[Relz] Arwen's Realism Tweaks

Post » Fri May 27, 2011 9:41 pm

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 :)

Thanks. I'm working on trying to fix the problem. I think what happens is that my whack (knock out) script even revives actors that get killed ... which is NOT a good thing (all sorts of weird stuff happens). I'm trying to fix it so that when their health is below a certain percent, that the scrip will make them dead, instead of reviving them.

The script that is part of the beta also has a protective feature that prevents you from harming an unconscious victim. That will not be on the 3.0 update version, but I'm trying to make it so there will be consequences to your actions, it you decide to attack a disabled victim.
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BethanyRhain
 
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Post » Sat May 28, 2011 8:05 am

I haven't had that happen yet. :) Sounds funny. Reminds me of the Monty Python skit with the Black Knight. "Come back here I'll gnaw you to death !". :lol:
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Aliish Sheldonn
 
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Post » Sat May 28, 2011 4:16 am

Hey Marlboro Man,

how does a 45 second unconscious time sound. I tried a reduction to 30 seconds, but it wasn't long enough to get through a larger battle. (I was fighting off 5 or 6 dogs and the first ones I knocked out were recovering before I could take care of all the others. I also have to have time for the NPCs to walk away, after they knock you out . . . as they often just hang around for a bit, while you're lying there in a heap.
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 12:17 am

45 seconds sounds good to me. :)
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Jeffrey Lawson
 
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Post » Sat May 28, 2011 1:52 am

Thanks for the info about the scripts your working your magic on Arwen. Eventhough i dont mess with that kind of magic :D i love reading about it to get a handle on how things work which helps alot in developing an instinct on what to do on many levels.

I like the knockdown effect of the Combat Shotgun but it also knocks my character unconscious with every hit. So combat becomes a stop go stop go situation with the raiders leaving me alone once am knocked out and not trying to rob me or finish me off. I also think the knock down effect happens a little too often. Could it be due to my characters agility?

Noticed using the Stealth Boy that the further away the raiders were the quicker they spotted me and they were able to target me perfectly from at least a 100 feet with the combat shotgun. As they got closer though my character seem to be totally invisible to them as one raider was moving her head side to side looking for me as i was kneeling down two feet away from her. Same thing happen to her male raider buddy but as soon as he backed up about ten feet he spotted me and started shooting.

Thanks!
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jaideep singh
 
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Post » Sat May 28, 2011 6:25 am

The shotgun should NOT be knocking YOU out when you are firing it. That never happens to me. The effect is a weapon effect ... so only those that you're shooting at have a chance of being knocked out by it. Of course it works the other way around too ... are you sure you're not being fired upon?

I haven't used the Stealth Boy much at all, but no one else has mentioned that it was a problem with my mod. I'm wondering if you have some mod conflicts going on. Are you running any other balancing mods, or mods that might be altering the Stealth Boy?
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Pawel Platek
 
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Post » Sat May 28, 2011 2:59 am

The shotgun should NOT be knocking YOU out when you are firing it. That never happens to me. The effect is a weapon effect ... so only those that you're shooting at have a chance of being knocked out by it. Of course it works the other way around too ... are you sure you're not being fired upon?

I haven't used the Stealth Boy much at all, but no one else has mentioned that it was a problem with my mod. I'm wondering if you have some mod conflicts going on. Are you running any other balancing mods, or mods that might be altering the Stealth Boy?



Oh no i didnt mean when i fired the shotgun it knocked me out ha ha :P I meant when raiders fire the combat shotgun at me. So yes this happens when am being shot at not when am shooting the combat shotgun. It just happens so often and with the long unconscious time period it starts to feel tedious getting shot/knocked out/get back up..repeat.

As for the Stealth Boy here is my mod list from FOMM with the load order i am using:

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] eye_hair_en.esp
[X] KBATRadio.esp
[X] Level 1 Smallest More Color.esp
[X] People_Radio.esp
[X] CONELRAD 640-1240.esp
[X] Existence2.0.esp
[X] HamadaRadioStation.esp
[X] Board Games - Monopoly.esp
[X] K2_PlayWearClub.esp
[X] EVE Operation Anchorage.esp
[X] EVE Beta_0.9.4.esp
[X] Arwen_FULL_Tweaks.esp
[X] Arwen_Weapons.esp
[X] WastelandTV.esp

Only thing i see that might conflict is EVE if your test version is not compatible with it as the previous was so generously made to be :)
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XPidgex Jefferson
 
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Post » Sat May 28, 2011 5:39 am

Oh no i didnt mean when i fired the shotgun it knocked me out ha ha :P I meant when raiders fire the combat shotgun at me. So yes this happens when am being shot at not when am shooting the combat shotgun. It just happens so often and with the long unconscious time period it starts to feel tedious getting shot/knocked out/get back up..repeat.

Oh ... well, that's good, you had me worried that something else was messed up.

In version 3.0 (the full released version), the knockdown effect should only happen 40% of the time with shotguns. And the melee unconscious effect should only happen 25% of the time. Plus the time remaining unconscious has been shortened. So this should be less of an issue.

As for the Stealth Boy here is my mod list from FOMM with the load order i am using:

Only thing i see that might conflict is EVE if your test version is not compatible with it as the previous was so generously made to be :)

It is not EVE ... as the beta version is actually more compatible, since I had missed a plasma weapon in v.2.9. The two mods should be 100% compatible, as my Weapons module no longer touches any energy guns.
I have no idea why the Stealth Boy is not playing well with my mod.
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Stephanie I
 
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Post » Sat May 28, 2011 3:27 am

Great mod, Arwen. Congrats on a job well done!

I have one observed issue that might stem from your mod, please, could you verify that?
As weapons do much more damage than they used to, it now appears Vertibirds seem to be quite affected by that in my game - few rounds from a rifle and they go down in flames.
Maybe they require HP boost?

I also have dozens of other mods active, but none that would deal with weapon damage or object hit points.

Thanks!
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Klaire
 
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Post » Sat May 28, 2011 10:29 am

Thanks!

Hmmm, I gave Vertibirds a big boost in their HPs in v.2.7, when I doubled the HP's of all destructible vehicles. Perhaps they need a bit more . . . I'll increase this some more.
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Queen Bitch
 
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Post » Fri May 27, 2011 11:06 pm

This is now fixed in version 3.0, which I'm hoping to complete in a day or so.

I just increase the HPs of all destructible vehicles by a factor of 2.5 (or more for some), that puts them all back at the the same weapon DAM to vehicle HP ratio as in the default game. (v.2.9 only increased their HPs by a factor of 2, which actually made them easier to destroy, since weapon damage was increased by a factor of 2.5.)

But I wanted them harder to destroy than what they were in the default game, as they were still blowing up with a few hits. So what I did is a complete redo of all the destructible vehicle damage stages. The basic result is that you now have to decrease their Health percentage by a LOT more now, before they will start to lose HPs automatically.

For the generic Vertibirds:
- with the default settings: health was 750 (max. HPs), but their hps began at 80% (600 hps), and you only had to do enough damage to them to get their hps below 65% (487 hp); meaning that you only had eliminate 113 HPs before the auto destroy stages kicked in.
- with my new settings: health is 2000 (max. HPs), and their hps now begin at 90% (1800 hps, and now you have to damage to them to get their hps below 40% (480 hp); meaning that now you have to eliminate 720 HPs before the auto destroy stages kicked in.

I just tested this out in my own game, and the vehicles are all much harder to destroy. Now you can hide behind a car much safer, since it will take a LOT more than a few stray bullets to destroy it. (It took 24 shots with my 10mm, which was in excellent condition, when I began, to destroy an old car).
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Elena Alina
 
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Post » Sat May 28, 2011 12:04 am

That all sounds good. :) I do try to lure baddies close to vehicles, espicially when there is 3 or 4 of them, gives them a little suprise. Although I surprised myself when I was hunkered down a little to close to one. Needless to say I am watching how close I am now, after getting thrown about 50 feet backwards. :)))

I had to restart my game last night due to mod loading fubar order. So I haven't tried the stealthboy out yet. Looking forward to another update. :)
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Nuno Castro
 
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Post » Sat May 28, 2011 2:26 am

I had to restart my game last night due to mod loading fubar order. So I haven't tried the stealthboy out yet. Looking forward to another update. :)


Yes the earlier version of Arwen's Realism Tweaks has a great stealthboy feel with enemies not seeing the player unless they move and then taking a certain amount of time to lose sight of you as long as you stand still for enough time. Really gives a sense of blending in with ones enviroment instead of being a complete invisible man.
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Erich Lendermon
 
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Post » Sat May 28, 2011 3:36 am

The early version of my Stealth module was a bit overpowered in the stealth mod . . . it made avoiding detection too easy, especially in dim light.

I fixed this in later versions, so that they will now detect you if they get close enough (or if you move, or if you make any noise).
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Nick Pryce
 
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Post » Sat May 28, 2011 9:17 am

Hi,

Just to let everyone know that version 3.0 of my Tweaks still needs a lot of work. I was hoping to have it available today, but I've been fighting a battle with the flu for the past two weeks (and the flu is currently winning), so it is taking me much longer to complete this upgrade.

I was hoping that v.3.0 would be a semi-FINAL version of my Tweaks, but I'm want to be flexible so I'll give you some options here:
1.) Would you rather that I just tidy thing up and release what I have done so far? (I'd like call it v.2.9.2)
2.) Or should I hold off on releasing my next update, until I have it at a more final state?
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Noraima Vega
 
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Post » Sat May 28, 2011 12:14 am

I don't mind waiting for a more final release myself.

Whatever you decide to do, good luck with it! After trying this mod out the first time I was sold, definitely a keeper.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 10:49 pm

Arwen,

First I hope that you feel better soon. I'd rather wait for what you feel version 3.0 should be. You have always taken great care with your mods so I don't want you to rush something out that is less then you want it to be.
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elliot mudd
 
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Post » Sat May 28, 2011 2:27 am

I agree with the other guys above. But of course that's totally up to you. I have to tell you, your mod has been great! I am enjoying FO3 all over again. Your mod makes everything feel like it should have been from the start. :) I haven't come across any bugs or anything noticeable yet. Nice work. :)
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Dj Matty P
 
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Post » Sat May 28, 2011 12:12 am

The current version seems stable enough, so there's absolutely no haste in getting a new one out.
Get well first, then we'll see.:)
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Kira! :)))
 
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Post » Sat May 28, 2011 6:07 am

Take your time, health is the most important thing in life, without it, you cant realy do anything. Rest and be well, untill 3.0 version :)
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Jade Payton
 
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Post » Sat May 28, 2011 9:15 am

Thanks for all the comments and support! :)

I'll just wait until I complete v.3.0 (hopefully within a week) . . . which is my own preference, but I do try to be flexible.

And I am feeling better.
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TOYA toys
 
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Post » Sat May 28, 2011 7:02 am

Thanks for all the comments and support! :)

I'll just wait until I complete v.3.0 (hopefully within a week) . . . which is my own preference, but I do try to be flexible.

And I am feeling better.

and I was just going to ask how you are doing, and if you were feeling better....
glad to hear it :D
looking forwards to 3.0..... solid piece of work you got here :)

Andy
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Vicky Keeler
 
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Post » Sat May 28, 2011 5:10 am

Arwen, just a little humble trick against the flu, orange juice my friend, lots of it, and buy those with some pulp in it (contains fibers, other nutrients). It's better drinking lots of it to fight the flu than eating them for general health benefits, it's better and faster absorbed if you drink it, and drink it cold, and don't wait too long before drinking and don't expose the juice to direct sun light (vitamin C is easily destroyed by air, light and heat). If you don't like orange juice (man that would svck) eat lots of Kiwi, it does about the same job.

You'll see, you'll get that bastard, show him who he's dealing with! ;)
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Alexx Peace
 
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Post » Sat May 28, 2011 1:03 am

@ Arwen


Hope your feeling better. :) Just wondering when you will be sending out your next update. Looking forward to it. :)
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Charlotte Buckley
 
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Post » Sat May 28, 2011 12:26 am

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

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

(And, Lyrondor, I drank LOTS of OJ!)
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Schel[Anne]FTL
 
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