Fallout 3

File information

Last updated

Original upload

Created by

FWE Team

Uploaded by

Peekaboom

Virus scan

Safe to use

13736 comments

  1. Luvneesh1
    Luvneesh1
    • member
    • 0 kudos
    Does anybody know how to turn off the survival settings? Like For sleeping, eating and drinking? I tried to reinstall the mod but i didnt see the option to take it out there.
  2. Sevarrus
    Sevarrus
    • member
    • 0 kudos
    NVM im slow lolz
  3. deltoro98
    deltoro98
    • member
    • 0 kudos
    Hello,
    When I install part 1 in vortex it says "archive invalidaton does not appear to be active", so I install ArchiveInvalidation and activate it. Then I install PART 1 again and I get the FWE setup and install it, I also install PART 2, HOTFIX and DARNUI. I try to start the game, the game opens and instantly closes. I don't know what to do because I don't get any message saying what error there is. i have the goty version of gog
  4. SirHarksalot
    SirHarksalot
    • premium
    • 0 kudos
    Anyone have a copy of the patch notes/mods included? Official link is down. 
  5. Quawst
    Quawst
    • supporter
    • 0 kudos
    I'm unable to drop any items. anyone else having this issue?
  6. omniemon
    omniemon
    • premium
    • 1 kudos
    has anyone had any issues with workbenches not doing anything in their games or even showing the menu pop up when you interact with them. I Only have two game play alternating mods, this one and robco certified and I don't know why I am not seeing any prompt on only the workbenches. I really don't want to have to do a full clean install just to be able to use workbenches properly
    1. GoldenBuddah
      GoldenBuddah
      • member
      • 1 kudos
      I've never used Robco Certified, so I can't say 100%
      Though I would expect the issue to be related to that mod.
      As Robco Certified is directly related to crafting changes.

      Also on the mods page it say's Version 2 requires FOSE v1.2+ hmmm,
      (That isn't very clear imo, because I don't know if that means FOSE 1.2 beta 2 is ok to use or not)

      Though I'd feel sure that FOSE 1.3 beta, defo would not support Roboco.

      Also there is a patch pack on the page that contains a patch for FWE,
      tho' I think it might only contain damage changes.

      Personally, I would deactivate Robco Certified and see if the workbench menus appear.
      If they do, then the problem is defo related to Roboco.

      Edit : Looking at the Roboco files, it contains an esm and an esp for companions (companion core)
      FWE also contains a very similar companion mechanic. (followers enhanced esp)

      Using both is very likely to cause a conflict.
      I would try deactivating the followers enhanced esp first.
    2. omniemon
      omniemon
      • premium
      • 1 kudos
      Uninstalled my FO3 GOG version with FOSE v1.27  and after doing a clean install of the Steam Version of FO3 and installing FOSE v1.3 I checked my mod list and didn't included Robco on my latest re install.

      I Installed, Fellout, Enhanced Weather, FO3 Flolar Overhaul, FWE, EVE, MMM, FO3 Redesign, Blackened and NMC Textures along with FO3 LOD.

      I traveled to megaton check the workbench there and there is still no menu after interacting with it. I even bought a schematic from Moria, still no workbench interaction. I am not entirely sure what it could be that's causing me not to even see the menu pop up.

      Update: I disable FWE, EVE, MMM, and blackened. After starting a new game and going to megaton's workbench and adding the warmonger perk via cc for testing, I do now get the crafting menu. Seems like the issue is one of these so now I got to try these out one by one.

      Update: its more than likely Blackened, I tested FWE by itself and I can interact with workbenches to make fitted power armor.
    3. GoldenBuddah
      GoldenBuddah
      • member
      • 1 kudos
      I defo think it will have been blackened,
      I always had problems with those patches even when they were first released years ago.
      I don't use them at all tbh, glad you got the workbench sorted tho'. :)
  7. TheFalloutGamer227
    TheFalloutGamer227
    • member
    • 0 kudos
    How are you supposed to take out the behemoth outside GNR? This mod makes it impossible to use the fatman given to you for that behemoth, and it looks like the only option is hide in the building and waste 10000 ammo on it. I was enjoying this mod but this is making me reconsider.
    1. TheSniveLife
      TheSniveLife
      • member
      • 0 kudos
      wait theres a fatman for a behemoth?
    2. MoaM
      MoaM
      • member
      • 0 kudos
      The mod does not affect taking out the Behemoth at GNR, that is purely your character build not being up to snuff. I don't have any investment in Big Guns or Explosives and managed to do it by aiming the Fatman well above the target and shooting. Maybe certain changes in this gameplay overhaul aren't for you: maybe tweak the settings using the <FWE Command Headset>
  8. GoldenBuddah
    GoldenBuddah
    • member
    • 1 kudos
    Played with FWE installed years ago, but on reinstall, there are defo huge issues in terms of gun damage balance,
    that is to say, the damage values of the weapons in Wanderers Edition is not balanced in any way at all.
    (looking at the esp in FO3edit)

    One shotgun weapon in the game called (Pancor Jackhammer) has a damage value of 81 in FO3edit.
    In game this massively overpowers the weapon to a ridiculously high damage output per shot 1000+
    That is to say, 1000+ health damage with every shot, to put that in perspective, a death claw has around 500 health.

    That's the most overpowered weapon I've found so far, tho' most weapons have a similar issue,

    For a better example, in game at the moment... (gun skills are low) 30-35

    (approx 50% condition weapons)
    The Browning Automatic Rifle has a damage value of 279 (overkill)
    The Lewis MKII machine gun is 616. (massive overkill)
    The Pancor Jackhammer shotgun is 1981. (one shot kills a behemoth)

    Whilst the 10mm Pistol has a damage value of 40 (about correct, tho' still too high)

    tbh, The mod feels unplayable without using FO3edit to change the damage values one by one.
    I am currently changing the values whilst playing the game, though it's pretty tricky to do,
    as they also need to be altered in Weapon Mod Kits (FWE master release), to match them with FWE,
    EVE values also need to be changed, basically, all weapon patches related to the main mod.
    1. Luiz1111
      Luiz1111
      • member
      • 0 kudos
      Weapon damage values in pipboy are incorrectly shown, to see correct value use weapon scanner ("S" by default )
    2. GoldenBuddah
      GoldenBuddah
      • member
      • 1 kudos
      The damage value on the pipboy is accurate to the overall damage output.

      "S" displays the Base Damage Value of a weapon. (no multipliers)

      tbh, I think a quick way of making FWE more balanced in terms of overall weapon damage,
      would be to set the Global Damage Multiplier to Vanilla in the FWE game Menu.
      Or certainly lower than the FWE defualt x2

      At the end of the day tho', I guess it depends on how someone wants to play the game,
      tho' the FWE Global Damage Multiplier defo appears to be the main cause for crazy high damage values.
  9. MoaM
    MoaM
    • member
    • 0 kudos
    Just a reminder that if you get an error in Mod Organiser 2 stating that 'archive invalidation isn't on' or some such from the FWE installer, just ignore it. The FWE installer does not recognise whether Mod Organiser 2 has 'archive invalidation' enabled or not. 

    If you don't know what I'm talking about with archive invalidation, go to the Profile drop-down in Mod Organiser 2.5.0, select 'Manage' (a pop-up box appears), select the default profile or your active profile and make sure 'Automatic Archive Invalidation' is checked on the bottom of the box. You can close the pop-up box afterwards.

    As for the mod it works great on its own. I'm about to do some testing with the Unofficial Fallout 3 Patch on a new game...I'm also going to check out the 'Behemoth outside of Galaxy News' issue that was talked about below this comment. I doubt there is going to be a problem with that quest because I've played about 7+ hours with this mod and had 0 issues.

    Some tips for newcomers:

    - I'd also recommend loading this mod last...This because it's a gameplay overhaul, but your mileage may vary I guess..
    - You should also be setting up FO3Edit and using the auto-clean function through Mod Organiser 2. 
    - Remember to use the relevant patches given in the files section and read the mod description page.
  10. Dompus
    Dompus
    • member
    • 0 kudos
    Wonderful mod, thank you so much for your work on it. 

    I am having an issue where my Rad-X addiction wont go away, does anyone know of a fix or console command?