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Is FWE compatible with 19th and 20th century weapons?


HiddenLurker

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As the title says,

 

Is FWE compatible with that mod? It adds over 100+ weapons i think. A great mod. What my game needs now is a whole lot of weapons and this one perfect.

 

Also, i heard something about these weapons having low damage compared to the vanilla weapons because FWE doubled or tripled the damage of it? How do i fix that? Is there a CP or something?

 

Thanks again in advance.

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What? There are mods that are compatible with FWE and FOOK2? Since when? Wow that is really new, an a great idea. Yah an monkeys might fly outa my butt...

 

Warning Possible Rant detected...Warning Possible Rant detected...Warning Possible Rant detected...Warning Possible Rant detected...Warning Possible Rant detected...

 

FOOK2 is just a total mess, Geez you have to be a FOOK technician just to install the thing. Then you still need about 16 hours to fix it, plus another 10 hours or so to optimize the textures for high performance use. FWE, why even go there, we don't have to use Global overhawl class mods anymore as a way to Hotfix the pre 1.5 patch issues with 255 charicter limits on .BSA loading in configurations, or as many problems when running more than just a whole lot of mods.

 

No doubt neither FOOK2 or FWE break the game, but they do break 90% of the other mods out there, from being non-modular based global class overhawlin trash. This is why you see 90% of the problems posted in Tech support or Mod troubleshooting boiling down to either having FOOK2 or FWE installed. Geez you should have got the obvious hint when you saw there's 26 FOIP's centered around these two mods, and WMK. Basicly that whole mindset is based around a person that only wants to install 1-3 mods, yet completely overhawl fallout 3. Yah that works if it's in a trouble free package, or if the person is actually only going to use 1-3 mods. Neither of those conditions are met though.

 

Then fallout 3 doesn't even need a global class scale overhawl in the first place, it's setup for high performance, and there are a few issues that could use a overhawl. But we are talking about a very small amount of the vanilla game, not an entire revamp. So the end user ends up trading off the performance an getting those few issues fixed, but it comes in a package with a poop tons worth of other stuff, most being complex in nature, an most the end user didn't even want in the first place. Then you have more causes for problems hidden in a very vast amount of data that is the overhawl, making a bad situation worse, vanilla fallout 3 crashes, then you add in your shiny trash, instant problems even when you try to find them in order to fix them.

 

It's totally fixable, yes, you can thread your versions of FOOK2, FWE, WMK into a load order of other mods. It's more work than it's worth though, plus because of the vast amount of content, the end result is questionable at best, even when you know what you are doing. Maybe you spend 40 hours fixing a load order of 150 mods so that there are no conflicts an it's crash/conflict free. If you add a global mod on top of this you have to spend another 20-40 hours just fixing that one thing, when you could just get small mods tiny parts here and there which can be fixed quite fast, also tested seperately. Anyone that has done this for a while will tell you only install/fix/test one mod at a time. That's because it's the only way to get a well built load order.

 

I'd rather just work with tiny mods that add up to a big deal, because it's more easy, plus more accurate. Most of the stuff that needs a overhawl is a opinion, by that reasoning anytime you notice something that doesn't fit, go change that one thing. This is done many times over as I've tested this load order in the long 4-8 hour games without crashing. Hey it's time to fix something again, but at least I know for sure that it needed fixing in the first place. There's no way for a person to even know everything contained in a overhawl, much less decide for themself if it's even needed. You pretty much double the amount of unfixable data, benign or conflict without error entries, which was already so vast in amount before you overhawled that nobody could ever make it checking everything.

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tl;dr

 

lol jk

 

haha but It took me FOREVER to get all my mods working (which has all the major mods like FWE, FOOK 2 v1.1, Marts Mutant Mods, Fellout, and EVE, also many MANY texture replacers, animators, lighting and sound mods) but it is SOOO WORTH IT. It is amazing!!!!!!!!!!!!!!!111!1!!1!!!!!!!11!!!one!!!!111!!

 

 

(also i have many small mods that work fine with fwe and fook, you just have to make sure that they are completely updated to the latest version. FO3edit and BOSS for Fallout3 help a great ton too.)

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lulz I didn't even see it was you... Whoopz so sorry. Bah there's another guy talking about balancing the FWE weapons to 20th century standards, as FWE was over powered or something, Idk But 20th century weapons is clean, plus the alive plug ins which create the loot or leveled item lists are modular, meaning you don't have to load them all.

 

So you have a 100% clean 20th century weapons .ESM, It's the ALIVE plug in's which might conflict with other mods, from them dealing with loot lists an leveled item lists. Merge patch takes care of that problem, so you could load all the ALIVE plug in's but they are seperate as to be more modular, if you had a problem with one, just disable it.

 

Me I picked the ones I liked in the ALIVE plug in's then merged them, then merge patch merged those lists along with the fallout 3.esm ones, an STALKER, so I can't ever tell what the NPC are going to have. There was some work on it by me, but only stuff to help keep the frame rates up when using a MMM 5-7 spawn rate.

 

STALKER weapons are for the most part un-compressed an such need a little work, then 20th century had some fire rates that were too high (above 20) besides that 20th century was clean.

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As the title says,

 

Is FWE compatible with that mod? It adds over 100+ weapons i think. A great mod. What my game needs now is a whole lot of weapons and this one perfect.

 

Also, i heard something about these weapons having low damage compared to the vanilla weapons because FWE doubled or tripled the damage of it? How do i fix that? Is there a CP or something?

 

Thanks again in advance.

 

FWE and 20th Century Weapons are compatible in that there are no errors caused by using them both, as long as you create a merged patch (which you should be when using multiple mods, anyway.) However, here are some of the problems you'll run into:

 

  • Weapon Damage: the biggest problem. Weapons in FWE are assigned much higher damage values than vanilla FO3. You can wait for someone else to make a compatibility patch, or edit the weapons yourself. This exact project was actually my very first modding effort into FO3. It's easy, just tedious. I still have the patch I made, but it's several versions behind the current 20th Century Weapons mod.
  • Weapon Value: many of 20th Century Weapons' weapons have extremely high values in comparison to FWE. These weapons will be much more expensive than they should be, and looted weapons will sell for more than they should. This is easily fixable when you change the damage values.
  • Ammo Weight: usually a minor problem. This isn't a problem specific to 20th Century Weapons. FWE doesn't apply weight to most of the ammunition types it doesn't use. There's an easy fix, which is just adding the weightless ammunition types to a FWE's AmmoWeight form lists. Here is a link to a much more in-depth post of mine on this issue.
  • Weapon Health: a very minor problem. Many of 20th Century Weapons' weapons have lots of HP, probably to counteract the incredible rate at which vanilla weapons degrade. FWE fixes the equipment wear rates, so the extremely high health is not necessary. Easily fixable when changing the weapon damage, if you feel like it.
  • Ammunition Rarity: a negligible problem for most people. FWE doesn't appropriately apply the ammunition rarity settings from the Loot menu in the FWE Control Panel to other ammunition types that aren't used in FWE. Thanks to Mez from the FWE team, over at the FWE forum, I now know the fix. You have to edit 20th Century Weapons' "CALIBRxAmmo_(type)_7520cent" leveled lists, assigning them one of FWE's global variables (FWERarityAmmoCommon, FWERarityAmmoAverege, or FWERarityAmmoRare) in the 'chance none' section. It might sound complicated, but this is like 5 minutes worth of work, tops. Everything will work fine even if you don't fix this. I don't even currently play with this fixed; it's only noticeable if you set ammunition to be even more rare than the FWE default.

 

That sums up at least all the compatibility issues I can think of at the moment. The reason I know so much about 20th Century Weapons is because I'm quite literally learning to mod as I go by studying that mod and making such changes for my own use. I play with FWE and 20th Century Weapons, so compatibility issues between the two are of particular interest to me. There's already at least one effort to patch 20th Century Weapons' damage for FWE here on the forums, so if no one else wants to do it in the mean time, I'll whip up some compatibility patches for Ammunition Weight and Ammunition Rarity later this week. I'm deep into leveled lists at the moment, and I don't want to change my mod configuration until I'm finished. It'll probably be a good three or four more days before I can start on these compatibility patches.

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If anyone cares Im making a FWE weapons pack mod simply for the reasons stated above about FWE, great mod but global damage dosent play nice with most added weapons. Its nice to see others have taken the interest to add more weapons to FWE as well. But my mod isnt anywhere near the size of a possible 20th century edition, mine adds 16 weapons in but I've tried(as best a single human being can) to balance them up so as to keep in with the spirit FWE. Its my first ever mod so it bound to screw up but so far GECK is very noob friendly so things have been going ok. Currently adding in vendor stuff so that my weapons show up in stores. Should be done in 1 week tops maybe.
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Yeah I have completely had it with FOOK2's incompatibility with FWE. There are too many issues that annoy me that I dont care anymore. I can live with regular fallout weopans, or I will switch over to the 19/20th century weopans mod.

 

And Im about to sound super noobish, but how do you EXACTLY make a merged patch? you use FO3edit, right? or do you use FOMM?

 

 

Also, ultskeletor and beck11, you guys will obtain 1000 internet points if you do those things. If you tell me how, I'd be glad to help any way possible. :)

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http://i123.photobucket.com/albums/o294/eiffU/Profound.jpg

 

Start using a MMM 6-8 spawn rate on the highest difficulty with 3X feral rampage, and also just throw 25% behemoth spawn chance, then weapon damage balance isn't so important. Mostly because you are dead already, but just don't know it yet. Oh you can try to fight back, might even get a little bit into the Main quest, but you will die. When that happens you can either keep ignoring that fact, or create a new charicter, such as when there isn't any risk there isn't anything that counts. Idk maybe 12 charicters this month died, so I started over each time. It's more fun using a 1 death rule, and yah I feel the pain an loss each time. It's like "Awe dang, they died" whoopz.

 

http://i123.photobucket.com/albums/o294/eiffU/ScreenShot21.jpg

 

This was a MMM 4-8 rate or median 6, I got lucky an the super duper mart spawned low. A big victory, but as you spend more time in a game set up for you to lose, you get a lot better at fighting. This charicter died though, got a direct hit from a missle from a super mutant not to far across the river from the super duper mart. All that XP an all that loot is gone, from deleting the save games after death. It's the first game I've done this, so I've now changed to a MMM 5-7 spawn rate, that charicter died, so I changed it again to 6-8, then pretty much became a hooker thanks to AP because I was scared to go outside.

 

http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-06-2823-19-49-54.jpg

 

Level 20 in the above pictures, I'm using very high damage weapons an still losing, as an example the 24-36 BOS that spawn here after you get the dish, well they all die, even when I help them, plus I'll die too, it's a nightmare. Maybe that's the problem, yall are messing with weapon damage values set up for very hard games, when using a not so hard game. I can lay into a super mutant with 123 DPS, or sniper rifles with 100 damage (with 90 Small guns skill) an it's still tough to kill them, an they should be a little bit tougher than even that. The main difficulty is them using STALKER an 20th century weapons (pretty much all full auto) They're using more rocket launchers or even nukes now too, so the risk of instant death is there. The MMM tough NPC's plus the very hard difficulty is all I'm using to make them tougher, in cases where they are not tough enough, I would make edits as noticed, to those NPC or creatures.

 

http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-07-1204-03-40-32.jpg

 

That above is One high spawn, yah only one spawn. Looks like a super mutant death squad if you ask me. Of the 4-8 spawn range the 8 was used, then Behemoth chance being 25% instead of 2%, one of them changed to a behemoth. Well can't fight here got to run away very quickly... I got to a very high level 20-30 an went in that building an died almost instantly, whoopz, start over.

 

http://i123.photobucket.com/albums/o294/eiffU/ScreenShot26.jpg

 

Here's the new scared hooker charicter, she's kind of pretty. There's certianly been issues I've had to hammer out to get good frame rates when using 10 times the amount of things that want to kill you (give or take) But that work is much less than getting FOOK2 to work or FWE, it's also a much more easy load order to work with. I spent about 40-60 hours fixing issues with it, or adding support for custom content. For example morphine blurs the screen if you take some, Vodka does the same, but it also effects Primary needs hunger, along with all of the food in FalloutFood.esp effecting PN hunger. I only use the vanilla .BSA, so it's all been unpacked, Then many mods have been turned into .esp plug in's, Yao Guai's are tougher not so pwned by everything else, not like I'd make it that far to see them.

 

Fallout3.esm

ThePitt.esm

Anchorage.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CALIBR.esm

xCALIBR.esm

20th Century Weapons.esm

ARSENAL MOD.esm

Mart's Mutant Mod.esm

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DCInteriors_ComboEdition.esm

StreetLights.esm

Enhanced Weather - Rain and Snow.esm

RI_Core.esm

Project Beauty.esm

Sharing and Caring Companions.esm

Lings.esm

LingsFinerThings.esm

LingsDLC.esm

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Shojo Race.esm

RRCompanionVault.esm

Nos' Cosmetic Resource.esm

Herculine's RR Scouts.esm

UF3P DLC Merged.esp

EVE.esp

EVE Operation Anchorage.esp

F3UmpaAnimation.esp

The Groovatron.esp

The Groovatron_DLC_Anch_Addon.esp

The Groovatron_DLC_Pitt_Addon.esp

The Groovatron_DLC_PL_Addon.esp

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UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Beverage Perks.esp

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GalaxyNewsRadio100[M].esp

CALIBRxMerchant.esp

DK_BulletTime.esp

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VatsLongerDistance.esp

Precision_AutoAim_6000.esp

KaBOOM.esp

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Tailor Maid Brokensteel.esp

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TalonExtraArmor-RE-Dub.esp

Books02.esp

MothershipOmega.esp

Banks of the Wasteland.esp

Megaton Tweaks 1.28 (no podium).esp

Water_Tower_Hideout_byOrophin.esp

GG_WaterTowerHideout_v1_22_Alt.esp

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CanterburyCommonsInteriors.esp

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Republic of Dave Expansion Merged.esp

YevicsUrbanTownhome.esp

DCInteriors_ComboEdition GD Plug in.esp

DCInteriors_DLC_Collectables.esp

Not alone in the Wasteland anymore.esp

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ShadsCoffaMatic.esp

Bottle That Water.esp

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RI_PNMMM.esp

MMZombieCemetery-Merged.esp

Project Beauty_Plug in Bietch!.esp

Project Beauty- Point Lookout.esp

Project Beauty- Broken Steel.esp

SCC - Talk to Anyone.esp

T_R_A_S_C_H.esp

SCC 187GURLZ.esp

LingsFinerThings.esp

RRWastelandPosters.esp

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Nos' Vault 1 Remodel.esp

RRUmpaDance.esp

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Herculine's RR Scouts DLC in a GD plug in.esp

Herculine's Shojo Companions in a GD plug in.esp

Polarbear's Companions in a GD plug in.esp

TOADS PEOPLE_Merged.esp

dD-Larger Blood.esp

dD-Reduced Ragdoll Force.esp

Hideouts731.esp

bzArmour-nude.esp

bzBodySuits.esp

Gambletron2009.esp

CrossModData.esp

Animy_prostitution.esp

Fellout-Full.esp

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Fellout-PointLookout.esp

Fellout-Zeta.esp

Fellout-pipboylight.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Weather Sounds in Interiors.esp

sc_slaves_stick_around_original_mezz_chance.esp

FullAutoPistolsReapingBuster.esp

Override-Drugs.esp

Override-Dialog.esp

Override-Scripts.esp

Override-DLC.esp

Override-EVE.esp

OverRide_NPC.esp

MergePatch.esp

Override-QuestStage.esp

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