[Relz] Arwen's Realism Tweaks

Post » Sat May 28, 2011 6:30 am

Version 2.9 is now available:

*rest of post snipped for brevity*


Better check your updated weapons module. It included WAY too many of the default scripts from the baseline Fallout 3.

When used with any combination of mods (especially if near the end of the load order) it can and will severely mess up any mods that override the default FO3 scripts.

FWE and/or FOOK2 come to mind; for me, anyways.
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Sat May 28, 2011 1:11 am

Better check your updated weapons module. It included WAY too many of the default scripts from the baseline Fallout 3.
When used with any combination of mods (especially if near the end of the load order) it can and will severely mess up any mods that override the default FO3 scripts.
FWE and/or FOOK2 come to mind; for me, anyways.


Thanks for the alerting me about this!!!

I have no idea how that happened (my luck at mod updates has been really bad lately).

Anyhoo, I just redid the Weapons module (the Full version seemed fine), and replaced version 2.9 with my updated version (v.2.9.1).
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Sat May 28, 2011 5:04 am

I had to come in and say thank you Arwen.

I've tried a few "overhaul" mods so far, and yours between all others is the one that fits my tastes in challenges and tweaks almost perfectly, for me it's the best mod of its kind, you've done a great job. It's so much more satisfying now, everything is, especially the combat, it feels dangerous, as it should have been, no more can I just go in anywhere guns blazing. As a test I just spawned a Super Mutant Master with a Super Sledge in Megaton and he killed each and every single NPCs with a single hit, and that's exactly how I imagined the Super Mutants (especially the Master variant), tough, mean, powerful and you just don't want to be on their way, as a comparison, under those conditions in vanilla settings some NPCs could take up to four or five hits (that's on Hard difficulty in both cases). And during my regular game-play (without testing nor spawning anything) I went to the Super Duper Mart and, for the first time ever since I bought the game I actually died there, two times in fact, and I had to carefully plan my assaults, just superb.

Now I think I'll spend more time actually playing than doing anything with my mod or others in the G.E.C.K., thanks to your mod, which is now essential for me.

:goodjob:
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Sat May 28, 2011 7:15 am

Excellent work with the latest version Arwen. Am having alot of fun and surprising moments as the world of FALLOUT 3 feels much more real and immersive. Definitely worth starting a new game to enjoy all the new things.

It was a major rush when i hit my first Vault 101 guard while escaping with a bat and seeing him fall back. I thought i had killed him but instead he was getting up! I told myself, "Oh snap thats cool! :D I also love the differences in hitting someone with say a bat which seems to hit the vulnerable areas while shooting someone with guns ends up hitting their armor if they're wearing armor. Makes armor worth wearing against enemies using guns and melee weapons worth using against armored targets due to the sense of being able to better target (swing at etc) exposed areas. Gives combat a very logical natural rythm to damage results.

Love the much brighter Pip light since i play with the ingame brightness all the way down for realism and to make colors richer.

I was shocked with glee when using my gun Amata gives me for the very first time shooting a Vault 101 guard in his thigh and actually seeing him go down on one knee as if feeling the sudden intense pain of being shot yet not being killed. This was the first of many pain reflex moments i have enjoyed seeing enemies do making them seem very alive.

Oh my falling damage keeps catching me by surprise as heights that used to do nothing to my body will cause me some physical damage when jumping off a high area. Excellent work and feels just right.

Love the new lower carry limit and reduced health. Makes my low level character feel like just that low level instead of a trained assassin right out of the vault. The increased walking speed and reduced running speed are also very good.

The changes to VATS is awesome. I love how much longer it takes to get action points fully charged up again. It gives the feeling of using a special piece of equipment which enhances the body temporarily for combat but not to the point where one relies on it solely which makes the player rely on the trickier deadlier real time method alot more.

Thanks for all the amazing work Arwen and for going to the trouble of making your fantastic work compatible with EVE :foodndrink:
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Sat May 28, 2011 5:05 am

The Smarter-Ai.esp is startling and frightening the way it makes enemies much more reactive to their environment. I was just playing and had entered the Super Duper Mart with my new character for the first time and when i acttacked one raider little by little the other raiders started getting drawn into the situation in a very natural let me see whats going on over there kinda way. Before i knew what was happening i was swamped by raiders and had a major fight on my hand. No more firing a assault rifle at a raider with everybody else just going about their business as if nothing is happening :D

Thanks again Arwen for all the hard work in making this a reality and for sharing it with us. Am using the merged FULL Tweaks.esp which to my surprise has not been overwhelming and everything is still plenty fun with no frustrations. Its also playing great with EVE with all the special energy weapon effects etc showing properly.
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Sat May 28, 2011 4:20 am

Met up with some raiders at a ruined church with one of them carrying a sledgehammer. Boy that female raider went off on my character like a lightening swift mom taking a belt to a bad child. WHAP! WHAP! WHAP! ARG! Very nice physical dynamics with the instant falling down to the ground. Unexpected and near death.

Collecting loose caps in the wasteland now feels much more important instead of something trivial because of the inability of my character to carry tons of salvage to take back to sell.

Thanks again Arwen for all the great work.
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Sat May 28, 2011 2:22 am

Thanks Lyrondor and Hellbishop, for your great support of my Realism Tweaks! It is really nice to know that my efforts are so appreciated . . . and you're both very welcome. :)

Hellbishop, if you're enjoying my changes to melee weapon affects in my current version, you're in for a real treat when version 3.0 is released.

Most melee weapons will have a 25% chance of rendering the victim unconscious for 60 seconds (with an increased push away effect, from the knockout blow)
Then, when they come to, they while suffer from a nearly complete loss of Perception and reduced Agility (both are temporary effects).

Version 3.0 is still probably at least a week away, but I'm planning on releasing a beta 3.0 version of my Weapons module sometime tomorrow.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Sat May 28, 2011 4:55 am

Most melee weapons will have a 25% chance of rendering the victim unconscious for 60 seconds (with an increased push away effect, from the knockout blow)
Then, when they come to, they while suffer from a nearly complete loss of Perception and reduced Agility (both are temporary effects).


That sounds brutal and fun. Will we be able to rob the unconcious enemies/npcs and will raiders be able to do the same to the player or perhaps disarm them?

This reminds me love how my character took damage to their head and then afterwards suffer a blackout spell. That was one amazing sweet effect. Thank goodness i wasnt still in combat.
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Sat May 28, 2011 9:24 am

That sounds brutal and fun. Will we be able to rob the unconcious enemies/npcs and will raiders be able to do the same to the player or perhaps disarm them?

This reminds me love how my character took damage to their head and then afterwards suffer a blackout spell. That was one amazing sweet effect. Thank goodness i wasnt still in combat.


It's fun and quite realistic looking at times. But it is actually less brutal than the default kill-or-be-killed choice, since you can now sometimes actually knock out an attacking NPC or a creature, and then escape before they come to. And the effect can be pretty cool: the victims just lie there, looking like they are dead . . . only if you look close, you can see that they are still breathing (although dogs and molerats don't seem to go rag-doll at all, but remain stiff as boards ... oh, and the dogs keep growling the whole time).

The effect is attached to the weapons, so it is global, so your character can also be knocked out . . . which can be a real problem. Sometimes the enemy will leave you be and walk away; sometimes they will wait for you to come to; and sometimes they will whack you after you are unconscious (I've greatly reduced the chances of being attacked while unconscious, but it can still happen).

It can also be a bit disconcerting when a "dead" enemy comes to and starts attacking you again.

And no, you can't rob an unconscious victim.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sat May 28, 2011 4:52 am

I like the knock back effect, although it might be considered exagerrated by some, I for one think it can be absolutely hilarious at times especially when a Super Mutant is sent flying dozens of meters (literally) away after a close range Combat Shotgun blast, one of them made me laugh out loud when he just started to yell at me as I shot him on its chest and just flew from the blast with his voice fading in the distance as he ended up far enough as to not hear him again:

?I will we...? *BANG* ?...ar your bones around my neck !!!?

Great times.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Sat May 28, 2011 5:23 am

OK i just had to drop by here again. I've been restricted to playing/testing my mods on my crappy lappy for nearly a week now, but the experience is STILL awesome solely because of this mod. The crippling effects are great! Having a crippled leg REALLY makes an impact now. Before i had this mod i think i was meeting locals and window shopping on a bum leg for a week and didnt notice. Also with Arwen's mod the enemies no longer rush into your hail of bullets kamikaze style! Now when they've got just 15% health or less they take shelter and wait until they've got a better distance or suprise attack you. I can no longer just mow 'em down, because as they get injured they'll scatter and flee and it breaks them up into flanking formation.
Also I cant just rub my eyes and keep walking after a grenade goes down my pants.

I've had pansy raiders almost tear me to shreds because a raider with a sniper rifle knocked me face first in the Brahim dung from miles away and at the same time a group of raiders bearing toilet pipes went to town on my spine.

I could go on and on about this mod, but EASILY this is the best tweak mod. hands down.
and lets not forget its 100% compatible with EVE ;)

___my load order___
EVE 095
SP Destructive Environments
Start with Laser Pistol
Use Both Gloves
Ammo Weight
Auto-Aim FIX (headshot delux)
Arwen Localized Damage
Arwen Smarter AI
Arwen Armor
Arwen Weapons
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Sat May 28, 2011 12:00 am

I just uploaded Beta 3.0 of the Weapons module: http://www.fallout3nexus.com/downloads/file.php?id=7565 (under Optional files):

Major Changes (from v.2.9 Weapon module):
- Explosive weapons have been Tweaked individually now: for Force, Damage, Radius, Image Space Radius, and Knockdowns (v.2.9 used only a global multiplier that has been return to the default value).
- Some of the other weapons have also recieved individual tweaks, for better balance with my other Realism Tweaks.
- Made a few tweaks to some of the Game Settings (and added a few new ones).
- This Beta also includes a total makeover/expansion of my previous weapon effects. All the effects are now attached directly to the weapon or to the explosive (no Actor Effects were used). This should hopefully eliminate any of the bugs I was getting with the scripts, such as the over-powered knockdown effect (although this may still be a bit overpowered, just to produce a consistant effect).

I'll let you discover the details of my new effects on your own. :)

If you try out this Beta Version of my Weapons module ... PLEASE posts your comments about it: both the good and the bad. I'm working hard to improve my Realism Tweaks ... but I can't do all this on my own.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Sat May 28, 2011 2:47 am

Gave Beta 3.0 of the Weapons module a very brief playthrough and am loving the much more lethal real life bullet damage with guns. Raiders are going down 99% of time with one hit. Felt like i was Clint Eastwood as i was letting loose round after round from my hunting rifle while trying to aim for a hit in all the fun tension knowing raiders could do the same to me.

Glad installation was as simple as putting 3.0 last in load order with FOMM since am using the Full Tweaks version and was about to switch to the individual esps when i saw in the readme i didnt have to.

The radiation effects on movement when suffering from high doses is wonderful and makes radiation a ingame presence to be felt and respected. No longer is it just an almost meaningless number measurement on a bar with no tangible effect til it reaches fatal levels.

Thanks Arwen.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Sat May 28, 2011 2:49 am

Arwen,

Your weapons mod sounds awesome. I've been using version 2.7 (pre-weapon mods) of your full tweaks with The 3rd Type's Weapons Tweaks (TWT) and Antistar's Weapons Mod Kits (WMK). I think that your weapons mod will be a nice replacement for TWT because it is balanced to work nicely with your other tweaks.

However, I assume that your weapons tweaks will conflict with WMK because WMK replaces each weapon record with mutilple weapons records, one for each modification. For example the 10mm pistol has a different record for the plain 10mm, the silenced 10mm, the expanded capacity 10mm, the silenced and expanded capacity 10mm, etc. There are four possible mods, with combinations that could be up to 16 different weapon records for each modifable gun although not all combination are permitted on all guns. The really tricky part is that modifying a weapon can change the ballistics. For example, adding a silencer reduces damage and projectile speed (by around 10% each).

Other major mods,such as FWE, have solved this with a compatibility patch usually posted on FOIP. Would you consider providing such a patch? I really think that WMK is one of the nicest additions to the game and I'd have a tough time discarding it in favor of your weapon tweaks.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Fri May 27, 2011 9:28 pm

I'll eventually consider providing patches for a couple of other mods (of course I'll actually have to figure how to make a patch before that can happen). I'll take a look at Antistar's Weapons Mod Kits (WMK), and see how bad the conflicts actually are. For now I just want to get my Realism Tweaks to a semi-finished version state, before even thinking about patches.
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sat May 28, 2011 9:08 am

Arwen,

Let me know if you're interested in making a WMK patch at some point. I can give you access to the FOIP page on Nexus where you could post the CP for your Tweaks + WMK.

Also, once (and if) you get around to it, I can share a spreadsheet that let's you put in how you want the WMK kits to change weapon properties, and the stats of all your weapons, and it will autocalc the new stats for the WMK variants. It still takes for ever to update all the WMK weapons entries, but it's helpful to have the numbers all crunched ahead of time.

Congrats on 3.0!
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Sat May 28, 2011 1:54 am

Thanks Mezmorelda!

I'm very interested in making a patch for WMK, as I'm trying to keep my Realism as compatible as I can with other mods. And I can really use your help in this, since I've never attempted to make a compatibility patch for anything.

I took a look at the conflicts between the Beta 3.0 version of my Weapons module and WMK (with none of the add-ons) in FO3Edit, and there are only a very few conflicts (mainly under projectile), so Im guessing that the biggest conflicts are going to be between my mod and the WMK add-ons, like the shotgun.

Also, once (and if) you get around to it, I can share a spreadsheet that let's you put in how you want the WMK kits to change weapon properties, and the stats of all your weapons, and it will autocalc the new stats for the WMK variants. It still takes for ever to update all the WMK weapons entries, but it's helpful to have the numbers all crunched ahead of time.

I'm sure that would be a big help, once I figure it all out. Thanks!

Congrats on 3.0!

Thanks, but I'm still only at the beta stage of 3.0 . . . the full 3.0 version still needs a lot of work before I release it.

Just so you know, the Stealth and SmarterAI modules will likely remain unchanged from what I released in version 2.9, so there won't be any issue with using v.2.9 of those modules in FWE 4.0. I'm pretty happy with those two right now, and pretty much consider them to be my "Final" version, since any changes from here on out will likely be just minor ones (although I've been messing around with scripts quite a bit lately . . .).
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Fri May 27, 2011 10:09 pm

Can someone enlighten me, whats the meaning behind "REL" and "z".

WIP - work in progress is familiar
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Fri May 27, 2011 7:16 pm

[Relz] is short for release . . . and is used as a thread prefix to indicate that the mod has been released (although many released mods are still works in progress).
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Fri May 27, 2011 11:00 pm

Can someone enlighten me, whats the meaning behind "REL" and "z".

WIP - work in progress is familiar

The "z" is added to the abbreviations for RELease and Work In Progress because the search engine doesn't permit searches that have a word shorter then four characters.
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Sat May 28, 2011 6:45 am

Hello Arwen,
Nice work on your mods. I am enjoying your RTweaks mod very much so far. Plus I enjoyed reading all your helpful tips and mod info at your site. It has helped me very much get into the FO3 modding world. I just finished up a 6 month run of vanilla FO3 and just started checking out all the mods, and yours has appealed to me more than the others. Keep up the good work. :)


Ok, I started off playing your RTweaks mod only, just to get a feel for it. Very nice work, although I think you nerfed the carry weight a little to much, but that is ok, it is something I will get used too, besides I downloaded Blackwolfs backpack mod to compensate for it. :) Anyway, I downloaded your 3.0 from above and started a new game. I think your "being knocked unconscious" setting is way too long. It took me 20 mins or longer to defeat the last 2 guards at the V101 exit. They kept knocking me out with there batons and it took a very long time "in actual" minutes for me to recover and before I could stand up and defend myself, they would knock me to the floor again. This happened about 4 times in a row. They finally wondered off far enough away the last time, so I was able to pull my gun and finally finish them off. Other than this "annoyance" the mod is running flawlessly. :) Any chance of changing the recovery time from being unconscious to a shorter amount of time? :)
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sat May 28, 2011 7:33 am

Hello Arwen,
Nice work on your mods. I am enjoying your RTweaks mod very much so far. Plus I enjoyed reading all your helpful tips and mod info at your site. It has helped me very much get into the FO3 modding world. I just finished up a 6 month run of vanilla FO3 and just started checking out all the mods, and yours has appealed to me more than the others. Keep up the good work. :)


Ok, I started off playing your RTweaks mod only, just to get a feel for it. Very nice work, although I think you nerfed the carry weight a little to much, but that is ok, it is something I will get used too, besides I downloaded Blackwolfs backpack mod to compensate for it. :) Anyway, I downloaded your 3.0 from above and started a new game. I think your "being knocked unconscious" setting is way too long. It took me 20 mins or longer to defeat the last 2 guards at the V101 exit. They kept knocking me out with there batons and it took a very long time "in actual" minutes for me to recover and before I could stand up and defend myself, they would knock me to the floor again. This happened about 4 times in a row. They finally wondered off far enough away the last time, so I was able to pull my gun and finally finish them off. Other than this "annoyance" the mod is running flawlessly. :) Any chance of changing the recovery time from being unconscious to a shorter amount of time? :)


Thanks! I'm glad you are enjoying my Realism tweaks, as well as my FO3 Journal. :)

I "nerfed" the carry weight with the idea that if you would really need to use a backpack (mod) . . . just as you would need one in real life.

The reason that I released a Beta version of my Weapons module is so that I could receive some feedback, before I release the full version of my 3.0 update. So yes, I'll certainly consider shortening the unconscious time, if that's what most people want (it's really easy to change this setting in GECK now). Thanks so much for your input on this.
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Fri May 27, 2011 10:49 pm

YW on the feedback. I will post more if I come across anything else that seems "unreasonable". Which probably won't be much, because I like the way you have balanced things out. :) Unfortunately I am new to the GECK and have not had the time to learn it's in's and out's just yet. :) Looking forward to more of your work. ;)
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sat May 28, 2011 2:56 am

Having fun taking on enemies and seeing how their physical size actually makes a difference now. I was taking on a Super Mutant in hand to hand melee when i got soundly smacked down as i would have in real life. Pretty cool giving them the hitting power all that muscle seems capable of. I also loved how i got knocked out afterwards when one of them clobbered me with a nailed wooden stick. I do agree though that the knockout time is a bit long. Maybe cut it down to 30 seconds less to what it currently. Any less and the unconscious effect might not feel so unconscious :D

Dont know if this is a FALLOUT 3 glitch but i saw a female wastelander in a super mutant camp with no head yet stuck in the running animation while not moving anywhere as if trapped in the corner of the outside steel gate and concrete wall. After combat with the Super Mutants in the area was finished she was dead..again.

Enemies are very deadly and i really like how they acttack in groups now instead of mostly one by one.

The crippling effects from weapons is excellent and adds to the fun realism alongside the chance of dying or killing someone in one shot. Its also great how armor makes a big difference when surviving battles or going up against a foe that is armored or not.

The Centaur spit is a bit more..nauseating ha ha.

Thanks Arwen :cake:
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Sat May 28, 2011 12:39 am

Came across another dismembered body but this one was definitely alive and kicking. While fighting the raiders at the nearby highway around Megaton i knocked out a female raider or she was knocked out by a grenade blast from another raider. After finishing off a fleeing raider i started coming under fire from behind me when i turned and closed in on my target i saw that it was a female raider shooting a gun while standing only on one leg while her other leg was completely severed. Obviously the excruciating pain of having one leg blown off would make it impossible for her to stand or be firing her gun.

It might have something to do with the knocked unconscious settings since both previous times this happened the targets were either dead already or in this case unconscious. They were also both females.

Thanks :)
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

PreviousNext

Return to Fallout 3