[Relz] Arwen's NV Realism Tweaks

Post » Thu Dec 03, 2009 4:57 pm

Good, because I played a few hours last night after EU release (before quitting because my fps is literally quartered if there's an npc a any distance in-cell in the direction I'm pointing) and I could just stand there in my Caravan Pack light leather armor being pelted by 4 bloatflies and my health would basically not move.

Btw, I'm amused that the only way for modders to rebalance preorder packs items they don't have is .. well, I won't say it but ...
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Naomi Lastname
 
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Post » Fri Dec 04, 2009 2:20 am

It's unlikely that anyone is going to rebalance the preorder packs, especially as they're likely to have only 1 or none. They're basically glorified cheats anyway...

Arwen you may have seen it already now but there is an issue with hardcoe mode and changing the timescale, resulting in death when you go to sleep. http://www.gamesas.com/index.php?/topic/1125878-relz-hardcoe-mode-compatible-timescale-adjuster/ Just something to keep in mind in case you were planning on changing the timescale again. :)

I started playing New Vegas and the first thing I notice is that I'm not playing with ART. Well actually, the first thing I noticed was the awful large HUD. Hopefully DarN comes to save us all. :bowdown:

But after that, I had to get out of that bed and run to the other side of the room. Alright, let's do it. WHOOOSH :bolt: Damn that's fast. :P

Is it just me, or is weapon reloading also very very fast? It looks almost unnatural to me.

Aside from that the game is pretty easy when you're used to everything being extremely dangerous, there's those little things as well. Like the time it takes for the pipboy light to activate, which now feels weird to me. Looking forward to the release!
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Victor Oropeza
 
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Post » Thu Dec 03, 2009 6:28 pm

Is it possible to make Power armor very similar to that of fallout 1 and 2? In terms of damage threshold, only certain bullets and weapons can pierce through power armor.
I know I saw a few mods like that for fallout 3 but never checked it out myself. One thing I do not like about these type of RPGs is that most enemies level up with you, I always
believed that the difficulty should be dependent on the area. Some areas should have deathclaws, raiders, super mutants, some travel in groups, some alone, and also a small chance
that a enemy will be in an area they shouldnt be to add more variety in the players encounters.
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Anthony Rand
 
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Post » Fri Dec 04, 2009 2:11 am

From what I've seen so far, that's how the game is already, Rathious - some areas are super-dangerous to begin with because they've got deathclaws all over the place (and big signs posted warning people about them), some areas have Super Mutants, etc., and it's not dependent upon level. The make-up of those creatures, on the other hand, might be somewhat dependent on level (so if you're high level you might see more Giant Radscorps than Baby Radscorps or something in an area with Radscorps).
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Shelby Huffman
 
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Post » Thu Dec 03, 2009 11:58 pm

It's unlikely that anyone is going to rebalance the preorder packs, especially as they're likely to have only 1 or none. They're basically glorified cheats anyway...
Arwen you may have seen it already now but there is an issue with hardcoe mode and changing the timescale, resulting in death when you go to sleep. http://www.gamesas.com/index.php?/topic/1125878-relz-hardcoe-mode-compatible-timescale-adjuster/ Just something to keep in mind in case you were planning on changing the timescale again. :)

Thanks for the warning about the timescale, but I found that out when I tried to sleep and I died. So I wrote a litlle sleep/wait quest script that temporarily sets your timescale back to 30 while you are sleeping and waiting. When my mod first runs, it sets your timescale to 4 and my Reduced XPR multiplier to 25%; plus my mod increases the rate of the Hard Core mode's NEEDS, so I died pretty fast. :violin:

I started playing New Vegas and the first thing I notice is that I'm not playing with ART. Well actually, the first thing I noticed was the awful large HUD. Hopefully DarN comes to save us all. :bowdown:
But after that, I had to get out of that bed and run to the other side of the room. Alright, let's do it. WHOOOSH :bolt: Damn that's fast. :P
Is it just me, or is weapon reloading also very very fast? It looks almost unnatural to me.
Aside from that the game is pretty easy when you're used to everything being extremely dangerous, there's those little things as well. Like the time it takes for the pipboy light to activate, which now feels weird to me. Looking forward to the release!

YES! I want my DarN UI back!

I didn't find the running speed all that fast. I did change the Running multiplier and the Holster weapon bonus, but the end result is that, as long as your weapon is holstered, your running speed will be at the default rate; but your walking speed will be slightly faster (as I found that to be a bit slow). My RunBack script is in, so your backward running speeds will be the same as in my FO3 Tweaks (based on your agility stat again).
I haven't done anything to weapon reloading speed (but a weapon in poor condition will now jamb much more frequently when reloading, so perhaps that is why I have noticed it).
And the Pip-Boy light is set at my FO3 turn on rate.
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Tamara Dost
 
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Post » Fri Dec 04, 2009 3:59 am

You don't need to mess around with changing TimeScale when you're sleeping if you alter the needs so that they're realistic (for example, needing to drink a bunch of water twice per game-day or you're hit by the 400 level dehydration effect). Just make sure the TimeScale and the Needs actually make sense together and it'll work out fine.

Also, I haven't noticed that reloading is quick. Have you tried reloading a breech-loading rifle or a revolver? It takes forever - as it should, since you have to reload every shot individually.
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Maeva
 
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Post » Fri Dec 04, 2009 5:21 am

If I could use FOSE commands, I could easily write a script that would alter the Needs' values, based on whatever the Timescale is set at. Or if the FHC Rates were globals, I could write a non-FOSE script that would work. The problem is that I don't know how to change Game Settings values in a non-FOSE script. So this is the best I can do for now.
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Tom Flanagan
 
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Post » Fri Dec 04, 2009 3:34 am

Have you seen the http://www.newvegasnexus.com/downloads/file.php?id=34814? Not sure if that would be of use to you, or if you want to go into that much detail, but I thought I would make sure you were at least aware of its availability.
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Sarah MacLeod
 
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Post » Fri Dec 04, 2009 6:26 am

Version 1.0 is now up!

It isn't much, but it is a beginning.

Plus I really wanted to have some user feedback before I dive in too deep . . . just to make sure that my instincts are heading me in the right direction here.

I'll update my original post in this thread (and my website) just as soon as I get the chance.
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Sammygirl
 
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Post » Thu Dec 03, 2009 8:47 pm

If I could use FOSE commands, I could easily write a script that would alter the Needs' values, based on whatever the Timescale is set at. Or if the FHC Rates were globals, I could write a non-FOSE script that would work. The problem is that I don't know how to change Game Settings values in a non-FOSE script. So this is the best I can do for now.


I haven't checked the listing of functions available for NV yet, but at least in Fallout and Oblivion you could only change those settings from the console. So probably you're going to need NVSE to come out before you can change those.
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Clea Jamerson
 
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Post » Thu Dec 03, 2009 11:04 pm

http://newvegasnexus.com/downloads/file.php?id=34759 :D

Thanks for the quick release.
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sara OMAR
 
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Post » Thu Dec 03, 2009 8:07 pm

http://newvegasnexus.com/downloads/file.php?id=34759 :D

Thanks for the quick release.


Thanks for the link :D

I imagine this will quickly become a popular mod. :) Look forward to seeing what you do with this. :)
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Shiarra Curtis
 
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Post » Thu Dec 03, 2009 7:43 pm

What excellent timing! I just got my game and I really didnt want to start it without SOME form of ART at least.

And thanks for the link pov!
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Juan Cerda
 
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Post » Thu Dec 03, 2009 9:24 pm

I started a new game with this and the powder gangers groups near goodsprings are all dead for some reason. I'm still looking forward to playing with this, I like the changes you make a lot.
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jenny goodwin
 
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Post » Thu Dec 03, 2009 4:15 pm

This was reported on the Nexus forums as well, but I just tried my own game and it didn't take me long to find a live one (or, rather he found me, and shot at me) . . . so they are not all dead.

I really cannot figure out how my changes could cause this, as I didn't really do any thing to make them weaker . . . unless it is possibly my HP changes . . . but those as not THAT great, and I did improve the condition of their armor and weapons.
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Nims
 
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Post » Thu Dec 03, 2009 8:28 pm

Seeing the features of your mod is really making me debate on whether or not I should try to beat the game in vanilla first. It's just so tantalizing. :drool:

The only thing I'm kind of wary about is the whole "weapon damage increases with skill increase", but I can see the reasoning behind it. I imagine I'll get past any iffy thoughts I have towards it after I play the game with it anyway.

Everything else I absolutely love.

God I love the modding community. The game has only been out for 4 days and there's already a "must have" mod before us.

EDIT: Did you make it to where meds and some misc. items have weight applied to them in hardcoe? It always kind of irked me that, even in hardcoe, stimpacks and other meds weighed absolutely nothing. It's rather unbalancing.
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Laura
 
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Post » Fri Dec 04, 2009 1:09 am

Can suggest that instead of the whole weapon damage increases with skill level, can you make it so, it increases critical hit chance?

So skill increase = more crits.
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Adam
 
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Post » Fri Dec 04, 2009 5:49 am

Hey Arwen. I love your mod, but I have a couple requests.

Since it takes less to kill people, why have so much ammo? For the next version could you possibly lower the amount you find since you don't need as much? Also, what's with the decreased prices of some things? Maybe you could increase it for people who like to be challenged way too much. :wink_smile:
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Red Sauce
 
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Post » Fri Dec 04, 2009 1:35 am

And another thing. I'm using a mod called Closer to Classics - True Threshold and your mod overrides that. I want your mod but that one also, how do I make it so I can use yours but still have the Threshold mod?
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Mandy Muir
 
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Post » Fri Dec 04, 2009 4:38 am

Can suggest that instead of the whole weapon damage increases with skill level, can you make it so, it increases critical hit chance?

So skill increase = more crits.


Obviously I agree since I also suggested this a few posts back. :P But I thought that damage increase with skill is already the way it is in vanilla and ART just tweaks it to make it better.

There are those who think skill should affect damage, not aim, those who think it should affect both, and those who think it should affect damage, not aim. I remembered an example where skill affects aim, not damage as actually being very RPG and not FPS.

In D&D for example (cant get a more classic example than this, methinks), your skill with a weapon largely affects your "to hit" chance so that a character proficient with swords will deal as much damage when using an axe, but will be clumsier with it and not so likely to hit an enemy.

By contrast, in an FPS, the ability to hit an enemy depends entirely on the player, with damage unaffected either way. I think as long as character's skill/attributes affects his effectiveness in battle that makes it more RPG than FPS. Whether the effect is on damage or on aim is a design choice entirely dependent on the game maker (or in this case modder) and should be respected.

Although, of course, it doesnt stop us from hoping the option will be made available evetually...*hint hint* :D

@ jobesky
Arwen's only started on ART:NV. If you've ever tried ART for FO3 you'll know that soon enough lack of challenge isnt one of the things you can complain about with the mod. What you've said is likely on the way :celebration:

I'm waiting for those changes as well as the strain mod for more truly hardcoe goodness.
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Phillip Brunyee
 
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Post » Fri Dec 04, 2009 6:03 am

i noticed a discussion about increasing damage along with accuracy. i agree with the other poster that the damage values are better off being consistent and adding bonuses to critical damage or chances of critical hits makes more sense. the new damage threshold which i presume makes it so that little guns like a 9mm dont have much if any effect on say power armor. the bullets should indeed simply bounce off harmlessly. the problem is that if you increase the damage you run the risk of crossing the threshold and all of a sudden little guns are doing damage to people wearing power armor which was a HUGE detraction in fallout 3. we all saw the videos of lever action rifles taking down enclave guys with one hit. there is already an ingame mechanic for defeating armor with the armor piercing rounds. in the end ill use your mod cause it was used in FWE which was essential for me. :) just putting my two cents in.
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D LOpez
 
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Post » Fri Dec 04, 2009 5:23 am

Great to see your mod for NV, Arwen!

I'm just curious about how your mod affects timescale. I'm currently using http://www.gamesas.com/index.php?/topic/1125878-relz-hardcoe-mode-compatible-timescale-adjuster/, which has different timescales for interiors, exteriors and exteriors with combat, which I currently have as timescale 1, 1 and 20. Could this be implemented in your mod by any chance? It would certainly be more "believable" when traveling the downscaled exterior distances :)
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CHangohh BOyy
 
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Post » Thu Dec 03, 2009 5:44 pm

I'm pretty sure ART and the timescale adjuster are compatible, so long as ART changes the timescale by editing the global rather than via script.
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jasminε
 
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Post » Fri Dec 04, 2009 3:56 am

i noticed a discussion about increasing damage along with accuracy. i agree with the other poster that the damage values are better off being consistent and adding bonuses to critical damage or chances of critical hits makes more sense. the new damage threshold which i presume makes it so that little guns like a 9mm dont have much if any effect on say power armor. the bullets should indeed simply bounce off harmlessly. the problem is that if you increase the damage you run the risk of crossing the threshold and all of a sudden little guns are doing damage to people wearing power armor which was a HUGE detraction in fallout 3. we all saw the videos of lever action rifles taking down enclave guys with one hit. there is already an ingame mechanic for defeating armor with the armor piercing rounds. in the end ill use your mod cause it was used in FWE which was essential for me. :) just putting my two cents in.


That is a big problem for me too, how all armor kinda loses its effect when you begin increasing the damage-scale.
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Chrissie Pillinger
 
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Post » Thu Dec 03, 2009 5:48 pm

  • Bethesda Softworks, for making Fallout New Vegas.



One would think that a modder would be more knowledgeable than a regular customer and knew the difference between the developer and publisher.

Developers = Creators of F:NV = Obsidian Entertainment
Publishers = Creators of F 3 = Bethesda Softworks
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Ross
 
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