RelZ] FWE - FO3 Wanderers Edition #41

Post » Fri Feb 04, 2011 12:27 am

The Outcast background strikes me as a little overpowered - -10 barter balances with +10 EW, and +5 critical chance is huge.
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My blood
 
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Post » Thu Feb 03, 2011 7:27 pm

Not to mention starting with Power Armor and training. It's nice to have these alternate starts, but still prefer the vanilla beginning, only a 10mm pistol and a leather jacket :)
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Chris BEvan
 
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Post » Fri Feb 04, 2011 1:46 am

Are Fortune Finder and Scrounger now useful viable perks with FWE? I've never taken them before and I' m wondering how well they work with it. Thanks.
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Lizbeth Ruiz
 
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Post » Thu Feb 03, 2011 3:48 pm

Are Fortune Finder and Scrounger now useful viable perks with FWE? I've never taken them before and I' m wondering how well they work with it. Thanks.

If you have problems with money and ammunition- surely this perks very helpful. Especially if you like to exploring and take a look into each box, each location
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Amanda Leis
 
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Post » Thu Feb 03, 2011 8:10 pm

Thanks! Now just to decide to RP as an Outcast or Ghoul :)

I don't know if you've played FWE before, but the ghoul alt. start kicked my [censored] pretty hard when I played it. Was great once you managed to get going, but that start was...hard. :) In retrospect, I probably should have turned the difficulty down until I did some miscellaneous, non-spoillerish... stuff.

Are Fortune Finder and Scrounger now useful viable perks with FWE?

I've found the scrounger perk pretty handy, can't talk for fortune finger though. I imagine it's pretty nice.
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Hazel Sian ogden
 
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Post » Fri Feb 04, 2011 4:04 am

Just starting to install this. Noticed Interactive Bobbleheads is included as a similar feature. Does it include the new stand?

Is the mod with the stands functional as an override to the FWE feature?
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neil slattery
 
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Post » Thu Feb 03, 2011 8:09 pm

Just starting to install this. Noticed Interactive Bobbleheads is included as a similar feature.
1. Does it include the new stand?
2. Is the mod with the stands functional as an override to the FWE feature?

1. Yes, in addition to vanilla one
2. No, they combined. You will have both removable bobbleheads and choices during first pick-up
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ZzZz
 
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Post » Thu Feb 03, 2011 6:53 pm

First, many thanks for this mod -- really makes Fallout 3 a new game with a great deal more replay value.

I chose the Wasteland Wanderer alternate start and and barely made it to Megaton in one piece. A much harsher Wasteland, indeed. Lots of fun.

I notice when passing a Workbench that I'm constantly having Metalworking Notes added and removed. Wonder if adding a doOnce variable to the script might clear that up.
Tried my hand at it, but am not skillful at scripting. Don't know how to test it without fiddling with the FWE master file and starting a new game. I'd rather not do that.
Did get the script to save in the GECK, though it is still probably faulty.

Clearly not a pressing matter. Just wondering if there is a remedy.
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Stay-C
 
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Post » Thu Feb 03, 2011 9:35 pm

1. Yes, in addition to vanilla one
Ah, thank you. The stand was pretty important to me because, seriously, what was up with the vanilla one? Do Vault-Tec Bobbleheads need a massive cooling engine to keep them from exploding or something?
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Khamaji Taylor
 
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Post » Thu Feb 03, 2011 5:23 pm

My apologies, I'll try to get better at this.

I'm doing a step by step install, and I just added FWE 5.04 (from a FOMOD made from the FO3Nexus download). I coc'd to Rivet City from the birthday party and went outside and Crow was there. He had the big triangle thing on him, so I killed him and it turned out to be ".44 Magnum".

I don't see anything obviously wrong with the installation, but I also don't see any obvious model for a 44 Magnum (separate from the vanilla Scoped 44 Magnum, I'd assume). Without FormID Finder or Refscope, this isn't so easy.

Can anyone give me some hints on what to look for to check this? Is there something about FWE where coc'ing out early will mess something up?

edit: forgot to ask, is the bashed patch and/or merged patch and/or masterupdate necessary at each step of the install, or should I be able to test basic functionality without them while installing?
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kyle pinchen
 
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Post » Thu Feb 03, 2011 8:16 pm

First, many thanks for this mod -- really makes Fallout 3 a new game with a great deal more replay value.

I chose the Wasteland Wanderer alternate start and and barely made it to Megaton in one piece. A much harsher Wasteland, indeed. Lots of fun.

I notice when passing a Workbench that I'm constantly having Metalworking Notes added and removed. Wonder if adding a doOnce variable to the script might clear that up.
Tried my hand at it, but am not skillful at scripting. Don't know how to test it without fiddling with the FWE master file and starting a new game. I'd rather not do that.
Did get the script to save in the GECK, though it is still probably faulty.



This is intended since it informs you how high your metalworking is when you are close to a workbench.

My apologies, I'll try to get better at this.

I'm doing a step by step install, and I just added FWE 5.04 (from a FOMOD made from the FO3Nexus download). I coc'd to Rivet City from the birthday party and went outside and Crow was there. He had the big triangle thing on him, so I killed him and it turned out to be ".44 Magnum".

I don't see anything obviously wrong with the installation, but I also don't see any obvious model for a 44 Magnum (separate from the vanilla Scoped 44 Magnum, I'd assume). Without FormID Finder or Refscope, this isn't so easy.

Can anyone give me some hints on what to look for to check this? Is there something about FWE where coc'ing out early will mess something up?

edit: forgot to ask, is the bashed patch and/or merged patch and/or masterupdate necessary at each step of the install, or should I be able to test basic functionality without them while installing?

Watch the FWE install guide in the videos section on nexus.
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Robert DeLarosa
 
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Post » Thu Feb 03, 2011 7:22 pm

I notice when passing a Workbench that I'm constantly having Metalworking Notes added and removed. Wonder if adding a doOnce variable to the script might clear that up.
Tried my hand at it, but am not skillful at scripting. Don't know how to test it without fiddling with the FWE master file and starting a new game. I'd rather not do that.
Did get the script to save in the GECK, though it is still probably faulty.


What "metalworking" level you are at depends on your current repair skill. If you are on the edge between levels, when you go close to a workbench you get the +10 repair bonus, putting you up a metalworking level. You move away, and it drops down again. Annoying yes, but it doesn't occur all the time, only at certain points in your skill.

Regardless, this is going away in the next FWE version with the changes to the workbench, which will do something different in your game now instead of giving you a +10 repair skill.
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Lil'.KiiDD
 
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Post » Fri Feb 04, 2011 4:42 am

Ohai, Kai.
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Dawn Porter
 
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Post » Thu Feb 03, 2011 8:40 pm

Seems to be a problem with the FOMOD.

FOMOD contents list:
Spoiler
Meshes\T3T_WT\Weapons\1HandPistol\2XBarrelShotgun\2XBarrelShotgun.nif
Meshes\T3T_WT\Weapons\1HandPistol\ColAutumPlasmaPistol\ColAutumnPlasmaPistol.nif
Meshes\T3T_WT\Weapons\1HandPistol\EnclavePlasmaPistol\plasmapistoGO.nif
Meshes\T3T_WT\Weapons\1HandPistol\EnclavePlasmaPistol\plasmapistol.nif
Meshes\T3T_WT\Weapons\1HandPistol\JerichoRifle\ChineseSMG.nif
Meshes\T3T_WT\Weapons\1HandPistol\LawDog\LawDog.nif
Meshes\T3T_WT\Weapons\1HandPistol\PlasmaPistolProtoType\plasmapistol2.nif
Meshes\T3T_WT\Weapons\1HandPistol\T3TMagnum\GHmagnumrevolver.nif
Meshes\T3T_WT\Weapons\1HandPistol\T3TMagnum\GHmagnumrevolvernoscope.nif

Meshes\T3T_WT\Weapons\1HandPistol\UltraSMG\10mmSubMachinegunSilenced.nif
Meshes\T3T_WT\Weapons\1HandPistol\UltraSMG\10mmSubMachineGunSS.nif
Meshes\T3T_WT\Weapons\1HandPistol\WCLaserPistol\w1klaserpistol.nif
Meshes\T3T_WT\Weapons\1HandPistol\WildBill556\223.nif
Meshes\T3T_WT\Weapons\1HandPistol\YK20\PulsePistol.nif
Meshes\T3T_WT\Weapons\1HandPistol\ZhuRong\zhurongv418.nif


Activation Data:
Spoiler
meshes\t3t_wt\weapons\1handpistol\jerichorifle\chinesesmg.nif
meshes\t3t_wt\weapons\1handpistol\lawdog\lawdog.nif
meshes\t3t_wt\weapons\1handpistol\wildbill556\223.nif
meshes\t3t_wt\weapons\1handpistol\yk20\pulsepistol.nif
meshes\t3t_wt\weapons\1handpistol\zhurong\zhurongv418.nif


Pretty huge difference between those two lists, and the 44 Magnum is one of the ones skipped.

I built the FOMOD with the 5.04 Master Release from FO3Nexus, the correct files are definitely in there. Any ideas why it's skipping so much?

Still watching the install videos, by the way.
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Bereket Fekadu
 
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Post » Fri Feb 04, 2011 2:01 am

My apologies, I'll try to get better at this.
I'm doing a step by step install, and I just added FWE 5.04 (from a FOMOD made from the FO3Nexus download). I coc'd to Rivet City from the birthday party and went outside and Crow was there. He had the big triangle thing on him, so I killed him and it turned out to be ".44 Magnum".
I don't see anything obviously wrong with the installation, but I also don't see any obvious model for a 44 Magnum (separate from the vanilla Scoped 44 Magnum, I'd assume). Without FormID Finder or Refscope, this isn't so easy.

If you sure you installed all your mods correctly and do not forget about archiveinvalidation- then probably this is FOMM fault. Please use version 11.9 or reinstall manually all FWE assets. We have many complains on Nexus forums, and I experienced some troubles myself. Because of it- I DON'T RECOMMEND using FOMM 0.12, until it will be fixed
edit: forgot to ask, is the bashed patch and/or merged patch and/or masterupdate necessary at each step of the install, or should I be able to test basic functionality without them while installing?

The later, but after testings please do merged patch and masterupdate, and begin new game :)
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Claire Jackson
 
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Post » Thu Feb 03, 2011 5:08 pm

Switched to 11.9, reactivated FWE. Still only installs part of the resources, not all of them and I don't see why.

edit: Correction, they were installed this time, only the FOMOD Status list didn't update until I closed and reopened FOMM again. So it appears to be an error with FOMM, not with FWE.

I should be able to fix it by dumping the resources in manually, but I hate not having an answer to this. Unfortunately, OBMM/FOMM scripting is not something I'm good at.

My apologies for the error and for bothering you.
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NEGRO
 
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Post » Fri Feb 04, 2011 12:45 am

My apologies for the error and for bothering you.

No need in apologies- seems to me we all will have some nasty time, until this issue will not be fixed
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The Time Car
 
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Post » Thu Feb 03, 2011 9:17 pm

... Regardless, this is going away in the next FWE version with the changes to the workbench, which will do something different in your game now instead of giving you a +10 repair skill.


Kai and Mezmorelda: Thank you for your replies. Looking forward to what you have in store.
Thanks again for all your hard work on FWE.
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SUck MYdIck
 
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Post » Thu Feb 03, 2011 8:46 pm

Switched to 11.9, reactivated FWE. Still only installs part of the resources, not all of them and I don't see why.

edit: Correction, they were installed this time, only the FOMOD Status list didn't update until I closed and reopened FOMM again. So it appears to be an error with FOMM, not with FWE.

I should be able to fix it by dumping the resources in manually, but I hate not having an answer to this. Unfortunately, OBMM/FOMM scripting is not something I'm good at.

My apologies for the error and for bothering you.


Do you have Fallout installed to the default location in one of your "Program Files" directories? I'm pretty sure that Vista/Win7 doesn't like the way FOMM operates within the program files folder, and I've heard reports that people have solved a lot of installer probelms by re-installing fallout to somewhere else (i.e., c:\fallout3 or c:\games\fallout3).
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Lori Joe
 
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Post » Fri Feb 04, 2011 4:53 am

Do you have Fallout installed to the default location in one of your "Program Files" directories? I'm pretty sure that Vista/Win7 doesn't like the way FOMM operates within the program files folder, and I've heard reports that people have solved a lot of installer probelms by re-installing fallout to somewhere else (i.e., c:\fallout3 or c:\games\fallout3).

No, I have similar issues myself, and with latest version of FOMM only. My game was never installed in the default folder (with Vista in mind)
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Danial Zachery
 
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Post » Fri Feb 04, 2011 2:25 am

Nope, I'm a long time Oblivion modder and have all my games and most of my resources installed in a custom folder.

It's almost certainly a flaw in the latest FOMM, possibly script related, because it was the same FOMOD file that didn't work in 12.3 and did work with 11.9. FOMM didn't even occur to me because OBMM was "finished" a long time ago and it was Wrye Bash that you had to watch.
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Sian Ennis
 
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Post » Thu Feb 03, 2011 7:06 pm

Okay, I'm informed now that the fault is with the script for the FWE Fomod, which has bugs that were exposed with the new FOMM releases. Apparently MMM and Arwen's mods also share the same bugs.

Might want to get that mentioned somewhere until a repaired script can be written.
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Vahpie
 
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Post » Thu Feb 03, 2011 8:59 pm

Could someone please tell me if there's any way to make the weapons damage display correctly? I mean, a friend of mine guarantees that the values shown are not correct at all -- to say the truth I never paid too much attention to that...

Thanks in advance.
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marina
 
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Post » Thu Feb 03, 2011 9:10 pm

Okay, I'm informed now that the fault is with the script for the FWE Fomod, which has bugs that were exposed with the new FOMM releases. Apparently MMM and Arwen's mods also share the same bugs.

Might want to get that mentioned somewhere until a repaired script can be written.

The install script FWE is an expansion of the MMM script, so it's not surprising that they will encounter similar problems. I'll upgrade my FOMM and see if I can figure out what causes the issue.
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Greg Cavaliere
 
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Post » Thu Feb 03, 2011 5:01 pm

This is the thread I was sent: http://sourceforge.net/projects/fomm/forums/forum/999686/topic/3768596

kaburke seems to know what's going on and indicated he'd pass the information along.

edit: BTW, as a FWE newbie can anyone recommend safe storage in or near Megaton until I can get myself a safehouse?
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Alisia Lisha
 
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