[Relz] Arwen's Realism Tweaks

Post » Sat May 28, 2011 4:32 am

Just a couple of quick questions:

I'm going to install Arwen's when she uploads the next version in a few hours. I see that Real Injuries and Primary Needs haven't been updated since February. I have GOTY. Will there be any issues I should be aware of since they is from several patches and perhaps a few DLCs ago?

I'm going to try the FULL esp from Arwen, but if I decide to try the Weapons Mods Kits at some point will I have to go to the modular version and not use her weapons tweaks? Not sure I even want to go to WMK, but I'm just wondering.
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megan gleeson
 
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Post » Sat May 28, 2011 1:48 am

Just a couple of quick questions:

I'm going to install Arwen's when she uploads the next version in a few hours. I see that Real Injuries and Primary Needs haven't been updated since February. I have GOTY. Will there be any issues I should be aware of since they is from several patches and perhaps a few DLCs ago?

I'm going to try the FULL esp from Arwen, but if I decide to try the Weapons Mods Kits at some point will I have to go to the modular version and not use her weapons tweaks? Not sure I even want to go to WMK, but I'm just wondering.

Nearly done ... just need to finish editing the ReadME, merge the modules into the FULL esp, zip up the archive and upload it. It will be worth the wait. :)

You need Orfevs' http://www.fallout3nexus.com/downloads/file.php?id=6661 and you might want to look http://amito.freehostia.com/Fallout/FO-mods05.htm#survival of my FO3 Mod list.
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Catherine N
 
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Post » Sat May 28, 2011 7:45 am

Great. :) I am eagerly awaiting to test it. Just tell me are there new install instructions, because i would like to use old savegames from previous version of your mod...
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Blessed DIVA
 
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Post » Sat May 28, 2011 3:07 am

Version 3.0.1 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

Enjoy! And Please don't forget to post feedback here. :)


Version 3.0.1 (11/06/09)
================
This is a minor update, but it includes a MAJOR bug fix. Changes:

- Fixed my unconscious scripts that were included in version 3.0 were causing major bugs (this happened when my unconscious scrips were triggered and the victim was killed during combat). I rewrote the three scripts and they all appear to work now without causing the reanimation bug.
- My unconscious message is now only visible for 20 seconds (I had left it at 60 seconds by mistake).
- This version also includes a last minute change to my Blast effect (from explosions) that I'll let you discover on your own (I don't want to spoil your surprise when it first happens.)
- I also made a few other minor changes to some of the other modules (mostly to the Main Tweaks and Survival modules)
- Version 3.0 of my Weapons module added some other changes that I neglected to document, which is now included in this ReadMe.


Install instructions:
1.) if you are updating from version 2.9.1 or earlier, just follow my the clean install instructions (in the ReadME)
If you are updating from version 3.0, you just need to uninstall that version, and replace it with version 3.0.1.
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Kira! :)))
 
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Post » Sat May 28, 2011 10:18 am

Thank you, Arwen. I'm getting ready to view the readme, install it, and experience the Wasteland.
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Madeleine Rose Walsh
 
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Post » Sat May 28, 2011 10:01 am

Tested it, and everything works fine. I havent found a single bug. Great job Arwen :) (however i am testing it more) But, i havent been able to find a suprise you made with blast effect. Or maybe is that better FX, or loss of agility and perception? I am not sure...

One thing that came on my mind(i dont know if it is possible). I throwed a grenade at merchant. A cool thing would be to make merchant hostile when you prepare a grenade to throw, or maybe they say something. What the $#$. You get my point . That would be soo fun :D. Just a suggestion though, nothing with obligations. :)
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maria Dwyer
 
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Post » Sat May 28, 2011 8:02 am

Thank you, Arwen. I'm getting ready to view the readme, install it, and experience the Wasteland.

You're most welcome. Thank you for your patience. Have fun. :)

Tested it, and everything works fine. I havent found a single bug. Great job Arwen :) (however i am testing it more) But, i havent been able to find a suprise you made with blast effect. Or maybe is that better FX, or loss of agility and perception? I am not sure...

Good!
No, the FX is unchanged, and the loss of agility and perception were in v.3.0. When it pops up, it should be hard to miss . . . I think you'll approve. :)

One thing that came on my mind(i dont know if it is possible). I throwed a grenade at merchant. A cool thing would be to make merchant hostile when you prepare a grenade to throw, or maybe they say something. What the $#$. You get my point . That would be soo fun :D. Just a suggestion though, nothing with obligations. :)

Hey, I'm trying to get this to a "Final" version, so that I can go back to actually playing my the game. I've had the GOTY version for a week, and haven't even had time to install it. (But I do like your idea ... I just don't know if my modding abilities are up to the task.)
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 1:42 am

Hey, I'm trying to get this to a "Final" version, so that I can go back to actually playing my the game. I've had the GOTY version for a week, and haven't even had time to install it. (But I do like your idea ... I just don't know if my modding abilities are up to the task.)

I know that feeling. :P

I finally started playing Oblivion again two months ago. The last time I REALLY properly played it for fun rather than constant mod testing was before the 1.2 patch was even released... And that was released in April 2007. :rofl:
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JUDY FIGHTS
 
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Post » Fri May 27, 2011 8:47 pm

Just tell me does this new thing with Blast effect "pop ups"' on player, or on the one that is being thrown grenade at?

Another thing is how long is the duration for loss of perception and agility?
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Louise Lowe
 
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Post » Sat May 28, 2011 7:19 am

Good job Arwen! I am very happy with this version now. And you even upped the running speed slightly. ;) Thanks for that. Now I have a chance of back pedaling away from my own explosives. :))


@ D101

I have not seen the "new thing" yet either. :)

The perception/agility loss lasts from 1 to 3 hours, or something along those lines. Gradually gets better over time. Or you can hunker down and "wait" an hour at a time until it clears up.
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kelly thomson
 
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Post » Sat May 28, 2011 5:42 am

I'm surprised that you guys haven't noticed my change yet. Nothing literally "pops up" . . . I just meant that when it appears, that it should be hard to miss.
It's not a new effect.
Or a hidden message.
Or anything like that.

The reduced Agility and Perception are different for each of my three effects ... which is all in the ReadMe.

The durations are all in real time passed, so sleeping or waiting will not make it pass any quicker.
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Cathrine Jack
 
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Post » Sat May 28, 2011 6:01 am

I'm surprised that you guys haven't noticed my change yet. Nothing literally "pops up" . . . I just meant that when it appears, that it should be hard to miss.
It's not a new effect.
Or a hidden message.
Or anything like that.

The reduced Agility and Perception are different for each of my three effects ... which is all in the ReadMe.

The durations are all in real time passed, so sleeping or waiting will not make it pass any quicker.


Well, we havent still found that, why dont you tell us? :)

Anyway, is this the final version of your mod or you are planing to make more?
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Lady Shocka
 
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Post » Fri May 27, 2011 9:19 pm

Is it the Raiders popping up and down behind cover? Because I really like the Raider AI now. They don't all just charge you. And the Raiders that have melee weapons will stop and pickup there fallen comrades guns and use those instead. Overall I really like what you have done with this mod, it is really fun. :) And everything also goes well with your reduced XP mod too. Thanks for creating this. :) Now....on with the show!
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M!KkI
 
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Post » Sat May 28, 2011 10:20 am

Is it getting knocked unconscious by mines?
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Veronica Flores
 
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Post » Sat May 28, 2011 12:47 am

Well, we havent still found that, why dont you tell us? :)

Anyway, is this the final version of your mod or you are planing to make more?

Why spoil the fun? Someone will eventually get it.
I would like to think that 3.01 is close to the final version. But I know that I'll just keep coming up with new ideas that I want to try in my own game, so some of these will likely make it into my mod. And I still have to restructure some records a bit, such as moving all the things that affect weapons over to the Weapons module. So no, this isn't the final version ... there will be more updates. But it will likely be a while before I do another major update.

Is it the Raiders popping up and down behind cover? Because I really like the Raider AI now. They don't all just charge you. And the Raiders that have melee weapons will stop and pickup there fallen comrades guns and use those instead. Overall I really like what you have done with this mod, it is really fun. :) And everything also goes well with your reduced XP mod too. Thanks for creating this. :) Now....on with the show!

You're welcome. But the answer is no. All those things are in the SmarterAI module and have pretty much remained unchanged since v.2.9.

Is it getting knocked unconscious by mines?

No. That was added in v.3.0.0.
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willow
 
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Post » Fri May 27, 2011 11:24 pm

I give up, i cant see it, if anyone spots it, let us know :D
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Skivs
 
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Post » Fri May 27, 2011 7:16 pm

I'm really enjoying every part of your mod except for just a couple things.

- Raider gunfire tickles at long range and I can usually find ways to deal with them at short range, but if one of them has a grenade there's nothing I can do. Every grenade they throw is going to land near me and cripple multiple body parts, every time. I think the problem is that all frag grenades are the same, so an enemy who normally wouldn't have anything better than a knife or a gun that barely fires now has a top-of-the-line grenade that works every time. I think this would be much more fun if there were a range of explosives, from improvised devices and relics found in an attic to brand-new grenades. Less predictable aim and time to explosion.

- Aside from stepping on landmines and grenades, it seems like I only ever get crippled in the head. I'm using the Triage mod with a science-themed character, and getting stabbed in the face is something I can't treat yet. Really frustrating.
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butterfly
 
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Post » Sat May 28, 2011 2:25 am

Is it the Raiders popping up and down behind cover? Because I really like the Raider AI now. They don't all just charge you. And the Raiders that have melee weapons will stop and pickup there fallen comrades guns and use those instead. Overall I really like what you have done with this mod, it is really fun. :) And everything also goes well with your reduced XP mod too. Thanks for creating this. :) Now....on with the show!


I noticed this, too, in the Super Duper Mart. The raiders were ducking and covering, peeking and firing around the ends of the aisles and over the top. I shot at one who was out in the open. He ducked into an aisle and when I ran to where he last was, he was crouched at the opposite end of the aisle and looking for me to come around the other way. A couple of shots and he was history.

Another came rushing at me with a tire iron, and when I put a couple of rounds into her she turned and went running off to hide. I had to hunt her down to finish her off. She had managed to find a gun somewhere along the way. I am so enjoying this overhaul.
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Vicki Blondie
 
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Post » Sat May 28, 2011 9:55 am

Ohhhhhh I know what it is now. :) We can now "finish off" those who are unconscious. ;) Thanks for changing that. :)
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rae.x
 
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Post » Fri May 27, 2011 10:31 pm

Ohhhhhh I know what it is now. :) We can now "finish off" those who are unconscious. ;) Thanks for changing that. :)

That's not it either . . . that has been possible since version 3.0.0
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vanuza
 
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Post » Sat May 28, 2011 7:16 am

if you made the "peek" action for both npc's and player characters that would be an exquisite option. one of the most obvious of game action in a shooter is to peek around a corner by slightly leaning to the left or right sides and that would be SO freakin awsome !!

adds to the whole action or even sneak elements. raiders crouching and peeking out slightly. sure you could snipe each other but like in real life thats not as easy. now add my idea and just astound me but shooting through certain thickness of walls and objects with various caliber 0_o

(higher the caliber, easier to penetrade objects and blast someone. so to the enemy can do the same, yikes !
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Connie Thomas
 
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Post » Sat May 28, 2011 12:13 am

i've yet to try your mods arwen but i just grabbed it and will try it when im more likely not to fall asleep(2am).

anywho reading some arguments over an explosion/unconscious thing. i'm more perplexed why so many people would assume an explosive device going off near you to begin with wouldnt out right paint the walls with you. consider yourself lucky if any such unfortunate situation befall you that you were only knocked out.
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Alba Casas
 
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Post » Fri May 27, 2011 11:47 pm

its because players are used to having a god-like character, so when something small like a grenade knocks them out for more than half a minute, they are astounded and annoyed because the game isnt going "their" way. Just babies Arwen, keep your mod the same, im really liking it from what ive read so far :P
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IM NOT EASY
 
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Post » Sat May 28, 2011 3:22 am

I upgraded to Arwen's Realism Tweaks version 3.0.1 and MMM RC 5.0 last night and started a new character. I decided to use all of her mods including the Weapons Mod since it sounded pretty nice and there has been so much discussion about it recently. Since I alway's play with Antistar's http://www.fallout3nexus.com/downloads/file.php?id=3388 I decided to make a compatibility patch so that the kits work with Arwen's weapons. This was easier than I thought it would be and mostly involved adding ArwenPushBack effect to the modified versions of several guns. Speaking of the Weapons Mod I knocked Mr. Burke out twice while I beating him to death with my police baton.

What did surprise me was the appearence of the Sneak messages. I'm not sure when Arwen added those back but I quickly removed those using the http://www.fallout3nexus.com/downloads/file.php?id=705 mod. I like the new carry weight calculation especially when you play with the Ant01's http://www.fallout3nexus.com/downloads/file.php?id=611 mod. The new armor buffs are much better then the original buffs. I think that Arwen did a very thoughtful re-engineering of what benefits one might get from wearing a piece of clothing or armor.
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I love YOu
 
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Post » Sat May 28, 2011 12:00 am

I upgraded to Arwen's Realism Tweaks version 3.0.1 and MMM RC 5.0 last night and started a new character. I decided to use all of her mods including the Weapons Mod since it sounded pretty nice and there has been so much discussion about it recently. Since I alway's play with Antistar's http://www.fallout3nexus.com/downloads/file.php?id=3388 I decided to make a compatibility patch so that the kits work with Arwen's weapons. This was easier than I thought it would be and mostly involved adding ArwenPushBack effect to the modified versions of several guns. Speaking of the Weapons Mod I knocked Mr. Burke out twice while I beating him to death with my police baton.

I'm actually using WMK in my own game (still play testing it, but I'll likely be adding it to my mod list soon.) As you posted, there's very little that is incompatible between the two, since my mod only alters a few of the default ranged weapons. I may see if I can make a compatibility patch.

What did surprise me was the appearence of the Sneak messages. I'm not sure when Arwen added those back but I quickly removed those using the http://www.fallout3nexus.com/downloads/file.php?id=705 mod. I like the new carry weight calculation especially when you play with the Ant01's http://www.fallout3nexus.com/downloads/file.php?id=611 mod. The new armor buffs are much better then the original buffs. I think that Arwen did a very thoughtful re-engineering of what benefits one might get from wearing a piece of clothing or armor.

I removed my sneak message changes (which made them invisible) is v.3.0, but neglected to put that in the ReadMe. I was getting too many complaints about their removal, and I guess there are some mods that require them. Most people who use my mod also use the DarNified UI F3 mod, which makes it pretty easy to to turn off the sneak messages. And I also have links to the KTs_Overcamo mod, which centers the 3rd person camera view, and removes the sneak messages.

I came to the conclusion that the sneak messages were a personal thing ... and did not need to be an integral part of my mod. And I try not to force my own gameplay choices on other gamers unless there's a really good reason to do so. That's the same reason why my mod doesn't change the Timescale, even though the default setting of 30 is horrid. I have my Timescale set at 4 in my own game, and I considered adding that change to my mod, but haven't done so, as I have mixed feelings about it.

DarN was nice enough to add a handy little Combat Indicator at my request (which you have to enable) . . . that's what I'm using in my game and I LOVE it! If anyone wants to know more about Darn's Combat Indicator and how to enable it (and how to disable the sneak messages), go http://amito.freehostia.com/Fallout/FO-mods01.htm#DarNified.

BTW: Thanks so much for your "soapbox" support of my mod! :)
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Tyrone Haywood
 
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