[Relz] Arwen's NV Realism Tweaks

Post » Fri Dec 04, 2009 3:27 am

Maybe not removing health regeneration from food entirely, but instead make it tick every half hour or so instead of every second.

On the line of stat changes, if you do go that route, it should definitely be toggleable. I think the current point count feels pretty good. If you want to really specialize, you must make sacrifices in other abilities. What does make it get out of control is the +1 to every stat from implants, gimping endurance at character creation and then compensating with intense training.
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James Shaw
 
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Post » Fri Dec 04, 2009 7:11 am

Maybe not removing health regeneration from food entirely, but instead make it tick every half hour or so instead of every second.

On the line of stat changes, if you do go that route, it should definitely be toggleable. I think the current point count feels pretty good. If you want to really specialize, you must make sacrifices in other abilities. What does make it get out of control is the +1 to every stat from implants, gimping endurance at character creation and then compensating with intense training.


i don't think food health regen itself is a prob i mean food other than sasparilla (i mean come on it heals 50 hp!) is miniscule!

maybe make it so u cant eat two food things at once (stims too?) so at max you could eat one food object, one drink and one stim

this would get rid of the spam food whenn low hp
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FITTAS
 
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Post » Fri Dec 04, 2009 11:54 am

At what difficulty should i play with this mod? Normal with hardcoe mode?
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DAVId MArtInez
 
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Post » Fri Dec 04, 2009 8:47 am

I totally removed all the HP from food and drink in my Fallout 3 Realism Tweaks . . . but I replaced it with slow HP regeneration . . . but you only regenerated HP when your injuries (not HP) were low. And you cannot overeat (you'll just get sick); and you cannot eat or drink when you have Radiation Sickness (which is something else that I added). My system seems to work very well, but if you prefer the default approach, you just don't install my Med-Tec module (which will be totally optional).

And I will be changing the stat increases from implants . . . probably in my Hard-Core module.

Blackice, my mod is balanced for Normal difficulty. hardcoe mode is totally optional, but I'm playing my own game on hardcoe.
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patricia kris
 
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Post » Thu Dec 03, 2009 9:16 pm

Wouldnt making you unable to eat when with rad sickness disturb the balance of the perk that gives you regen when irradiated? The regen is offset by the penalties when the perk is active but no eating would tilt the balance against the positive effects. Maybe you could change the perk to allow eating even when suffering from radiation sickness.
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Angus Poole
 
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Post » Fri Dec 04, 2009 1:56 am

I'm going to be changing quite a few of the perks in my Hard-Core module . . . well before my Med-Tec module is released.
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Steph
 
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Post » Fri Dec 04, 2009 5:28 am

Arwen, do you have plans to drastically reduce the availability of high powered weaponry or make ammunition more scarce?
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Breautiful
 
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Post » Thu Dec 03, 2009 11:07 pm

Hmm... Actually like what i see here. But right now i'm caught on this mod: http://www.newvegasnexus.com/downloads/file.php?id=34921

If you wouldnt mind, a quick question...

The reason i like the armor/combat mod i mentioned is because things die (including you) very very quickly, especially early on where no one has good armor, if any at all (poor powder gangers). A poor plan and you'll just get ruined, play smart, and you'll dominate.

I'd like to know how combat is handled in this mod. in vanilla, combat was a tedious chore, i've had fights last like 3+minutes just to kill some things... Rad scorps are a good culprit.

I like my fights quick and brutal, none of this run in and slay everybody with the aid of a few stimpacks+chow (regen stacks you know)...

Save for something less then power armor, i dont like my fights being a slug fest, even after i've brought 5 pounds of AP rounds.

Another question, exactly how has stealth been changed? It sounds good, but i'm just curious. Behaviorally, what is different. Will my favorite tactic of finding a good vantage and just start headshoting everything still be a "i win", or will they figure it out after bob's face implodes right next to them...

Another note on that, will they just insta find you? I've seen some mods claiming a stealth re-balance that you can take your shot, pop some body, then retreat to 100% concealment, then suddenly that caution will just go "danger" even though theres no way they could have found you.

TBH, the stealth re-balance is the thing i'm most interested in, so its kind of make or break thing for me. Just curious.
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Mr. Ray
 
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Post » Thu Dec 03, 2009 10:57 pm

One -huge- problem with combat is the ridiculous crit modifier for stealth. It makes no sense, and in mods that have more lethal combat, its effects are exascerbated.

Another request Arwen, would be if you could separate the mod into components. Perhaps this is already in the works, but it'd be nice.
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Charity Hughes
 
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Post » Fri Dec 04, 2009 12:50 pm

It looks great so far and will definitely be using it for my melee playthrough.

Thanks for getting on this so soon!

edit: Only thing I disagree with is the physics changes. I think it's both hilarious and to be honest, somewhat realistic when NPCs fly back as far as they do when they get shot by a lever action shotgun up close.
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gemma king
 
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Post » Fri Dec 04, 2009 6:52 am

It -is- hilarious. But bullets only blow people off their feet in movies. Even shotguns. Hell, taking an RPG round pre-explosion will leave you upright. Albeit, with a gaping hole in your chest and about two seconds before the explosion hits.
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Marquis T
 
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Post » Fri Dec 04, 2009 5:35 am

Indeed. basic physics tells you that the force required to knock the target back would be the same force applied to the weapon (person) shooting. or so mythbusters said :D

EDIT: Arwen, i know you're planning on backpacks and wondered if you've seen this http://newvegasnexus.com/downloads/file.php?id=35565
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Yvonne
 
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Post » Fri Dec 04, 2009 8:25 am

Well, I've succumbed to my urges and decided to download your mod in its current state and give it a try.

My verdict so far? I'm loving it. :disguise:

The much improved action points formula with slower regeneration, more realistic carrying capacity, slower leveling, etc.

I really can't wait until the next version. You've done a damn good job so far, and from what I've seen of your FO3 tweaks, it's about to get much better with NVSE's release on the horizon. :drool:

I do have a question concerning the compatibility of this with a mod I want to use though. I'm wanting to use this along with http://www.newvegasnexus.com/downloads/file.php?id=34872 mod, but I don't know if your mod changes the minimum damage variable in any way. So does this current release change the value of the minimum damage variable in any way, or does it not? Will future version be tweaking this?
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Anna Watts
 
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Post » Fri Dec 04, 2009 6:32 am

I second Rahu's suggestion.

And I have one of my own: would it be possible to include this: http://www.newvegasnexus.com/downloads/file.php?id=35591
So we can see where our bullets actually hit. I'm aware you can use it separately but I think it would go along well with the time the shells stay: improves immersion

Thanks for your mod! I wanted to get at least one vanilla playthrough but as a FWE really devoted fan vanilla NV felt bland with bullet-sponge gunfights. So thanks for changing that!
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Big Homie
 
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Post » Thu Dec 03, 2009 11:24 pm

@Arwen- I'll work out something for GetCrosshairRef. It will probably port over just fine.
Regarding the weapon, there are a couple things that might be happening. First, weapons are frequently dropped when folks are killed. Another possibility is that weapons could be in the character's inventory. I don't have a solution for that in FOSE currently, but scruggsy recently implemented one in OBSE. So I might be able to port it. When it is done, you'll be able modify the refs of the container items directly.

Thanks, Behippo, that would be great!

I sort of understand the weapons issue, my intent is to just damage their equipped armor and weapon, and my current script (in FO3) always works on their armor, but only rarely on their weapon . . . probably mostly do to the drop-on-death feature (even though that 'dropped' weapon still appears in their inventory.

Now that I have the NV GECK's error messages appearing, I discovered another FOSE command that is used in the script I posted:

SetEquippedCurrentHealth

(Sorry, I didn't realize that it was a FOSE command).
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Kelvin
 
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Post » Fri Dec 04, 2009 11:32 am

had a few quesitons

if i play with 1.1, and 1.2 comes out do i have to start a new game?

and looking at the hp calculations, i like that end is more useful however im worried about the fact that you don't gain anymore hp especially endgame mods like say deathclaws which in normal already kill you in a good one two hits.
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IM NOT EASY
 
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Post » Fri Dec 04, 2009 9:01 am

In line with ARTs philosophy of making skills more useful, how about making the survival skill affect your success with nature loot? so that a character with low survival skills cant skin, gut, declaw, etc animals (or have very low chances) and have difficulty harvesting plants and a high survival character gets bonuses to nature loot (a high survival character could get enough water from cactii that thirst isnt as much of a problem for him in the desert) .

Maybe even have different level requirements to what loot you can get (e.g getting animal hides reqs 25 survival, extracting posion reqs 35 and so on). After all, how many of us know how to do the same thing without any training?

I like this! With the removal of health bonuses from eating the survival skill definitely needs a better use.

Indeed, if you haven't been trained in survival you shouldn't be able to extract poisons and those kind of things just like that.
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lillian luna
 
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Post » Thu Dec 03, 2009 11:44 pm

Arwen, do you have plans to drastically reduce the availability of high powered weaponry or make ammunition more scarce?

Only in the amount of found loot. I think that merchants should have adequate amounts of both for sale (although my bartering changes will make them more expensive).

Hmm... Actually like what i see here. But right now i'm caught on this mod: http://www.newvegasnexus.com/downloads/file.php?id=34921
If you wouldnt mind, a quick question...The reason i like the armor/combat mod i mentioned is because things die (including you) very very quickly, especially early on where no one has good armor, if any at all (poor powder gangers). A poor plan and you'll just get ruined, play smart, and you'll dominate.
I'd like to know how combat is handled in this mod. in vanilla, combat was a tedious chore, i've had fights last like 3+minutes just to kill some things... Rad scorps are a good culprit.
I like my fights quick and brutal, none of this run in and slay everybody with the aid of a few stimpacks+chow (regen stacks you know)...
Save for something less then power armor, i dont like my fights being a slug fest, even after i've brought 5 pounds of AP rounds.
Another question, exactly how has stealth been changed? It sounds good, but i'm just curious. Behaviorally, what is different. Will my favorite tactic of finding a good vantage and just start headshoting everything still be a "i win", or will they figure it out after bob's face implodes right next to them...
Another note on that, will they just insta find you? I've seen some mods claiming a stealth re-balance that you can take your shot, pop some body, then retreat to 100% concealment, then suddenly that caution will just go "danger" even though theres no way they could have found you.
TBH, the stealth re-balance is the thing i'm most interested in, so its kind of make or break thing for me. Just curious.

I'm currently rebalancing all the armor and then I will tackle the weapons, projectiles, and explosions. I'm doing much of the same things that I did in my Fallout 3 overhaul, so you may want to take a look at that. HERE. From what you wrote, you'll likely find combat to still be "a tedious chore."
My goal is not to make combat easy or quick, but to make it more challenging, where the player will have to use a LOT more strategy to survive. I've increased Weapon Damage (through weapon skill), and improved the condition of most of the NPC's weapons and armor, and altered DT for some of the armor. But I've also rebalanced HPs, and totally overhauled body damage for all the default body types (my Localized Damage changes). Head shots are much more deadly, while bullets that hit limbs will do much less damage. If you just make combat more deadly, by globally reducing HPs and DT and increasing Weapon Damage, the NPCs will just kill each other off before you ever face them,

My mod is all about balance . . . and I cannot do what I need to do in just this first module . . . it will take all 4 of my modules before the game will be anywhere near the balance that I'm striving for. [my FO3 mod changes over 2100 records and includes over 80 custom scripts that I wrote.] And this is NOT a simple port of my FO3 overhaul, as the two games are different in many ways . . . I'm going through everything one item at a time . . . which takes a LOT of time.

As far as my stealth changes, they are already an improvement, but I need NVSE before I can add in my Dynamic Stealth script . . . which has the greatest impact on stealth. My AI changes are a major improvement over the default AI, but they do NOT do what you want. I cannot do that, because there is no true Artificial Intelligence in this (or any other) game . . . all there are is a bunch of game settings that I can tweak in ways that make the NPCs appear to do some things more intelligently (and often less predictably). Look at my opening post in this thread . . . or at my FO:NV Website . . . my changes are pretty clearly spelled out. My AI changes were one of the first things that I modded in FO3, and was initially used (with my permission) in the extremely popular FWE overhaul. I cannot work miracles, but most users really like my AI changes.
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Stefanny Cardona
 
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Post » Thu Dec 03, 2009 11:45 pm

In Camp Forlon Hope Medical Center there are 3 'Injured Trooper' NPCs, who from what I've understood can be healed by the player if he has a decent medicine skill.

However these Troopers have a maximum health of 1 in the vanilla game, and with ART this means they end up dying as soon as I enter the cell. The console states that they have -14.00 health.


By the way I found it interesting to see that Obsidian used the fatigue/knockout stuff from Oblivion (or your tweaks? :P). I haven't used it yet, but it looks like at least some weapons can be used to knock people out?
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Strawberry
 
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Post » Fri Dec 04, 2009 12:18 am

i was thinking what about making food heal - but only like crafted food so like gecko steaks but not gecko meat, otherwise even if you add survival increasing the chance of getting more animal loot the point of survival is moot.
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Riky Carrasco
 
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Post » Fri Dec 04, 2009 12:47 am

One -huge- problem with combat is the ridiculous crit modifier for stealth. It makes no sense, and in mods that have more lethal combat, its effects are exascerbated.
Another request Arwen, would be if you could separate the mod into components. Perhaps this is already in the works, but it'd be nice.

I've already reduced the Combat Sneak Bonus considerably . . . for both undetected ranged and melee attacks . . . this was done in v.1.0.
My NV Realism Tweaks will consist of 4 modules (at least this is my current plan). Plus a couple of things like my 3 Weapon Effects, will be toggle-able in my in-game Options Menu.

It looks great so far and will definitely be using it for my melee playthrough.
Thanks for getting on this so soon!
edit: Only thing I disagree with is the physics changes. I think it's both hilarious and to be honest, somewhat realistic when NPCs fly back as far as they do when they get shot by a lever action shotgun up close.


My Death Force changes are not perfect, but they are way better, and more realistic, than the default settings. I get that some gamers want exploding heads and flying bodies . . . but that is not something that I want in my own game . . . and I am making this mod for myself . . . I'm just being considerate in allowing others to use it. Plus I will be increasing the force of explosions and of many projectiles and I will be adding knock back effects to some weapons . . . and knockdown/out effect to melee combat. All in good time (after NVSE is done).


Indeed. basic physics tells you that the force required to knock the target back would be the same force applied to the weapon (person) shooting. or so mythbusters said :D
EDIT: Arwen, i know you're planning on backpacks and wondered if you've seen this http://newvegasnexus.com/downloads/file.php?id=35565

I'll likely be including backpacks at some point, as I would want them balanced to fit with my other changes . . . mine will be much more realistic in the amount of carry weight that they will add . . . I'm thinking only 35 and 50 pounds . . . unless I reduce the base carrying capacity a lot more. This may not seem like much, but in my next release, any armor that you are wearing will weigh 50% less then when it is not being worn (75% for Power Armor).

Well, I've succumbed to my urges and decided to download your mod in its current state and give it a try.
My verdict so far? I'm loving it. :disguise:
The much improved action points formula with slower regeneration, more realistic carrying capacity, slower leveling, etc.
I really can't wait until the next version. You've done a damn good job so far, and from what I've seen of your FO3 tweaks, it's about to get much better with NVSE's release on the horizon. :drool:
I do have a question concerning the compatibility of this with a mod I want to use though. I'm wanting to use this along with http://www.newvegasnexus.com/downloads/file.php?id=34872 mod, but I don't know if your mod changes the minimum damage variable in any way. So does this current release change the value of the minimum damage variable in any way, or does it not? Will future version be tweaking this?

Thanks! Version 1.2 alters the fMinDamMultiplier, so my mod would not be compatible with the True Threshold mod. And I didn't reduce it to o, but to 10%, as a 0 setting just made the game too unbalanced . . . where you really needed to wear Power Armor and use the most powerful weapons to stand a chance. I'm making armor more necessary, but I also feel that wearing power armor should be an option . . . instead of a necessity, and there will be some negative effects when you wear PA . . . such as stealth will be MUCH more difficult in heavy armor . . . and you won't move nearly as fast.

I second Rahu's suggestion.
And I have one of my own: would it be possible to include this: http://www.newvegasnexus.com/downloads/file.php?id=35591
So we can see where our bullets actually hit. I'm aware you can use it separately but I think it would go along well with the time the shells stay: improves immersion
Thanks for your mod! I wanted to get at least one vanilla playthrough but as a FWE really devoted fan vanilla NV felt bland with bullet-sponge gunfights. So thanks for changing that!


You're welcome . . . I'm doing my best to fix things as fast as possible. Version 1.0 included my Impact Increased LOD change: "Immersive visual changes: Increased Impact Shader Maximum Distance by 4 times the default distance (from ~234 to ~937 feet), so you will now see bullet damage effects much further away. Spent shells from bullets now last 4 hours before they begin to disappear (instead of only a few seconds).' The spent shells part isn't working in v.1.1, but I've figured out why and it will work correctly in v.1.2 (at least it now works in my own game).

had a few quesitons
if i play with 1.1, and 1.2 comes out do i have to start a new game?
and looking at the hp calculations, i like that end is more useful however im worried about the fact that you don't gain anymore hp especially endgame mods like say deathclaws which in normal already kill you in a good one two hits.

You won't have to start a new game when you update to v.1.2 . . . as long as you're using v.1.1.
The idea is that, by the time you get to the higher levels, you're going to be much better with weapons, have more powerful weapons, have better stealth skills, and better armor. In the default game it is MUCH too easy to become a god-like player, after just a few levels, where combat is no longer very challenging. My mod will keep the game challenging for MUCH longer.
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Tamara Primo
 
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Post » Fri Dec 04, 2009 9:04 am

My mistake about the backpack mod. I wasnt pointing to it for its settings but only the cosmetics or only as a resource. I agree it gives too much of a carry weight bonus.

also, is it possible to make the backpack have its own inventory so we can drop it in combat?

EDIT: Im anticipating the effects of the strain module and i remember how in FO3 i wished i could lighten my load in combat :D
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Natalie Harvey
 
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Post » Fri Dec 04, 2009 7:55 am

In Camp Forlon Hope Medical Center there are 3 'Injured Trooper' NPCs, who from what I've understood can be healed by the player if he has a decent medicine skill.
However these Troopers have a maximum health of 1 in the vanilla game, and with ART this means they end up dying as soon as I enter the cell. The console states that they have -14.00 health.
By the way I found it interesting to see that Obsidian used the fatigue/knockout stuff from Oblivion (or your tweaks? :P). I haven't used it yet, but it looks like at least some weapons can be used to knock people out?


I can certainly improve those Troopers, but I really don't get their purpose . . . they are only give 7 TOTAL SPECIAL points . . . only 1 point in each stat. They are clearly not meant to last very long, with such nerfed health and stats.
Edited: In the default game, their calculated health is only 16, so I've increased their HP to 15; which gives them the same 16 calculated health points, so that the quest should be able to play out the same as in the default game.

I haven't looked at the fatigue/knockdown changes yet. I'll take a close look at that before I do anything with my weapon tweaks. It will be interesting to see if they used any of my FO3 script.

@Necro: I'm going to add some type of benefit to cooked/crafted food . . . I just haven't figured it out yet. As far as backpacks go, it's too early for me to say what I'm going to do exactly . . . but I would like them and their inventory to be droppable.
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Thema
 
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Post » Fri Dec 04, 2009 5:12 am

I can certainly improve those Troopers, but I really don't get their purpose . . . they are only give 7 TOTAL SPECIAL points . . . only 1 point in each stat. They are clearly not meant to last very long, with such nerfed health and stats.

@Necro: I'm going to add some type of benefit to cooked/crafted food . . . I just haven't figured it out yet. As far as backpacks go, it's too early for me to say what I'm going to do exactly . . . but I would like them and their inventory to be droppable.


personally speaking of survival i'd like to get things like gecko skinning moved away from it, and it being purely for food/drugs and everyone being able to make tanned gecko hides
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Sweet Blighty
 
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Post » Fri Dec 04, 2009 12:21 am

Well, still worth checking out 100%. I'll be starting a new character, and i'll put in the realism mod and see how it feels. It just irritated me that i couldnt kill a fool with some well maintained leather armor with out sneak attacking him in the head. Then, at the same time, some reinforced leather gear put all my worries at ease until i had to kill a death claw, which took alot of talent to deal with a more then tedious task.

My mistake about the backpack mod. I wasnt pointing to it for its settings but only the cosmetics or only as a resource. I agree it gives too much of a carry weight bonus.

also, is it possible to make the backpack have its own inventory so we can drop it in combat?

EDIT: Im anticipating the effects of the strain module and i remember how in FO3 i wished i could lighten my load in combat :D


Ya know, i would like a way to transport all my equipment when i move, but just upping the max carry limit is a mistake. What stops me from just wearing it and bringing back half a ton of loot, or just always lugging around my equipment. Having to drop the bag, and open it up is actually a task when you get ambushed and need that .50 cal thats in your backpack...

If i may make a suggestion...

It would do well to change the weapon sway for some guns. TBH i've had too easy of a time with my snipers, and my skill is pretty moderate. from low 40's up to now mid 70's i've had sniper accuracy with just about anything ive used, the only problems arising when the sight is bigger then the target i'm shooting at. I practice marksmanship IRL and its HARD to hit a person sized object thats moving at more then 50 yards. With out much practice, you dont naturally aim in a smooth arc, you'll bob up and down and it throws everything off. It took me probably a thousand rounds to train the right muscle groups to move fluidly together, since its quite a sensitive process and isnt natural.

Also, the scopes in game are pretty weak. I've never used a 2x scope for.. well anything really. 3x is comfortable for short ranges (50 yds) and then it just goes up. I personally dont like using above 6x for more then 200 yds but most people i know use more.

However, when taking out things at 500 yds or more, the scopes in this game are pretty puss, such as those on sniper rifles and the anti material rifle.

Just some things i'd personally tweek, but if any one knows how to, i'd like to know, since its really starting to irritate me having my crosshair center bigger then the things i'm actually shooting.
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Dale Johnson
 
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