F.W.E

Post » Tue May 17, 2011 11:48 am

For those of you who,like me for a while played fallout with small mods and a few of the well know mods but havent tried wandere's edition yet.believe me here, it is perfect for anyone with its damage modifiers accuracy based skills new so special bobble heads give you one point in say strength and can take one away from intelligence or agility or luck. along with a built in hardcoe mode like what i have heard rumors of being in new vegas. with needing to sleep eat drink and the advanced healing program where you actually need medical braces to fix up your crippled limbs and sleeping for 1 hour no longer fully heals you. all of these setting can be customized and it also allows you to set if ammo has weight,in my opinion it is devilishly mean with this because ten 5.56 rounds is a pound so the weapons like the minigun are now useless.this is only a quick summary of the basic functions.if you want it you can get the most up to date version here "http://fallout3nexus.com/downloads/file.php?id=2761". if you dont want to download it without knowing more about it you can read the readme with the link or pm me or the modder who made it.it goes great with fellout,M.M.M and R.T.S.together they completely remake fallout to be a whole new battleground.

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Tiffany Carter
 
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Post » Tue May 17, 2011 10:47 am

agreed i can't play without it
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Alex [AK]
 
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Post » Tue May 17, 2011 2:27 am

<-snip->

it also allows you to set if ammo has weight,in my opinion it is devilishly mean with this because ten 5.56 rounds is a pound so the weapons like the minigun are now useless.

I must be reading this wrong, because... the way I'm reading it, since when does a minigun use 5.56 calibre? And yeah, 5mm - IIRC - does *not* weigh anything like that much.


it goes great with fellout,M.M.M and R.T.S.together they completely remake fallout to be a whole new battleground.

There's a whole bunch of mods that can go very well with this one, or with Arwen's Realism Tweaks (ART), alternatively. For instance, Realistic Kill Reactions is another you might like - if you haven't already been using it, that is. :)

I'm very fond of a number of the crafting overhaul, extension and realism mods as well. These make a huge difference, as far as I'm concerned.

Enhanced graphical realism and detail is another area I'd prefer not to do without.

Oh, and lots of little things like Strength Requirements For Big Guns are nice too.
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Dark Mogul
 
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Post » Tue May 17, 2011 11:16 am

it is perfect for anyone
No, it's not.
a built in hardcoe mode like what i have heard rumors of being in new vegas
Actually, FWE is pretty much hardcoe mode.
Spoiler
Also, hardcoe mode's confirmed for NV.


But, yeah - personally, I feel that saying FWE is perfect for everybody is like saying that everybody likes RPGs - no, they don't. Different things suit different people (you know, different tastes and all that). FWE, last I checked, is good for people that enjoy tactical fights where you need to watch everything you do and die a lot. The latest release lets you configure everything, to some extent, but it's still FWE. It is not perfect for everybody. I found it fun, in a way, but in the end it's a rather different experience from what you'd get from normal F3, and is thus not what I'd recommend as a "must-have mod".

Personally, I'd recommend FOOK2 over FWE as a "mod that's perfect for everybody"; mainly because it doesn't make too many drastic changes - it just adds a lot of stuff. Of course, your mileage may vary. A lot.
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Heather Stewart
 
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Post » Tue May 17, 2011 3:23 am

@breton paladin yes you were reading it wrong i was saying that the mini-gun is useless because one of its ammo boxes weighs 2.5 pounds and i was just demonstrating that before hand with the 5.56 reference.sorry if it confused you or made me look like an idiot.oh and its was my bad i misread the ammo when i posted this.the 5.56 ammo i read it as 0.3 pounds it was actually 0.03 so you would need 94 5.56 rounds to have 1 pound of rounds for the assault rifle

...wanna :cookie:



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Hot
 
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Post » Tue May 17, 2011 3:17 am

If there are mods that are good for everybody, the closest one can get is with the Unofficial Fallout3 Patch. With Oblivion things are different though. I'd recommend the major mods (FCOM ftw!) to anyone. That game has so clear and undisputed problems that the fixes are obvious. Fallout3 on the other hand makes vast gameplay improvements, and the issues with it are much more subtle. After finishing an unmodded (sans UFP) GOTY FO3, i was expecting the major mods to be obvious choises too. Turned out FWE and FOOK2 both have a lot of features and a vision i didn't agree with, and while being quite modular, a lot of stuff i didn't want wasn't tweakable. So i ended up collecting smaller mods here and there and doing the rest myself. So even FWE and FOOK2 with all of their awesomeness aren't for everyone's tastes.

and it also allows you to set if ammo has weight,in my opinion it is devilishly mean with this because ten 5.56 rounds is a pound so the weapons like the minigun are now useless.


I assume it's not as bad as you make it sound... Making certain weapons useless is imho not good game design. Rather introducing many new options with interesting tradeoffs or item scarcity that makes the player consider their actions a bit more carefully, is good game design for hardcoe games.

Item weights are a kinda difficult issue. If you make everything weigh a lot, you'll need to make frequent trips to your stash, which probably doesn't contribute to a more enjoyable gaming experience. Same people seem to be looking for mods that add (for example) more lightweight armor and weapon options, and mods that lower your encumbrance limit. What's the point?

Theoretically, "encumbrance management" could be made into an interesting gameplay feature with backpacks and such that would increase carrying capacity but also introduce some new flaws (reduced agility?). This would make players drop their backpack in preparation for a gunfight, to retrieve it afterwards, so it would just add a bit more of repetitive running around, which (again, imho) wouldn't contribute to a more enjoyable gaming experience. Encumbrance is a very crude abstraction that helps emphasize the combat/stealth divide and keep money scarce. So i don't think it's worth the effort trying to improve on the vanilla FO3 encubrance system, and the only mods that i've seen introduce anything interesting in this regard are the ones that make power armor carry itself. I just don't like the way they're implemented.
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Elizabeth Lysons
 
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Post » Tue May 17, 2011 10:27 am

GoddamnHippie,

This is off-topic, but I'm curious; when you played the GOTY version through with only UF3P, did you have any crashes at all? Also, how long (in real hours) did it approximately take you to finish the game? I'm wondering because I'm seriously considering removing UF3P for my next play-through, as I experience random crashes every now and then for no apparent reason. However, I also save and reload a lot which I've heard can significantly increase the probability of crashing, and I use NMC Texture Pack with a 512MB VRam GPU which may also induce crashes every now and then. However, there have been so many reports of random UF3P-related crashes that I don't know what to think, so it'd be nice to hear from someone who has played through the game using only UF3P.

On the topic of FWE,

Well I've just recently discovered it and it's definitely a permanent addition to my load order. Contrary to what has been stated earlier in this thread, it doesn't make any weapon "redundant"; quite the opposite, actually. Even the Chinese Pistol serves a purpose now. Having said that, I do think that FWE is surprisingly universal / flexible with what it does. Almost everything is customizable, and can be returned to 'factory settings' if you like. For instance, I immediately disabled ammo weight because I hate having the game being made more "challenging" by making my inventory weigh more and hence being forced to carry less stuff. All that does is prompt me to get addicted to Buffout a bit more often than I'd like, which tends to get annoying after a while, too. Also, the default 100% VATS damage svcks; it makes VATS completely useless for basically all scenarios since you can't control your character when the VATS animation is playing, and are thus easily killed by enemies (who are free to take pot-shots at you while the VATS animation is playing) especially when going against large numbers of enemies. However, as said before; it's all customizable.

Also, the mod adds a ton of weapons and armors, all of which are very well balanced (even if I still disagree with Kai about the Recon armor stats :D). Anyway, I think the mod is worth getting for all of its merits, since all of its negatives can easily be restored to vanilla settings or an 'intermediate' setting of your choosing.
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Barbequtie
 
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Post » Mon May 16, 2011 11:21 pm

when i said it made the minigun redundant is because i had misread the ammo weight,i read it as 0.1 as 1 shell being a tenth of a pound when in fact it was 0.01 as one-one hundredth of a pound.while i do enjoy fook2 as well i still advise F.W.E over it any day.that is because the functions! sprint mode bullet time,night vision.oh god the sprint mode has saved me more times than the nuclear anomaly perk.i said it was for everyone because the latest update is fully customizable.and let me rephrase that it is for everyone but lard asses to lazy to set the functions they do and don't want to have in game.i mean i have it set to the damage i take in vats set to 50% that way i still take some damage but I'm not unharmed or dead.and personally i did disable the primary needs,too much of a pain for me on my long recon missions of mutant camps with Martigen,s mutant mod activated with its increased increased spawns.the triage healing system is my favorite thing to use because i never liked popping a single stimpack and presto,my legs all better.

you may not personally like it because of it not "fixing" problems in your view Goddammhippie,but it does fix many glitches I've had like the occasional killed opponent flying into space stretched out like a noodle,thanks to its rag-doll effect options you can change it so if shot in the face the fall down right there or fly about 300 feet away just for the hell of it.it has something for everyone.i don't mean its base setting are for everyone,i mean the F.W.E defaults aren't for me but still i cant play without it now.



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STEVI INQUE
 
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Post » Tue May 17, 2011 2:48 am

Oh, and lots of little things like Strength Requirements For Big Guns are nice too.


You sir, are awesome ;)

Ontopic:

I played FWE, I liked it a lot, but I thought that it took FO3 away from the RPG aspect. That's why I decided to create my own little tweaks. Sadly, they do not exactly overhaul the game (yet), so that's why I use Fallout 3 Tactics Plugin for the moment. FWE is still great, just not for me.

Harmy52
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Stephanie Nieves
 
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Post » Tue May 17, 2011 11:57 am

If there are mods that are good for everybody, the closest one can get is with the Unofficial Fallout3 Patch. With Oblivion things are different though. I'd recommend the major mods (FCOM ftw!) to anyone. That game has so clear and undisputed problems that the fixes are obvious. Fallout3 on the other hand makes vast gameplay improvements, and the issues with it are much more subtle. After finishing an unmodded (sans UFP) GOTY FO3, i was expecting the major mods to be obvious choises too. Turned out FWE and FOOK2 both have a lot of features and a vision i didn't agree with, and while being quite modular, a lot of stuff i didn't want wasn't tweakable. So i ended up collecting smaller mods here and there and doing the rest myself. So even FWE and FOOK2 with all of their awesomeness aren't for everyone's tastes.

I agree, which is why I made my Realism Tweaks, since I could not get my own game to play out the way I wanted to . . . no matter what mods I tried (and I tried a bunch, including FWE). I designed my Tweaks to compliment all the mods that made the changes that I liked (instead of integrating what others had already done into my mod). Which makes my overhaul very compatible with other mods.

Theoretically, "encumbrance management" could be made into an interesting gameplay feature with backpacks and such that would increase carrying capacity but also introduce some new flaws (reduced agility?). This would make players drop their backpack in preparation for a gunfight, to retrieve it afterwards, so it would just add a bit more of repetitive running around, which (again, imho) wouldn't contribute to a more enjoyable gaming experience. Encumbrance is a very crude abstraction that helps emphasize the combat/stealth divide and keep money scarce. So i don't think it's worth the effort trying to improve on the vanilla FO3 encubrance system, and the only mods that i've seen introduce anything interesting in this regard are the ones that make power armor carry itself. I just don't like the way they're implemented.

Well, I've been working on my own Encumbrance Overhaul for a couple of weeks now and I've finally got it working perfectly (for my own game play style). I didn't touch Agility at all, but created my own Strain modifier (which is much like fatigue, only separate from it).

When you run, you slowly increase your Strain . . . and the higher your encumbrance, the faster your amount Strain increases. When your Strain exceeds 100%, you collapse and lose hit points (based on how great your Strain/sec was). With an encumbrance of less than 60%, you can run for about 4 minutes before you need to rest. At 100% encumbrance, you'll only be able to run for about 50 seconds. You rest when you stop running (your Strain decreases at the rate of 1/sec when walking, and 2/sec when not moving)

When you walk when over-encumbered (over 100%), you also increase your Strain . . . and the more you are over-encumbered, the faster your Strain increases. With an encumbrance of 110%, you can walk for about 2 minutes before you need to rest, but alt 150%, you will need to rest every 30 seconds. You rest by not moving (your Strain decreases at the rate of 2/sec).

Your movement speed is also affected by your encumbrance . . . the more you are encumbered, the slower you move. And this is totally separate from Armor Encumbrance (which my Tweaks increases) . . . so you're not going to run very fast when you're wearing Power Armor. And I disagree that Power Armor should be totally weightless when worn, since this makes PA too powerful, which makes all other armor less useful (My Tweaks reduces the weight of worn PA by 75%; and the weight of all other armor by 50%).
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Princess Johnson
 
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Post » Tue May 17, 2011 9:36 am

I played FWE, I liked it a lot, but I thought that it took FO3 away from the RPG aspect.


Just a different side of the argument, I seem to find it enhances the RPGness of the game, giving more of a RPG feel than vanilla gave, along with some nice FPS enhances. I'm relying heavily more on tag skills rather than just being able to dump points and max out all skills like in the vanilla game, which to me, is a much greater RPG feel.

Just a differing opinion, nothing else. FWE with MMM is probably one of the best Fallout 3 decisions I've made.
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Katie Samuel
 
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Post » Tue May 17, 2011 3:34 am

:celebration: i must celebrate! im sorry but i expected maybe four or five replys after a week or two but Ive got almost ten in under two days.sorry it just suprised me.


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adam holden
 
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Post » Tue May 17, 2011 10:01 am

It's a great mod and I cant see playing FO3 without it. In fact I got bored with Fallout because it didnt "feel" like fallout to me so I stopped playing for close to a year. Came back downloaded FWE and MMM ... best two mods I've added to the game imho. Of course there are probably other mods that do overhauls that are great, just havent tried them all.

That said, no mod is perfect. Way too much food, even with FWE .. seriously why is there any food left in easy to find buildings? That pretty much alone makes the need to eat and drink a non-issue. I leave my base of operations with no food to cut down on weight beccause I know I will end up finding a ton of it anyway. Also, it'd be nice to see sleeping and eating being based on your exertion levels over that last day/hours. I can run from the top of tha map to the bottom of the map and need no more water than I would if I'd spent the same time standing in one spot.

Ok, so those are minor issues as far as I'm concerned, still ... no mod is perfect.
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Nick Swan
 
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Post » Tue May 17, 2011 3:24 am

Some of you are masochists. :cryvaultboy: :P I love FWE, though I do put it on settings that don't gimp the skills. I love the customization.
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Damien Mulvenna
 
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Post » Mon May 16, 2011 11:53 pm

Some of you are masochists. :cryvaultboy: :P I love FWE, though I do put it on settings that don't gimp the skills. I love the customization.

Yeah that's the problem we always had :)
Many people wanted FWE harder, just as many found it too hard. I still bear a grudge against Mez for the massive amount of work and headache implementing that menu caused us, but it was definitly worth the effort. Thing is, not even within the team we could agree 100% on the settings, everyone wanted something slightly different, no player plays the same. For example the Alternative FWE preset is the one I wrote, and you'll notice it very different from the Harsher preset that Mez wrote.

The menu still only touches a small fraction of what FWE does, but I think it gives choice to the player where a player needs it.

A few small examples of things that go on in the background that I bet none of you know about :)
- In FWE you receive crit damage and crit multiplier bonuses for high unarmed and melee weapon skills, in vanilla you would only get damage increase.
- Running, fighting, being exposed to radiation and all that stuff actually affects how fast you get hungrier, sleepier, thirstier.
- Luck gives a nice bonus on how succesful you are when using the auto lockpicking/hacking options.

These are only a few tiny examples how FWE increases immersion and RPG aspects through things that happen invisible in the background to make the game feel right.
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LijLuva
 
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Post » Tue May 17, 2011 7:17 am


- Running, fighting, being exposed to radiation and all that stuff actually affects how fast you get hungrier, sleepier, thirstier.



Maybe I need to pay more attention to that, hadnt noticed :P
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Mimi BC
 
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Post » Tue May 17, 2011 8:23 am

about the food and thirst being affected i had no idea.but the luck i had assumed after my routine test of my mods. i used player.forceav luck 1-10 to see how many times out of 25 i would auto hack a terminal at 1 luck it was a science of 100 and on a very hard lock it was 7 out of 25 and on 10 it was 18. i ran this test four times and averaged the results for each together.not the most scientific way to do it,but hey.i do all my tests in game.



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Auguste Bartholdi
 
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Post » Tue May 17, 2011 11:01 am

Yeah that's the problem we always had :)
Many people wanted FWE harder, just as many found it too hard. I still bear a grudge against Mez for the massive amount of work and headache implementing that menu caused us, but it was definitly worth the effort. Thing is, not even within the team we could agree 100% on the settings, everyone wanted something slightly different, no player plays the same. For example the Alternative FWE preset is the one I wrote, and you'll notice it very different from the Harsher preset that Mez wrote.

The menu still only touches a small fraction of what FWE does, but I think it gives choice to the player where a player needs it.

A few small examples of things that go on in the background that I bet none of you know about :)
- In FWE you receive crit damage and crit multiplier bonuses for high unarmed and melee weapon skills, in vanilla you would only get damage increase.
- Running, fighting, being exposed to radiation and all that stuff actually affects how fast you get hungrier, sleepier, thirstier.
- Luck gives a nice bonus on how succesful you are when using the auto lockpicking/hacking options.

These are only a few tiny examples how FWE increases immersion and RPG aspects through things that happen invisible in the background to make the game feel right.


That should be customized out :P (JOKING)

That's cool stuff.

I think I read about the crit for high skill somewhere in the readme. Didn't know about running and fighting. Very cool... infact, that's very very cool now that I think about it. Sometimes I just want to fool around in Rivet City and take a break from the hectic life. It's nice to know that the food/sleep/hunger timer is more relaxed so that I don't have to feel rushed to hurry conversations and hurry this or that in order to keep myself supplied and taken care of. Haven't grabbed any posing/screenshot mods, but I'm sure they'd appreciate that, so it's probably nice not getting your photo shoots interrupted by basic needs. And can't forget about the long wasted time it takes in order to manage/sell your loot. Would be a horrible feeling to go from well rested to tired after you finally finish cleaning up your junk.

Didn't know about luck either.
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Unstoppable Judge
 
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Post » Tue May 17, 2011 2:40 pm

That said, no mod is perfect. Way too much food, even with FWE .. seriously why is there any food left in easy to find buildings? That pretty much alone makes the need to eat and drink a non-issue. I leave my base of operations with no food to cut down on weight beccause I know I will end up finding a ton of it anyway.


I haven't had a chance to try it yet, but SteveDog's "Savage Wasteland" mod was designed to compliment FWE. Some of the components of it that I rather like is the "unfound loot" and "unfound food" which scans cells for "placed" food and equipment, and depending on luck determins whether or not that item actually appears. It's pretty slick and works well for removing the mountains of food stashed everywhere. There is certainly more opportunity for exploring ideas in this realm as well.
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Richard
 
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Post » Tue May 17, 2011 10:27 am

So now I realise I typed "Realistic" rather than "Responsive" for that Kill Reactions mod. Well... now you know, if you didn't already. :)
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ashleigh bryden
 
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Post » Tue May 17, 2011 2:33 pm

Just starting my first playthrough with FWE after 4 games with various other mod combinations. It will take some getting used to but I am liking it so far.
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HARDHEAD
 
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Post » Tue May 17, 2011 1:26 am

I haven't had a chance to try it yet, but SteveDog's "Savage Wasteland" mod was designed to compliment FWE. Some of the components of it that I rather like is the "unfound loot" and "unfound food" which scans cells for "placed" food and equipment, and depending on luck determins whether or not that item actually appears. It's pretty slick and works well for removing the mountains of food stashed everywhere. There is certainly more opportunity for exploring ideas in this realm as well.


I just figured no one got rid of all the food in containers because it'd be a pain to do. Food is one of those things in game that will probably never be completly correct. Not a game breaker or even immersion breaker, but I've been backpacking IRL and even carrying a few days food can take up most of your packs room. Which is one of the reasons I plan on carrying the portable grill and purifier around with me and hunting for food when nessecary. Even so, I'll have to check that mod out, thanks.
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Dewayne Quattlebaum
 
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Post » Tue May 17, 2011 3:55 am

It changes too much in my opinion. I'd much rather pick and choose what features I want rather than have a complete overhaul. And yes, I realize that quite a few of the options are configurable, but you're stuck with those that aren't. There isn't even an on-off switch for the non-configurable options. Give me a mod with 20 esps you can pick and choose from any day.
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Michelle Smith
 
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Post » Tue May 17, 2011 1:07 pm

@vivi what options would you like configurable? the damage?the need to eat and drink water? the scarcity of misc. ammo. and explosives found on dead enemies?you can change all these setting and many more.like how much you can carry at base and how much it gets boosted every level in strength and so much more.what you want F.W.E has built in for you to choose from ingame from the F.W.E control panel located in your armor tab,along with the triage protocal for quicker use of it.and a command headset for use with vannila followers i believe,i dont use the headset personnaly so i dont know how it works i just use S.C.C very helpful follower mod that allows you to set any n.p.c to essential so they only get knocked out when their hp hits zero.very helpful doing big trouble in big town at level thirty.



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Sarah Edmunds
 
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Post » Tue May 17, 2011 11:53 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.

Like others have said: some people like having to follow a "preset" path in the beginning of the game just to have a chance of surviving later on and some people don't. So it's not a "must have" mod. At most I'd call it highly recommended, but some people won't like all the changes.
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Samantha Pattison
 
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