Changes coming in the next version (last updated June 8, 2023):
Spoiler:
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New: - Strength penalties on raw meats have been replaced with the "Raw Meat" effect, which includes a strength penalty of -1 for 120s. This means that only the duration of the strength penalty will stack when eating multiple types of raw meat.
Fixes: - Rigging the Megaton Bomb now correctly requires only 25 Explosives, while disarming it requires 50. (not retroactive) - Fixed an issue with Dogmeat not being recruitable with Broken Steel. - Fixed an issue with the Broken Steel/Complete plugins breaking the "party full" message - Removed navmesh edits, as the mod is not packaged as an esm. - Removed erroneous edits to how chems are affected by the Chemist perk. - [OA] Fixed typo in Covert Ops perk description. Now specifies +25% sneak crit damage as intended.
Items: - Buffout: Duration from 60s to 120s.
Other: - Ant Senses will now display its +10% V.A.T.S. hit chance in the active effects menu. - Doctor's Bags are now a lot more common in locked First Aid Boxes. - Added Doctor's Bags to list of healing items dropped by Enclave Soldiers. - Doctor's Bags are now a lot more common and found in higher quantities inside Enclave Crates. - Increased weighting of Doctor's Bags in Talon Company and Brotherhood Outcast leveled lists. - [PL] Added 3 Doctor's Bags to Marcella's Medical Supplies.
Hey how to get the extras feature? Would like to customize it a bit. Also are the compatibility patches other mods that compliment the Vicious Wastes mod itself? Can you run the mod as is without them?
Figured out the extras feature. Still curious if you need all those other mods that this mod provides patches for compatibility or can run as stand alone.
Im getting this error when trying to activate the mod:
[A]Nexus.Client.Games.Fallout3.Fallout3GameMode cannot be cast to [B]Nexus.Client.Games.Fallout3.Fallout3GameMode. Type A originates from 'Fallout3. Version-0.84.30.Culture-=neutral. PublicKey Token=null' in the context 'LoadFrom' at location 'C:\Program Files\Nexus Mod Manager\GameModes\Fallout3.dll'. Type B originates from 'Fallout3. Version=0.84.3.0.Culture=neutral. PublicKey Token=null' in the context 'Default' at location 'C:\Program Files\Nexus Mod Manager\Fallout3.dll'.
The folder paths are different for me, but I copied the error from this guy because its the exact same message. Only mod that gave me problem so far.
thing is, it opened no problem. i saw the list of patches, downloaded a few of them, closed the fomod, installed the mods, now the fomod will not work in MO 2. I manually dragged the files over and the patches, but when i start the game it asks for the vicious wastes.ini which was not generated because i didn't run the fomod. tried renaming the config.ini but that didn't do the trick.
any suggestions?
never mind, i installed MO2 in another location and ran the install there to snag the folder and ini. should work.
There seems to be a problem whereby the main configuration menu doesn't show up during the BB gun scene, only the hardcore mode one. I tried disabling all other mods, but the problem persists :(
Fixed it. I hope if this happens again, it will fix it again. I verified the game files and then ran the Anniversary Patcher again.
*End edit*
I have this problem too. Although when I press home, nothing happens. I tried looking in the ini, and there's an option in it to give you an aid item for the settings. Well, that didn't work either. I started a new game every time. I'm using the GOG version.
I do get the hunger, hydration and tiredness underneath condition in the Pipboy. But I can't click on them and there's no information displaying their levels.
Also ammo has no weight, but aid items do have FOD, H20 and SLP effects listed on them. However when taking them I don't know if they do anything as those stats on the Pipboy are left blank.
I see other people have been having trouble with UI mods. The only one I use is Interface Mod - Revelation Classic Fallout UI. I have tried this mod without that one and it's the same.
Filed a bug report about an issue with recruiting dogmeat. Like Hawkbait, I am unable to recruit dogmeat.
I'm not sure if Hawkbait was able to recruit dogmeat after raising his CHR to 6, it seemed like he suggested that was the case. For me, recruiting dogmeat is just plain impossible no matter what I do. Details are in the bug report.
Apart from this bug I've been having a blast playing through with Vicious Wastes. It is without a doubt the most fun I have ever had in Fallout 3. The level of challenge is just the way I like it, and the survival mode is actually something I need to watch out for compared to other mods I have tried which were trivial in comparison. Overall, you've done a heck of a job. Hats off to you Slippy!
I just took a look and found one of Dogmeat's dialogues that was missed in Broken Steel, but the thing is that would completely ignore the Charisma system and allow him to be recruited
I'll keep looking to see if I can spot anything else
I have added more details about the issues I found in the bug report. Thanks for looking into it!
In the meantime I have worked around the issue by temporarily loading the base esp below the full when recruiting dogmeat, then switching it back after he is in my party. I'm not sure if doing that risks breaking my game in some horrible way, but it has allowed me to keep playing like normal since then at least.
This mod is very interesting when I compare it to my last playthrough where I used simple realism. The combat in simple realism is much, much harder with even normal super mutants being terrifying opponents who take major punishment. In this, they have largely been pushovers thus far. On the other hand, the economy and needs system in this is greatly superior. I actually struggle to eek out a living beyond the first 3 levels unlike in SR where I pretty much immediately got so rich that I could buy anything I needed without blinking. I don't believe I've ever had this much fun playing Fallout 3!
I can confirm that doing the ol' ESP switcharoo solved this for me aswell.
Whereas before I couldn't recruit him at all, I have now recruited Dogmeat into a party which consists of Amanda from Ties that Bind, Brisa Almodovar, and Scratch.
Although, thankfully it looks like from the author's changelog that the issue will be fixed in the next update.
So if I saw that there is an ini file on this now to enable and disable alot of features. If I want to use Fugacity, and really just use this for survival, perks and stimpack/radaway/doctors bags changes, is that feasible?
How can I alter the duration of Stimpaks in hardcore mode? All I want to do is increase from 5 to 10 seconds, which I did in FO3Edit but nothing has changed.
639 comments
- Strength penalties on raw meats have been replaced with the "Raw Meat" effect, which includes a strength penalty of -1 for 120s. This means that only the duration of the strength penalty will stack when eating multiple types of raw meat.
Fixes:
- Rigging the Megaton Bomb now correctly requires only 25 Explosives, while disarming it requires 50. (not retroactive)
- Fixed an issue with Dogmeat not being recruitable with Broken Steel.
- Fixed an issue with the Broken Steel/Complete plugins breaking the "party full" message
- Removed navmesh edits, as the mod is not packaged as an esm.
- Removed erroneous edits to how chems are affected by the Chemist perk.
- [OA] Fixed typo in Covert Ops perk description. Now specifies +25% sneak crit damage as intended.
Items:
- Buffout: Duration from 60s to 120s.
Other:
- Ant Senses will now display its +10% V.A.T.S. hit chance in the active effects menu.
- Doctor's Bags are now a lot more common in locked First Aid Boxes.
- Added Doctor's Bags to list of healing items dropped by Enclave Soldiers.
- Doctor's Bags are now a lot more common and found in higher quantities inside Enclave Crates.
- Increased weighting of Doctor's Bags in Talon Company and Brotherhood Outcast leveled lists.
- [PL] Added 3 Doctor's Bags to Marcella's Medical Supplies.
[A]Nexus.Client.Games.Fallout3.Fallout3GameMode cannot be cast to [B]Nexus.Client.Games.Fallout3.Fallout3GameMode. Type A originates from 'Fallout3. Version-0.84.30.Culture-=neutral. PublicKey Token=null' in the context 'LoadFrom' at location 'C:\Program Files\Nexus Mod Manager\GameModes\Fallout3.dll'. Type B originates from 'Fallout3. Version=0.84.3.0.Culture=neutral. PublicKey Token=null' in the context 'Default' at location 'C:\Program Files\Nexus Mod Manager\Fallout3.dll'.
The folder paths are different for me, but I copied the error from this guy because its the exact same message. Only mod that gave me problem so far.
thing is, it opened no problem. i saw the list of patches, downloaded a few of them, closed the fomod, installed the mods, now the fomod will not work in MO 2. I manually dragged the files over and the patches, but when i start the game it asks for the vicious wastes.ini which was not generated because i didn't run the fomod. tried renaming the config.ini but that didn't do the trick.
any suggestions?never mind, i installed MO2 in another location and ran the install there to snag the folder and ini. should work.
I installed using vortex, maybe thats the problem
Fixed it. I hope if this happens again, it will fix it again. I verified the game files and then ran the Anniversary Patcher again.
*End edit*
I have this problem too. Although when I press home, nothing happens. I tried looking in the ini, and there's an option in it to give you an aid item for the settings. Well, that didn't work either. I started a new game every time. I'm using the GOG version.
I do get the hunger, hydration and tiredness underneath condition in the Pipboy. But I can't click on them and there's no information displaying their levels.
Also ammo has no weight, but aid items do have FOD, H20 and SLP effects listed on them. However when taking them I don't know if they do anything as those stats on the Pipboy are left blank.
I see other people have been having trouble with UI mods. The only one I use is Interface Mod - Revelation Classic Fallout UI. I have tried this mod without that one and it's the same.
In my current Vicious Wastes playthrough it seems as if I need Power Armor Training again, wasn't this removed a few versions ago?
Load order:
# This file was automatically generated by Mod Organizer.
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Project Beauty.esm
Unofficial Fallout 3 Patch.esm
Goodies.esm
Project Beauty- UF3P.esp
RADiantLightOverhaul.esp
FO3 Realistic Wasteland Lighting.esp
FO3 RWL GOTY.esp
Water For Enb.esp
LightUpAndSmokeThoseCigarettes_edisleado_fo3_scratch.esp
Vicious Wastes.esp
Vicious Wastes - Project Beauty.esp
Vicious Wastes - Complete.esp
Vicious Wastes UUFO3P Goodies Patch.esp
I'm not sure if Hawkbait was able to recruit dogmeat after raising his CHR to 6, it seemed like he suggested that was the case. For me, recruiting dogmeat is just plain impossible no matter what I do. Details are in the bug report.
Apart from this bug I've been having a blast playing through with Vicious Wastes. It is without a doubt the most fun I have ever had in Fallout 3. The level of challenge is just the way I like it, and the survival mode is actually something I need to watch out for compared to other mods I have tried which were trivial in comparison. Overall, you've done a heck of a job. Hats off to you Slippy!
I'll keep looking to see if I can spot anything else
In the meantime I have worked around the issue by temporarily loading the base esp below the full when recruiting dogmeat, then switching it back after he is in my party. I'm not sure if doing that risks breaking my game in some horrible way, but it has allowed me to keep playing like normal since then at least.
This mod is very interesting when I compare it to my last playthrough where I used simple realism. The combat in simple realism is much, much harder with even normal super mutants being terrifying opponents who take major punishment. In this, they have largely been pushovers thus far. On the other hand, the economy and needs system in this is greatly superior. I actually struggle to eek out a living beyond the first 3 levels unlike in SR where I pretty much immediately got so rich that I could buy anything I needed without blinking. I don't believe I've ever had this much fun playing Fallout 3!
Whereas before I couldn't recruit him at all, I have now recruited Dogmeat into a party which consists of Amanda from Ties that Bind, Brisa Almodovar, and Scratch.
Although, thankfully it looks like from the author's changelog that the issue will be fixed in the next update.