[Relz] Arwen's Realism Tweaks

Post » Sat May 28, 2011 12:24 am

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



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.


I think you made great improvements with the AI, the thing that realy lacked in vanilla for fallout3. Another thing that would enhance the replay value of the game, would be new dialogs! The npc's that would be in city to whom you could talk about everything, and even it dont need to be related to quests. Just a good dialog options, the second thing that lacks in Fallout 3 to this very present day...
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emily grieve
 
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Post » Sat May 28, 2011 9:26 am

Thanks for all the hard work, Arwen. This mod reminds me a lot of NPC Enhanced for Morrowind. That mod wasn't perfect but was a huge (not to say startling) improvement over stock ai and probably the best that could be done. And of course your tweaks do so much more :tops:
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Bambi
 
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Post » Fri May 27, 2011 11:02 pm

Does this conflict with Foes Reworked: Next Generation at all?

I'm guessing that there may be some conflicts, but I'm not using Foes Reworked in my own game. I'm pretty sure that Foes Reworked has been discontinued, since it is now included in version 4.0 of Fallout 3 - Wanderers Edition. My SmarterAI module is also included in FWE v.4.0. So, if you want both, you should probably just use FWE.

i would love to see a video demonstration of the mod since i cant buy the game yet :(

I would make one, if I was actually any good at that sort of thing. I may still have a go at it, once I get back into actually playing the game (I've been doing nothing but modding the game for months now.)
If someone else want to give it a try, they totally have my permission.

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!

Thanks! I'm really glad that you like the restructure . . . it was a difficult decision for me, as I'm trying to keep my Realism Tweaks as modular as possible, but things were getting a bit too complex when I had 8 modules to deal with. These 6 modules make updating and testing a LOT easier for me, and they should hopefully still keep the my mod flexible enough for most people. Plus most of my weapon and armor changes are now contained entirely within those two modules, so you can play around with load order when you want to use other weapon and armor mods with mine.

Mod of the month on Nexus I say! :grad:

Thanks!

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?

Thanks! Their might be some conflicts, it would really depend on what XFO changes. My SmarterAI module changes Combat Styles for all opponents, including the Super Mutants. The best way to tell would be to load the two modules into FO3Edit and look at all the changes to see where the conflicts are. (you could even make the two totally compatible by editing one or both).
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Jade Muggeridge
 
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Post » Fri May 27, 2011 11:56 pm

Arwen i just tested your new version there are some serious bugs:

1.The raiders with mellee, when you shoot their hand, and they drop the weapon near them, they just stand for 5 seconds frozen , doing nothing(they are in combat stance with their fists). Now i am asuming that AI has priority to first loot, and then fight with that weapon, but in most situations, it realy doesnt look good. It also happened to me when i had a combat with vault101 guards. I shot their hand, the weapon fell of(melle in all 2 cases, and they were frozen about 5 seconds, and then they continued to fight with a new weapon). I havent yet figured if this happens with firearms, i will let you know after more testing.

2.New knockoff module actually hurts the gameplay, because of the collision bugs that fallout 3 engine have. I was fighting with molerats, and knocked one down, and he fell into the ground, and i am hearing it beneath the ground.
Another example was when i knocked of the raider. He was in a room where it was a corner, and the collision bug made ragdoll bounce and shake alot, and when it came up, the npc started to skip from one place to another(something like instant teleportation but with no fx).


I have to tell you that these bugs actually stumbled upon the very first 15 minutes of gameplay, imagine what problems would knockoff effect cause on some more complex geometries...
Also these bugs were not present in the previous versions of your module.(except the loot bug i mentioned here first time, but now it is more pronounced)

I used the fresh installed game, and i have just started new game.

EDIT. Another knock off bug. Let me explain first: I was outside near Super-Duper mart. and i encoutered Raiders fighting with an Eyebot. I had a grenade, and they were near a car, so i tossed the grenade at them. The car exploded, i was knocked off for a short amount of time, that is ok because i was relatively far away from car. But the Raiders were almost infront of the car, and they were not dead but only knocked off, despite they had 2 bars of life just before the explosion. To bug make things worse, they got up with their fists in combat stance,stuck in one place doing endless running loop and look this:

http://img248.imageshack.us/i/knockoffbug.jpg/

Thats right, his arm is gone, and he is still alive, stuck in one place with looping running animation. Serious knock off bug...
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Kristian Perez
 
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Post » Sat May 28, 2011 1:12 am

I appreciate the feedback, but I sort of feel like all my efforts and all my late hours in trying to make this version didn't help at all. I had all sorts of help on the GECK forum to make sure that my scripts were written to make them as bug free as possible.

I'm about ready to just rip out all my scripts and release that as my final version and be done with this mod; and just keep my scripts in my own version.

The thing is that I play tested version 3.0 in my own game for hours for hours just before making it available. I had no bugs at all. So I have no idea why you are getting all these bugs.

Other then merging my former Stealth module into the SmarterAI module, and a few minor changes in Combat Style (mostly just to reduce attacks on unconscious victims) the SmarterAI module is exactly the same as it was in version 2.9. So I can't understand why any previous AI bug would be any more pronounced in version 3.0.

Bummer.

I'll see what I can do, but I may just rip out the scripts and call it quits. First I'm going to go have a good cry.
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Robyn Lena
 
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Post » Sat May 28, 2011 12:13 am

I appreciate the feedback, but I sort of feel like all my efforts and all my late hours in trying to make this version didn't help at all. I had all sorts of help on the GECK forum to make sure that my scripts were written to make them as bug free as possible.

I'm about ready to just rip out all my scripts and release that as my final version and be done with this mod; and just keep my scripts in my own version.

The thing is that I play tested version 3.0 in my own game for hours for hours just before making it available. I had no bugs at all. So I have no idea why you are getting all these bugs.

Other then merging my former Stealth module into the SmarterAI module, and a few minor changes in Combat Style (mostly just to reduce attacks on unconscious victims) the SmarterAI module is exactly the same as it was in version 2.9. So I can't understand why any previous AI bug would be any more pronounced in version 3.0.

Bummer.

I'll see what I can do, but I may just rip out the scripts and call it quits.


Ok, no problem, and take a look at the screenshot i added in the meantime.

One thing i could think off is that i havent installed Fallout mod manager nor script extender. Are they required?
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Kristina Campbell
 
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Post » Sat May 28, 2011 2:42 am

Ok, no problem, and take a look at the screenshot i added in the meantime.

One thing i could think off is that i havent installed Fallout mod manager nor script extender. Are they required?

No. I'm not using any FOSE commands in any of my scripts.

You didn't happen to load a saved game where any NPCs were still knocked out did you? As that is a game bug that I don't think can be fixed.

I may just revert to an earlier version of my script, that just killed off any unconscious victims if their health was too low, as this one seems to be causing more bugs, even though it is written in a way that was supposed to work better.
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.X chantelle .x Smith
 
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Post » Sat May 28, 2011 6:05 am

Foes Reworked was discontinued, but Tarrant picked up from the original author's mod and dubbed it Foes Reworked: Next Generation.
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michael danso
 
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Post » Fri May 27, 2011 11:24 pm

I have been playing 3.0 since you released it last night. And have not had "any" bugs with 3.0. I have played about 7 hours so far with new game started and noticed nothing out of the ordinary. And I am enjoying 3.0 greatly. This is the best version by far. :) Please don't take anything out just yet. See if anyone else notices anything 1st. 3.0 has not even been out 24 hours yet. ;)
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Angel Torres
 
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Post » Fri May 27, 2011 8:43 pm

I have been playing 3.0 since you released it last night. And have not had "any" bugs with 3.0. I have played about 7 hours so far with new game started and noticed nothing out of the ordinary. And I am enjoying 3.0 greatly. This is the best version by far. :) Please don't take anything out just yet. See if anyone else notices anything 1st. 3.0 has not even been out 24 hours yet. ;)


Just try to throw a frag grenade on raider that has a low health(3-4 bars), and let me know if the bug is present. Also make sure to use Arwen full tweaks module.


To Arwen: No it was a fresh game, no savegame has been made.

EDIT. I have found which module is causing problems! :)
I think alot of people dont pay attention of what of your modules are using. I have just tested with all your tweaks EXCEPT ARWEN WEAPON MODULES. No bugs!!!! Weapon module is making a problems.

EDIT: I went even further, and i can tell you 100% sure that knockback is making these problems in your Weapon module. I am very sure, because i used separate module for knockback, and i dont have bugs!!! :)

FINAL EDIT: I would strongly suggest that you put out knockback effect from your WEAPON module, and make separate optional knocback module.
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Curveballs On Phoenix
 
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Post » Sat May 28, 2011 3:46 am

I have been playing 3.0 since you released it last night. And have not had "any" bugs with 3.0. I have played about 7 hours so far with new game started and noticed nothing out of the ordinary. And I am enjoying 3.0 greatly. This is the best version by far. :) Please don't take anything out just yet. See if anyone else notices anything 1st. 3.0 has not even been out 24 hours yet. ;)

I agree. Scripting aways adds an additional level of complexity and there are problems in the game engine that can cause scripts to behave in strange ways. This means that sometimes you have to add additional code to handle a situation caused by the game engine. This is a constant source of frustration expressed by many veterian modders. I've written some pretty complex scripts that tried to handle every circumstance but you can't cover all bases. My suggestion is to try to keep the scripts as simple as you can. A a programmer I can tell you that you will never catch all the bugs in testing. You have to be prepared for trouble reports. That said, not every problem report here is an Arwen problem. Most people run a number of mods so its always a good idea to post your load order becasue there could be conflicts.

One last thing, after a major enhancement like this you can expect a flurry of trouble reports. You should probably plan on having a maintenance release a week of so after a major release. The sad fact is that a large part of programming (or modding) is maintenance, especially as your mod gains users. Keep up the good work.
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Yonah
 
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Post » Sat May 28, 2011 1:17 am

Tested the mod with your 2.91 tweaks, and there are no bugs with knockback. The Raiders die when they are low on health and are being blown with grenade.
Now you know that is some knocback setting, and i hope you remembered what have you changed for knocback in 3.0.
The bug is there, for 3.0, i can even tell you what to do in order to produce the bug, just let me know :)
Once again:I would strongly suggest that you put out knockback effect from your WEAPON module, and make separate optional knocback module.
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Tanya Parra
 
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Post » Fri May 27, 2011 7:00 pm

The reason why you don not get the same bug with v.2.91. is that there is no unconscious script in that version.

Their are 3 script in my mod, which all give different effects.
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BRIANNA
 
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Post » Fri May 27, 2011 10:58 pm

The reason why you don not get the same bug with v.2.91. is that there is no unconscious script in that version.

Their are 3 script in my mod, which all give different effects.


Maybe you could make unconcious script separate? Untill we figure out what is causing the bug :)
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jaideep singh
 
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Post » Sat May 28, 2011 2:14 am

Just to let you know that I haven't given up on this. I did have to step away from my computer . . . until I could handle this a little better. (Today was really not a good day for me to find out that my latest update was messed up).

I may possibly have found a way to fix the scripts (with some help from the GECK forum).
I was using the GetSecondsPassed command, while the victims were still unconscious. Apparently this can cause problems when it is used while the actor is not awake. Basically what was happening was that "dead" actors were sometimes being revived.

So I'm now play testing my new scripts. My Whack script passed completely . . . 100% of the victims who woke up had no freeze or mesh issues (and I did a LOT of whacking), and none of them displayed a single digit health bar.

I've just edited my other two scripts, and am off to play test. If all goes well, I'll release a 3.0.1 beta of my Weapons module with the new scripts.

Thanks for the support . . . I really appreciate it (and I REALLY needed it). :)
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Jordan Moreno
 
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Post » Sat May 28, 2011 2:14 am

(and I did a LOT of whacking),


I bet you did. (hahaha)

If all goes well, I'll release a 3.0.1 beta of my Weapons module with the new scripts.


Looking forward to it. I never did get a situation to happen like Designer0101 had. I had a couple of problems with some other mods I had to resolve, so that ate up my game playing time today. :)


Thanks for the support . . . I really appreciate it (and I REALLY needed it).


You deserve it, because you have created a great mod. :)
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Carys
 
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Post » Sat May 28, 2011 4:39 am

I was up half the night trying to figure out what exactly in the scripts was causing them to misbehave.
It took hours, but I think I have finally succeeded in squashing the last two bugs.

My scripts were written to prevent any dead actor from regaining consciousness, but the GECK timer that I was using can cause issues if it is run while the actor is not awake. Another modder helped me fix that . . . bug #1 squashed.

But the scripts were still causing issues. Then I discovered that making a "dead" actor unconscious, actually brought them back to "life." So I added another not dead check at the beginning of the script. Bug #2 squashed. (I think)

I still need to do some more play testing, just to make sure. If my new scripts pass my testing, I'll release a Beta v.3.0.1 of my weapons module, as a patch ... hopefully sometime later today.
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Marie
 
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Post » Sat May 28, 2011 6:56 am

I was up half the night trying to figure out what exactly in the scripts was causing them to misbehave.
It took hours, but I think I have finally succeeded in squashing the last two bugs.

My scripts were written to prevent any dead actor from regaining consciousness, but the GECK timer that I was using can cause issues if it is run while the actor is not awake. Another modder helped me fix that . . . bug #1 squashed.

But the scripts were still causing issues. Then I discovered that making a "dead" actor unconscious, actually brought them back to "life." So I added another not dead check at the beginning of the script. Bug #2 squashed. (I think)

I still need to do some more play testing, just to make sure. If my new scripts pass my testing, I'll release a Beta v.3.0.1 of my weapons module, as a patch ... hopefully sometime later today.


Great news Arwen, and i am glad that i was able to help, and spot these script bugs in the first 15 minutes of gameplay :) The other players would not spot it, simply because they are not playing with character that has explosives expertise :).
Another thing that i forgot to write, is that the problem with raiders getting looping sequence at corners,turning back and forth, when they are ducked. Like the script is unable to decide to shoot, or give up :). However, i saw little bit improvement here, compared to earlier versions, because they are more responsive when this bug occurs. I only hope that it is possible to remove that little bug, and i hope the guys from GECK forum would be able o help you.
Keep up the good work:)
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Facebook me
 
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Post » Fri May 27, 2011 10:06 pm

Great news Arwen, and i am glad that i was able to help, and spot these script bugs in the first 15 minutes of gameplay :) The other players would not spot it, simply because they are not playing with character that has explosives expertise :).

And because I don't permit exploding, dismembering limbs in my game.

Another thing that i forgot to write, is that the problem with raiders getting looping sequence at corners,turning back and forth, when they are ducked. Like the script is unable to decide to shoot, or give up :). However, i saw little bit improvement here, compared to earlier versions, because they are more responsive when this bug occurs. I only hope that it is possible to remove that little bug, and i hope the guys from GECK forum would be able o help you.
Keep up the good work:)

I'm not using any script for that. Those are all controlled by the game settings. And, unfortunately, I seem to be the expert in tweaking those settings. And I've sort of got them tweaked as far as I know how to. (Well, in truth, I don't consider myself to be an expert in anything, but I haven't yet been able to find anyone who knows more about tweaking those AI settings.)
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Da Missz
 
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Post » Sat May 28, 2011 8:53 am

And because I don't permit exploding, dismembering limbs in my game.


I'm not using any script for that. Those are all controlled by the game settings. And, unfortunately, I seem to be the expert in tweaking those settings. And I've sort of got them tweaked as far as I know how to. (Well, in truth, I don't consider myself to be an expert in anything, but I haven't yet been able to find anyone who knows more about tweaking those AI settings.)


Hehe, well i like to blow things up. :) Anyway, i gues that is some engine bug which is hard to be fixed.
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Austin Suggs
 
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Post » Fri May 27, 2011 7:03 pm

The Arwen_Weapons_Beta_3_0_1 file is now available http://www.fallout3nexus.com/downloads/file.php?id=7565 (under Updates).

This is the latest Beta Version of my Weapons module, which I created as a quick bug fix/patch for my unconscious effects.

Important!: This Weapons module is only meant to work with the latest version of my Realism Treaks (v.3.0 ... so it may not work correctly with earlier versions.

Installation: Just replace the previous version (v.3.0) Weapon module (Arwen_Weapons.esp) with this Beta version. If you're using the Arwen_FULL_Tweaks.esp, put the Beta Arwen_Weapons.esp below it in your load order (so that it will load later, and the Beta changes will overwrite the FULL merged version).

Major Changes (from v.3.0 Weapon module): This Beta includes my brand new scripts for all three of my weapon effects. This should hopefully eliminate any of the bugs that were occuring with the v.3.0 scripts, such as the reviving "dead" actors, which lead to rather bizare and somes really gross actor behavior (like headless, and limbless "live" actors).

I Need Your Feedback: If you try out this Beta Version of my Weapons module ... PLEASE posts your comments about it: both the good and the bad. I need to know if it has eliminated the scripting bugs, so that I can release Version 3.0.1 as soon as possible.
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JD bernal
 
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Post » Sat May 28, 2011 3:57 am

Working great so far. I managed to blow myself up a few times up in minefield disarming mines and was unconsious a few times. I'll keep you posted if I notice anything. :)
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sarah simon-rogaume
 
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Post » Sat May 28, 2011 8:01 am

The Arwen_Weapons_Beta_3_0_1 file is now available http://www.fallout3nexus.com/downloads/file.php?id=7565 (under Updates).

This is the latest Beta Version of my Weapons module, which I created as a quick bug fix/patch for my unconscious effects.

Important!: This Weapons module is only meant to work with the latest version of my Realism Treaks (v.3.0 ... so it may not work correctly with earlier versions.

Installation: Just replace the previous version (v.3.0) Weapon module (Arwen_Weapons.esp) with this Beta version. If you're using the Arwen_FULL_Tweaks.esp, put the Beta Arwen_Weapons.esp below it in your load order (so that it will load later, and the Beta changes will overwrite the FULL merged version).

Major Changes (from v.3.0 Weapon module): This Beta includes my brand new scripts for all three of my weapon effects. This should hopefully eliminate any of the bugs that were occuring with the v.3.0 scripts, such as the reviving "dead" actors, which lead to rather bizare and somes really gross actor behavior (like headless, and limbless "live" actors).

I Need Your Feedback: If you try out this Beta Version of my Weapons module ... PLEASE posts your comments about it: both the good and the bad. I need to know if it has eliminated the scripting bugs, so that I can release Version 3.0.1 as soon as possible.


Just a quick question about loading: do i need to have checked both modules: the Arwean tweaks full module, and weapons module?
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Christine Pane
 
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Post » Sat May 28, 2011 4:37 am

Yes, and have the 301 update loaded after full tweaks in your load order. :)
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Carolyne Bolt
 
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Post » Fri May 27, 2011 11:30 pm

Hey Arwen let me just say your website is tops and I look forward to more installment of your journal. May I also say that your mod section is very well done, not only do you have a large selection but you also have done a great job explaining each mod. So thankyou as it must have been very timeconsuming. I was useing FWE but found I needed to change so I could costumise my experience more personally. I came across your website and found all the mods I needed to replace FWE and then some. That and my old mods I had got have realy improved my gaiming experience as like you I prefer the RPG side of the game. Also your highly explained mod load order made it so easy mod right, I use to just throw the mods in anywhere solong as they worked. So thanks for all the effort you have put in.
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Antony Holdsworth
 
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