[Relz] Arwen's NV Realism Tweaks

Post » Fri Dec 04, 2009 6:09 am

is it ok to rename the mod to something that starts with "Z", that way it will be loaded last ?

I'm pretty sure that the esps load by date, not by spelling . . . at least that is the way they load in FNVEdit.
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Craig Martin
 
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Post » Fri Dec 04, 2009 3:41 am

Still can't get the mod to load.
The only way I can get the mod to appear after the main esm in the Data Files is if I alter the name of the file. I add a 'Z' onto the front of the name to send it down to the bottomof the load order.
Altering the file date via Bulkfilechanger doesn't seem to put the mod below the main esm in the load order.
I've tried it both ways. Loading BEFORE the esm just by sticking it into the Data Folder and loading it AFTER by adding a 'z' onto the beginning of the filename.
I get no messages that the mod is enabled nor do I get and Arwen Options Menu.
Help!


The list on the Data Files menu from the launcher is alphabetical. It's not the actual load order. FalloutNV.esm has to be the oldest file and everything else has to have a newer date. It loads oldest to newest. Typically people did things like:
FalloutNV.esm 10/21/2008 12:00:00
FirstMod.esp 10/21/2008 12:01:00
SecondMod.esp 10/21/2008 12:02:00

Those are modification timestamps, not created or accessed date

The quickest way to see if Arwens mod is loaded is to check your carry capacity before enabling the mod, then check it after. It SHOULD drop. There's a post earlier in this thread on how to kickstart the mod using the console.

is it ok to rename the mod to something that starts with "Z", that way it will be loaded last ?


I don't believe it will hurt things, but it's not the best way to do it. Changing modification dates is the preferred method. There is a load order tool available. I believe it requires Python to be installed so there are more steps involved.

There will be mod managers available, just not right away.
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George PUluse
 
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Post » Fri Dec 04, 2009 3:16 am

and there's way too much loot just lying around for the taking.

You know there's something wrong when you're more worried about getting overencumbered from looting massive amounts of food and ammo than that you're worried about running out of those supplies! :D
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XPidgex Jefferson
 
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Post » Thu Dec 03, 2009 8:04 pm

Game is easy still with this mod, are you guys combining this with that built in mode, and on very hard on top of arwen ?
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KiiSsez jdgaf Benzler
 
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Post » Thu Dec 03, 2009 10:11 pm

Okay. Mod MUST be loading because the inventory limit decreases. However, I have no options menu to alter anything.
I suppose I'll just alter the timescale manually in the console.
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Sheila Esmailka
 
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Post » Fri Dec 04, 2009 12:47 am

I'm playing on normal (with hardcoe), on very hard NPCs just take way too many bullets to kill.

It'll get harder when the hardcoe module is released, giving us lower skills (and 5 SPECIAL points less) to begin with, making supplies scarcer, and worse deals with traders when your barter skill is low. It'll probably be similar to the http://amito.freehostia.com/Fallout/FO-mods04.htm#Hard-Core, so you can read that to see what the NV version is going to be like, somewhat.

Arwen, I assume you're going to add your hardcoe mode tweaks to the Med-Tec module and not the hardcoe module? (This naming system could get a little confusing :P)

Also, consider adding a screenshot to the download, like the FO3 sunset shot. It's completely irrelevant to the mod itself, but pretty pictures attract people. :P
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Chloe Yarnall
 
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Post » Fri Dec 04, 2009 3:22 am

Okay. Mod MUST be loading because the inventory limit decreases. However, I have no options menu to alter anything.
I suppose I'll just alter the timescale manually in the console.


open the console and type:
StartQuest ArwenInitQuest

"Arwen's Option Menu" is added to your inventory, (located in PipBoy, under "Aid").

You have to click on the item in your inventory, then close your pip boy to get the menu to activate.
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Adam Baumgartner
 
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Post » Thu Dec 03, 2009 9:04 pm

I personally would try to play through a good majority of the game before I started to use mods.

I can't speak for FNV (currently unplayable thanks to engine bugs right now) but the most I every managed to play in Vanilla FO3 was getting out of vault 101.

Its was just so mind-numbingly dull as a game unmodded. :|
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Chase McAbee
 
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Post » Thu Dec 03, 2009 10:00 pm

All sorted now. Got the options menu and everything. Thanks.
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jodie
 
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Post » Thu Dec 03, 2009 9:22 pm

You guys have to understand that I've only just begun to mod this game. My Realism Core module is still not finished, and I'm still balancing out things, like the AI and my Localized Damage changes. I'm currently trying to balance out hundreds of game settings and I still haven't touched individual weapons, or explosions, and have just barely begun looking at the armor.

Don't worry, I will make the game much more challenging . . . but I cannot do it overnight.
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Dylan Markese
 
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Post » Thu Dec 03, 2009 6:37 pm

You guys have to understand that I've only just begun to mod this game. My Realism Core module is still not finished, and I'm still balancing out things, like the AI and my Localized Damage changes. I'm currently trying to balance out hundreds of game settings and I still haven't touched individual weapons, or explosions, and have just barely begun looking at the armor.

Don't worry, I will make the game much more challenging . . . but I cannot do it overnight.



Obsidian/Bethesda should have hired you and a couple others to have these great mods done and built into the game before it was even released.

In my opinion, the game isn't complete until your mod and maybe a couple others are installed.

keep up the great work!
Radz
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Jesus Duran
 
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Post » Thu Dec 03, 2009 9:33 pm

ART ruined vanilla FO3 (and now NV) for me. way too easy without it. Im level 2 right now and already have 2000+ caps with 30+ stimpacks. ugh.

In fact, i might stop playing for a while till a more complete version of ART is out. Dont want to play without true hardcoe tweaks. In the meantime, I'll mess around with the GECK. maybe see about that aim-not-damage things some of us have spoken about :P
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Stacey Mason
 
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Post » Fri Dec 04, 2009 5:40 am

Same here, not sure if i should play troght it on vanilla first and then with ART.
Or go back to install my DLC`s i bought for F3 and give them a spin.

So damn annoying when they release this game to easy, even in melee mode i can just rush in and chop up a whole room with ppl in a few secs.
On hardest mode i agreed i have to full them with bullets and take too long.

Ammo,meds everywhere is floating over.
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matt white
 
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Post » Fri Dec 04, 2009 10:05 am

I'm the same, I haven't really played much past the starter town and Primm because I know I'll be restarting once ART is out (no pressure Arwen, just do it now!!!! hehe :)
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Jacob Phillips
 
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Post » Fri Dec 04, 2009 10:20 am

It'll get harder when the hardcoe module is released, giving us lower skills (and 5 SPECIAL points less) to begin with, making supplies scarcer, and worse deals with traders when your barter skill is low. It'll probably be similar to the http://amito.freehostia.com/Fallout/FO-mods04.htm#Hard-Core, so you can read that to see what the NV version is going to be like, somewhat.
Arwen, I assume you're going to add your hardcoe mode tweaks to the Med-Tec module and not the hardcoe module? (This naming system could get a little confusing :P)
Also, consider adding a screenshot to the download, like the FO3 sunset shot. It's completely irrelevant to the mod itself, but pretty pictures attract people. :P


I'm hoping to have my Realism Core semi-complete and balanced in my next release . . . at least as far as the biggest issues. Then I will start work on my Hard-Core module.
I'm probably going to adjust the default hardcoe Needs in my Hard-Core module . . . at least initially, since I'm not sure how I'm going to end up tying my own Med-Tec Needs into this (and that may take me a while).

Yeah, I do need to get a screenshot up. Thanks for reminding me. :)

BTW: I did managed to make my scripting-work-around prevent crippled limbs from becoming non-crippled. It will be fixed in v.1.2 (and in v.5.2 of my FO3 Tweaks).
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Floor Punch
 
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Post » Thu Dec 03, 2009 9:31 pm

For what difficulty is your mod optimized?
I'm playing on very hard but now I'm at a point where the enemies eat so much lead before they die.
When I decrease the difficulty my end 4 char is too durable, but at v. hard the enemies are :(
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JUDY FIGHTS
 
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Post » Fri Dec 04, 2009 4:27 am

My Tweaks are balanced for Normal difficulty.

But, as I posted a bit earlier today, I'm still balancing out everything. I've only had this game on my computer for 6 days, and I've already released an update to my mod . . . but I have to adjust and test hundreds of settings, and then play test the game over and over . . . getting a perfect balance is not easy. And there is still a LOT of things that I haven't yet adjusted. Each version should improve the balance quite a bit. I'm currently working on v.1.3, which should be ready in 3 or 4 days.

Remember, I'm trying to fix things that Obsidian didn't get right, and they had many months into this. I haven't even had a week yet . . . and I can only work on this in my free time.
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Rudi Carter
 
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Post » Fri Dec 04, 2009 5:38 am

Great work, Arwen! I'm really digging this mod.

A few suggestions:
With the weapon damage revamp, armor becomes almost... a cosmetic choice. If all armor was given a 1.5 or 1.75 DT multiplier, this would leave armor still very significant, while keeping combat lethality high. It would also make ammo choice more important. Currently,you can take out power armored targets with a 9mm. This feels wrong! A 9mm should not be able to significantly damage this kind of armor.

Basically, attaching a DT multiplier to armor will further enhance the tactical choices and their impacts on combat outcomes. Unless there's an easier way to do this than I know of, it would involve manually editing the DT of -every- piece of armor since there is no Global DT multiplier that I know of. If you like this idea, I'd be glad to help out with some of the gruntwork. I also am in the planning stages of a fairly massive realism and tactical enhancement mod. We seem to be thinking along the same lines. If you want to get together and collaborate, send me a PM. I'm new to the fallout modding scene, but have been intimately connected with modding communities from Civ2 to the Stalker series.
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Sun of Sammy
 
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Post » Fri Dec 04, 2009 12:33 am

I've already begun making edits to individual armor, which is what I did for Fallout 3, since I altered weighs, values, and object effects for most of the armor. The DT is just one more value, and in some ways it is easier than using a global modifier, as it is easier to balance.

I appreciate your offer, but I would find it difficult to collaborate, as it would be so difficult for me to write out all my changes in a way that others could clearly understand (due to my language issues). I probably have over 100 typed pages of notes on my Fallout 3 Overhaul, but I'm sure that no one but me could understand most of them. So I have a pretty solid background to work from . . . it just takes a lot of time and effort to make all the changes, and even more time to make everything balanced.
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Claudz
 
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Post » Thu Dec 03, 2009 8:59 pm

@Arwen: please let us know what NVSE functionality you need for your work. We've gotten the help we need from Valve, so we are moving toward an initial release. If you can tell us what you want, I can try to get it implemented for the first version. We're just working and waiting for Bethesda/Obsidian to settle down with the patches.
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Ash
 
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Post » Fri Dec 04, 2009 11:06 am

Thank you BeHippo! It is really nice of you to contact me.

I can only imagine how busy you are, so I'll keep my list to a minimum.
These are the FOSE commands that I need the most:

SetNumericGameSetting
getEquippedObject
GetCrosshairRef
ListGetFormIndex

I'm pretty sure that these four would enable me to at least add all the scripts that are currently missing from my Realism Core module.

Thank you sooo much for putting in all the effort towards NVSE!
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REVLUTIN
 
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Post » Fri Dec 04, 2009 12:42 am

The more and more awesome features that I see added to this mod, the more I want to stop playing vanilla already and download this. Seriously, it's sort of tearing me apart. :laugh:

For now, I think I may try my best to hold off on getting it until some of the features I'm really looking forward to are added (Perception affects accuracy, Hard-core and Med-Tec modules, etc). And a bit better balanced is achieved.

Just know this, once those are implemented, I will not hesitate to download. I'm pretty sure your mod will become a staple in my New Vegas modlist and it will never leave it.

I do have a couple of questions though.

1. I asked this somewhere in the thread before, but I guess you didn't catch it. The question was, have you given all weightless aids and misc items (stimpacks, med-x, bobby pins, etc) weight? It really irks me that stimpacks and other aids still weigh absolutely nothing in hardcoe mode. It's like the devs thought that adding weight to ammo would be hardcoe enough or something.

2. Are you planning on doing any economic balances? From what I'm playing, it's almost too easy to get rich in this game (I got 4,500 caps alone from the Atomic Wrangler), so I think a general raise of prices would be nice.
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Devils Cheek
 
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Post » Thu Dec 03, 2009 10:37 pm

Hey Rahu, check out ART for FO3, i think you'll get a better idea of the what's planned for the mod there. I believe Arwen will be implementing the same features (and add more) to ART:NV.

As for your #2 question, i think i can answer with confidence that economy will be touched. If ART:FO3 was any indication, my NV character will soon have to drag every bit of sellable equipment to traders again just so he can patch himself and his equipment up enough to go out and repeat the process. The last character I played with ART never had more than 1000 caps on him. having too much money was NOT a concern. But I think the way it was implemented was not a general increase of prices so much as it was tweaking how barter worked, making those with low barter buy high and sell low.
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maddison
 
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Post » Thu Dec 03, 2009 7:58 pm

i'm greatly interested in this, although i haven't instealled it yet (probably will wait for a later edition)

but im kind of concerned about the carry weight changes.

even in a non-modded copy i carry around 200 with str 5 at by default im already at 120 to 150 after selling everything simply because things like ammo (MFC for example weights 0.04lb), in my case i pretty much have to carry 3 guns at a time (laser and plasma rifles & laser rcw) and ammo for each. along with armor and a few food/drink items and its a lot of weight of all of a sudden, i see and understand your chances but this might make carrying anything but the essentials almost impossible.

possibly solutions would be something like making armor carry a part of its weight (for example say giving a 15lb armor +5 lb buff) and/or lowering the weight of items like ammo (for example making it not per "ammo" but per "clip" also some of the weights of the drinks and items seem kind of excessive, as pretty much anything is 1lb and you can really easily become encumbered just by picking up nukacolas!
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bonita mathews
 
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Post » Fri Dec 04, 2009 8:54 am

@Rahu X: #1: I will be adding weights to some items and changing weights for others. #2: There will be major changes to Barter and to the amount of found loot (based on your Luck stat).\ . . . in my Hard-Core module.

@ Norbingel: Thanks, you beat me to it. :)

@Necro: My carry weight changes are not that restrictive in my Core module; but they are more heavily based on Strength, so a 5 STR = 150 lbs; and 7 STR = 190 lbs. The will be reduced more in my Hard-Core module (but I haven't yet decided just how much more) . . . Plus there will be backpacks that will allow you to carry more (I'll either add them, or suggest a backpadk mod to use).

I'm currently working on armor changes, value, weight, DT, enchantments. In my FO3 overhaul, armor weighs half as much when you are wearing it (worn PA only weighs 25% as much) . . . I'm going to basically be doing the same thing, with some minor differences that I'm still working on. My character in Fallout 3 can only carry 80 pounds and she does just fine (and I used an ammo weight mod) . . . you just have to make good choices about what you decide to carry. Less carrying weight = slower wealth, and more strategy . . . both of which makes for much better game play (in my opinion).

Edit: I forgot to mention this: In version 1.2, the DT will have a lower minimum damage multiplier (from 20 to 10%) . . . this little change makes a pretty significant change in the balance of armor. So far it seems to add that global armor balance that my mod needs. Version 1.2 should be done in a few days (I'll try to have it available sometime on Friday).
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StunnaLiike FiiFii
 
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