So out of curiosity, I test 8.1 with nothing else, not even the unofficial patch
and after the realism quest had initialized, I got 20xp for lockpicking a door.
I have no idea about the other people, but I can confirm without a doubt 8.+ rewrote broke the mod. Not that it matters much now, since Arwen is happily retired from modding games.
If anybody ever comes back to this to play it again, try the 7.2 one if you're not getting the experience you expect.
Like the Prodigal Son I have returned :) I decided to try out FWE and that caused a lot of trouble on my game. Suffice to say, I'm sticking with this one from now on. Well, until someone comes up with a better one lmfao!! Seriously, I love this mod and how it changes my game. Just one quick question: I'm using your 'Needs' mod and was wondering if there is any way to display it on-screen? That was the only thing I did like about FWE. Looking through your instructions, I correctly installed the HUD for Stain and Fatigue. Did I miss something again?
4 years late, but could help anyone with the same problem: use sk_HUD. It allows Arwen's Realism Tweaks (and half a dozen other mods) to display on HUD their new options.
For those using the Alternate Start Roleplay Mod - Selecting "Unemployed" (Profession) at the computer fixed the bug of not receiving Arwen's perk and updated SPECIALS when selecting the gifted perk for me.
This mod looks great, but I can't seem to get the Fatigue HUD to work. It appears. So does the Strain HUD. But while the strain number correctly goes up, the Fatigue value is always empty or invisible. Is it not calculating Fatigue? Is there something wrong with the HUD? I'd love if someone knew what would cause this and how it could be fixed. I tried removing all other mods, and it's still not working. Both Strain and HUD are visible, but only the Strain element is actually working.... ... ... wait. Perhaps it's because I didn't start a new game. I started from Vault 101, but not a totally new game.
Yep, that did it. (And I was misunderstanding / excepting Fatigue to measure sleep need). Excellent mod. I'm excited for this play though (if I make it through).
I've been using FWE for years until I recently had a VATS aiming problem that I couldn't fix. So I decided to check out other overhaul mods just to try something new. I came across this one. Looked good, a little harsher than what I've been used to. I've only been playing with this mod for a short time, and I find myself having to relearn how to survive in this game. Serious wounds actually get worse over time, with infection setting in if it's neglected for too long. This is definitely a totally different way of playing the game, and mods like this are what moves Fallout 3 to the next level in survival games. I'm not going to endorse until I've played a while longer, but I'll definitely be back.
Thanks for the fantastic game experience this mod brought to me. That was the authentic Fallout 3 game I was expecting from the very beginning. Such a good work, Arwen. Kudos to you!
2089 comments
and after the realism quest had initialized, I got 20xp for lockpicking a door.
I have no idea about the other people, but I can confirm without a doubt 8.+ rewrote broke the mod. Not that it matters much now, since Arwen is happily retired from modding games.
If anybody ever comes back to this to play it again, try the 7.2 one if you're not getting the experience you expect.
It allows Arwen's Realism Tweaks (and half a dozen other mods) to display on HUD their new options.
...
... wait. Perhaps it's because I didn't start a new game. I started from Vault 101, but not a totally new game.
Yep, that did it. (And I was misunderstanding / excepting Fatigue to measure sleep need). Excellent mod. I'm excited for this play though (if I make it through).