The raider base near fort independece, where you fall through the trap gutter and then go through the door, there should be a button to activate a metal floor panel to take you to a lower level.


Oh my god, thank you. There's a button right there in that room i made the screenshot of, in order to open a floor panel which leads to the entrance to Metro Central. *head -> desk*
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Fri Feb 04, 2011 7:23 pm

Oh my god, thank you. There's a button right there in that room i made the screenshot of, in order to open a floor panel which leads to the entrance to Metro Central. *head -> desk*

:laugh:
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Fri Feb 04, 2011 12:46 pm

Ok, i'm in the Lady of Hope Hospital and for some reason the game acts up strangely now: Characters (Super Mutants and Dogmeat) are "lagging", kind of like in a multiplayer FPS when players have a bad ping ("teleporting"). I can't hit the Mutants anymore with my guns (only melee weapons appear to be working), their health isn't being displayed at the bottom anymore, and they seem to have alot of trouble hitting me, too. I even walked over a tripwire trap (one of the bathrooms at bottom floor) and it didn't go off - i couldn't disarm it either - it just didn't show up at all when i put my crosshair over its ends. I was still able to open doors and loot stuff, and i can get rid of this odd behaviour by restarting the game, but it appeared again shortly after doing that.

Does anyone know what's going on? Could it be CASM that i installed shortly before continuing today? I only installed it because i had alot of frequent crashes in DC and thought it might help. Nothing changed though, i think.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Fri Feb 04, 2011 8:05 am

Have you tried quitting and reloading within the hospital? It could be a bad load issue.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

PreviousNext

Return to Fallout 3