Fallout 3

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FALLOUT 3 WANDERERS EDITION (FWE)

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Version: Master Release 3.2 (MR)

Date: 2009.09.03

Author: Mezmorki

Special Thanks: FritZ_Fretz, jjgun, and Kai Hohiro

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Table of Contents
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0. Critical Information
- Recent Changes
- Requirements
- Contact + Feedback

1. Overview

2. Credits + Contributors
- Integrated mods + author credits
- Contributor credits
- Recommended Mods

3. Installation
- Included Plugins
- Basic install instructions
- Load Order / Compatibility (FOIP)
- Frequently Asked Questions

4. Detailed Description
- Character Development
- Combat
- Healing, Injuries, Necessitiesy
- Weapons and Armor
- Items, Loot, and Spawning
- NPC's and Followers
- Immersion + Miscellaneous
- Optional Mods
- DLC Support
- Fallout Interoperability Program (FOIP)

5. Licensing + Legal Information

6. Changelog


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Recent Changes
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:::::: FWE Master Release 3.2


This release fixes a number of additional bugs, and implements a few new features and tweaks.

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Corrected a problem with companion limb healing requiring and consuming surgical supplies. This has been switched to medical braces as intended.

Adjusted the CRAFT repair parts script so the script uses your current/modified repair skill (not base repair skill) when determining how many repair parts you can create from scrap metal.

Corrected a bug with the My Laboratory not healing Rad-X addictions.

Added some balancing measures into the My Laboratory and My Infirmary features. The lab requires ONE stimpak to heal addictions now. The infirmary requires 1 stimpak to restore your full health. Limb healing requires 1 stimpak and you must have 1 medical brace and 1 surgical supplies in your inventory. The medical brace and surgical supplies are not consumed, only the stimpak. Lastly, curing rads requires 1 radaway. There is still an advantage to using these features, as regardless of your medicine skill, it only takes 1 stimpak to heal to full health, or heal all of your limbs.

Cut portable grill cooker time in half.

Boosted repair vendors repair skill by +25 repair. They can now actually repair your busted stuff =)

Added the Toughness level 3 perk to Fawkes, making him a bit tougher later in the game.


FOIP UPDATE

Kai Hohiro has expanded the WMK support for many more of FWE's classic fallout weapons. Also thanks to antistar for working up the models. Check out the Nexus FOIP page for the download and details. WMK now supports the following new FWE weapons: 14mm pistol, .223 pistol, desert eagle, FN FAL, Glock 86 Plasma Pistol, H&K G11, HK P90C, L86W, M60, Wattz 1000 pistol, Wattz 20000 rifle, Vindicator Minigrun, and the XL70E3.


Note:

I've tested the power armor issue (where it was reported that you could always wear power armor even without gaining the perk). I haven't had this experience in my testing, which makes me think people are having mod conflicts.




:::::: FWE Master Release 3.1

This is a quick bug fix release in the wake of the 3.0 release. Pleae read the 3.0 chaneglog below if you haven't already =)

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Corrected a problem with the new repair parts CRAFT items not being created correctly at the workbench. Doh!

Updated the WMK FOIP patch (again) to correct some animation issues with the Wattz energy weapons.

Updated the DLC support patches to utilize the new repair parts items (thanks again Kai Hohiro!)

Fixed thorzine visual "negation" effect from stopping before the visual effected induced by most other drugs. Thorzine now clears visual effects for 1200 time units, compared to the 600 units that most chems are in effect.



:::::: FWE Master Release 3.0


This release contains a number of new meshes, textures, and sounds. Please download the Master Release 3.0 Assets Update.


Major Changes / New Features
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Revised leveled item loot lists for the major factions and vendors so existing and current weapons spawn across a broader (and higher!) range of levels. Weapons appear at level 1, 5, 9, 12, 15, and 18. Common weapons appear at level 1, less common weapons at level 5, 9, and 12, and rare weapons at level 15, 18.

Significant rebalancing of explosives. Base damage and radius increased slightly for most explosion types. In addition, a new hidden perk has been added to the game that provides an additional bonus to explosion damage based on your explosive skill. This helps balance out the global FWE change of weapon skills primarily affecting accuracy not damage (which is a problem for explosibes!). Now, with an explosive skill of 0, you will do ~56% of the base damage of explosive, scaling up to 200% at 100 explosives. This combines with the demolish expert perk as well, with the level 3 perk, you will deal a total of 320% increased damage for explosives.

Added missile launchers, fat boys, the MIRV, and the Miss Launcher to the explosives formlist. These weapons still rely on �big guns,� but will also benefit from the increased damage of the demolition expert perk and the new hidden explosive damage perk (above).

Reworked the role of scrap metal in for use in repairing weapons and armor. Scrap metal is no longer used in the repair lists. Instead, you must use the workbench to CRAFT �repair parts� out of scrap metal. You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts. At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts. The weight of scrap metal has been increased from 1.o to 1.5. Repair parts weigh 0.5.

In addition to the above, the gamesettings controlling maximum repairable condition per a given repair skill have been altered. You will now require a significantly higher repair skill to repair weapons to higher conditions. At skill level 50, max repair condition is set to 40% (was 70%). This change will require additional specialization in repair.

Completely re-wrote the companion (follower) scripts to successfully implement companion healing and chem usage (big thanks to jjgun for his fine scripting work on this!). Refer to the �FWE - Companion Wellbeing.txt� in the �FWE Support\FWE Documents� for complete details. In brief, companions will require stimpaks to heal themselves in and out of combat, and will require medical braces and surgical supplies as well to heal crippled limbs. Furthermore, companions will use morphine, psycho, and buffout under special circumstances, as well as rad-x and radaway. RL-3 can be healed with scrap metal, conductors, sensor modules, and fission batteries. New dialogue options allow you to check on the status of your companions. Thanks again to jjgun!

Tweaked damage formulas a little more, slightly increasing global damage from 2 to 2.25 and slightly decreasing the effect of armor to a 4.0 multiplier (from 4.5). This results in very lightly armored people from being more vulnerable, while slightly reducing the overly powerful effects of high DR.

Updated UFP support for the newest USP version (the .esm version).

Support for Point Lookout and Mothership Zeta, developed by Kai Hohiro. These include rebalancing weapons and armor, updating repair lists, and applying location damage to new creature bodypart data records.

Implemented a tweaked version of XFO�s unarmed �dodge� bonus feature. This feature provides a chance to avoid damage based on a dodge bonus provided by your unarmed skill. This chance ranges from 0 to 40% at 100 unarmed skill (skill / 2.5). The weight of worn armor affects the chance of your dodge bonus as well, with armor subtracting ( weight / 6 ) from your chances.

Adjusted the ration of gun to melee spawns for raider and super mutant factions. Two of every three spawns for these factions will be a melee equipped NPC/creature, and one of every three will be a gun equipped NPC/creature. This will reduce the amount of ammunition available in the game world from looting, and may provide a greater range of encounter types between factions.

Fixed the CTD issue when placing stimpaks into some containers. Note that a stimpak hotkey will be lost when viewing a container. A work around for this being developed.

Rebalance item values, in particular weapons and food/chem. Items. Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste. Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced.

Corrected a number of dialogue issues that prevented the multi-follower functionality of FWE�s integrated �0h followers mod� from working properly. You should now be able to hire 1 or more followers depending on your charisma attribute. In addition, the hiring and re-hiring karma requirements for some followers have been adjusted. Jericho can now be hired with neutral or evil karma, Fawkes with good or neutral, RL-3 with good to evil karma (but not very evil or very good; previously required neutral), and Clover with evil or neutral karma.

Included a new �Restore Tracers� optional module that re-enables tracers for projectile weapons. For automatic / semi-automatic weapons, approximately 1 of every 4 rounds will be a tracer. For slower firing weapons (hunting rifle, sniper rifle, etc.) each round fired will be a tracer (as in vanilla Fallout 3).
Updated the �Alternate Travel� optional module (i.e. the motorcycle travel) to include a number of new fixes and script improvements, courtesy of jjgun. In addition, a number of new motorcycle skins are now enabled as you accumulate miles on your motorcycle (credit to DragOntamer and Ashvan for the new textures). This fix includes a number of issues with the motorcycle�s position and status after fast traveling.

Added three new weapons to FWE, in line with other �classic� fallout weapons, including the PPK-12 gauss pistol and M72 Gauss Rifle (credit to Einherjrar, Ghoul, Stalkerpele, GSC Gameworls, TehSnake) and the Classic Glock 86 Plasma Pistol (credit to DaiShi). All three of these weapons have had minor texture tweaks (by me) and rebalanced to fit with FWE standards. Weapons have been inserted into vendor lists and certain faction equipment lists as well. The Classic Glock Pistol utilizes a scope.


Minor Fixes
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Updated the support plugin for the Unofficial Fallout 3 patch.

Re-wrote the scripts for the bypass modules (credit to jjgun) so that successful attempts are more influenced by your repair skill and the level of the bypass module. At low repair skill levels, you will be more likely to break the bypass module when attempting a bypass. In addition, more difficult bypass attempts will �wear out� your modules faster, increasing the chances of failure with subsequent attempts.

Slightly re-increased assault rifle damage slightly to create more separation between the fairly powerful 10mm round. 5.56mm ammo types generally do in the 27-28 damage range (from 25-26).

Further increased the velocity of plasma projectiles, making them more effective over longer ranges.

Improved the rail rifle, increasing projectile velocity, raising base damage, and increasing the critical chance multiplier.

Increased the base damage for most unarmed weapons (knuckles, powerfits, etc.)

Re-inserted tin can�s as a potential repair item for some of the lower level / weaker weapons.

Tweaked some of the creature perks given by FWE, and updated the corresponding records in the MMM FOIP Patch.

Reduced creatures �nerd rage� effect from 35 DR down to 25 DR.

Increased the damage for many trap types to by 2-3 times their original value. Traps should be a bit more deadly now.

Corrected an issue with some of the CALIBR ammo types not having the correct value (caps) and weight indicator in their pip-boy name. This includes 7.61mm, 14mm, and other ammo types.


Slightly increased shotgun spread for HK CAWS and Pancor Jackhammer

Slightly reduced health of RL-3 + Dogmeat, but gave them the toughness perk bonuses to compensate.

Fixed an issue with RL-3 not being set to essential.



FOIP Patches
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Fixed a problem with crippled leg�s not effecting movement speed correctly in the MMM FOIP patch.

Fixed deathclaw (normal and enclave specific) toughness bonus in MMM FOIP patch.

Updated the WMK FOIP patch.

Updated the MMM FOIP patch.


Future Changes / Next Steps
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A number of things did not make it into this release. Briefly, this includes:

Fix for the stimpaks loosing an assigned hotkey.

Inclusion of the Broken Steel�s aqua pure water in the primary needs functionality.

Adjustments to the home infirmary and laboratory to improve balance and immersion.

Tweaks to the PN portable grill.

Expanding WMK support for additional CFW weapons. Antistar has provided the needed models/textures, I just need to complete the form records for the new modded weapons, which will take some time.








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Requirements
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The following files or utilities are required for using Fallout 3 Wanderers Edition.

Fallout Script Extender (FOSE)
> http://fose.silverlock.org/

The Fallout Mod Manager (FOMM) (for setting the proper load order)
> http://timeslip.chorrol.com/fomm.html

FO3Edit - MasterUpdate (fixes mod conflicts with FO3 version 1.5)
> http://www.fallout3nexus.com/downloads/file.php?id=637

CALIBR mod (custom ammo compatibility)
> http://www.fallout3nexus.com/downloads/file.php?id=3447

CRAFT mod (work bench compatibility)
> http://www.fallout3nexus.com/downloads/file.php?id=4447

Fallout Interoperability Program (FOIP) for compatibility instructions and load order guides.
> http://www.fallout3nexus.com/downloads/file.php?id=4968


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Contact + Feedback
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Official Bethesda Forum
> Thread: http://www.bethsoft.com/bgsforums/index.php?showtopic=983296
> PM at: Mezmorelda

Fallout 3 Nexus
> Thread: http://www.fallout3nexus.com/downloads/file.php?id=2761
> PM at: Peekaboom



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1. Overview

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Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you�ll find the wasteland to be a more dynamic but far less forgiving place.

FWE began when it became apparent that using many independent mods together (in an effort to overhaul the basic gameplay) led to other problems in terms of balance, compatibility, and ease of use. Integrating a diversity of mods together created the opportunity to comprehensively overhaul the game and get everything working in a seamless package.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.

Key areas of change in the mod include:


:::::: Richer Character Development

Developing a character requires careful attention to how you balance stats, skills, and perks. No longer can you be a master of everything by the time you are level 20. Leveling is slower, and choices of perks and skills are far more important. Many underpowered skills and perks are improved and the effects of SPECIALS are improved, all adding more opportunities for different character paths. An "alternative starts" mod let's you choose a variety of background and starting conditions, further adding to the role-playing element of the game.


:::::: More Realistic + Lethal Combat

Weapons and attacks do significantly more damage, both to you and your enemies. Combat is faster paced and �feels� more like a real FPS and not like a FPS �simulator.� Hit location damage, VATS tweaks, accuracy changes, wounding effects, �bullet time mode", and many other features adds to the intensity of combat, keeping the game fresh and challenging.


:::::: Struggle for Survival

Getting injuries, particularly crippling ones, is no laughing matter. The effects of injuries are more severe, and putting yourself back together after a grueling engagement is more difficult. You can't lie down on the ground for an hour and wake up a fully healed individual. An optional "primary needs"
feature requires you to eat, drink, and sleep or suffer grave consequences. All of this makes the wasteland a gritty, harsh, and demanding place.


:::::: Weapon and Armor Rebalance

Weapons and armor are all rebalanced so that everything has a potential use and benefit. There are real trade-offs to using one armor over another. Weapons have been completely rebalanced, so many weapons you�d never use now can serve a purpose. Once worthless armors now can now make a difference between life and death. Power armor has been revamped to be more beneficial while still remaining balanced.


:::::: Item + Loot Enhancements

Tweaks to leveled loot lists make the wasteland a less forgiving place; you�ll now find even less ammo, drugs, and the things you need to survive. Many new drugs have been added to the game world, expanding the range of options for keeping yourself alive. Item weights and other properties are tweaked, all with the aim of making the world more immersive and challenging.


:::::: Elimination of �Immersion Breakers� and free hand-outs.

A number of small graphical tweaks, changes to spawning lists, hand-holding, and un-realistic handouts are altered or removed from the game. The result is an experience that is more challenging and rewarding.



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Credits, Contributors, Recommendations

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Integrated Mods
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Fallout 3 Wanderers Edition is the result of a massive compatibility and conflict resolution activity. In addition to providing new content itself, FWE hinges on successfully integrating over 50 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, modified, or were a source of inspiration for FWE.

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0h Followers - Hire by Charisma and Karma Jalor
10mm assault rifle Lucien834
Action Point Recharge The Kitchen Sink
Alternative Power Armor Training Gryphon
Alternative Starts Khet
Ammo Weight Mod AnT01
Auto Aim Fix - Headshot Edition rlilewis
Better Companions Rasana
Better Living Thru Chemistry O Captain My Captain
Book Perks Kelenius
Caravan's Upgraded Da Mage
Classic Fallout Weapons War1982
Classic Glock 86 plasma Pistol DaiShi
DAV - Weighted Ammo Weight poncratias
DK Bullet Time Dunderklumpen
Explosive Entries Lap
Explosive Explosives Malakaius
Fall Damage Azar
Fallout Balance Overhaul (XFO) Xodarap777
Fast but dramatic VATS Jay
FDA Mod Lugaru
FF Interactive Bobbleheads FritZ_FretZ
Followers Regular Gear CraterFace
Free Play After Main Quest DJ_Kovrik & Zalmoxis
Haldurs Improved Workbench Haldur
Increased Movement Speed SplitSoul
Karma Revamp Brazuca
Location Damage Mefiu
M72_PPK12 Gauss BETA Einherjrar
MFO decoy catfish
Miscellaneous Items Weight Raptre
Missing Unique Armor and Clothing Galahaut and Sanguine Assassin
Missing Unique Weapons Galahaut and Sanguine Assassin
Monstet Perk Addon Mihoshi333
MR Armor Rebalance Moonracer
No Bobble Head Effects Makagulfazel
No Fast Travel Lord_Santa
No Tracers taylorsd
Persistent Skill Books Tukka
Pointiac Shabador
Portable Laboratory + Infirmary FritZ_FretZ
Primary Needs - Addendum FritZ_FretZ
Projectile Fix joefoxx
Radiation RevampP hantomSpaceman + spineynorman
Realistic Chems Zer0Morph
Realistic Explosions Zer0Morph
Reneers Invisible Karma Reneer
Repair Rethought Vocha
Respawn Timer Acleacius
RI Healing (partial) K.Schenk
RI Primary Needs K.Schenk
Selected Containers Respawn JustinOther
Skill Based Hacking & Lockpicking Alystin
Slower Backpedaling Lork
Sprint Mod Lork
T3T's Weapon Rebalance The 3rd Type
Triage Kearsage
Wasteland Explorer jjgun + malacola



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Contributors
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A number of individuals have helped extensively with the development of FWE and deserve special recognition. This includes:

Fritz_FretZ ::: For providing invaluable feedback, development time, troubleshooting, and always appreciated advice!

jjgun ::: For providing technical + scripting knowledge, and contributing significantly to the alt starts implementation.

RGDelta ::: For developing a number of bug fixes that are incorporated into the current release.

Delamer ::: For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever!

EliminsterAU ::: For helping troubleshoot and provide technical feedback on FWE's development.



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Recommended Mods to Use with FWE
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A number of other mods were used alongside FWE during it's development. Using these mods in conjunction with FWE is HIGHLY recommended. These mods are not included in FWE for a number of reasons, including: being complex mods in their own right; the authors did not wish their works to be included; or the mods addressed different aspects of Fallout 3 and were not appropriate to include in FWE. Recommended mods include:


Darn's UI ..................................... by Darn

> Overhauls the entire in-game menu system, getting rid of console-itis in the process
> http://www.bethsoft.com/bgsforums/index.php?showtopic=929918&hl=darnified

Unofficial FO3 Patch .......................... by Quarn

> Fixed numerous bugs in Fallout3
> http://www.fallout3nexus.com/downloads/file.php?id=3808

Martigen�s Mutant Mod ......................... by Martigen

> Adds new monsters and variations, increases number of spawns, and more. This is an ESSENTIAL mod to be used along side FWE.
> http://www.fallout3nexus.com/downloads/file.php?id=3211

Weapon Mod Kits ............................... by Antistar

> This mod adds new �mods� to the game, like scopes and laser sights, that you can attach to most of the original weapons.
> http://www.fallout3nexus.com/downloads/file.php?id=3388

Robco Certified ............................... TheTalkieToaster

> Perk tree allowing you to build + command robots. Makes the science skill more important.
> http://www.fallout3nexus.com/downloads/file.php?id=712

Wasteland Whisperer ........................... TheTalkieToaster

> Perk tree allowing you to tame + command animals. Makes the speech skill serve a purpose.
> http://www.fallout3nexus.com/downloads/file.php?id=1610



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Installation

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Incuded Plugins
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:::::: FO3 Wanderers Edition - Main File.esm

This is the main file for FWE

The following optional or compatibility plugin's are located in the "FWE Support\Optional Mods folder" of your Fallout 3\Data Folder.

:::::: FO3 Wanderers Edition - Optional Free Play After MQ.esp

This mod should not be used with the Broken Steel DLC. If not using Broken Steel, it allows the game to continue aftet the main quest is complete.


:::::: FO3 Wanderers Edition - Optional No Fast Travel.esp

Disables fast travel for the hardcore player

:::::: FO3 Wanderers Edition - Optional VATS Halftime.esp
:::::: FO3 Wanderers Edition - Optional VATS Realtime.esp

Two alternatives VATS setups (see the VATS section in the detailed description below).


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Basic Insall Instructions
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Please follow the install instructions carefully:

1) Download both the "Main Files" package and the "Assets" package from Nexus website

2) Extract both files to your Fallout 3 "data" folder. The archives are ready to be made into FOMODS using FOMM (Fallout Mod Manager) if that is your thing.

3) Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed. In addition, make sure that you have downloaded and installed the required CRAFT and CALIBR mods.

4) Adjust the load order of loaded mods according to the suggested load order guide (below) using FOMM or another load-order tool. Ensure that the "FO3 Wanderers Edition - Main File.esm" is loaded towards the top of your mod list. You can use the .esp main file to control where mod overrides occur (see below).

5) Move any desired optional files from the "FWE Support\Optional Mods" folder to your root "Fallout3\data folder".

5) FWE will work with prior versions of Fallout 3 using (for instance) the fake patch as well as the current version of Fallout. If using the version 1.5 (or presumably later), you will need to download and use the FO3Edit MasterUpdate patch (see link at the top of this readme under "requirements")

6) You will need to install + launch "Archive Invalidation Invalidated" or use the version included in FOMM or another utility.

When you start a new game, after the opening video, you will find yourself in an empty shack and not in Vault 101 per the normal game. This is the opening conditions from the �Alternative Start� mod. There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, race, and your �history.� The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background. The primary needs scripts in particular will eventually prompt you to define the configuration settings. See the �RI - Primary Needs readme.html� readme in the mod-readme folder for more information.

After setting up your character, sleep on the mattress and you�re new Fallout 3 experience will begin!



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Load Order / Compatibility / Fallout Interoperability Program (FOIP)
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Compatibility between FWE and other popular mods such as Mart�s Mutant Mod and Weapon Mod Kits is addressed through the Fallout Interoperability Program. �Compatibility Patches� (CP�s), installation, and load order instructions can be accessed via the FOIP page here:

FOIP @ FO3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=4968

Suggested Load Order for using FWE, MMM, and WMK:

.............
Fallout3.esm
Anchorage.esm
ThePitt.esm
Brokensteel.esm
.............
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
.............
DarNifiedUIF3.esp
.............
FO3 Wanderers Edition - Main File.esp
FWE Optional Modules (DLC support, unofficial patch support, etc.)
.............
WeaponModKits.esp
.............
WeaponModKits - FWE Master Release.esp
.............
Mart's Mutant Mod.esp
Mart's Mutant Mod - Optional Modules
.............
Mart's Mutant Mod - FWE Master Release.esp


Refer to the FOIP page (above) for more guidance or assistance with load order.


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Frequently Asked Questions
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:::::: Why use FWE versus downloading the mods individually?

Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are. In addition, it provides a consistent reference for rebalancing the gameplay experience.


:::::: Will FWE work with patch 1.5 and/or Broken Steel?

Yes, provided you use the FO3MasterUpdate utility (http://www.fallout3nexus.com/downloads/file.php?id=637).


:::::: Can I upgrade to this version from the non-mastered version and continue using the same character?

Unfortunately you cannot. A non-mastered (non-merged) version of FWE is available for use with existing FWE characters.


:::::: Why does the game crash when it tries to load the main menu?

This is usually the result of an installed looking for a required master file which is not present. For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup.


:::::: Can I use "such and such mod" with FWE?

FWE changes many aspects of the game, and compatibility is always an issue. The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.


:::::: One of the integrated mods has been updated, will you update the version in FWE to this newer version?

This is always a tricky question, and the answer is that it depends. In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult. In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.



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Detailed Description of Changes

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FWE makes changes to a broad range of gameplay elements. This includes:

- Character Development
- Combat
- Healing, Injuries, Necessitiesy
- Weapons and Armor
- Items, Loot, and Spawning
- NPC's and Followers
- Immersion + Miscellaneous
- Optional Mods
- DLC Support
- Fallout Interoperability Changes

The following section describes these changes, credits the source of these changes in the case of integrated mods, and highlights and special usage options, requirements, or other details.


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Character Development
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Changes to the character development include changes to S.P.E.C.I.A.L, skills, perks, level advancement, and a number of other improvements. The intention of these changes is to foster more diverse character types and eliminate the inevitability of becoming a "master of all trades" as seen in the unmodded game.



Leveling / Experience
.................................................

Adjusted the experience formula for a slower level/pacing experience. You will now require roughly three times as much experience to level up.

Tweaked the experience rewards. You'll receive more experience from exploration but less experience from easier lockpicking, hacking, and other feats.



S.P.E.C.I.A.L
.................................................

SPECIAL's are balanced to be more important, and to make choices between which attributed to increase more important and have greater consequences.

All specials now provide +3 to their associated skills (was +2), but skills only start at 5 [credit: Pointiac].

Each point of strength increase carry weight by +25 (was +10). Base carry weight reduced to 25 (was 150!). You can now carry more weight if you are super strong (strength 9 or 10) compared to the vanilla game, but less weight for other strengths.

Perception now provides a penalty (below 5) or bonus (above 5) to your criticial hit chance [credit: XFO].

Endurance only provides +15 hit points per point (instead of +20). However, hit points only increase by +5 per level, so endurance is relatively more important.

Charisma provides a small penalty (below 5) or bonus (above 5) to NPC disposition depending on your charisma [credit: XFO]. Additionally, higher levels of charisma will allow you to take on more followers [Credit: 0h Followers].

Intelligence only provides an extra skill point for every two points of intelligence [credit: Pointiac/XFO].

Each point of agility provides +6 action points (was +2). Base action points is now 40 (was 65). You get more action points with higher agility (8+) compared to vanilla.

SPECIAL bobbleheads no longer provide +1 to their associated stat [Credit: No Bobble Head Effects]. This can be changed via the global aaIBHSPECIALBonus.



Skills
.................................................

All skills start at 0 + 3 points per associated special.

Tagged skills provide an immediate +10 bonus. Each point spent raising tagged skills during level up raises that skill by two.

Gain 10 skill points at level up (plus 1 per two point of intelligence)

Skill bobbleheads now only provide +5 skills (instead of +10).


:::::: Barter

Barter settings tweaked to make higher levels of barter skill much more useful. At 100 skill you can trade with an equal exhange. With very low barter skills, items are significantly more expensive.


:::::: Lockpicking & Science [credits: Skill Based Hacking + Lockpicking]

A new skill based lockpicking and hacking option has been implemented . A message box will allow you to bypass the mini-games and the skill requirement check. This allows you, for instance, to open a level 50 lock with less than 50 in lockpicking. However, the chance of an unsuccessful attempt get's higher, along with breaking bobby pins or jamming the lock. The mini-games can still be played normally as well.


:::::: Repair / Bypass modules

A new hacking alternative, which uses bypass modules and your repair skill, can be used to attempt to break into terminals. The bypass modules are created by obtaining up to three schematics (four are hidden in the game world; think about placed with people who might use these). Bypass modules are made from 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera combined at the workbench. Obtaining additional schematics will improve the quality of your built bypass modules. Creating a new bypass module will also upgrade any order versions of the modules that you might have.

When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module." Success with the bypass module is based on your repair skill (not science) and there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.


:::::: Explosives

Integrated Lap's Explosive Entries mod, which prompts you with an option when activating a locked object to use an explosive (grenade, mine, etc.) to attempt to breech the lock.


:::::: Stealth [credits: XFO]

Sneak settings are tweaked. The weight of armor begins to have a significant detrimental effect on your sneak abilities with armors over 10 weight.

Sneaking is now more realistic in that you can rarely remain hidden when someone is looking straight at you.

The sneak messages (i.e. detected, caution, hidden) are removed from head's up display, making sneaking more challenging. Use your compass to assess when enemies are moving more to search for you.


:::::: Medicine

The medicine skill is more important for healing, especially treating injured limbs (see the Healing + Injuries section for more information).



Perks
.................................................

Perk Rebalance [credits: XFO]
Makes a number of balance changes to perks, and rewards players that focus their perk advancements to make a more specialized character. See XFO_Readme.html for additional details.

Intense training perk limited to 6 ranks.

Educated how has 2 ranks, each providing +2 skill points per level.

Integration of the Book Perks mod (by Kelenius).
- After reading a certain number of books, you'll get a perk instead of the normal skill increases. The perks provide some fun bonuses.
- There are five levels for each skill (7 with comprehension).
- The skill requirements have been tweaked to be a little more forgiving given FWE's reduced skill point pool.




Karma
.................................................

Karma Revamp (by Brazuca)
- Increased the range for neutral karma, making very bad and very high karma levels harder to obtain.
- Lots of tweaks to the karma gains/losses for performing certain acts. See the Karma Revamp readme for details.

Hidden Karma Messages [credits: Reeners Invisible Karma]
- Mod hides the annoying karma messages that pop up all the time.


Alternative Starts (by Khet)
.................................................

This mod adds over 20 alternative starts to the normal game and bypasses the original Vault 101 sequence. Each starting condition determines your relationship to the various in-game factions, and determines your starting location, equipment, and stat/skill bonuses or penalties. Some of the histories will make the early game experience easier, some can make it much harder, but ultimately it helps get you in the roleplaying spirit!

This mod has been tweaked moderately in FWE for better balance. The starts no longer provide overly advantageous bonuses, others receive better starting equipment, etc. See the included "FWE - Alternative Start Histories.txt" file for details on the different starts.



================================================================================
Combat
--------------------------------------------------------------------------------

The combat changes adjust a number of "game settings" to make combat behave and function more like a true FPS, as well as making combat more dynamic and challenging. This segment of changes was heavily inspired by changes in other released overhaul mods (including XFO + MFO in particular). Other mods expand the range of options at your disposal in combat, to provide a more diverse combat experience.



Damage + Accuracy
.................................................

Accuracy
- Auto-aim settings tweaked to yield a more genuine FPS feel [credit: Auto Aim Fix � Headshot Edition].
- Accuracy (weapon spread) is affected significantly by weapon skill (base is .9 versus original of.5; skill multiplier is -.009 versus original of -.005)
- Accuracy (weapon spread) is affected by weapon condition (-0.4 versus original of 0).
- Effect of strength is greater for Melee and Unarmed damage.
- Running and crouching have a more significant reduction and improvement in accuracy respectively.

Damage
- Damage is only slightly effected by weapon skill now at .3 (was .5).
- Weapon condition has a slight effect (20%) on weapon damage.
- Base damage is increased significantly across the board for all weapons, effecitively doubling the original damage in the game.



Wounding
.................................................

Increased Falling Damage (by Azar) greatly increases the damage taken from falling.

Locational Damage (by Mefiu)
- Arm damage reduced to 33% (was 100%)
- Leg damage reduced to 50% (was 100%)
- Headshots are 200% damage for both the PC and NPC. Watch out!
- Limb damage changes apply equally to the PC and the NPC.
These changes, in conjunction with an increased limb damage rate, means limbs are more likely to be crippled, but less likely to reduce the overall health of the target.

Location damages have been tweaked for many creature/NPC types. For example, super mutants are less affected by headshots (125% bonus) while things like ghouls require headshots to effectively take down. Multi-legged things like rad scorps take less damage in their limbs.

Reduced Limb Explosions / Dismemberment [credits: XFO]. The chance that limbs explode or fly off is reduced to 10%. Was 75% and 50% respectively in vanilla.



VATS changes
.................................................

Action points restore twice as quickly [credit: ction Point Recharge Rate Pack]. Action points are now used for VATS (as normal), the bullet time mod (see below), and the sprint mod (see below).

Hit location %'s are tweaked different body parts, making certain areas harder or easier to hit on different enemy types.

Weapon degradation in VATS is the same as out of VATS (was 5x)

Distance to the target is less detrimental to VATS accuracy than in the original game (i.e. you can be accurate further out in VATS) provided you're weapon skill is high enough.

There are now three VATS options controlling relative speed and player damage by using the VATS_halftime or VATS_realtime optional plugins:

:::::: Default VATS

VATS speed is the same as original, but players recieve 100% damafe in VATS.

:::::: VATS_halftime (optional)

VATS speed is 50% of realtime (faster). Players and NPCs/creatures move close to the same speed in VATS, and players take 75% damage in VATS.

:::::: VATS_realtime (optional)

VATS speed is nearly realtime, with players and NPCs/creatures moving at the same relative speed. players take 66% damage while in VATS.



Equipment Tweaks
.................................................

Weapon Condition
- Reduced equipment condition degradation [credit: XFO]. Damage to weapon and armor condition is roughly halved.
- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
- When reloading, there is a chance the weapon will jam. 1% at 50% condition, to 25% at 10% condition.

Explosions
- Explosion damage radius increased noticeably for most explosion types [credit: Realistic Explosions]
- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
- Explosive "ammo" (i.e. grenades, thrown grenades, mines) are targetable in and out VATS [credits: Explosive Explosives]


Movement
.................................................

Moving backwards is slower and dependent on agility. Characters with high agility can move backwards closer to normal speed [credits: Slower Backpedaling].

Movement speeds increased by 10% for everyone at all speeds.



Bullet Time (by Dunderklumpen)
.................................................

New feature that allows you to slow down the game speed for a brief period of time. An in-game configuration menu (the bullet time tool) allows you to set your keybinding and adjust the settings. You're action points slowly drain down while in bullet time mode.

FWE adds TWO new perks that relate to bullet time mode. These perks further slow down the time speed and reduce the action point drain.

NOTE!! If you manually change the slowdown effect or AP drain using the configuration tool, it will override the changes imposed by having the new parks.



Sprint Mod (by Lork)
.................................................

The sprint mod allows you to hold down a customizable key to "sprint" for a short distance. Sprinting drains your action points and required putting away your weapon. It provides a big advantage for melee characters or those in lighter armor, as you can close in to your foe quicker or better incoming avoid fire respectively.

A new perk allow you to sprint with your weapon still unholstered. Another new perk allows you to smash into and knock down opponents while sprinting.

This mod has been slightly tweaked under FWE to account for adjustments to the carry weight and action point pool.




================================================================================
Healing, Injuries, Necessities
--------------------------------------------------------------------------------


Crippled Effects
.................................................

Crippled injuries are more severe and influential [Credit: RI - Healing]
- Wounded arms results in greatly reduced weapon accuracy.
- Cripple leg movement speed reduced significantly (40% with one leg, 20% with two broken)
- Crippled torsos results in a random chance to stagger and fall over and reduced endurance.
- Crippled heads induces a nasty blurring effect to vision and concussion (reduces PER).

Damage multiplier to crippled limbs increased to .66 (was .5)



Triage (by Kearsage)
.................................................

This mod changes how youtr heal limbs and recover from injuries. New perks (Wasteland Doctor and Wasteland Surgeon) provide ways to effectively heal yourself. Having a higher medical skill is far more useful compared to the vanilla game. Refer to the included Triage readme for more information, but briefly healing works like this:

You are no longer able to apply stimpaks directly to injured limbs, but instead use the triage menu item (under the armor tab) to open the healing options. Essentially there are three healing options:

:::::: First-Aid
- Used without the doctor or surgeon perks or when in combat.
- Restores crippled limbs by regaining +5 condition.
- Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.

:::::: Triage
- Used with doctor or surgeon perks when out of combat
- The surgeon perk is required to triage chest and head injuries.
- Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)
- Requires brace / surgical supplies with a chance to recover dependent on your medical skill.

:::::: Injured Limb Healing
- Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)
- Restores injured limbs to full condition
- Does NOT require brace / surgical supplies



Radiation
.................................................


Faster Radiation Gains [credits: XFO]
- Radiation accumulated 5x the normal rate
- Swiming and wading increases rads even faster
- Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.

More severe radiation sickness effects [credits: Radiation Revamp]
- You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning.
- At higher rad levels, you begin to glow with radiation!



Primary Needs (by K.Schenk and FritZ_FretZ)
.................................................

FWE features a fully customizable (and disable'able) primary needs mod for hunger, thirst, and sleep. In addition to controlling how often (and how much) you need to eat, drink, or sleep, the mod also controls how sleeping affects health recovery, and how food and water restores health (or not).

When the game loads, the configuration menu will run. You can also re-access this menu by HOLDING the keypad enter key for a few seconds. The configuration menu allows you to choose health recovery and food/drink options. By default, you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs from sleep. Food provides some mild healing effects, but water provides none. You'll need to sleep on average 8 hours per day.

The configuration menu allows you to adjust any of these conditions, as well as tweak the "rates" that control how often and how much food, drink, or sleep you need. Setting these rates to ZERO will effectively disable the primary needs module for those who do not wish to use it.

The mod also adds a portable bed roll, a water purifier, and cooking oven, and a portable wonder meat maker.

Refer to the "RI - Primary Needs readme.html" and the "FWE_PN_Addendum_ReadMe.txt" file in the mod readme folder for more details.




================================================================================
Weapons + Armor
--------------------------------------------------------------------------------


Classic Fallout Weapons (by War1982)
.................................................

FWE integrates a heavily tweaked version of Classic Fallout Weapons, which adds dozens of new weapons to the game. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CRAFT supported) are added to the game. Notable weapons include the FN FAL, P90, 14mm Pistol, Tommy Gun, and many more.



Weapons + Weapon Rebalance [credits: T3T's Weapon Tweaks]
.................................................

Weapons (including Classic Fallout Weapons) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.

All weapons are typically more accurate at a given skill level, bearing in mind that with lower weapon skills, you will still be quite in accurate with certain weapons.

Projectile Weapons
- Properties based more on "real world" physics.
- The 10mm round does 20 base damage, and scales up (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
- The critical damage of projectile weapons is 50% the base damage. Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
- The speed and range of projectile weapons has been tweaked. Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further. Pistol rounds are also slower, making them less effective over longer distances.
- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature. Simpler weapons (like a .32 pistol) have higher durability.

Energy Weapons
- Energy weapons generally do more damage than originally. Their crit damage and crit chance is higher than projectile weapons.
- Laser weapons shoot very far, very fast, very accurately.
- Clip sizes for most energy weapons reduced, forcing more reloads.
- The durability of energy weapons is significantly reduced to offset their increased power.

AP costs for all weapons tweaked. You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.

Missing Unique Weapons added to game, these are hand placed throughout the wasteland [credits: Missing Unique Weapons]



Armor Rebalance + Additions
.................................................

Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].

All armors are rebalanced and tweaked to improve the range of valid armor choices [credits: MR Armor Rebalance]
- Many armors now weigh far less and are well-suited to sneaky types.
- Armors increasingly weight more for the amount of protection they provide.

Power Armor Revamp [credits: XFO]. Power armor generally weighs more, but has a weight reducing effect (in addition to the strength boost) when equipped. Makes it more difficult to sneak in power armor. DR increased slightly.


Repairing
.................................................

The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].
- Many weapons and armor are now cross-repairable with logical counterparts.
- Schematic-built weapons repairable with original parts
- Clothing and leather armor repairable with fabric items and wonderglue
- Weapons and metal armors repairable with scrap metal
- Wooden stuff repairable with wooden stuff
- Wrenches, hammers, and scissors now boost your repair skill if held in your inventory.

Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].




================================================================================
Items, Loot, and Spawning
--------------------------------------------------------------------------------


Chem, Drugs, Medicine, and Food Overhaul
.................................................

Over 40 new ingestible items are added to the game, [credits: Better Living Through Chemistry and the FDAMod]
- All new items are added to loot and leveled lists, and can be found throughout the wastelands.
- New visual effects for many drugs.
- Tweaked addiction and withdrawal effects.

The duration of most drugs and chems increased to 600 seconds (in game time).

Stimpacks now heal over time. Consuming multiple stimpacks does not let you heal faster, so watch out!

Morphine and Ceremonial Herbs (added by FDAMod) now provide an "ignore crippled effect" property, letting you temporarily fight through crippling injuries.

All chems and drugs now have weight. The cost and value of many have been further tweaked.

Revamped loot and vendor tables increases the rarity of most drugs, particularly stimpacks. [credits: XFO]

"Placed" drugs have not been removed, so there are still some up for grabs but they will not respawn.

Some "medicine" type chems are now addictive, including rad-x and radaway.



Ammo OVerhaul
.................................................

Integration of the Weighted Ammo Mod (by AnT01)
- Now you can't carry an entire ammo supply dump around with you (changed applied to new ammo types as well)
- 0.01 lbs : Darts; BB Ammo; 5mm
- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell
- 0.05 lbs : 44 Magnum; .308 Caliber; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel; Rail Spikes
- 0.10 lbs : Shotgun Shell; Mesmetron Cell
- 1.00 lbs : Missile
- 3.00 lbs : Mini Nuke
- The weight of different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight]. Helpful when estimating how much you need to lug around.



Miscellaneous Items
.................................................

The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].

Various items of medical equipment now provides a bonus to your medicine skill when contained in your inventory. These include:
- Bonesaw (+3 medicine)
- Scalpal (+3 medicine)
- Forcepts (+2 medicine)
- Tweezers (+2 medicine)



Spawning / Respawning
.................................................

Many containers throughout the game that did not respawn now do, particularly in areas where NPC's are likely to respawn (like camps and hideouts) [credits: Selected Containers Respawn].

The gobal respawn timer has been increased to 7 days. Note: Use Mart's Mutant Mod to control zone and cell respawning.

Vendors now respawn independently of the global respawn. They now respawn every 2.5 days.




================================================================================
NPC's + Followers
--------------------------------------------------------------------------------

The health formula for NPC health is the same as for the player character. Previously, NPC's had a minor health penalty.

Companion / Follower Improvements
- Companion stats slightly improved to compensate for the extra challenge [credits: Better Companions].
- Companion default weapons now require ammunition
- Companions set to essential.
- The essential revival timer is set to 90 seconds (from 10). Once your companions are down n combat, they will likely be out of action for the remainder of the fight.
- You can now have multiple companions based on your karma [credits: 0h Followers]

Improved Caravans [credits: Caravan's Upgraded]
- The trade caravan's now have four unique guards per caravan, armed with a diversity of equipment.
- The original mod is modified so carvan's no longer respawn if killed.



================================================================================
Immersion + Miscellaneous
--------------------------------------------------------------------------------

The global timescale changed to 1:5, so that 1 real-life minute equals 5 in-game minutes. This means that it takes 12 real-life minutes to equal 1 in-game hour, compared to the vanilla setting of 1:30.

Integration of FF Interactive Bobbleheads (by Fritz_Fretz), which allows you to move bobbleheads around and adds a portable bobblehead stand that is available for purchase.

Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This mod adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower. New models and great scripting make this a very useful addition..

Persistent Skill Books (by Tukka). Makes it so skill books no longer disappear after reading them. Now you can build a library with something other than burned books! This works with the Book Perk mod as well.

Integration of Projectile Fix (by jayfoxx)
- Changes the mesh and texture for bullets to match the actual caliber/type of round being fired. Nice effect in the VATS sequences.
- Also removes the tracer effect from bullet firing weapons. Makes it more realistic and harder to tell where from you're being shot.

Alternative Power Armor Training (by Gryphon)
This mod adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route. This is essential for starting histories that don't let you follow the normal main quest. For spoilers, see the "Power Armor Training" readme's.



================================================================================
Optional Mods
--------------------------------------------------------------------------------


Other optional mods are stored in the "data\FWE Support\Optional" Mods folder.


FO3 Wanderers Edition - Optional No Fast Travel.esp (by Lord_Santa)
.................................................

Disables fast travel. Love it or hate it, this is a quintessential immersion mod. With all of the other changes presented thus far, nothing beats having to drag yourself half dead and limping, fresh out of stimpacks, and chased by a horde of wasteland scum back to the safety of some nearby hovel.



FO3 Wanderers Edition - Optional Free Play After MQ.esp (by DJ_Kovrik & Zalmoxis)
.................................................

Allows you to continue playing after the main quest is over, provided you lived through the end sequence. Do not use with Broken Steel.



================================================================================
Downloadable Content (DLC) Support
--------------------------------------------------------------------------------


DLC: Operation Anchorage
.................................................

Rebalanced the wasteland versions of all weapons and armor for consistency with FWE. Weapons and armors within the simulator were not changed.

Modified the stealth suit to be helmet-less and provided a standalone helmet next to it on the shelf.

This fix is courtesy of Nairax�s Stealth Suit Fixed mod. Removed the stealth field effect but provided alternative bonuses for wearing the suit.

Added winterized combat armor, and the Chinese dragoon and alloy steel weapons. They have a higher durability and better accuracy than their normal counterparts.

Included a fix for the gauss rifle inspired by Coelomate Gauss Rifle VATS damage fix.



DLC: The Pitt
.................................................

Rebalanced all weapons and armor for consistency with FWE, including power armor properties.

Applied location based damage effects to the Trog.

Added expanded repair options to the new weapons and armor. Other minor tweaks.



DLC: Broken Steel
.................................................

Removed the �free play after mainquest� mod from the FWE quest module and made it optional for those not using Broken Steel.

Re-applied broken steels companion scripts. This may cause a conflict with the follower changes incorporated into FWE. Please let me know if you find specific conflicts.

Rebalanced weapons and armor for consistency with FWE.

I have not yet played through broken steel so there may be other conflicts left to resolve.



================================================================================
Fallout Interoperability Program (FOIP)
--------------------------------------------------------------------------------

Refer to this page for more information: http://www.fallout3nexus.com/downloads/file.php?id=4968

This release of FWE contains two additional .esp files for use in conjunction with Mart's Mutant Mod and Weapon Mod Kits. These files will also be available from the FOIP page. The compatibility patches implement minor tweaks and changes to resolve conflicts and better balance the experience.



Mart's Mutant Mod - FWE Master Release.esp
.................................................

This patch contains MMM's Zone's Respawn and Increased Spawns. You can use any of the other optional plugins, but the tougher traders plugin will override portions of Caravans Upgraded that is included in FWE.



:::::: WeaponModKits - FWE Master Release.esp
.................................................

Compatibility patch for the "Weapon Mod Kits" mod changes a few things about the original mod.

You can no longer mod unique weapons. T3T's weapon tweaks adds a number of new models and functionality to most unique weapons, which is not compatible with the mod'ed varieties.

The effects of the mod kits have been adjusted, according to the following scheme:

Mod kit durability
- No increase in durability from installing mod kits.

Extended Clip
- Doubles capacity (typically)
- Value: 25 caps

AutoFire
- Allows automatic firing (firing rate typically increases, duh)
- Increases minimum spread by 20%
- Increases spread by 50%
- Value: 75 caps

Laser Sight
- Reduces minimum spread by 25%
- Reduces spread by 25%
- Action point cost reduced by 15%
- Critical chance multiplier increased by 25% (i.e. 1 goes to 1.25)
- Value: 50 caps

Scope
- Typically halves your zoom FOV
- Reduces minimum spread by 25%
- Reduces spread by 25%
- Maximum range increased by 50% (note this only effects AI engagement range)
- Value: 75 caps

Silencer
- Reduces base damage by 10%
- Increases minimum spread by 20%
- Increases spread by 20%
- Halves minimum range (affects AI only)
- Reduces critical damage by 10%
- Doubles the original critical chance multiplier (i.e. 1 goes to 2, bonus from sight added after)





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================================================================================

Licensing + Legal Information

================================================================================
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.

If you have any questions, please contact (PM) me at the Official Bethesda forums (user id: Mezmorelda) or on the Fallout 3 Nexus forums (user id: Peekaboom).



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
================================================================================

Changelog

================================================================================
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


:::::: FWE Master Release 2

A number of significant changes and new features have been introduced in the new master release. Please read through the changelog:

Damage formula rebalance. Damage remains largely the same, although the gamesettings controlling the effects of armor have been adjusted so armor is noticeably more effective in reducing damage. For equal damage weapons and armor rating (i.e. 30 damage vs. 30 DR) damage is reduced by 27%, compared to only 13% in prior versions of FWE. You�ll find that higher DR eliminate damage from the weakest attacks, while lightly armored foes or high power weapons can still insta-kill. These settings should help make fights less "all or nothing."

Partial integration of CraterFace�s Followers Regular Gear. Most significant is that companions no longer auto-heal after combat, but require stimpacks to heal themselves and/or their limbs. If given the basic fallout 3 drugs (morphine, buffout, etc.) they will use them in appropriate situations, including rad-x and radaway.

Fixed a number of problems with the Broken Steel companion / follower scripts, in addition to incorporating the above changes.

New optional mod (Alternate Travel) that integrates the great work done by jjgun and malacola for the Wasteland Explorer mod. This should NOT be used in conjunction with the no fast travel optional mod. The wasteland explorer is a �Fast travel motorcycle� that you can upgrade and is used as your only means of fast travel. The bike requires fueland parts to keep it�s condition up. Optional GPS units, saddlebags, and more provide a range of fun new features. Awesome! You'll find it parked outside of Megaton gates, and the fun begins there! Don't forget to read the "owner's manual" note that is added to your inventory.

Added a new system for the SPECIAL bobbleheads. If the global setting for the SPECIAL bonus (aaIBHSpecialBonus) is set to zero (default in FWE), when you activate a SPECIAL bobblehead you will be confronted with a choice to raise that stat 'and' lower a choice of one of three other stats or do nothing. This should provide some incentive to collect the bobbleheads and allow you to SPECIAL-ize you're character more without becoming to powerful.

Added two (2) optional modules controlling character advancement, experience, and skill gains for better balance after level 20. The "Level 30 Balance" module lowers the experience needed to level up so obtaining level 30 is more achievable, requiring roughly 30-45% more experience across all levels than the original game. This is compared to the default/existing FWE setting of +100-150% experienced. The level 30 balance module also reduces the skill gains per level to 5, and intelligence only provides +1 skill point per 3 INT (INT 10 provides +4 skill points). This will provide a more limited end-game skills, preventing players from mastering too many skills.

The "Level 30 More Skills" module lowers the experience needed to level from the current FWE amount, but still 60-90% more experience is needed compared to the vanilla game. Skill gains per level remains at +10, with every two points of INT providing +1 skill points. This will yield a greater number of skill points by level 30, resulting in a more powerful character. However, it will still take a while to get to level 30!

Integrated a re-built version of Mihoshi333's "Monster Perk's Addon for MMM" as a functional mod into FWE, even if not using MMM. The MMM FOIP patch is updated to include these changes as well. Essentially, this mod adds perk effects to many creatures, including super mutants, ghouls, robots, yau gaui, deathclaws, scorps, and more. Most notably is giving various creates the toughness perk (of which FWE use's up to 5 ranks) to provide DR protection for creatures and nerd rage perk to make close combat opponents real nasty. Should make creatures a bit tougher.

Increased the health of turrets (doubled) and added some of the monster perks to the currets, notably percision and toughness.

Increased plasma weapon projectile velocity, so they should be more effect and more deadly. Makes the enclave tougher at higher levels.

Removed tin cans and bent tin cans from the weapon repair lists. They were way to common throughout the game world to be used in so many repair lists.

Adjusted hunting rifle and level rifle (in WMK) accuracy. You should find scope-less hunting rifles to be more accurate and effective at range, comparable to the original game.

Tweaked all of the shotguns in the game in improve their damage and usefulness. Special thanks to Riddley and others on the FWE thread for providing some suggestions on improving the shotguns. Added more differentiation between the new shotgun types (CAWS, Jackhammer, Combat Shotgun, Sawed-off, normal double barrel, and the uniques). The double barrel is the most accurate with a tighter grouping. The CAWS has better accuracy than the combat shotgun, does a little more damage, but has a smaller clip. The Jackhammer has a bigger clip (16) but worse accuracy. The saw-ed does more damage than a combat shotgun. Bear in mind, the combat shogun can take a number of upgrades with WMK.

Fixed problem with NPC�s using the P94 plasma cannon not firing. They had the wrong ammo type in their inventory. New spawns should be good to go.

Reduced sneak attack multipliers for ranged weapons.

Significantly changed the locational limb damage percentages. Most significant are human�s, which now receive 50% damage in their legs (from 20%) and 33% damage in their arms (from 15%). Most other entities now take more damage to their limbs, with the exception of things like ghouls that don�t care much about their limbs.

Re-fixed damage for assault rifle type weapons. They now do a base damage around 25, instead of ~37 where it was crazy high.

Added the XL70E3 weapon to some talon company leveled item lists at higher levels.

Adjusted death reward threashhold for companion kills to 25%

Updated the WMK FOIP patch with Kai Hohiro's Weapon Mod Kits for FWE. This adds WMK support for the Desert Eagle, FN FAL, P90c, Wattz Laser Rifle, Wattz Laser Pistol, and the Vindicator Minigun. Hopefully more to come in the future!


Some Clarifications:

If you set the primary needs thirst preset to 1 (original game setting where water heals), note that sinks and water sources don�t say how much they heal, but they will provide some healing. I�m not sure where in the many primary needs this is being controlled. If I can figure that out, hopefully I fix it so the water source displays it�s healing amount.

The �triage� mod stimpacks may still crash when placed into containers. Kearsage is working on an update to revert back to using original stim�s in all cases, but no ETA on that yet, we�ll be sure to get that updated.



:::::: Master Release 1g

Fixed problems with the FWE ESP main file not working and breaking scripts. Should be safe to use now.

Corrected a glitch with the steal suit helm allowing you to wear glasses under it.

Updated explosive entries integration to resolve issues with followers going hostile.

increased the health of Reily's Rangers, slightly over double their original base health.




:::::: Master Release 1f

Included a master dependent FWE .esp main file, so you can tuck it into your load order whever it works best for you to properly override other .esp files. See the load order section below for a recommended order.

Corrected an error with the Primary Needs initialized where if you are unable to return to the config menu if you adjusted settings in PN during the setup configuration.

Reduced follower health somewhat so they are not quite as powerful.

Lowered the damage on weapons using 5.56mm and 7.62mm rounds. Rifles doing around 37 base damage were reduced down to +/- 25 base damage. They will still be pretty strong
against weaker unarmored foes, but should not be as overpowered. These damage changes have been applied to the FOIP WMK patch as well.

Slight tweaking on VATS accuracy variables. Slightly less accurate at extreme ranges.

Changed the Perception "perk" bonus from XFO's stat changes. Previously, perception factored into your base spread / VATS to-hit calculations, with PER 5+ providing upwards
of a 25% bonus. This has been changed so that perception provides a slight bonus to your critical hit chance at PER 5+, and a penalty below 5.

Implemented some noteworthy changes into the WMK FOIP patch. The original FormLists are restored (so you can properly merge the lists if desired), and I've added in a check
for specifying whether a weapon can be modded or not. Unique remain un-mod-able in FWE, due to their unique status however.



:::::: Master Release 1e

Incorporated additional fixes from jjgun for the alternate start vault option. The DLC's and FWE feature scripts will correctly activate AFTER leaving vault 101.

Adjusted the conditions on food items for when the primary needs scripts are triggered. You should now be able to disable hunger using the presets and not "get full" when eating.

Changed the healing and food value for grilled meat/mirelurk/insect food items. The healing was increased for these food items, and the food value (primary needs) increased so they are more effective as rations. Compared to non-grilled meats, you will find that grilled meats provide far fewer rads, while stil retaining some healing ability. They also satisfy hunger better for their weight than non-grilled foods, making them useful as rations.

Corrected a problem with stimpacks not healing overtime anymore like they were supposed to. Stimpacks heal for 6 pts over 5 seconds (30 total), which is of course modified by your medicine skill.

Adjusted damage values for non-player usable weapons (robot lasers, turrets, etc.) to be in line with the general weapon rebalance. This translates into an increase in damage for these weapons.

Adjusted strength bonus on power armors, reducing armors that provided +2 strength down to +1. The carry weight bonuses were adjusted so power armors are still nearly weightless when worn.

Increased the cost of radiation and advanced radiation suits to 300 caps and 500 caps respectively.

Fixed the object effect name for the Chinese Stealth Suit helmet in the operation Anchorage patch, so it's no longer called the "shady hat."

Fixed some minor issues with the UFP support patch.

Fixed Moira's radiation quest to remove the 600+ rads glowing / shader effect from the player.



:::::: Master Release 1d

A number of tweaks + bug fixes are incorporated into this release. Special thanks go to jjgun for his contribution to this release. Specific changes include:

Fixed (hopefully for good!) the medicine bobblehead issue. The bobblehead has been returned to the alt start shack if choosing that start. In addition, if you pick up the medicine bobblehead before the GOAT test in the Vault 101 sequence, it will be on your test next you the rest of your gear during the escape quest. You need to hold down the "grab key" while picking up the bobblehead (since it's one of the interactive bobbleheads now). Thanks jjgun!

Redesigned the alt start choice at the end of the birth sequence to be a little more streamlined. Thanks jjgun!

Added delays for many of the new feature initialization scripts and the enclave radio until after the escape quest is finished. This includes the radio annoucements for any of the DLC, as well as triage, sprint mod, bullet time, explosive entires, and ammo weight. Thanks again jjgun!

Fixed some incorrectly populated records in the UFP Support patch (optional).

Tweaked the base action points and action points from agility. The base is increased from 20 to 40 (originally 65), and the multiplier reduced from 10 to 6 (originally 2). The range of action points is now from 46 to 100, crossing the original game at agility 7+.



:::::: Master Release 1c


Added RGDelta's fixes for alternate start that corrects the hair and baby sound glitches when choosing the alt starts option.

Combined the old FWE - FOOK support patch with RGDelta's additional FOOK hot-fix. This is not by anymeans a comprehensive fix for using FWE with FOOK v1.6, but it might hold everyone over until a more official patch is released when FOOK v 2.0 is released.

Corrected a problem with LeadBelly not reducing the rads taken from drinking water.



:::::: Master Release 1b


Major Changes
.................................................

Primary Needs
Added new functionaliy to the intrgrated primary needs feature to allow the hunger/thirst/sleep requirements to be disabled. The previous primary needs monitor is changed back to a configuration tool that can activate the config menu. A new "enable/disable" sub-menu is added allowing you to reset your primary needs status + effects, disable the hunger/thirst/sleep requirements, or re-enable primary needs and restore the default settings. The config menu can be used even when the needs function is disabled, and the presets for hunger/thirst healing/rad damage, health recovery during sleep, and the well-rested perk remain functional. The PN status monitor is now a new option under the config menu.

Alternative Starts
The game now begins with the original birth sequence. At the end of the sequence you are given the choice to continue the normal Vault 101 sequence or start with the alternate start in the shack.

Updated support for MMM RC 3.1 via FOIP

Incorporated JJgun's Security Bypass Module addendum. This includes adding XP rewards to sucessful bypass attempts, adding the ability to create and use level 4 bypass modules if you find the 4th schematic, and adding in a chance to break the bypass module even if the bypass is successful. Minor tweaks the code and functionality as well.

Added support for the Unofficial Fallout 3 Patch (UFP) version 1.1.3, including support for DLC's Operation Anchorage and The Pitt.


Tweaks
.................................................

Increased the rate that weapons and armor loose condition. Still slower than the original game.

Adjusted VATS range accuracy factor so shooting over longer distances has a greater effect (increased from 1.4 to 1.6).

Reduced the volume of microfusion cells found on some enclave bodies and other loot.


Bugs + Glitches
.................................................

Fixed scripts for PN wondermeat maker and grill not working properly in the MMM FOIP patch.

Fixed sniper perk having two perception requirements.



:::::: Master Release 1 (MR-1)

Released on June 3rd, 2009



Refer to the "Prior Changelog" file for information on previous changes to the non-mastered (merged) release of FWE.