Kiern Posted January 20, 2014 Share Posted January 20, 2014 I decided to give FWE a try, but the difficulty is just too hardcore for me. The MoBs are just to over-powered, and it isn't fun for me. MMM made it even more crazy. On the other hand, vanilla FO3 is too easy, even on very hard mode, when you have companions....and I love my companions. :) Now I am going to keep MMM. It stopped working, for some reason, after I uninstalled FWE, but I finally got it working again. I'm not sure if it will be enough (or will it?). I like to play with multiple companions, so I would like to up the challenge of vanilla without going oveboard. Possibly something you can fine tune. Any suggestions? Link to comment Share on other sites More sharing options...
rgeddie123456 Posted January 21, 2014 Share Posted January 21, 2014 Oh you can change the difficulty by changing "presets" or change the damage settingsI am using it right now and believe me, I hated it when I played it first/ b4 I changed the settings Link to comment Share on other sites More sharing options...
Kiern Posted January 21, 2014 Author Share Posted January 21, 2014 I went through the options and modified them to my preferences, but I could not find anything in FWE that modified the difficulty directly. I remember there being something called "global damage", or something like that, but it didn't seem to have what I was looking for. I went through the configuration tabs several times before giving up, but it is always possible i missed something. The problem is that the MoBs did far too much damage far too quickly, while I did very little in return. Obviously, the increased spawns from MMM made this a lot worse. Maybe you could tell me what settings you changed to make it more playable. That would be really helpful. Right now I am playing around with MMM using increased spawns and a 25% chance to spawn MoBs higher level than me, and then set it to increase in difficulty as I level. That has definitely upped the difficulty level a bit. I would like to give FWE another try if there is, indeed, an option to tweak the difficulty, i just couldn't find it, or didn't recognize it when i did see it. Thanks. Link to comment Share on other sites More sharing options...
M48A5 Posted January 22, 2014 Share Posted January 22, 2014 Here is an explaination of the FWE Control Panel: https://sites.google.com/site/fo3wanderersedition/fwe-articles Link to comment Share on other sites More sharing options...
Kiern Posted January 22, 2014 Author Share Posted January 22, 2014 Thanks. Yeah, that is pretty much how I remember it. I had already changed many of those settings back to vanilla, like weapon condition affecting accuracy, so the main issue was mobs doing too much damage and me (and my companions) not enough. The only thing left was the combat modifier, which unless I misunderstand how it works, changing it would have only made my situation worse. FWE may just not work for well me. I want it too be challenging, but not hardcore. The settings in MMM has definitely helped make things more challenging. If there are other, less hardcore, alternatives to FWE, I'd like to hear about them. Thanks all, for the replies. :) Link to comment Share on other sites More sharing options...
rgeddie123456 Posted January 22, 2014 Share Posted January 22, 2014 When I realized that FWE + MMM were too hard, I was at the Super Duper mart. At the very beginning of the gameI died a million times! Seriously, it was frustrating and MMM made it worse bec it spawned more raiders, just like you said But I did something, I dont remember exactly, long story short, I changed some settings and i have been playing with these settings ever since Trial and error dude, it ll work for ya :)Just keep tweaking Link to comment Share on other sites More sharing options...
Purr4me Posted January 22, 2014 Share Posted January 22, 2014 (edited) Thanks. Yeah, that is pretty much how I remember it. I had already changed many of those settings back to vanilla, like weapon condition affecting accuracy, so the main issue was mobs doing too much damage and me (and my companions) not enough. The only thing left was the combat modifier, which unless I misunderstand how it works, changing it would have only made my situation worse. FWE may just not work for well me. I want it too be challenging, but not hardcore. The settings in MMM has definitely helped make things more challenging. If there are other, less hardcore, alternatives to FWE, I'd like to hear about them. Thanks all, for the replies. :smile:Try these:http://www.nexusmods.com/fallout3/mods/11186/?http://www.nexusmods.com/fallout3/mods/6492/?Works great with XFO, and FWE. Compatable with FOOK, MMM, and any other mod that DOESN'T change how NPC's react during combat. For those that have looked at or used my G.T.O mod, I took the Combat Settings from it and separated it into this mod. Plus I updated it for the latest XFO, and FWE releases. Description==============================================Changes the A.I. for NPC's, companions, NPC's from other mods so that they behave more appropriately during combat.... These setting add realism and the tactical feeling of combat from other games. This mod works GREAT!! with FWE and XFO. It also compatible with FOOK,MMM, and every other mod out there that doesn't change A.I settings. TWEAKS: NPCS don't dodge your bullets like superman anymore, the chance for them to dodge is lowered drastically. NPCS cover more when attacking you with guns instead of dodging bullets :wink: NPCS and SuperMutants at lower levels have a lower percentage to hit you and will actually MISS you more when they fire at you, the higher their skill and level the higher percentage they will hit you. NPCS engage at you from further distances, and depending on their level and skill, on if they hit you, using my new settings that is. NPCS and SuperMutants now are more cautious about running and charging you, they tend to stay back and fire, take cover and advance on you.(SuperMutants still charge you more, because they are stupid. Melee weapon using NPC's still come at you, but will flee if taken too much damage) NPC's and Creatures will run for their life more and take cover if they are about to die. NPCS and SuperMutants when in cover now tend to wait till you are not firing at them to fire back, and are less likely to stand there and shoot at you when you are shooting at them, unless they are in the open of course. NPCS and SuperMutants have a much lower percentage to hit you now if YOU are sneaking or in the crouch position NPCs and Supermutants shoot much less accurately when you cripple their arms. This is different setting than mods like Primary Needs, ACE, etc..Seriously their accuracy is crap if you cripple their arms :smile: NPCS and Supermutants depending on the situation and number of them, will suppress fire at you when in cover and advance on your position to get a better shot on you. NPCs and SUpermutants are more prone to stand there and wait for you to break your cover to fire at you. This depends on the situation, and the type of NPC. NPCS react to you shooting at them from further distances, and will run and investigate, if they spot you the will engage you at that distance. NPCS and Creatures are able to see you further and will engage you, no more sneaking by enemies at close range and getting away with it, depends on sneak skill. NPCS and Creatures will search for you longer and further. NPC and Creature view angle decreased, so they cant see you from so well from the corner of their eye. Easier to sneak to the side of an enemy, but with the new settings it greatly depends on your sneak skill. NPCS and Creatures wont flee 10 feet and hide and cower, they now are able to flee further away and hide, but still are a percentage, they will hide nearby NPCS and Creatures will search for you further in interiors, so if you shoot a in a building, NPC and Creatures will react to it if they are down the hall. Depends on if you directly engage them or you knock something over or make a bunch of noise. They will react accordingly. Grenades don't bounce as long anymore, if used in conjunction with my better grenade physics mod, it greatly improves the realism for thrown grenades. This is a different setting than my Frag Grenade Physics mod, it will be included in the next update for that mod. Player can jump higher now, not uber jumping but a realistic jumping. Notes From Author:============================================== This was the core of my G.T.O. mod, which i have updated and left everything else but the A.I. changes.Not everyone liked the speed and weight changes and some of the other tweaks, as a request I have nixed them. Changelog 1.0==============================================Version 1.0 Original Version Installation==============================================Load Before or After overhauls such Fook, MMM, FWE, XFO. I suggest after just in case other mods change these settings, why, because my settings work in hand to go along with one another, and it probably wont break anything anyways if you do. The A.I. functions may not apply if you saved a game while in combat. I suggest you load a savegame outside of combat of course. Open the zip file for this mod and extract the data folder into your your Fallout 3 folder (default C:\Program Files \Bethesda Softworks\Fallout 3). check the plugin from Fallout 3 launcher or FOMM and play the game. Go get in a fight and see the difference Bugs and Compatibility==============================================I have been using this since November of 2008, I've gone through thousands of battles. I use this mod with FWE, FOOK, MMM, and portions of XFO. Thereare no issues. I load this after all other mods as I don't want other mods to overwrite the settings of this mod. I did open up fook and noticed changes in the combat style for some NPC's. I still suggest loading my mod after all other overhaul mods including Fook, as we are changing the same thing and let my settings override. Uninstallation============================================== Uncheck the Plugin or delete it, though I don't know why you would want to ;( Additional Notes and Credits==============================================Thanks to Bethesda for the gameThe creatures from MMM who were my testing dummies for this mod :OAuthors of FWE,XFO,FOOK,MMM who I mainly created this mod to go along withMyself for finally advancing in the game from the Vault to Megaton, and finally I am at Bigtown :wink: One of these days I will complete the game, modding is too much fun Disclaimer and Copyright Notice==============================================Please use this in your mods and add to it http://www.nexusmods.com/fallout3/mods/85/?http://www.nexusmods.com/fallout3/mods/16170/?http://www.nexusmods.com/fallout3/mods/19129/? <---If you still plan to use FWE?http://www.nexusmods.com/fallout3/mods/6860/?If push comes to shove? call me, I might make it for you if you make the list and it's within reason. Kitty. Edited January 22, 2014 by Purr4me Link to comment Share on other sites More sharing options...
Kiern Posted January 22, 2014 Author Share Posted January 22, 2014 (edited) When I realized that FWE + MMM were too hard, I was at the Super Duper mart. At the very beginning of the gameI died a million times! Seriously, it was frustrating and MMM made it worse bec it spawned more raiders, just like you said But I did something, I dont remember exactly, long story short, I changed some settings and i have been playing with these settings ever since Trial and error dude, it ll work for ya :smile:Just keep tweaking I pretty much tweaked everything there was to tweak in FWE. There just wasn't anything to deal with the super mobs problem that was the key issue. I suppose that setting MMM to not increase spawns would alleviate part of the problem, but that mod warns that other parts of the mod require that be enabled to function properly. Besides, I would much rather fight a bigger group of tough mobs, rather than 2-3 super mobs. I had not been to the Super Duper Mart yet. I went in the other direction, to deliver Lucy's letter, where i ran into lots of mutants, and a group of the Talon guys that cornered me in a subway stairwell, where it was like shooting fish in a barrel for them, especially when they had heavy weapons. :ohmy: Try these:http://www.nexusmods.com/fallout3/mods/11186/?http://www.nexusmods.com/fallout3/mods/6492/?Works great with XFO, and FWE. Compatable with FOOK, MMM, and any other mod that DOESN'T change how NPC's react during combat. For those that have looked at or used my G.T.O mod, I took the Combat Settings from it and separated it into this mod. Plus I updated it for the latest XFO, and FWE releases. Description==============================================Changes the A.I. for NPC's, companions, NPC's from other mods so that they behave more appropriately during combat.... These setting add realism and the tactical feeling of combat from other games. This mod works GREAT!! with FWE and XFO. It also compatible with FOOK,MMM, and every other mod out there that doesn't change A.I settings. TWEAKS: NPCS don't dodge your bullets like superman anymore, the chance for them to dodge is lowered drastically. NPCS cover more when attacking you with guns instead of dodging bullets :wink: NPCS and SuperMutants at lower levels have a lower percentage to hit you and will actually MISS you more when they fire at you, the higher their skill and level the higher percentage they will hit you. NPCS engage at you from further distances, and depending on their level and skill, on if they hit you, using my new settings that is. NPCS and SuperMutants now are more cautious about running and charging you, they tend to stay back and fire, take cover and advance on you.(SuperMutants still charge you more, because they are stupid. Melee weapon using NPC's still come at you, but will flee if taken too much damage) NPC's and Creatures will run for their life more and take cover if they are about to die. NPCS and SuperMutants when in cover now tend to wait till you are not firing at them to fire back, and are less likely to stand there and shoot at you when you are shooting at them, unless they are in the open of course. NPCS and SuperMutants have a much lower percentage to hit you now if YOU are sneaking or in the crouch position NPCs and Supermutants shoot much less accurately when you cripple their arms. This is different setting than mods like Primary Needs, ACE, etc..Seriously their accuracy is crap if you cripple their arms :smile: NPCS and Supermutants depending on the situation and number of them, will suppress fire at you when in cover and advance on your position to get a better shot on you. NPCs and SUpermutants are more prone to stand there and wait for you to break your cover to fire at you. This depends on the situation, and the type of NPC. NPCS react to you shooting at them from further distances, and will run and investigate, if they spot you the will engage you at that distance. NPCS and Creatures are able to see you further and will engage you, no more sneaking by enemies at close range and getting away with it, depends on sneak skill. NPCS and Creatures will search for you longer and further. NPC and Creature view angle decreased, so they cant see you from so well from the corner of their eye. Easier to sneak to the side of an enemy, but with the new settings it greatly depends on your sneak skill. NPCS and Creatures wont flee 10 feet and hide and cower, they now are able to flee further away and hide, but still are a percentage, they will hide nearby NPCS and Creatures will search for you further in interiors, so if you shoot a in a building, NPC and Creatures will react to it if they are down the hall. Depends on if you directly engage them or you knock something over or make a bunch of noise. They will react accordingly. Grenades don't bounce as long anymore, if used in conjunction with my better grenade physics mod, it greatly improves the realism for thrown grenades. This is a different setting than my Frag Grenade Physics mod, it will be included in the next update for that mod. Player can jump higher now, not uber jumping but a realistic jumping. Notes From Author:============================================== This was the core of my G.T.O. mod, which i have updated and left everything else but the A.I. changes.Not everyone liked the speed and weight changes and some of the other tweaks, as a request I have nixed them. Changelog 1.0==============================================Version 1.0 Original Version Installation==============================================Load Before or After overhauls such Fook, MMM, FWE, XFO. I suggest after just in case other mods change these settings, why, because my settings work in hand to go along with one another, and it probably wont break anything anyways if you do. The A.I. functions may not apply if you saved a game while in combat. I suggest you load a savegame outside of combat of course. Open the zip file for this mod and extract the data folder into your your Fallout 3 folder (default C:\Program Files \Bethesda Softworks\Fallout 3). check the plugin from Fallout 3 launcher or FOMM and play the game. Go get in a fight and see the difference Bugs and Compatibility==============================================I have been using this since November of 2008, I've gone through thousands of battles. I use this mod with FWE, FOOK, MMM, and portions of XFO. Thereare no issues. I load this after all other mods as I don't want other mods to overwrite the settings of this mod. I did open up fook and noticed changes in the combat style for some NPC's. I still suggest loading my mod after all other overhaul mods including Fook, as we are changing the same thing and let my settings override. Uninstallation============================================== Uncheck the Plugin or delete it, though I don't know why you would want to ;( Additional Notes and Credits==============================================Thanks to Bethesda for the gameThe creatures from MMM who were my testing dummies for this mod :OAuthors of FWE,XFO,FOOK,MMM who I mainly created this mod to go along withMyself for finally advancing in the game from the Vault to Megaton, and finally I am at Bigtown :wink: One of these days I will complete the game, modding is too much fun Disclaimer and Copyright Notice==============================================Please use this in your mods and add to it http://www.nexusmods.com/fallout3/mods/85/?http://www.nexusmods.com/fallout3/mods/16170/?http://www.nexusmods.com/fallout3/mods/19129/? <---If you still plan to use FWE?http://www.nexusmods.com/fallout3/mods/6860/?If push comes to shove? call me, I might make it for you if you make the list and it's within reason. Kitty. Excellent! Thank you very much. I am going to check these out. :D From the description it seems like they may address the super mob issues I was seeing, while also addressing other areas that make certain parts much too easy. Thanks again. :smile: Edited January 22, 2014 by Kiern Link to comment Share on other sites More sharing options...
Recommended Posts