[RelZ] FWE - FO3 Wanderers Edition #46

Post » Sat Feb 19, 2011 2:13 am

Fallout 3 - Wanderers Edition (FWE)

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

Master Release 6.03

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

* http://fo3fwe.freeforums.org/index.php

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


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


The follower mods/utilities are required for FWE:

* http://fose.silverlock.org/

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

* http://www.fallout3nexus.com/downloads/file.php?id=637 for creating required merged patches.

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

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


Other FWE Resources:

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

* Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.


Overview of Changes

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

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

For a comprehensive description of changes and usage, please refer to the full documentation provided on the https://sites.google.com/site/fo3wanderersedition/detailed-changes. This is located in the "FWE Docs" folder of the download files.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



Installation

Please refer to the FWE Website's https://sites.google.com/site/fo3wanderersedition/installation page for complete documentation on installing and configuring FWE.




Load Order + Compatiblity

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

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will "override" the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclets might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatibility settings.


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

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

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

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

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm

---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm

---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp

---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp

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

---------------------------------------------------- Mods to load AFTER overhauls

---------------------------------------------------- Mart's Mutant Mod
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 - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

---------------------------------------------------- Merged files

Merged Patch.esp



Frequently Asked Questions

Got questions? We probably have answers. They can probably be found in the https://sites.google.com/site/fo3wanderersedition/faq. Please check the FAQ first before posting problems.



Credits and Contributors

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

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


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

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



Legal and Contact Information

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

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

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

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

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

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Sat Feb 19, 2011 8:51 am

here's my load order

Spoiler

Fallout3.esm
Lings.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
LingsDLC.esm
HairPack.esm
IMCN.esm
TheInstitute.esm
BridgeTown.esm
Inventory Access.esm
Impervious Power Armour.esm
CRAFT.esm
calibr.esm
xCALIBR.esm
xCALIBRuniverse.esm
Project Beauty.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Xepha's Dynamic Weather.esm
DCInteriors_ComboEdition.esm
FireLightFix.esp
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
Crosshair Toggle.esp
no blur on hit.esp
DoF-PureNormal.esp
CASM.esp
1PipboyPDA.esp
GeneratorSound.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
UPP - Beverage Perks.esp
Makes Sense Bounty Hunter 0.91.esp
tubRRCompound.esp
Stealth Kills Enabled.esp
Stealth Kills Enabled - Pitt Compatibility.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Blank's Container Patch.esp
solarcharger.esp
BusworldV1.05d.esp
NPCs Sleep Tighter.esp
MiniHideout.esp
Rivet City Realignment.esp
ClutterFreeWorld.esp
CanterburyCommonsInteriors.esp
NightmareRealm.esp
Nuka Cola Theme 3000.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
tubunarFWE.esp
Refurbishes [ALL].esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
Tailor Maid Black Retex.esp
CGW_CALIBR.esp
AntiArmorRifle.esp
TheFingerOfGod.esp
TheProudAmerican.esp
Omegared99-PA.esp
Deep eyes Nocturne.esp
MossbergSup.esp
Stun knife.esp
BerettaTwoTone AH.esp
AlexScorpion's and Weijiesen's Smoking Fun.esp
7_HolsterForHandGunsV1_1.esp
ZL-ACR.esp
3EFdrg.esp
BoSDX.esp
Outcast DX.esp
Dragonskin Tactical Outfit.esp
DragonskinBonusPack.esp
Red Eye Mask & Goggles.esp
Red Eyes FWE Patch.esp
Powered Power Armor.esp
PPA - Operation Anchorage.esp
PPA - Broken Steel.esp
PPA - The Pitt.esp
PPA - Mothership Zeta.esp
PPA - FWE.esp
PPA - Readius.esp
MZ-Weak-EbonTek.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE Anchorage - FWE DLC Anchorage.esp
GaussCompleteBeta.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 - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
Imp's More Complex Needs.esp
IMCN - 5 DLC Merged.esp
IMCN - FWE Compatibility and Ingestibles.esp
IMCN - MMM Meats, Bloods, and Eyeballs.esp
PPA - IMCN.esp
ACE2-0.esp
Magic Pip-Light (40 Brightness).esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - BS.esp
Realistic Interior Lighting - OA.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - NightTime SneakBoost.esp
EwwGhoulyBody.esp
AAAlbino_LingsBOG+eXcalibr.esp
xCALIBRuniverse.esp
xCALIBRuniverse_FWE_FPS.esp
eXcal_FWE.esp
Merged.esp


everything is up to date and i unchecked anyting that could add options to the craft menu but it's still split into two buttons.
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Sat Feb 19, 2011 5:34 am

Hey Mez !!! Hope you are well and that RL is not completely swamping you :)

God to see you back in the forums, if only to renew the thread ...
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Sat Feb 19, 2011 8:29 am

Hey, just popping in to say thank you for this mod. I'm currently replaying F3 w/ FWE default features (except automatic lockpick/hacking, since I like the mini-games), and the game is actually hard sometimes, which I didn't think was possible for such a hand-holding title. I'm always somewhat short of ammo and actually have to rely on explosives sometimes. Not swimming in caps either, especially considering I have to pay for repairs most of the time. I'm only level 5 now too I think and I've played around 12 hours.
If only it wasn't for a [censored] original storyline. If only. But at least it's challenging now.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Sat Feb 19, 2011 8:47 am

Ya, favorite mod ever. I'll never forget the day I saw the trailer for FWE on youtube, it was like FO3 went super saiyan >9000. Thanks again for all of your hard work.
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Sat Feb 19, 2011 5:55 am

Mods like these make me a want to make a mod where everyone doesn't talk like he's in a school for special kids. It would make F3 an actually decent game!
But yeah, no, not gonna happen. I don't think there would be any real interest in it anyway, especially with NV out, which is incidentally like miles ahead of F3 in the writing department.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Sat Feb 19, 2011 7:42 am

Problem. Been a while. New load order.

Base game + Broken Steel + DarnUI = works fine
+ FWE = works fine
Somewhere along the line, something I'm adding is causing the game to begin (loading screens) with no mouse cursor and no menu items whatsoever - no friendly little DarnUI guy in the lower lefthand corner either. Only option is to force-quit.

Now, I can add each mod one by one and load the game in between. And that's what I'm in the process of doing. But if anyone has a clue that might speed things up for me in terms of troubleshooting, I would be thankful.
Spoiler

Fallout3.esm
BrokenSteel.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
ArefuExpandedByAzar.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
StreetLights.esm
DCInteriors_ComboEdition.esm
EVE.esm
TheInstitute.esm
RatTrapRemastered.esm
FireLightFix.esp
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
StreetLights - Wasteland.esp
CASM.esp
megalight.esp
RatTrapSound.esp
RatTrapRadio.esp
MS11fix.esp
GeneratorSound.esp
GalaxyNewsRadio100[M].esp
ArefuExpandedByAzar-Radio.esp
RadioBlues.esp
NotSoFast.esp
HeirApparent.esp
IntoTheDeepWoods.esp
The Mantis Imperative - Mantis.esp
The Mantis Imperative - Jello.esp
AReasonedArgument.esp
Devoured in Darkness.esp
Darkness.esp
MoreMapMarkers.esp
Rivet City Realignment.esp
CEI - CaesarrulezExcessiveInteriorsEN.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - BrokenSteel.esp
EVE.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
NoLockTopic.esp
Repair Rock-It.esp
Level 2 Some More Color.esp
Minimal Merged Patch.esp

Total active plugins: 61
Total plugins: 62

Thank you.

EDIT: The culprits are
  • EVE - FWE Master Release.esp
  • EVE - FWE Master Release (Follower Enhanced).esp
  • EVE - FWE with WeaponModKits.esp
Now, why would activating any of those three ESPs cause the mouse pointer and the menu items to not show up?

EDIT 2: The game is working fine in all respects without the above three ESPs. So, my EVE changes will be scattershot. If that's all I have to live with, I'll live, but I am curious as to what is going on.
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Fri Feb 18, 2011 8:57 pm



EDIT: The culprits are
  • EVE - FWE Master Release.esp
  • EVE - FWE with WeaponModKits.esp
Now, why would activating any of those three ESPs cause the mouse pointer and the menu items to not show up?
EDIT 2: The game is working fine in all respects without the above three ESPs. So, my EVE changes will be scattershot. If that's all I have to live with, I'll live, but I am curious as to what is going on.

I have exactly the same problem with these files and I also am curious to know why as well.
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri Feb 18, 2011 10:09 pm

Hey Mez, your mod has a couple of unique features that would be very useful in New Vegas.

"Unfound Loot" : there is way too much placed loot in New Vegas that the player can easily acquire. It makes the game far too easy.

"Responsive Kill Reactions" : Just like in the vanilla game, you can go around sneak head-shotting enemies and their buddies 3 feet away will not notice.

I've been thinking that if New Vegas had these 2 features and a weapon/armor/headshot overhaul mod to make guns more realistic (there are about 10 of these for New Vegas, all of them working fine albeit each creator has a different philosophy) it would be a challenging game.

I know you're busy with this game...but do either of these features in your mod depend on FOSE? If not, it would be the work of 5 minutes to port the scripts over, right?
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sat Feb 19, 2011 10:47 am

Ages ago when I tried out Zeta, there was this bug - I guess I was at the bridge or near it - but I was stuck and couldn't go further. I gave up in disgust and never went back. Does the FWE DLC plugin include a fix for this?
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Sat Feb 19, 2011 9:19 am

Maybe I am doing something wrong? but one thing I have noticed is with the unfound loot menu in the FWE options unless you choose to disable it you cannot exit out of the menu, the menu screen is too large, if its something on my end please excuse me, but it is very annoying and felt it would be worth mentioning

would love to use it

and just an observation and -request- ,maybe make the weapons on raiders ect, ect, unavalible as in not there in most instances

after killing a few, I always end up with a armorys worth of pistols and MGs

If I'm not mistaken there is or was a mod for oblivion that does just that for armor and weapons, and I loved it, I would just assume that stuff carried by raiders would be one shot from junk anyway

Its just too easy to get rich by selling all the weapons or using them to kill more

would just be better to just eliminate them in most places and harder to come by on corpses, or just have them broken or unusable

anyway thanks for the mod am enjoying it alot thank you
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Sat Feb 19, 2011 9:54 am

Getting rich from raider gear is not so easy when there's no caps to be had at the vendors. Just set the FWE economy settings to tougher traders and set chem appearance to rare. Suddenly, you won't be able to get any caps for those half-broken assault rifles. The incentive to pick them all up disappears. And if you use the ammo-has-weight feature, you'll soon be making hard choices between loot. Hmmm... Should I keep the ammo, the crafting part, or the raider armor to sell for caps?
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Feb 19, 2011 3:41 am

Hey is there anywhere else I can download this from other than Fallout 3 Nexus? For some reason I can't download anything over 10 mb from that site without the download failing. I can download fine from other sites (megaupload, rapidshare, even Fallout New Vegas Nexus) but for some reason Fallout 3 Nexus just doesn't seem to want to work with me.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Sat Feb 19, 2011 6:48 am

Download from FWE website linked in first post, top of page.
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carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Sat Feb 19, 2011 10:25 am

Download from FWE website linked in first post, top of page.

That link takes me to Fallout 3 Nexus :/
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Fri Feb 18, 2011 9:20 pm

Omg I found the problem. It was my anti-virus program -_- thanks anyway :D
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Sat Feb 19, 2011 8:41 am

FWE + Savage wasteland + MMM = EPIC Fallout 3 game
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sat Feb 19, 2011 10:38 am

So first, of course, let me say I'm an avid fan of FWE and have been using it for a while. I took a break from Fo3 for a bit, though, and I recently came back and reinstalled it, got my "usual" slew of mods (meaning I am using FWE 6.03a), and starting playing again.

When I got into a fight, though, I noticed something strange that, quite frankly, is driving me nuts. Whenever I fire a weapon or aim, my character ALWAYS goes into walking mode and cannot run for about one-half to a full two seconds after I have stopped firing or aiming. After some sleuthing by deactivating mods, I'm pretty sure I've tracked it down to the FWE .esm, because the issue only seems to happen with it activated :P. Another strange thing that stood out to me is that this issue only arose AFTER I left the vault. Up until the very point I walked out the door, I could aim and then run or shoot while running just fine.

Is this a known issue? Is there a way to fix it, if it is? Dankesch?n in advance.
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Sat Feb 19, 2011 11:00 am

I have a question about the zoom in/out function and the hold breath function. I have mapped each of these to keys but nothing seems to happen when I press the keys. I tried with the sniper rifle and have tried holding my breath to stabilize a variety of weapons. Is there something I'm overlooking here?
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Sat Feb 19, 2011 9:14 am

I just noticed, you have REMOTE CONTROL COMPANIONS incorporated within this mod?

Is it the version that has Mark and Recall > send a follower to MY location option? If so Im so going to use this mod. REMOTE CONTROL COMPANIONS with that option makes the game very much less frustrating in trying to keep track of companions that get stuck or you tell to wait then have to travel back over the mountain and into the basemant to retrieve etc ...
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Fri Feb 18, 2011 8:30 pm

Just wondering if WMK integration of the latest weapon additions to FWE is still planned? I think it's the only thing missing to make it complete, as it's kinda hard to want to use all those new guns when you can't mod them. Thanks for any info :)
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Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Sat Feb 19, 2011 5:37 am

Dose this mod have interior respawns?

Why I ask I been playing with MMM since day dot which the vanilla game when you clear out inside they do not respawn. Now I have MMM off. Little bit of a drain to the system.
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Sat Feb 19, 2011 11:03 am

I have a quick question about Karma. Why was the value for the different karma levels increased by so much? In the vanilla game good karma starts at 250, with wanderers its now 800. For very good it's a whopping 1600. I think 250 was probably too low for good karma, but 800/1600 seem extremely high to me. I can and might lower the values on them in my own game, but I wanted to check here first, to see if there was a particular reason/balance issue that karma was increased by so much.

Edit: After looking deeper into things. and also looking at my own game, I realize now 800/1600 isn't extremely high after all. My current character is level 9, hasn't done very many quests really and is already at +600 karma. So things are as they should be.
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Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Sat Feb 19, 2011 12:17 pm

Love the mod but just one quick question:

Is this mod meant to be played on normal difficulty?

I was playing Fallout 3 on hardest difficulty, and I've got no problem progressing...

But when I have installed this mod... I couldn't progress, whats worse I'm melee built.

When I encounter group of raiders in 2 sec I'm dead, it only took me 3 hits, Note ( I have the talon armor, which I luckily got after encounter of raiders and talon merc) .

So just wondering is this mod meant to be played in normal difficulty?

Installed MOD:

MMM
WMK
Project Beauty
EVE
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Sat Feb 19, 2011 12:28 am

Normal difficulty is definitely the way to go with FWE. It makes many changes to the balance of combat and vanilla difficulties are based around vanilla combat balance...
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Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

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