Fallout 3
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Mezmorki

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1262 comments

  1. boxerbeast1
    boxerbeast1
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    I feel like important, compatibility focused mods like these should probably be open source or something, "last updated 10 October 2010" isn't filling me with a lot of confidence 
    1. thescarletclone
      thescarletclone
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      • 1 kudos
      Well thats how it goes I suppose.
  2. Freywolf
    Freywolf
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    We need titans of the new east with fook or fwe lol
  3. Tyddy
    Tyddy
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    Can't modify FWE weapons when WMK-Zeta loads after it. Also, can't modify Zeta weapons, when WMK-FWE load after it. How can I see, problem is in the FormID Lists - they override one to another and the last mod add list only with it's modified weapons. So, FWE-WMK FOIP needs another file, which merging all FormIDs Lists for weapon's modifications from different mods to one, including all of them.
    1. homo1145141919810
      homo1145141919810
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      You need to create a merged patch using Fo3edit.
      WMK author advises you to do so on the mod page.
    2. kieranthe1st
      kieranthe1st
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      HACHIKUJIIIII!!!!!!
  4. nexuspaladin
    nexuspaladin
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    • 2 kudos
    .
  5. Duncil
    Duncil
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    I have asked this in Discord but not getting an answer. I am not a modder, love the games, in fo3 i encountered this problem. while doing the quest Looking for DAD, vault 112. Got it done but when i came out of the quest completed, my TAB button did not work. Changed a couple of mods around, oh i use Vortex. Nothing seems to change this when i complete the Quest. Y all got any hints so i can complete this. I have no idea what to do. When i reload a save before doing this quest it comes back fine, but, when i enter vault 112 Smith Casey Garage , i might as well sit and eat a sweet roll.
    1. ingunswetrust78
      ingunswetrust78
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      Little late on this but if you have your character modified like face or hair you have to get a mod i think it's called tranqulity lane custom race fix it worked for me just search for it online 
  6. surg23
    surg23
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    I'm using the FOIP -FWE -MMM with MMM RC6.2. After playing for a while with and without the FOIP patch, I get the feeling that there are some balancing mistakes made to bodypart data, where it has caused some MMM entities to become virtually indestructible.  Though this might be related to switching to the FOIP patch mid-playthrough. 

    For instance, at lvl 6, it's common to find Deathclaw Matriarchs with, what seems like 80+ DR. Takes me 10 minutes to kill one with a 300+ dps weapon. Thus I don't think the body part data correlates well with FWE's damage scaling model. I do have increased spawns set to 25% chance of higher-level spawns, but I doubt that fully accounts for what I am seeing here. 

    There are lots of enemies like glowing one's abominations and Wanamingo's that are tough as nails, but you can actually beat them in a realistic engagement without cheesing their pathing. But, for whatever reason, rarely I find these creatures and my weapons can't damage them at all, though I suspect this could be related to crappy hitboxes and/or body data issues. 

    All of this might be tied to yet another oddity regarding glitched hitboxes.Very rarely I will find Ants that cannot be targeted normally because, presumably, their hitbox gets twisted in a knot and the only way to hit them is with VATS or landmines. 

    Slightly unrelated, but the FWE-MMM patch in particular makes/corrects some balance aspects that aren't very favorable to a very hard game with harsh mod settings. 

    The removal of healing effects from items like Mirelruk and Wannamingo meat lends itself to some very tedious and unrewarding gameplay imo. Though the restored values would make sense on easier settings. Just not really viable for the harshest settings across the board. Rad management becomes a chore and no healing to offset the brutality of it all.    
  7. tedus987
    tedus987
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    so on the mod page for Fallout 3 Redesigned it lists the compatibility with FO3 Wanderers Edition as download it here, but there is no listing for Fallout 3 Redesigned, do i download the project beauty patch?
  8. ShadowVR2
    ShadowVR2
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    FWE and EVE compatibility patch is causing game to crash upon start up. Also FWE and WMK compatibility patch makes weapons unable to be modified.
  9. bosspal
    bosspal
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    When i use foip's wmk and fwe patch, it removes wepon mod kit's .esp. what should i do other mods req wmk.' esp becomes red in fomm and i cant make merge patch in fo3edit also.i want to use wmk so can i just again reactivate wmk after applying foip wmk - fwe patch this i got wmk .esp but its base esp of wmk not with patch applied for other mods to work with. Help here plz
    1. Crabcakes56
      Crabcakes56
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      It shouldnt be removing the esp.Are you sure your not doing that?
    2. OpethEthereal
      OpethEthereal
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      If anybody runs into this problem it's because you REPLACED instead of MERGED the files.

      Use MO2 as well.
  10. iriemk
    iriemk
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    Thank you, thank you, thank you! And thank this Elminster person who created FOEdit. And the person who made FOEdit's QuickAutoClean function! And thank you guys! with the load order tips and a merged patch, even a my semi-Luddite self can mod this game! I don't need any of your files for my setup to work, but the loadorder changes according to your list did the trick - after the much-praised LOOT messed it up thoroughly. So again: Thank you guys!