[Relz] Arwen's Realism Tweaks

Post » Sat May 28, 2011 12:41 am

Great news! :)
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jessica sonny
 
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Post » Sat May 28, 2011 7:32 am

I've been feeling MUCH better for the last day or so ... which I hope means that I'm finally over this nasty bug.

I'm hoping to get 3.0 complete and uploaded in a day or so (I'm aiming at a Halloween release).

(And, Lyrondor, I drank LOTS of OJ!)


I'm glad to hear it :)
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saxon
 
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Post » Sat May 28, 2011 1:44 am

Arwen, I'm having a bit of trouble with ants. I posted about this in the FWE thread but no luck there.

The ants are the ones at springvale school. They're having trouble maneuvering the long way around the hall to get to me if I stand behind the wooden plank leaning on the shelf just near the doorway. I thought it was just to the end of the hallway until they turned the corner but its all the way round. They walk backwards when they get out of the doorway, keeping an eye on me which looks pretty unnatural, then when they get to the corner (I toggled the camera to have a look) they shuffled sideway down the hallway to the next corner, facing my direction the whole way. I temporarily replaced the game settings with the previous version of fwe and the problem went away. I just wondered if you have come across this behaviour at all and what game setting could be influencing the ants behaviour at all.

I really do like the inclusion of your modules into fwe. I actually had to move my character to survive combat instead of the usual gunning them all down as they ran towards me thing with the default settings.
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Averielle Garcia
 
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Post » Sat May 28, 2011 5:40 am

None of my Realism Tweaks touch ants in any way that I'm aware of. And I've never experienced what you are describing in my own game.
(In earlier versions, I did alter fCreatureDefaultTurningSpeed slightly, but didn't like the results so I set it back to default --> 45 in version 2.8)
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-__^
 
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Post » Sat May 28, 2011 12:03 am

I have found the problem, it's game setting fCombatPathingLookAheadDelta which is set to 3 If I change it back to the default 0.5 the problem goes away and the ants are behaving normally.
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KRistina Karlsson
 
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Post » Sat May 28, 2011 7:18 am

I'm still working on Version 3.0, but I wanted to post what the major changes will include (at this point).

Reorganized Tweaks into 6 Modules (plus the FULL merged version). This was done to increase both simplicity and to increase compatibility. For instance, most people who use the Main Tweaks module also used the VATS module, so these were merged. And the Stealth and SmarterAI modules really depend on each other to work properly, so these were also merged. I also moved a couple of my global modifiers to more appropriate modules (so if you're using another mod that changes only weapons, you should now be able to use all but my Weapons module).

The 6 Modules:

1.) Main Tweaks Module
- Now includes all my VATS tweaks [from what was formerly separate VATS module].

2.) Armor Module
- Now includes my 1.5X global armor AR modifier [previously part of Survival module].
- Removed ALL enchanted armor combat skills effects --> Small Guns, Big Guns, Energy Weapons, Melee Weapons. [Replaced with more logical effects: like increases in Critical Chance, Agility, Charisma, Speech, Perception, Endurance, and Fire Resistance.]
- Removed ALL enchanted increases for Science, Medicine, Lockpick, and Luck (exception is for Lucky Shades). [Replaced with more logical effects: like increases in Radiation Resistance, Poison Resistance, and Charisma.]
- Retained default enchantments that increased Repair skill for some Vault Utility Suits and for some Jumpsuits. [Needed to keep repair balanced. Logic was that this was sort of like wearing a tool belt.]

3.) Weapons Module
- Now includes my 2.5X global weapon damage modifier [formerly part of Survival module].
- Tweaked all Explosions in their Force, Radius, ISRadius, and Knockdowns.
- Reset global explosive damage multiplier to default, but greatly increased splash radius.
- Redid blast effects [effect is now attached to the explosion, instead of to the weapon]
- Redid knockdown/knockout effects for melee weapons, shot guns, and a few ranged weapons. Melee knockout effect now relies on the player's strength and melee skills. And this now affects all non-blade melee weapons.

4.) Survival Module
- Removed my 2.5X global weapon damage modifier [now part of Weapons module].
- Removed my 1.5X global armor AR modifier [now part of Armor module].
- Now includes Class changes --> for tougher enemies.
- Increase in Poison effects --> such as from Scorpion stings, and newly enabled DeathClaw poison.
- Strength now has an even greater impact on damage from melee weapons.
- Destructible vehicles now have 2.5 times (or more) HPs. I also redid of all their damage stages, and even added a few new stages for some vehicles. [You will now have to damage their Health percentage by a LOT more before they will begin to self destruct.]

5.) Localized Damage Module
- Unchanged

6.) SmarterAI Module
- Merged with the Stealth Module

PLEASE let me know what you think about these changes, as I am still able and totally willing to make adjustments. But I need to know soon, as I'm trying to wrap Version 3.0 up.
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Reven Lord
 
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Post » Sat May 28, 2011 8:08 am

That all sounds good. :)
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Lovingly
 
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Post » Sat May 28, 2011 8:17 am

I don't know if it's connected to this mod but there is some weirdness happening when injured. If I heal completely using stimpacks or whatever a message still pops sometimes up saying that I'm injured and need to rest. Blurring and blackouts can also happen even after fully healing. These problems don't happen if healing was done via resting. though.

Good to see you've shrugged off the 'flu, Arwen. :)
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GabiiE Liiziiouz
 
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Post » Sat May 28, 2011 5:09 am

Thanks Shoestring, I'm feeling 100% again. :)

My mod doesn't tweak healing in any way, nor blurring . . . so I'm guessing that another mod it likely causing your problem. The only thing that you mentioned that my mod alters are concussions, but making them a bit more intense (longer blackout periods).
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Steph
 
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Post » Sat May 28, 2011 4:28 am

Ah, could be from MMM then. I'll do some investigating. Thanks.
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Fiori Pra
 
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Post » Sat May 28, 2011 3:36 am

Reorganized Tweaks into 6 Modules (plus the FULL merged version). This was done to increase both simplicity and to increase compatibility. For instance, most people who use the Main Tweaks module also used the VATS module, so these were merged. And the Stealth and SmarterAI modules really depend on each other to work properly, so these were also merged. I also moved a couple of my global modifiers to more appropriate modules (so if you're using another mod that changes only weapons, you should now be able to use all but my Weapons module).

I like the reorganization. The armor module sounds especially nice since I'm not a big fan of armor buffs. Integrating the VATS mods into the Main module makes sense since its an integral part of the game.
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Gen Daley
 
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Post » Sat May 28, 2011 8:19 am

Thanks for all the feedback. :)

Since no one seems to have any problems with my proposed changes, and last night's play testing didn't turn up any new bugs, I'll get to work on my final edits and repackage my Tweaks into their 6 modules. After that, I'll need time to rewrite my documentation, so it will be a while before I'm totally done. With any luck, and if my personal life doesn't interfere too much, I'm hoping for a late afternoon (or early evening) release.
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 11:19 pm

Great! I can't wait. :)
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Ashley Campos
 
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Post » Fri May 27, 2011 11:01 pm

After spending all day trying to get this version wrapped up, I still need more time to play test the last few changes.

I ran into a couple of bugs while testing my final version and at least one still needs to be fixed.

So it doesn't look good for a release tonight . . . sorry, but this is a pretty major update, and I really need to get this one as bug free as possible first.
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Tina Tupou
 
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Post » Sat May 28, 2011 4:48 am

Perfectly understandable, it's ready when it's ready. Better than having to download a patch a few days later (which might happen anyway but you get my point :P).

Also, thanks for sharing your Fallout 3 mod picks on your site, that was just what I was looking for.
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ruCkii
 
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Post » Sat May 28, 2011 5:44 am

I guess I "can" wait. :sad: Take your time. :)
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Everardo Montano
 
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Post » Fri May 27, 2011 11:13 pm

Version 3.0 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

This is a MAJOR update, that includes a LOT of changes. This has been my toughest update yet!
I would never have been able to get through my new scripts without all the wonderful help from all the guys over on the G.E.C.K. forum . . . Thanks so much guys, for all the guidance, help, and patience!

Ok, here are the Major Changes and fixes (see the ReadMe for the full details on each module):

Reorganized into 6 Modules (plus the FULL merged version). This was done to increase both simplicity and to further increase compatibility.

1.) Main Tweaks Module:
- Now includes all my VATS tweaks [from what was formerly separate VATS module].
- Increased crippled arm penalty in VATS [same as my increase penalty when in non-VATS combat].
- Agility is a much bigger factor [4 times greater] in determining your total number of Action Points, with a MUCH greater range in points [AG:1-10 = 28-100 (default was only 66-85)]
- Redid Carrying Capacity, so that Strength is now a much greater factor. With STR=5, capacity is 90 lbs; each STR point above 5, adds 15 lbs; and each STR point below 5 subtracts 15 lbs.
- Bartering Skills are even more of a factor in determining prices.
- Repairs now cost 25% less than in default game.

2.) SmarterAI Module:
- Now includes Stealth Module changes (merged into)
- Changed Combat style (Melee mostly) to reduce attacks when unconscious [because of changes to Weapon module that adds knockout effects to melee weapons].

3.) Survival Module
- Removed my 2.5X global weapon damage modifier [now part of Weapons module].
- Removed my 1.5X global armor AR modifier [now part of Armor module].
- Now includes Class changes --> for tougher enemies.
- Increase in Poison effects from Scorpion stings (fully compatible with MMM).
- Strength is now a much greater factor in how much damage a melee weapon does.
- Weapon Condition is now a greater penalty in how much damage a melee weapon does.
- Crippled Arms is now a much greater penalty in how much damage a melee weapon does.
- Destructible vehicles are now much more durable. [You will now have to damage their Health percentage by a LOT more before they will begin to self destruct.]

4.) Armor Module
- Now includes my 1.5X global armor AR modifier [previously part of Survival module].
- Removed ALL enchanted armor combat skills effects --> Small Guns, Big Guns, Energy Weapons, Melee Weapons. [Replaced with more logical effects: like increases in Critical Chance, Agility, Charisma, Speech, Perception, Endurance, and Fire Resistance.]
- Removed ALL enchanted increases for Science, Medicine, Lockpick, and Luck (exception is for Lucky Shades). [Replaced with more logical effects: like increases in Radiation Resistance, Poison Resistance, and Charisma.]
- Retained default enchantments that increased Repair skill for some Vault Utility Suits and for some Jumpsuits. [Needed to keep repair balanced. Logic was that this was sort of like wearing a tool belt.]

5.) Weapons Module
- Now includes my 2.0X global weapon damage modifier [formerly part of Survival module]. I also reduced the multiplierfrom 2.5X (v.2.9) to 2.0X, for better balance with my other v.3.0 changes.
- Tweaked all Explosions in their Force, Radius, ISRadius, and Knockdowns.
- Reset global explosive damage multiplier to default, but greatly increased splash radius.
- Redid blast effects [effect is now attached to the explosion, instead of to the weapon]
- Redid knockdown/knockout effects for melee weapons, shot guns, and a few ranged weapons.
- Melee knockout effect now relies on the player's strength and melee skills. And this now affects all non-blade melee weapons.

6.) Localized Damage Module
- Unchanged from v.2.9.1
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Peetay
 
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Post » Sat May 28, 2011 7:38 am

Great! Been looking forward to this. Thanks for the hard work. :)
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Oceavision
 
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Post » Fri May 27, 2011 7:04 pm

is there any plans to enhance the ai module so it notices when a comrade has been shot/killed ? Also increasing the gunshot detection range ?

(im currently using the combat enhanced packages and im happy with the fighting/cover ai it just the behaviour below that i feel lets the game down.

These are the two issues that i feel would greatly benefit from some tweaking.

Currently we have a situation as follows.

Say you shoot a raider with a silenced gun and he has friends about 5 metres away and also some other friends about 30 metres away.

1. His friends 5 metres can see the raider has been shot but wont do anything about him unless they sight you or hear the gunshot.

2. His friends 30 metres away dont hear the shot and come and investigate.


Would be awesome if you could tweak the ai to take into account the above and react accordingly.
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Enie van Bied
 
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Post » Sat May 28, 2011 12:33 am

Does this conflict with Foes Reworked: Next Generation at all?
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Neliel Kudoh
 
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Post » Sat May 28, 2011 4:50 am

i would love to see a video demonstration of the mod since i cant buy the game yet :(
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Justin
 
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Post » Fri May 27, 2011 8:59 pm

Arwen, you're the uber-mod-tweak-fix-magician!

I love what you did with the restructure. Now I can be semi-hardcoe by loading all your stuff except survival, or I can load all of them and struggle some more. Flexible, yet demanding.

You're my hero!
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Dale Johnson
 
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Post » Sat May 28, 2011 7:43 am

Mod of the month on Nexus I say! :grad:
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Laura
 
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Post » Sat May 28, 2011 9:26 am

Congrats on the release! Quick question on compatibility: the Localized Damage module is said to make Super Mutants "a bit tougher". Would that conflict with another module (from XFO) that, among other stuff, boosts Mutie hit points?
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DAVId MArtInez
 
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Post » Fri May 27, 2011 11:31 pm

is there any plans to enhance the ai module so it notices when a comrade has been shot/killed ? Also increasing the gunshot detection range ?
(im currently using the combat enhanced packages and im happy with the fighting/cover ai it just the behaviour below that i feel lets the game down.

My mod tweaks things quite differently than the combat enhanced packages, and it goes WAY further in the way that it rebalances the game.

These are the two issues that i feel would greatly benefit from some tweaking.
Currently we have a situation as follows.
Say you shoot a raider with a silenced gun and he has friends about 5 metres away and also some other friends about 30 metres away.
1. His friends 5 metres can see the raider has been shot but wont do anything about him unless they sight you or hear the gunshot.
2. His friends 30 metres away dont hear the shot and come and investigate.
Would be awesome if you could tweak the ai to take into account the above and react accordingly.


I've tweaked the AI as much as my modding skills allow, which is limited to tweaking game settings that mostly adjust things like distance and timing. That may not sound like much, but I've gotten pretty good at it . . . my tweaks completely changes combat game play. Anyone can use FO3Edit and tweak most of these settings . . . that's the easy part. The trick is doing so in a way that is balanced, and that doesn't break the game. Many of the settings are interconnected . . . often in ways that make no logical sense at all; so changing one little setting can have major consequences somewhere else. Detection is one of the most difficult things to tweak . . . if a value is a bit too high, no one notices your gunshot . . . but if you lower the value just a touch, EVERYONE comes running. I really don't think that I can improve this much more.

After spending untold hours doing this, I've become somewhat skilled at it . . . but I am not a computer programer by any stretch, so I do not have the ability to completely reprogram the AI, which is what the game really needs.
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Emmie Cate
 
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