[Relz] Arwen's Realism Tweaks

Post » Sat May 28, 2011 12:34 am

Version 2.8 is now available:

This is yet another MAJOR update (which is why it has taken me two weeks to complete this one). Here are the major changes (and fixes):
1.) New Weapon module: Includes more realistic explosions and projectiles, two new knock down effects, improved grenade physics, more realistic death force effects, enhanced repair lists, and other tweaks to default weapons. (I think you'll really like what I did to the shotguns.)
2.) Improved SmarterAI module: makes the NPCs "smarter" and tougher than ever . . . mostly by speeding up their decision making time settings. Also further reduced the chances of an NPC/Creature continuing an attack on an unconscious opponent . . . instead, they will focus more now on conscious enemies.
3.) Armor module Improvements/Additions: Many small tweaks, including the removal of my additional agility penalties from Power Armor. Also expanded the default armor/clothing repair list.
4.) Character Movement Tweaks (Main module): slightly faster turning speed (now 20% faster than default); tweaked crippled legs speed penalty (my two crippled legs speed was more realistic, but I felt that it was a bit too harsh, so I reduced the penalty a bit).
5.) Completely New HP Adjustments (Survival module): Player characters (PCs) start out at higher Base Health than with earlier versions (but still 14% lower than with default settings), but PCs don't gain any HPs on leveling up. Your number of HPs are now based almost entirely on your END (30*END + 10 Base Health). NPC start out with less HPs (7% less than PC), but gain 5 HPs per level (but half as many as with v.2.7) at END 5, PC and NPCs are equal by level 5; at level 20, NPCs have 47% more HPs than PC.
6.) Healthier NPCs (Survival modules): their combat reduced health will now be restored back to 80% (default was only 60%).
7.) Adjusted Gun Spread (Survival module) - should now be a bit less overall than with earlier versions:
- Low skills penalty is now more linear (an a bit less harsh).
- Weapon Condition Penalty: now a progressive penalty when less than 50% (poor shape), but a progressive bonus when condition is better than 50% (this is factored in with low skill penalty).
8.) Better MMM Compatibility (Survival module): During combat, MMM can cause lag (and even CTDs), I've adjusted a number of settings that should reduce both considerably.
9.) Reduced Enemy "Radar" (Stealth module): they will still come running when you shoot off your gun nearby, or when an explosion goes off ... but they will now have to be a little closer to "hear" you. Also attempted to reduce the enemy alerts for "silent" sounds (like when you place a frag mine).

http://www.fallout3nexus.com/downloads/file.php?id=7565

I'll update my opening post in this thread in the morning . . . Right now I REALLY need some sleep. :snoring:

Edited: My opening post is now updated to version 2.8.
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Davorah Katz
 
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Post » Sat May 28, 2011 1:55 am

Sleep well - it is well deserved. It sounds like many interesting tune-ups, so I will give it a try. Will it require a new game, if I had the previous version of your mod on my current game? Sorry read your readme, and it doesn't seem so - great.
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Jesus Duran
 
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Post » Fri May 27, 2011 6:16 pm

Are you referring to "iSoundLevelSilent" ?
Version 2.8 lowers the default value from 10 to 8, which seems to help a bit (really hard to tell). If you're making changes to another setting (or had good results with a different value), please let me know, as I would like to correct this issue.


Yes, I dropped it from 10 to 5, but since I didn't do any further tweaks I don't know if that was too much - I just know that the problem was fixed. (The circumstances were, that I was with care able to sneak to the downstairs doorway of the house in Fairfax that has the missile-wielding raider upstairs, but he attacked immediately I placed a mine in that doorway.)
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 8:19 am

Hello again.

I haven't been playing much since I discovered that FWE 4.0 was just around the corner, having decided to wait for that before I really get in to FO3, again; and I was wondering if I might pester you a little for a list of variables related to stealth, and what you've learned of their effects. I know it may break the illusion for me, but I'm curious. ^_^

Thank you, anyway. :)
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Shianne Donato
 
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Post » Fri May 27, 2011 11:48 pm

Sleep well - it is well deserved. It sounds like many interesting tune-ups, so I will give it a try. Will it require a new game, if I had the previous version of your mod on my current game? Sorry read your readme, and it doesn't seem so - great.

Thanks [and I did sleep well. :)]
You don't need to start a new game . . . BUT make sure that you follow my install/update instructions in my ReadMe.

Yes, I dropped it from 10 to 5, but since I didn't do any further tweaks I don't know if that was too much - I just know that the problem was fixed. (The circumstances were, that I was with care able to sneak to the downstairs doorway of the house in Fairfax that has the missile-wielding raider upstairs, but he attacked immediately I placed a mine in that doorway.)

Thanks for replying ... I thought that might be the one you were referring to. I tend to be very cautious in how much I adjust any of the default settings (although I have ended up making some rather dramatic changes to many of the default setting, but only after lesser changes were not giving me the results I wanted) ... so I may eventually lower this setting a bit more if it is not reducing the NPC's super hearing enough.

Hello again.

I haven't been playing much since I discovered that FWE 4.0 was just around the corner, having decided to wait for that before I really get in to FO3, again; and I was wondering if I might pester you a little for a list of variables related to stealth, and what you've learned of their effects. I know it may break the illusion for me, but I'm curious. ^_^

Thank you, anyway. :)


Two of my modules will be part of FWE 4.0 ... the Stealth module and the SmarterAI module.
Just look at my Stealth module with FO3 Edit . . . that is the easiest way to see exactly what changes I made. It would be extremely difficult and very time consuming for me (since I have language issues) to go though all the changes that I made line by line. The simple answer is that most of my changes just balance things like distance and awareness levels a bit better (some were increased, and some were decreased).
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Joey Bel
 
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Post » Fri May 27, 2011 11:28 pm

Two of my modules will be part of FWE 4.0 ... the Stealth module and the SmarterAI module.
Just look at my Stealth module with FO3 Edit . . . that is the easiest way to see exactly what changes I made. It would be extremely difficult and very time consuming for me (since I have language issues) to go though all the changes that I made line by line. The simple answer is that most of my changes just balance things like distance and awareness levels a bit better (some were increased, and some were decreased).



Sweet!!!
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Marcin Tomkow
 
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Post » Fri May 27, 2011 8:22 pm

Two of my modules will be part of FWE 4.0 ... the Stealth module and the SmarterAI module.
Just look at my Stealth module with FO3 Edit . . . that is the easiest way to see exactly what changes I made. It would be extremely difficult and very time consuming for me (since I have language issues) to go though all the changes that I made line by line. The simple answer is that most of my changes just balance things like distance and awareness levels a bit better (some were increased, and some were decreased).


Very awesome to hear, my most recent build of FO3 is FOOK2rc1/FWE/EVE/WMK/UWWUT with your Smarter AI module and its [censored]! knowing that your modules will be integrated into the next FWE release is even more [censored]! keep up the good work!
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how solid
 
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Post » Sat May 28, 2011 4:34 am

I've just had the level up freeze as featured in FOOK2 using 2.8 going from 5 to 6, I was using the Full version, had to disable, level, reenable. I'm on a new playthrough using your tweaks since leaving the vault, levelled without any problem till now. I'm not using FOOK but I gather that freeze was to do with Nightvision added to Power armour helmets, (don't see why, but apparently it does), similar to you Sunglasses shader (which I like) perhaps? Apart from that your tweaks have certainly made my game more....interesting.
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Amber Ably
 
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Post » Fri May 27, 2011 8:27 pm

My mod doesn't add night vision or any other of my image modifiers to power armor helmets. It this a default feature of a specific type of power armor, or is it something that another mod adds?
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Karine laverre
 
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Post » Sat May 28, 2011 2:45 am

Hey Arwen, nice work, im currently updating my LO with 2.8 of this out now ^__^ im trying the stealth/sneak module this time, first time was just using the Combat AI one, i see it will be in FWE next update which is cool becuase i just got my FOOK/FWE game running. i was wondering if i loaded your Survival module last in my LO if its properties would overwrite, yet sort of intertwine with FWE systems. or fail horribly o_o thoughts?
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-__^
 
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Post » Fri May 27, 2011 7:52 pm

Hey Arwen, nice work, im currently updating my LO with 2.8 of this out now ^__^ im trying the stealth/sneak module this time, first time was just using the Combat AI one, i see it will be in FWE next update which is cool becuase i just got my FOOK/FWE game running. i was wondering if i loaded your Survival module last in my LO if its properties would overwrite, yet sort of intertwine with FWE systems. or fail horribly o_o thoughts?

Thanks! I'm not using either FWE or FOOk, as they conflict with my Realism Tweaks (as in my FULL version). I'm pretty sure that my Survival module and FOOK are very incompatible, as they make some of the same changes, but in different ways, which results in a doubled effect (which is not at all good). But you might be ok with just my Stealth and SmarterAI modules. I do know that Mezmorelda (the creator of FWE) has been using both in his own game, but I think that he loads his mod after mine. I really don't know which of my settings FWE of FOOK would overwrite, so I can't really help you with the exact effect of using all three mods at once.
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Mrs shelly Sugarplum
 
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Post » Sat May 28, 2011 6:32 am

My mod doesn't add night vision or any other of my image modifiers to power armor helmets. It this a default feature of a specific type of power armor, or is it something that another mod adds
?

No I don't have nightvision on my power armour, I don't use FOOK either. Its FOOKs power armour nightvision that caused the level up freeze for some of its users as far as I can tell. I would guess this effect was added as a shader in a similar way to your sunglasses, which is why I was wondering if that was the cause, I can't say it makes sense but its the only thing I am aware of thats similar.
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Alan Whiston
 
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Post » Sat May 28, 2011 7:09 am

Hey Arwen, nice work, im currently updating my LO with 2.8 of this out now ^__^ im trying the stealth/sneak module this time, first time was just using the Combat AI one, i see it will be in FWE next update which is cool becuase i just got my FOOK/FWE game running. i was wondering if i loaded your Survival module last in my LO if its properties would overwrite, yet sort of intertwine with FWE systems. or fail horribly o_o thoughts?


The next version of FWE incorpotate the latest version of Arwen's SmartAI and Sneak modules (thanks Arwen! and congrats on the next release), but in general I would not recommend using the other modules in conjunction with FWE.
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Robert Devlin
 
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Post » Fri May 27, 2011 7:05 pm

?

No I don't have nightvision on my power armour, I don't use FOOK either. Its FOOKs power armour nightvision that caused the level up freeze for some of its users as far as I can tell. I would guess this effect was added as a shader in a similar way to your sunglasses, which is why I was wondering if that was the cause, I can't say it makes sense but its the only thing I am aware of thats similar.

Sorry, I totally misunderstood what your were saying in your previous post. I guess it is possible that my Shades script could cause a freeze on level up, but I don't understand why this might happen, since all my script does in apply the ImageSpace Modifier that I created, which should not have any connection at all with leveling up (at least not that I'm aware of). So far you're the only one who has posted that they're getting level up freezes with my mod, but I'll try some more testing while leveling up.
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Kaylee Campbell
 
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Post » Sat May 28, 2011 9:26 am

Its FOOKs power armour nightvision that caused the level up freeze for some of its users as far as I can tell. I would guess this effect was added as a shader in a similar way to your sunglasses, which is why I was wondering if that was the cause, I can't say it makes sense but its the only thing I am aware of thats similar.


Two others just posted that my mod seemed to be causing level freeze ups . . . so you're not alone.

I'm not really sure how to fix this, as my own game seems to level up just fine (at least from 1 to 2). I have now idea why this is happening and can't even test to see if any changes fix it, as I'm not having the problem. My scrips are all really basic, so I really don't understand how any of them could cause a level up freeze. I've learned that FOOK's freeze up problem "seemed" to be connected to Rivet City Security Helmets, and/or Power Armor Helmets with night vision (but my mod doesn't add any scripts to either).
I did add the "Blast-Proof Headgear" object effect to the Rivet City Security Helmet, but I don't see how that count cause a level up freeze either (since it is a default object effect).

This one may be beyond my ability to solve. I'm way over my head here in being able to solve something that I can't even track down. I have no clue what is involved in FO3's leveling up process that could be connected to any of the changes that my mod makes. And why am I not getting the freeze-up? Does this only occur at higher levels?

I'm lost here and need some help!
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Louise Dennis
 
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Post » Fri May 27, 2011 9:35 pm

Alright, I tried to reproduce this error sadly(?) unsuccesfully.
I could level up without a problem. Just for [censored] and giggles I also tried it with Bloom instead of HDR. Still no problem.
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Roy Harris
 
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Post » Fri May 27, 2011 10:35 pm

The next version of FWE incorpotate the latest version of Arwen's SmartAI and Sneak modules (thanks Arwen! and congrats on the next release), but in general I would not recommend using the other modules in conjunction with FWE.


Gotcha, thanks man, let me also say i'm a new FWE user, and i don't know how i lived in the wasteland without it =3 keep up the good work, you too Arwen!~
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xemmybx
 
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Post » Sat May 28, 2011 9:50 am

Alright, I tried to reproduce this error sadly(?) unsuccesfully.
I could level up without a problem. Just for [censored] and giggles I also tried it with Bloom instead of HDR. Still no problem.


Thanks sooo much for trying to help with this!

I want desperately to fix this problem, but I'm such a total beginner with scripting, that I don't even know where to begin.

From what I just learned from another player is that the freeze doesn't happen on lower levels (in his case, it didn't happen until level 8).
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Rachell Katherine
 
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Post » Sat May 28, 2011 3:44 am

Thanks sooo much for trying to help with this!

I want desperately to fix this problem, but I'm such a total beginner with scripting, that I don't even know where to begin.

From what I just learned from another player is that the freeze doesn't happen on lower levels (in his case, it didn't happen until level 8).


Well your script basically looks fine(I mean there really isn't much room for error in there). However I've seen certain Blocktypes and functions cause unexpected behaviour when used in certain ways together.
For example in MMM was a script that caused a CTD under certain cirumstances, eventhough it was perfectly fine. Mez was also recently experimenting with an OnEquip script that caused a CTD upon loading for no apparent reason.

Also I'm not sure if I can buy into this problem only surfacing after a certain level(but I don't completely rule it out either), because when I did my tests, I tried it at lower level(<8) but also at much higher levels(>15) without a problem. I believe there are some other factors that cause this.

Anyhows, what I think would be worth a shot is changing how the ISFX is applied. Instead of applying it directly in the object script, change it so that the object script starts a base effect, which in return will then apply the ISFX. Same effect but slightly different way of activating it scriptwise. When I get home I'll write an override for your Full overhaul that does this and maybe one of the people who are seeing the lockup could give it a shot.

Also if someone who experiences this lockup could send me a save file, from short before the level up where this happens, I could troubleshoot this more effectively.
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Sabrina Schwarz
 
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Post » Fri May 27, 2011 6:21 pm

Anyhows, what I think would be worth a shot is changing how the ISFX is applied. Instead of applying it directly in the object script, change it so that the object script starts a base effect, which in return will then apply the ISFX. Same effect but slightly different way of activating it scriptwise. When I get home I'll write an override for your Full overhaul that does this and maybe one of the people who are seeing the lockup could give it a shot.

That would be sooo GREAT! THANKS! You don't know how much that means to me. :)

I spent hours last night (staying up very late again) trying to trace this thing done, but got no where at all . . . which is likely because I'm still learning most of this stuff, and scripts are like a foreign language (and my brain doesn't do foreign languages).

This bug has really gotten me really discouraged, as I worked so hard to make sure that each update is working ok before I release it (I do a LOT of play testing), but I learned yesterday that the freeze-at-level-up bug appeared at my previous update (v.2.7, which is when I added my Armor module ... which had my ISFX for the first time). Another player did confirm that the bug has happened on lower level ups.

Also if someone who experiences this lockup could send me a save file, from short before the level up where this happens, I could troubleshoot this more effectively.

I'll see if I can track one down for you from another player (I still haven't been able to recreate this bug in my own game).
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MARLON JOHNSON
 
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Post » Sat May 28, 2011 4:04 am

Well, I just completed 2 hours of test/gameplay. I leveled up a number of times, from Level 13 to 14 (and from L1 to 2), with no freeze at all. I really don't understand why only some people have had this problem. The last two versions of my Tweaks (v.2.7 and v.2.8, which include my scripts) have been downloaded nearly 450 times so far, yet I'm only aware of a few people who have had this bug pop up (have all the others just not leveled up enough times with my mod yet?).
(I have not yet received the other player's saved game yet ... still hoping to get it today).

I'm really thinking that my wrench script might be the culprit, since it is a bit more complicated and it does increase a skill (+5 repair), which would seem to be more connected to leveling up issues than an ISFX script. I'm wondering if it would be possible to make a repair scrip that only gives you the bonus repair points while you have a tool equipped ... sort of like the way "enchanted" armor works. But I have no idea how to make a tool equip-able, or how to even begin writing the script.
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Jinx Sykes
 
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Post » Fri May 27, 2011 8:58 pm

Well, I just completed 2 hours of test/gameplay. I leveled up a number of times, from Level 13 to 14 (and from L1 to 2), with no freeze at all. I really don't understand why only some people have had this problem. The last two versions of my Tweaks (v.2.7 and v.2.8, which include my scripts) have been downloaded nearly 450 times so far, yet I'm only aware of a few people who have had this bug pop up (have all the others just not leveled up enough times with my mod yet?).
(I have not yet received the other player's saved game yet ... still hoping to get it today).

I'm really thinking that my wrench script might be the culprit, since it is a bit more complicated and it does increase a skill (+5 repair), which would seem to be more connected to leveling up issues than an ISFX script. I'm wondering if it would be possible to make a repair scrip that only gives you the bonus repair points while you have a tool equipped ... sort of like the way "enchanted" armor works. But I have no idea how to make a tool equip-able, or how to even begin writing the script.


The lockup isn't something that will happen 100%(atleast it didn't happen to every FOOK2 user).
Your wrench script should be fine. There are too many other scripts around that work exactly the same, I can't imagine that causing a lockup since it's a very simple skill boost (imagine it simply like an alteration spell in Oblivion, works the same way).
Also FWE attaches a somewhat similar script to about a dozen different items, and I haven't heard of any FWE player who suffered from a level up lockup.
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Brian LeHury
 
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Post » Fri May 27, 2011 7:25 pm

This is still one of my favourite mods, thanks for the new version. I haven't experienced any bugs yet. It's great! :)
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Carlos Vazquez
 
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Post » Fri May 27, 2011 8:51 pm

I just added Kai Hohiro's patch/test file to my http://www.fallout3nexus.com/downloads/file.php?id=7565 (under Miscellaneous/ Arwen_LevelUpFix):

This patch is only meant as a means of possibly solving the Freeze-at-level-up bug that a some users have been experiencing since I released version 2.7, which was the first version that I added scripts to activate my ImageSpace Modifies (which were part of my Armor module). I have not experienced this freeze up in my own game, so this bug has been impossible for me to track down.
Apparently FOOK2's freeze up bug was caused by an ImageSpace Modifier (ISFX) script. So this patch may or may not be a solution, but is to be used as a tool to help track down the freeze bug.

This patch only works with the Arwen_FULL_Tweaks.esp, since the merged FULL_Tweaks version was used as master, so they need to be loaded after it. They won't work with the seperate esp versions. Only only activate one of these Fix esps at a time:

- The first one "Arwen_LevelUpFix (No ISFX).esp" is there to prove if the lockup is really caused by the imap scripts. It simply removes the imap functions from your scripts. So this one should be tried first.
- If the first one does fix the issue, then "Arwen_LevelUpFix (Effect).esp" should be tried instead of the no ISFX version. It changes the scripts so they activate the ISFX via a base effect, so you'll still have the same visual effect as with your old script.

IMPORTANT!!! If you are experiencing the Freeze-at-level-up bug, and try these out in your game, PlLEASE let me know what results you have (specifically I need to know if the the first Fix esp solved your freeze, and if so, did the 2nd Fix esp also work). I also want to hear from you if neither esp helped. The only way that I can fix the next version of my Realism Tweaks is from the feedback I receive.

Thanks again Kai Hohiro for helping me with this bug!
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Holli Dillon
 
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Post » Sat May 28, 2011 6:58 am

Version 2.9 is now available:

This is a minor update, to correct the freeze up at level up bug (which only seemed to affect some users), and to increase compatability with other mods. Here are the major changes (and fixes):
1.) Removed wrench script (Main module): Reset to default settings: having a wrench in your inventory no longer has any effect on your repair skill, and wrenches weigh 1 pound.
2.) Removed mask and eyewear scripts (Armor module); also removed changes that allow eyewear to be worn in combination with helmets/hats. [I'll be releasing my eyewear effects as a separate mod, which will include the ability to wear eyewear with helmet/hats].
3.) Reset Slave Collars to default weight and AR values (Armor module) ... to prevent any incompatibility with any mods that alter Slave Collars.
4.) Weapon module should now be 100% compatible with "EVE - Energy Visuals Enhanced" mod.

http://www.fallout3nexus.com/downloads/file.php?id=7565

My opening post is now updated to version 2.9.
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Kevan Olson
 
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