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. Amphetaminecauses enhanced focus and CNS stimulation. Aspirindulls pain. 2CBis a powerful empathogen causing visual distortions and euphoria. Ceremonial Herbs for your ceremonial rituals. Coldturkeneis that 'pre-war stuff' the doctors talk about. Clonazepamcauses moderate muscle relaxation and mental slowness. Cocainespeeds the metabolism and stimulates the brain's reward center. Dextromethorphan is a dissociative anesthetic similar to PCP when taken in high doses. Diazepamis a habit-forming muscle relaxant. Diet Mentats are made with aspartame instead of sugar. I dunno. Regular Mentats look sugary to me. Heroinis a potent and highly addictive painkiller. Ibuprofendulls aches. MDMAprovides euhporia, focus, and a sense of oneness. Methamphetamineis a dangerously potent stimulant. Morphineis what Med-X was called before the Australian government went all Psycho on Bethesda. Methadoneis an opioid often used to manage Heroin addiction. Multi-vitamin Pills for a balanced diet. Phencyclidineis 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 Sativexprovides euphoric relief for radiation symptoms. Tobaccois cheap, common, and well-known for its deleterious effects. Thorazineis an antipsychotic sedative with a paralytic effect. Tribal Healing Powder can fix you up! 'Weed' provides good vibes. |
- 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
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.
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
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:
In addition, you will likely find the following resources VERY useful in getting FWE running smoothly: INDEX
OVERVIEW OF CHANGESFallout 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
CHARACTER
COMBAT
EQUIPMENT
SURVIVAL
ACTORS
IMMERSION
SUPPORT
For an in-depth description of these changes, please refer to the Detailed Description section. RETURN TO TOP | RETURN TO INDEX INSTALLATIONUpgrading to FWE 5.0 from Prior VersionsFWE 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:
NEW INSTALL INSTRUCTIONSFOMOD VersionFallout 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 VersionFallout 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:
Load OrderRefer to the 'Load Order + Compatiblity' Section Below Starting the GameWhen 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 StartupWhen 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. RETURN TO TOP | RETURN TO INDEX INCLUDED FILES + PLUGINSFO3 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:
Optional ModulesThere 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:
RETURN TO TOP | RETURN TO INDEX LOAD ORDER + COMPATIBLITYCompatiblityFWE 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:
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 OrderThe 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 FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
RETURN TO TOP | RETURN TO INDEX FREQUENTLY ASKED QUESTIONSWhy 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. RETURN TO TOP | RETURN TO INDEX CREDITS + CONTRIBUTIONSINTEGRATED MOD CREDITSFallout 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.
RETURN TO TOP | RETURN TO INDEX CONTRIBUORSA 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:
RETURN TO TOP | RETURN TO INDEX RECOMMENDED MODSA 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. RETURN TO TOP | RETURN TO INDEX FWE CONTROL PANELUsing the Control PanelFWE 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.
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. RETURN TO TOP | RETURN TO INDEX LEGAL + CONTACT INFORMATIONLegal InformationYou 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 InformationIf you have any questions, please contact (PM) me at the Official Bethesda forums or on the Fallout 3 Nexus forums. Official Bethesda Forum Fallout 3 Nexus (Download) |