[RelZ] FWE - FO3 Wanderers Edition #6

Post » Mon Aug 31, 2009 9:05 am

Fallout 3 - Wanderers Edition

Author: Many others + Mezmorki

Version 4.1a

http://www.gamesas.com/bgsforums/index.php?showtopic=938059
http://www.gamesas.com/bgsforums/index.php?showtopic=951253
http://www.gamesas.com/bgsforums/index.php?showtopic=957452
http://www.gamesas.com/bgsforums/index.php?showtopic=963195
http://www.gamesas.com/bgsforums/index.php?showtopic=967796

Download @ FO3Nexus (Download): http://www.fallout3nexus.com/downloads/file.php?id=2761

*Note: This mod requires the Fallout Script Extender version 0001 Beta4 or higher
Available Here: http://fose.silverlock.org/

*The Fallout Mod Manager (FOMM) is HIGHLY recommended for properly installing and troubleshooting FWE.
Available Here: http://timeslip.chorrol.com/fomm.html


Contents
00. Recent Changes
01. Description
02. Disclaimers
03. Credited Mods
04. Installation + Usage
05. Detailed Description of Changes
06. Change Log
07. Future Changes
08. Issues
09. Feedback + Contact
10. Credits + Legal


00. Recent Changes

Version 4.1a

This is a pretty large update, so please read the changelog carefully. There are a few special installation instructions described below for upgrading to this version.

New Mods + Features

- Upgraded T3T's weapon tweaks to version 2.4. Many of the remaining unique weapons now have unique models and textures. Various minor stat changes and adjustments.
- Replaced Sydney's Ultra 10mm SMG with Lucien834's 10mm Assault rifle mod. Sweet!
- Corrected a few incompatibilities with the Unofficial Fallout 3 patch. FWE should be fully compatible with the unofficial patch.
- Upgraded and tweaked Dunderklumpen's DK_bullet time mod. You may need to rebind your bullet time activation key. AP drain increased significantly from -3/tick to -15/tick. In addition, the time slowdown has speed reduced from 25% of real-time speed to 40% of real-time speed. If you don't like the settings, you can use the configuration tool to tweak the settings to your liking.
- Upgraded Lork's Sprint Mod to Beta v.8. The new version features perks for charging and running with your gun out. Various minor tweaks and adjustments. You'll need to rebind your sprint key again.
- Upgraded Primary Needs to version "J" compliments of FritZ_FretZ. The new version features a "primary needs monitor" that displays your current hunger and thirst levels. When upgrading to this version, note that the old configuration tool has been removed. You will need to use the configuration hotkey (keypad return by default) to open the menu and activate the monitor.

Tweaks

- ******Changed the sneak perk given by book perks in the optional book perk mod. Previously, the sneak perks granted a stealth field bonus. This has been changed, and now the sneak perk provides a "reduction" in the sneak penalty resulting from armor weight, effectively allowing you to sneak in increasingly heavier armor. PRIOR to upgrading the book perk module, you will need to remove the current sneak perk, then replace the book perk module with the new version, and re-add your sneak perks. (1) Load your existing save with old book perk module, take not of the level of special ops (sneak) perk. (2) Open the console and type: "player.removeperk XX000EB0" where XX is the load order of book perk. (3) Re-save and quit the game. (4) Replace the old module with the new one, and reload your game. (5) Open the console and type "player.addperk XX000EB0" to re-add the sneak perk. Retype this add perk command as needed to add levels to your sneak perk.
- Tweaked the weights and stats of many of the Classic Fallout Weapons. In particular, the Bozar now used 7.62mm ammo. Many of the heavier weapons did not weigh much at all, this has been corrected. Adjusted ammo quantities for many of the CFW leveled lists.
- Adjusted the AP pool size. Base AP is now 20 (was 40), resulting in slightly less AP's.
- Tweaked the VATS distance multiplier to 1.75 (was 1.5, original fallout is 2.0). VATS will be less effective over longer distances.
- Adjusted accuracy settings again. Skill base is 0.9 (was 0.8), skill multiplier is now -0.009 (was -0.008), condition base is now .4 (was .3) and condition multiplier is now -0.4 (was -0.3). Essentially, you're a little less accurate across the board, both in and out of VATS.
- Increased ammo quantities at vendors. The range of ammo available is expanded upwards, so you have a chance to find good supplies of ammunition.
- Adjusted the global respawn timer down to 7.5 days (from 15).
- Tweaked explosive damage for most explosives. Area of effects reduced slightly for many explosives (still larger than vanilla) and raw damage reduced. Frag weapons have a larger radius and less damaged compared to plasma, which has a fairly small radius but higher damage. I.E., plasma requires more skill / accuracy to use effectively.
- Tweaked VATS to-hit chance for body parts on most creatures. It will now be more difficult to get headshots on most opponents.
- Altered headshot damage bonus for many monster types. Super mutants, ghouls, and some robots are less affected by headshots, i.e. super mutants take 125% headshot damage instead of 200%. Should make many baddies more difficult to take down.
- Incorporated additional XP tweaks (courtesy FritZ_FretZ). You'll find slightly less XP from hacking/picking/speech'ing/killing but more from exploration.
- Tweaked the auto-aim settings, this time using values from rlilewis' Auto Aim Fix ? Headshot Deluxe Edition mod. Couple of adjusted game settings to autoaim. It should not properly align bullets to the crosshair but appears to not auto adjust the aim to center on the actual target. Works well from my initial testing. Kudos to rlilewis for daring to be different!

Bugs / Glitches

- Rewrote the scripts for effective medicine + repair. These items will now check how many copies of an item a player has in their inventory before adding or removing the bonus. "Dropping" your last copy of an item into containers will now properly remove the bonus.
- Fixed a Primary Needs problem with the portable grill and wonder meat maker not working properly.
- Re-fixed dogmeat not being essential.
- Fixed an issue where grenades lying on the ground where not explode-able when they were supposed to be.

FOIP Patches

- Removed FWE_00_Quest dependency from the "FWE Compatibility - FOOK.esp" FOIP patch. You should be able to disable the alt starts mod if you want to run the game with the normal beginning sequence.
- Updated FOIP patches for Mart's Mutant Mod RC1


01. Description

Fallout 3 "Wanderers Edition" is a compilation of mods integrated together with the aim of improving the challenge, sense of immersion, and depth of gameplay compared the vanilla game. The "Wanderers Edition" emphasizes balance, choices and consequences, role-playing, and (to the extent that gameplay remains fun and exciting) "realism." Generally, you'll find the wasteland to be a far less forgiving place. Key features include:

More Realistic + Lethal Combat
Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and "feels" more like a real FPS and not like a FPS "simulator." Hit location damage, VATS tweaks, accuracy changes, wounding effects, "bullet time mode, and many other features adds to the intensity.

Weapon and Armor Rebalance
Weapons and armor are all rebalanced so that everything has a potential use and benefit. Many weapons you'd never use now serve a purpose. Once worthless armors now can now make a difference between life and death. Power armor has been revamped to be more beneficial while still remaining balanced.

Item + Loot Enhancements
Tweaks to loot lists make the wasteland a less forgiving place; you'll now find even less ammo, drugs, and the things you need. Many new drugs have been added to the game world, item weights and properties tweaked, all with the aim of making the world more immersive and challenging.

Character Development Tweaks
Developing a character requires careful attention to how you balance skills and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths.

Elimination of "Immersion Breakers"
A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is a game that is more immersive, challenging, and exciting.

See "05. Detailed Description of Changes" for a complete list of changes in FWE.

My hope is that this package of mods will be an easy way for anyone wanting to change the core gameplay of Fallout 3 to do so with a simple "all in one" type of package. As time goes on, I intend to incorporate additional mods into the compilation provided the mods are compatible and contribute positively to the overall experience. I hope you enjoy the "Wanderers Edition" of Fallout 3, and please let me know of any changes or other thoughts you have!


02. Disclaimers

Disclaimer 1
READ THE INSTALLATION INSTRUCTIONS BELOW

The Wanderers Edition is a complex mod designed to interface with another of other large mods to create a new gameplay experience. As a result, there are important load order and installation considerations to get everything working problem free.

Disclaimer 2]
This mod is organized as a series of modules that are intended to be used together. Choosing not to load a module might result in serious gameplay issues and errors. I split the mod into a series of modules simply to make updating the mod more streamlined. I realize there are many who may not like some of the changes, and will want a more modular assortment of mods. Perhaps down the road that can be developed, but for now, I'm sorry, it's just one big package you need to use all together or not at all.

Disclaimer 3
This mod has been play tested on "Normal" difficulty. The intention being that balance between the NPCs and PC needs to be based off the same calculations. If you want things easier or harder, feel free to adjust the difficulty as desired.

Disclaimer 4
This mod also diverges from the standard game by utilizing the "Alternative Starts" mod. This means you no longer start in Vault 101. Instead, you have over 20 starting paths (or "histories") to choose from that each lead to a different set of circumstances and quest options. You can pick a history that lets you follow the normal game closely, or takes you on a completely different path. Nevertheless, this adds much to the replay value of Fallout 3 and sets the tone for the "Wanderers Edition."



03. Credited Mods + Contributors

Fallout 3 "Wanderers Edition" is the result of a massive compatibility and conflict resolution activity that is based on a number of previously released mods from the Fallout 3 modding community. 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 the "Wanderers Edition."

Beta 1 Release:

Category MOD NAME Version Author
- Fallout Balance Overhaul (XFO) 082b Xodarap777
00_Quests Alternative Starts v3.0 Khet
00_Quests Free Play After Main Quest v0.5 DJ_Kovrik & Zalmoxis
00_Quests Alternative Power Armor Training v1.1 Gryphon
01_Combat MFO v0.9 decoy catfish
02_Combat_II Location Damage v2.0 Mefiu
02_Combat_II Realistic Explosions v1.1 Zer0Morph
01_Combat Action Point Recharge v3.0 The Kitchen Sink
01_Combat Fall Damage v1.01 Azar
01_Combat RI Healing v.2.6.0 K.Schenk
03_Character Radiation Revamp v06 PhantomSpaceman + spineynorman
03_Character Pointiac v0.6 Shabador
03_Character Karma Revamp v1009 Brazuca
03_Character Increased Movement Speed - SplitSoul
05_ItemsLoot Repair Rethought v6a Vocha
05_ItemsLoot Ammo Weight Mod v0.4 AnT01
05_ItemsLoot Realistic Chems Final Zer0Morph
05_ItemsLoot Miscellaneous Items Weight v1.1 Raptre
06_Spawns MMM Increased Spawns v1.6 Martigen
06_Spawns MMM Tougher Traders v1.1 Martigen
06_Spawns Respawn Timer - Acleacius
06_Spawns Selected Containers Respawn v1.1 JustinOther
07_Immersion No Bobble Head Effects - Makagulfazel
07_Immersion No Tracers v1.0 taylorsd
07_Immersion Reneers Invisible Karma v0.09 Reneer
07_Immersion Persistent Skill Books v0.61 Tukka
08_Features DK Bullet Time v1.02 Dunderklumpen
08_Features Sprint Mod v1 Lork
09_Optional RI Primary Needs v1.1.5 K.Schenk
09_Optional No Fast Travel v1.1 Lord_Santa
09_Optional View Distance Decreased v2.0 omgpineapples
09_Optional Fast but dramatic VATS / Fast VATS v0.9 Jay


Version 2.0

Category MOD NAME Version Author
03_combat_II Fast but dramatic VATS v0.9 Jay
03_combat_II Less Auto Aim v1.1 Mimezu
05_itemloot_III T3T's Weapon Rebalance v1.8b The 3rd Type
05_itemloot_II Better Living Thru Chemistry 0.2.6 O Captain My Captain
05_itemloot_II Haldurs Improved Workbench v1.1 Haldur
06_Spawns Better Companions v1.5 Rasana
07_immersion Projectile Fix v1.0 joefoxx
09_Optional Skill Based Hacking & Lockpicking v0.3 Alystin

Version 2.1

Category MOD NAME Version Author
04_character_II Explosive Entries v1.5 Lap
05_itemloot_II MR Armor Rebalance v2.0 Moonracer
05_itemloot_II Missing Unique Armor and Clothing 2.05 Galahaut and Sanguine Assassin
06_spawns_II Martigen's Mutant Mod (Patch) v1.0 Martigen

Version 2.2

Category MOD NAME Version Author
02_combat_II Slower Backpedaling v1 Lork
09_Optional Explosive Explosives v1.3 Malakaius
07_immersion Portable Laboratory + Infirmary v1.0 FritZ_FretZ
09_optional Primary Needs - Addendum v1.15E FritZ_FretZ

Version 3.0

Category MOD NAME Version Author
05_itemloot DAV - Weighted Ammo Weight v0 poncratias
05_itemloot Missing Unique Weapons v1.25 Galahaut and Sanguine Assassin
08_features FF Interactive Bobbleheads v1.0 FritZ_FretZ

Version 3.2
CALIBR v0.7 Tubal

Version 4.0

Category MOD NAME Version Author
06_spawns 0h Followers - by Charisma / Karma v081beta Jalor
09_optional Book Perks Beta 3 Kelenius


Version 4.1

Category MOD NAME Version Author
05_itemloot_III 10mm assault rifle - Lucien834
01_combat Auto Aim Fix - Headshot Edition v1.1 rlilewis

***Note that the authors' original readme's for all mods that had them are included in the data/mod-readmes/ folder for reference.

Contributors

FritZ_FretZ : Thank you for some excellent suggestions and fixes. You've been a great help!
Gato : Again thanks for many suggestions and playtesting feedback.

Other "HIGHLY" recommended mods to use alongside FWE

- Darnified UI : Get's a rid of "console-it is" in the menu's and HUD. Critical mod to use!
http://www.gamesas.com/bgsforums/index.php?showtopic=929918&hl=darnified

- Martigen's Mutant Mod : Adds new monsters and variations, increases number of spawns, and more. This is an ESSENTIAL mod to be used along side FWE. Compatibility patch included in FWE, see installation instructions below.
http://www.fallout3nexus.com/downloads/file.php?id=3211

- Weapon Mod Kits : This mod adds new "mods" to the game, like scopes and laser sights, that you can attach to most of the original weapons. Compatibility patch included in FWE, see installation instructions below.
http://www.fallout3nexus.com/downloads/file.php?id=3388

- Robco Certified : Perk tree allowing you to build + command robots
http://www.fallout3nexus.com/downloads/file.php?id=712

- Wasteland Whisperer : Perk tree allowing you to tame + command animals
http://www.fallout3nexus.com/downloads/file.php?id=1610

- Owned : If you kill someone, you can take their house + items, sleep in their bed, etc..
http://www.fallout3nexus.com/downloads/file.php?id=1516


Readme Continues....
04. Installation + UsageFallout Wanderers Edition (FWE) is a complex mod, with a number of optional mods and compatibility mods designed to let FWE work alongside other prominent mods.  Basic Installation1)	You WILL NEED the Fallout Mod Manager to properly set the load order for FWE (available here: http://timeslip.chorrol.com/fomm.html) Download and install FOMM.2)	Next, you will need to update Fallout3 to the latest version and install the latest version of the Fallout Script Extender (FOSE) (available here: http://fose.silverlock.org/)3)	Second, unzip all other the files in the FWE archive into your fallout3/data folder.  Preserve the folder structure from the archive.4)	Load FOMM and order all of the FWE mods in order and enable them.5)	Launch Fallout3 using the FOSE loader***Note, if you are NOT using FOMM for some strange reason, you will need to download and use ArchiveInvalidation Invalidated (http://www.fallout3nexus.com/downloads/file.php?id=944) to fix errors with texture and mesh re-'placers.When you start a new game, after the opening video, you will find yourself in an empty shack and not in Vault 101 per the normal game.  This is the opening conditions from the "Alternative Start" mod.  There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, 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 beginUpgrading From 2.4 or earlier1) If upgrading from an older version of FWE, make sure that all the bobbleheads you have collected are eitherin your character's inventory or placed on the Megaton/Tenpenny stands prior to activating the new module 08. This will ensure a smooth transition to the bobbleheads' new world interactive models and their enhanced functionality.2) When installing module 08 for the first time, the Sprint Mod will unbind your run key and set it to the sprint key. You may change the sprint key at any time to any unbound key via the added pedometer. DO NOT bind a stock FO3 function to the chosen sprint key.3) When upgrading from an older version of FWE, it is strongly suggested that you use the pedometer to reset your sprint key to ensure it is not being bound to a key already assigned to a stock FO3 function. If you want to use a specific key for the sprint function and find that it is bound to a stock FO3 function, change the stock function's keybind in the FO3 settings menu; Then use the pedometer to set the desired key to the sprint function. DO NOT bind a stock FO3 function to the chosen sprint key.Fallout Interoperability Program (FOIP)Compatibility between FWE and other popular mods such as Mart's Mutant Mod, FOOK, Classic Fallout Weapons, and Weapon Mod Kits is not addressed through the Fallout Interoperability Program.  "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=496805. Detailed Description of Changes00 QuestThe quest module adds new quest related features to the game, focusing on expanding options and  choices for the player. The quest module contains the following features:Alternative Starts (v3.0) by KhetThis mod adds over 20 alternative starts to the normal game and bypasses the original Vault 101 sequence.  Each starting condition determines your relationship to the various in-game factions, and determines your starting location, equipment, and stat/skill bonuses or penalties.  Some of the histories will make the early game experience easier, some can make it much harder, but ultimately it helps get you in the roleplaying spirit!Free Play After Main Quest (v0.5) by DJ_Kovrik & ZalmoxisAllows you to continue playing after the main quest is over, provided you lived through the end sequence.Alternative Power Armor Training (v1.1) by GryphonThis mod adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route.  This is essential for starting histories that don't let you follow the normal main quest.  For spoilers, see the "Power Armor Training" readme's.01 Combat The combat module primarily changes a number of "game settings" to make combat behave and function more like a true FPS, as well as making combat more dynamic and challenging.  This module was heavily inspired by changes in the many released overhaul mods (including XFO + MFO in particular) as well as a number others.Damage + Accuracy inspired by XFO and MFO- Damage is increased significantly across the board for all weapons, nearly double.- Damage is slightly effected by weapon skill now (version 2.0)- Accuracy (weapon spread) is affected significantly by weapon skill.- Accuracy (weapon spread) is affected by weapon condition starting at 70% condition.- Weapon condition has a slight effect (20%) on weapon damage.- Effect of strength is greater for Melee and Unarmed damage.- Running and crouching have a more significant reduction and improvement in accuracy respectively.No Auto-Aim / Less Auto Aim (v1.1) by MimezuThe effects of auto-aim are significantly diminished.  Eliminating them entirely seems to cause serious aiming problems.Increased Falling Damage (v1.01) by AzarYou can't jump off the Washington Monument and survive anymore!  Just kidding, but fall damage is taken for falls from less high distances now.  Much more realistic.Reduced equipment condition degradation from Fallout Balance Overhaul (XFO) by Xodarap777Damage to weapon and armor condition is roughly halved.Increased Crippled Effects (from RI_Healing by K.Schenk)- Wounded arms results in reduced weapon accuracy.- Cripple leg movement speed reduced significantly (40% with one leg, 20% with two broken)- Crippled torsos results in a random chance to stagger and fall over.- Crippled heads induces a rather nasty blurring effect to vision.VATS Tweaks- Action points adjusted.  Base action points is 40 with +10 for each point of agility.  (Was 65 +2/agility)- The rate of restoring action points is doubled (from Action Point Recharge Rate Pack by The Kitchen Sink)- Players take 75% damage in VATS (normally 10%)- Weapon degradation in VATS is the same as non-vats (vanilla is 5x)- Distance to target less slightly significant now (i.e. you can be accurate further out in VATS).Weapon Jamming + Reload Jamming- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.- When reloading, there is a chance the weapon will jam.  1% at 50% condition, to 25% at 10% condition.Reduced Limb Explosions / Dismemberment from Fallout Balance Overhaul (XFO) by Xodarap777- The chance that limbs explode or fly off reduced to 10%.  Was 75% and 50% respectively in vanilla.02 Combat IILocational Damage (v2.0) by Mefiu- Arm damage reduced to 15% (was 100%)- Leg damage reduced to 20% (was 100%)- Headshots are 200% damage for both the PC and NPC.  Watch out!- Limb damage changes apply equally to the PC and the NPC.- These changes, in conjunction with the increased limb damage rate, means limbs are more likely to be crippled, but less likely to reduce the overall health of the target.Realistic Explosions (v1.1) by Zer0MorphExplosion damage radius increased by 50% for all explosion types.  Watch out!Slower Backpedaling (v1.0) by LorkThis mod makes it so your move slower when going backwards.  Characters with higher agility are slowed down less when moving backwards.03 CharacterThe character modules alter the effects of SPECIAL to play a more important role, adjust the benefits of skills, and tweak many other effects related to your characters progression and abilities.  The intention of this mod is to make advancement choices more important and influential.Pointiac (Skill Point Overhaul) (v0.6) by Shabador- Skills start out at 5.- SPECIAL's give +3 to associated skills (was +2)- Tagged skills raised +2 per point spent.- Tagged skills give +10 when tagged.- On level-up: +10 skill points per level.- On level-up: +1 skill point per 2 points of intelligence per level.- Intense training perk limited to 6 ranks.- Educated how has 2 ranks, each providing +2 skill points per level.Carry Weight Adjustments- Base weight capacity is 25- Each point of strength raises weight limit by +25.- So, with 5 strength, you can carry 150 lbs, compared to 200 in vanilla.  In general, strength has a more significant impact on carrying capacity.  Weaker characters carry less than in vanilla, stronger characters more (starting at strength 7).Perk Rebalance from Fallout Balance Overhaul (XFO) by Xodarap777Makes a number of balance changes to perks, and rewards players that focus their perk advancements to make a more specialized character.  See XFO_Readme.html for details.Radiation Changes from Fallout Balance Overhaul (XFO) by Xodarap777- Radiation accumulates at 5x the normal rate.- Swimming and wading in water increases rads faster- Radiation no longer decays over time, once you got it, you need rad-away to reduce its effects- The sicknesses associated with radiation are more severe (from Radiation Revamp by PhantomSpaceman + spineynorman). You loose more stats, begin to glow at high levels, and take increased damage.PC + NPC Health- Less health overall for everyone.- Health gain per level is 5 (was 10)- Health gain per point of endurance is 15 (was 20).- NPC and PC health use the same formulas.  Previously NPC's had an automatic handicap.Increased Movement Speeds by SplitSoul- Movement speeds increased by 10% for everyone at all speed.Karma Revamp (v1009) by Brazuca- Increased the range for neutral karma, making very bad and very high karma levels harder to obtain.- Lots of tweaks to the karma gains/losses for performing certain acts.  See the Karma Revamp readme for details.04 Character IISneak Rebalance (Harder) from Fallout Balance Overhaul (XFO) by Xodarap777- Makes sneaking harder in less than ideal circumstances and slightly easier under ideal circumstances.- Sneaking needed to be adjusted in my opinion, as it was really overly powerful in too many circumstances.Altered Level Pacing (Medium) from Fallout Balance Overhaul (XFO) by Xodarap777- Base XP required is 300 (from 150)- More experience gained from exploration, less from lockpicking and hacking.Barter Fix (Mild) from Fallout Balance Overhaul (XFO) by Xodarap777- Makes the barter skill have a more pronounced effect on prices, both selling and buying.  This makes barter more important given the increased costs of many items in the game (described below).- Tweaked barter settings (FWE 2.1) for better balance and scaling.05 ItemLootThe item loot module alters the properties of many items in the game, including armors, miscellaneous items, health, drugs, and ammo.  In general, things you really need (i.e. stims + ammo) tend to be a little rarer and more expensive.  Of course, the effects have been more significant to some degree as well.Repair Rethought (v. 6a) by Vocha- Many weapons and armor are not cross-repairable with logical counterparts.- Schematic-built weapons repairable with original parts- Clothing and leather armor repairable with fabric items and wonderglue- Weapons and metal armors repairable with scrap metal- Wooded stuff repairable with wooden stuff- Wrenches, hammers, and scissors now boost your repair skill if in inventory.Weighted Ammo Mod (v0.4) by AnT01- Now you can't carry an entire ammo supply dump around with you.- 0.01 lbs : Darts; BB Ammo; 5mm- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell - 0.05 lbs : 44 Magnum; .308 Caliber; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel; Rail Spikes- 0.10 lbs : Shotgun Shell; Mesmetron Cell- 1.00 lbs : Missile - 3.00 lbs : Mini NukeDAV Weighted Ammo Weight (v0) by Poncratias- Tweaks the ammo weight mod (above) to show how much ammo weighs in the pip-boy.  Helpful to estimate how much you're lugging around.Drug Rarity (Medium) from Fallout Balance Overhaul (XFO) by Xodarap777- Revamped loot and vendor tables yield many fewer stimpacks and other drugs.- "Placed" drugs have not been adjusted, so there are still some up for grabs, but they will never respawn.Realistic Chems (Final) by Zer0Morph- Chemicals have weight (whoa!)- Tweaked the addiction rates of chemicals, Rad-X is can be addictive.- Chems last 7.5 minutes (15 with the Chemist Perk)- Stimpacks heal a base of 6 HP over 5 seconds, so you can't quite instantly spam stim packs if you're on the verge of dying anymore.Miscellaneous items Fix (v1.1) by Raptre- All miscellaneous items now have their weights adjusted to be a little more realistic and balanced.Power Armor Revamp from Fallout Balance Overhaul (XFO) by Xodarap777- Power armor generally weighs more, but has a weight reducing effect (in addition to the strength boost) when equipped.  Makes it more difficult to sneak in power armor.  DR increased slightly as well.Missing Unique Weapons (v1.25) by Galahaut and Sanguine Assassin- This mod adds a number of unique weapons to special locations around the gameworld.  These are all balanced in line with the T3T's weapon tweaks.05 ItemLoot_IIBetter Living Thru Chemistry (v0.2.6) by O Captain My Captain- This mod adds a number of new drugs and visual effects to drugs, including smoke-able cigarettes, poison injections, a hallucinogenic effects.  These have been rebalanced slightly to bring them in line with the Realistic Chems mod adjustments, including some duration effects and item weights..  The new chems are added to the leveled loot lists, so expect to find them throughout the wasteland.Haldur's Improved Workbench (v1.1) by Haldur- When you sand close to workbench, you get a +10 bonus to your repair ability.MR Armor Rebalance (v2.0) by Moonracer- Integrated MR Armor Rebalance by Moonracer.  This mod does for armor what T3T's weapon tweaks does for weapons.  It rebalances many armors to make some more useful and others less overpowering.  The mod XFO's sneak changes into account.  Many of the lighter armors provide slightly more DR, but also weigh less, resulting in less sneak penalties.Missing Unique Armor + Clothing (v2.05) by Galahaut and Sanguine Assassin- This mod adds a number of unique armors to special locations around the gameworld.  These are all balanced in line with the MR Armor Rebalance.Explosive Explosives (v1.3) by Malakaius- This mod makes it so you can target and shoot grenades, mines, and other explosive items lying around.  When you shoot them, they blow up, and that's super.05 ItemLoot_IIIT3T Weapon Rebalance (v1.8b) by The 3rd TypeThis mod rebalances many of the weapons in the game to make some of the underused weapons relatively more useful.  Lots of changes and tweaks are included in this mod, so be sure to check out the original readme.06 SpawnsThe spawns module, alters the timing and leveled lists for respawning entities in the game world, including cells, containers, NPC's, monsters, etc.  Eventually, these lists will likely be tweaked even more to add a greater diversity of options.Selected Containers Respawn (v1.1) by JustinOther- Many containers throughout the game world are now set to respawn with all their goodies inside.  Generally, respawning containers are chosen at places where nearby NPC's are also set to respawn (i.e. random wastelander camps).15 Day Respawn Timer by Acleacius- Respawn's now occur every 15 days, instead of the original 3 days in the normal game.Better Companions (v1.5) by RasanaChanges many of the stats of your companions, and also makes them essential.  0h Followers (b081 beta) by JalorThis mod adjusts the number of followers you can have to be dependant on your Charisma.  07 ImmersionThis module contains a number of significant game altering mods that add a bit more realism and depth to the game as well as a lot more challenge.  Many of the changes also include some graphic tweaks make the whole world a bit more interesting visually.Slower Timescale from Fallout Balance Overhaul (XFO) by Xodarap777- Changes the global timescale to 1:5, so that 1 real-life minute equals 5 in-game minutes.  This means that it takes 20 real-life minutes to equal 1 in-game hour.No Sneak Messages from Fallout Balance Overhaul (XFO) by Xodarap777- Removes the sneak messages (hidden, detected, danger, etc.) from the game.  This makes sneaking a little more tricky.  Use your sound and the radar to determine if enemies are detecting you or not.Projectile Fix (v1.0) by jayfoxx  Previously: (No Tracers (v1.0) by taylorsd- Changes the mesh and texture for bullets to match the actual caliber/type of round being fired.  Nice effect in the VATS sequences.- Also removes the tracer effect from bullet firing weapons.  Makes it more realistic and harder to tell where from you're being shot.No Bobblehead Effects by Makagulfazel- Since SPECIAL's are more influential in this mod, the bobbleheads can really upset the game balance.  You can still collect the bobbleheads and move them around, they just don't provide the skill or stat bonuses anymore.Persistent Skill Books (v 0.61) by Tukka- Makes it so skill books no longer disappear after reading them.  Now you can build a library with something other than burned books!Invisible Karma Changes (v0.09) by Reneer- This mod removes the irritating messages that pop up every time your Karma goes up or down.Portable Laboratory + Infirmary (v1.0) by FritZ_FretZ- This mod adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower.  New models and great scripting make this a very useful addition.08 FeaturesSprint Mod (v8) by Lork- Required FOSE to use.- Hold down the "run" key to sprint.  You stash can't shoot while sprinting, but get a big speed boost.  - Sprinting drains action points rather quickly, but the double action point recharge mod helps you build them back quickly.- The sprinting really makes a big difference for melee characters as you can close distances much quicker now.Bullet Time Mod (v1.03) by Dunderklumpen- Requires FOSE to use- Adds a "slow-motion" bullet time mode when you toggle an assignable hotkey.- Entering bullet time drains action points.  It is a nice intermediary option when you don't want to enter VATS but still want to slow down the pace of combat.FF Interactive Bobbleheads (v1.0) by FritZ_FretZ- This mod makes bobbleheads real interactive objects.  Global settings control whether SPECIAL or Skill bobbleheads provide a bonus or not.   The global is set to provide no bonuses in FWE.  A new moveable bobblehead stand can be purchased for use wherever you're camping out.09 Optional ModsThese are optional mods that are "hate it or love it" type of mods that may bother many but be a blessing for others.  These have all been conflicted checked and updated for compatibility with all the main modules.  Each of these is retained as a separate mode.FWE_09_OPT_Bypass Module Requires CRAFT!There are four schematics hidden the gameworld around for a new "bypass module" item (see the full description below for details).   The bypass module is built at the workbench using CRAFT and consists of 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera.When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module."  Success with the bypass module is based on your repair skill (not science) and there is a chance you'll overload your bypass module (breaking it) and lock-down the terminal if your attempt fails.  Obtaining additional schematics will improve the quality of your built bypass modules.  Creating a new bypass module will also upgrade any order versions of the modules that you might have.!!!!!!SPOLIER BELOW -  Bypass Modules are located here:- Pinkerton's Lab- Fort Independence (Outcast HQ) ? Lower Level- Riley's Rangers Hideout- Fort Bannister (Talon base) ? Main AreaFWE_09_OPT_PrimaryNeeds Primary Needs (Hunger, Thirst, Sleep) (v1.1.5) by K.Schenk- For all of you realism freaks!  You need to drink and eat a certain quantity each day and sleep a certain amount or suffer losses to your SPECIAL.- Adds a portable sleeping mat, water treatment pot, fill-able bottles, and some basic cooking options.+ Primary Needs Addendum (v1.15e) by FritZ_FretZ- This mod expands on the Primary Needs mod by adding more customization to hunger, thirst, and sleep scripts, improving the field cooker, sleeping mat, and water purifier, and a number of other excellent tweaks.  FWE_09_OPT_NoFastTravelNo Fast Travel (v1.1) by Lord_Santa- Love it or hate it, this is a quintessential immersion mod.  With all of the other changes presented thus far, nothing beats having to drag yourself half dead and limping, fresh out of stimpacks, and chased by a horde of wasteland scum back to the safety of some nearby hovel.FWE_09_OPT_SkillbasedHackingPickingSkill Based Lockpicking + Hacking (v0.3) by Alystin- Requires FOSE to use.- This mod makes provides an alternative to mini-game that is a chance based formula factoring in the attempt difficulty and your skills to determine if your hack or lockpick attempt is successful.  Has the added benefit of allowing you attempt to open locks / terminals that are higher level than your skills, but your chance of success is a bit lower.  A pop-up menu allows you to still attempt the mini-game if you desire.- Note, this mod will crash your game if you remove it and load a save-game that looks for the mod.- FIXED ? passwords now work correctly with terminals.FWE_09_OPT_LessViewDistanceView Distance Decreased (v2) by omgpineapples- A graphical mod that adjusts the various weather conditions to include more fog or haze in the distance.  This is a subtle effect that makes by game world feel more expansive since you can't see details way off in the distance anymore.FWE_09_OPT_VATS_Fast_50 OR FWE_09_OPT_VATS_Fast_100FWE_09_OPT_VATS_Fast_100.esp is the current fast but dramatic vats system, where players and enemies move at the same speed.  In this version, player damage has been reduced to 66%.  The FWE_09_OPT_VATS_Fast_50.esp module halves the speed of enemies relative to the player, and the player takes 75% damage in vats.  Using neither option retains the vanilla VATS animations, with the player taking 100% damage in VATS.Fast but Dramatic Vats (v0.9) by Jay (Previously: Fast VATS (v1.1) by the_philanthropy This mod makes it so the PC and the NPCs move at the same real-time speed in VATS.  This means that VATS is a bit more risky to use as you can be shot back, enemies can move out of sight, etc., but VATS retains the advantage of being able to quickly fire at a series of targets.FWE_09_OPT_BookPerksBook Persk (beta3) by Kelenius- After reading a certain number of books, you'll get a perk instead of the normal skill increases.  The perks provide some fun bonuses.  There are five levels for each skill (7 with comprehension).  I've tweaked the skill requirements to be a little more forgiving given FWE's reduced skill point pool.  This works with persistent skill books.10 Compatibility PatchesCompatibility between FWE and other popular mods such as Mart's Mutant Mod, FOOK, Classic Fallout Weapons, and Weapon Mod Kits is not addressed through the Fallout Interoperability Program.  "Compatibility Patches" (CP's), installation, and load order instructions can be accessed via the FOIP page here:FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968Changes resulting from some of these patches are described below:Weapon Mod KitsCompatibility patch for the "Weapon Mod Kits" mod.  A few additional changes were made.  You can no longer mod unique weapons.  T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.  Also, the pro's and con's of many mod kits have been adjusted, as follows: Mod kit durability- 1 mod kit = +10% base durability- 2 mod kits = +25% base durability- 3 mod kits = +35% base durability- 4 mod kits = +50% base durabilityExtended Clip- Doubles capacity (typically)- Value: 25 capsAutoFire- Allows automatic firing (firing rate typically increases, duh)- Increases minimum spread by 20%- Increases spread by 50%- Value: 75 capsLaser Sight- Reduces minimum spread by 25%- Reduces spread by 25%- Action point cost reduced by 15%- Critical chance multiplier increased by 25% (i.e. 1 goes to 1.25)- Value: 50 capsScope- Typically halves your zoom FOV- Reduces minimum spread by 25%- Reduces spread by 25%- Maximum range increased by 50% (note this only effects AI engagement range)- Value: 75 capsSilencer- Reduces base damage by 10%- Increases minimum spread by 20%- Increases spread by 20%- Halves minimum range (affects AI only)- Reduces critical damage by 10%- Doubles the original critical chance multiplier (i.e. 1 goes to 2, bonus from sight added after)06. Change LogVersion 4.0cNew Mods + Features-	Created a new optional "Bypass Module" mod that requires CRAFT.  This mod is similar in concept to explosive entries except that it provides an alternative way to break into terminals (instead of doors/containers) using your repair skill (instead of science) by using CRAFT'able bypass modules.-	CRAFT REQUIRED if using the bypass modules.Tweaks-	Added "medicine" skill bonuses to obtaining various doctor tools, similar to mechanic tools improving your repair skill.  Bone Saws provide +3, Forceps +3, Scalpel +2, and Tweezers +2 (for a total of +10).-	Tweaked the repair item bonuses to the following: Hammer +3, Wrench +3, Scissors +2, Iron +2 (for a total of +10, was +20).-	Added a new "disposition" option to the alternative start character generation process.  With this option, you'll be allowed to choose seven different starting karma levels, ranging from very good through to very bad.Bugs / Glitches-	Fixed the FOIP Weapon Mod Kit compatibility package (download from the FOIP nexus page).  Upgrading weapons should now yield the correct weapon.Version 4.0aNew Mods + Features-	Integrated tweaks from "0h Followers" (by Jalor) into the FWE_06_SPAWNS.esp module.  These changes make the number of companions you can have dependent on your charisma.  CHA 2, one followers; CHA 4, two followers; CHA 6, three followers; CHA 7, four, CHA 8, five; CHA 9, six; and CHA 10, seven followers.  In addition, the Karma checks have been restored for hiring a follower.  -	Included a tweaked version of Kelenius's Book Perk Mod (beta 3) as an optional mod.  After reading a certain number of books, you'll get a perk instead of the normal skill increases.  The perks provide some fun bonuses.  There are five levels for each skill (7 with comprehension).  I've tweaked the skill requirements to be a little more forgiving given FWE's reduced skill point pool.  This works with persistent skill books.-	Verified support for CRAFT, which works with FWE's integrated improved workbench and the changes to weapon mod kits (version 1.1.3).  CRAFT is not currently required, but it may be in the future.Tweaks -	Tweaked skill bobbleheads to provide +5 skills. -	Tweaked stats on many of the Classic Fallout Weapons in the FOIP patch (most notably the Bozar) to be a little better balanced and/or more useful.-	Adjusted relative accuracies of the sniper rifle and the hunting rifle.  Sniper is more accurate at lower skill levels, the hunting rifle is a little less accurate at lower levels.  Changes applied to WMK compatibility.-	Tweaked the armor stats for the follower armor variants for consistency with MR Armor Overhaul.Bugs / Glitches-	Incorporated many technical fixes / throughout FWE based on feedback from ElimsterEU.  Still more to work through?-	Fixed Jericho's gun and other companion weapons when using the FEW Compatibility ? FOOK patch.Notes-	Checked into the timescale quest/script.  You should be able to use "set timescale to X" command and have it override properly.-	Disabling and re-enabling the FWE_00_Quest.esp when starting a new game should not cause problems.  Dependencies on that modules have been removed. -	If anyone is having problems with unaccounted for weight in their inventory, do this to resolve this issue: 1) Drop all equipment, putting it into an empty container is easiest.  2) Check the remaining weight in the pip-boy.  3) open the console (~) and type "player.damageav inventoryweight X" where X is the amount of remaining weight seen in the pip-boy.  I'd like to try and find where this missing weight is coming from, let me know if you find any causes.Version 3.2c-	Fallout Interoperability Program (FOIP) compliant version.-	In conjunction with a preliminary release of "FOIP" it has been necessary to rename and re-structure FWE's various compatibility patches once again.  This "may not" break compatibility with existing saves, and hopefully this is the last time this will be needed.-	FOIP Support ? compatibility patches for other mods are no longer distributed through the FWE package itself, but is distributed instead through FOIP Program.  See the FOIP thread and website for more information:FOIP Thread: http://www.gamesas.com/bgsforums/index.php?showtopic=963833FOIP Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968-	When installing this new version, please delete all old FWE esp's and the foip esp's.New Mods + Features-	Compatibility for FOOK version 1.41 via FOIP.  I've made a number of changes to FOOK via the patch, including rebalancing all of the armor's bonuses / effects and returning the vanilla settings to the stock armor.  This is more consistent will FWE's approach.  The mini-gun type heavy weapons now require strength 7 per the optional FOOK mod, and I've renamed the Vanilla weapons to the FOOK standard for consistency, and verified that they use the correct ammo types.-	Compatibility for WMK version 1.1.2 (big guns update) also via FOIP.  Tweaks -	Tweaked alternative starts to be compatible with FOOK and also adjusted the starting equipment to include different condition levels for equipment.  I've also tweaked the starting weapons for some of the history choices.Bugs / Glitches-	Fixed an issue with weapon mod's not yielding the correct weapon at the workbench. -	Fixed missing CALIBR default ammo texture.Version 3.2b-	See the install instructions and changelog for version 3.2a is upgrading from 3.1b or earlier.-	In the FWE_Resources\FWE_Docs folder I've added a "FWE_interoperability_load_order_guide.txt" that lists some load orders for typically compatibility combinations.  -	Note that if you use FOOK you should NOT be using Classic Fallout Weapons, most the CFW's weapons are already included in FOOK.New Mods + Features-	"Beta" support for FWE + FOOK. See above for installation notes. You'll likely want to start a new game to take advantage of FOOK properly, and you may get errors adding FOOK to an existing game.  Leveled lists should be merged properly.  The main issue left to resolve is rectifying the repair lists.  Please let me know if you find other issues or problems.Tweaks -	Tweaked companions so their weapons use ammo as normal.  This also fixes issues with companion weapons not working.  Companions are given a fairly good supply of starting ammo.-	Companion health tweaked, and is generally lowered closer to vanilla levels to help balance their "essential" state.Bugs / Glitches-	Fixed a CTD error with vampire's edge resulting from an unusual object effect.  The effect has been removed for the time being.-	Reset the Primary Needs modules defaults to the settings used in prior FWE versions, it was accidentally changed back to the original PN settings.Version 3.2a-	There has been a moderate re-naming and restructuring of the FWE modules.  These adjustments should be compatible with existing save games.  These changes include:-	Renaming the "selected containers respawn" to "FWE_FO3_Wanderers_Edition.esm" as a placeholder for future .esm support as needed.-	Renaming the compatibility patches to FOIP_mod1_mod2 as an early implementation of the Fallout Interoperability Program.  More to come on that later.-	Consolidated + reorganized the various extra FWE modules + readme's into a "FWE_Resources" folder.  Please delete previous FWE folders contained in your data folder.-	See installation instructions below for a reconfigured mod load order.-	Explosive Explosives "fixed" and fully integrated into the main FWE modules.  Please REMOVE this optional mod if you were using it.New Mods + Features-	Updated FWE to support T3T's Weapon Tweaks version 2.1-	Added CALIBR support (version 7) into FWE-	Updated compatibility support for Weapon Mod Kits version 1.1.1-	Inclusion of an alternative "Classic Fallout Weapons.esp" that supports CALIBR and a number of other necessary adjustments.  If using Classic Fallout Weapons, replace the included esp with the original.  Note, there is still a FOIP_CFW_FWE patch that should be loaded after the main FWE modules.Tweaks -	MMMF3 Hunting and Looting removed from compatibility patch . . . if you want to continue using this feature, use the "Mart's Mutant Mod - Hunting & Looting.esp" from the original MMM download.-	Primary Needs module updated by FritZ_FretZ and now REQUIRES FOSE.  Some new features include a portable wondermeat maker and improved scripting and object control.-	Tweaked Classic Fallout Weapons a bit, including re-adding 7.62mm ammunition to leveled lists for use with the M60 and FN FAL weapons.-	Added ammo weight to ALL custom ammunition types added by CALIBR.-	Increased the radiation resistance bonus provided by normal and advanced radiation suits.  The weight of these suits have been increased as well.Bugs / Glitches-	Fixed an error in the backpedaling script repairing broken legs when it shouldn't.-	Various small fixes.Version 3.1bNew Mods + Features-	Added a compatibility patch for War1982's "Classic Fallout Weapons" mod.  Load the original CFW esp before FWE, and the new FWE_10_COMP_ClassicFalloutWeapons.esp at the end of the FWE modules.   I tweaked most of the weapons to fall in line with T3T's weapon tweaks.  Drop a line in the forum if anything seems off-balance or screwed up.Tweaks -	Further tweaking of accuracy settings.  Lower skills level have less sway now, and you'll need 100 skill and 100 percent condition to otherwise eliminate sway.-	fGunSpreadSkillBase = .8 (same)-	fGunSpreadSkillMult = -.008 (from 00.01)-	fGunSpreadCondBase = .3 (from .5)-	fGunSpreadCondMult = -.3 (same)Version 3.1New Mods + Features-	Added a new feature to the FWE_06_SPAWNS, courtesy of FritZ_FretZ, that causes vendor inventories to respawn independently of the overall respawn timer by utilizing a newly created global.  This has been set to 2.5 days (60 hours).Tweaks -	Careful tweaking of the spread calculations for weapon accuracy, which affect VATS and non-VATS scores.  In general, improving weapon skills and the repair skill will be more important now.  The high levels of weapon sway have been reduced at higher skill / condition levels, but remain a significant factor at lower weapon skills or lower weapon condition.  (fGunSpreadSkillBase = .8; fGunSpreadSkillMult = -.01; fGunSpreadCondBase = .5; fGunSpreadCondMult = -.3; fGunSpreadCrouchMult = -.2).-	Tweaked autoaim settings slightly, based off otm's "Auto Aim Explained and Properly Applied" mod.  Basically, all this does is extend the distance out from which autoaim will activate to "line up your bullet paths with the crosshair."  Other autoaim settings were tweaked slightly to make the aiming tolerance for auto-aim to activate much smaller than in vanilla fallout.   -	Tweaked the default hunger / thirst rates as part of the primary needs addition to reflect values used throughout testing.  Should in general require more food more often, and water slightly more often.-	Added a console function to primary needs to force a re-set of all hunger, thirst, and sleep conditions / statuses.  Type this into the console: "set RIHTSMainQuest.PNADebug to 1"Bugs / Glitches-	Added bandana's to the headwrap repair list-	Added Eulogy Jones suit and hat to relevant repair lists for pre-ware apparel.-	Fixed a problem with morphine addictions not being recognized by doctors.-	Fixed an issue with the medicine bobblehead found in the starting shack not being "Interactive Bobblehead" compliant.Version 3.0bNew Mods + Features-	No new features, just a bug fix n' tweak patchTweaks + Adjustments-	Fixed VATS player damage being 10,000% if not using one of the optional mods.  Opps!-	Corrected the addiction cure scripts for the laboratory kits-	Tweaked VATS accuracy calculations.  Weapon spread for VATS no longer receives an automatic reduction, which reduces VATS accuracy.  However, the range penalty for using VATS has been reduced, so it is now possible to fire accurately at further distances in VATS.  The combined effect is that accuracy is improved at range, but slightly reduced at closer ranges. -	Fixed the normal lever rifles added in the Weapon Mod Kit mod to have a "repair rethought" compatible repair list.  There are now expanded options for repairing lever rifles and Lincoln's Repeater.-	Fixed an issue with VATS animations "hanging" when using the optional VATS animations.-	Fixed mod'ed sniper rifles so they use the right scope crosshairs and zoom to the correct amount.-	NOTE:  Support for the "standalone" version of Martigen's Mutant Mod (MMMF3), the  FWE_06_SPAWNS_II_MMM_standalone.esp module, is out of date and will not be updated in future versions of FWE.  So, that means the full version of MMMF3 will be required.  Alternatively, you can not use MMMF3 at all, but you're missing out on all the fun.Version 3.0New Mods + Features-	Added DAV Weighted Ammo Weight Mod ? by Poncratias.  This mod changes the text labels for ammunition to include the weight for each round.  This can help you estimate how much ammo your lugging around.-	Added Missing Unique Weapons (v1.25) by Galahaut and Sanguine Assassin, which adds unique weapons not included in the original game but in the GECK.  These are rebalanced by T3T's weapon tweaks.-	Added FF Interactive Bobbleheads (v1.0) by FritZ_FretZ.  This mod makes bobbleheads real interactive objects.  Global settings control whether SPECIAL or Skill bobbleheads provide a bonus or not.   The global is set to provide no bonuses in FWE.  A new moveable bobblehead stand can be purchased for use wherever you're camping out.-	Fast VATS is now an optional mod, with three options.  FWE_09_OPT_VATS_Fast_100.esp is the current fast but dramatic vats system, where players and enemies move at the same speed.  In this version, player damage has been reduced to 50%.  The FWE_09_OPT_VATS_Fast_50.esp module halves the speed of enemies relative to the player, and the player takes 75% damage in vats.  Using neither option retains the vanilla VATS animations, with the player taking 100% damage in VATS.-	Finished the compatibility patch for Weapon Mod Kits, balancing all of the mod'ed weapons to be in line with T3T's Weapon Tweaks.  A few additional changes were made.  You can no longer mod unique weapons.  T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.  Also, the pro's and con's of many mod kits have been adjusted, see the full description below for details.-	Updated the FWE_06_SPAWNS_II_MMM_full.esp module for compatibility with Martigen's Mutant Mod Beta 3.1-	Verified that passwords are now working correctly with terminals in the FWE_09_OPT_Skillbasedhacking_lockpicking module.  This was an FOSE issue that appears to be resolved in the current version of FOSE.Tweaks + Adjustments-	Doubled all projectile velocities.  This makes the gameplay feel a lot better, and should make firing across longer distances more feasible and less frustrating.-	Completely overhauled the alternative start history choices.  SPECIAL's are no longer changed by he different history choices.  Typically, all histories provide +15 bonus to skills or a combination of a perk and smaller skill bonuses, along with a -5 or -10 penalty to other skills depending on the history choice.  See the FWE_alternative_start_histories text file in the FWE_docs for more detailed information.-	Fixed an issue with tracers appearing on certain projectiles.-	Fixed an issue with timescale being set to 3 instead of 5.  You may need to manually change this for existing games.  Go into the console and type "set timescale to 5"-	Added a switch on the boat side of the rivet city bridge to activate the bridge for the doctor alternate start.-	Removed the Vault101 teleporting problem.  This should let the "trouble on the home front" quest work properly, but it needs further testing.-	Increased the DR for power armors.-	Tweaked a number of gamesettings control skill and weapon condition effects on damage and accuracy (spread).  In general, the changes make damage and accuracy slightly more dependent on weapon skill and weapon condition has a slightly more pronounced effect on damage and accuracy (previously no effect on accuracy).  This will make combat skills as well as the repair skill more important again.-	Sprint Mod tweaked (FritZ_FretZ's magic) to allow you to bind any key you want to the sprint function.  You cannot have the sprint key bound to any key that already has a function bound to it.  You'll need to use the pedometer to reset your sprint options.-	Tweaks to PN hunger, thirst, and sleep formulas.-	Fixed an issue where the "shady hat" didn't have a repair list.-	A text file "FWE_gamesetting.txt" is included with the FWE_docs for those wishing to see what settings are used.Version 2.3New Mods + Features-	Nothing new this release.  Try again next time.Tweaks + Adjustments-	Less View Distance converted into an optional mod-	Fixed mesh + texture problems with .44 magnum + Blackhawk. -	Fixed scripting issue with RI Cooker in Primary Needs-	Fixed an issue with increase spawns for MMMF3 not being included in the 05_SPAWNS_II_MMM_full.esp-	Corrected a scripting issue with explosive entries that was causing a high explosive skill to result in a greater chance to turn items in a locked container into scrap metal.-	Contains miscellaneous .esp fixes from patch 2.2c (not previously documented)Version 2.2New Mods + Features-	Integrated Lork's slower backpedal mod-	Intrgrated FritZ_FretZ's "Portable Laboratory + Infirmary" mod-	Integrated explosive explosives as an optional mod-	Updated the MMMF3 compatibility to work seamlessly with MMMF3 beta 2-	Updated T3T's weapon tweaks to version 1.8b-	Updated Pointac to version .98-	Integrated FritZ_FretZ's Primary Needs addendum (see description or readme for deails)-	Added a compatibility patch for the Weapon Mod Kits mod.  Modded weapons are NOT yet balanced relative to T3T's weapon tweaks, that is a priority for the next release.Tweaks + Adjustments-	Expanded the installation notes in the readme-	Increased Melee + Unarmed damage-	Adjusted weights on a few miscellaneous items-	VATS player damage reduced to 75% for better balancing-	Changed respawn timer to 10 days (from 15)-	Fixed dogmeat not being essential-	Fixed smoking scripts + alcohol effectsVersion 2.1New Mods + Features-	Implemented a compatibility patch for Martigen's Mutant Mod, Beta 1.  There are now two versions of 05_SPAWNS_II module.  The standalone module does not require MMMF3, and just contains the separate versions of Increased Spawns, Zones Respawn, and Tougher Traders previously bundled in FWE.  Use the _full module in conjunction with an install of MMMF3.  You DO NOT need to use any of the included .esp files from MMMF3, only the .esm master file.  The _full module contains the base features, increased spawns, zones respawn, tougher traders, natural selection, and the hunting + looting options.  -	Integrated Explosive Entries (v1.5) by Lap.  This mod gives you the option to blow open locked doors and safes with explosives.-	Integrated MR Armor Rebalance by Moonracer.  This mod does for armor what T3T's weapon tweaks does for weapons.  It rebalances many armors to make some more useful and others less overpowering.  The mod XFO's sneak changes into account.  Many of the lighter armors provide slightly more DR, but also weigh less, resulting in less sneak penalties.-	Integrated Missing Unique Armors and Clothing by Galahaut and Sanguine Assassin.  This mod adds a number of unique armors to special locations around the gameworld.  These are all balanced in line with the MR Armor Rebalance.-	Updated T3T's weapon rebalance to version 1.6.  This version includes balance to close combat weapons, laser weapons, and a few others that were not altered in previous releases.  Great changes here!Tweaks + Adjustments-	Adjusted MMM's increased spawns back to 1-3 enemies instead of 1-2.-	Tweaked fEssentialDeathTime to 90 seconds (from 10 seconds), which lengthens the amount of time essential NPC's (companions) are left unconscious.-	Adjusted many miscellaneous item weights (thanks to FritZ_FretZ)-	Added a "smokers" script when your addicted to tobacco to let you know when you need a smoke (thanks again to FritZ_FretZ).-	Lengthened drug effects to 600 seconds across the board for all new and old drugs (hat's off FritZ_FretZ).  -	Upped player limb damage multiplier to .66 (from .5).Version 2.0New Mods + Features-	Integrated T3T's weapon rebalance (v1.5) by The 3rd Type, which makes many weapons more useful and balanced.  See the readme for many of the excellent changes.-	Integrated Better Living Thru Chemistry by O Captain My Captain, which adds a number of new drugs and sweet effects to the game.  New drugs are added to loot and vendor lists throughout the game.  These changes were merged with changes from "Realistic Chems" where applicable.  A few issues with the curing custom addiction effects were resolved as well (i.e Rad-X addictions not being cured).-	Integrated Better Companions by Rasana (making them essential for the most part).-	Replaced the "Fast VATS 1" mod with "Fast but Dramatic VATS" by Jay, which provides a little more safety room for the player. VATS should be less risky to use now.-	Integrated Haldur's improved workbench mod by Haldur.  Standing close to workbench gives you +10 to repair.-	Integrated the Projectile Fix mod (no tracers version) by joefoxx, which makes projectiles appear correct (i.e. a 10mm bullet doesn't look like a .762mm round in the VATS sequences anymore).-	Integrated Explosive Entries by Lap, a mod that let's you use various explosives to blow open locks.  'Tis a great and immersive mod.-	Added Skill Based Lockpicking + Hacking as an optional mod by Alystin.  This mod removes the hacking + lockpicking mini-games and replaces it with a better (in my opinion) skill based approach.  The formula's work such that you are no longer prevented from attempting to pick locks above your skill limit.  However, you don't have a very good chance of being successful in your attempt when trying to open something far above your skill level, so you'll end up breaking more picks or getting locked out of the terminal if you fail.  I think it's great!  This works with explosive entries.-	Updated the dk_bullet time mod to version 1.0.2. -	MMM's Increased Spawns upgraded to version 1.6.Tweaks + Adjustments-	MMM's Increased Spawns max spawns set to 2.  The spawn formula's work such that there is a 44% chance of 1  enemy spawning, 44% chance of two enemies spawning, and an 11% chance of 3 enemies spawning.  Overall there are 1.65x as many spawns on average (compared to 2x with max spawns of 3).  I felt there was consistently too many enemies before.  Now you're more likely to see fewer enemies but there is always the chance for a big horde to spawn.-	Tweaked auto-aim settings from the "No Auto Aim" mod.  Things should feel a little better now.-	Added XFO's charisma effect on prices when trading-	Added XFO's perception effect on bullet spread for ranged weapons-	Tweaked XFO's barter -	Tweaked XFO's barter values to make bartering a little less harsh and while still keeping the barter skill important.  Base buy value is now 3 (default is 1.55) and multiplier is -2.1 (default: -0.45).  Base sell value is .25 (default is .45) and the sell multiplier is .65 (was.45).  What does this mean?  At 100 barter skill, you can buy an item for 90% of its cost (you're a bit of a swindler), and you sell items for 90% of their cost.  Essential, you can trade with no net loss, although you're still not making a profit off trading.  With the original settings, you buy at 110% cost (with 100 barter skill) and sell at 90%.  However, at lower level barter skills you're still paying significantly more than you would in the vanilla game, roughly double at barter skills less than 50.-	Reduced the cost of ammo slightly.  Ammo is now roughly double the original cost, rather than triple the original cost as it was.-	Increased the action point multiplier (agility effect) from 6 to 10.  You get some more AP's to play with, which is good since now VATS, bullet time, and the sprint mod are all using them up.-	Max combat range reduced back to the default value of 4 (from 8).  I'm not sure if this has had any effect, but I think it has reduced the range that enemies seem to engage the player.-	Tweaked the combat damage formulas slightly.  Base damage is now 1.55 (was 1.75, default is .5) and the skill multiplier is .2 (was 0, default is .5).  Essentially, I've added a slight damage modifier for weapon skills back into the game.-	Weapon condition now effects damage again, although less so than with default settings.  Base condition damage is .8 (was 1 default .66), and condition multiplier is .2 (was 0, default .34).-	Limb damage multiplier reduced to .5, the default setting, from .75.  With the overall increase in damage, limbs were getting shot apart way to fast.-	Roughly halved the "when firing" jam chance.  At 80% condition, the weapon has a .1% chance of jamming, 2.5% chance at 40% condition, and 10% chance at 10% condition (was 21.5% chance).-	The effect of weapon spread due to condition has also been reduced by roughly half. Weapons should feel a bit more accurate now.-	The "alternative start" mod no longer gives you an instant level up.  The level up occurs shortly after leaving the starting shack once you get a single XP point.-	A number of smaller tweaks have been made to item weights, values, minor bug fixes, etc. as well.Beta 1.2- Rolled back the sprint mod to a prior version, eliminating the severe head bob.Beta 1.1- Fixed a number of FormID + duplicate record errors- Split some of the more controversial mods out into independent "optional" mods.Beta 1.0- Initial release on 2009-01-1007. Future ChangesThere are a number of future changes and additions I would like to incorporate into Fallout 3 ? Wanderers Edition.-	Integration of Haldur's workbench Version2, which creates different repair lists when your near a workbench.  Need to resolve some scripting issues.-	Method to restrict pip-boy functionality when in combat.  No switching armor on the fly for instance, but you could still use meds or switch weapons.-	Require players to use a stim-pack to revive "unconscious" companions.08. Issues09. Feedback + ContactI encourage any and all feedback on the work contained in this mod.  If you see a bug or glitch, let me know.  If you see a gameplay tweak that should be made, let me know.  If you see a mod that would fit in well with the spirit of the "Wanderers Edition," let me know.  In short, if you have anything to say about this mod, LET ME KNOW!  I'd like to continue improving the features and quality of this mod work in anyway I can.You can contact me a few different ways:Official Fallout 3 Forums: user name is "Mezmorelda" Feel free to send a PM or drop a message in the Wanderer's Mod Thread.You can also send me a message through Fallout 3 Nexus or leave comment on the mod download page.  I'm less likely to reply there however.10. Credits + Legal Credit must be given to the following:- FritZ_FretZ for solving nearly every problem I've come across and for making tons of genuine improvements to the mod.  He's been a wonderful help!- All of the contributing mod authors listed in the "Credited Mod" section (03), without them this wouldn't be possible.- Timeslip for the Fallout Mod Manager and the TESsnip utility in particular, which was a real life saver.- ElminsterAU for the excellent FO3Edit utility, without which I wouldn't have been able to catch and resolve all the incompatibilities.- Bethesda for developing Fallout 3 and releasing the GECK.Regarding the legal stuff:- Please do not re-host this mod for download anywhere without first asking me for permission.- You are free to modify and change this mod for personal use only.  Since securing permissions for the included mods is important to me, you may not redistribute this mod as you may not be complying with the original authors wishes- In other words, this mod already relies on other people's work, so if you'd like to do something with it, you need to respect the rights and intents of the original mod authors.Thanks again, and enjoy the wasteland wanderer!

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suzan
 
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Post » Mon Aug 31, 2009 9:40 am

I see there are a few changes in FWE related to followers. Any idea if one of the largest and most popular follower mods out there...Phalanx, is compatible or if you have considered it as a possible addition to FWE in the future?
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KIng James
 
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Post » Mon Aug 31, 2009 9:17 am

I've been meaning to look at Phalanx for a long time now, and after the next release, its a priority to look at it. My sense is that it's a pretty robust mod in itself, and I'd prefer to keep it seperate from FWE but make a compatiblity patch as needed for it. Chances are, most of the features will work properly if you were to load phalanx after FWE. The weapon useage for the followers would probably be the biggest problem, if it's one at all.
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D LOpez
 
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Post » Mon Aug 31, 2009 5:51 pm

I am seriously considering trying this mod. A couple quick questions, forgive me if this was already answered...

1) Does Inteligence still give the same number of skill points on level up? If not how much of a reduction is there? I kinda like the vanilla system, where I can get decent skills in several different types of weapons.

2) I believe there was a mention of armor tweaks in the file, is there any examples? (For example, is power armor DR increased - decreased). I am wondering if I use this mod and compare loot found in the dlcs (oa and pitt) will they be horrificly unbalanced?

Thanks!
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Brooks Hardison
 
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Post » Mon Aug 31, 2009 8:17 pm

1) Does Inteligence still give the same number of skill points on level up? If not how much of a reduction is there? I kinda like the vanilla system, where I can get decent skills in several different types of weapons.


Intelligence is tweaked slighty, so that every two points of intelligence gives 1 extra skill point. However, tagged skills provide a +15 benefit (from +10), and each point invested in a tagged skill increases the skill by two. If you're worried about using multiple classess of weapons effectively, I think you'll be okay. In general, most weapons are a little more accurate (tweaks to the weapon stats) at a given skill level and damage is only minorly effected by weapon skill. In otherwords, you don't have to max out a weapon skill to be pretty effective with the weapon. Overall, there are less skill points available, but you don't need to invest as much in weapon skills.

2) I believe there was a mention of armor tweaks in the file, is there any examples? (For example, is power armor DR increased - decreased). I am wondering if I use this mod and compare loot found in the dlcs (oa and pitt) will they be horrificly unbalanced?


Power armor is more effective (FWE uses XFO's power armor tweaks). Non-power armors are rebalanced using the MR Armor Rebalance mod from Moonracer. It typically increases the DR for many of the weaker armors and lowers their weight as well, creating more trade-offs between using combat armor / ranger ranger and the other lower DR armors. In general, I find that most armors can serve a function depending on the type of character you play. Armor weight effects your sneak dedection more now (thanks to XFO's changes), so there is more of an incentive to use lighter armors.

I don't have anchorage or the pitt, so I really can't comment, but I would think the rebalance would work fine with the DLC.

Thanks for the interest!
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Lucy
 
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Post » Mon Aug 31, 2009 9:47 am

I say again: great mod!
But now I have another problem (again) that actually might be related to FWE after all... When playing with 3.2c my carry capacity etc. worked as it was supposed to be - now when I completely empty my character, I'm still loaded with 206/250 - which effectively makes it impossible to use a weapon without becoming overloaded even when wearing power armor. So my question is: have I overlooked something important when updating? Or can I assume my savegame to have finally fried after all I've gone through?

Sorry for always asking such stupid questions but I'm still searchin my way through FO modding and I'ma fraid some details have escaped me although I always do a throrough search. :(
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FLYBOYLEAK
 
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Post » Mon Aug 31, 2009 9:16 pm

So my question is: have I overlooked something important when updating


Yeup :) Look at the last bullett in the changelog for 4.0a under the notes section. I fixed an error with the ammo weight mod script but it creates a temporary problem. The fix is described there and copied below:



- If anyone is having problems with unaccounted for weight in their inventory, do this to resolve this issue: 1) Drop all equipment, putting it into an empty container is easiest. 2) Check the remaining weight in the pip-boy. 3) open the console (~) and type "player.damageav inventoryweight X" where X is the amount of remaining weight seen in the pip-boy. I'd like to try and find where this missing weight is coming from, let me know if you find any causes.



Also, there is a new version of the FOIP WMK patch up on the FOIP page that fixes that the broken mod kit upgrading process.
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suzan
 
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Post » Mon Aug 31, 2009 2:36 pm

Yeup :) Look at the last bullett in the changelog for 4.0a under the notes section. I fixed an error with the ammo weight mod script but it creates a temporary problem. The fix is described there and copied below:

Also, there is a new version of the FOIP WMK patch up on the FOIP page that fixes that the broken mod kit upgrading process.


Oops. Deamn, I'm too busy these days apparently. Thanks, Mezmorelda - will make sure to read the changelogs better from now on.
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Dale Johnson
 
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Post » Mon Aug 31, 2009 8:02 am

Well what do we have here. I just pop in to the Fallout forums to look around a little. And I find a gargantuan mod collection project with which I seem to agree to every single change done... :blink:

In other words, I am thrilled, I'll definately be downloading this baby before attempting to conquer the DC wasteland a second time around.

Good job!

Now I just need to stay the heck away from the forums in order to avoid the same problem I have with Oblivion - Never getting to play because of own modding projects or mod-searching/downloading/waiting/flabbergasting...

:P
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:)Colleenn
 
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Post » Mon Aug 31, 2009 11:29 am

A request for an addition to the mod: people you can buy/trade/talk the locations from. Say for example I'm trotting round the Wastes and when I bump into a random Wastelander they have a map to sell, or there's a speech check along the lines of 'Anything I should look out for?' and they say 'Oh yeah, I saw a wooden door going into some cliffs, could be a Vault', or something like that. What would also be cool is if there was a chance that the map marker isn't what you think it is, so you go off to what you think is Vault 92 and end up at Hamilton's Hideaway.

Dragonlover
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Sarah Bishop
 
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Post » Mon Aug 31, 2009 9:48 am

New version up . . .

00. Recent Changes

Version 4.0c

New Mods + Features

- Created a new optional "Bypass Module" mod that requires CRAFT. This mod is similar in concept to explosive entries except that it provides an alternative way to break into terminals (instead of doors/containers) using your repair skill (instead of science) by using CRAFT'able bypass modules.
- CRAFT REQUIRED if using the bypass modules.

Tweaks

- Added "medicine" skill bonuses to obtaining various doctor tools, similar to mechanic tools improving your repair skill. Bone Saws provide +3, Forceps +3, Scalpel +2, and Tweezers +2 (for a total of +10).
- Tweaked the repair item bonuses to the following: Hammer +3, Wrench +3, Scissors +2, Iron +2 (for a total of +10, was +20).
- Added a new "disposition" option to the alternative start character generation process. With this option, you'll be allowed to choose seven different starting karma levels, ranging from very good through to very bad.

Bugs / Glitches

- Fixed the FOIP Weapon Mod Kit compatibility package (download from the FOIP nexus page). Upgrading weapons should now yield the correct weapon.
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laila hassan
 
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Post » Mon Aug 31, 2009 12:55 pm

This is a great mod. Would it be possible to update the repair rethought part of the mod to use http://www.fallout3nexus.com/downloads/file.php?id=5222, which is updated to work with the two DLC that were released?
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katie TWAVA
 
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Post » Mon Aug 31, 2009 5:41 am

A request for an addition to the mod: people you can buy/trade/talk the locations from.

Do you mean buying map markers to existing places? Interesting idea, it could just as well be done as an independent mod though. :)
The names of the bought markers could be ambiguous, like "Vault" or "Military Base", and then change to the correct name when you get there (by removing the bought marker when the real one is discovered).
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Neko Jenny
 
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Post » Mon Aug 31, 2009 2:44 pm

hello, is FWE_09_OPT_PrimaryNeeds anything like xfo's where you have to eat 20 iguana sticks a day just to stay "healthy"? Or is it like real life, 3-5 meals a day , 3 bottles of water a day etc... thanks



also is this the craft mod we d/l?

http://www.fallout3nexus.com/downloads/file.php?id=4447
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Mariana
 
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Post » Mon Aug 31, 2009 8:14 am

hello, is FWE_09_OPT_PrimaryNeeds anything like xfo's where you have to eat 20 iguana sticks a day just to stay "healthy"? Or is it like real life, 3-5 meals a day , 3 bottles of water a day etc... thanks


I haven't used XFO's primary needs, but I've read many of the issues with it. I don't think FWE's Primary Needs feels/plays/works like XFO's at all. FritZ_FretZ has really worked some magic on the scripts, and it works very well. There is also an in-game option menu that lets you adjust the amount of food/water you need to eat as well as the frequency of eating/drinking (and how many hours of sleep you need). So if you don't like the values, you can adjust them easily to suit your preference.

With the default settings, you'll need to eat probably about 6 things of food per day, and drink 3-4 times. There are also settings that control whether food and water heals you or not. By default, food provides some modest healing, but drinking doesn't provide any healing.

also is this the craft mod we d/l?

http://www.fallout3nexus.com/downloads/file.php?id=4447


Yes :)
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Katie Samuel
 
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Post » Mon Aug 31, 2009 12:46 pm

I haven't used XFO's primary needs, but I've read many of the issues with it. I don't think FWE's Primary Needs feels/plays/works like XFO's at all. FritZ_FretZ has really worked some magic on the scripts, and it works very well. There is also an in-game option menu that lets you adjust the amount of food/water you need to eat as well as the frequency of eating/drinking (and how many hours of sleep you need). So if you don't like the values, you can adjust them easily to suit your preference.

With the default settings, you'll need to eat probably about 6 things of food per day, and drink 3-4 times. There are also settings that control whether food and water heals you or not. By default, food provides some modest healing, but drinking doesn't provide any healing.



Yes :)



thanks Mez : )
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leni
 
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Post » Mon Aug 31, 2009 1:15 pm

Just tried the mod out for the first time today, very impressed. I'm still trying to wrap my head around one thing though, has Perception been changed significantly? After starting a new game, for some reason my radar lights up with enemies and friendlies that are sometimes miles away from my current postion (exagerating a bit here, but it's still pretty far off).
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James Potter
 
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Post » Mon Aug 31, 2009 7:32 pm

Just tried the mod out for the first time today, very impressed. I'm still trying to wrap my head around one thing though, has Perception been changed significantly? After starting a new game, for some reason my radar lights up with enemies and friendlies that are sometimes miles away from my current postion (exagerating a bit here, but it's still pretty far off).


This is a tricky point you raise.

I'm not entirely sure why the case described above occurs. At one point I adjusted the max combat range, but it didn't seem to do anything so I set it back to the default, I don't know if this had anything to do with it. Also, FWE uses the stat changes from XFO, so your perception actually has a mild effect on weapon accuracy.

If anyone has any other ideas about it, I'd be interested.
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Ria dell
 
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Post » Mon Aug 31, 2009 4:34 pm

Can i Use 03 Character module in an ongoing game? Or does it need a new game?
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lydia nekongo
 
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Post » Mon Aug 31, 2009 2:12 pm

I'm blundering around in FO3Edit to check for conflicts before trying to start my game with FWE+WMK+MMMF3 and I just found something interesting.

I have no idea if this is already known, or what effects it may have, but MMMF3 does overwrite some factions from FWE:

http://duggedank.googlepages.com/FWEMMMF3.JPG

A bunch of other faction relations are also overwritten, I didn't deem it necessary to show them all. Seems to be this altRaider faction mostly though.

So is this important?


Edit4: Nevermind this one, I was smart enough to not load the compatibility patch between MMMF3 and FWE :facepalm:


Edit: Oy, stumbled over another small oversight. The Cram, BlancoMacandCheese and Bubblegum is still classified as Big Guns, as in vanilla. The unofficial patch changes them into food (which makes more sense :)).

Edit2: Maybe I should wait with this until I've gone through everything... Found another small thing, the Unofficial patch "fixes" a couple of things with the contract killer and lawbringer perks. These things are returned to vanilla in FWE.

http://duggedank.googlepages.com/FWEUnoPatch.JPG (the contractkiller perk had conflicts as well, I've already changed it in this pic)

Edit3: Found some small conflicts between FWE and UOP with the Deathclaw Gauntlet, Firelance and Plunkett's Valid Points
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Miguel
 
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Post » Mon Aug 31, 2009 2:01 pm

This is a tricky point you raise.

I'm not entirely sure why the case described above occurs. At one point I adjusted the max combat range, but it didn't seem to do anything so I set it back to the default, I don't know if this had anything to do with it. Also, FWE uses the stat changes from XFO, so your perception actually has a mild effect on weapon accuracy.

If anyone has any other ideas about it, I'd be interested.


I noticed that enemy's appeared at a much longer range but felt it represented the Pipboys Motion sensor/radar/scanning thing better and with the increased deadlyness of combat and improved difficulty in sneaking, helps to avoid fights you'd rather not risk.

Kind of like when A Deathclaw spawned outside of the SuperduperMart whilst I was at level 2. I used all of my ammo before I even got into the mart! Good fun.

I have a suggestion for the alternate start part anyway. How about adding a *merchant/Trader* history. It would give a bonus to Barter and maybe speech, not sure what the penalty would be. This is if i's not already there! I haven't checked to make sure I didn't just miss it when I made my lastt character..
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helen buchan
 
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Post » Mon Aug 31, 2009 9:15 am

I have no idea if this is already known, or what effects it may have, but MMMF3 does overwrite some factions from FWE:

http://duggedank.googlepages.com/FWEMMMF3.JPG

A bunch of other faction relations are also overwritten, I didn't deem it necessary to show them all. Seems to be this altRaider faction mostly though.
The automatic patch generation feature in the newest FO3Edit release should be able to automatically merge these changes.
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Prue
 
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Post » Mon Aug 31, 2009 6:07 pm

Would it be possible to apply a faster reload time for perception >5 or some sort of variable reload time per perception level, also i take perceptio has an increased accuracy bonus in vats, if not, could this be included for a mild affect. Something that gives special's something other than just a couple of bland affects and slight skill increases :)
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Dean Brown
 
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Post » Mon Aug 31, 2009 5:12 pm

just a simple question:
i'm using fwe+fook+wmk and I find lots of 5.56 ammos but no guns using them.
Which guns are supposed to use 5.56s?
Maybe I've messed up something in my installation...
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Miss Hayley
 
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Post » Mon Aug 31, 2009 8:02 am

Do you mean buying map markers to existing places? Interesting idea, it could just as well be done as an independent mod though. :)
The names of the bought markers could be ambiguous, like "Vault" or "Military Base", and then change to the correct name when you get there (by removing the bought marker when the real one is discovered).


Thats pretty much what I was getting at. It just strikes me as weird you can't ask people you meet 'Spotted anything interesting on your travels?', or similar. The idea came to me when I was staggering around the map looking for the last few locations. It probably could be done as an independent mod, but it struck me as something that people who'd use FWE would like, so I figured I'd ask Mez, since I'm currently having too much fun playing the game to start trying to mod it.

Dragonlover
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His Bella
 
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