RelZ] FWE - FO3 Wanderers Edition #41

Post » Thu Feb 03, 2011 4:58 am

Fallout 3 - Wanderers Edition (FWE)

Authors
: Mezmorki (lead), Kai Hohiro, delmar, jjgun, The 3rd Type, schlangster

Master Release 5.03
2010 . 05 . 23


This readme document provides overview information, install instructions, credits, and legal conditions. Complete and up-to-date detailed information can be found at the FWE Homepage:

http://sites.google.com/site/fo3wanderersedition/

http://www.fallout3nexus.com/downloads/file.php?id=2761

*********************** IMPORTANT ****************************

The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

* http://www.fallout3nexus.com/downloads/file.php?id=4447 (included in the FWE 5.0 package)

* http://www.fallout3nexus.com/downloads/file.php?id=3447 (included in the FWE 5.0 package)

*The http://timeslip.chorrol.com/fomm.html is HIGHLY recommended for properly installing and setting up FWE.

Other FWE Resources:

* http://www.fallout3nexus.com/downloads/file.php?id=4968
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), Project Beauty and Energy Visuals Enhanced (EVE)

* http://sites.google.com/site/fo3wanderersedition/compatibility-list

* http://sites.google.com/site/fo3wanderersedition/faq


================================================================================
Overview of Changes
================================================================================


Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

------------------------
OVERALL GOALS
------------------------

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a "dodge" bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles

------------------------
EQUIPMENT
------------------------

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)

------------------------
ACTORS
------------------------

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable)
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't "disappear" after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest

------------------------
SUPPORT
------------------------

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)



================================================================================
Recent Changes (FWE 5.03)
================================================================================


Please note that the recommended load order has changed slightly, due to changes in Project Beauty. Please adjust your load order accordingly(see FWE or FOIP page or our FAQ). And remember to download the newest FOIP patches and to create a new Merged Patch!

New Features / Major Changes
  • FO3 Wanderers Edition UFP Support.esp is discontinued, it's not required anymore. Please remove it if you still find it in your load order.
  • Added 14 new sets of armor and 8 new helmets which are distributed across the wasteland and added to vendors.
  • Changed the way water bottling works. Now you simply have to use a water source while stealthing.
  • Added new menu option in the 'Immersion' settings to reenable Karma messages(they are still off by default). This can be found in the Immersion menu of the FWE control panel.
  • Added new menu option in the 'Damage/Combat' settings to adjust overall runspeed of all characters ingame.
  • Added new menu option in the 'Immersion' settings that allows you to adjust Fallout's level of gore in combat.
  • Added new menu option in the 'Immersion' settings which allows you to control the Ragdoll physics of killed NPCs. This has 5 options: Realistic, Medium (FWE default), Strong, Very Strong and Extreme(if you ever felt like punching a raider across the potomac, this is for you). This option can also be found in the Immersion menu. Please note that the mod "Realistic Death Physics is incompatible with FWE and shouldn't be loaded together. The Realistic setting from the FWE menu is identical to what that mod does.
  • New models for the Pulse Rifle and Pulse Pistol, courtesy of Weijiesen!
  • New weapon model for the Tommy gun. Credit for this great model goes to davidriggs
  • Improved model of A321's Plasma rifle.
  • New weapon model for the Xuanlong Assault Rifle. Credit for the new model goes to HeroinZero.
  • Cyborg perk has been rebalanced and rank 5 now gives Nightvision(activate through FWE nightvision hotkey).

Tweaks
  • New ammo from FWE is now distributed more commonly across the wasteland and on vendors.
  • Further reduced speed while wearing heavy armor.
  • Numerous tweaks to weapons, armor and perks.
  • Lowered weight of 5.56, 7.62, EC packs, flamer fuel and Microfusion cells.
  • Alien food now also quenches thirst (Mothership Zeta)
  • Readded stealth field effect to chinese stealth armor
  • Small tweak to Nightvision so the pipboy is better viewable while you have it active
  • Other enclave armor can now be repaired with the Hellfire armor (Brokensteel).
  • The DLC messages that occur when you start a new game are not any more annoying message boxes. They are now displayed as small messages in the top left corner (All DLCs)
  • Small change to the second medicine bobblehead in the tutorial, it can now be picked up normally(you used to have to press the hold key together with the 'E' key. This was deliberate but many people didn't know that FWE allows you to place bobbleheads and move them around anywhere you like.
  • Slightly lowered arm health of humans
  • Updated some notes and loadscreens

Bug Fixes
  • Removed the Vendors Respawn menu option, didn't really work as intended.
  • Fixed bug that caused Stimpack sound to play twice.
  • Fixed a small bug that would happen if the player exited an area while standing close to a workbench, resulting in the player permanently having the workbench bonus until he visited another workbench.
  • Fixed the arm of the Enclave Advanced Power Armor MK1 model not appearing correctly in first person melee combat.
  • Fixed a bug that would prevent your followers from activating the purifier for you. (Broken Steel).
  • Removed a setting that prevented Enclave from using the Gauss Rifle if they spawned with it (Operation Anchorage).
  • Fixed the gloves on the Winterized T51b to match the armor (bug from vanilla Fallout)
  • Fixed a bug from vanilla Broken Steel that would cause Enclave to spawn too early
  • Fixed a vanilla Fallout bug from Mothership Zeta that could break the MZ quest.
  • Fixed a vanilla Fallout bug that could cause could cause time to get messed up if played over extended periods of time (thanks to Quarn)
  • Fixed bug that could cause the motorcycle to become permanently disabled when using the Escape to Showroom or Recall Bike options (Alternative Travel).
  • Fixed certain drugs that weren't affected by the drug visuals setting.

FOIP Updates

WMK FOIP Patch
  • Some minor tweaks to weapons
  • Steel Alloy and Dragoon weapons are now moddable

EVE FOIP Patch
  • Shredder Grenades are now supported by our grenade hotkey
  • Updated patch for EVE 0.96 "Important Update"

MMM FOIP Patch
  • Added menu option to disable additional Behemoth spawns from MMM (can be found in the FWE Control Panel under supported menus)
  • Mart's Mutant Mod FWE with EVE.esp has been discontinued, it's not required anymore

Project Beauty FOIP Patch
  • New set of FOIP patches that are compatible with the HD and the standard version of Project Beauty 2.71


================================================================================
INSTALLATION
================================================================================



================================================================================
New Install Instructions
================================================================================


Fallout Wanderers Edition is distributed as a "FOMOD-ready" install package, allowing you to make your own FOMOD or manually install the file. It is HIGHLY recommended that you use the Fallout Mod Manager's "Package Manager" feature to install FWE. Following this method will make FWE much easier to uninstall as well.

Please follow the install instructions carefully:
  • Download FWE and save it to your harddrive.
  • Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.
  • Launch FOMM and choose the "package manager" option.
  • Select the "Add New" option and browse to and select the Full Package file you downloaded. Once you have selected the file, it may take a few minutes to build the FOMOD package.
  • Once the FWE package shows up in the list of packages, activate it.
  • Adjust the load order of loaded mods according to the suggested load order guide (below) in FOMM (or another load-order tool).
  • Be sure to enable both the FO3 Wanderers Edition - Main File.esm and FO3 Wanderers Edition - Main File.esp file, as well as any of the DLC support files.
  • Turn on any desired optional files as well.
  • You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.
  • Launch fallout via FOSE (using FOMM or running the FOSE launcher directly).


================================================================================
Upgrading FWE
================================================================================


Upgrading from FWE 5.0 / 5.01 / 5.02

You can use the FOMM package manager to install the upgrade package (as above) or ismply move the files into your "Fallout 3\Data" Directory and overwrite any existing files. REMEMBER TO CHECK YOUR LOADORDER AFTER INSTALLING THESE PATCHES!

Upgrading to FWE 5.0 from Prior Versions

FWE 5.0 reflects a significant change in the structure of the mod. The new in-game FWE Control Panel renders many of the optional mods unneccesary. To ensure a clean upgrade, please perform the following steps:
  • Before upgrading, open a prior save and go somewhere where NPC's / loot does not respawn (i.e. your house). Save and then backup your save game.
  • If you previously created a FOMOD package for your FWE install, you should now uninstall it (deactivate it in FOMM).
  • It is recomennded that you use FOMM"s package mananger to install the new version of FWE. You can use either the FOMOD version or the manual version to create the package.
  • Once you have added FWE 5.0 to FOMM's Mod Manager, activate it at this time.
  • IMPORTANT: Make sure to delete the following files are deactivated AND deleted from your data folder, thay are no longer used by FWE 5.0:
    • o FO3 Wanderers Edition - Lvl 30 Balance.esp
    • o FO3 Wanderers Edition - Lvl 30 High Skills.esp
    • o FO3 Wanderers Edition - No Drug Visuals.esp
    • o FO3 Wanderers Edition - Optional Harsher Wasteland.esp
    • o FO3 Wanderers Edition - Optional No Fast Travel.esp

  • IMPORTANT: If you have been using other FWE-based tweakes, such as Kai's tweaks and fixes, you should deactivate and remove these plugins as well (i.e. KH_FWE Fixes.esp, KH_FWE Tweaks.esp, KH_FWE Hellfirefix.esp, KH_NoAmmoWeight.esp, KH_MMMNoIncreasedSpawns.esp, KH_MMM override.esp, KH_223EX.esp)
  • Load your save game. You should now "Wait" (or rest) for 180 hours to reset the cells.
  • You may need to reset some settings via the FWE Control Panel, such as your preferences for fast travel, or the harsher wasteland. Refer to the FWE Control Panel section of readme for more information on that.


------------------------
Load Order
------------------------
Refer to the "Load Order + Compatiblity" Section Below. Also see the http://sites.google.com/site/fo3wanderersedition/compatibility-list list on the FWE Homepage.

------------------------
Starting the Game
------------------------
When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.

There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history." The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background. The primary needs scripts in particular will eventually prompt you to define the configuration settings. See the "RI - Primary Needs readme.html" readme in the mod-readme folder for more information.

After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!

------------------------
Mod Startup
------------------------
When you either leave Vault 101 after the intro sequence, or sleep in the alternate start bed and wake-up, and number of mod quest messages and pop-up menu's will appear as many of FWE's included features initialize for the first time. Please be patient as this sequence runs, and be sure to read all the messages so you know understand how the mods work.


================================================================================
INCLUDED FILES + PLUGINS
================================================================================


FO3 Wanderers Edition contains a number of different files that are required or optional.

Once you extract FWE archive, you should see the followig files and folders in your fallout3data folder:
  • FO3 Wanderers Edition - Main File.esm
  • FO3 Wanderers Edition - Main File.esp
  • FWE Docs
    • Folder contains readme files and other helpful documentation.


------------------------
Optional Modules
------------------------

There are a number of optional modules and support plugins for FWE. These are described more extensively in the "Detailed Description" section of the readme. A brief description is provided here:
  • FO3 Wanderers Edition - DLC Anchorage
  • FO3 Wanderers Edition - DLC The Pitt
  • FO3 Wanderers Edition - DLC Broken Steel
  • FO3 Wanderers Edition - DLC Point Lookout
  • FO3 Wanderers Edition - DLC Mothership Zeta

  • FO3 Wanderers Edition - Alternate Travel ...... Links fast travel to the use of new motorcycle feature
  • FO3 Wanderers Edition - Followers Enhanced ...... Module containing all of the changes to, and new features for, followers. There is both a Broken Steel and a non-Broken Steel version. Use only one.
  • FO3 Wanderers Edition - Optional Free Play After Mainquest ...... Do not use with Broken Steel
  • FO3 Wanderers Edition - Optional Restore Tracers ...... Restores many of the bullet tracer effects to projectiles.
  • FO3 Wanderers Edition - Optional VATS Halftime ...... VATS is 1/2 of realtime speed.
  • FO3 Wanderers Edition - Optional VATS Realtime ...... VATS animations play in realtime.
  • FO3 Wanderers Edition - Optional Worn Weapons ...... Good condition and more powerful guns are significantly less common. Adds more melee enemy spawns and new "worn" versions of basic weapons that have lower stats.


================================================================================
Load Order / Compatibility / Fallout Interoperability Program (FOIP)
================================================================================


--------------------------------------------------------------------------------
Compatibility
--------------------------------------------------------------------------------

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:
  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.

FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the http://sites.google.com/site/fo3wanderersedition/compatibility-list for specific mod issues.

--------------------------------------------------------------------------------
Load Order
--------------------------------------------------------------------------------

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

Includes: FWE, Project Beauty, Weapon Mod Kits, Mart's Mutant Mod, and EVE

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

CRAFT.esm
CALIBR.esm
Project Beauty.esm
<---------------------------.esms from all other mods (except follower and weather mods!)
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
<--------------------------- .esms from Follower and Weather mods
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CRAFT - Activation Perk.esp

<--------------------------- .esps from other mods (except follower and weather mods!)

FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP)

WeaponModKits.esp
WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, only if using using F3 Wanderers Edition - Optional Worn Weapons.esp!)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp (FROM FOIP)
EVE - FWE Master Release (Follower Enhanced).esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Project Beauty.esp (FROM PROJECT BEAUTY)
Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

<--------------------------- .esps from Follower and Weather mods

<--------------------------- Your merged patch

================================================================================
Frequently Asked Questions
================================================================================


Please refer to the following:

* http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en


================================================================================
Credits + Contributors
================================================================================


--------------------------------------------------------------------------------
Integrated Mods
--------------------------------------------------------------------------------

Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.
  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • AKS-74 Cobra Assult Rifle ......... HeroinZero
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Pulse Rifle + Pulse Pistol ......... Weijiesen
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Time Fix ......... Quarn
  • Tommy Gun Model ......... davidriggs
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


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Additional Contributors
--------------------------------------------------------------------------------

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:
  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!
  • schlangster .......... awesome scripting work!




================================================================================
LEGAL + CONTACT INFORMATION
================================================================================


--------------------------------------------------------------------------------
Legal Information
--------------------------------------------------------------------------------

You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

--------------------------------------------------------------------------------
Contact Information
--------------------------------------------------------------------------------

If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Thu Feb 03, 2011 6:28 am

I've noticed my skills can go over 100 when I level up. Is this a feature of FWE, or an unintended (not properly cleaned up) effect of one of my other mods?
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Thu Feb 03, 2011 7:51 am

I've noticed my skills can go over 100 when I level up. Is this a feature of FWE, or an unintended (not properly cleaned up) effect of one of my other mods?

This is feature of DarnUI. But you will have no benefits from this, without mods such as Wasteland Mastery
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Thu Feb 03, 2011 2:48 pm

So I made a big guns oriented character to use with fwe to try a few of the new weapons. I chose outcast background so I started at Fort Independance and got my hands on a grenade launcher. I assume this replaced the "miss launcher" that used to be there. I'm kind of wondering how that actually affects the damage instead of say, just throwing a grenade the normal way. The weapon scanner reads damage of 5 so does it just add 5 damage to the regular thrown grenade damage? Is it just a way for big guns characters to "throw" grenades using that skill instead of explosives?

I also made a rock-it launcher, and unfortunately realized that it uses the same loading system as the grenade launcher. This is a bit of a problem, since I don't really want to be flinging grenades that don't blow up out of the rock-it launcher. Is there a way around this or am I just going to have to reload each weapon differently each time I want to use them? (yuck)

EDIT: Oh delamer, I am so happy I noticed that outcast support mod link in your sig. That is going to be much more streamlined. :)
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Thu Feb 03, 2011 8:03 am

@ToJKa

I went and downloaded the 5.04 master release hosted in f3 nexus. Though I went with Kaljostro's advice by manually extracting everything to the data folder and now everything works. Thanks a lot.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Thu Feb 03, 2011 9:59 am

What do you think about adding fire, EMP and energy weakness to power armor ?
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Thu Feb 03, 2011 6:00 pm

Personally I think the PA are pretty balanced.
I think it would be cool though if EMP (pulse) grenades temporarily disabled laser weapons (or even damaged them) & applied some kind of penalty on Power Armor systems (maybe a DR reduction because the suit's systems got irritated by the pulse wave?)
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Thu Feb 03, 2011 9:11 pm

This is feature of DarnUI. But you will have no benefits from this, without mods such as Wasteland Mastery


Oh? I thought you do get benefits from skill over 100 with FWE. I suppose i need to add that Wasteland Masteery to my load order then.

In case my question was lost at the previous thread; the Diazepam addiction doesn't seem to have any negative effects, nor is it listed in status effects. Still there is a message "you are suffering from Diazepam Withdarawal" and i can have a doctor cure it.

Edit: found the answer to my own question, it should cause "Benzo Withdaral; STR -3, END -3". FO3Edit shows these correctly with no conlicts, but still the effect wasn't applied to my character :eek:
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Thu Feb 03, 2011 4:55 pm

Oh? I thought you do get benefits from skill over 100 with FWE. I suppose i need to add that Wasteland Masteery to my load order then.
In case my question was lost at the previous thread; the Diazepam addiction doesn't seem to have any negative effects, nor is it listed in status effects. Still there is a message "you are suffering from Diazepam Withdarawal" and i can have a doctor cure it.
Edit: found the answer to my own question, it should cause "Benzo Withdaral; STR -3, END -3". FO3Edit shows these correctly with no conlicts, but still the effect wasn't applied to my character :eek:

I will check it
PS Got it. Clonazepam too
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Thu Feb 03, 2011 10:56 am

Must be something in my game then. I got addicted again but didn't get the withdrawal effects now either.

Edit: interesting, clonazepam addiction does add the withdrawal effect, but if i take diazepam after it the withdrawal effect doesn't re-apply when it wears off.
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Thu Feb 03, 2011 5:18 pm

I'd like to ask you guys how you are actually playing this mod.

I'm at level 6 and have quite a few problems when facing groups of enemies, mainly humans / mutants with guns. So most of the time i have to quicksave & quickload alot of times until i can get rid of them without being killed or severely injured. Without the hunting rifle that allows me to crit-kill them from a safe distance without being detected i'd be screwed. Here and there i'm using frag grenades and mines if it's not possible otherwise.
I realize that i haven't progressed that much yet, however this current method of dealing with them still is kind of defeating the purpose of this mod i think. So how are you guys doing it?
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Thu Feb 03, 2011 8:24 am

I'd like to ask you guys how you are actually playing this mod.

I'm at level 6 and have quite a few problems when facing groups of enemies, mainly humans / mutants with guns. So most of the time i have to quicksave & quickload alot of times until i can get rid of them without being killed or severely injured. Without the hunting rifle that allows me to crit-kill them from a safe distance without being detected i'd be screwed. Here and there i'm using frag grenades and mines if it's not possible otherwise.
I realize that i haven't progressed that much yet, however this current method of dealing with them still is kind of defeating the purpose of this mod i think. So how are you guys doing it?

You need a little practice- this is all
Use bullet time more often, chems. Use companions. Do not rush, wasteland like sneak position. If you will see enemy first, you will be able to create a plan.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Thu Feb 03, 2011 3:00 pm

Also, it is allowed to reduce the difficulty. You can do it through MMM (reduce increased spawns), FWE's difficulty setting, or the regular Fo3 difficulty slider.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Thu Feb 03, 2011 9:30 am

I'd like to ask you guys how you are actually playing this mod.

I'm at level 6 and have quite a few problems when facing groups of enemies, mainly humans / mutants with guns. So most of the time i have to quicksave & quickload alot of times until i can get rid of them without being killed or severely injured. Without the hunting rifle that allows me to crit-kill them from a safe distance without being detected i'd be screwed. Here and there i'm using frag grenades and mines if it's not possible otherwise.
I realize that i haven't progressed that much yet, however this current method of dealing with them still is kind of defeating the purpose of this mod i think. So how are you guys doing it?



I play with a difficulty setting of "hard", and it can definitely be very tough. Chems are your friend, so use them whenever you're in a tough spot. I tend to use VATS a lot, so I changed the damage I get in VATS to 50% (down from a FWE default of 100%). Tends to help, especially since I can't move while in VATS. Dogmeat can also be a big help, especially early on when you have almost no ammo. Pick your fights and build xp slowly, choose your perks wisely and you'll get there!
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Thu Feb 03, 2011 10:31 pm

Increased Increased Spawns here, plan every move or you'll be dead :toughninja:
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Thu Feb 03, 2011 9:46 am

I use the harsher pre-sets with 3x global damage and character with low Endurance. Even with high DR she is a one shot kill, so staying stealthy is the only way to survive. Especially now at level 13 when Albinos, Reavers, Overlords and Sentry Bots start appearing :mimja:

It's pretty hard compared to unmodded game, but not unmanageable. You might want to use the "alternative" pre-set until you get better hang of the FWE gameplay. I use those settings with my tank character too, makes battles last longer and increases the survivability to fight those battles. Having high medicine and repair skill helps tremendously, as does the Rad Regeneration perk you can get if you got the Rad Limb Healing from the Wasteland Survival Guid Quest (or atleast i think it's a requirement?).
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Thu Feb 03, 2011 6:45 pm

I'd like to ask you guys how you are actually playing this mod.

I'm at level 6 and have quite a few problems when facing groups of enemies, mainly humans / mutants with guns. So most of the time i have to quicksave & quickload alot of times until i can get rid of them without being killed or severely injured. Without the hunting rifle that allows me to crit-kill them from a safe distance without being detected i'd be screwed. Here and there i'm using frag grenades and mines if it's not possible otherwise.
I realize that i haven't progressed that much yet, however this current method of dealing with them still is kind of defeating the purpose of this mod i think. So how are you guys doing it?


First off, turn off Increased Spawns. You can't handle them at this level.

Second, are you using WMK (FOIP)? If so get a scope kit for that hunting rifle
Spoiler
Minefield

The lesson I learned from S.T.A.L.K.E.R. and which applies to FWE too is that engaging from long range is always a good idea. Bullet Time (especially with the perks) also makes sniping a lot easier.
I used a scoped Lever Rifle for my sniping needs in the early game, meant I had no ammo worries.
Get a decent pistol for close-range combat. I found the 14mm extremely effective in bullet-time, high damage high ROF and the ammo doesn't cost the earth.
Weapon repair is IMPORTANT, because in FWE condition affects accuracy a lot more and you won't hit [censored] with a crappy gun. If you didn't tag Repair, save up your caps and get your gun professionally restored. If you did, make a Tool Kit, stand near a workbench, wear a Robco jumpsuit, and get everything into tip-top shape.

Even without any points invested in Sneak, do try to crouch from time to time. Even if you can't sneak up on them, it may give you the extra half a second to get the shot off before they do.
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Thu Feb 03, 2011 9:50 pm

Kaljostro ~ Along with what has been said I have found getting a good shot on the right arm or a leg with fast moving enemies helps alot too :)

I do have a question though ... I have found 3 Scoped 44's, and none of them have a scope? I'm assuming this is something off with FWE because the only other major mod I have is MMM. I have no other mods that add or modify weapons. So was this by design?
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Thu Feb 03, 2011 4:24 pm

44's aren't scoped by default in FWE. :)

Edit: There is one though...
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Thu Feb 03, 2011 8:14 am

This is more a FOIP thing than a FWE thing, but the laser sight on my Winchester Plasma Rifle (EC, LS) doesn't switch off properly when I put it away.
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Thu Feb 03, 2011 11:20 am

44's aren't scoped by default in FWE. :)

Edit: There is one though...


Thank you so much! Good to know I didn't muck up an install somehow.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Thu Feb 03, 2011 2:50 pm

Aww i guess i have to admit - second time today - that sometimes i'm just a regular idiot. I used bullet time regularly (even got the first perk to increase its effectiveness), but mostly only while using melee weapons, however it didn't cross my mind to use it while sniping enemies. The very first weapon modification i performed was to mount the scope on a hunting rifle, and i was a tad annoyed when i realized that the scope moves that much (does it get better with higher small guns skill?) - using bullet time makes so much sense, and yet i never tried it. Haha :D

Anyway, i had to reinstall my game, something went wrong when i tried to update MMM which screwed up my savegame, but i also made some mistakes with the mods - so even if i had created a backup - which i didn't - i would have ended up with a shot install. So i want to have a fresh start, i installed a few more mods, here's my load order - please give it a fast check:

Fallout3.esmCRAFT.esmCALIBR.esmStreetLights.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmXepha's Dynamic Weather.esmDarNifiedUIF3.espCRAFT - Activation Perk.espStreetLights - Wasteland.espSubtle_Far_DOF1.1.espExtreme_MotionBlur1.1.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Followers Enhanced.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Free Play After MQ.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Mutant Mod Menu.espMart's Mutant Mod - FWE Master Release.espXepha's Dynamic Weather - Main.espMerged.esp


Are there any mods that would accompany this list harmonically? I don't really wanna screw around again after having played for 10 hours and then realize i made a mistake... :)
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Thu Feb 03, 2011 4:01 pm

Regarding sniping, you can also use sedatives (diazepam for example) to steady your aim.

Load order looks good, and i use all those mods too (except the depth of file mod). I have all the Zealotlee's weapons (ACR, SVD, MP5) and Antistar's Dragonskin outfit (the guns and armor have FWE balance patched by T3T), ammo bench, RobCo certified, Project Beauty, Destruction and Amy Wong companion in addition to those. Also Fellout and Realistic Interior Lighting to make FWE's nightvision more needed. (BTW FWE team, could there be a chance of standalone NV goggles? Not PA or Stealth Armor helmet i mean.)
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Thu Feb 03, 2011 8:44 pm

I like http://www.fallout3nexus.com/downloads/file.php?id=12175 for FWE. Makes turning in tech so much faster. :)
http://www.fallout3nexus.com/modules/members/index.php?id=86676's trophy mods are nice too, it lets you remember your achievements.
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Thu Feb 03, 2011 9:39 am

Bullet Time (especially with the perks) also makes sniping a lot easier.


Can't believe I never thought of this. Thanks for the tip, works really great :thumbsup:
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

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