FALLOUT 3 WANDERERS EDITION (FWE)Project Team: Mezmorki (lead), Kai Hohiro, jjgun, delamer, The 3rd Type
DETAILED DESCRIPTION OF CHANGES
This section provides detailed information for all of the changes made by FWE. Credits are given to integrated mods for changes attributed to those mods. Changes are grouped into the following categories:
Note, that all of the changes described below are the DEFAULT changes for FWE's configuration options. These options may vary depending on what config settings you choose. Refer to the control panel section for information on what the different options change.
RETURN TO TOP | RETURN TO INDEX CHARACTERChanges 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, and Pacing
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Experience Control Panel Options ( > Character > Experience ) Option 1 - Vanilla Leveling (iXPBumpBase = 150) Option 2 - Faster leveling (iXPBumpBase = 225), requires 35-40% more XP across all levels, balanced for Level 30 Cap. Option 3 - Moderate leveling (iXPBumpBase = 300), requires 60-90% more XP across all levels, balanced for Level 30 Cap. Option 4 - FWE Default - slower leveling (iXPBumpBase = 400), 100-150% more XP across all levels, balanced for Level 20 Cap. |
SPECIAL's are balanced to be more important, and to make choices between which attributed to increase more important and have greater consequences.
Carry Weight Control Panel Options ( > Character > Carry Weight ) Option 1 - High Carry Weight: 125 base + 25 per point of STR (150 - 375) Option 2 - Vanilla Carry Weight: 150 base + 10 per point of STR (160 - 250) Option 3 - FWE Default Carry Weight: 25 base + 25 per point of STR (50 - 275) Option 4 - Low Carry Weight: 60 base + 20 per point of STR (80 - 260) Option 5 - Harsher Carry Weight: 0 base + 20 per point of STR (20 - 160) |
PC Health Formula Control Panel Options ( > Character > Player Hitpoints ) Option 1 - Vanilla (High) Hitpoint Formula: 10 per Level + 20 per point of END Option 2 - Moderate Hitpoint Formula: 5 per Level + 25 per point of END Option 3 - FWE Default (Low) Hitpoint Formula: 5 per Level + 15 per point of END Option 4 - Harsher Hitpoint Formula: 0 per Level + 20 per point of END |
Action Point Formula Control Panel Options ( > Character > AP Calculations ) Option 1 - Vanilla: 65 base action points + 2 per point of AGL (67 - 85) Option 2 - FWE Default: 40 base action points + 6 per point of AGL (46 - 100), makes agility more important Option 3 - Harsher: 30 base action points + 7 per point of Agility (37 - 100), makes agility much more important |
Action Point Formula Control Panel Options ( > FWE Feature Settings > Bobblehead Bonuses ) Option 1-a - Special Choices (FWE Default) SPECIAL changes described above are enabled. Option 1-b - Vanilla Bobbleheads: SPECIAL bobbleheads provide +1 to the associated SPECIAL. Option 2-a - FWE Default: Skill Bobbleheads provide +5 skills points. Option 2-b - Vanilla: Skill Bobbleheads provide +10 skills points. |
Skill Increases at Level Up Control Panel Options ( Character > Skills ) Option 1 - Vanilla Skill Increase - 11 Skill Points at Level Up, every two points of INT provides 1 additional skill point. Option 2 - FWE Default - 10 Skill Points at Level Up, every two points of INT provides 1 additional skill point. Option 3 - Balanced Skills - 5 Skill points at level, every three points of INT provides 1 additional skill point. Balanced for Level 30. Option 4 - Harsher Skills - 3 Skill points at level, every three points of INT provides 1 additional skill point. Balanced for Level 30 for a harder overall experience. |
Barter settings adjusted to make higher levels of barter skill much more useful. At 100 skill you can trade with an equal exchange. With very low barter skills, items are significantly more expensive. This change is configurable:
Barter Setting Control Panel Options ( Character > Barter ) Values in the options show the range for a hypothetical item that has a base value of 100. Option 1 - Give Aways (Vanilla) Barter Settings: Purchase price ranges from 155% (Barter 0) to 110% (Barter 100). Sell price ranges from 45% (Barter 0) to 95% (Barter 100). Option 2 - Sale Every Day: Purchase price ranges from 225% (Barter 0) to 100% (Barter 100). Sell price ranges from 30% (Barter 0) to 90% (Barter 100). Option 3 - FWE Default: Purchase price ranges from 300% (Barter 0) to 90% (Barter 100). Sell price ranges from 25% (Barter 0) to 90% (Barter 100). Option 4 - Tough Bargains: Purchase price ranges from 350% (Barter 0) to 125% (Barter 100). Sell price ranges from 25% (Barter 0) to 95% (Barter 100). Option 5 - Harsh Traders: Purchase price ranges from 400% (Barter 0) to 150% (Barter 100). Sell price ranges from 20% (Barter 0) to 100% (Barter 100). |
In Vanilla fallout, a repair skill of 25 would let you repair items to 55%, 50 skill would allow you to repair items to 70% condition, and 75% to 85% condition. FWE tweaked the repair skill settings so you can now only repair equipment to a condition equal to your repair skill.
Alternative Lockpicking + Hacking System [credits: Skill Based Hacking + Lockpicking]
A new skill based lockpicking and hacking option has been added to the game. When activating a locked door, container, or terminal, a message box will appear allow you to bypass the mini-games and the skill requirement check and utilize a new chance based system. 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 significantly higher with greater difference between your lockpicking or hacking skill and the lock level. In addition, you run a risk of breaking bobby pins, jamming the lock, or breaking the terminal. The mini-games can still be played normally as well.
In addition, your LUCK plays a minor role in determining success with the chance based system. Each point of luck over 5 provides the equivalent of +3 lockpicking or science skill when determining your success chance.
Science / Bypass Module
A second alternative hacking system has been added, which uses new bypass module items and your repair skill,to attempt to break into terminals. The bypass modules are created at the workbench, and require you to obtain one more schematics first (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). However, there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.
Explosive Entry (by Lap)
Explosive Entry allows you to bust inside almost any container or door using explosives. This is considered to NOT be a cheat mod and it is balanced to the best of my abilities using your explosives skill, luck stat, and ranks of the "Demolition Expert" perk. Based on your explosive skill you will be able to use a wider variety of ammunition and weapons to break a lock. A player with poor explosive skills may need a mininuke to open a tough lock that a master of explosives could do with a frag grenade or two. Depending on the game settings there is also a chance of the timer malfunctioning or the explosive destroying items inside a container.
Beware of the following when deciding to use explosives to breach a lock:
Your explosive skill, luck stat, whether you are in combat or not, and rank in the "Demolition Expert" perk, will also determine your effectiveness at using explosives.
The integrated explosive entries mod is configurable through the FWE Control Panel > Sub-Mod Configs > Explosive Entries
FWE changes a number of stealth gamesettings to make the stealth system more realistic and immersive. These options are configurable (see below), butby default provide the following major changes:
Sneak Setting Control Panel Options ( Character > Sneak Settings ) Values in the options show the range for a hypothetical item that has a base value of 100. Option 1a - Sneak Messages On (Vanilla) Option 1b - Sneak Messages Off (FWE Default) Option 1c - Immersive Messages Option 2a - Very easy sneaking (Vanilla) Option 2b - Easy Sneaking Option 2c - Moderate Sneaking (FWE Default) Option 2d - Harder Sneaking |
FWE features an significant rebalance and expansion of the vanilla perks, making a number of balance changes to perks and rewarding players that focus their perk advancements to make a more specialized character [credits: XFO].
Integrated Book Perks Mod (by Kelenius).
Book Perk List (adapted from the Book Perk Readme): Barter "Jerky Vendor" Big Guns "U.S. Army Specialist" Energy Weapons "Teleforce Hardwiring" Explosives "Duck and Cover!" Lockpicking "Locksmith Training" Medicine "Living Anatomy" Melee Weapons "Barbarian Rage" Repair "Expert Electronics" Science "Scientific Knowledge" Small Guns "Guns and Bullets" Sneak "Special Ops Training" Speech "Congressional Style" Unarmed "Pugilism Illustrated" |
FWE reworks the karma levels and many of the rewards for Karma acts [credis: Karma Revamp]
In addition, the Karma pop-up messages are removed [credits: Reeners Invisible Karma]
FWE incorporates a heavily modified version of the Alt Start Mod. When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.
There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, 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.
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. Refer to the "FWE - Alternative Start Histories.txt" document for a description of the different alternative start options.
Android
Chinese Officer
Doctor
Enclave Refugee
Escaped Slave
Ghoul
Mechanic
Outcast
Politician
Raider
Refugee
Regulator
Scavenger
Slaver
Talon Company Mercenary
Vault Dweller
Wastelander
FWE's combat changes adjust a number of "game settings" and adds other features to make combat behave and function more like a true FPS that is more dynamic and challenging. Certain features expand the range of options at your disposal in combat to provide a more diverse combat experience. While the FPS component has been enhanced, your characters underlying skils and abilities will still play a significant role in determining your overall combat abilities, retaining important RPG elements.
FWE adjusts the global damage formulas in order make combat more unforgiving and ruthless. These changes will apply to all damage calculations, and will affect other weapon mods you might be running. The default changes are as follows:
Global Damage Control Panel Options ( Combat > Global Damage ) Option 1 - 1.0 x damage (Vanilla) Option 2 - 1.25 x damage Option 3 - 1.5 x damage Option 4 - 2.0 x damage (FWE Default) Option 5 - 2.25 x damage Option 6 - 2.5 x damage Option 7 - 3 x damage |
FWE Changes the effect of your weapon skill on both damage and accuracy. By default, weapon skill influences your accuracy by +/- 80% and damage by +/- 30%. This comapres to vanilla damage and accuracy of +/- 50%. These settings are configurable:
Weapon Skill Control Panel Options ( Combat > Weapon Skill ) Option 1 - FWE Default, accuracy +/- 80%, damage +/- 30% Option 2 - Damage AND Accuracy, accuracy +/- 70%, damage +/- 40% Option 3 - Vanilla, accuracy +/- 50%, damage +/- 50% Option 4 - Damage NOT accuracy, accuracy +/- 20%, damage +/- 80% Option 5 - Accuracy NOT damage, accuracy +/- 90%, damage +/- 10% |
In Fallout, there are two components that determine accuracy. First is the "aiming accuracy" component, that is based on skill, stance, arm condition status, and other variables, and determines how much your gun sways (when using the iron sights or a scope). The second component is the "gun spread" that determines the inherant accuracy of the weapon. FWE changes settings for both compnent to create a more realistic accuracy model.
Weapon Condition + Accuracy Control Panel Options ( Combat > Weapon Condition + Accuracy ) Option 1 - Vanilla - No Effect Option 2 - Low Condition Effect, -0.25 at 10% or less condition to -.05 at 50% condition. Option 3 - Moderate Condition Effect (FWE Default), -0.2 at 10% or less condition to -.025 at 70% condition. Option 4 - High Condition Effect, -0.3 at 10% or less condition to -.1 at 90% condition. Option 5 - Very High Condition Effect, -0.5 at 10% or less condition to -.1 at 90% condition. |
To help balance the general reduction in skill's affect on damage, the player recieves a special bonus to the explosive damage delt. Now, with an explosive skill of 0, you will do about 80% of the base damage of the explosive weapon, scaling up to 200% at 100 explosives. This effect stacks with the demolition expert perk. With the third rank, you will deal a total of 320% increased damage for explosives. Missile launchers, fat boys, the MIRV, and the Miss Launcher also recieve this benefit even through they are still classified as "big guns" and use that skill to determine base damage.
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% at 0 unarmed skill 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 its "weight" / 6 from your chance to dodge.
Location Based Damage Tweaks [Credit: Mefiu]
Limb Explosion / Dismemberment
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.
Falling Damage
Increased Falling Damage (by Azar) greatly increases the damage taken from falling. These options are configurable:
Falling Damage Control Panel Options ( Combat > Falling Damage ) Option 1 - Vanilla - 600 unit safe fall distance Option 2 - Moderate - 500 unit safe fall distance Option 3 - FWE Default - 400 unit safe fall distance Option 4 - High Damage - 200 unit safe fall distance |
VATS Damage Control Panel Options ( Combat > VATS ) Option 1 - Vanilla - Player takes 10% damage in VATS Option 2 - VATS "Realtime" Default - Player takes 50% damage in VATS Option 3 - VATS "Halftime" Default - Player takes 75% damage in VATS Option 4 - FWE Default - Player takes 100% damage in VATS |
Optional VATS "Time" Modules
FWE includes two optional modules, "FO3 Wanderers Edition - Optional VATS Halftime.esp" and "FO3 Wanderers Edition - Optional VATS Realtime.esp," which controls how fast the player moves in VATS relative to the target and other actors in the area. With the half-time VATS module, VATS animations play at 50% that of real time, although players move slightly faster than their target. The real-time VATS module makes players and other actors move at normal speed in VATS. These options make using VATS a little more strategic and challenging, but also reduce the player damage taken in VATS down from the default settings.
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.
Action points are now used for VATS (as normal) ANS the integrated bullet time mod and sprint mod (see below).
The base action point recharge rate has been increased from 4 to 5.
Two new perks have been added that allow you to further increase your action point recharge rate. The "Track Star" perk is a level three perk that requires 5 END and increases the AP regen rate by 40% (to 7, slightly slower than FWE's current rate). "Olympian" is a level 9 perk that requires 7 END and increases the AP regen by 80% (to 9, slightly faster than FWE's current rate)
Bullet time is the ability to slow down the world around you, allowing you more time, to aim, make decisions, and shoot. While time is slowed, you will burn Action Points. When your action points reach 0 normal time will resume. While you are in Bullet Time you can turn it off, saving those precious Actions for VATS, or another burst of Bullet Time.
An in-game configuration menu allows you to set the key binding used to initiate bullet time and to adjust various settings, such as the degree of the slowdown effect or the AP consumption rate. To access the config menu, open the FWE Control Panel (under the armor tab), choose "Sub-Mod Configs" and then "Bullet Time."
FWE adds two new perks that affects bullet time, increasing the amount of the slowdown effect and extending the length of time that you can remain in bullet time. "Swift Reflexes" is the first level perk and requires 6 Agility and Level 3. The second perk, "Super Human Reflexes" requires Swift Reflexes, 8 Agility, and Level 9. These perks work in conjunction with any custom settings you have specified in the bullet time config.
The sprint mod allows you to hold down a customizable key to "sprint" for a short distance. Sprinting drains your action points and requires 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.
This mod has been slightly tweaked under FWE to account for adjustments to the carry weight and action point pool.
You can configure many of the sprint settings, including your key binding, turn radius while sprinting, and the graphic effects by using the in-game configuration menu. To access the config menu, open the FWE Control Panel (under the armor tab), choose "Sub-Mod Configs" and then "Sprint Mod."
The sprint mod includes two new perks. The "Charge!" perk allows you to sprint with your weapon still drawn. The "Tackle" perk requires Strength 7 and Unarmed 40, but allows you to "ram" into opponents and knock them over.
With the integrated FPS Grenade Hotkey Mod you will be able to throw any type of grenade and automatically switch right back to your previous weapon with the press of a single button. A seperate hotkey allows you toggle through the grenade type you are throwing without having to go into the inventory!
Usage:
Hold your Grenade Throw Hotkey (default is G) to instantly equip a grenade and charge the throw. Release the hotkey and you will throw the grenade and switch back to your previous weapon.
To toggle between the kind of grenade you wish to throw, hit the Grenade Toggle Hotkey (default H). You will automatically only toggle between grenades that you actually have in your inventory. If you have no grenades at all in your inventory and pick up one, you will automatically toggle to it. Also should you run out of grenades of the current type you have active, you will automatically toggle to the next available grenade!
The Toggle list looks as follows:
Frag->Pulse->Plasma->Cryo(only with Mothership Zeta version)->Nuka Cola Grenade
You can change both hotkeys with the 'Grenade Hotkey Menu'. To acces this menu, open the FWE Control Panel (under the armor tab), choose "Sub-Mod Configs" and then "FPS Grenade Hotkey."
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FWE adds a number of new weapons, armor, and other useful equipment, increasing the diversity and range of options available to players. All new and existing items have been rebalanced for a consistent feel and to ensure that everything has a worthwhile use. New weapons and armor have only been added that were present in prior Fallout games to maintain the "canon" of the series.
Integrated Weapon Scanner [Credit: Kai Hohiro]
With changes to global damage and the weapon stat changes (describd below), the normal pip-boy dispay for weapon damage becomes very unreliable. FWE integrates Kai Hohiro's "Pip-Boy Weapon Stat" mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption.
To use the scanner, equip a weapon for which you want to view the stats and hit the weapon scanner hotkey (default E-key). You can change the hotkey settings for the weapon scanner by opening the FWE control panel and going to "Sub-Mod Configs > Weapon Scanner"
Projectile Weapons
Energy Weapons
Explosive Weapons
Melee Weapons
Unique Weapons
FWE integrates a heavily tweaked version of Classic Fallout Weapons [Credits: War1982], which adds dozens of new weapons to the game, in addition to a few other new weapons, all occuring in prior fallout games. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CALIBR supported) are added to the game.
In addition, most new weapons feature new "pip-boy" style icons [credit: The 3rd Type]
Small Guns
Big Guns
Energy Weapons
Melee + Thrown Weapons
Night Vision [Credit: delamer]
FWE includes a simple night vision feature. When wearing power armor helmets, recon armor helmets, or the stealth armor helm (if using Operation Anchorage), you can now turn on night vision using a hotkey. There are two stages of night vision depending on the ambient brightness level. If wearing power armor on your body, night vision does not require any power to operate. If not using Power Armor, night vision drains a small amount of energy cells over time. The hotkey and energy use rates are configurable. Open the FWE Control Panel and go to "Sub-Mod Configs > Night Vision
FWE completly overhauls power armor, in terms of acquisition, training, repair, and armor stats.
Obtaining Power Armor and Training
Regular (non-unique) power armor looted that you find in the wastes or loot from enemies can no longer be worn immediately. It must be carried back to a workbench and CRAFTe’d into a “fitted” version that your player can wear. This change applies to regular power armor, brotherhood armor, enclave armor, outcast armor, tesla armor, and hellfire armor (if using the Broken Steel DLC). Both the body armor and the helmet must be fitted.
Once power armor has been fitted at a workbench, it can be worn immediately, even without the power armor training perk. However, without training you will suffer additional agility, perception, and weight penalties when wearing power armor. Acquiring basic power armor training (through the usually methods or those added by the integrated “more ways to obtain power armor training mod) removes these extra penalties and provides additional benefits.
Finally, an Advanced PA Training perk has been added as a level 12 perk requiring 7+ END that can be selected during level up, and which provides additional benefits. The breakdown of power armor training benefits is as follows:
No PA Training:
Armor only accounts for 50% of its weight
-3 to AGL
-1 PER
no STR or other bonuses.
Basic Power Armor Training:
Armor accounts fully for its weight,
-1 to AGL
+1 STR
+1 PER
Adv. Training:
Armor accounts fully for its weight
No agility penalty
+2 STR
+2 PER
+1 END
Alternative Power Armor Training (by Gryphon)
This feature 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. Highlight the space below to see spoilers for what these other means of obtaining training are:
Power Armor Stat Changes (Armor/Helmet)
*** Note that power armor continues to provide extra effects specific to their type (i.e. hellfire armor continues to provide fire resist)
T-45d / Brotherhood Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1000 / 75
Outcast Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1200 / 100
Enclave Power Armor Mark II
Weight: 80 / 5
DR: 70 / 15
Condition: 1500 / 120
Tesla Power Armor
Weight: 60 / 5
DR: 55 / 10
Condition: 950 / 60
T-51b Power Armor
Weight: 110 / 10
DR: 75 / 10
Condition: 1800 / 150
Enclave Power Armor Mark I
Weight: 110 / 10
DR: 80 / 15
Condition: 1600 / 130
Hellfire Power Armor
Weight: 120 / 10
DR: 75 / 15
Condition: 2000 / 200
Repairing Power Armor
Repairing power armor uses other suits of power armor or fusion batteries (for the suit) and sensor modules (for the helm).In addition, you can CRAFT a power armor repair kit at a workbench. These repair kits are made from 3 scrap metals, 1 abraxo cleaner, and 1 conductor, and will yield two power armor repair kits. You need at LEAST 50 repair skill in order to CRAFT the repair kit.
Disabling Power Armor Fitting Requirements
You can disable the Power Armor fitting requirements, allowing you to immediately wear looted power armor (provided you have the basic training perk) by going to the FWE Control Panel > FWE Settings > Power Armor. You will no longer be able to create fitted PA suits, but you can wear found power armor normally provided you have basic training.
Weapon Condition
Equipment Wear Rates Control Panel Options ( Combat > Wear Rates ) Option 1 - Very Low Wear Rates - 12x slower Option 2 - Low Wear Rates (FWE Default) - 6x slower Option 3 - Moderate Wear Rates - 2x slower Option 4 - High Wear Rates (Vanilla Default) |
Medical Equipment
Various items of medical equipment now provides a bonus to your medicine skill when combined at a workbench into a medical kit. Combining a Bonesaw, Scalpal, Forcepts, Tweezers, and a Toolkit at the workbench creates a "Medical Kit" misc item that provides +10 to your medical skill when in your inventory.
Item Values
Full rebalance of 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 as well. This contributes to an improved economy and makes accumulating mountains of caps more challenging.
Misc Items
The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].
FWE includes T3T's Misc Item Icons mod, which adds new pip-boy style icons for many misc items in the game.
A configurable option has been added to control the rarity of misc items in loot, containers, and vendors.
Misc Item Rarity Control Panel Options ( Loot Settings > Misc Supplies Rarity ) Option 1 - Abundant Loot (Vanilla) Option 2 - Less Loot (FWE Default) Option 3 - Rare Loot |
Ammo now has weight [Credit: Weighted Ammo Mod] when held in your inventory. Now you can't carry an entire ammo supply dump around with you. Ammo weight is applied to used CALIBR ammo types as well. Ammo weight is as follows:
The weight of the different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].
The total weight of ammo carried can be seen by looking at the < Ammo Supply > item in your misc items tab.
You can DISABLE ammo weight by opening the FWE Control Panel and going to "FWE Feature Settings > Ammo Weight" and choosing the disable ammo weight option.
Ammo is typically 2-3 times more valuable. This makes ammo a significant commodity for trading.
Ammo is now much less common (by default) throughout the wasteland, including ammo found at vendors, in loot containers, and on NPC's. This option is configurable:
Ammo Rarity Control Panel Options ( Loot Settings > Ammo Rarity ) Option 1 - Abundant Ammo (Vanilla) - Chance none ~25% Option 2 - Common Ammo - Chance none ~40% Option 3 - Limited Ammo (FWE Default) - Chance none ~66% Option 4 - Uncommon Ammo - Chance none ~75% Option 5 - Rare Ammo - Chance none ~90% |
Cross Repair
The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].
Scrap Metal
Changed the role of scrap metal 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 1.0 to 1.5. Repair parts weigh 0.5, so converting scrap metal into repair parts is a weight effect solution.
Toolkit
You can now CRAFT a tool-kit at a workbench by combing a lunchbox with a hammer, wrench, scissors, and iron. The "toolbox" will provide +10 to your repair skill when held in your inventory.
Other Repair Changes
Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].
Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.
The repair skill of vendors has been increased to provide an alternative to those who do not specialize in repair.
The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.
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FWE changes a number of gameplay components that makes living in the wasteland a true day-to-day struggle for survival. You'll find that injuries are more crippling, the things you need to survive harder to come by, and that you have to take care of yourself to live.
FWE adds many new ingestible items (foods, drinks, chems, and drugs) to the Fallout gameworld and completely rebalances all existing chems and drugs. You find that chems and drugs are more rare, but criticial to your survival in the wasteland.
Alprazolam causes extreme muscle relaxation, sedation and mental slowness. Amphetamine causes enhanced focus and CNS stimulation. Aspirin dulls pain. 2CB is a powerful empathogen causing visual distortions and euphoria. Ceremonial Herbs for your ceremonial rituals. Coldturkene is that "pre-war stuff" the doctors talk about. Clonazepam causes moderate muscle relaxation and mental slowness. Cocaine speeds the metabolism and stimulates the brain's reward center. Dextromethorphan is a dissociative anesthetic similar to PCP when taken in high doses. Diazepam is a habit-forming muscle relaxant. Diet Mentats are made with aspartame instead of sugar. I dunno. Regular Mentats look sugary to me. Heroin is a potent and highly addictive painkiller. Ibuprofen dulls aches. MDMA provides euhporia, focus, and a sense of oneness. Methamphetamine is a dangerously potent stimulant. Morphine is what Med-X was called before the Australian government went all Psycho on Bethesda. Methadone is an opioid often used to manage Heroin addiction. Multi-vitamin Pills for a balanced diet. Phencyclidine is a dissociative anesthetic used first on humans medically, then on animals, and then by humans recreationally. RedEye NoDoze Pills keeps you up all night, and all day, and all night Sativex provides euphoric relief for radiation symptoms. Tobacco is cheap, common, and well-known for its deleterious effects. Thorazine is an antipsychotic sedative with a paralytic effect. Tribal Healing Powder can fix you up! "Weed" provides good vibes. |
Drug Rarity Control Panel Options ( Loot Settings > Chem Rarity ) Option 1 - Abundant Drugs (Vanilla) - Chance none ~25% Option 2 - Common Drugs - Chance none ~33% Option 3 - Limited Drugs (FWE Default) - Chance none ~50% Option 4 - Uncommon Drugs - Chance none ~66% Option 5 - Rare Drugs - Chance none ~90% |
Crippled injuries are more severe and greatly impact your ability to fight in battle [Credit: RI - Healing]
FWE integrates a modified version of the "Triage" mod that changes the way you heal crippled limbs and recover from injuries. FWE adds a Control Panel option to enable or disable the Triage healing system if you do not like it. To access this option, open the control panel and select "FWE Settings > Triage." By default, triage is enabled.
Usage
You are no longer able to apply stimpaks directly to injured limbs, but instead must use the triage menu item (under the armor tab) to open the healing options. If you apply stimpaks directly to crippled limbs in the pip-boy, they will be consumed and contribute towards healing your overall health, but they will not restore that limbs condition.
In addition, two new perks, Wasteland Doctor [requires 40 medicine, 5 INT] and Wasteland Surgeon [requires 60 medicine, 6 INT], control your ability to recover wounds more effectively. By default, these perks require you to choose them during the normal level up perk selection process. However, you can change this so the perks are automatically awarded when you meet the requirements in the FWE Control Panel under "FWE Settings > Triage > Free Perks On."
When opening the triage menu, you will have three choices depending on what perks you have, how injured your limbs are, and whether you are in combat or not.
First-Aid
Triage
Injured Limb Healing
Note, that resting no longer automatically heals you after a single of hour of sleep. This changed is described more below under the Primary Needs section.
CRAFTING Medical Braces + Surgical Supplies
Added an option to CRAFT medical braces and surgical supplies, IF you have the wasteland doctor perk, courtesy of razorwire. You can make a medical brace from 1 leather belt and 1 scrap metal, and surgical supplies from 1 abraxo cleaner and 3 empty bottles.
FWE greatly increases the rate that radiation is gained by default [credits: XFO]
Radiation Rates Control Panel Options ( Combat > Radiation ) Option 1 - Low Rads (Vanilla), 100% radiation decay Option 2 - Moderate Rads, 2.5x accumulation, 10% decay rate Option 3 - High Rads (FWE Default), no rad decay |
Tweaked the costs of the home lab + infirmary upgrades down to 750 from 1200.
The lab requires ONE stimpak to heal addictions.
The infirmary requires 1 stimpak to restore you to 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 and all of your limbs, and to remove all rads.
Portable Lab + Infirmary
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 re-access this menu by HOLDING the keypad enter key for a few seconds or through the FWE Control Panel under the "Primary Needs" option on the main menu. The configuration menu allows you to choose health recovery on rest, food and drink healing, the rate of how quickly you get hungry/thirsty/sleepy, and how much you need to eat/drink/sleep to reduce your needs levels.
Default Needs
By default, you are required to eat and drink a few times (3-4) each day or else you will suffer increasingly severe penalties to your SPECIAL stats. Different types of food provide different amounts of hunger satisfaction, typically in-line with their weight (i.e. 1 WG of meat provides more food value than 0.1 WG item of junk food). If you eat too much too quickly, you will get "full" and suffer a minor Agility penalty. When eating or drinking, pause a second or two to allow your status condition to be updated. You will typically need 6-8 hours of sleep per day to be well rested.
In addition, by default, food and water sources do not heal your health, again this can be changed in the Primary Needs section of the control panel if desired. In addition, you do not automatically heal limbs + health when resting. Instead you heal health slowly overtime (based on endurance and strength) and you cannot heal crippled limbs during sleep.
In the control panel, you can disable the entire primary needs system, or enable disable each of the components (hunger, thirst, and sleep) independently.
Other Features
Primary Needs allows you to bottle water from most water sources. You will see empty bottles in your aid tab of the pip-boy after drinkinkg collected liquid items. Click on a Empty Bottle, exist the pip-boy, and then click on a water source to collect water from that source. Water sources range from Purified to Lethal.
In addition, Primary Needs adds new items to the main vendors, including a portable bed roll, a water purifier, and cooking oven. The water pruifier uses RadAway packets to turn "dirty" water in to cleaner types (although never as good as purified water). The bedroll allows you to sleep nearly anywhere, and the cooking oven lets you make "grilled" meats that are more light weight but nutritious rations. However, cooking some food items will remove their unique properties (i.e. deathclaw meat special bonuses). In order to re-pickup these items, hold the "use" key (z) and then hit activate key.
Darn's UI Support
Integrated support for Darn's UI with primary needs, so that the x-panels display your current hunger, thirst, and sleep levels from primary needs.
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FWE makes a number of changes to actors in the game, including NPC and creature stats, leveled item lists for faction equipment, AI behavior, followers, trade caravans, and much more.
FWE incorporates a heavily reworked and expanded version of the Foes Reworked NG mod (by Tarrant), that creates much more distinction in equipment and gear between Fallout's major factions and between classess of actors within factions. The main goal of these changes is to make Fallout3 combat more challenging, even if you bring along several followers with you. This is not accomplished by just simply giving enemies more HP and damage bonuses, but by providing new and exciting enemy variants with special abilities, traits and weapons.
Faction equipment lists are reworked, so you will see the new weapons added by FWE more frequently on enemies where it makes sense. Make no mistake, this mod makes combat very difficult and I recommend not to play on any difficulty higher than 'Normal'. Also beware of Fast Travelling to dangerous areas, you could be taken by surprise and killed without much of a fighting chance when you arrive.
Talon Company
Raiders
Super Mutants
There are 4 tiers of Super Mutants that appear as the player levels (Low, Mid, High, BrokenSteel)
Tier 1
Tier 2
Tier 3
Tier 4 - Elite Supermutants (Only if using Broken Steel)
Other Supermutant Changes:
Melee to Gun Spawn Ratio
Adjusted the ratio 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.
Optional Worn Weapons (Optional FWE Module)
FWE includes a re-built version of Mihoshi333's "Monster Perk's Addon for MMM" as a functional mod into FWE, even if not using MMM. This feature adds perk effects to many creatures, including super mutants, ghouls, robots, yau gaui, deathclaws, scorps, and more. Most notably, various creates now recieve the toughness perk (of which FWE has up to 5 ranks) to provide DR protection for creatures and a modified nerd rage perk to make close combat opponents real nasty as their health gets low.
The health formula for NPC health is the same as for the player character. Previously, NPC's had a minor health penalty.
FWE incorporates a modified version of Arwen's smarter AI module (originally based on Taylorsd's Combat Enhanced Package (CEP). This features makes the following major changes:
FWE includes an optional "Followers Enhanced" module that significantly changes how companions function. There is both an Broken Steel version and a Non-Broken Steel version of this mod. Use only one version. If using one of these optional modules, you will see the following changes:
Supported Mod Configs ( Followers Enhanced ) Option 1 - One follower (plus Dogmeat, Vanilla) Option 2 - 1 Follower per 2 Charisma (FWE Default) Option 3 - One Follower per 1 Charisma Option 4 - Unlimited Followers |
Companion Healing Overhaul
Companions now much more lifelike, and will use stimpaks and chems in and out of combat to heal themselves and improve their fighting abilities. The following changes apply to all companions except Dogmeat.
All followers are marked essential but they require supplies to keep up their health (i.e. no autohealing). For the six human/humanoid followers (Charon, Jericho, Clover, Star Paladin, Butch, and Fawkes) they need Stimpaks to heal and medical braces and surgical supplies to heal crippled limbs, just like the player. If they have these supplies in their inventories, they will handle all of their health maintenance themselves.
Stimpaks will heal for 50% of the followers max health PLUS a bonus based on the player's medicine skill (equal to your medicine skill / 4; as a percentage). 100 medicine, you'r companions heal for +75% of their base condition when they use a stimpak. Stimpaks also heal the condition of all six body parts (head, torso, left leg, right leg, left arm, and right arm) by the same percentage. Body part condition ranges from 0 to 100 percent. A crippled limb has a condition of zero.
In combat, followers will automatically use Stimpaks if their health falls below 25% or if the condition of any of their six body parts falls below 25%. No healing is applied to crippled limbs during combat and stimpaks heal over 5 seconds (like the player).
During combat Stimpaks have a 15 second cool-down. So if a follower is taking heavy damage he or she won’t be able to Stimpak themselves out of trouble instantly. Again, crippled limbs cannot be healed during combat. However, in combat followers will also use Morphine, Psycho, and Buffout to help themselves in dire situations.
Out of combat, if health or limb condition is below 50%, the companion will use a stimpak to heal (as above). Furthermore, if any limb is crippled, during this action, a check will be made to see if they have a medical brace or surgical supplies in their inventory. If medical braces are present, crippled arms and legs will be restored. If surgical supplies are present, the head and torso can be restored. Only one medical brace is needed to heal all crippled arms and legs. One set of surgical supplies will heal both a crippled head and torso. There is a chance (as with triage) for the follower to recover the brace/supplies, which ranges from 50% to 100% depending on the players medicine skill.
Out of combat followers will also use RadAway if their radiation level is 200 or more (RadAway cures 100 rads) and RadX if the radiation level is 5 rads per second or higher for the area they are occupying.
Health is no longer automatically restored after battle. If a follower is knocked out during battle he or she will wake with 10% of his or her health. Limb conditions will be what they were when the follower was rendered unconscious.
Sergeant RL-3
Sergeant RL-3 is handled a little bit different. As a robot it doesn’t use drugs, it is immune to radiation, and doesn’t suffer from crippled limbs. It uses a variety of spare parts (scrap metal, conductors, sensor modules, fission batteries, and repair parts) to perform repairs. These parts improve its overall condition (health) and limb condition in a manner similar to the way stimpaks heal the human/humanoids followers. The major difference is that the player's repair skill not medicine skill influences the effectiveness of the spare parts.
Spare parts will heal by +50% of RL-3's max health PLUS a bonus based on the player's repair skill, equal to your repair skill / 4 (as a percentage). i.e., at 100 repair, RL-3 heals for +75% of its base condition when it uses any spare part. Spare parts also heal the condition of all six limbs (head, torso, left leg, right leg, left arm, and right arm) by the same percentage. Crippled limbs (i.e., limbs with a condition of zero) do not require any special equipment to be repaired and can be repair during combat.
Companion Healing During Sleep
All followers heal while the player sleeps at a rate of 12.5% of their maximum health points per hour (for main health and uncrippled limbs). Waiting does not cause any healing. So they will heal to 100% over 8 hours.
Follower Condition Report and Hand-On Maintenance
As long as you provide your followers with the appropriate supplies they will automatically manage their health and wellbeing. However, there are times that you might want to take a more hands-on approach. A new dialog option has been added to the followers. If you ask “What’s your condition?” you will be presented with a menu interface that allows you to see and manage their overall health status. The six human/humanoid followers use the same reporting and management menus. RL’s is different because there is less to control.
For the human/humanoids followers there are two menus. The first menu provides overall status and the second menu detailed limb status. On the overall status menu you see overall health, radiation level, the number of Stimpaks, the number of RadAways, and what drugs (Morphine, Psycho, and Buffout) are currently in effect. If Stimpaks are available and the follower’s health is less the 100% you can direct the follower to use a Stimpak. Remember that Stimpaks also provide healing to limbs as well. If RadAway is available and the follower’s radiation level is above zero you can direct the follower to use RadAway. On the Limb Detail Menu you can see the condition (0% to 100%) of all six limbs and the number of Stimpaks, medical braces, and surgical supplies available. The Limb Detail menu will also tell you what crippled limbs the Stimpaks will be able to heal base on the availability of other medical supplies. For example, if you have a medical brace the stimpaks will be able to heal crippled arms and legs but not a crippled head or torso.
For Sergeant RL-3 its overall condition, the condition of its six limbs, and the number of repair parts is display on the same menu. You can direct it to use repair parts to improve its general condition which also improves its limbs slightly to focus on repairing a particular limb.
Note that the condition menus may take up several seconds to appear and change so be patient.
Caravans are improved in a number of ways to better survive in the harsh wasteland. [credits: Caravan's Upgraded]
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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 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 (there two minutes is one hour). Note that changing the timescale may require you to fine-tune your primary needs settings, as you might find that you'll end up needing to eat/drink too often or not often enough. The timescale change is configurable:
Timescale options ( Time > Timescale ) Option 1 - 1:30 (vanilla) Option 2 - 1:24 Option 3 - 1:18 Option 4 - 1:12 Option 5 - 1:8 Option 6 - 1:5 (FWE Default) Option 7 - 1:2 Option 8 - 1:1 Realtime |
The gobal respawn timer has been increased to 7 days. This option is configurable:
Respawn Timer Options ( Time > Respawn Timer ) Option 1 - Yearly! Option 2 - Once a fortnight (14 days) Option 3 - 7.5 days (FWE Default) Option 4 - 3 days (Vanilla) Option 5 - Daily Option 6 - Hourly |
Vendors now respawn independently of the global respawn. They now respawn every 2.5 days. This option is cofigurable:
Vendor Respawn Options ( Time > Vendor Respawn Timer ) Option 1 - 7.5 days Option 2 - 5 days Option 3 - 2.5 days (FWE Default) Option 4 - Daily Option 5 - Twice Per Day |
Disable Fast Travel
FWE Includes an option to disable fast travel through the FWE Control Panel under "Immersion Settings > Fast Travel"
OPTIONAL FO3 Wanderers Edition - Alterative Travel (by jjgun + malacova)
As an alternative to just disabling fast travel, the "Alternative Travel" module can be used.
This module provides an altenative fast travel mechanism based arounfdthe use and maintenance of the "wasteland Explorer," a pre-war motorcycle waiting for a new rider. This mod disables the normal-fast travel system, and instead requires you to use the motorcycle for your fast travel needs. The motorcycle requires fuel and parts to keep ir running, and can be upgraded with saddlebags, a GPS unit, and other amenities.
In addition this module includes a "morrowind" style fast travel system where you can hire NPC's to escort you between major settlements [Credit: Arthmoor's Wasteland Travel Caravans] . NPC's outside of the major towns will provide a fast travel service for modest fee between a set of locations. The mod has been tweaked to improve follower behavior when traveling this way, as well as increasing the costs for traveling. Traveling to unvisited locations is more expensive compared to known locations.
The Wasteland Explorer - Motorcycle Manual RIDING Select Ride from the menu to ride your motorcycle. This brings up your Pip Boy to select you destination from the World Map. You can only travel to previously discovered locations. Your Explorer comes from the factory with a carrying capacity of twice your Carry Weight. As your carrying capacity increases so does your motorcycle’s carrying capacity. As long as your inventory doesn’t exceed the Explorer’s carry capacity (i.e., weight limit) you can ride it. You can adjust the carrying capacity of your motorcycle using the Configure Options menu described below under CONFIGURATION. Note that you can only ride the motorcycle if it has fuel and its condition is greater than zero (see the FUEL and MAINTENANCE sections below). Note that the Explorer has a special fuel reserve so you will always arrive at your destination but you may arrive with negative fuel in the tank. You’ll have to replenish this reserve before using the bike again. Superior engineering insures that your vehicle won’t break down in mid-journey but you may arrive at your destination with the Explorer’s condition below zero. This simply means that you’ll have to get its condition back up above zero before you can ride it again. WARNING: A poorly maintained motorcycle may not start. If this happens your motorcycle will sustain some damage. You can try riding it again but each time it fails to start the damage sustained increases. Once successfully started the damage counter is reset. So to avoid these problems keep your motorcycle in good condition. Recovering a Lost Motorcycle (New Feature) However, if you forgot where you left it this won’t help much. Purchasing the GPS option described section 5 will help you locate your motorcycle. However, if you don’t have this option and you can’t afford it you can always stop by the dealership and ask the staff to locate your motorcycle. For a small fee of 100 caps they will locate and deliver your motorcycle to the dealership. How’s that for service! FUEL The Wasteland Explore requires special fuel that can be difficult to obtain. Bring this Owner’s Manual to the dealership just south of Megaton to get our secret formula for creating fuel from common supplies. To refuel your motorcycle select Refuel from the menu. This option will only be available if you have fuel. The tank can hold 10 units and cannot be overfilled so if you have between 9 and 10 units in the tank you can't add anymore fuel. Fuel stored in the saddlebags has to be transferred into you inventory to be used. MAINTENANCE Be sure to keep your Explorer in tip-top shape. Those with a little mechanical ability can perform routine maintenance using ordinary motorcycle parts, leaf blowers, conductors, and scrap metal. If the condition of your motorcycle falls to zero you won't be able to use it until you repair it. To repair your motorcycle select repair from the menu. The repair option is only available if you have suitable spare parts in your inventory. Spare parts stored in the saddlebags have to be transferred into your inventory to be used. Your Repair skill influences the effectiveness of your repairs in two ways. (1)The maximum condition of the motorcycle cannot exceed your Repair skill. (2)The repair value of each part is adjusted by your Repair skill. A player with a Repair skill of 100 gets the full repair value of each part while a player with a repair skill of 50 only gets half the value of each part. STORAGE (Dealer Installed option) This handy option equips your Explorer with an internal storage compartment often called "saddlebags". You can use this to store all of your gear while on the road. When initially installed they have a capacity of 100 pounds so they add 100 pounds to your motorcycle’s carry capacity. You can change their carry capacity in ten pound increments using Configure Options. You can also enable the Infinite Capacity feature. As long as the combined weight of the items in your inventory and the saddlebags doesn’t exceed the Explorers carry capacity you can ride. If you enable Infinite Capacity the weight of the items in the saddlebags are ignored. Note that after accessing the saddlebags there is about a seven second period during which you cannot activate the Explorer, move, or access your Pip Boy. This period is required for the Explorer to reweigh the contents of the saddlebags. A message will appear in the top left corner informing you when the reweighing is complete. GPS (Dealer Installed option) Did you ever forget where you parked your motorcycle? This feature allows you to locate your Explorer on your Pip Boy World and Local maps. Select the Wasteland Explorer quest and the location of your motorcycle is shown with a quest marker. ESCAPE (Dealer Installed option) This option allows you to escape from an enemy infested location back to the safety of the dealer showroom. From there you can ride your motorcycle to your desired location. To use this feature select the new Escape option from your Explorer menu. Note that this feature uses fuel and the motorcycle will sustain twice the usual wear and tear. CONFIGURATION Select Configure Options from the menu to adjust fuel use, wear rate, carry weight, and saddlebags capacity parameters. You can also use this menu to disable the Explorer and return to normal fast travel. Note that if you disable wear you will not encounter any failures to start as described in the RIDING section above. POSITIONING THE MOTORCYCLE Sometimes when you arrive the Explorer may not be ideally positioned. You can drag the Explorer forward, backward, left, and right by holding the Grab key (default z key) and walking in the desire direction. Release the Grab key to terminate the drag. While dragging the motorcycle you will not be able to look around or turn (after all you are dragging a several hundred pound motorcycle). If you want to rotate the motorcycle press the left or right arrow key to rotate it in that direction. Be careful of the terrain because your motorcycle can fall over at the end of a drag. If that happens, you can attempt to stand it up by tapping the Grab key. If you can’t get it to stand up move it to level terrain and try again. Note that in order to drag or rotate your motorcycle you have to see the Activate prompt. MILEAGE REWARD Your Explorer comes with the Desert Shadow paint job. Four additional paint jobs are available and are earned by accumulating miles. These paint jobs are on display at the dealership. Activate the desired paint job to get the mileage requirement for it. Your Explorer will inform you each time you have earned a new paint job. You can switch among all of the earned paint jobs at the dealership whenever you want at no charge; so have fun showing your colors! |
Persistent Skill Books (by Tukka).
Projectile Fix (by jayfoxx)
Outcast Tech Recovery
Inclusion of a modified version of T3T's "Outcast Tech Support" mod along with changes to the reward schedule. This expands the range of tech you can provide to the outcast, as well as expanding the ammo reward choices to include ALL ammo's used in FWE, both original Fallout ammo and those added by CALIBR.
Additionally, Protector Casdin will no longer take away your outcast armor if you start as an outcast (Alt Starts) or have gained their trust from turning in tech.
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