[Relz] Arwen's NV Realism Tweaks

Post » Fri Dec 04, 2009 7:46 am

Arwen keep up the good work. This mod is loads of fun and I love the way its headed. On the 'dead enemies' issue, Im fairly certain it is due to the new adjustments to HP and damage in your mod. The enemies like to fight among each other while your character isnt around, and enemies like the powder gangers are getting killed by stuff they are scripted to encounter before the player arrives to see them.

Also a question. Are you recommending a new game be started when using your mod for the first time, or is it alright to load it up into a saved game? I ask this because you mentioned your 'options menu' is scripted to appear after you complete "aint that a kick in the head" and it made me wonder if using the mod on a save where its already done could cause it to fail? (Only tried the mod on a new game, figured id ask before loading it into my main save)

PS: Cant wait for V1.01!
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Peter P Canning
 
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Post » Fri Dec 04, 2009 1:26 am

Sorry for not keeping up in the replies . . . I'm doing the best I can to reply to everyone. And I love all the feedback I'm getting, since it will really help me in my efforts to improve things. :)
Since you typically recommend a fixed timescale you should be OK, but trying to adjust the needs rates via script looks tricky. I can think of one sort of inelegant way to do it, but am hoping there's a way around it.
I do have a request though, is there any chance you could add power armor to the list of things that casinos confiscate from you when you enter?

I wrote a really simple script, so once NVSE is released I'll be able to see if it actually does what I hope.
I'll like your confiscate PA idea. I'll see what I can do, but I don't know how to change that yet.

I've never understood that part myself, but if you don't (or cant, without NVSE) make it configurable, that's fine, I'm handy enough to make a single value override in the GECK :)
Also, what kind of changes are you planning to make to gun/armor wear in general? First thing I did was tone it way, waaaaaay down - a Beretta M92 in 9x19mm takes, in real life, roughly 17500 shots from new before it break down, using US military charge.

Sorry, but I cannot make everything configurable. This is my vision of what I think the game should be, so you either have to convince me that my change is not good, or you have to edit my mod. As far as weapon wear goes . . . this is a game, not real life . . . trying to base wear rates on real life rates just removes the need to repair things, which negates the repair skill. I tend to slightly increase the wear rate for most weapons, with a greater increase for melee weapons. As for VATS weapon wear: VATS is a combat cheat (especially with the default VATS settings). . . so there should be some penalty for using it. In Fallout 3, your weapons deteriorated at 5 Times the normal rate while in VATS, so a 2 Times wear penalty is pretty mild.

For FO3 you made the enemies less likely to shoot you in the head all the time, in NV I think I'm still getting this a lot. Are you planning on adding the same tweak to NV?

It is in v.1.1
The 'outfits' in NV are weaker than they were in FO3. The http://fallout.wikia.com/wiki/Merc_outfit_%28Fallout_3%29 in FO3 for example. In FO3 you can see enemies wearing it and it offers some protection (DR 13), but in NV the DT is just 1. So those outfits are barely good for anything. I know it's clothing and not real armor so it shouldn't be that good but I think it could use a little extra protection. Especially if you plan to remove the 'magic enchantments' later on.
The AI is a bit odd at times. They like picking up items from dead friends, but it takes them quite long and again they prioritize that over their own safety.
I also feel like they're a lot more accurate with their shooting than FO3's NPCs, and quick to start shooting once they get around a corner. Much faster than I can aim myself, and I even know where they're about to appear. I'm having a pretty tough time (in my merc outfit, yes.). I'm fighting 4 convicts with half of my health (6 END) a DT of 3.0, a 9mm pistol, varmint rifle and caravan shotgun in decent condition, and a lot of dynamite, and I just can't win. I shouldn't have taken that fire 20% slower for extra accuracy trait. :P
It would be great to have a larger blast radius for explosives again, with knockdowns. I threw some dynamite at a couple of enemies which exploded pretty close to them but they barely noticed.

I'm going to be going through all the individual armor and weapons (including explosives). But this will not be part of v.1.1, as it takes me a really long time to balance all that stuff . . . plus I need to get make sure that the current Core changes are balance before messing with the Armor DT and the Weapons. It is going to take me some time to get the AI right . . . I'll keep tweaking AI changes a bit in each release . . . hopefully it will gradually improve.

Arwen keep up the good work. This mod is loads of fun and I love the way its headed. On the 'dead enemies' issue, Im fairly certain it is due to the new adjustments to HP and damage in your mod. The enemies like to fight among each other while your character isnt around, and enemies like the powder gangers are getting killed by stuff they are scripted to encounter before the player arrives to see them.
Also a question. Are you recommending a new game be started when using your mod for the first time, or is it alright to load it up into a saved game? I ask this because you mentioned your 'options menu' is scripted to appear after you complete "aint that a kick in the head" and it made me wonder if using the mod on a save where its already done could cause it to fail? (Only tried the mod on a new game, figured id ask before loading it into my main save)


You don't have to start a new game, as my mod will kick in as long as that quest is flagged as completed. When I release v.1.1, you may want to start a new game, if your current game is using v.1.0 of Tweaks . . . just to make sure that any 1.1 bugs are not left in your game.

I'm pretty sure that I've fixed the dead NPCs issues . . . and that seems to be the only major bug in v.1.0.

I'm about half way through my Localized Damage changes, so my next release could be out as soon as late today. So, if anybody has any ideas about simple changes that they want to see in v.1.1, please let me know soon, and I see what I can do.
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P PoLlo
 
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Post » Thu Dec 03, 2009 5:30 pm

I wrote a really simple script, so once NVSE is released I'll be able to see if it actually does what I hope.
I'll like your confiscate PA idea. I'll see what I can do, but I don't know how to change that yet.


Heh, beat you to it, I found a non-NVSE way to do it (though it wasn't exactly simple). :ninja:

About the PA confiscation, I'm pretty sure there will be a quest script for each of the hotels with code that removes your items to a container when you enter, or possibly as an outcome of dialog with the greeter NPC. There's a new script function that does it, removealltypeditems. It removes all items of the specified type to the specified container, excluding ones that are on an optional formlist. That's the tricky/tedious part - you can either make a formlist with all non-power armors on it, and then remove all armors to the container, excluding the non-power armors. Or you can make a formlist with all power armors on it, remove all armors to the container, and then remove all armors back to the player excluding the power armors. The advantage of the second option is that the formlist would be easier to keep compatible with clothing adding mods, the disadvantages being message spam and having to keep track of the player's currently equipped gear so they aren't left naked.
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Nuno Castro
 
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Post » Fri Dec 04, 2009 12:08 am

The message spam bit isn't actually a problem - one of the arguments of the RemoveAllTypedItems function is a 'no messages' boolean.
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Jesus Lopez
 
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Post » Thu Dec 03, 2009 7:46 pm

The message spam bit isn't actually a problem - one of the arguments of the RemoveAllTypedItems function is a 'no messages' boolean.

I just found out about a feature of NV's geck, which is that after 'additem ' you can put 'Hidemessage 1' to silence it. Pretty useful!

I think the Sunset Sarsaparilla drink is a bit too good. It restores 50 HP in total! I believe that's more than a Stimpak currently heals me (low medicine skill), the only tiny disadvantage of it is that it heals a bit slower than a stimpak in HC mode and it dehydrates a little bit.

They're also very easy to find.
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ZANEY82
 
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Post » Thu Dec 03, 2009 8:35 pm

The hide messages bit for AddItem was in FO3's Geck too, if I remember right. Certainly was for RemoveItem.
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P PoLlo
 
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Post » Thu Dec 03, 2009 5:43 pm

The hide messages bit for AddItem was in FO3's Geck too, if I remember right. Certainly was for RemoveItem.

I tried it and I couldn't get it to work in FO3's GECK. May have to check again. I think it would come in handy for FO3 ART's Med-Tec module, so that you don't get the 'empty water bottle added' message when drinking, maybe. And maybe to remove the message of the nuka cola cap being added. With all the extra messages that the Med-Tec module gives, anything that can reduce the message spam helps.
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Love iz not
 
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Post » Fri Dec 04, 2009 3:20 am

Can you add a a function that gives you a possibility of being attacked in your sleep if you sleep outdoors?
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Ice Fire
 
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Post » Thu Dec 03, 2009 11:53 pm

Ask Sesom, he made http://fallout3nexus.com/downloads/file.php?id=14354 for FO3.

I don't think it really fits in with the rest of this project.
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Chantel Hopkin
 
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Post » Thu Dec 03, 2009 11:32 pm

Version 1.1 is now available: http://www.newvegasnexus.com/downloads/file.php?id=34759

Here are the major changes in v.1.1:
  • Fixed the bug that was killing off some of the low level NPS (most notably, the Powder Gangers).
  • Rebalanced the HPs for both the player and the NPCs. PC: 50 HP base + 25 for every point of Endurance; NPC: 70 HP base + 15 for every point of Endurance + 4 points for each Level above Level 1.
  • Added my Localized Damage changes to all the default body types. Increased health damage for Head and Torso injuries; and decreased health damage for limb injuries.
  • Reduced the chance of the player character getting shot in the head (the default odds were a bit too high).
  • Decreased my Skill-Based Weapon Damage multiplier, but still 25% to 100% more damage than default. Now balanced for Armor DT and Localized Damage changes.


Installing/Updating:
In version 1.1, there is still only a single esp; so just put the Arwen_NV_Realism_Core.esp in your FO:NV Data directory (default is "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Data"). And make sure that you activate it (by checking it) before playing the game. If you are updating from v.1.0, just replace the older esp with this new one. And I recommend that you begin a new game, due to the dead NPC bug in v.1.0.

Note: you will still find some dead NPCs . . . that even happens in the unmodded game. The Power Gangers are pretty easy to kill, so even the Bloatfles can kill them. In v.1.1, I even gave their Power Granger outfits 1 DT, just to keep them alive a bit longer.

Enjoy. :)
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Tyrone Haywood
 
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Post » Thu Dec 03, 2009 5:25 pm

Wow, It sounds like you have some real talent Mr. Arwen. I think I will try this my second time around the wastelands. :goodjob:
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StunnaLiike FiiFii
 
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Post » Thu Dec 03, 2009 9:42 pm

Thnx Arwen! Been waiting for the dead NPC bug fix.

@lespaul678

Arwen's female (Yes, an actual girl gamer) :)
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Neil
 
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Post » Fri Dec 04, 2009 3:30 am

Not sure if it's an ART thing or just a NV bug, but I have a crippled leg that seems to automatically regenerate itself to 1 health, even though I'm not drinking/using/fighting/doing anything at all. I have no active effects. And I'm in hardcoe mode.

And then it cripples itself again at random, sometimes several times in a row quickly, and instantly restores 1 health for it again.

This must be the third time I crippled something, but the game says I've crippled stuff 40 times already.


Edit: Ah, got it! It seems to happen when I run backwards. You're using some kind of script to lower the running speed when you walk backwards, right? I guess it reduces my limb health by 1 point somehow, and then restores it when I stop running backwards?

I can vaguely remember seeing this happen in FO3 too.
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louise fortin
 
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Post » Thu Dec 03, 2009 5:39 pm

I just had the same thing happen to me as pov. though i cant remember the same thing happening to me in ART:FO3.
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Sweet Blighty
 
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Post » Fri Dec 04, 2009 9:16 am

You have to alter (damage or restore) one of the mobility conditions to get an immediate effect to the player's speed . . . that is the only way you can slow down the backward movement speed. But I have an idea about a possible work around that I may be able to script.
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Pat RiMsey
 
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Post » Thu Dec 03, 2009 11:52 pm

I started the game using some other mods (Timescale adjusters, hardercore etc) and then discovered the ART release. I installed into my Data Folder, disabled the other gameplay mods and loaded my save.
I cannot find the Arwen Options menu. I know it's supposed to be in AID but it's not there.
I also tried starting a new game with the mod installed.
The Arwen Options menu does not show up.

Any ideas?
I'm running the retail disc version.
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Rachel Eloise Getoutofmyface
 
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Post » Fri Dec 04, 2009 6:35 am

I started the game using some other mods (Timescale adjusters, hardercore etc) and then discovered the ART release. I installed into my Data Folder, disabled the other gameplay mods and loaded my save.
I cannot find the Arwen Options menu. I know it's supposed to be in AID but it's not there.
I also tried starting a new game with the mod installed.
The Arwen Options menu does not show up.

Any ideas?
I'm running the retail disc version.


Give it 10 minutes after you fire it up for the mod to kick in.

If also does not activate until you've left the Doc's house at the start. So if you haven't done that you won't get the menu options.
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Kayla Bee
 
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Post » Thu Dec 03, 2009 7:33 pm

Went to sleep for the first time since installing ART:NV. In 8 hours of sleep i only healed 3 hp. how does ART:NV handle natural healing (sleep, rest, time passing)?
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Danii Brown
 
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Post » Fri Dec 04, 2009 7:56 am

Give it 10 minutes after you fire it up for the mod to kick in.

If also does not activate until you've left the Doc's house at the start. So if you haven't done that you won't get the menu options.


I'll give that a try. Thanks m8.
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A Boy called Marilyn
 
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Post » Fri Dec 04, 2009 9:51 am

That was a pretty fast port.

Have you beat the game yet?
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April D. F
 
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Post » Fri Dec 04, 2009 9:09 am

Yeah I hope you haven't had the game's story spoiled too much by modding it. I'm being very very careful myself...
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Chris Jones
 
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Post » Fri Dec 04, 2009 5:16 am

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

But then again, I ported T3T_MII to NV and I'm also using it, so... don't know if I'm a hypocrite or...?
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Miss Hayley
 
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Post » Fri Dec 04, 2009 6:04 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!
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Bigze Stacks
 
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Post » Thu Dec 03, 2009 6:19 pm

is it ok to rename the mod to something that starts with "Z", that way it will be loaded last ?
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Tamara Dost
 
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Post » Thu Dec 03, 2009 6:31 pm

Went to sleep for the first time since installing ART:NV. In 8 hours of sleep i only healed 3 hp. how does ART:NV handle natural healing (sleep, rest, time passing)?

I haven't touched the Needs part . . . yet.


That was a pretty fast port.
Have you beat the game yet?

Thanks, but this isn't exactly a port . . . which is why I'm still only about half done with just the core module. I'm using my FO3 changes as a guide, but there are enough differences between the two games that I have to pretty much do these tweaks from the ground up . . . but I can use most of my FO3 scripts (with just a bit of editing for most).
No, I haven't beaten the game yet. I was going to play more before modding, but I was so disappointed (again) on how easy the game was that I wanted to at least mod enough to at least make it challenging. The game should still play out the same, and the story won't change . . . only it won't be nearly so easy with my Tweaks. Other than play testing, I'm not going to play much of the game until I get at least my Hard-Core module semi-done, as I hate starting the game with so many skill and stat points and there's way too much loot just lying around for the taking.
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Kyra
 
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