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Fallout 3 GOTY FWE Primary Needs


Immortal68

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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).

 

You have to change the key for activate the Stealth Boy or change key for triage (look at fwe option ingame), press and hold key for activate invisibility and for remove it, have a recharge time and a energy reserve for use, can see an indicator bar if equipped.

 

 

 

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.

 

EVE is a marvellous mod but make a lot of error, in my game are the most cause of CTD, maybe a merge patch can resolve.

Edited by nino791
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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.

 

Hm. Might need to look at some FWE wiki for that. Right now I'm just enjoying the game though. :)

 

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

 

Thanks for the explanation! I always thought Fellout was just to remove the green tint and nothing more. I deactivated ProjectReality and lo and behold the game looks waaay better suddenly. I think both mods desaturated the environment and having only one leaves everything much more colourful!

 

Can't believed I missed the Gopher FO3Edit video. I love watching his tutorials and created a merge patch now. Thanks for the help!

 

Don't worry about your English. It's pretty good and the more you use it the better it will get. :)

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  • 3 weeks later...

Just to give an update for people who might find this thread through google. I cleared and sorted my load order and it now looks like this:

 

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
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
EVE.esm=0
DarNifiedUIF3.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
GNR Enhanced.esp=1
CASM.esp=1
Flora Overhaul.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 - Followers Enhanced (BrokenSteel).esp=0
FO3 Wanderers Edition - Optional VATS Halftime.esp=0
Mart's Mutant Mod - Project Beauty.esp=0
Mart's Mutant Mod - Natural Selection.esp=0
Mart's Mutant Mod - Tougher Traders.esp=0
Mart's Mutant Mod - Zones Respawn.esp=0
Realistic Interior Lighting.esp=1
Fellout-Full.esp=1
Fellout-pipboylight.esp=0
Blackened FWE + MMM + Project Beauty.esp=1
AAAMergedPatch.esp=1
The merged patch at the end was created with FO3Edit. I uninstalled EVE since it seemed to be responsible for much of the instability of FO3. Right now, the game runs relatively stable, but it still crashes to desktop eventually (after ~1 1/2 hrs of play).
What you can't see in the load order is that I'm using FOSE (obviously), Archive Invalidation, Large Address Awareness and for Borderless Fullscreen I use the excellent "Windowed Borderless Gaming" Application. I also enabled multi-core use through fallout's .ini and installed a big texture pack.
Edited by Immortal68
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