RelZ] FWE - FO3 Wanderers Edition #41

Post » Fri Feb 04, 2011 11:03 am

Try lowering the graphics quality, maybe something's not agreeing with your computer in there.
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Loane
 
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Post » Fri Feb 04, 2011 7:06 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.

Yes that's caused by CASMs quickload function.
It's advisable not to use it(best dont use the vanilla quickload function either).
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Quick Draw III
 
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Post » Fri Feb 04, 2011 9:17 pm

So you mean "loading savegames via main menu is the way to go"? What about quicksaves - can i still use them?
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LADONA
 
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Post » Fri Feb 04, 2011 3:01 pm

You might want to try http://www.fallout3nexus.com/downloads/file.php?id=14094. It's a recent utility that's an alternative to Quick Load that, at the press of a button, simulates exiting to the menu and loading a savegame. So far I think it works pretty well.
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Jordan Fletcher
 
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Post » Fri Feb 04, 2011 10:33 pm

Thanks for the link and your help, guys. So i guess the frequent crashes that i experienced lately *could* be causd by using quickload often? Would it go away after a while when i stop using it, in case it really is the cause?
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Sierra Ritsuka
 
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Post » Fri Feb 04, 2011 8:02 am

Thanks for the link and your help, guys. So i guess the frequent crashes that i experienced lately *could* be causd by using quickload often? Would it go away after a while when i stop using it, in case it really is the cause?

As I can say, using quickload don't make any fatal changes in the saves. Restarting game will be enough to correct all issues

Browncoat - thanks for the tip :)
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Jessica Nash
 
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Post » Fri Feb 04, 2011 10:33 am

Since the HP restoration effect of food is gone in FWE, does the Food Sanitzer do anything?
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Julia Schwalbe
 
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Post » Fri Feb 04, 2011 10:45 am

Since the HP restoration effect of food is gone in FWE, does the Food Sanitzer do anything?


Give less to no rads. I think. You can change Primary needs to make food gain health, I think.
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Richus Dude
 
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Post » Fri Feb 04, 2011 2:26 pm

If you choose the raider or mercenary Alternative Starts is there a way to do quests in rivetcity or megaton without everyone attacking you?
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Emzy Baby!
 
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Post » Fri Feb 04, 2011 7:00 pm

If you choose the raider or mercenary Alternative Starts is there a way to do quests in rivetcity or megaton without everyone attacking you?

Don't remember about raiders, but hardcoe start with them- for sure
Talons will make RC guards aggressive against you. Latest will be changed in FWE 5.1
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krystal sowten
 
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Post » Fri Feb 04, 2011 1:31 pm

When I install this mod, it keeps on crushing on STAND BY screen :( i tried even to disable mods and nothing.... And my mod order list is as it should be...
Any solution? Ofc before installing this mod everytihing worked flawlessly.
But something strange confused me.. When I install this mod, it asks me if I wanna overwrite some files and i said yes to all, is that maybe a mistake?
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Jessie
 
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Post » Fri Feb 04, 2011 12:00 pm

When I install this mod, it keeps on crushing on STAND BY screen :( i tried even to disable mods and nothing.... And my mod order list is as it should be...
Any solution? Ofc before installing this mod everytihing worked flawlessly.
But something strange confused me.. When I install this mod, it asks me if I wanna overwrite some files and i said yes to all, is that maybe a mistake?


No you're supposed to. I would go through the uninstall guide that comes with readme and, well, uninstall everything. It will probably ask to delete some textures...Mind posting your load order first, though?

Speaking of uninstalling, will FWE ever come with a .exe like OOO and Frenando's mod for Oblivion?
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Dezzeh
 
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Post » Fri Feb 04, 2011 8:15 pm

Don't remember about raiders, but hardcoe start with them- for sure
Talons will make RC guards aggressive against you. Latest will be changed in FWE 5.1


Okay, thanks. I'm a little confused by "Latest will be changed in FWE 5.1" do you mean RC guards will no longer be hostile after that version?
Also, isn't the version currently 5.1?
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Lyndsey Bird
 
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Post » Fri Feb 04, 2011 6:57 pm

Speaking of uninstalling, will FWE ever come with a .exe like OOO and Frenando's mod for Oblivion?


I doubt it, the Fomod already does everything an installer could do. And personally i hate exe installers for mods, you can never be sure what they exactly do. I always unpack them and install manually. Fomods, Omods and BAIN packages are a happy medium between installers and manual installs :)

So... any news about 5.10? :hehe:
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+++CAZZY
 
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Post » Fri Feb 04, 2011 1:53 pm

Okay, thanks. I'm a little confused by "Latest will be changed in FWE 5.1" do you mean RC guards will no longer be hostile after that version?
Also, isn't the version currently 5.1?

I mean- talons start will be good with RC guards
And no, we have now version 5.04

ToJKa
So... any news about 5.10?

Sorry, no ETA for now, but we close (at least in plans)
5.10 is pretty stable, but there is some stuff need to be implemented

Wahad
When I install this mod, it keeps on crushing on STAND BY screen i tried even to disable mods and nothing.... And my mod order list is as it should be...

Please- your load order
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katie TWAVA
 
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Post » Fri Feb 04, 2011 7:01 pm

Thanks for explaining, sorry a little slow this evening.
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Tiffany Castillo
 
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Post » Fri Feb 04, 2011 11:29 pm

I doubt it, the Fomod already does everything an installer could do. And personally i hate exe installers for mods, you can never be sure what they exactly do. I always unpack them and install manually. Fomods, Omods and BAIN packages are a happy medium between installers and manual installs :)

So... any news about 5.10? :hehe:


I agree fully. Fomods/Omods/Bain work great for mods with complex installs. I hate .exe installers to, especially when they add an entry to the add/remove programs list and add a folder to the start menu. Just one more entry I don't need when I've already got tons, and one more folder I have to navigate around.
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Jessica Nash
 
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Post » Sat Feb 05, 2011 12:51 am

Again, probably a known issue but I just figured out why I still have a {Bullet Time Device}

"Player.RemoveItem DKBulletTimeConfigTool 1" in the "FWEConfigQuestScript" should be:
"Player.RemoveItem DKBulletTimeTool 1"
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Cheville Thompson
 
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Post » Fri Feb 04, 2011 11:50 am

edit: nevermind, I just read the compatibility list on the site.

What new guns are planned for 5.1?
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ONLY ME!!!!
 
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Post » Fri Feb 04, 2011 3:18 pm

So, I've been playing a new game for a while now, as an Escaped Slave, and I figure it's about time to get that slave collar off. It's disabled, it can't explode no more, why can't I (or somebody else) cut through it?
The way I see it, couldn't you spawn with the collar on very low condition, and have the script that re-equips and re-adds it set to stop if it reaches a certain condition? That way both you and vendors could try taking it off, and with a high enough requirement that wouldn't be able to happen until quite far into the game.
For now, though, do I have to blow this thing off with a mini nuke, or what?
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Steve Fallon
 
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Post » Sat Feb 05, 2011 12:18 am

Voiddweller has improved the http://www.fallout3nexus.com/downloads/file.php?id=13366. I'd also really like to see some of einherjrar's 20th century weapons incorporated, primarily the http://www.fallout3nexus.com/downloads/images/5059-4-1243804300.jpg (miniguns are just silly...)
Just some tips, if you need them. :)

For now, though, do I have to blow this thing off with a mini nuke, or what?

player.unequipitem xx000F11, should work, where xx is the FWE ESM's index as seen in FOMM (or just start att 03 and work your way up).
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Melanie Steinberg
 
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Post » Fri Feb 04, 2011 7:47 pm

I have a possible bug report: Eating a chem that add INT just before leveling up, also add extra skillpoints.

player.unequipitem xx000F11, should work, where xx is the FWE ESM's index as seen in FOMM (or just start att 03 and work your way up).

... but PhYoshi has a good point that it would be nice if this feature were in the game. That is, you could get someone to do it, or that you could do it yourself (with enough repair and a work bench).
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Syaza Ramali
 
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Post » Fri Feb 04, 2011 11:48 pm

I have a possible bug report: Eating a chem that add INT just before leveling up, also add extra skillpoints.


But is that a bug or a feature? Regardless that helps with my minimal skillpoint and not-that-smart character playtrough :D
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Sheila Esmailka
 
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Post » Fri Feb 04, 2011 5:17 pm

But is that a bug or a feature? Regardless that helps with my minimal skillpoint and not-that-smart character playtrough :D

In unmodded Fallout 3, chems (or similar modifications of your stats) did not affect how many skill points you got. Furthermore, it significantly reduces the advantage of high INT compared to the other stats, if you can just eat a mentat before you level up to get 2-3 extra skill points each level.
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Naomi Lastname
 
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Post » Fri Feb 04, 2011 10:36 pm

I'd agree. A temporary intelligence boost should not enable a permanent bonus to your skills in that way.
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The Time Car
 
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