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
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.
I would advice that a new game is required. Basically, the way I use this mod in a mod manager is to have FWE as the main mod, (I install it first) then all other mods are placed around it, check the load order at the bottom of the description.
Although that load order is outdated, it's still a decent guide in terms of where other mods should be in a load order.
It is a fantastic mod but it is outdated in many aspects, weapon damage, bug missions, respawns, team of super mutants, among other things that appeared to me in 30 hours of playing, playing alone with this mod and also together with other modifications, tested by everywhere. Many thanks to the creators, but I recommend that you read everything that modifies and download the modification alone separately, and not use this mod. Use it if you can, it doesn't have a crash but it cuts through some aspects of the dive, it's very easy to run with a Lewis and kill everything with 3 shots. but it depends on how you want to play it.
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.
I just had the same issue but got it to run. I am using Vortex and Windows 11.
I used download with manager on FWE Part 1, Part 2, and the Hotfix. But disable all of them.
Then I also had to go to both CRAFT and CALIBR and downloaded them with manager as well (I thought they were supposed to download automatically with FWE but they did not for me).
Then, I noticed that while the CALIBR.esp file had been installed in my games data folder, CALIBR.esm for some reason was not there, so I went back to CALIBR and downloaded it manually to get CALIBER.esm and put that in my game's data folder.
Then make sure that CALIBR and CRAFT are enabled in your Vortex plugins section and that the load order is loading the esms first.
Then it ran. Thank God. I couldn't play Fallout 3 again without this mod.
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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.
Basically, the way I use this mod in a mod manager is to have FWE as the main mod, (I install it first)
then all other mods are placed around it, check the load order at the bottom of the description.
Although that load order is outdated, it's still a decent guide in terms of where other mods should be in a load order.
Esm's
-----------------------------------------------------------------------
(other mods esp's)
Ironsight esp's (if you use Ironsights)
FO3 Wanderers Edition esp's
WeaponModKits
EVE
Mart's Mutant Mod
(follower mods)
(Weather mods)
i think this is the best fallout experience i had yet in modern days
and it runs with unofficial patch without crashing.
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.
I used download with manager on FWE Part 1, Part 2, and the Hotfix. But disable all of them.
Then I also had to go to both CRAFT and CALIBR and downloaded them with manager as well (I thought they were supposed to download automatically with FWE but they did not for me).
Then, I noticed that while the CALIBR.esp file had been installed in my games data folder, CALIBR.esm for some reason was not there, so I went back to CALIBR and downloaded it manually to get CALIBER.esm and put that in my game's data folder.
Then make sure that CALIBR and CRAFT are enabled in your Vortex plugins section and that the load order is loading the esms first.
Then it ran. Thank God. I couldn't play Fallout 3 again without this mod.
Nevermind