Fallout 3 Wanderers Edition Download


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.


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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.


RETURN TO TOP | RETURN TO INDEX

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



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.

  1. Download FWE and save it to your harddrive. Ensure that FOMM and FOSE (Fallout Script Extender) are up-to-date and properly installed. Launch FOMM and choose the 'package manager' option.
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Contents

  1. 6 Power Armor Overhaul
  2. 7 Equipment Tweaks
  3. 9 Repair Overhaul

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 S-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'


Weapon Re-balance

  • All weapons (including new additions, see below) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.
  • You will find that all weapons are more accurate and do slightly more damage compared to the original weapon balance. This is in addition to the global damage increase described above.
  • Spread modifers for all weapons were adjusted and standardized by class of weapons (i.e. SMG, assault rifle, rifle, etc.)
  • AP costs for all weapons tweaked. You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.

Projectile Weapons

  • Properties based more on 'real world' physics.
  • The 10mm round was used as a benchmark for adjusting individual weapon damage, and now does 20 base damage. Higher caliber weapons do scales up in damage (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
  • The critical damage of projectile weapons is typically 50% that of the base damage. Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
  • The speed and range of projectile weapons has been tweaked. Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further. Pistol rounds are also slower, making them less effective over longer distances.
  • Automatic weapons have a greatly reduced durability to reflect their more temperamental nature. Simpler weapons (like a .32 pistol or shotgun) have higher durability.

Energy Weapons

  • Energy weapons generally do more damage than originally. Their crit damage and crit chance is higher than projectile weapons.
  • Laser weapons shoot very far, very fast, very accurately.
  • Clip sizes for most energy weapons reduced, forcing more reloads.
  • The durability of energy weapons is significantly reduced compared to projectile weapons to offset their increased power.

Explosive Weapons

  • Explosion damage and radius increased noticeably for most explosion types [credit: Realistic Explosions]
  • Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
  • Explosive 'ammo' (i.e. grenades, thrown grenades, mines) are targetable in and out VATS [credits: Explosive Explosives]
  • Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.

Melee Weapons

  • Knockdown effect added to the super sledge weapons, although the chance of knockdown is less than for explosions.

Unique Weapons

  • Nearly every unique weapon now has a unique texture or model, and have been extensively tweaked to fill new and unique roles.
  • Missing Unique Weapons added to game. These are hand placed throughout the wasteland [credits: Missing Unique Weapons]

New 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

  • Shotguns: HK CAWS, Pancor Jackhammer, Shotgun
  • SMGs: PN P90c, Tommy Gun, M3a1 Grease Gun
  • Pistols: .223 Pistol, Desert Eagle, 14mm Pistol, PPK12 Gauss Pistol (credit to Einherjrar et al.)
  • Rifles: HK G11, HK G11 E, FN FAL, XL3OE3, M72 Gauss Rifle (credit to Einherjrar et al.)

Big Guns

  • Bozar, L86 LSW, M60 Machine Gun

Energy Weapons

  • Pistols: Wattz 1000 Pistol, Magneto Laser Pistol, Pulse Pistol, Glock 86 Plasma Pistol (credit to DaiShi)
  • Rifles: Wattz 2000 Rifle, Winchester P94 Plasma Rifle, Turbo Plasma Rifle, Pulse Rifle

Melee + Thrown Weapons

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  • Rocks, Motoltov Cocktails, Cattle Prod, Wakizashi

Armor Rebalance + Additions

  • Max DR raised to 95%
  • Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].
  • All armors are rebalanced and tweaked to improve the range of valid armor choices [based on: MR Armor Rebalance]
  • Many 'light' armors are significantly less heavy and are are well-suited to sneaky types.
  • Other armors increasingly weight more for the amount of protection they provide.
  • New Advanced Combat Armor [Credit: Prometheus_ts], which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.

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


Power Armor Overhaul

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:

  • Branchtender Linden's reward for the Oasis Quest
  • Graining the Outcasts trust
  • A book near the Medic Power armor
  • A terminal near the T-51B power armor

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.

Wanderers

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.


Equipment Tweaks

Weapon Condition

  • Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
  • When reloading, there is a chance the weapon will jam. 1% at 50% condition, to 25% at 10% condition.
  • Weapon condition has a slightly greater effect on fire rate for automatic weapons, with slower rates of fire at progressively lower conditions.
  • Reduced equipment condition degradation rates [credit: XFO]. Damage to weapon and armor condition is roughly halved. This option is configurable:

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)

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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 Overhaul

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:

  • 0.01 lbs : Darts; BB Ammo; 5mm
  • 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel
  • 0.05 lbs : 44 Magnum; .308 Caliber; Rail Spikes
  • 0.10 lbs : Shotgun Shell; Mesmetron Cell
  • 1.00 lbs : Missile
  • 3.00 lbs : Mini Nuke

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%


Repair Overhaul

Cross Repair

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The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].

  • Many weapons and armor are now cross-repairable with logical counterparts.
  • Schematic-built weapons repairable with original parts
  • Clothing and leather armor repairable with fabric items and wonderglue
  • Weapons and metal armors repairable with scrap metal
  • Wooden stuff repairable with wooden stuff

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 effecient 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.

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The repair skill of vendors has been increased to provide an alternative to those who do not specialize in repair.

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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.