Fallout 3 Wanderers Edition Download

  1. Fallout 3 Mod Manager
  2. Fallout 3 Lone Wanderer

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.

Contents

Chem, Drugs, Medicine, and Food Overhaul

Wanderers Edition How to Install - posted in Fallout 3 Mod Troubleshooting: Hello I'm having a tough time on this mod, if it's not something I can just click download to manager i'm terrible with it, I've downloaded the three files manually and they appear as winrar files, what do I do next? I tried dragging them directly into the fomm but that didnt work and when I unzipped them files went. Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game.The aim of the mod is to improve the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game.

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.

  • Over 20 new chems to the gameworld, and correctly added to loot and vendor lists [credit: Better Living Thru Chemistry and the FDAMod]. FWE has tweaked and altered the effects of many of these items. Most new chems are mildly to strongly addictive. The following is a list of the new chem effects:

Alprazolamcauses extreme muscle relaxation, sedation and mental slowness.
EFFECTS: Increased Damage Resistance 25%, Increased Fire Resistance 25%, AP -20, Agility -2
ADDICTIVE: Moderately
WITHDRAWAL: Endurance -3, Strength -3 (Benzodiazepene Withdrawal)
WEAPON: Cripple legs, Unconsciousness for 10 seconds

Amphetaminecauses enhanced focus and CNS stimulation.
EFFECTS: Repair & Science +15, AP +15
ADDICTIVE: Mildly
WITHDRAWAL: Perception -2 (Amphetamine Withdrawal)

Aspirindulls pain.
EFFECTS: Increased Damage Resistance 5%
ADDICTIVE: Not

2CBis a powerful empathogen causing visual distortions and euphoria.
EFFECTS: Visuals, +3 luck, +2 Intelligence, +1 Perception
ADDICTIVE: Mildly
WITHDRAWAL: Reduce Radiation Resistance 10% (Serotonin Sickness)
WEAPON: Fear

Ceremonial Herbs for your ceremonial rituals.
EFFECTS: +1 Luck, -1 Intelligence, Ignore Crippled Limb Effect
ADDICTIVE: Not

Coldturkeneis that 'pre-war stuff' the doctors talk about.
EFFECTS: Cures addictions.
ADDICTIVE: Not

Clonazepamcauses moderate muscle relaxation and mental slowness.
EFFECTS: Increased Damage Resistance 20%, Agility -1, AP -10, Steady Aim
ADDICTIVE: Moderately
WITHDRAWAL: Endurance -3, Strength -3 (Benzo Withdrawal)

Cocainespeeds the metabolism and stimulates the brain's reward center.
EFFECTS: Damage Head 10, Agility +3, AP +10
ADDICTIVE: Very
WITHDRAWAL: Charisma -3

Dextromethorphan is a dissociative anesthetic similar to PCP when taken in high doses.
EFFECTS: Increased Carry Weight +50, Agility -2, Perception -2, visuals
ADDICTIVE: Mildly
WITHDRAWAL: Endurance -1, Strength -1 (DXM Withdrawal)

Diazepamis a habit-forming muscle relaxant.
EFFECTS: AP -10, Damage Resist 10%, Steady Aim
ADDICTIVE: Mildly
WITHDRAWAL: Endurance -3, Strength -3 (Benzo Withdrawal)

Diet Mentats are made with aspartame instead of sugar. I dunno. Regular Mentats look sugary to me.
EFFECTS: Intelligence & Perception +2, Rads +5
ADDICTIVE: Mildly
WITHDRAWAL: Intelligence -2, Perception -2 (Mentats Withdrawal)

Heroinis a potent and highly addictive painkiller.
EFFECTS: Agility -2, Strength -2, Damage Resistance 50%
ADDICTIVE: Extremely
WITHDRAWAL: Charisma -2, Strength -1, Endurance -1 (Opiate Withdrawal)
WEAPON: Massive poison

Ibuprofendulls aches.
EFFECTS: Increased Damage Resistance 5%
ADDICTIVE: Not

MDMAprovides euhporia, focus, and a sense of oneness.
EFFECTS: Luck +5, Visuals
ADDICTIVE: Mildly
WITHDRAWAL: Reduce Radiation Resistance 10% (Serotonin Sickness)
WEAPON: Calm

Methamphetamineis a dangerously potent stimulant.
EFFECTS: AP+30, Damage Health 10
ADDICTIVE: Very
WITHDRAWAL: Endurance -1, Perception -3 (Meth Psychosis)
WEAPON: Poison, rage

Morphineis what Med-X was called before the Australian government went all Psycho on Bethesda.
EFFECTS: Damage Resistance 25%, Agility -2, ignores crippled limb effects
ADDICTIVE: Very
WITHDRAWAL: Charisma -2, Strength -1, Endurance -1 (Opiate Withdrawal)

Methadoneis an opioid often used to manage Heroin addiction.
EFFECTS: Restore health +10, +1 Endurance
ADDICTIVE: Not

Multi-vitamin Pills for a balanced diet.
EFFECTS: Damage Resistance 10, AP -10, Agility -1
ADDICTIVE: Mildly
WITHDRAWAL: Charisma -2, Strength -1, Endurance -1 (Opiate Withdrawal)

Phencyclidineis a dissociative anesthetic used first on humans medically, then on animals, and then by humans recreationally.
EFFECTS: Damage Resistance 25%, Endurance +2, Stentgh +2, Perception -3, Visuals
ADDICTIVE: Mildly
WITHDRAWAL: Strength -1, Endurance -1, Intelligence -1 (PCP Withdrawal)
WEAPON: Frenzy

RedEye NoDoze Pills keeps you up all night, and all day, and all night
EFFECTS: Temporarily grants you the 'well-rested' perk.
ADDICTIVE: Not

Sativexprovides euphoric relief for radiation symptoms.
EFFECTS: Charisma +1, Rad Resist +25, mild visuals
ADDICTIVE: Mildly
WITHDRAWAL: Charisma -1

Tobaccois cheap, common, and well-known for its deleterious effects.
EFFECTS: Charisma +1, Rads +10, AP +5, Speech + 10, smoking effect
ADDICTIVE: Extremely
WITHDRAWAL: Charisma -3, Endurance -1

Thorazineis an antipsychotic sedative with a paralytic effect.
EFFECTS: Ends hallucinations, 15 second paralysis, AP -20. Thorazine lasts one minute longer than all other chems.
ADDICTIVE: Not
WEAPON: Paralysis for 20 seconds

Tribal Healing Powder can fix you up!
EFFECTS: -2 Perception, Restores 1 health per second for 45 seconds. Counts as 'medicine' so higher medicine skills heals for more.
ADDICTIVE: Not

'Weed' provides good vibes.
EFFECTS: Charisma +1, Radiation Resistance +25%, Euphoria, smoking effect
ADDICTIVE: Habit forming
WITHDRAWAL: Charisma -1 (THC Withdrawal)

  • Many chems can be used as a weapon by finding and 'filling' an empty syringe with the chemical [credit: Better Living Thru Chemistry]. To fill the a syringe, drop into the gameworld and click on it. A message box will prompt you to fill the syringe with a chem from your inventory.
  • You can now smoke cigarettes and joints.
  • New alcohol types [credit: FDA Mod], including Grandpa's Brain Tonic, Mad Macho Tequila, Mutfruit Rotgut, and Wasteland Moonshine.
  • All achohol now provides a slight rad reduction effect as in prior fallout games. Removes 20 rads over 10 seconds per drink.
  • New visual effects for many drugs. These visual effects are configurable and can be turned on or off in the FWE Control Panel under 'FWE Settings > Drug Visuals.'
  • Revamp of addiction and withdrawal effects for existing chems, consistent with the BLTC/FDA mod.
  • Some 'medicine' type chems are now addictive, including rad-x and radaway.
  • The duration of most drugs and chems is increased to 600 seconds (game time).
  • Stimpacks now heal over time (5 seconds). Consuming multiple stimpacks does not let you heal faster, so watch out!
  • Morphine (Med-x) and Ceremonial Herbs (added by the FDAMod) now provide an 'ignore crippled effects' property, letting you temporarily fight through crippling injuries and ignore their penalties.
  • All chems and drugs now have weight.
  • The value of most chems and drugs have been adjusted.
  • Revamped loot and vendor tables significantly to increases the rarity of most drugs, particularly stimpacks. 'Placed' drugs have not been removed, so there are still some up for grabs but they will not respawn. This option is configurable:

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 Effects

Crippled injuries are more severe and greatly impact your ability to fight in battle [Credit: RI - Healing]

  • Wounded arms affects your aiming accuracy more (60% reduction rather than 50%).
  • Cripple leg movement speed reduced significantly (60% with one leg, 30% with two broken)
  • Crippled torsos results in a random chance (85%) to stagger and fall over and reduced endurance.
  • Crippled heads induces a nasty blurring effect to vision and concussion effects (reduces PER).
  • Damage multiplier to crippled limbs increased to .66 (was .5), so limbs tend to get crippled more easily.

Healing + Recovery [Credit: Triage by Kearsage]

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

  • Used without the doctor or surgeon perks or during combat.
  • Restores crippled limbs by regaining +5 condition.
  • Requires brace (for limbs) or surgical supplies (for head/chest injuries) with no chance to recover the brace/supplies.

Triage

  • Used with doctor or surgeon perks when out of combat
  • The surgeon perk is required to triage chest and head injuries.
  • Restores crippled limbs to full condition from crippled status over time (100 seconds with doctor perk, 50 seconds with surgeon)
  • Requires brace / surgical supplies with a chance to recover equipment dependent on your medical skill.

Injured Limb Healing

  • Used with doctor or surgeon perk when out of combat to heal limbs with over 5% health (i.e. not crippled)
  • Restores injured limbs to full condition
  • Does NOT require brace / surgical supplies

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.


Radiation

Wanderers

FWE greatly increases the rate that radiation is gained by default [credits: XFO]

  • Radiation accumulated 5x the normal rate
  • Swiming and wading increases rads even faster
  • Radiation no longer decays over time, you have to use rad-away or visit a doctor to reduce it.
  • Radiation accumulation rates are configurable in to the FWE Control Panel:

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

  • More severe radiation sickness effects [credits: Radiation Revamp] You suffer more SPECIAL penalties and other ill effects from increasing levels of radiation poisoning. At higher rad levels, you begin to glow with radiation!

Home Lab + Infirmary

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

  • Integration of FF Portable Laboratory + Infirmary (by Fritz_Fretz). This adds a purchasable lab and infirmary to the game, so you can get those services even if you don't live in Megaton or Tenpenny tower. Includes cool new models .
  • To set up either piece, drop it from your inventory and position it as desired on a level surface. The set up has fairly tight angular restrictions, so a table or floor work best. Activate the placer to to enter the set up menu. Once placed the model will change, i.e. the med-kit opens and a chemistry set is placed on the locker. A delay (default 3 days) is built into the set up of each item.
  • The items must remain set up for the duration of the delay in order to be used. This was done to make placement of these items more semi-permanent in an effort to avoid using them as an exploit. Activating the item prior to the expiration of the delay will allow you to check how many hours are left prior to its being usable.
  • After the delay has expired, performing this check will enable the item's use. Once enabled, activate the contents of the med-kit/chemistry set to use the infirmary/laboratory. Activating the lid/locker will allow you to pack the infirmary/laboratory for transport.

Build

Primary Needs (by K.Schenk and FritZ_FretZ)

Fallout 3 Mod Manager

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.

Bottle Water

Primary Needs allows you to bottle water from most water sources. You will see empty bottles in your misc tab of the pip-boy after drinking collected liquid items. To fill an empty bottle, activate a water source while in sneak mode. A menu will pop up asking you how many of your bottles you would like to fill.

Portable bedroll, water purifier, and grill

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

Fallout 3 wanderers edition download

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.

Fallout 3 Lone Wanderer


Version: Master Release 5.0

Release Date: 2010.02.19

Project Team: Mezmorki (lead), Kai Hohiro, jjgun, delamer, The 3rd Type


FWE REQUIRES the following utilities + mod standards to work:

  • Community Ammunition Library (CALIBR) - NOTE: CALIBR is included in the FWE 5.0 package
  • CRAFT - NOTE: CRAFT is included in the FWE 5.0 package

In addition, you will likely find the following resources VERY useful in getting FWE running smoothly:


INDEX

  • Installation
  • Credits + Contributions
  • Detailed Description of Changes


OVERVIEW OF CHANGES

Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.

FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.


OVERALL GOALS

  • Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
  • Faster paced and more unforgiving combat for an enhanced FPS experience
  • Greatly improved the 'survival' aspect of the game, including injuries, loot rarity, and daily needs
  • New equipment and a complete rebalance of all weapons, armor, and other gear
  • Improvements to the diversity, character, and behavior of many actors, factions, and creatures
  • Overall a more immersive game experience
  • In-game 'Control Panel' and optional modules allow you to configure FWE to your preferred playstyle
  • Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK


CHARACTER

  • Built-in alternative start option
  • Slower experience, leveling, and pacing choices (configurable)
  • SPECIALS's made more important to your character's skills and abilities
  • Adjusted carrying weight capacity (configurable)
  • Major rebalance of existing perks and new FWE-specific perks
  • Tagged skills are more important
  • Reduced skill points overall (configurable)
  • Skills matter more to your performance in most situations (configurable)
  • Adjusted bobblehead bonuses and functionality (configurable)
  • Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
  • Sneaking made more realistic and challenging (configurable)
  • Improvement to the karma system
  • Changed health formulas for the player for better balance (configurable)
  • Improved barter settings for a more balanced economy (configurable)
  • Skill books now provide unique perks instead of skill points


COMBAT

  • Greatly increased the global damage multiplier for damage taken and dealt (configurable)
  • Significantly lessened the effect of auto-aim
  • Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
  • Unarmed skill provides a 'dodge' bonus when wearing lighter armors
  • Implemented body-part location based damage specific to each NPC/creature type
  • Reduced limb explosion + dismemberment rates
  • VATS balancing, including increased player damage and adjusted hit %
  • Optional VATS real-time and half-time modules
  • Movement speed increased
  • Backwards movement speed dependent on agility
  • Integrated Bullet time feature that consumes AP's (configurable)
  • Integrated Sprinting feature that uses AP's (configurable)
  • Adjusted Action Point pool size and recharge rates (configurable))
  • Built-in FPS-style grenade hotkey mod (configurable)
  • More realistic falling damage (configurable)
  • Greatly increased velocity and range of projectiles


EQUIPMENT

  • Over 30 new weapons added from prior fallout games and to the gameworld
  • Over a dozen new armors added, appropriate to the fallout setting
  • Missing unique weapons + armor added to the wasteland
  • Complete rebalance of all weapons, all weapons now have a viable purpose
  • Complete rebalance of all explosives for greater stopping power and realism
  • Explosions and super sledges now have a knockdown effect
  • Complete rebalance of all armor for greater range of viable armor choices
  • Power armor overhaul, making PA potentially more powerful but more difficult to acquire
  • Power armor + recon armor helmets have night vision capabilities
  • Weight of armor is reduced when equipped
  • Adjusted weapon and armor wear rates (configurable)
  • Weapons more likely to jam on reload or firing when in poor condition
  • Greatly expanded the repair parts lists for fixing weapons + armor
  • Added many new CRAFT'able items to the workbench
  • Ammo is significantly more rare (configurable)
  • Ammo now has weight so you can't carry mountains of it around (configurable)
  • Rebalanced the value and weight of misc items
  • Optional worn weapon's module makes good condition weapons much rarer
  • New portable lab kits and infirmaries for sale
  • New bedroll, water purifier, and portable grills for sale


SURVIVAL

  • Over 40 new chems and drugs added to the gameworld in vendor and loot lists
  • Significantly increased the negative effects of crippled limbs
  • New healing system (Triage) for fixing crippled body parts (configurable)
  • Stimpaks and other drugs are much more rare (configurable)
  • Complete rebalance of all drug and chem effects. Chems how have weight.
  • Stimpaks heal over time instead of instantly
  • Morphine and certain other drugs allow you to temporarily ignore crippled effects.
  • Radiation is much more dangerous and accumulates faster (configurable)
  • Sleeping recovers health/condition depending on time spent sleeping (configurable)
  • Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
  • New drug visual effects (configurable)


ACTORS

  • Improved enemy AI and combat performance
  • Complete overhaul of faction equipment lists for greater faction diversity and character
  • Most creatures have one or more perks, making them tougher and more dangerous
  • Improved the survivability and look of trade caravans
  • Optional enhanced follower module adds multi-follower support and expands their functionality
  • Most repair vendors have a higher repair skill
  • Tweaked NPC/Creature health formulas and base health


IMMERSION

  • Many standard containers now respawn across the wastes
  • Slower timescale (configurable)
  • Increased the global respawn timer to 7.5 days (configurable)
  • Vendors respawn independently of the global respawn timer (configurable))
  • Fast travel can be disabled (configurable)
  • Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
  • Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
  • Skill books don't 'disappear' after being read
  • New bobblehead stand and fully havoc'd bobbleheads
  • Tracers removed from most projectiles (optional)
  • Improved the balance and of range of choices for the outcast tech quest reward quest


SUPPORT

  • Support for all DLC's, new features and balance changes extended to all DLC content
  • Built-in Delay DLC mod improves the immersion of DLC quests
  • Support for Weapon Mod Kits (see FOIP)
  • support for Mart's Mutant Mod (see FOIP)
  • Support for energy Visuals Enhanced (see FOIP)
  • Support for Project Beauty (see FOIP)
  • Support for FOOK (see FWE-FOOK merger)


For an in-depth description of these changes, please refer to the Detailed Description section.


RETURN TO TOP | RETURN TO INDEX

INSTALLATION


Upgrading to FWE 5.0 from Prior Versions

FWE 5.0 reflects a significant change in the structure of the mod. The new in-game FWE Control Panel renders many of the optional mods unneccesary. To ensure a clean upgrade, please perform the following steps:

  1. Before upgrading, open a prior save and go somewhere where NPC's / loot does not respawn (i.e. your house). Save and then backup your save game.
  2. If you previously created a FOMOD package for your FWE install, you should now uninstall it (deactivate it in FOMM).
  3. It is recomennded that you use FOMM's package mananger to install the new version of FWE. You can use either the FOMOD version or the manual version to create the package.
  4. Once you have added FWE 5.0 to FOMM's Mod Manager, activate it at this time.
  5. IMPORTANT: Make sure to delete the following files are deactivated AND deleted from your data folder, thay are no longer used by FWE 5.0:
    • FO3 Wanderers Edition - Lvl 30 Balance.esp
    • FO3 Wanderers Edition - Lvl 30 High Skills.esp
    • FO3 Wanderers Edition - No Drug Visuals.esp
    • FO3 Wanderers Edition - Optional Harsher Wasteland.esp
    • FO3 Wanderers Edition - Optional No Fast Travel.esp
  6. IMPORTANT: If you have been using other FWE-based tweakes, such as Kai's tweaks and fixes, you should deactivate and remove these plugins as well (i.e. KH_FWE Fixes.esp, KH_FWE Tweaks.esp, KH_FWE Hellfirefix.esp, KH_NoAmmoWeight.esp, KH_MMMNoIncreasedSpawns.esp, KH_MMM override.esp, KH_223EX.esp)
  7. Load your save game. You should now 'Wait' (or rest) for 180 hours to reset the cells.
  8. You may need to reset some settings via the FWE Control Panel, such as your preferences for fast travel, or the harsher wasteland. Refer to the FWE Control Panel section of readme for more information on that.


NEW INSTALL INSTRUCTIONS

FOMOD Version

Fallout Wanderers Edition is available as a FOMOD download that will quickly allow you to install (or uninstall) FWE using the Fallout Mod Manager. Once you have downloaded the FOMOD version, extract the .fomod file your Fallout3FOMMMods folder. Launch FOMM and go to the package manager. You should see the Fallout3 Wanderers Edition file listed. Select the file and choose 'activate' to begin your install. Follow the on-screen instructions.


Manual Version

Fallout Wanderers Edition is also distributed as a 'FOMOD-ready' install package, allowing you to make your own FOMOD or manually install the file. It is HIGHLY recommended that you still use the Fallout Mod Manager's 'Package Manager' feature to install FWE. Following this method will make FWE much easier to uninstall as well.

Please follow the install instructions carefully:

  1. Download FWE and save it to your harddrive.
  2. Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed.
  3. Launch FOMM and choose the 'package manager' option.
  4. Select the 'Add New' option and browse to and select the Full Package file you downloaded. Once you have selected the file, it may take a few minutes to build the FOMOD package.
  5. Once the FWE package shows up in the list of packages, activate it.
  6. Adjust the load order of loaded mods according to the suggested load order guide (below) in FOMM (or another load-order tool).
  7. Be sure to enable both the FO3 Wanderers Edition - Main File.esm and FO3 Wanderers Edition - Main File.esp file, as well as any of the DLC support files.
  8. Turn on any desired optional files as well.
  9. You will need to install + launch 'Archive Invalidation Invalidated' or use the version included in FOMM or another utility.
  10. Launch fallout via FOSE (using FOMM or running the FOSE launcher directly).


Load Order

Refer to the 'Load Order + Compatiblity' Section Below


Starting the Game

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. The primary needs scripts in particular will eventually prompt you to define the configuration settings. See the 'RI - Primary Needs readme.html' readme in the mod-readme folder for more information.

After setting up your character, sleep on the mattress and you're new Fallout 3 experience will begin!


Mod Startup

When you either leave Vault 101 after the intro sequence, or sleep in the alternate start bed and wake-up, and number of mod quest messages and pop-up menu's will appear as many of FWE's included features initialize for the first time. Please be patient as this sequence runs, and be sure to read all the messages so you know understand how the mods work.


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INCLUDED FILES + PLUGINS

FO3 Wanderers Edition contains a number of different files that are required or optional.

Once you extract FWE archive, you should see the followig files and folders in your fallout3data folder:

  • FO3 Wanderers Edition - Main File.esm
  • FO3 Wanderers Edition - Main File.esp
  • FWE Resources
    • Folder contains readme files and other helpful documentation.

Optional Modules

There are a number of optional modules and support plugins for FWE. These are described more extensively in the 'Detailed Description' section of the readme. A brief description is provided here:

  • FO3 Wanderers Edition - DLC Anchorage
  • FO3 Wanderers Edition - DLC The Pitt
  • FO3 Wanderers Edition - DLC Broken Steel
  • FO3 Wanderers Edition - DLC Point Lookout
  • FO3 Wanderers Edition - DLC Mothership Zeta
  • FO3 Wanderers Edition - UFP Support
    • Compatibility Patch for the unofficial fallout 3 patch
  • FO3 Wanderers Edition - Alternate Travel
    • Links fast travel to the use of new motorcycle feature
  • FO3 Wanderers Edition - Followers Enhanced
    • Module containing all of the changes to, and new features for, followers. There is both a Broken Steel and a non-Broken Steel version. Use only one.
  • FO3 Wanderers Edition - Optional Free Play After Mainquest
    • Do not use with Broken Steel
  • FO3 Wanderers Edition - Optional Restore Tracers
    • Restores many of the bullet tracer effects to projectiles.
  • FO3 Wanderers Edition - Optional VATS Halftime
    • VATS is 1/2 of realtime speed.
  • FO3 Wanderers Edition - Optional VATS Realtime
    • VATS animations play in realtime.
  • FO3 Wanderers Edition - Optional Worn Weapons
    • Good condition and more powerful guns are significantly less common. Adds more melee enemy spawns and new 'worn' versions of basic weapons that have lower stats.


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LOAD ORDER + COMPATIBLITY


Compatiblity

FWE is a large overhaul, and changes many aspects of the game. Gamesettings, weapons, armor, equipment, ammo, and many other types of records are modified by FWE. In general, remember that if two mods edit the same thing, which ever mod load later in your load order will 'override' the mods that load before. If you are worried about FWE's compatiblity with another mod you are using, here are some suggestions:

  • Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.
  • Load your mod list in FO3Edit and loook through each new mod that you add to understand what it changes and what potential conclits might arise.
  • Post on the FWE nexus page or on the Bethesda forums mod section to ask about specific compatiblity settings.

FWE is designed to work alongside other popular mods, including Mart's Mutant Mod, Weapon Mod Kits, FOOK, Energy Visuals Enhanced, and Project Beauty. For complete coverege using FWE alongside these mods, please refer to the Fallout Interoperability Program at the Fallout3 Nexus. In addition, the load order section (below), provides a sample load order to get you started using FWE with other major mods.

In addition, you can refer to the FWE Incompatibility List for specific mod issues.


Load Order

The following is a suggested load order for using FWE with art's Mutant Mod (MMM), Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), and Project Beauty (PB):

---------------------------------------------------- OFFICIAL MASTERS
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
---------------------------------------------------- MOD RESOURCES
CRAFT.esm
CALIBR.esm
---------------------------------------------------- MOD MASTERS (In this order!)
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
---------------------------------------------------- ESP's to load BEFORE overhauls
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp
---------------------------------------------------- Fallout Wanderers Edition
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (HD Addition).esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP, Choose BS OR Non-BS version)


---------------------------------------------------- Weapon Mod Kits
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, if using FWE's Worn Weapons)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)
---------------------------------------------------- Energy Visuals Enhanced
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)
---------------------------------------------------- Mods to load AFTER overhauls
---------------------------------------------------- Mart's Mutant Mod
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)
---------------------------------------------------- Merged files
i.e. Mez's Merged Patch


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FREQUENTLY ASKED QUESTIONS


Why does the game crash when it tries to load the main menu?

This is usually the result of an installed mod (FWE or something else) looking for a required master file which is not present. For instance, not installing or using CRAFT and CALIBR with FWE will cause the game to crash on startup. Loading your load order in FO3Edit will provide an error log that tells you which master files are missing.


What are these BIG, RED, TRIANGLES and exlamation points that I'm seeing?

These means that you are missing models or texture files that FWE or another mod requires, or that you didn't install them to the correct location. For FWE, make sure you have installed the models + textures correctly.


Why does the pip-boy say my weapon is doing like 1467 damage!? (or some other absurd number)

This is a problem with the pipboy display itself, in that it doesn't correctly show weapon damage, particularly for multi-projectile rapid fire weapons, like auto-shotguns. Use the integrated 'weapon scanner mod' (see detailed description section) to display the true weapon stats.


This mod is great and all, but I really hate (inset feature/change of your choice here). Is there a way to remove this part of the mod?

FWE includes an in-game 'Control Panel' that let's you customize, enable, or disable many of FWE's core features and gameplay changes. See the 'Control Panel' section for full coverage on how to use the control panel and the availavble options.


Why use FWE versus downloading the mods individually?

Integrating these mods together provides an opportunity to resolve conflicts among many mods that may not appear to be conflict with each other, but in fact are. In addition, it provides a consistent reference for rebalancing the gameplay experience.


Can I use 'such and such mod' with FWE?

FWE changes many aspects of the game, and compatibility is always an issue. The best way to answer the question yourself is to download and use FO3Edit to check for errors and conflicts.


One of the integrated mods has been updated, will you update the version in FWE to this newer version?

This is always a tricky question, and the answer is that it depends. In the course of integrating mods, many have been tweaked or adjusted for compatibility or balance reasons, which may make updating to a newer version more difficult. In some cases, the mods have been substantially altered overtime to the extent that they have effectively 'forked' from the original mod, and updating is no longer needed or practical.


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CREDITS + CONTRIBUTIONS


INTEGRATED MOD CREDITS

Fallout 3 Wanderers Edition is the result of a lot of hardwork from a number of modders. While FWE increasingly creates its own unique content and features, the mod is built on a platform that successfully integrates over 70 individual mods into a coherent package. It is these modders that ultimately deserve the bulk of the credit for their innovative ideas, time, and willingness to improve the game. The following list contains the mods and authors that were utilized, integrated, or modified, or were a source of inspiration for FWE's development.

  • 0h Followers - Hire by Charisma and Karma ......... Jalor
  • 10mm assault rifle ......... Lucien834
  • Achievement Remover ......... Justin Other
  • Action Point Recharge ......... The Kitchen Sink
  • Advanced Combat Armor ......... Prometheus_ts's
  • Alternative Power Armor Training ......... Gryphon
  • Alternative Starts ......... Khet
  • Ammo Weight Mod ......... AnT01
  • Arwen's Realism Tweaks ......... Arwen
  • Auto Aim Fix - Headshot Edition ......... rlilewis
  • Better Companions ......... Rasana
  • Better Living Thru Chemistry ......... O Captain My Captain
  • Book Perks ......... Kelenius
  • Caravan's Upgraded ......... Da Mage
  • Classic Fallout Weapons ......... War1982
  • Classic Glock 86 plasma Pistol ......... DaiShi
  • DAV - Weighted Ammo Weight ......... poncratias
  • DK Bullet Time ......... Dunderklumpen
  • Enclave Advanced Power Armor (with retex) ......... Lexx and Hal9000
  • Explosive Entries ......... Lap
  • Explosive Explosives ......... Malakaius
  • Fall Damage ......... Azar
  • Fallout Balance Overhaul (XFO) ......... Xodarap777
  • Fast but dramatic VATS ......... Jay
  • FDA Mod ......... Lugaru
  • Female Enclave Soldiers ......... Daedalus247
  • FF Interactive Bobbleheads ......... FritZ_FretZ
  • Followers Regular Gear ......... CraterFace
  • FPS Style Grenade Throw Hotkey ......... Kai Hohiro
  • Free Play After Main Quest ......... DJ_Kovrik + Zalmoxis
  • Haldurs Improved Workbench ......... Haldur
  • Increased Movement Speed ......... SplitSoul
  • Karma Revamp ......... Brazuca
  • Location Damage ......... Mefiu
  • M72_PPK12 Gauss BETA ......... Einherjrar
  • MFO ......... decoy catfish
  • Miscellaneous Item Icons ......... The Third Type
  • Miscellaneous Items Weight ......... Raptre
  • Missing Unique Armor and Clothing ......... Galahaut and Sanguine Assassin
  • Missing Unique Weapons ......... Galahaut and Sanguine Assassin
  • Monstet Perk Addon ......... Mihoshi333
  • MR Armor Rebalance ......... Moonracer
  • Mutant Animations ......... TheTalkieToaster
  • No Bobble Head Effects ......... Makagulfazel
  • No Fast Travel ......... Lord_Santa
  • No Tracers ......... taylorsd
  • Outcast Tech Support ......... The 3rd Type
  • Persistent Skill Books ......... Tukka
  • Plasma Weapons Redesign Rebalance ......... Chai
  • Pointiac ......... Shabador
  • Portable Laboratory + Infirmary ......... FritZ_FretZ
  • Primary Needs - Addendum ......... FritZ_FretZ
  • Projectile Fix ......... joefoxx
  • Radiation Revamp ......... hantomSpaceman + spineynorman
  • Raptor Revolver ......... Nesterman
  • Realistic Chems ......... Zer0Morph
  • Realistic Explosions ......... Zer0Morph
  • Remote Control Companions ......... b3w4r3
  • Reneers Invisible Karma ......... Reneer
  • Repair Rethought ......... Vocha
  • Respawn Timer ......... Acleacius
  • RI Healing (partial) ......... K.Schenk
  • RI Primary Needs ......... K.Schenk
  • Selected Containers Respawn ......... JustinOther
  • Skill Based Hacking + Lockpicking ......... Alystin
  • Slower Backpedaling ......... Lork
  • Sprint Mod ......... Lork
  • T3T's Weapon Rebalance ......... The 3rd Type
  • Triage ......... Kearsage
  • Wasteland Explorer ......... jjgun + malacola
  • Wasteland Travel Caravans ......... Arthmoor
  • Weapon Scanner Pipboy Mod ......... Kai Hohiro


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CONTRIBUORS

A number of individuals have contributed directly to FWE's development, from creating new content and playtesting, to fixing bugs and providing support for FWE's users. Without these individuals, this mod would not be nearly as successful as it is. In approximate chronological order:

  • Fritz_FretZ .......... Expanding and refining the Primary Needs integration and resolving a number of scripting issues at a point in time when I didn't even know how to script. He basically fixed everything in the mod at one point or another.
  • EliminsterAU .......... For helping troubleshoot and provide technical feedback on FWE's development. And of course for making FO3Edit, without which FWE would never have happened.
  • Martigen .......... For helping to get the FOIP program off the ground and for being a wonderful role model.
  • Antistar .......... Also contributing to the FOIP effort with WMK support.
  • jjgun .......... For providing technical + scripting knowledge, developing the wasteland explorer and followers enhanced modules, and providing invaluable testing.
  • Delamer .......... For always being on the forums and helping to resolve FWE users' technical issues. Best customer support ever! He also wrote the night vision scripts and has been a wonderful tester.
  • RGDelta .......... For developing a number of bug fixes that are incorporated into the current release.
  • Kai Hohiro .......... For expanding WMK support, DLC support, calling me out on my sloppy work, and providing awesome playtesting. FWE owes you big kudos!
  • JustinOther .......... Helping to develop and refine some of the FWE content, and for being a great technical adviser!
  • The 3rd Type .......... Sweet icons, play testing, and weapon tweaks!
  • Darn .......... Adding new custom features to Darn's UI that integrates with FWE.
  • Zumbs .......... Writting an awesome FOMOD installer script. Thanks!


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RECOMMENDED MODS

A number of other mods were used alongside FWE during it's development. Using these mods in conjunction with FWE is HIGHLY recommended. These mods are not included in FWE for a number of reasons, including: being complex mods in their own right; the authors did not wish their works to be included; or the mods addressed different aspects of Fallout 3 and were not appropriate to include in FWE. Recommended mods include:

Darn's UI ..................................... by Darn

Overhauls the entire in-game menu system, getting rid of console-itis in the process

Martigen's Mutant Mod ......................... by Martigen

Adds new monsters and variations, increases number of spawns, and more. This is an ESSENTIAL mod to be used along side FWE.

Weapon Mod Kits ............................... by Antistar

This mod adds new 'mods' to the game, like scopes and laser sights, that you can attach to most of the original weapons.

Energy Visuals Enhanced ............................... by WJS

This mod greatly improves the weapon models/textures and visual effects for energy weapons. Compatible with FWE via FOIP.

Robco Certified ............................... TheTalkieToaster

Perk tree allowing you to build + command robots. Makes the science skill more important.

Wasteland Whisperer ........................... TheTalkieToaster

Perk tree allowing you to tame + command animals. Makes the speech skill serve a purpose.


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FWE CONTROL PANEL


Using the Control Panel

FWE features a “Control Panel,” which is an in-game menu system for controlling or adjusting many of the game mechanic changes and balance changes. Using the Control Panel, you will be able to tweak nearly every aspect of FWE’s mechanics to suit your preferred playstyle or level of difficulty.

The “FWE Control Panel” is located under the apparel section of your inventory. Click on the item, and the menu will open. Note that this does not unequip your currently equipped armor.

For pre-FWE 5.0 users, you will notice that many of the individual “config tools” (i.e. the Bullet Time config tool) are no longer visible in your inventory. These menu’s have been integrated with FWE’s main control panel under the “Ability / Hotkey Configs” section (see below)

The information below describes the structure and options available to you through the control panel. You should also refer to the FWE Detailed Descriptions of Changes section for a description of the specific changes made under control panel section.


  • Presets + Defaults

    • Restore FWE Default .............. resets menu's settings back to FWE default values
    • Harsher Wasteland Preset ...... adjusts settings for a more difficult experience across the board
    • “I Love Vanilla” Preset ............. restores many settings back the vanilla values for a closer to original fallout feeling.
    • Alternative Balance Preset ....... adjusts settings for a slightly different balance result in FWE.
  • NOTE: The presets / restore default options affect ALL settings in the Character, Damage + Combat, Loot, Immersion, and FWE Features option menu's described below.


  • Character Settings
    • Experience / Pacing ...... options controlling XP amounts required to gain a level
    • Skill Advancement ........ options controlling the amount of skill points gained during level up
    • Sneak Settings ............. controls the display of sneak messages and sneak difficulty
    • Barter Settings .............. choices for the difficulty of barter
    • Carry Weight ................. choices for different carry weight amounts based on Strength.
    • AP Calculations ............. choices for how your Action Point (AP) pool is determined based on Agility
    • Player Hitpoints .............. choices for how player level and endurace affects your hit points


  • Damage + Combat
    • Radiation Settings ............ options for the amount of radiation you accumulate
    • Global Damage ................. options for the global damage multiplier (1.0x to 3.0x)
    • Weapon Skill Formula ....... options for how weapon skill affects accuracy and/or damage of weapons
    • Falling Damage ................. choices for controlling the strength of falling damage
    • Gun Condition / Accuracy .. choices for gun conition affect on 'sway' and 'bullet deviation'
    • Equipment Wear Rates ...... options for equipment wear rates
    • VATS Settings .................. choices for damage % taken while in VATS.


  • Loot Settings
    • Chem Rarity ............ adjusts the rarity of stimpaks, chems, drugs, and medicine
    • Ammo Rarity ........... adjusts the rarity of ammunition found in loot, NPC, and vendors
    • Misc Item Rarity ...... adjusts the rarity of misc items and other useful junk found randomly around the wasteland


  • Immersion Settings
    • Timescale .......................... adjusts the timescale (i.e. how fast the gameworld time moves relative to realtime)
    • Respawn Timer .................. adjusts how frequently cells respawn with new NPC's and/or Loot
    • Vendor Respawn Timer ....... adjusts the frequency that vendor inventories are refreshed
    • Fast Travel ......................... allows you to enable or disable fast travel


  • Feature Settings
    • Bobblehead Bonuses ........... tweaks the SPECIAL bonuses and skill bonuses provided by bobbleheads
    • Triage Settings .................... allows you enable/disable 'triage' as well as define a triage hotkey.
    • Power Armor Settings .......... allows you to enable or disable the 'fitting' requirements for power armor
    • Ammo Weight Settings ......... turns on / off ammo weight.
    • Equipped Armor Weight ........ turns on / off a carry weight bonuses based on equipped armor.
    • Drug Visuals ....................... turns on / off the intense drug visuals


  • Primary Needs Config
    • Hunger ......................... adjust food healing and the requirement to eat
    • Thirst ........................... adjust water healing and the requirement to drink
    • Sleep ........................... adjusts the sleep requirement and health recovery when resting
    • Well-Rested .................. adjusts settings for the obtaining the well-rested perk
    • Set Status Key ............. allows you to bind a hotkey for viewing your primary needs status
    • Modify Needs ................ let's you tweak the 'rate' that you get hungry and thirsty.
    • View Current Status ....... shows you your current primary needs status.


  • Ability / Hotkey Menus
    • Sprint Mod .............. opens the sprint mod menu, allowing you to adjust visual, gameplay, and hotkey settings
    • Bullet Time ............. opens the bullet time menu. Allows you to set your hotkey and adjust gameplay settings.
    • Night Vision ............ opens the night vision menu. Hotkey options and gameplay settings.
    • Weapon Scanner ..... allows you to set the hotkey for the pip-boy weaponscanner
    • Grenade Hotkey ....... allows you to set your hotkey for off-hand grenade throwing
    • Explosive Entries ...... opens up the explosive entires options menu.


  • Supported Mod Configs
    • Mart’s Mutant Mod (MMM) ............................... Controls many of MMM's settings via an in-game menu
    • Followers Enhanced (FWE Optional Module) ..... Customize follower settings if using FWE's followers enhanced.


An Important Note!

Many of the FWE Control Panel's options work by using globals to set specific gamesettings. Due to the way that Fallout's engine works, gamesettings are not saved into your save games (like globals are) and need to be reset each time the game loads. FWE's control panel remembers your globals settings and re-loads the correct gamesettings each time you play. However, this means that any mods you load alongside FWE that alter the same gamesettings won't work correctly, since their change will be overridden on the fly by FWE's control panel.


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LEGAL + CONTACT INFORMATION


Legal Information

You may NOT redistribute Fallout 3 Wanderers Edition in any form, including its original form, in a modified form, or as part of a compilation or other package. FWE contains the work and assets of other modder's, so unauthorized use of FWE also goes against the wishes and preferences of FWE's contributing authors.

You ARE free to make any modifications to FWE for personal use, provided they are not re-distributed in any format or manner.


Contact Information

If you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums.

Official Bethesda Forum
PM @ Mezmorelda

Fallout 3 Nexus (Download)
PM @ Peekaboom