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A combination of many Fallout 3 mods that together increase the challenge, sense of immersion, and depth and breadth of options of the original game. You'll find the wasteland a more dynamic and far less forgiving place.
Expand Full Description & Credits
Expand Full Description & Credits- File Instructions:
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Fallout 3 - Wanderers Edition (FWE)
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Version: Master Release 4.1.1
Date: 2009.11.18
Author: Mezmorki
*********************** IMPORTANT ****************************
The follower mods/utilities are required for FWE:
* Fallout Script Extender (FOSE)
* CRAFT
* CALIBR
*The Fallout Mod Manager (FOMM) is HIGHLY recommended for properly installing and troubleshooting FWE.
Other FWE Resources:
* Fallout Interoperability Program (FOIP)
Compatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), and Energy Visuals Enhanced (EVE)
* FWE-FOOK Merger
Support for FWE + FOOK compatiblity
*********************** IMPORTANT ****************************
Please do not contact the original mod authors for support with mods integrated into FWE. In some cases, mods have changed significantly from their original state, and mod authors may not be able or willing to provide effective support. If you have questions, please ask here first. Thank you!
FO3 Wanderers Edition Video Trailer
by Kai Hohiro
Full HD Version
Note: The video also demonstrates Mart's Mutant Mod and additional FWE Tweaks by Kai.
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Abbreviated Feature List
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OVERALL GOALS
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* 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
* Compatiblity with other popular mods including MMM, WMK, EVE, and FOOK
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CHARACTER
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* Built-in alternative start option
* Slower experience, leveling, and pacing choices
* SPECIALS's made more important to your character's skills and abilities
* Adjusted carrying weight capacity
* Major rebalance of existing perks and new FWE-specific perks
* Tagged skills are more important
* Reduced skill points overall
* Skills matter more to your performance in most situations
* Adjusted bobblehead bonuses and functionality
* Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
* Sneaking made more realistic and challenging
* Improvement to the karma system
* Changed health formulas for the player for better balance
* Improved barter settings for a more balanced economy
* Skill books now provide unique perks instead of skill points
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COMBAT
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* Greatly increased the global damage multiplier for damage taken and dealt
* Significantly lessened the effect of auto-aim
* Adjusted the weapon spread (accuracy formula) for better gameplay
* 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
* Integrated Sprinting feature that uses AP's (configurable)
* Adjusted Action Point pool size and recharge rates )
* Built-in FPS-style grenade hotkey mod
* More realistic falling damage
* Greatly increased velocity and range of projectiles
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EQUIPMENT
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* 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
* Adjusted weapon and armor wear rates
* 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
* Ammo now has weight so you can't carry mountains of it around
* 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
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SURVIVAL
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* 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
* Stimpaks and other drugs are much more rare
* 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
* Sleeping recovers health/condition depending on time spent sleeping
* Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis
* New drug visual effects
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ACTORS
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* 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
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IMMERSION
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* Many standard containers now respawn across the wastes
* Slower timescale
* Increased the global respawn timer to 7.5 days
* Vendors respawn independently of the global respawn timer )
* Fast travel can be disabled
* OPTIONAL fast travel system, including a new fast-travel motorcycle and travel caravans
* Built-in weapon scanner mod to display accurate weapon stats in the pip-boy
* 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
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SUPPORT
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* Support for all DLC's, new features and balance changes extended to all DLC content
* Built-in Delay DLC mod improves the immersion of DLC quests
* 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)
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1. Overview
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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 began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.
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.
Key areas of change in the mod include:
:::::: Richer Character Development
Developing a character requires careful attention to how you balance stats, 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. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.
:::::: 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 of combat, keeping the game fresh and challenging.
:::::: Struggle for Survival
Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs"
feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.
:::::: Weapon and Armor Rebalance
Weapons and armor are all rebalanced so that everything has a potential use and benefit. There are real trade-offs to using one armor over another. Weapons have been completely rebalanced, so many weapons you�d never use now can 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 leveled loot lists make the wasteland a less forgiving place; you�ll now find even less ammo, drugs, and the things you need to survive. Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive. Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.
:::::: Elimination of �Immersion Breakers� and free hand-outs.
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 an experience that is more challenging and rewarding.
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2. Installation
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Basic Insall Instructions
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Please follow the install instructions carefully:
1)
Download both the "Main Files" package and the "Assets" package (as well as any posted Asset Updates) from the Nexus website.
2)
Extract both files to your Fallout 3 "data" folder. The archives are ready to be made into FOMODS using FOMM (Fallout Mod Manager) if that is your thing.
3)
MAKE SURE that you have downloaded and installed the required CRAFT and CALIBR mods. In addition, ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.
4)
Adjust the load order of loaded mods according to the suggested load order guide (below) using FOMM or another load-order tool. Ensure that the "FO3 Wanderers Edition - Main File.esm" is loaded towards the top of your mod list. You can use the .esp main file to control where mod overrides occur (see below).
5)
Move any desired optional files from the "FWE SupportOptional Mods" folder to your "Fallout3data folder".
5)
FWE will work with prior versions of Fallout 3 using (for instance) the fake patch as well as the current version of Fallout. If using the version 1.5 you will need to download and use the FO3Edit MasterUpdate patch (see link at the top of this readme under "requirements"). If using Fallout version 1.6 or later, MasterUpdate is not required.
6)
You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.
7)
Launch fallout via FOSE (again using FOMM or running the FOSE launcher directly).
STARTING THE GAME
When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated �Alternative Start� mod.
There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, 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 begin!
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Incuded Plugins / Files
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FO3 Wanderers Edition contains a number of different files that are required or optional.
Once you extract FWE archive, you should see the followig files and folders in your fallout3data folder:
FO3 Wanderers Edition - Main File.esm Core master file
FO3 Wanderers Edition - Main File.esp Core plugin file
FWE Support FWE Documents Contains this readme and other information
FWE Support Mod Readme's Contains original mod readme's the currently integrated version
FWE Support Optional Mods Contains a number of optional and support plugins for FWE.
There are a number of optional modules and support plugins for FWE. These are described more extensively in the "Detailed Description" section of the readme. A brief description is provided here:
> FO3 Wanderers Edition - DLC Anchorage Support for the official DLC
> FO3 Wanderers Edition - DLC Broken Steel Support for the official DLC
> FO3 Wanderers Edition - DLC Mothership Zeta Support for the official DLC
> FO3 Wanderers Edition - DLC Point Lookout Support for the official DLC
> FO3 Wanderers Edition - DLC The Pitt Support for the official DLC
> FO3 Wanderers Edition - FOOK Support A VERY crude support plugin for FOOK (intended for FOOK v1.6)
> FO3 Wanderers Edition - UFP Support Compatibility Patch for the unofficial fallout 3 patch
> FO3 Wanderers Edition - Alternate Travel Links fast travel to the use of new motorcycle feature
> FO3 Wanderers Edition - Lvl 30 Balance A level advancement / pacing rebalance for Broken Steel, limits total skills
> FO3 Wanderers Edition - Lvl 30 More Skills Provide more skills when using Broken Steel. Do not use both Lvl 30 plugins.
> FO3 Wanderers Edition - Followers Enhanced Module containing all of the changes to, and new features for, followers.
> FO3 Wanderers Edition - Optional Free Play After Mainquest Do not use with Broken Steel
> FO3 Wanderers Edition - Optional No Fast Travel Disables fast travel. Do not use with the Alternate Travel module.
> FO3 Wanderers Edition - Optional Restore Tracers Restores many of the bullet tracer effects to projectiles.
> FO3 Wanderers Edition - Optional VATS Halftime VATS is 1/2 of realtime speed, players take more damage in VATS.
> FO3 Wanderers Edition - Optional VATS Realtime VATS animations play in realtime. Players ake less damage in VATS.
> FO3 Wanderers Edition - Optional Harsher Wasteland Further increases the difficult of the game
> FO3 Wanderers Edition - Optional Worn Weapons Good condition and more powerful guns are significantly less common.
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Load Order / Compatibility / Fallout Interoperability Program (FOIP)
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Compatibility between FWE and other popular mods such as Mart�s Mutant Mod and Weapon Mod Kits is 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=4968
Suggested Load Order for using FWE, MMM, and WMK:
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Fallout3.esm
Anchorage.esm
ThePitt.esm
Brokensteel.esm
PointLookout.esm
Zeta.esm
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CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
(Other mod master files)
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(mods that don't conflict with FWE or that you DON'T WANT to override FWE)
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FO3 Wanderers Edition - Main File.esp
FWE Optional Modules (DLC support, unofficial patch support, etc.)
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WeaponModKits.esp
WeaponModKits - FWE Master Release.esp (see FOIP page)
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Mart's Mutant Mod.esp
Mart's Mutant Mod - Optional Modules
Mart's Mutant Mod - FWE Master Release.esp (see FOIP page)
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(mods that conflict with FWE and that you WANT to override FWE)
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Refer to the FOIP page for additional guidance and assistance with load order.
http://www.fallout3nexus.com/downloads/file.php?id=4968
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Frequently Asked Questions
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###### Why does the game crash when it tries to load the main menu?
This is usually the result of an installed looking for a required master file which is not present. For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup.
###### Why use FWE versus downloading the mods individually?
Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are. In addition, it provides a consistent reference for rebalancing the gameplay experience.
###### Will FWE work with patch 1.5 and/or Broken Steel?
Yes, provided you use the FO3MasterUpdate utility (http://www.fallout3nexus.com/downloads/file.php?id=637).
###### Can I use "such and such mod" with FWE?
FWE changes many aspects of the game, and compatibility is always an issue. The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.
###### One of the integrated mods has been updated, will you update the version in FWE to this newer version?
This is always a tricky question, and the answer is that it depends. In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult. In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.
###### Can I upgrade to this version from the non-mastered version and continue using the same character?
Unfortunately you cannot. A non-mastered (non-merged) version of FWE is available for use with existing FWE characters.
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3. Credits, Contributors, Recommendations
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Integrated Mods
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Fallout 3 Wanderers Edition is the result of a massive compatibility and conflict resolution activity. In addition to providing new content itself, FWE hinges on successfully integrating over 50 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, modified, or were a source of inspiration for FWE.
0h Followers - Hire by Charisma and Karma . . . . . . Jalor
10mm assault rifle . . . . . . Lucien834
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
Explosive Entries . . . . . . Lap
Explosive Explosives . . . . . . Malakaius
Fall Damage . . . . . . Azar
Fallout Balance Overhaul (XFO) . . . . . . Xodarap777
Fast but dramatic VATS . . . . . . Jay
FDA Mod . . . . . . Lugaru
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 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 RevampP . . . . . . hantomSpaceman + spineynorman
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
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Additional Contributors
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A number of individuals have helped extensively with the development of FWE and deserve special recognition. This includes:
Fritz_FretZ ### Expanding and refining Primary Needs integration and resolving a number of scripting issues.
jjgun ### For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules.
RGDelta ### For developing a number of bug fixes that are incorporated into the current release.
Delamer ### For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever!
EliminsterAU ### For helping troubleshoot and provide technical feedback on FWE's development.
Kai Hohiro ### For expanding WMK support and providing a number of hot fixes for bugs.
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Recent Changes
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FWE Master Release 4.1.1 HOTFIX
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Corrected a problem with the workbench repair bonus not getting applied correctly.
Fixed a glitch with Diazepam (drug) being set to a "Quest Item" so you couldn't drop it.
Corrected the text in the toughness perk to mention the max DR of 95%
Corrected the text in the Wasteland Surgeon Perk to show intelligence requirement.
Adjusted the Outcast Tech Reward quest to no longer get Mini-Nukes as a reward.
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FWE Master Release 4.1
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MAJOR CHANGES / NEW FEATURES
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Integrated a night vision mod for power armor helmets and recon armor helmets developed by Delamer. A new tool is added to your inventory (under apparel) that let's you customize the night vision options. When wearing full power armor, the night vision doesn't drain energy, otherwise it consumes energy cells during operation. This mod's capabilities have been extended to the DLC power armors and the Anchorage stealth suit.
Added better handling of disabling or re-enabling the integrated triage mod, also courtesy of Delamer. FWE will now remember what perks you had if you disable the mod, and choose to later re-enable it.
Removed the repair and medicine skill bonus received from having tools (hammers, wrenches, etc�) or medical equipment (bone saw, forceps, etc�) in your inventory. Instead, you can now CRAFT a tool kit or medical kit that provides the equivalent bonus. The bonuses show up as a (+) modifier next to your skills now as well, similar to armor effects.
Added an option to CRAFT medical braces and surgical supplies, IF you have the wasteland doctor perk, courtesy of razorwire. You can make a medical brace from 1 leather belt and 1 scrap metal, and surgical supplies fro 1 abraxo cleaner and 3 empty bottles.
Integrated Prometheus_ts's Advanced Combat Armor module, which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.
Integrated b3w4r3's Remote Control Companion mod into FWE's optional Follower's Enhanced module. This mod adds a "command headset" to your apparel tab, that let's you give orders to your companions remotely, including group orders. Orders include follow (variable distances), wait, relax, etc�. Very handy addition!
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TWEAKS / BUG FIXES
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Fixed a problem with PA outcast helmet not getting "fitted" correctly at the workbench (included in 4.0 hotfix).
Fixed a problem with the Followers Enhanced non-Broken steel version requiring broken steel. Doh! (included in 4.0 hotfix).
Adjusted the Raider Marauder weapon list to use less rare or high level weapons.
Fixed weapon scanner mod to correctly show associated weapon skill.
Fixed the wasteland travel caravan vans (in the optional Alternative Travel module) to not give you a free ride. Also re-enabled the infinite weight capacity option for the wasteland explorer motorcycle.
Fixed a problem with the outcast tech collection quest not accepting "Brotherhood" PA.
The workbench repair bonus now shows up properly as a "+" modifier to your repair skill, instead of increasing your base repair skill.
Tweaked the effects of alcohols, in particular correcting a problem with beer effect durations.
Minor tweaks and adjustments to chem and drug effects.
Needle pistols will now be found for sale at vendors, and in some additional loot lists around the wastes.
Smuggler's end unique laser pistol got a damage increase to match the normal laser pistol.
Increased the ammo capacity of A-31's rifle to 5, reduced the drifter laser rifle capacity to 9. The A-31 plasma rifle now fires at a normal volume level instead of loud.
Improved the balance of the Turbo Plasma Rifle by making each shot require 20 EC's. Remains at three shots per reload.
Fixed a problem with ants and other actors moving oddly in some circumstances.
Tweaked the values of cigarettes/packs/cartons. Carton's are worth more (75), packs remain at 5, and individual cigs are now worth zero (0). Basically, you can't cheat by opening up all your packs and selling individual cigs for a ton more money.
Fixed a problem with winterized PA not being the right armor in the DLC Anchorage patch. Also corrected an issue with the player not receiving the right training perk (i.e. the FWE version of PA Training).
Updated the primary scripts for the Sprint Mod to be more reliable.
Increased the health of Deathclaws, Yai Gaui and other tougher creatures, but not the super creatures like behemoths. In addition, the monster version of the nerd rage perk was adjusted to provide a +20 bonus to DR.
Fixed problems in normal FWE + the optional worn weapons patch with Super Mutants not using plasma rifles and hunting rifles despite being given them.
Added pipe rifles to the weapon lists in the worn weapon module. The pipe rifle will occur on low level raiders and wastelanders.
Morphine only provides 5 DR instead of 25 in the harsher wasteland optional module.
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FOIP
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Updated EVE FOIP patch to support EVE Beta 0.9.5
The EVE FOIP patch now includes an extra module when using FWE and Weapon Mod Kits, which extends EVE's visual effects to the mod'ed weapons. You won't see the new EVE textures/models on the weapons, but you will see the new projectile, critical kills, and other effects.
Mart's Mutant Mod FOIP patch updated to support MMM 5.0.
The MMM FOIP patch now includes all of the optional MMM Natural Selection mod.
Reduced the drop rate for night ghoul eyes in the MMM FOIP patch.
Tweaked the effects of some of the new MMM ingestibles.
Added an extra module to the MMM FOIP package for using FWE and EVE alongside MMM.
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Master Release 4.0 Changes
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New Features
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Integrated Arewen's Realism tweaks (v2.8) from the Sneak and SmartAI module. The sneak changes replace FWE's current settings. Note that you should NOT use Enhanced Tactics alongside FWE anymore, as it will conflict with the integrated version of Arwen's Tweaks (which works much better in my opinion anyway).
Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.
Knockdown effect added to the super sledge weapons as well, although the chance of knockdown is less than for explosions.
Complete overhaul of power armor acquisition, training, repair, and armor stats. See the "FWE Power Armor Changesl.txt" file for a complete description of the changes. These changes make power armor more powerful (higher DR and benefits), but more difficult to get your hands-on. Briefly, there are now three levels of power armor training (none, basic, and advanced), each providing additional benefits to power armor. Found/looted power armor can now be worn without any training, however it must be taken to a workbench and "fitted" to the player first. Without training, power does not provide its full weight reduction benefit, and players receive an additional agility penalty. Unique or quest reward power armors are automatically "fitted" can be worn immediately. The advanced training perk removes all agility penalties, and provides an additional STR and END boost. Repairing power armor relies on using other suits or CRAFTing power armor repair kits from 3 scrap metals, 1 conductor, and 1 abraxo cleaner. Again, see the "FWE Power Armor Changes.txt" file for a complete description of these changes.
Integration of a streamlined version of Foes Reworked (the FWE Edition by Kai Hohiro). This mod adds more diversity to the major factions, in terms of equipment, abilities, and difficulty of the encounters. This no longer required Mart's Mutant Mod (as with the standalone version) and can be used with the Worn Weapon Module. See the "FWE - Foes Reworked.txt" document for a detailed description of the changes.
Integrated Kai Hohiro's "FPS Grenade Hotkey" mod. This mod adds a configurable "quick switch" hotkey for throwing grenades similar to systems used in other FPS games. A second configurable key switches between grenade types.
Integrated Kai Hohiro's "Pip-Boy Weapon Stat" mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption, all through the pip-boy. No more, "why does my gun to 3472 damage!?"
The "Alternate Travel" optional module now includes Arthmoor's "Wasteland Travel Caravans" mod, which introduces a Morrowind-style travel system between major settlements. NPC's outside of the major towns will provide a fast travel service for modest fee between a set of locations. The mod has been tweaked to improve follower behavior when traveling this way, as well as increasing the costs for traveling. Traveling to unvisited locations is more expensive compared to known locations.
Inclusion of T3T's "Outcast Tech Support" mod, along with changes to the reward quest in general. This additional expands the range of tech you can provide to the outcast, as well as expanding the ammo reward choices to include ALL ammo's used in FWE, both original Fallout ammo and those added by CALIBR. Additionally, Protector Casdin will no longer take away your outcast armor if you start as an outcast (Alt Starts) or have gained their trust from turning in tech.
Integrated support for Darn�s UI, so that the x-panels can be configured to display your current hunger, thirst, and sleep levels from primary needs.
FWE now includes TheTalkieToaster's mutant animations that allow them to yield a broader range of weapons.
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TWEAKS / MINOR CHANGES
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Significant weapon balance changes. These changes include:
- Damage reduction (2-3 points) and accuracy reduction for all assault rifles.
- Minor tweaks to the spread factors for shotguns.
- Increase health of minigun / gattling laser type weapons that degraded way too fast.
- Decreased the damage and increased spread for minigun / gattling laser type weapons.
- Increased damage, magazine capacity, and fire rate of the laser rifle.
- Reduced fire rate and magazine capacity of the plasma rifle.
- Wattz Laser Rifles are now effectively �silenced� energy weapons, with a much quieter firing sound.
- Replaced the Winchester Plasma Rifle with Chai�s P95 plasma rifle (also used in the EVE � FWE FOIP patch).
- Turned the �Turbo Plasma Rifle� into . . . a BFG. Swing by the national guard armory and try yours today! Great fun.
Significant changes throughout the leveled weapon and armor lists. You�ll find more distinction between factions and ranks, as well as potentially better (and worse) equipped foes. Many of these changes are carried over from the Foes Reworked FWE edition (by Kai Hohiro).
Added an in-game option to disable (and re-enable) triage. Typing "startquest disabletriage" into the console will turn off triage and restore normal stimpak and healing and limb healing. Typing "startquest enabletriage" can be used to re-enable triage functionality. The triage related perks will not be added or removed during this process.
Armor and damage resistance improvements. Max DR raised to 95, and the damage reduction effect of armor raised, such that armor reduces damage by 50% DR value (was previously 40%).
Reduced the base wear rate of all equipment types.
Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.
Adjusted vendor repair functionality. Some repair vendors (for instance Flak and Shrapnel) have even higher repair skills, providing an option for players not focusing on the repair skill. Increases have been applied to other vendors as well. Repair vendors will also stock �repair parts� in their inventory.
The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor (prior FWE version), it should be more feasible to use vendors to repair.
Reduced the value of most food items.
Minor balance tweaks in the harsher wasteland module corresponding to the main FWE changes.
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BUG FIXES
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Stimpak hotkey is no longer lost after accessing container and other menus. The "triage" versions of stimpaks have been reverted to use normal stimpaks. Note, that you can apply stimpaks directly to limbs in the pip-boy again, however, they will ONLY provide the normal hitpoint healing effect, and will not restore any limb condition. You still need to use the triage menu to restore limb condition or crippled status.
Using the skill based hacking and lockpicking now provides the normal experience rewards.
A number of bug fixes and improvements to the Wasteland Explorer (motorcycle) in the alternative travel optional module, in particular with the motorcycle getting lost after some fast travel situations. A �recall motorcycle� option has been added to use in these circumstances. Please refer to the �FWE - Motorcycle Owners Manual.txt� for full details.
No longer receive negative karma for killing robots/talon/raiders as a result of their crime tracking, but they will go hostile towards you still if you are in their faction (Alternative Starts) and you start killing them.
Adjusted the optional followers enhanced modules remove the ridiculous hit points that creature followers were getting (RL-3, Fawkes, Dogmeat), as well as to correct a bug with RL-3 going unconscious after combat. Tweaked RL-3's repair parts list, to include "repair parts" as well as clarifying the dialogue.
Corrected a script problem with the Book Perk quest/scripts being overwritten.
Removed the infinite Paradise Lost glitch which previously gave unlimited speech book perks.
Fixed a problem with the follower counting scripts used by the Followers Hire by Charisma mod not working properly in some circumstances (quests that auto-fire followers).
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DLC Patches
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Significant rebalancing and updating to the DLC patches.
DLC food and water now works with Primary needs!
All DLC weapons were rebalanced according to the new FWE 4.0 standards.
"Magic" damage on Point Lookout enemies removed
Explosions from DLCs also had the knockdown effect added
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FOIP Patches
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Updated Mart�s Mutant Mod FOIP patch.
Significant updating to the WMK patch and the development of FWE versions of the WMK � DLC patches. Yeah!
- All Weapons rebalanced
- Changed sounds and projectiles used for most silenced weapon
- Autofire upgrade better balanced through a flat spread increase
- Added DLC support files
- Better animation speeds for most autofire weapons
- Numerous small tweaks and fixes

File Name: FWE_Master_Release_4-1_-_Assets-2761.zip |
Author: Mezmorki |
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File Size: 197.44 MB |
Files Added: 2 |
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Author Downloads: 6,561 (14 last week) |
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Posted: 12.02.2010 |
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