F.W.E

Post » Tue May 17, 2011 8:00 am

Actually I think the only thing you can't really change in FWE is the damage increase, weapon and ammo rarity, and stimpack rarity. Means just starting out in FWE is a challenge because you need to do everything a certain way or you run out of ammo and stimpacks and are pretty much screwed. Everything else you can change.

Dude, I don't want to sound defensive or anything (I'm not a FWE dev, after all) but you can adjust each of the things you mentioned above via the in-game menu; global damage multiplier, ammo rarity, chem rarity, and even misc loot rarity are all individually adjustable; the whole shebang. The only thing that I'd like FWE to still include is global 'hand-placed loot' rarity, as per Savage Wasteland. Even with the FWE reduced ammo spawns in miscellaneous boxes and such, there is way too much hand-placed ammo available in the game world if you just have the patience to do some exploration. Like with my current character, I have not once had to purchase ammo from a vendor; not once! By the time I reached level 12, I had roughly 1500 5.56 rounds in my inventory because I started using laser weaponry at level 7...
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john palmer
 
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Post » Tue May 17, 2011 12:58 am

@Arri.you can't set the exact damage increase but yo get to choose from normal ie)1.0 up to harsher ie)4.0 i think it was.and ammo stimpack and food rarity is in the loot options just set it to abundant for the base vanilla game settings.


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Bambi
 
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Post » Tue May 17, 2011 3:16 pm

well i tryed FWE and i agree that is an great mod, but i find it way to hard i cant seem to survive anywhere, so i'm gonna stick with FOOK 2..
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Setal Vara
 
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Post » Tue May 17, 2011 12:21 am

meh. i love the thrill of knowing if a sniper sees me before i see him I'm dead.say what yo will but i have all the settings for me set to harsher. and i hardly ever die so maybe you should just get better at the game <_< but no its nice and fook 2 is just the other side of the coin for fallout anyone can like them everyone should use one of them if they are bored with fallout and don't use them already and i will keep playing this until mods as good as fook2 M.M.M and F.W.E find their way over to new Vegas when its released.

OFF TOPIC: btw if anyone wants to go on xbl on mod 2 and fight me just send me an email at demonfurrylover@rocketmail.com and ill tell you when i get another 1 year gold membership card :toughninja: i havez nevah lost a knife battle and will be more than happy to shank ya face all day and night.if you don't believe me ask my friends:Brainrott,darkhedgehog207,and spaghetticowboy.they have battled me in knife battles time and time again...and they always lose and they're good at knifing...except for hedhog.he epically failsand ask them if im a good sniper while your at it.

Wannaa :cookie:

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Siidney
 
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Post » Tue May 17, 2011 2:03 pm

well i tryed FWE and i agree that is an great mod, but i find it way to hard i cant seem to survive anywhere, so i'm gonna stick with FOOK 2..



I love the FWE mod. I will be trying MMM and the savage wasteland in the near future. I thank everyone involved. Cheers. :foodndrink:
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Jesus Lopez
 
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Post » Tue May 17, 2011 5:51 am

@vivi what options would you like configurable?



Yeah, I know that a lot of the options were configurable, and the ones that were had several different options which was nice, but some of the features had no on/off option at all. As of right now, most of my tweaks come from XFO, which contains about 40 or 50 esp files that you can pick or choose from. I realize that may turn some people off who are looking for a quick fix, but to me, that the only way you're going to get it just the way you want it. The more things you add to a mod, the fewer people you will please with it, because everybody has a point where they say "Oh well, I don't like feature X, but it's not optional, so I guess I won't be using that mod". Maybe my way of doing things is outdated, who knows. But then again, FO3 didn't seem "broken" to me. A few things needed fixed, but for the most part, it was about what I expected.
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Neliel Kudoh
 
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Post » Tue May 17, 2011 12:13 am

@Vivi yeah there is no on or off but...oh by the way out of all my time thats the first time someones mentioned XFO,so whats it like ?i go and test every mod i find.on fallout3nexus i have downloaded over five hundred mods and ive never read of a XFO in posts or comments,and i havent stumbled across it.so im just wondering


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Kristian Perez
 
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Post » Tue May 17, 2011 1:18 pm

@Vivi yeah there is no on or off but...oh by the way out of all my time thats the first time someones mentioned XFO,so whats it like ?i go and test every mod i find.on fallout3nexus i have downloaded over five hundred mods and ive never read of a XFO in posts or comments,and i havent stumbled across it.so im just wondering


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It was the First Fallout 3 Overhaul ever. Made without even the GECK.
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Dark Mogul
 
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Post » Tue May 17, 2011 2:55 am

@gokism M.M.M is a great mod that has been made with ESP's for all the dlc's and i couldn't play without its increased increased spawns making me fight mutants in groups of around 15 to 30. really changes the way you play the game on the harder difficulties if your not cheating like a noob.i got nothing against cheaters personally,i mean i use codes in it sometimes too.like when at the temple of the union in certain spots on the outside wall you can run inside the wall and get stuck i just use the tcl code to get out,and when I'm over encumbered out in the wastes and don't want to lose my gear by dropping it.be warned M.M.M and broken steel are a very deadly combination with those god damned overpowered overlords.

OFF TOPIC: Has anyone else noticed that the overlords have as much health as a behemoth almost if not more?same with the swamp folk from Point Lookout.i get they wanted to make it tougher,so why not increase the health of all the in game opponents and lower the health of the overlords to make it more reasonable because i mean the raiders die in one shot by my magnum but the overlords take like a mini-gun case and a half to kill.that and i hate how lazy bethesda is about their game.i mean with all their skill they could have made it so much better and actually added a lot of the rare weapons you have to use coc tesqaitems to get.and the fact that its a huge place! so why is there only maybe 200 mole rat spawns and around the same number of bloat fly's and death claw then around 700 raider spawns?come on! if humanity was destroyed by war and raiders go around killing everything then why is more than half the population raiders?!?they pumped out fallout 3 half-finished.i don't know why but either way its a great game.maybe they pushed it onto shelves this way for the modders,hell if i know but I'm just saying if they had spent one more year on it then they could have had all the dlc ready to be sold with the limited editions,made more dlc to sell later making the game longer and more thrilling and added way better weapons than the lame base weapons.i mean come on if its based off of stuff from the 60s and 70s shouldn't you use guns from that time period with the laser weapons and stuff instead of guns that look good but have no immersion value.


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Gemma Archer
 
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Post » Tue May 17, 2011 1:52 am

in the above post i don't mean that swamp folk have as much health as behemoth I'm just saying that the fat ones with axes(i think they are usually called hunters or seekers)
have more health than you do most of the times



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brandon frier
 
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Post » Tue May 17, 2011 1:19 am

It was the First Fallout 3 Overhaul ever. Made without even the GECK.


I tried XFO and enjoyed some aspects of it, but it was Not the first overhaul - MMM was out before XFO, and there were some (now retired) overhaul mods from Mr. SlackPants and a few others that were out within a month or two (Dec 08/Jan 09). Some of those mods were also made without the GECK, but I don't recall XFO becoming a complete overhaul mod until some months later. XFO may have started outside of the GECK, but I don't recall seeing threads for it until later on. XFO was "okay", but it didn't have the same coherency of FWE and was overly complex to configure - which is why I think it kinda fell out as FWE and MMM started dominating.

Nothing against XFO at all, but I wanted to make the historical correction being someone who was here actively in the weeks and months before the release of the GECK, and trying all of the overhaul mods early.

Miax
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Brandi Norton
 
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Post » Tue May 17, 2011 12:43 am

Yeah, I know that a lot of the options were configurable, and the ones that were had several different options which was nice, but some of the features had no on/off option at all. As of right now, most of my tweaks come from XFO, which contains about 40 or 50 esp files that you can pick or choose from. I realize that may turn some people off who are looking for a quick fix, but to me, that the only way you're going to get it just the way you want it. The more things you add to a mod, the fewer people you will please with it, because everybody has a point where they say "Oh well, I don't like feature X, but it's not optional, so I guess I won't be using that mod". Maybe my way of doing things is outdated, who knows. But then again, FO3 didn't seem "broken" to me. A few things needed fixed, but for the most part, it was about what I expected.

I agree with you that Fallout3 was never broken. It was a much better game than Oblivion straight out of the box, it's absolutly enjoyable without any mods. There are also no real "must have" mods for Fallout 3, everything is a matter of taste.

With that being said, FWE is an overhaul and of course we aim for a bit different, harsher and more immserive gameplay than the original Fallout3 offers. Also I should point out that XFO was originally integrated in FWE. FWE also used to consist of a huge amount of different esps. But via our menu you we were able to get rid of all that and make everything comfortably configurable, without having to juggle a vast amount of esps like you had to do with XFO.
And if someone has any good suggestions what else could be configurable through the menu, we will add them, like the gore, physics and movement additions in the last version.
But overall the menu really is comprehensive and to do what FWE does you would easily need 100+ of other mods(not to mention FWE has tons of features no other mod offers).

Every person has different tastes, but with FWE 5.x we really tried to make it so anybody can modify FWE to his hearts content.
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I love YOu
 
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