Thread #2
Updated 11/06/09: Version 3.0.1 - This is a minor update, but it includes a MAJOR bug fix. Changes:
- Completely rewrote the three scripts and they all appear to work now without causing the reanimation bug.
- The 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.)
- 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 the ReadMe.
IMPORTANT!!! This mod works best with a new game . . . but a new game is not required, as long as you carefully follow my Update/Install (and Uninstall) procedures.
My install instructions MUST be followed, due to changes in Object Effects and my new scripts (see Installation section of my Readme).
If you do not follow my Install/Update (and uninstall) procedures, you can permanently mess up you character's stats.
(Also be aware that some mods, even after being deactivated, can leave behind changes which will remain in your saves, which can still alter your game play balance. In most cases, installing to a clean save will correct this.)
Why I Created this Mod: My Realism Tweaks are my efforts to make game play more immersive, challenging, and more balanced. These are changes that I originally created just for my own game, which were designed to compliment the other mods that I am using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). From the first time I played Fallout, there were a number of things that did not feel right to me . . . which kept ruining my gameplay. I found mods that fixed many things, but there were a number of little changes that I just wanted to combine into a separate mod, which I could tweak just the way that I wanted. My Realism Tweaks are the result of those efforts. This mod is deceptively small . . . it actually includes a LOT of code and it makes some rather dramatic changes to the game. My goal has been mostly to increase immersion, by increasing realism a bit . . . but not so much that the game becomes overly frustrating and no longer any fun to play. I also put a great deal of effort into balancing out the gameplay. For me, this mod makes Fallout both more immersive AND more fun. My Weapons module adds my own unique Blast, Push Away, and Whack effects to combat . . . to add a bit of my own personal immersive fun into your game.
Warning: Do NOT install this mod unless you want the Wasteland to be a harsher, less forgiving place. If you install my Realism Tweaks, you'll instantly have a game that requires you to use a LOT more strategy . . . just to survive. For the best Hard-Core experience, I highly recommend using my Arwen_Tweaks_FULL.esp along with ALL the mods in my http://amito.freehostia.com/Fallout/FO-mods05.htm. You may also want to try my http://www.fallout3nexus.com/downloads/file.php?id=7674 mod, which greatly slows down how fast you level up in the game.
My Realism Tweaks are fully modular: my mod now contains 6 different esps. Each module is totally independent, so you can use all 6, just 1, or any combination.
Note: there is also a FULL esp version (included in the download) which contains all the 6 modules, merged into a single esp.
The 6 Modules (esps) - [see my ReadMe and the http://amito.freehostia.com/Fallout/FO-mods04.htm of my FO3 mod list for more details]:
1.) Main Module (Arwen_Tweaks_Main.esp):
- Greatly reduces the load that your character can carry (now you'll have to be a LOT more selective in what you pick up).
- Strength now a much larger factor; each STR point above 5 adds 15 lbs; each STR point below 5 subtracts 15 lbs. Default [STR 1-10] is 160?250 lbs; my Tweaks range is 30?165 lbs.
- Your character will be injured when falling or jumping more than 14 feet (and there's now a much greater chance of crippling a leg).
- More realistic movement speeds (for all characters and creatures); faster walking, sneaking, turning speeds; slightly slower running speeds; tweaked jump settings.
- Increase holstered weapon bonus (Think of your this as a sprint toggle . . . as long as you remember to holster your weapon, you now generally be able to outrun enemy NPCs).
- Modified crippled speed penalties: 40% slower walking/running with 1 crippled leg and 60% slower when both legs are crippled (Settings are backwards in the default game).
- Increased stagger chance when torso is crippled; increased Head Cripple penalty; adjusted Combat Knockdowns.
- Increased Head Cripple Penalty: perception is reduced a lot more when you are suffering from a concussion . . . now you'll actually black out for a second or two.
- Makes VATS combat more balanced (and less of a game cheat).
- VATS playback delay was cut in half (so your character has a bit more time to make defensive moves).
- While in VATS, your character suffers the same damage as in regular combat (default damage while using VATS was only 1/10 as much as in regular combat).
- While in VATS your weapons are damaged twice as much as when used in normal combat.
- Increased crippled arm penalty in VATS (melee attacks with crippled arms will cause much less damage).
- Agility is a much bigger factor [4 times greater] in determining your total number of Action Points, with a MUCH greater range in points. Range [AG:1-10] is now 28-100 (default is only 66-85).
- Action Points take 4 times as long to recharge, so use them wisely.
- Repairs now cost 25% less (repairs are now much more affordable than just purchasing a new weapon).
- Bartering Skills are now a bit more of a factor in determining prices, and Merchants now have 2 to 4 times more Caps.
- Doubled the intensity of the PipBoy Light, and light now turns on faster.
- Spent shells from bullets will now last 4 game hours before they begin to disappear.
2.) Smarter AI Module (Arwen_SmarterAI.esp):
This module makes changes to a LOT of game settings, so I cannot possibly cover all the individual changes here, but here are some of the major results:
- NPCs are much more likely to take cover during combat, will reload under cover, search for cover while moving towards you, and will often fire from cover.
- NPCs now dodge much more realistically (are much less able to dodge bullets).
- NPCs open ammo boxes and containers to equip themselves with better weapons and explosives. You'll now be competing more with the NPCs, so these items will now be much harder to come by.
- Most NPCs will now attempt to flee/retreat to survive (much less likely to make suicidal attacks). This also applies to mutants, wild dogs and mole rats.
- NPCs are now much less predictable. For example, snipers will now wait up to 35 seconds before firing (increased from an 11 sec. maximum wait in the default game).
- NPCs (and some creatures) are now much more likely to stop attacking after their victim is rendered unconscious.
- Super Mutants are now a bit more aggressive.
- Sneaking is now much more realistic . . . making stealth game play more effective, but also more difficult.
- It is now easier to remain hidden in darkness/shadows; and it is now possible to re-hide after being detected (but it is still really difficult, once the enemy locks on to you).
- But is now more difficult to remain undetected when out in the open, during daylight, in lit areas, or if your PipBoy light is on.
- NPCs are more alert to your presence, stay alert longer, will spend more time looking for you, and will search over a much greater area.
- When you are hidden, nearby enemies will detect you if you move, and will not need to get as close to see you.
- NPCs will be a bit more alert to your presence (and stay alert longer), and they will spend more time looking for you.
- NPCs will not need to get as close (they will no longer stand right in front of you without seeing you).
- Doubled the detection of noise that you make while sneaking. When running, you will now make 3 times more noise than when walking (default was only 50% more).
- It is easier to be stealthy when wearing light armor (< 15 pounds); but much more difficult when wearing heavier armor (> 15pounds).
- If you fire a gun (or make any other noise), anyone nearby will know exactly where you are (no more picking off enemies one at a time, while they all just stand there).
- NPCs will now respond to explosions from much further away (2.5 times the distance in the default game).
- NPCs will sleep a bit sounder - they will not wake up quite as easy when you are nearby.
3.) Survival Module (Arwen_Survival.esp):
- We all know that the default weapon damage is too low . . . it really shouldn't take 6 bullets to kill a Mole-Rat.
- The solution has usually been to make the individual weapons more powerful, but that can cause compatibility issues with add-on weapons. My solution is different:
- Base Health was reduced for the player character (by ~20% at Level 1); while HPs were increased for NPCs and most creatures (by ~ 17% for Level 1). The Player Character HPs are now based almost entirely on their END (30*END + 10 Base Health).
- The Player Character no longer receives additional HP just for leveling up. But the NPCs/Creature still receive HPs bonuses at higher levels.
- NPC still start out with less HPs . . . but now just 7% less than the PC (default settings gave NPCs ~55% less HPs). But now only the NPCs gain HPs per level (+5 HP/level).
- The net result is that with END 5, the PC and the average NPCs will have roughly equal HPs by level 5; and at level 20, NPCs have ~47% more HPs than PC. This should make higher levels much more challenging.
- Healthier/Tougher NPCs: their combat reduced health will now be restored back to 80% (default was only 60%).
- Includes Class changes . . . for tougher enemies.
- Increased Armor DR cap from 85% to 95%.
- Radiation Exposure is now 4 times more deadly (but no radiation increase for consumption of food and water).
- Pain now has greater effect on player . . . you will now feel like you're actually in pain.
- Increase in Poison effects from Scorpion stings . . . much longer duration results in loss of 3 times more HPs.
- Weapons now deteriorate 50% slower (except for melee weapons), and armor now deteriorates 30% slower.
- Gun Skill affects accuracy more than how much damage a gun does, and has a bit less impact on how much damage a gun does (but is still a factor).
- Gun Condition: now has more impact on how much damage a gun does; and damaged guns will not fire as fast, are less accurate, and have a greater chance of jamming after reloading.
- Maximum Gun Range reduced a bit.
- Automatic weapons now take longer to cool down.
- Decreased shooting accuracy when arms are crippled (this now also affects NPCs as well as the player; doubled the NPC maximum gun wobble, when their arms are crippled).
- Reduced shooting accuracy when walking or running, and increased shooting accuracy when crouching.- For Melee Damage, skill is no longer a factor in how much damage your weapon does, but perks are sill factored in.
- Strength is now a much greater factor in how much damage a melee weapon does.
- Poor Weapon Condition and having Crippled Arms now have much greater penalties in how much damage a melee weapon does.
- Unarmed Damage greatly increased, and Block Skill increased by a factor of 2.
- Reduced damage bonus during sneak attacks (to offset weapon damages increase).
- Destructible vehicles are now MUCH more durable . . . increased their HP by a factor of 2.5 (and higher ). I also completely redid of all the destructible vehicle damage stages, and even added a few new stages for some vehicles.
- Better MMM Compatibility: During combat, MMM can cause lag (and even CTDs). I've adjusted a number of settings that should reduce both considerably.
4.) Armor Module (Arwen_Armor.esp):
- Power Armor only weighs 10 pounds when worn (when carried, there is no weight reduction) - this is meant to offset the Main module's reduced carry weight.
- Maintains 8AR/5WT ratio (AR/1.6=WT) for most armor (exceptions are Power Armor, helmets, and non-armor clothing).
- AR*10=value used for most armor/clothing . . . for some price consistency (But some items have higher value, due to rarity and high health (better made), and their bonus effects.)
- Most armor AR values were left at default. Exceptions are non-armor clothing (reduced AR); Vault clothing (increased AR); and a few pieces of armor that were inconsistently high or low were modified.
- Removed ALL 'enchanted' armor combat skills effects --> Small Guns, Big Guns, Energy Weapons, Melee Weapons. [Replaced with more logical effects: like increases in Critical Chance, Agility, Charisma, Speech, Perception, Endurance, and Fire Resistance.]
- Removed ALL 'enchanted' bonuses for Science, Medicine, Lockpick, and Luck (exception is for Lucky Shades). [Replaced with more logical effects: like increases in Radiation Resistance, Poison Resistance, and Charisma.]
- Retained default 'enchantments' that increased Repair skill for some Vault Utility Suits and for some Jumpsuits. [Needed in order to keep repair balanced. Logic was that this was sort of like wearing a tool belt.]
- Improved ability to Repair Armor/Clothing: expanded default armor/clothing repair list.
5.) Weapons Module (Arwen_Weapons.esp):
- Projectile speed increase: most bullets and missiles now travel much faster . . . no more dodging bullets.
- No Tracers for most bullets . . . exception is with some automatic weapons, like the 10mm Bullet (auto) and the Rifle Bullet (minigun), which now use tracers at a reduced 4:1 ratio.
- Impact force increased . . . so that bullets now have a little Havok effect with some objects.
- Tweaked all Explosions in their Force, Radius, ISRadius, and Knockdowns . . . because explosions should be deadly and you should "feel" like something actually exploded.
- Explosions now have a much larger Splash Radius (but their damage multiplier remains unchanged from default).
- Improved Grenade physics . . . much less bounce and will now longer slide like on ice (increased friction).
- More realistic Death Force physics (this was impossible for me to get exactly right, since different bodies react very differently . . . but most bodies should now not fly so unrealistically through the air upon death).
- My Blast Effect is now attached to all explosions . . . anyone within the splash radius will be knocked off their feet and, if not killed by the blast, rendered unconscious for a while. The victim will also suffer from a loss of Perception (PER knocked down to 1), which will last for 20 minutes; and a loss of Agility (-2 points) for 15 minutes.
- My Whack Effect is now attached to all non-blade melee weapons . . . adds ~25% chance that victim will be knocked unconscious, but this relies on the player's strength and melee skills (you will only be able to knock out opponents who have no more than 1 point more STR than you; unless your melee skills are at least 25, then you will be able to knock out opponents with up to 2 points more STR than you . . . and this works both ways). The effect even works on robots. The victim will also suffer from a loss of Perception (PER knocked down to 1), which will last for 15 minutes; and a loss of Agility (-3 points) for 10 minutes.
- My Push Away Effect is attached to all the default shotguns and to some ranged weapons . . . now a shotgun blast at close range will have ~25% chance of pushing the victim away, and if they survive the blast, they will be knocked out briefly (so be careful about turning your back on "dead" enemies). The victim will also suffer from a loss of Perception (PER knocked down to 1), which will last for 5 minutes. [Note: I tried my best to create a realistic effect, but due to the ways that different bodies react to Havok forces, some bodies will fly through the air unrealistically, while others will just fall to the ground.]
- Increased Weapon Repair Lists: my goal was to make weapon repairs a bit less restrictive, while retaining some logical sense of what might be used to repair each weapon. (But you need to understand that I don't really know much at all about real weapons, so this was done mostly through intuition, rather than any actual specs.)
- Most Weapons were not individually tweaked (I may attempt to do more in future updates): the exception are the shotguns . . . which I increased their projectile count, reduced their spread, and reduced their base damage (don't worry, the net effect is still more deadly).
- Increased Burning Effects (after you have suffered damage by flames): now lasts for 30 seconds (default was 5), and now actually causes damage to health of -30 HP (-1*30sec).
- Increased Centaur Spit Radiation Damage: from -50 HP (-5*10sec) to -120 HP (-4*30sec)
- Increased Poison from Ant Sting: from -40 HP (-4*10sec) to -60HP (-1*60); now includes a loss of Agility (-3 points) that lasts for 10 minutes.
- Increased Damage from Mirelurk Shriek: from -50 HP to -75 HP (-25*3sec); damage to Perception now lasts for 5 minutes (default was 10 seconds).
- Increase Damage from Glowing One's Radiation Burst: over 3 times the distance, for 50 RADs (default was 10)
6.) Localized Damage Module (Arwen_Localized_Damage.esp):
- Tweaks ALL 32 unique body types (affects every body in the original game).
- Equalizes the body parts damage effects between the PC and the NPC.
- Super Mutants are now a bit tougher.
- Damage to an arm or leg will now decrease your health much less than damage to head or torso.
- VATS Hit Chance for each body part now more consistant between similar body types.
- Reduced the high chance of the PC receiving head shots.
- Greatly reduces the probability of exploding body parts.
- Robots were also tweaked so that you will now have a greater chance of disabling body parts.
***Single esp Version (Arwen_FULL_Tweaks.esp):
- This is the all-or-nothing esp . . . It contains ALL 6 Modules, Merged into a single esp.
- Do not use this unless you want ALL the tweaks; and use this esp INSTEAD of using ANY of the other esps.
Compatibility: I've attempted to make all my mods are completely compatible with all the mods on my FO3 mod list.
- My Realism Tweaks should be 100% compatible with MMM.
- My Realism Tweaks are now 100% compatible with EVE - Energy Visuals Enhanced.
- My Realism Tweaks should be 100% compatible with all the DLC . . . in that they should not cause any conflicts. Most of my mod's gameplay changes are global in how they alter the DR of weapons and the AR of armor. So ALL DLC-added weapons and armor will also be affected by my Tweaks. BUT my mod does not YET address any of the unique items specifically, in the way that it does for all the default Armor and clothing (in areas of weight, value and "enchanted" effects). Also none of the unique DLC melee weapons will be affected by my melee knockout effects. But those minor issues shouldn't have much of an impact on the overall gameplay balance of my mod. [I do intend on eventually releasing a GOTY version of my Realism Tweaks. But I don't plan on making separate patches for each individual DLC, as that would like be way more than I could keep updated.]
Incompatibility:
- Do NOT use my Tweaks with other balancing mod that make changes to the same game elements, as this will unbalance the game play (by making some things too easy, while making others too difficult).
- The Armor module is not compatible with mods that alter the specs of default armor/clothing (but should be compatible with mods that ONLY add cosmetic changes).
- The Weapon module may not be compatible with mods that alter default weapons or default projectile specs . . . although my mod should be compatible with mods that only make cosmetic changes to weapons (the exceptions are non-blade melee weapons, shotguns, and the few ranged weapons that my mod alters).
Load Order: In order to insure that all my Tweaks are being applied (and that other mods are not overriding any) put the esps at the end of your load order. If you keep my esps together, the individual load order between them is not important, as they are all independent of each other (the exception is the Arwen_FULL_Tweaks.esp, which should not be used with any of the other esps).
Known Issues or Bugs:
- If you load a game which was saved while your character was unconscious, your character will likely have to endure all sorts of really weird and humiliating graphic effects (such as their body melting, stretching, falling through the game mesh, or being launched through the air). If they somehow manage to survive this ordeal, their body should return to normal. I know of no way to correct this, as it seems to be a game bug. My suggestion is simple: don't load a game that was saved while your character was unconscious.
Credits:
- Bethesda Softworks, for making Fallout 3.
- IAR80 and taylorsd for CombatEnhanced-Package
- ALL the great guys over on the The G.E.C.K. forums . . . who freely gave of their time to guide a clueless, whining, rookie script-writer-wanna-be.
Download link: http://www.fallout3nexus.com/downloads/file.php?id=7565
Other mods by Arwen:
- http://www.fallout3nexus.com/downloads/file.php?id=7674
- http://www.fallout3nexus.com/downloads/file.php?id=7318
- http://www.fallout3nexus.com/downloads/file.php?id=7400
- http://www.fallout3nexus.com/downloads/file.php?id=9558