RelZ] FWE - FO3 Wanderers Edition #41

Post » Fri Feb 04, 2011 6:55 am

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?

Thank you for this information.
Yesterday I made some tests myself, Only MMM and FWE (which shared the same script) experienced this issues, all other mods worked just fine for now

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

Any container, which don't have respawn flag, will be good
1.
Spoiler
There is secret stash with sniper rifle on the right from Megaton, in the big stone, surrounded by three protruding twigs, You will find some molerats there too

2. Any Nuca-Cola fridge, seems to me, do not have this flag too. One you can find in the Springwale, north from Megaton
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Tracey Duncan
 
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Post » Fri Feb 04, 2011 2:57 am

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.

Thank you for this information.
Yesterday I made some tests myself, Only MMM and FWE (which shared the same script) experienced this issues, all other mods worked just fine for now

Thanks for the link, showler. I did some digging, and ended up finding http://www.gamesas.com/index.php?/topic/1096923-relz-arwens-realism-tweaks-thread-no8/page__view__findpost__p__16160056 by kaburke. It seems that some improvements for FOMM 0.12.x caused a change in the representation of file names, causing the function MeasureText to edit the saved file name instead of a temporary variable. Fortunately, the fix is simple: Change the line

string temp = file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);

to

string temp = String.Copy(file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar));

That one would have taken me ages to track down!

Edit: The edit mentioned above needs to be performed in two places, line 700 and 727. After some quick testing, I can verify that Crows gun is now visible!
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Matt Terry
 
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Post » Fri Feb 04, 2011 3:31 am

Thanks for getting on this Zumbs. We appreciate it.
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Chavala
 
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Post » Fri Feb 04, 2011 6:03 am

Thanks for the link, showler. I did some digging, and ended up finding http://www.gamesas.com/index.php?/topic/1096923-relz-arwens-realism-tweaks-thread-no8/page__view__findpost__p__16160056 by kaburke. It seems that some improvements for FOMM 0.12.x caused a change in the representation of file names, causing the function MeasureText to edit the saved file name instead of a temporary variable. Fortunately, the fix is simple:


Thanks for figuring this out Zumbs.

I've uploaded a new http://www.fallout3nexus.com/downloads/file.php?id=2761 with the updated install script.
If anyone installed FWE as fomod with FOMM 0.12.x it's recommended to download the new FWE package and reinstall.
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Chrissie Pillinger
 
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Post » Thu Feb 03, 2011 11:33 pm

Could you post just the updated script as a download? I believe it's fairly easy to update a script in a FOMOD without redownloading 250MB of redundant files.
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Stephanie Kemp
 
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Post » Thu Feb 03, 2011 10:07 pm

Could you post just the updated script as a download? I believe it's fairly easy to update a script in a FOMOD without redownloading 250MB of redundant files.

https://docs.google.com/leaf?id=0BydCGxH-MDdeNWU5NGYyNGQtMDNlOC00ODc0LTkxMmUtNDhkNTBiNDE4ZjRk&sort=name&layout=list&num=50
Just overwrite the fomod folder from the original archive
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Micah Judaeah
 
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Post » Fri Feb 04, 2011 7:30 am

In the previous time I've installed FWE there was some esp for compatibility with Unoficial patchs. In 5.04 there′s none - are they unnecessary now? Or is it meant that you no longer use the unofficials ones alongside FWE? (If it matter, it's for all DLC's and patch's install).
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Anna Beattie
 
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Post » Fri Feb 04, 2011 8:24 am

Is it normal with a FWE and MMM build to have giant ants that can take 30 shots from a 10mm, but go down with one hit from an axe? Not all of them, just some....though most seem to be resistant to the 10mm. I didn't notice anything on the FWE homepage, but I was wondering if they have a minimum damage level that they are completely resistant to?
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Flesh Tunnel
 
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Post » Fri Feb 04, 2011 6:29 am

Is it normal with a FWE and MMM build to have giant ants that can take 30 shots from a 10mm, but go down with one hit from an axe? Not all of them, just some....though most seem to be resistant to the 10mm. I didn't notice anything on the FWE homepage, but I was wondering if they have a minimum damage level that they are completely resistant to?


What is happening with ants (and also the centaurs sometimes) is that FWE greatly reduces the % of damage that transfers from limbs to the targets overall health. You're probably shooting the ants antenna or one of the 6 legs or other small body part that don't impact the overall health of the creature very much. This change is intentional, and it kinda makes sense . . . plus it makes things like ants, radscorps, and other melee based creatures a little nastier because they can soak up bullets if your aim is off.
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David Chambers
 
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Post » Thu Feb 03, 2011 11:08 pm

In the previous time I've installed FWE there was some esp for compatibility with Unoficial patchs. In 5.04 there′s none - are they unnecessary now? Or is it meant that you no longer use the unofficials ones alongside FWE? (If it matter, it's for all DLC's and patch's install).

The file is simply not needed anymore. You can still use UFP with FWE if you like.

Is it normal with a FWE and MMM build to have giant ants that can take 30 shots from a 10mm, but go down with one hit from an axe? Not all of them, just some....though most seem to be resistant to the 10mm. I didn't notice anything on the FWE homepage, but I was wondering if they have a minimum damage level that they are completely resistant to?

Nothing to do with FWE. Cant remember anymore if this was a vanilla or MMM bug, but it makes the ants ignore non-vats firearm shots. Just use VATS or melee or explosives.
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noa zarfati
 
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Post » Fri Feb 04, 2011 8:50 am

Ninja'd! Score!
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Alycia Leann grace
 
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Post » Thu Feb 03, 2011 11:35 pm

Ninja'd! Score!

damnit..you win this time.
What you said isn't wrong, but I was pretty sure there is a bug that makes them ignore firearms entirely outside of VATS.
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Kat Lehmann
 
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Post » Thu Feb 03, 2011 5:51 pm

damnit..you win this time.
What you said isn't wrong, but I was pretty sure there is a bug that makes them ignore firearms entirely outside of VATS.


Hmm . . . was that a vanilla bug too? I do have vauge memories of near invincible ants, but I always attributed it to the limb thing.
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Kate Murrell
 
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Post » Fri Feb 04, 2011 5:38 am

Nothing to do with FWE. Cant remember anymore if this was a vanilla or MMM bug, but it makes the ants ignore non-vats firearm shots. Just use VATS or melee or explosives.
Oh bother. I'm trying to go all bullet-time in this game. Even moved the VATS button and replaced it with the bullet time button.

Is this consistent or an occasional thing? Some rifle shots seemed to kill them from a distance, and other times the rifle didn't work but I thought it was because I was trying to shoot through the piled up remains of their predecessors. This is in Springvale school.

If I end up having to use melee for all ants (and scorpions? Yikes) then Grayditch is gonna be interesting.
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Jaki Birch
 
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Post » Fri Feb 04, 2011 7:22 am

Oh bother. I'm trying to go all bullet-time in this game. Even moved the VATS button and replaced it with the bullet time button.

Is this consistent or an occasional thing? Some rifle shots seemed to kill them from a distance, and other times the rifle didn't work but I thought it was because I was trying to shoot through the piled up remains of their predecessors. This is in Springvale school.

If I end up having to use melee for all ants (and scorpions? Yikes) then Grayditch is gonna be interesting.

I've always only encountered this with ants. During Grayditch I switch to using VATS almost exclusively.
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Red Sauce
 
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Post » Thu Feb 03, 2011 8:27 pm

Okay, I can live with that since it's a game glitch.
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Aliish Sheldonn
 
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Post » Thu Feb 03, 2011 7:15 pm

That's strange.... Going against those ants in Grayditch they were dropping like rocks with no issues, and I don't use VATS. I guess I'm just lucky :P Though I don't recall that problem on the PS3 either, I assume it's a random bug that doesn't affect everyone?
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Stacy Hope
 
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Post » Fri Feb 04, 2011 1:14 am

19th & 20th century weapons patch where?
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Nick Swan
 
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Post » Fri Feb 04, 2011 3:24 am

Bit of an oddity: Fallen Brother in Supa-Dupa Mart. Non-hostile to me or the Raiders, not allied with either. Just walking around unless attacked.
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Alan Cutler
 
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Post » Thu Feb 03, 2011 11:10 pm

Is it my fault to have big red semi-opaque circles around people instaed of their weapon? This applies, i think, with Desert Eagle and 4mm, possibly others. Ill check now if i can if its me
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Miranda Taylor
 
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Post » Thu Feb 03, 2011 6:13 pm

If you are installing by FOMOD, make sure you have the updated download, or the updated script from earlier in the thread.

Or use the 11.9 version of FOMM. 12.3 and the un-updated FOMOD package conflict and a bunch of resources don't get installed.
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Bones47
 
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Post » Fri Feb 04, 2011 2:41 am

damnit..you win this time.
What you said isn't wrong, but I was pretty sure there is a bug that makes them ignore firearms entirely outside of VATS.

Yes, such bug existed, but I was not able to have it long time already. :)
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Heather M
 
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Post » Thu Feb 03, 2011 8:54 pm

If you are installing by FOMOD, make sure you have the updated download, or the updated script from earlier in the thread.
Or use the 11.9 version of FOMM. 12.3 and the un-updated FOMOD package conflict and a bunch of resources don't get installed.

Or reinsrall assets manually.
Damn it- we have plenty of options here lately :(
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D IV
 
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Post » Fri Feb 04, 2011 7:38 am

Oh bother. I'm trying to go all bullet-time in this game. Even moved the VATS button and replaced it with the bullet time button.

Is this consistent or an occasional thing? Some rifle shots seemed to kill them from a distance, and other times the rifle didn't work but I thought it was because I was trying to shoot through the piled up remains of their predecessors. This is in Springvale school.

If I end up having to use melee for all ants (and scorpions? Yikes) then Grayditch is gonna be interesting.


I have played through a lot of times and never had it happen with fire ants. I think it was a MMM bug.
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Jade Barnes-Mackey
 
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Post » Fri Feb 04, 2011 7:14 am

Not to suggest that this is in any way a fault of FWE, but I could use some help. I'm going to come across as a complete idiot now, but anyway: I've borked my character by using 'player.setav carryweight' - it was a temporary thing (I look forward to being able to take my motorcycle on the Point Lookout Ferry!), and I set it back to the original amount, but now strength modifying equipment doesn't increase my carry weight. When I tested using 'modav strength' it had no effect either.

I tried resetting my carry weight options in the FWE control panel, but it had no effect, so I'm looking for some friendly advice on how to fix this - again, I'm not suggesting that FWE is at fault. I know it's a bit cheeky; asking about this in this thread, but It occurred to me that fixing it might require some knowledge of how FWE works. There was no info to suggest that using 'setav carryweight' would do this when I did a general www search.

Thanks in advance...
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Matt Fletcher
 
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