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[WIP] Requiem for the Wanderer's Edition

General mod discussion and requests.
Arkngt
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[WIP] Requiem for the Wanderer's Edition

Post by Arkngt » Mon Sep 28, 2015 6:53 pm

Actually, not sure how much of a WIP this will turn out to be, but I thought it might be a good idea to collect ideas and plugins porting features from Fallout 3 Wanderers Edition (FWE) to TTW.


The name is taken from this thread by Damianwolff.


FWE is an overhaul for Fallout 3 integrating dozens of mods. Homepage: Fallout 3 Wanderers Edition


While Project Nevada has variants of several of the features from FWE, there are features that I for one miss from it when playing TTW. Damianwolff and RoyBatty also brought up some features from FWE in the above thread:


- Weapon replacers/New weapons: A3-21's Plasma Rifle, Drifter's Laser Rifle, MPLX Novasurge

- The Outcast Trading System

- Super Mutant Diversity

- Skill Book Overhaul

- Missing Unique Armor and Clothing

- Chem Overhaul

- Radiation Overhaul


I've made two small plugins porting FWE features:


TTW - Requiem for the Wanderer's Edition - A3-21's Plasma Rifle: Replaces the model of A3-21's Plasma Rifle with the one of the Tesla Rifle Prototype from Project Nevada - Equipment. Requires Project Nevada - Equipment, Weapons Mod Expanded, EVE FNV - ALL DLC, Project Nevada - WMX and WMX-EVE.


TTW - Requiem for the Wanderer's Edition - Radiation: Increases the rate that radiation is gained. More severe radiation sickness effects. Increased radiation resistance for the Environment Suit, Radiation Suit and the Advanced Radiation Suit. The changes are based on the settings in FWE.


I thought I'd look into implementing Missing Unique Armors and Clothing as FWE does. I have been searching for suitable replacers for Drifter's Laser Rifle and MPLX Novasurge, but haven't found anything yet.


Anyway, tips are welcome and help with porting FWE features is even more welcome!


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RoyBatty
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Drifter's Laser Rifle is one

Post by RoyBatty » Mon Sep 28, 2015 7:56 pm

Drifter's Laser Rifle is one of the Wattz rifles from JoeFoxx82, it's a free resource. I think the MPLX novasurge is another free resource, perhaps from DaiShun. But these are also used in EVE and CFW for things.


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Arkngt
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OK, I'll check up on those.

Post by Arkngt » Mon Sep 28, 2015 8:13 pm

OK, I'll check up on those. The thing is that I really like modifications - which isn't FWE kosher btw as they didn't want mods on the uniques - and I don't think there are any for the MPLX Novasurge.


I'll start on implementing cut content á la FWE.


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RoyBatty
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Adding vanilla or wmx mods to

Post by RoyBatty » Mon Sep 28, 2015 8:15 pm

Adding vanilla or wmx mods to weapons is pretty easy in nifskope.


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Arkngt
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Hm, I like messing around

Post by Arkngt » Mon Sep 28, 2015 8:19 pm

Hm, I like messing around with nifskope. I'll check it out. I really like the FWE MPLX Novasurge.


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RoyBatty
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You'll find a lot of that

Post by RoyBatty » Tue Sep 29, 2015 3:51 am

You'll find a lot of that stuff was open permissions, just have to track down who did what.


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Arkngt
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Turned out that there already

Post by Arkngt » Tue Sep 29, 2015 2:29 pm

Turned out that there already is a MPLX Novasurge replacer here on the forums by Ulithium_Dragon: Zeta Weapon - MPLX Novasurge Mesh and Sound Replacer From FO3 Wander's Edition


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Darkersun
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I love dead idea. FWE was a

Post by Darkersun » Mon Oct 12, 2015 2:34 pm

I love dead idea. FWE was a nice round package, that covered FO3 + DLC and didn't require you to install hundreds of different mods.


 


The best thing was, that you could choose and pick what you like and all in one (or maybe 3 .esm/esp I don't exactly remember)


 


The features I miss (that are not covered by PN):


https://sites.google.com/site/fo3wanderersedition/detailed-changes/01character


Perks Overhaul (I liked the perk changes from FWE)


Integrated Book Perks Modius)


https://sites.google.com/site/fo3wanderersedition/detailed-changes/02combat


Dodging (nice for Light Armor builds)


https://sites.google.com/site/fo3wanderersedition/detailed-changes/03equipment


Integrated Weapon Scanner


Weapon Re-balance


New Weapons / Armor Rebalance + Additions

(the nice thing was, that everything was completly integreated, fendors, level lists an balanced. I know there are a lot of nice armors weapons etc. but they are not balanced to each other)


Power Armor Overhaul (including Perks, other ways for training, repairing and fitting)


Repair Overhaul (ok we have "Alternative Repairing" mod, that is awesome now)


https://sites.google.com/site/fo3wanderersedition/detailed-changes/04survival


Chem, Drugs, Medicine, and Food Overhaul (part if this is in PN, but I miss the new drugs, and that the Home Lab + Infirmary had more options and used items to heal me, also portable versions)


https://sites.google.com/site/fo3wanderersedition/detailed-changes/05actors


Faction Overhaul (diversity wins, Talons with different weapon/armors, Raiders, Super mutants, all completely integrated with loot etc.)


AI + Combat Behavior


Followers Enhanced (FWE Optional Module) (settings for Charisma based follower number, healing system, drug use, usaable wepons and limited ammo. So great so immersive)


Caravans (Improved, so they don't just die etc.)


https://sites.google.com/site/fo3wanderersedition/detailed-changes/06immersion


OPTIONAL - Alternative Travel (the wasteland explorer is so great)


Persistent Skill Books (just makes sense)


Outcast Tech Recovery (again fully integrated with new items etc.)


 


If I use different mods to archive the same feel, then there are to many .esps, compatibility issues and the mods sometimes do not interact well (repair lists, vendors lists, lvl lists, loot and balance etc.)


 


So having a FWE ,like mod compellation or a TTWEC would be very nice.


But it is so much work and Fallout 4 is coming soon...


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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RoyBatty
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I'm going to keep modding FNV

Post by RoyBatty » Mon Oct 12, 2015 8:23 pm

I'm going to keep modding FNV, and will mod FO4 too.


So much great stuff about FWE, and some stuff I didn't like at all.


The power armor fitting was broken and never worked right for me, disliked it.


The restored content was also great, but sometimes placement of the items was a little odd and could have been improved.


I loved the SM diversity.


The outcast trading was nice, but it can't really work with TTW. Jax can explain the pitfalls of the mod, we've discussed it at length before because I liked it too. I still think a hybrid of what he have now and the container method can work though.


CAM covers the new chems and more, Senterpat just needs to fix whatever bugs it has, and it's a superior mod in every way.


PN has a lot of the features too, so those can be ignored.


I do miss the bike, but... I don't think that's ever going to happen. Someone would need to rebuild the mod from scratch. Maybe in the future.


The enhanced followers stuff would be great, using chems, using antivenom, etc. I don't much care for the rest of that mod and CCC does it so much better. For the robot followers they could repair themselves with scrap metal, electronics, fission batteries and sensor modules instead.


Some kind of enemy AI overhaul would also be great, and not just the ESP mode that PN offers.


Perk stuff is best covered by More Perks imo.


The book stuff would be best with Risewild's Berks.


We have a faction optional already, it just needs polish.


Dodging/Rolling and Breath Holding would indeed be nice, but only if they are bug free and seamless.


The caravans have already been beefed for the next version so they scale with the player. A mod could add more guards like FWE did however when you invest in the caravans.


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Risewild
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Persistent Skill Books (just

Post by Risewild » Tue Oct 13, 2015 1:44 am


Persistent Skill Books (just makes sense)




The book stuff would be best with Risewild's Berks.



What is that Persistent Skill Books thingie? If I like it I might make it for my book mod like Roy said cheeky.


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