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Fallout 3 GOTY FWE Primary Needs


Immortal68

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Hi everyone,

 

I could use some help in understanding how the Primary Needs added with Fallout 3 Wanderer's Edition work. Sometimes I'm able to satisfy them, some other time it doesn't seem to work at all.

Through extensive google search I found out that thirst can apparently be satisfied by drinking from a sink or the like, but weirdly enough not by drinking any kind of bottled water or Nuka Cola. It really makes no sense to me, but at least I have a sure way to decrease it now.

Hunger remains a hit and miss for me though. I try to find food that is bound to lower it, but so far this proves a difficult task. Does anyone know of a sure food source or maybe a mechanic in the mod I'm missing that would explain my problem? Or is it just buggy?

Sleep works fine.

 

 

Load Order:

 

GameMode=Fallout3
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
StreetLights.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
Unofficial Fallout 3 Patch.esm=1
CRAFT.esm=1
CALIBR.esm=1
FO3 Wanderers Edition - Main File.esm=1
Mart's Mutant Mod.esm=1
Project Beauty.esm=1
DCInteriors_ComboEdition.esm=1
EVE.esm=1
Vault 101 Revisited.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=1
aHUD.esm=1
iHUD.esm=1
FO3 Wanderers Edition - Optional VATS Halftime.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod.esp=1
Blackened FWE + MMM + EVE + Project Beauty.esp=1
Project Beauty- Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Project Beauty- Point Lookout.esp=0
Mart's Mutant Mod - Project Beauty.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - Zones Respawn.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Megaton House and Theme Overhaul.esp=1
F3ProjectRealityMkI.esp=1
URWLENB-002-Interiors.esp=1
CrowdedCities_v2_lessNPCs.esp=0
CrowdedCities_v2.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Fellout-PointLookout.esp=1
CONELRAD 640-1240.esp=1
Fellout-Full.esp=1
Fellout-Zeta.esp=1
Fellout-pipboylight.esp=1
Fellout-BrokenSteel.esp=1
Fellout-Anchorage.esp=1
Flora Overhaul.esp=1
WeightRebalance.esp=1
CASM.esp=1
GNR Enhanced.esp=1
dD - Enhanced Blood Main.esp=1
T3T_MiscItemIcons.esp=1
megalight.esp=1
DarNifiedUIF3.esp=1
I hope someone is able to clear things up for me.
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Go to the FWE description page and scroll down for a sample load order and correct yours.

 

Go to the Fellout description page and look for the sample load order there.

 

I see you have a Blackened patch that is in the wrong location. Compatibility patches must load after the last mod they are patching. Also, go to the Blackened page and read about which version of Mart's Mutant Mod your need.

 

Use only one Optional Restore Tracers, not both.

 

Any mod with multiple plugins should have those plugins arranged in the same order as the vanilla game.

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M48A5,

 

thank you so much! To be completely honest, I expected either no answer or just something like "x always helps hunger". Thank you for surprising me and taking the time to look through my load order. I honestly just let LOOT do the job and since the game worked I didn't think about looking at it again. I followed your advice and will test if it works like intended.

 

My new load order looks like this:

 

GameMode=Fallout3
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
CRAFT.esm=1
CALIBR.esm=1
Project Beauty.esm=1
StreetLights.esm=1
Unofficial Fallout 3 Patch.esm=1
EVE.esm=1
DCInteriors_ComboEdition.esm=1
Vault 101 Revisited.esm=1
aHUD.esm=1
iHUD.esm=1
FO3 Wanderers Edition - Main File.esm=1
Mart's Mutant Mod.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=1
DarNifiedUIF3.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
CrowdedCities_v2.esp=1
CrowdedCities_v2_lessNPCs.esp=0
Realistic Interior Lighting.esp=1
Realistic Interior Lighting - OA.esp=1
Realistic Interior Lighting - BS.esp=1
Realistic Interior Lighting - PL.esp=1
Fellout-Full.esp=1
Fellout-Anchorage.esp=1
Fellout-BrokenSteel.esp=1
Fellout-PointLookout.esp=1
Fellout-Zeta.esp=1
Fellout-pipboylight.esp=1
Flora Overhaul.esp=1
dD - Enhanced Blood Main.esp=1
GNR Enhanced.esp=1
CONELRAD 640-1240.esp=1
CASM.esp=1
T3T_MiscItemIcons.esp=1
megalight.esp=1
Megaton House and Theme Overhaul.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
FO3 Wanderers Edition - Optional VATS Halftime.esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=1
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=0
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Mart's Mutant Mod - Project Beauty.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
Mart's Mutant Mod - Zones Respawn.esp=0
F3ProjectRealityMkI.esp=1
Blackened FWE + MMM + EVE + Project Beauty.esp=1
I added Realistic Interior Lightning. You'll notice that FWE Alternate Travel seems out of place, but that is because NMM says despite the .esp-extension it is a master file and doesn't let me move it below .esp-mods.
Thank you, again!
edit: Seems to be working great so far. Ate some cram and my hunger was satisfied. I also noticed some more FWE features which were not activated before due to the wrong load order. :)
Edited by Immortal68
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StreetLights.esm should be between ThePitt and BrokenSteel.

 

You are either using the wrong version of Mart's Mutant Mod or you did not read the instructions on the Paradox Ignition page. Blackened only works with the Paradox Ignition version.

 

Put the Unofficial Fallout 3 patch right after Zeta.esm

 

All the Fellout plugins should be lower in your load order. Just before the Blackened patch would be good.

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Weird, according to Blackened my game shouldn't even have started. It did though.

 

Everything worked fine as far as I knew, but you really seem to know the stuff so I tried following your directions. I also uninstalled some mods I wasn't satisfied with and used Paradox Ignition for Fellout, MMM and Realistic Interior Lightning.

 

My new load order is:

 

GameMode=Fallout3
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
StreetLights.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
Unofficial Fallout 3 Patch.esm=1
CRAFT.esm=1
CALIBR.esm=1
Project Beauty.esm=1
EVE.esm=1
DCInteriors_ComboEdition.esm=1
Vault 101 Revisited.esm=1
aHUD.esm=1
iHUD.esm=1
FO3 Wanderers Edition - Main File.esm=1
Mart's Mutant Mod.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=1
Impervious Power Armour.esm=1
DarNifiedUIF3.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
CrowdedCities_v2.esp=1
CrowdedCities_v2_lessNPCs.esp=0
CASM.esp=1
GNR Enhanced.esp=1
Flora Overhaul.esp=1
Megaton House and Theme Overhaul.esp=1
dD - Enhanced Blood Main.esp=0
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1
FO3 Wanderers Edition - Optional VATS Halftime.esp=1
Mart's Mutant Mod - Project Beauty.esp=0
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
Mart's Mutant Mod - Zones Respawn.esp=0
Realistic Interior Lighting.esp=1
F3ProjectRealityMkI.esp=1
Fellout-Full.esp=1
Fellout-pipboylight.esp=1
Blackened FWE + MMM + EVE + Project Beauty.esp=1
I'm trying to see how it works now. Will update what changes I notice. Thanks for the further great help!
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hi Immortal68,

 

my little advice for your LO:

 

F3ProjectRealityMkI.esp=1 (no snow)
Fellout-Full.esp=1 (can add "Enhanced Weather - Rain and Snow v2 Hotfix" http://www.nexusmods.com/fallout3/mods/6170/? for rain and snow)
Fellout-pipboylight.esp=1
take only one weather mod, both are well made, depend of your taste.
you make merge patch? dont see it......its essential for avoid many error with multiple mods.
Nino791
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hi Immortal68,

 

my little advice for your LO:

 

F3ProjectRealityMkI.esp=1 (no snow)
Fellout-Full.esp=1 (can add "Enhanced Weather - Rain and Snow v2 Hotfix" http://www.nexusmods.com/fallout3/mods/6170/? for rain and snow)
Fellout-pipboylight.esp=1
take only one weather mod, both are well made, depend of your taste.
you make merge patch? dont see it......its essential for avoid many error with multiple mods.
Nino791

 

 

Hi Nino. Could you expand on that Weather Mod part? I'm afraid I don't quite follow. Does Fellout provide something similar to Project Reality?

 

I didn't create a merge patch myself (not sure how I would do that). I followed M48A5's link and used the mergers from Paradox Ignition (http://www.nexusmods.com/fallout3/mods/16787/?). It replaces multiple .esps with a single one.

 

You can disable and uninstall the following Mart's Mutant Mod plugins: Zones Respawn, Tougher Traders and Natural Selection. They part of FWE.

 

Did it just now. Thanks for the info.

To give some feedback how well it works so far:

I was kind of disappointed at first, since the game seemed to be much more unstable, but going with an advice from MMM's page I went to my house in Megaton and slept for 9 days. After that I had a surprisingly long session (3-4 hours I think?) of playing without the game crashing once. I have to play some more to see if it's persistent, but it's great so far! :)

 

There are two minor bugs that still appear in the game, but they are not that much of a hassle.

One is, that the Stealth Boy doesn't provide invisibility right after using it (it seems to start when I use 'x' as the Triage-hotkey...) and the invisibility doesn't seem to be consistent. I hear some sounds and suddenly I'm visible again. I then have to wait half a minute or something to become invis again. This could be some FWE mechanic I'm missing I guess (didn't find anything about it in the mod-description though).

The other one is that Energy Weapons sometimes don't fire outside of V.A.T.S. This seems to be solvable by switching weapons.

 

Thanks for all the help!

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I do know that with FWE, you need a power source for the stealth field. Since I don't use it, I don't remember what the power source is.

 

I can't help with the energy weapon problem. I never had anything like that.

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Hi,

yes both are weather mod, take a look of mods description :

 

- project reality

 

- Over 30 meticulously crafted weather systems each with dynamic variations throughout it's cycle
- Weather Cycles (Pleasant, Rainy, Cloudy, Foggy, Windy & Nuclear Winter) which can be enabled/disabled in a cycle
- Realistic sky visuals with full multi-layered dynamic clouds
- Rain & Snow visuals
- Thunderstorms with realistic fork lightning visuals

 

- fellout

 

Fellout changes all that, giving a harsh world more reminiscent of the Sahara Desert or the Mad Max/
Road Warrior movies though due to popular demand (and if Enhanced Weather is installed) some areas
will have rain.

Fellout also neutralises indoor lighting, removes green fogging and also water has been changed in
most places. This is a l ittle experimental for the time being, but still quite a lot better than
glowy green clouds of fog.

 

have both is useless and maybe can cause CTD in heavy modded game.

 

Merge patch is made with FO3Edit to make mods work together with no error, is a must for play a modded FO3, take a look on this Gopher guide for more info https://www.youtube.com/watch?v=uPK7R71zcwM&list=PL77ECC4B6194E1685&index=15

 

Paradox team make a very good work to lessen the number of plugin in most "must have" mods for reduce error and CTD but is not a merge patch.

 

Sorry for any grammar error but my english is not so good :wink:

 

Nino791

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