[RELz] Arwen's Realism Tweaks [Thread No.13]

Post » Sat Sep 10, 2011 3:43 pm

Arwen's Realism Tweaks:

My Fallout 3 Gameplay Overhaul, focused on making the Wasteland a much harsher place, where your stats and skills are MUCH more important.

http://www.gamesas.com/index.php?/topic/1160547-relz-arwens-realism-tweaks-thread-no12/

Current Version 5.7 (August 13, 2011). Requires FOSE, v.1.1 or later.
Here are the major changes in v.5.7:
  • Updated my "Realism Tweaks User Guide" Word doc.
  • Rewrote the initiation quest scripts for all 4 main modules, to work better with an 8 Timescale, and prevent overlaps (hopefully).

Realism Core:
  • Improved my Dynamic Stealth: the NPC sound detection is now a bit less sensitive (NPCs won't "hear" you and come running from as far away).
  • Dynamic Timescale: now also switches to a slower timescale when your health is less than 40% (gives users more time to monitor and treat their injuries).
  • Edited my Crippled Weapon Quest Script so that it will not cause a CTD if you have remapped some of the control keys that the previous script used.

Hard-Core module:
  • Merchant repair costs were reduced quite a bit and are now based on your Barter skill. Self-Repairs were also balanced a bit better for both genders.
  • Tweaked Barter for even greater penalty for players with low barter skills. Also slightly larger Gender Bonuses.
  • Removed my Intimidation (spell) when weapon is drawn, during trade.

Encumbrance module:
  • When your Strain increases above 75%, your running speed will now progressively begin to slow down (since you are getting tired). But the speed that your Strain increases will also slow down (since you are exerting yourself less). This maxes out at 95% Strain, when your running speed will be 30% slower, and your Strain will increase 90% slower. This results in being able to run for nearly twice as long compared to my previous versions (before Strain reaches 100%), but you'll now be doing a slow jog for the last half of the run.
  • FastRun (added in v.5.7): whenever your Strain is less than 50%, holding down the Activate key (spacebar by default) while running gives a 33% speed increase, but your Strain will increase 3 times as fast. At 50% Encumbrance (at 100% Health) you will be able to FastRun for about 6 game minutes (from 0 to 50 Strain); but at 100% Encumbrance you can only FastRun for about 1.5 game minutes. FastRun is my attempt at adding a realistic faster running speed option, while retaining the balance of my Encumbrance module's other changes.

Med-Tec module:
  • Restocking script fixed: doctors and select merchants should now have some restocking of my Med-Tec goods every day (time varies, based on your Luck stat).
  • Redid most of the Med-Tec treatment menus.
  • Moderate Wounds and Severe (Bleeding) Wounds are now treated on the same menu and Infections are now treated in a separate menu.
  • Fractures are no longer listed as treatable when you lack the necessary med supplies.
  • Burns: Full treatment now only requires 8 ounces of Purified Water (partial water bottle).
  • Bandages can now only be used to treat Bleeding Wounds (greater than Wound Level 5), and are now slightly less effective in stopping excessive bleeding.
  • Morphine injections now also use the stimpak injection animation, with their own iMod visual penalty and damage Intelligence(-3 INT for 5 min).
  • Player now receives a stimpak when the Med-Tec Quest is initiated (if they do not have one in their inventory).
  • Needs amounts should no longer be deadly when the Med-Tec Quest is completed.
  • Fixed bugs when drinking and eating when you have Radiation Sickness (like disappearing water bottles).
  • New Radiation Sickness Object Effect (-1AGL, -1PER), with Imod (double vision/blurriness) and coughing soundFX.
  • Radiation Level increases 2 times faster (+1 RadLevel/hour at 100 RADs)
  • Digestion now only increases +0.5 when getting sick from eating or drinking when Rad Sick.
  • Digestion Level decreases 50% faster (-1.5 Levels/game hour)
  • New Digestion Level Display: amount is now displayed when your Digestion Level increases or when it decreases by 1 level point.
  • Separate male/female soundFXs (coughing and yawning).
  • Refilling Pure and Good water bottles from a Pure Water source now yields a bottle of Good water (unpurified), even with a Pure water bottle (since bottle is used). Refilling Good and Dirty water bottles from a Good Water source yields a bottle of Dirty water, even with a Good water bottle. This was my attempt to make Pure and Good water bottles rarer, while still allowing the bottles to be refilled.
  • Drinking directly from then water sources now results in the correct 2 ounces and the correct RADs (and HP damage) per drink.

Compatibility Patches:
  • Brahmin Dairy Products/Med-Tec Patch (Arwen_Brahamin_Med-Tec_Patch.esp): New for v.5.7 - Makes the Brahamin food and drinks compatible with my Med-Dec module.[requires Brahamin Dairy Products]

IMPORTANT!!!.
  • PLEASE follow my installation/update instructions carefully! If you don't uninstall correctly or reinstall correctly, you will likely severely mess up your game.
  • If you install my Encumbrance module, you also NEED to follow my "Encumbrance module's Strain Meter HUD Setup" instructions or my Strain meter will not appear in your HUD.
  • My Hard-Core module is best used in a new game (not required if you are just updating). If you add this module to an existing game (beyond Level 2 or 3) your skills are going to take a major hit. How much depends on what perks and skill books you have used.

Why I Created this Mod:
My Realism Tweaks are my efforts to make the game play much more realistic, more challenging, and more balanced. These are changes that I originally created just for my own game which were designed to compliment the other mods that I was using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). For me, a RPG is more realistic when I can role-play without having to work at it. My goal has always been to make FO3 more immersive and more realistic within the context of Fallout's alternate reality (which is a place where radiation causes mutations as often as death, and where injuries can be healed with a stimpack injection). Since FO3 is actually supposed to be a RPG and not a FPS, I also made changes to enhance the RPG aspects of the game. Your Skills and Stats are now much more important in how your game will play out for you. If you install my Hard-Core module, you will discover that your distribution of SPECIAL points is MUCH more important than it was in the default game, and when you leave Vault 101 you will now find that the Wasteland may actually feel like a harsh wasteland. My Realism Tweaks is a Fallout 3 overhaul; it makes some rather dramatic changes to the game (changes over 2100 records and includes over 80 custom scripts).

Warning:
  • Do NOT install this mod unless you want the Wasteland to be a harsher, less forgiving place. If you install my Realism Tweaks, you'll instantly have a a MUCH more challenging game. For the best Hard-Core experience, I highly recommend using all four of my modules, along with the mods in my FO3 Journal's Realism list.
  • This mod was balanced for NORMAL Difficulty. Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures even more difficult to kill (it will take more bullets), and your character will even be easier to kill. My Realism Tweaks already does both, so you will just be multiplying these two things . . . which will likely have negative effects.

Modular format: My Realism Tweaks now contains a Core Master (esm) and four modules (esps); which are meant to be used together, but not everyone wants all my hardcoe changes. So the Realism Core is required, but the other three modules are totally optional. Plus my in-game Options Menu allows you additional control of several of my Tweaks. (The full details on all my changes are listed in the http://arwenevecom.ipage.com/Fallout/FO-mods04.htm)

1.) Realism Core (Arwen_Realism_Core.esp):
  • Required Core Module.
  • Option Menu: in-game selection of Timescale, Menu Time, and XPR Multiplier; to toggle on/off my Dynamic Timescale, Weapon Effects, Visual FX, Perception Based Accuracy, and Fatigue Display, PipBoy Access During Combat; assign new Hotkeys; and to adjust my Crippled Weapon Penalties.
  • Global XPR Multiplier slows down how fast you level up by reducing ALL experience points rewards. Your current total XPR will NOT be reduced, just the amount of points you receive from this point forward (initially set to 20%).
  • Reduced Carrying Capacity and fewer HPs for PC (both are further reduced by Hard-Core module).
  • More immersive and more balanced VATS.
  • Smarter AI: combat with NPCs is now much more challenging, and sneaking is now much more realistic
  • Dynamic Stealth: time of day, weather conditions, interior/exterior cell type, and player's Sneak skill now all factor into detection. Your PipBoy Light will now make you very visible, and player actions, such as jumping and opening doors, will alert your enemies.
  • Menu Time: the game clock no longer stops while in menus; actors still remain frozen, but the sun will now advance and your Med-Tec Needs will increase. (Default Menu Time is 50% slower than your Timescale rate).
  • Dynamic Timescale (disabled by default, but highly recommended): When enabled, your Timescale will be 50% slower when in an interior cell, flagged as being in combat, or when your health is less than 40%. This was added because interior cells are more realistically scaled than exterior cells (when considering distance over time factors); and to automatically slow down the effects of your Med-Tec Injuries during combat or when your health is low.
  • The Wasteland is now a much less forgiving place: your character is now weaker and more vulnerable, and the NPCs are stronger and healthier.
  • No PipBoy Access During Combat (disabled by default): No more combat timeouts to change into better armor, repair weapons, or take a lunch/beverage break; and the default hotkeys (1-8) will no longer work during combat (you can still cycle through your hotkey items with C/X keys, or by user defined hotkeys).
  • Weapon damage is much greater, and weapon skills are now a much greater factor.
  • Crippled Weapon Penalties: When an arm is crippled some types of weapons will no longer be usable and VATS will be disabled.
  • Balances armor/clothing values, weight (weighs 50% less when worn), damage resistance, and "enchanted" effects. Includes my 1.5X AR global modifier, and helmet AR now equals 25% of total armor AR.
  • More realistic and better balanced explosions, projectiles, grenade physics, and death force effects.
  • Perception Based Accuracy (disabled by default): disables Auto-Aim, with accuracy now based on player's Perception and Small Guns skill. Affects maximum accuracy (no bullet rise) distance and amount of gun drift. (Do not enable if using other auto-aim fix type mods.)
  • Unique optional immersive Weapon Effects (disabled by default): Gunshot knock downs, Whack and Blast knockouts; fatigue loss is now based on Armor AR.
  • Fatigue Display (disabled by default): pops up whenever fatigue is damaged, and periodically while Fatigue is less than 75%.
  • Dynamic VisualFX (disabled by default): adds visual feedback/penalties when Agility or Perception are damaged.
  • Optional VisionFX (disabled by default): adds a bit of immersion when wearing default sunglasses (reduces the harshness of outdoor lighting) and reading glasses (20 seconds of blurriness and double vision when you first equip). As a bonus, you can now wear eye wear in combination with most default helmets and hats.
  • Enhanced repair lists for both weapons and armor.
  • Changes the localized body damage effects in a way that balances out game play, while making strategic hits more effective.
  • Improvements were made to NPC's armor and weapons across all levels. Many of your opponents should a be quite a bit more challenging (but I left a few, like Vault 101 Security at default). To keep things balanced, the NPC's armor (and sometimes their weapon) is now damaged upon their death.

2.) Hard-Core (Arwen_Hard-Core.esp) (see my http://amito.freehostia.com/Fallout/Arwens_Hard-Core.htm):
  • Optional module, but requires that my Realism Core module is installed.
  • Expands the difficulty and challenge of the Realism Core module, and your character's stats will have a much greater impact on your game play.
  • Initial Skill Points: you will now have 5 less points to distribute in your SPECIALs, and will begin your game with about half as many skill points, and your skill points should increase roughly half as fast.
  • When you first install this module, my Hard-Core Quest will be initialized soon after my Realism Core is fully activated. When beginning a new game, or when loading a saved game in which you are still at level 1 or 2, my Hare-Core Quest will reset your number of SPECIAL points to 35; plus you will have to select your tagged skills again (since you may want to reconsider these, after seeing the results of my Skill Points reductions). In a new game, this may be a bit of a pain . . . but this is the only way that I can make this work with older saved games (and with alternate start mods that skip the tutorial).
  • Changes Skill Books and 95% of the default Perks (and adds a few of my own unique perks).
  • Overhauled Bobbleheads and reduced initial SPECIAL points.
  • Adds Gender bonuses/penalties, including gender-based weapon skill requirements and gender differences for the Strong Back and Life Giver Perks.
  • Much Fewer HPs than with Realism Core, which are also now gender-based [30 less HPs for females, and 45 less HPs for males].
  • Greatly reduced carrying capacity, which are now gender-based [for 1 to 10 STR: females: 45 to 135 lbs; males: 50 to 185 lbs].
  • Decreased spawned loot, and the amount of loot is now based on your Luck stat with each point of Luck increasing the spawn rates by 5% (10 Luck results in +45% chance over 1 Luck).
  • Makes caps, food, weapons, and ammo MUCH less abundant in the Wasteland. But you will now find more ammo on your victims, based on what guns they have, and tougher opponents will have the most ammo to loot.
  • Dynamic Respawn Rates for zones: now range from 24 to 108 hours, based on Timescale setting (default game respawn rate is 72). A 4 Timescale = 36 hour rate (every 1.5 days) and a 12 Timescale = 108 hour rate (every 4.5 days).
  • Bartering Overhaul: the value of all items is half the default value, but merchants will charge LOT more for items, and you'll get a LOT less for what you trade with them (based on your Bartering skill). Plus merchants will now have much more ammo for sale.
  • Repair has had a major overhaul: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus). Merchants will now be MUCH better at repairing, and repair costs are now based on your Barter skill.
  • Outcasts Rewards more balanced: you'll now get less stuff in trade.

3.) Encumbrance module (Arwen_Encumbrance.esp):
  • This module is totally Optional. (It was balanced for the Hard-Core module, but it can be used with just the Realism Core).
  • You now suffer from Strain (similar to fatigue), which increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance).
  • Strain is based on game time, so Strain increases faster with faster Timescales.
  • The more encumbered you are, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit (exceed 100% Strain).
  • Strain increases faster when you are injured. And jumping and melee attacks (swinging a melee weapon) will both increase Strain.
  • If your Strain exceeds 100% you will collapse, injure yourself, and your unholstered weapon will return to your inventory.
  • When walking with 110% encumbrance, you will last about 16 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 4.5 game minutes.
  • When your Strain increases above 75%, your running speed will now progressively begin to slow down (since you are getting tired). But the speed that your Strain increases will also slow down (since you are exerting yourself less). This maxes out at 95% Strain, when your running speed will be 30% slower, and your Strain will increase 90% slower. This results in being able to run for nearly twice as long compared to my previous versions (before Strain reaches 100%), but you'll now be doing a slow jog for the last half of the run.
  • With an encumbrance of less than 50%, you will be able to run for roughly 57 GAME MINUTES before your Stain reaches 100%, but at 100% encumbrance, you'll only be able to run for about 12 game minutes.
  • FastRun: whenever your Strain is less than 50%, holding down the Activate key (spacebar by default) while running gives a 33% speed increase, but your Strain will increase 3 times as fast. At 50% Encumbrance (at 100% Health) you will be able to FastRun for about 6 game minutes (from 0 to 50 Strain); but at 100% Encumbrance you can only FastRun for about 1.5 game minutes.
  • Using Jet or Ultra Jet will immediately clear your Strain (reset to 0), which can be a lifesaver during combat.
  • HUD Strain display: movable by holding down the grab key for 2 seconds, and then by using the arrow keys to move it. When your Strain is over 45%, your character will start breathing hard. Your Strain percentage will turn red when your Strain reaches 70% and your character will start breathing harder. At 85% Strain, the text starts flashing, warning that you are near your limit. Note: the Strain meter will not be displayed unless you follow my Stain HUD Setup instructions exactly.
  • Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance), and while you are in menus. How fast your Strain decreases depends on how encumbered you are. Plus your Strain will decrease 60% faster when you are sitting or crouching (non-moving sneak mode).
  • During combat your Strain will only be reduced when you are not moving. And will not be reduced during combat when in menu mode.
  • Dynamic Jump: based on your Agility and Encumbrance. You will not be able to jump when your AGL is really low, when you are over-encumbered, or when a leg is crippled.
  • Dynamic movement speeds: the more you are encumbered, the slower you move. You also gain a running speed bonus when your encumbrance is low, as long as your health is fairly good.
  • Increased Armor Encumbrance: you will now move noticeably slower when wearing heavier armor.
  • My Encumbrance notes are also added to your inventory, for easy reference.

3.) Med-Tec module (Arwen_Med-Tec.esp):
  • This module is a complete Needs/Injuries Mod. It is totally optional, but it does require my Realism Core module and was balanced specifically to be used with my Full Realism Tweaks.
  • *** Med-Tec Quest:
  • Begins roughly 20 game minutes after you have escaped from Vault 101 (or after you load a post-escape saved game, or start a new game with an alternate Start mod).
  • The 20 minute countdown starts only after you are outside (in an exterior cell), and are not in combat (the combat flag is off). Once it begins, just follow the quest instructions.
  • When the Quest is completed, your initial Needs are calculated, based on how much time has passed since 6 am; AND your initial injuries (just Wound Level and Blood Lost) are based on player's current HP percentage (how much your HP is damaged). If many hours have passed, you will likely receive a message that you are dehydrated; so my mod now adds a 16 ounce Bottle of Pure Water to your inventory (if you do not already have one).
  • Med-Tec Scanner tracks 22 stats and expands self-treatment; Quick Scan Hotkey [M] monitors your most vital stats during game play; automatic scan whenever you are injured.
  • *** The Injuries Part:
  • Adds Wounds, Burns, Blood Loss, Trauma, and Infections (and their treatment). Injuries are based directly on degree of injury, type of weapon, and Armor Level.
  • Moderate injuries slowly heal, based on your Endurance. Severe injuries require medical treatment, where self-treatments are based on your Medicine skill.
  • Dynamic self healing rate: based on your current Endurance: 5 END results in an average healing rate; 1 END is 40% slower; and 10 END is 50% faster.
  • Your Health slowly Regenerates, but only when your Wound Level is less than 2, and when you are not receiving penalties for being Hungry, Thirsty, or Very Tired (10 Sleep Need).
  • Wounds increase in severity up to Level 10, with Moderate Wounds beginning at Level 2 (when your health regen stops), and Severe Wounds (constant bleeding) beginning at Level 5. Wounds higher than Level 3 will slowly become infected. Once an infection reaches Level 6, it damages your health, and the only cure requires an injection of Antibiotics.
  • Bleeding (Severe Wounds) is treated using your Med-Tec to apply bandages, or target a Stimpak injection to speed up clotting. A leather belt can be used to temporarily reduce blood flow. Bleeding stops once your Wound Level drops below 5.
  • Blood Level is tracked in units of Blood Lost. If your Blood Lost reaches 8 units (moderate blood loss), your health will begin to deteriorate (the greater you Blood Loss, the faster your health deteriorates). Blood slowly regenerates on its own, but you may need a Blood Transfusion to recover after excessive blood loss.
  • Burns increase in severity up to Level 12, with Severe Burns beginning at Level 8 (Third-Degree Burns).
  • Trauma injuries (bruising and tissue damage) increase in severity up to Level 10, with Severe Trauma beginning at Level 7 (Torso Trauma)
  • Damaged limbs slowly heal, but only if the limb is not crippled (a Medical Brace is then require to heal). Braces can be used multiple times if your medical skills are high enough.
  • Doctors no longer fully heal moderate or severe injuries. What you get for your caps is treatment, not instant health restoration (you will often leave splinted and bandaged).
  • Your personal infirmary can only be used to treat your injuries (and only the same injuries as with the default infirmary).
  • Bandages, Tourniquets, and Splints all have penalties while they are equipped, and are automatically removed when they are no longer needed.
  • Stimpak Animation Effect (with Hotkey): You can still give yourself an injection during combat, but this now happens in real time, while you will be incapacitated for a few seconds. Each injection also damages your Fatigue, messes up your vision, and reduces your Strength.
  • Morphine injections also use the injection animation (but no hokey), and include a visual penalty and damage Intelligence.
  • Most other chems were also rebalanced, and Med-Tec supplies for doctors and some general merchants are restocked daily (time varies, based on your Luck stat).
  • *** The Needs Part:
  • Water Need is Dynamic: your basic requirement is 2 ounces/game hour (48 oz./day), but your rate will increase by 50% (3 oz/hr) when you are outdoors in the heat of the day (9am to 6pm, when sunny), and decrease by 50% (1 oz./hr) when you are sleeping . . . unless you are sleeping outdoors, in the heat of the day (2 oz/hr).
  • Most Beverages (and fruit) give you some water benefit (from 1 to 16 ounces of water), with the greatest amounts coming from the purest types of bottled water (which are consumed only half a bottle at a time). Beverages no longer have any Healing effect, and all but Purified Bottled Water contain Rads and will damage your health a bit (a Sanitizer will reduce the Rads a bit).
  • Liquor dehydrates you, and hard liquor now restores your Fatigue (instead of the default Strength boost).
  • Empty water bottles can be refilled. Purified water sources: you can refill only Pure and Good water bottles, and filling either type yields a bottle of Good (unpurified) water (since the Pure bottle is used). Unpurified water sources: you can refill only Good and Dirty water bottles, and filling either type yields a bottle of Dirty water (since the Good bottle was used). Average water sources: you can refill only empty Dirty Water bottles, which yields a bottle of Dirty water. You can also drink directly from these water sources.
  • You can still drink from surface water, but cannot fill your water bottles from it. All but Purified Bottled Water contain some radiation and will damage your health.
  • Nuka Colas use my Jolt effect to reduce your Sleep Need, but your Need jumps back up when my Jolt effect wears off.
  • Food Need is also Dynamic: your personal Food Need is based on your Permanent Strength and Endurance. An average PC (5 STR, 5 END) requires 9.6 Food Units every 24 game hours (0.4 unit/hour). [A 4 STR, 4 END character requires 8.4 Food/day; a 6 STR, 6 END character requires 10.8 Food/day.]
  • There are 4 Food Levels (displayed with the food item in your PipBoy): Food1 (Snack Food, 0.6 Food Units); Food2 (Light Meal, 2 Units); Food3 (Normal Meal, 3.0 Units); Food4 (Heavy Meal, 4.0 Units). Food no longer has any healing effect, and most contains Rads (the exceptions are Fresh Fruit and Vegetables). A Sanitizer will reduce the Rads a bit. Eating fresh fruit and vegetables will reduce your Rad Damage by 10 points, and some types of Red Meat will reduce your Blood Loss.
  • Eating causes your Digestion Level to increase (will slowly decrease when you are not eating). Your Digestion Level is displayed whenever it increases, and when it decreases by 1 Level point (it can also be checked when you do a full Med-Tec scan, under "Additional Health/Needs Stats").
  • Eating when you are not hungry makes you sick, gaining no benefit from the food. But your Digestion Level will still increase a bit (because you now have indigestion).
  • When your RADS are 100 or higher, your Radiation Level (displayed in Scanner) will increase while you are digesting food; and will slowly decrease once your Digestive Level returns to 0, or whenever your RADS drop below 100. You get Radiation Sickness when your Radiation Level reaches 5, and you no longer gain any benefit from eating or drinking (you will just get sick). Radiation Sickness lasts until your Radiation Level drops back down below 5.
  • Sleep Need: You require 1 hour of Sleep for every 2 hours that you are awake. When your Sleep Need is 0, you won't need to sleep for 16 hours before you become Sleepy; after 20 hours you'll be Very Tired; after 24 hours you'll be Exhausted; after 32 hours you'll be Delirious. A one-hour nap will no longer fully healed you, but you will slowly heal while you are sleeping, at exactly the same rate as when you are awake (and with the same restrictions). You cannot sleep when you have excessive bleeding; you cannot take a nap until your Sleep Need is greater than 1 hour; and the longest you can sleep is the amount of your Sleep Need (rounded up).
  • ***[Med-Tec Options menu]:
  • Pause/Resume the injuries and needs (before and after entering simulators); Prepare to uninstall; Restart the Med-Tec Quest; Change the Scan hotkey; change the Stimpak Injection hotkey.

Bundled Compatibility Patches - Select the ones you need on my Realism Tweaks Setup menu (when the mod is activated with FOMM):
  • GOTY Compatibility Patches: GOTY/Realism Core Patch, GOTY/Hard-Core Patch, and GOTY/Med-Tec Patch.
  • MMM Compatibility Patches: Marts Mutant Mod Patch OR Marts Mutant Mod Patch - Med-Tec version.
  • Other Compatibility Patches: EVE - Energy Visuals Enhanced Compatibility Patch AND Brahmin Dairy Products/Med-Tec Compatibility Patch.

See my ReadMe for:
  • More info on the above Compatibility patches.
  • Installing/uninstalling (and Updating) procedures (which MUST be followed, or you run the risk of messing up your character's stats).
  • Load Order
  • Compatibility/Incompatibility with other mods.
  • Known Issues or Bugs
  • For more mods that I have personally tested for compatibility, visit http://amito.freehostia.com/Fallout/FO.htm

Incompatibility Warnings:
  • My Realism Tweaks will overwrite any mods that make any of the changes I have listed here.
  • Do NOT use my Realism Tweaks with other balancing mod that make changes to the same game elements, as this will unbalance the game play (by making some things too easy, while making others too difficult).
  • My Realism Tweaks are not compatible with mods that alter the specs of default armor/clothing (but should be compatible with mods that ONLY add cosmetic changes).
  • My Realism Tweaks are not compatible with mods that alter the specs of default weapons or default projectiles . . . although it should be compatible with mods that only make cosmetic changes to weapons (the exceptions are non-blade melee weapons, shotguns, and the few ranged weapons that my mod alters).
  • My Med-Tec module is not compatible with ANY mods that add injuries, treatments, or needs (or that modify food, beverages, or chemical/medicine).
  • My Realism Tweaks are NOT compatible with FOOK or FWE.

Credits:
  • Bethesda Softworks, for making Fallout 3.
  • The Fallout Script Extender team for making http://fose.silverlock.org/
  • 'DarN', for making the http://www.gamesas.com/index.php?/topic/1085562-wipzbeta-darnified-ui-f3/ mod
  • 'Imp of the Perverse', for his http://www.fallout3nexus.com/downloads/file.php?id=12977 and for personally helping me add my Strain stat to DarN's UI.
  • ALL the great guys over on the The G.E.C.K. forums . . . who freely gave of their time to guide a clueless, whining, rookie script-writer-wanna-be.

Download link:http://www.fallout3nexus.com/downloads/file.php?id=7565

Other Mods by Arwen:
  • [http://www.fallout3nexus.com/downloads/file.php?id=7318
  • http://www.fallout3nexus.com/downloads/file.php?id=7400
  • http://www.newvegasnexus.com/downloads/file.php?id=34759
  • http://www.fallout3nexus.com/downloads/file.php?id=7674 - now part of my Realism Core - adjustable in the Options Menu.
  • http://www.fallout3nexus.com/downloads/file.php?id=9558 - now integrated into my Realism Core module as a toggleable option.

User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Sat Sep 10, 2011 11:44 am

From the previous thread (which was closed before I could reply):
Hello Arwen,

As you finalize 5.8, I ran into a minor issue. I just leveled up and chose the Cyborg perk to gain the +10 to energy weapon skill. My character is male with a skill of 30, thus now a skill of 40. I still can't use the energy rifles, receiving the message that I don't have the minimum skill of 35. I looked at your scripts, it looks like GetPermAV doesn't properly return the base + bonus added by this perk. I wonder if you'd consider changing the check to use GetAV instead (or some other creative fix).

Thanks,

Gravy

Thanks for letting me know about this issue. I'll see what I can do. I have an idea that just might work pretty well.
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am


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