[RelZ] FWE - FO3 Wanderers Edition #46

Post » Sat Feb 19, 2011 12:36 am

FWE includes one, stop by Moria, it is the RobCo Portable Bed or some such thing, there is a Portable Grill and Portable Water Purifier too that they sell as well.



Can`t believe I`ve been struggling for 15 levels and din`t even notice this when buying stuff off Moira!

Thanks!
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james kite
 
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Post » Fri Feb 18, 2011 8:24 pm

Can`t believe I`ve been struggling for 15 levels and din`t even notice this when buying stuff off Moira!

Thanks!


lol.

Well, I must find around 400 caps before to get sleeping. Good luck to myself!
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Erich Lendermon
 
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Post » Sat Feb 19, 2011 12:30 am

I just clean out the school and sleep there until I get the key to my house.

It's a klunky shooter and FWE on very hard makes the limitations of game a pain. I just fired up Stalker COP again and it's so nice compared to Fallout 3 and NV. The gunplay that is.

I imagine the engine will only support so much as an FPS but the edges of what is possible for me with this engine limit my skill. A pity but such a great story. I imagine once I level up some it will get better but the lack of ability to quickly switch weapons, wait for the animation, and other things of that nature limit the game for me.

Lets get Fallout 4 on id tech 5 and we'll have a monster.
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Tha King o Geekz
 
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Post » Sat Feb 19, 2011 4:03 am

Can`t believe I`ve been struggling for 15 levels and din`t even notice this when buying stuff off Moira!

Thanks!

No worries, FWE is so comprehensive I think a lot of people miss a lot of the cool features it has to offer a lot of the time (probably myself included to be fair).
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neil slattery
 
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Post » Sat Feb 19, 2011 6:31 am

I just clean out the school and sleep there until I get the key to my house.

It's a klunky shooter and FWE on very hard makes the limitations of game a pain. I just fired up Stalker COP again and it's so nice compared to Fallout 3 and NV. The gunplay that is.

I imagine the engine will only support so much as an FPS but the edges of what is possible for me with this engine limit my skill. A pity but such a great story. I imagine once I level up some it will get better but the lack of ability to quickly switch weapons, wait for the animation, and other things of that nature limit the game for me.

Lets get Fallout 4 on id tech 5 and we'll have a monster.



Stalker COP is indeed an excellent and quite realistic FPS shooter. Somewhat underrated in my view.

ps. Hint: You can hotkey your weapons so pressing abutton will switch for you without going into the Pip Boy.
Useful in a fight and doesn`t slowdown the action.
Although I like the fact you can`t instantly switch weapons and I`m pretty sure in COP it took about the same amount of time to switch weapons.
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Rachael Williams
 
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Post » Fri Feb 18, 2011 11:03 pm

Stalker COP is indeed an excellent and quite realistic FPS shooter. Somewhat underrated in my view.

ps. Hint: You can hotkey your weapons so pressing abutton will switch for you without going into the Pip Boy.
Useful in a fight and doesn`t slowdown the action.
Although I like the fact you can`t instantly switch weapons and I`m pretty sure in COP it took about the same amount of time to switch weapons.

Oh I use the 1 - 8 keys. The engine is just a bit too slow to respond. I can happily fight for hours in Stalker and I will die a few times, I only play on master or it's equivalent in all games. In FO3 I get tired of the various animations, I have as much as is possible turned off, taking forever. It is an important skill in Fallout games to never completely empty your weapon as you will be stuck in a long reload animation. Stalker will never do that to you. If I want another gun, I have two slots in COP and a pistol and rifle slot in SOC and CS, I get it pretty well right now. If you were in combat and needed another gun would you carefully and slowly reload the one you have? No! The reloads even with assault weapons are way too long. You ever watch some one switch mags in combat? It's done really fast.

I have shot combat courses with a 1911A and although I am not very good I have seen experienced guys dumping and remaging in the damn air while diving for cover.
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Jerry Jr. Ortiz
 
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Post » Fri Feb 18, 2011 9:49 pm


I have shot combat courses with a 1911A and although I am not very good I have seen experienced guys dumping and remaging in the damn air while diving for cover.



I decided that rather than argue pointlessly when I didn`t really know (I`ve never seen a gun reloaded in real life), to do some research on this subject.

You are correct. To my surprise, a practised gun shooter can reload a weapon surprisingly fast, even a revolver if he has a speed reloader. Not only pistols but some smgs like a kalashnikov and even a shot gun.

However, you need familiarity and skill, so my only caveat would be to say in a game like FO3 where skill levels matter, a gun shooter should be relatively slow at 10-50 but 70+ he should be pretty fast and at max reloading his specialist gun well within half a second unless of course he gets jams due to a bad conditioned weapon.

But I think you are right after all. I tip my hat to you.
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Grace Francis
 
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Post » Sat Feb 19, 2011 10:37 am

Well, I gave up for a bit. Had deactivated every mod and it still froze. Guess what? Should have used Google. I had to make it so Fallout 3 was limited in the cores it uses...or something.

I had to:

bUseThreadedAI=0

change it to:

bUseThreadedAI=1

Add another line after it and insert:

iNumHWThreads=2

And it stopped crashing. It wasn't any mod at all, nor was it FWE.
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Melissa De Thomasis
 
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Post » Sat Feb 19, 2011 3:35 am

Well, I gave up for a bit. Had deactivated every mod and it still froze. Guess what? Should have used Google. I had to make it so Fallout 3 was limited in the cores it uses...or something.

I had to:

bUseThreadedAI=0

change it to:

bUseThreadedAI=1

Add another line after it and insert:

iNumHWThreads=2

And it stopped crashing. It wasn't any mod at all, nor was it FWE.



Where abouts does that go? Do you have a link?
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laila hassan
 
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Post » Sat Feb 19, 2011 1:12 am

Where abouts does that go? Do you have a link?


The post is near the bottom:
http://forums.gamesforwindows.com/p/11633/115980.aspx

And the stuff goes into the Fallout.ini
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jessica breen
 
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Post » Sat Feb 19, 2011 2:57 am

The post is near the bottom:
http://forums.gamesforwindows.com/p/11633/115980.aspx

And the stuff goes into the Fallout.ini


Thanks!
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ladyflames
 
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Post » Fri Feb 18, 2011 11:59 pm

Does anyone get unreliable corpse alert? I have my Sneak at 30 and I am able to get kills with no reactions to the corpses. I will reduce a Talon Merc or raider to ash and another will walk by the pile with no concern whatsoever. This is usually outdoors. Other times, usually indoors, the entire body of foes will come after me en masse like a swarm of bees, which means the communication between targets is working. I really hate it when an enclave trooper bites the dust and his party doesn't care..

I have corspe detection at long range, long range combat enabled, and communicating individuals enabled. Perhaps it is the number of targets present that affects whether someone will react?
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Mylizards Dot com
 
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Post » Sat Feb 19, 2011 8:27 am

A question about the support for DLC - does FWE integrate DLC items into the existing Wasteland leveled lists?
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carrie roche
 
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Post » Sat Feb 19, 2011 2:49 am

Does anyone get unreliable corpse alert? I have my Sneak at 30 and I am able to get kills with no reactions to the corpses. I will reduce a Talon Merc or raider to ash and another will walk by the pile with no concern whatsoever. This is usually outdoors. Other times, usually indoors, the entire body of foes will come after me en masse like a swarm of bees, which means the communication between targets is working. I really hate it when an enclave trooper bites the dust and his party doesn't care..

I have corspe detection at long range, long range combat enabled, and communicating individuals enabled. Perhaps it is the number of targets present that affects whether someone will react?



Could be. Maybe it met its limit. You could raise the number of detections in the FWE options in the Pipboy. I think it can go as high as limitless.
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Chris Guerin
 
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Post » Fri Feb 18, 2011 11:14 pm

Can somebody explain or provide a link where explained the 4 configuration modes? "I like vanilla", "default FWE", "Harsher Wasteland" and "Balanced FWE" (or something like that). I think is in the main read file, but Im not home :whistling:
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stevie critchley
 
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Post » Sat Feb 19, 2011 5:31 am

Can somebody explain or provide a link where explained the 4 configuration modes? "I like vanilla", "default FWE", "Harsher Wasteland" and "Balanced FWE" (or something like that). I think is in the main read file, but Im not home :whistling:

I can't remember exactly where those are explained at other than in the menu selection itself since they are just quick setting options to allow you to avoid setting all options individually in the mod (or cut down how many you need to by pushing most menus towards what you are looking for), but let me give it a go for you (though not sure on all the names):

I Like Vanilla: Pushes the vast majority of menu options towards the Vanilla settings, while allowing for a few options to be added in from FWE - will basically be a vanilla game with some added content.
Default FWE: Configures individual settings to the FWE default settings - basically a revert to default settings option.
Harsher Wasteland: Pushes things towards the harsher settings options noted in the different individual settings, I think pretty much when noted.
Balanced FWE: This tries to strike a balance between Harsh and Default FWE, I believe, and will pick some settings at FWE Default, some at Harsh, and some just between.

So again, basically you can use them to pre-configure all options toward what you know you want to save time tweaking individual options in the mod. Hope that helps some.

EDIT: I lied, just found where it is explained, http://sites.google.com/site/fo3wanderersedition/fwe-articles#TOC-FWE-Control-Panel. Basically my descriptions were accurate though.
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Everardo Montano
 
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Post » Sat Feb 19, 2011 4:28 am

Yes, that helps. Is what I need to know.

Thanks!
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Dezzeh
 
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Post » Sat Feb 19, 2011 3:55 am

I just installed FWE, and some other mods. However, i just cant get it to work. Im pretty familiar with getting mods working with all the Bethesda games. But this is strange.

I followed the guide on the official FWE homepage(i also installed MMM and the works) and have copied the exact "example" load order from the installation guide. Yet . As soon as i start the game, it freezes, no CTD. Everything just freezes.
I just can understand what im doing wrong. All versions, and all the content and load order seem to be exactly the same as the guide tells me. The most annoying part is that the whole vault bit works, but as soon as i leave the cave beyond Vault 101
, the game freeezes up,

(I also have the same problem with Fallout new vegas btw)

I would much appreciate any help!
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Michelle Serenity Boss
 
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Post » Sat Feb 19, 2011 3:20 am

Stompe what OS do you have? A common problem is Win 7 - you need to change the default folder to a different one for legacy games preferrably a different drive. Second I believe you need FOSE.
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Darlene Delk
 
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Post » Sat Feb 19, 2011 10:31 am

Stompe what OS do you have? A common problem is Win 7 - you need to change the default folder to a different one for legacy games preferrably a different drive. Second I believe you need FOSE.


I have Win 7, but its not installed in the default folder. FOSE is up, ive also used FO3Edit to create a merged patch. I seem to have done everything im told to do http://sites.google.com/site/fo3wanderersedition/installation
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Kortknee Bell
 
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Post » Sat Feb 19, 2011 8:18 am

I have Win 7, but its not installed in the default folder. FOSE is up, ive also used FO3Edit to create a merged patch. I seem to have done everything im told to do http://sites.google.com/site/fo3wanderersedition/installation

Are you using DUI as well, and if so, did you make the needed INI edits? If I remember, this can crash the game at menu on you if not done, but this would only apply to the menu screen.

Are you using EVE at all? I know the patch on the FOIP page is outdated and I think it causes problems if memory serves me correctly.

Anyways, those install directions are probably terribly outdated at this point. Maybe toss up your LO so we can take a peek at some things in a bit more detail.
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IM NOT EASY
 
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Post » Sat Feb 19, 2011 4:30 am

Is there a problem if I select a long time of respawn? There is an option for 365 days respawn. In Oblivion this causes crashes because the savegame file became too big. Has somebody played with this option?
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Sanctum
 
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Post » Fri Feb 18, 2011 10:34 pm

Is there a problem if I select a long time of respawn? There is an option for 365 days respawn. In Oblivion this causes crashes because the savegame file became too big. Has somebody played with this option?

I think that is actually a myth about it being a problem in Oblivion.

As I recall a more knowledgeable person broke it down like this ...

Each cell you visit is marked with, I guess, like a timestamp and then if the cell is revisited then the current game time is compared to the timestamp and if it has surpassed then a resapwn happens for that cell. The fact that a respawn does not happen does not bloat or cause instability - no new information is being stored or purged - same as last time you left there. Likewise the cell does not respawn unless you load the cell, so that means that nothing is happening new to the cell at all unless you revisit (Yeah quests may cause changes - things like that - sure). It is not as though the game tracks what cells you have visited and then releases the information about what was killed/looted so as to lighten the load, so to speak. The only way a change is recorded with regard to spawning is by again loading the cell.

What does cause the save game to expand is simply visiting new places and doing new things - that means the ess file is recording more dynamics of the game in progress. This is why the older the game the less stable.
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Farrah Barry
 
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Post » Fri Feb 18, 2011 10:20 pm

Are you using DUI as well, and if so, did you make the needed INI edits? If I remember, this can crash the game at menu on you if not done, but this would only apply to the menu screen.

Are you using EVE at all? I know the patch on the FOIP page is outdated and I think it causes problems if memory serves me correctly.

Anyways, those install directions are probably terribly outdated at this point. Maybe toss up your LO so we can take a peek at some things in a bit more detail.


Hi, DUI seems to be correctly installed. Heres the load order:

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CRAFT.esm

CALIBR.esm

Project Beauty.esm

EVE.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

DarNifiedUIF3.esp

CRAFT - Activation Perk.esp

DUIF3Extras.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - Alternate Travel.esp (Inactive)

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional Restore Tracers.esp (Inactive)

FO3 Wanderers Edition - Optional VATS Realtime.esp

FO3 Wanderers Edition - Project Beauty.esp

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

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp (Inactive)

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

EVE.esp

EVE - FWE Master Release.esp

EVE - FWE Master Release (Follower Enhanced).esp

EVE Operation Anchorage.esp

EVE - FWE with WeaponModKits.esp

EVE Anchorage - FWE DLC Anchorage.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Project Beauty.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

Mart's Mutant Mod - FWE Master Release + DLCs.esp (Inactive)

Mergedpatch.esp

This is it. And should be the same as the one recommended by the FWE website. Id appreciate any help!
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Rudi Carter
 
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Post » Sat Feb 19, 2011 3:17 am

Stompe you have quite a few problems with your installed ESPs - at work but will respond in more detail later...

EDIT: Here is what I see but others please feel free:

DarNifiedUIF3.esp = install order DUIalpha, DUIhotfix, FWE6 part 1, FWE6 part2, FWE hotfix 6.03 and finally DUI for FWE 6.02+

DUIF3Extras.esp = No friggin clue what this is and dont use until you get things working

CRAFT - Activation Perk.esp = already included in FWE 6 so uninstall

EVE - if you use 97 (and you should its much better than 96), you need the user updated FOIP 97 and FOIP 97 pulse fix - see EVE comments section plus 1 user has it up on Nexus

Mart's Mutant Mod - Natural Selection.esp, Mart's Mutant Mod - Master Menu Module.esp, Mart's Mutant Mod - Tougher Traders.esp, Mart's Mutant Mod - Tougher Traders.esp - Big no no - already included in FWE through FIOP patch - uninstall completely = BTW the MMM FWE FIOP "presets these settings automatically" to start this way so you already get them to start!!! In your pipboy menu you can make changes however you want....

Mart's Mutant Mod - FWE Master Release + DLCs.esp (Inactive) = activate but I think it comes before MMM FWE PB.esp


finally, install BOSS as it will fix any load order problems automatically and is a feature option in the menu of either FOMM or Wrye Flash....to automate the load order process...
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SEXY QUEEN
 
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