[RELz] Arwen's Realism Tweaks [Thread #4]

Post » Tue Feb 09, 2010 5:17 pm

; is often used in scripts to allow the scripter to add text after a piece of a script which explain what it does, without interfering with the script. :)

I'm pretty sure she's aware of that, her reasoning was that maybe you might have to do more than just out that one single line of the script.
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Greg Swan
 
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Post » Tue Feb 09, 2010 7:29 am

I'm pretty sure she's aware of that, her reasoning was that maybe you might have to do more than just out that one single line of the script.

Now that I think about it (seeing how she made this mod after all) that's probably true. :P
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Alyesha Neufeld
 
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Post » Tue Feb 09, 2010 8:20 pm

Version 3.3 of my Realism Tweaks is now available!

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

Here are the major changes (which are actually pretty extensive, considering that it has been just over a week since my last version was released):

1.) Main Tweaks Module:
- The player's Agility stat is now an even greater factor (now 5 times greater than with default settings) in determining how many Action Points they receive.

2.) SmarterAI Module:
- Made a LOT of adjustments to balance this module with all my other recent changes (in the past few released versions) . . . The NPCs now feel "smarter" than ever, making combat even harder and a little faster paced.
- Combat Styles were modified again to increase the chance of attacks when unconscious (now higher than default for Super Mutants Melee, Raider Melee, and Talon Company).
- Stealth tweaks: you’ll now be detected when you’re a bit further away from NPCs/Creatures.
- Made it so Sleeping actors will sleep even sounder now (will not wake up as easy when you are sneaking). Apparently they were still waking up a bit too easily.

3.) Survival Module (other than the first two, these changes affect both the PC and the NPCs):
- Weapon deterioration for Guns, Energy Weapons, and Launcher Weapons, will now deteriorate 33% slower than the default rate (this is slightly faster then what I was using in the last few releases, which made these weapons a bit too durable).

4.) Armor Module:
- Fixed the bug that caused the actors' movement speed to slow way down when wearing Leather Armor (or its variants).
- Increased the Armor Encumbrance Penalty from what I was using in v.3.2, as there was still not enough of a penalty. Wearing 50-pound armor will now slow the actor's movement speed down to 67-75% (of speed without any armor).

5.) Weapons Module:
- Decreased the range of Bloatfly Darts & Centaur Spit to ~120 feet (from default of ~469ft); and increased the force of both.
- Made changes in my Object Effects (PushAway, Whack, and Blast), so that loss of Perception and loss of Agility will only last about half as long.

6.) Localized Damage Module:
- This was totally redone in my last release, and my changes seem to be working well for me (and I didn't receive a single complaint) . . . so I'm leaving the module unchanged from v.3.2.

7.) Less_Is_More Module:
- Just made a few minor balancing adjustments

8.) Skills Module (This module is best used with a new game; or with a VERY low level character):
- My newest module has received a LOT of changes/additions:
- Fixed a couple of bugs, where the information that was displayed for a couple of the perks was wrong, but the perks generally worked as I intended.
- Fixed a bug, where some of the text was not being displayed (I’m using the DarN UI, with smaller text, so I was not aware of the problem.) I have now reduced the amount of text, which should fix the problem.
*** Overhauled Bobbleheads and SPECIAL [both totally new for v.3.3]
- Now all 13 of the Skill Bobbleheads will only reward you +3 points [default was 10, which really unbalanced my other Skill changes].
- You now receive 5 less initial points to distribute in your SPECIALs [from default 40 to 35].
- So now you begin the game with an average amount of stat points (5 points/stat). This will also help to balance out gaining +7 points later in the game for finding all 7 SPECIAL Bobbleheads (which are unchanged from the default game).
- I modified the Derived Skill points from v.3.2(increase a bit, to balance out having 5 less points for SPECIAL)
- Reduced many of the Perk requirements (due to reduction of SPECIAL points].
- Reduced the value of “Read” Skill Books (from 30 to 25 caps, which is half their unread value).
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Jessie
 
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Post » Tue Feb 09, 2010 9:26 am

I updated my original post in this thread for version 3.3.

There are also two Optional Files available at the http://www.fallout3nexus.com/downloads/file.php?id=7565 (not included in the archive, but must be downloaded separately):

1.) Arwen_FULL_Tweaks_minus_Skills: contains all of my realism modules (EXCEPT for my Skills module) merged into a single esp. This is for players who want my FULL Tweaks, but do not want to start a new game, Use this INSTEAD of using ANY of my individual modules, but only if you want ALL of my changes (EXCEPT for those in my Skills module).
2.) Arwen_Realism_Tweaks_ MMM_Patch (Arwen_MMM_Patch.esp): compatibility patch for "Marts Mutant Mod - RC 5" [http://www.fallout3nexus.com/downloads/file.php?id=3211]. This patch REQUIRES that you have Marts Mutant Mod-RC5 installed in your game, and loaded BEFORE any of my Realism Tweaks. My Realism Tweaks mod has always been compatible with MMM (in the sense that there are no real conflicts), so this patch is not required (at this point). What this patch does is it removes all MMM's AI scripts, which should eliminate any AI balancing issues between MMM and my SmarterAI module, and should improve gameplay a bit.

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Richard Thompson
 
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Post » Tue Feb 09, 2010 8:07 pm

Hey Arwen, sorry I haven't posted yet, lol. Wouldn't you know it that right when you released your update my video card took a dive on me and I wasn't able to try your new version out until this weekend. My backup card will not run FO3 at high or ultra settings so I have only been able to play test a new house mod I'm building until now. (I won't play it on low settings, it just looks so bad like that, lol!) :brokencomputer:

Anyway, I have a guy up to around level 9 or 10 I believe and as with your previous version I'm having a real hoot! So far, I have only been knocked out 1/2 dozen times or so, lol! One in particular was hilarious. I was in The Statesman Hotel and a Mutie on the other side of a wall must have thrown a grenade in on me because I never saw it and I actually believe it was on the other side of the wall, but I heard it blow and it knocked me out, lol. I have of course blown myself up a couple of times. (Note to self: Learn the blast raduis of grenades...)

The first few times I leveled up I was scratching my head going, "OMG, what has she done to all my perks?!?!" But by about level 4 or so I started finding some good ones that were useful to me. In particular, I liked the "Fix It" perk as I always max out my repair.

I like the repair lists too, but in some respects they may actually be just a bit too generous in what can be repaired with what. But, I do like the option/ability to repair my guns with other types of guns.

As for combat, I didn't notice an overly HUGE difference from your other version, but that could just be me and the way I play. Unfortunately, I seem to gravitate back to what I am used to instead of trying to do things differently each time. But after playing dozens of toons through the first 10 to 15 levels, there is only so much different stuff I can do, lol. Oh yeah, I haven't really added to sneak yet as I just got my small guns & repair maxed out and I'm upping explosives next. But I right now I couldn't sneak out of a dark room full of deaf and blind people, lol. (No offense to the deaf or blind.)

One other thing, why the brutal -7 to Charisma penalty for Talon Combat Armor? I know they're bad guys and all, but unless I murder a Tenpenny or Rivet City guard (which I hate doing because I'm a good guy :angel: ) they are a great source of armor for me until I get the Ranger armor. (I have never liked Power Armor) I guess I could buy some regular combat armor and repair it up with Talon armor, but I like the black armor better, lol. Talon armor is a great armor that is pretty easy to get at low levels for us combat armor types.

Anyway, thanks again for your hard work, and so far I like it a LOT! Bravo once again! :celebration: :foodndrink:
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Emilie Joseph
 
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Post » Tue Feb 09, 2010 6:02 am

Ok, I reinstalled FO3, apply only the unoficiall patch and darns UI, but for some reason I still get 40 stat points to spread during character creation...I have no idea what may be causing it. i have patched ofcially to 1.7.

here's my load order:

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] DarNifiedUIF3.esp
[X] Arwen_Skills.esp

Any clues?


What do you get when you type the following in the console:?

show ArwenSpecialPoints
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Cathrine Jack
 
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Post » Tue Feb 09, 2010 12:29 pm

Hi, this is what I got on the console:

SCRIPTS: Script'SysWindowCompileAndRun', line1:
Unkown variable 'ArwenSpecialPoints' for parameter Float
Compiled script not saved

I'm clueless :confused:

PS.: I used the console while in the baby stage, both before and after reading the "You are SPECIAL" book. Got the same line in both cases...
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Tamara Primo
 
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Post » Tue Feb 09, 2010 9:47 am

Somehow you're missing my script and global modifier changes.

So I'm guessing that your download is corrupt (or not complete).

Try uninstalling my mod; then downloading my mod again, and reinstall the new downloaded archive.
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Leah
 
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Post » Tue Feb 09, 2010 9:55 am

Somehow you're missing my script and global modifier changes.

So I'm guessing that your download is corrupt (or not complete).

Try uninstalling my mod; then downloading my mod again, and reinstall the new downloaded archive.


Indeed, that was the issue, I just redownloaded the skills module and its almost 40kb heavier than the one I had downloaded previously.

Thanks a bunch!
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Pat RiMsey
 
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Post » Tue Feb 09, 2010 4:32 pm

Hey Balok, thanks so much for the feeback!

Are you playing v.3.3 with a new game, or from an older save?

I didn't make any changes to the repair list in v.3.3 . . . that was done back in my v.3.1 and added to in v.3.2, when some users complained that my lists were too restrictive. But I agree with you, so I'm likely going to trim them down a bit in my next release. I'm trying to add some use to many of the misc. items, while making weapons and armor more cross-repairable, so it is a tricky balancing act.

As for combat, I didn't notice an overly HUGE difference from your other version, but that could just be me and the way I play. Unfortunately, I seem to gravitate back to what I am used to instead of trying to do things differently each time. But after playing dozens of toons through the first 10 to 15 levels, there is only so much different stuff I can do, lol. Oh yeah, I haven't really added to sneak yet as I just got my small guns & repair maxed out and I'm upping explosives next. But I right now I couldn't sneak out of a dark room full of deaf and blind people, lol. (No offense to the deaf or blind.)

Talon armor is a great armor that is pretty easy to get at low levels for us combat armor types.

Ok, I understand that, but if you're going to look like a bad guy, the merchants are not going to be very friendly towards you. The same is true for the Raider's armor. Since my penalty only affects charisma while you are wearing it, all you have to do is change into something else before trading (or doing anything else that is affected by CHR). But I might have overdone the penalty a bit.

Anyway, thanks again for your hard work, and so far I like it a LOT! Bravo once again! :celebration: :foodndrink:

Thanks! Ann your most welcome. :)
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Madeleine Rose Walsh
 
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Post » Tue Feb 09, 2010 8:16 am

LOL, yeah it's a new game fresh outta the vault. It's entirely likely that I didn't notice all the extra junk you could repair with because of the way I usually unload my gear. I hit my lockers (or my new sorter!) and dump the clutter and food and drink first, then head for the weapons & armor. Then, after I have accumuliated a good supply of armor & weapons, I drag it all out, repair it up and head to market. So I probably never actually had a lot of that clutter in my inventory when I repaired up so I never realized it was an option for my weapons.

if you're going to look like a bad guy, the merchants are not going to be very friendly towards you. The same is true for the Raider's armor. Since my penalty only affects charisma while you are wearing it, all you have to do is change into something else before trading (or doing anything else that is affected by CHR). But I might have overdone the penalty a bit.


LOL, yeah. But sometimes I forget! I got the Ranger armor now, but before I got it I was doing just that. But I forget to quicksave sometimes before I hit a speech challenge. Meh, my work around for this is easy! I'll just either buy some regular combat armor to repair, or better yet head to dikeerson Church and get the armor off the drifter and get the unique sniper rifle too! So, I can usually figure out a way to get it done, lol. Once again, great job!
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Kortknee Bell
 
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Post » Tue Feb 09, 2010 5:27 am

Though I'd check back to see how your mod was getting allong.
Wow, you've been busy!
Updating now! Wonderful.:)
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Mrs Pooh
 
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Post » Tue Feb 09, 2010 8:03 pm

Ok, I've played the AI Tweak module for almost a week and I think it's time to do a reality check on this mod....

Your AI tweak is definitely superior to CEP v1 and v2, and possibly the best Fallout AI Tweak I've tried.

I've just added your Localized Damage and Less Is More modules (which by the way, is also compatible with FOOK2 with some minor modification via FO3Edit). I'll post back after playing with them for a bit. I do have a question: any chance of future support for DLCs with respect to your Localized Damage module (eg. Point Outlook, which adds a number of new MOBs)?
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Paul Rice
 
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Post » Tue Feb 09, 2010 5:42 am

Hi Arwen, I've finally had some time to start a new character and play for a while with the skills module. I really like it, how makes leveling up a really important decision-making process. I also like the idea of having so many SPECIAL requirements for perks, it's an effective way to add importance to those stats. At the same time it makes skill points from perks very critical... there are a lot of tough decisions! However, I think it may be slightly unbalanced in terms of favoring jack-of-all-trades kind of characters (most good perks require values of 6 or 7, with diminishing returns for giving your character any stats in the 8-10 range). It might be good to include some powerful perks requiring higher stats, especially for multi-level perks (e.g. have toughness level 1 require 6 END, while toughness 2 requires 7 END, maybe even add further levels requiring END 8, 9, etc. while reducing the bonus per level). Just a thought, though, I've been enjoying the new system very much!
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Eve Booker
 
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Post » Tue Feb 09, 2010 7:44 am

Thanks so much for all the feedback!

Even though I was planning on taking a break for a while, so that I could just play the game, I'm currently working on v.3.4 (which should be ready for release late this week).

I began a new game but didn't get far before I discovered some things I wanted to try to correct. V.3.3 is very close to what I wanted, but not quite there . . . hopefully v.3.4 will do the job. One of the main things I've been working to improve is Sneak, which I still wasn't happy with. My SmarterAI/stealth module has definitely been the most difficult one to balance. In v.3.4: your sneak skill will play a much greater factor in how close you can get before you are detected (both inside and outdoors); guns with silencers will alert much less, while regular gunshots (and explosions) will alert much more; enemies will look harder for you (they will travel further), and NPCs from further away will be alerted. I also fixed a couple of bugs in the AI. For example: NPCs will now retrieve a better weapon much faster (won't stand so long, just thinking about it).

The next release (v.3.4) will require FOSE, as I need to use some of its extended scripting to pull of some of the changes I'll be introducing in v.3.4. Besides the above stealth changes, the time of day will now be factored into your ability to remain undetected. I'm using 10 different time periods during the day/night cycle that are factored into your stealth ability (along with your Sneak skill, and a bunch of other factors). Basically, at the darkest time of night (with all else being equal), you'll be able to get roughly 3.3 times closer without being detected than at midday. I'm also hoping to factor in the Pipboy light, where having it on will make you much more visible.

Also new with v.3.4: you will no longer instantly level up to Level 2 when you escape from Vault 101, but will now only gain 20XPs (instead of the default 200), so you won't level up until you actually earn all 200 XPs (This will be added to my Skills module). Plus I've reduced the XPRs for completing all the other portions of the main quest, and all of the default side quests. (These will be added to my Reduced XPR mod).


thedudeabides, I've already done what you're suggesting with some perks, where I've broken up a single perk, which formerly had 2 ranks (with the same requirement) and replaced it with two, single ranked perks . . . where the second one has a higher requirement. Animal Friend / Animal Ally is an example. But I'll see what I can do to a couple of other higher level, multi rank perks.
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Danielle Brown
 
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Post » Tue Feb 09, 2010 1:06 pm

Keep up the good work, Arwen! :)

Currently I'm only using LocalizedDamage.esp and SmarterAI.esp. I did use the Weapons.esp at first, but one thing broke the immersion for me: After beeing knocked unconscious the enemies kept searching for me while saying things like "I guess it was nothing". But I'm right there in front of them, like they don't see me.
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lucile davignon
 
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Post » Tue Feb 09, 2010 5:09 pm

A little fun I had with this mod:

I decided to blow the raider's at the Lincoln Memorial away...with my level 6 sniper.
So after having dispatched by the main guard an the leader easily by taking them by surprise, I headed outside.
I died 8 times afterwards, every time trying a different tactic on getting a hold of the raiders who had spotted me, and every time getting outmatched in a different way, it was incredible, I've hardly ever had to be so tactical in real-time combat in a game.
Standing ground would result in them taking cover and blowing me to pieces.
Taking cover in the rock nearby would result in some squatting behind the pillars, taking shots when the opportune mome was there, with some of them closing in to distract me.
Trying to get rid of their height advantage, led to me wasting my stimpaks on getting knocked out by mines and having none for the battle at the top.
I had no room to throw explosives, for they shot on sight, which equaled death.
So I decided to do as they did and take cover behind a boulder and take precisions shots at the incoming while ducking away in time for their snipers.
That was exciting.^^
Thanks!
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Suzy Santana
 
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Post » Tue Feb 09, 2010 6:49 am

Thanks for the great feedback!

Just a quick update:

V.3.4 should be ready by the end of this week.

I've completed my new Stealth penalties/bonuses, where the time of day now factors into your ability to remain undetected. I'm using 13 different time periods during the day/night cycle that are factored into your stealth ability (along with your Sneak skill, and a bunch of other factors). Basically, at the darkest time of night (with all else being equal), you'll be able to get roughly 5 times closer without being detected than at midday . . . and that's on top of all my other detection changes, which also includes light levels.

I've also figure out a way to use different settings for interiors . . . instead of trying to find a compromise between what works for exteriors and and what works for interiors.

I'm still working on adding weather bonuses and reducing your stealth ability when your PipBoy light is on, but am running into some problems with both.

The biggest thing that I have to complete is balancing out my new stealth changes . . . which is always a challenge.
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Shianne Donato
 
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Post » Tue Feb 09, 2010 10:49 am

Hey Arwen, thanks for the great mod! I've just started a new game with it and a number of the other realism mods you linked to on your site and it's awesome. The upcoming stealth changes sound good too.

I had a question about the changes to SPECIAL in the mod. I read in the description that you reduced the number of available points to distribute to start with by five, in part to make up for the fact that you can get 7 for bobbleheads later. However, I don't like the bobbleheads and never use them. It seems to me that in a roleplaying game where your attributes are a large part I should be able to choose them all, and not find a few laying around. Still, I miss having the extra special points to work with.

So, if I add those 5 special points or just a few of them to my character now will that mess up the balance of the game? I know a number of the perks have special requirements so I thought it might affect that particularly. It seems to me if I never get the bobbleheads it should even out, but maybe you figured those would come late in the game and so don't think I should have more special early on. And if I do add more special points, is there a way to just console command them in or should I start a new game? I'm only level 3 but I still like my character already :)
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Chelsea Head
 
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Post » Tue Feb 09, 2010 4:04 pm

You're most welcome. :)

At the beginning of your game (or anytime before you have exited Vault 101 for the first time), just open the console and enter:

set ArwenSpecialPoints to 40

That will increase my 35 point spread to the default 40 points.

For later in your game, open the console and enter:
player.modav "Special name" Number of points to increase
For example:

player.modav charisma 2

That will increase your Charisma by 2 points.
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Sabrina Schwarz
 
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Post » Tue Feb 09, 2010 5:53 pm

Today I started tackling my Weapon Effects. My unconscious effects are one of the areas that I get the most complaints about (right up there with my reduced carrying capacity). So I thought I would see if I could improve things a bit. After hours of scripting and testing, I have finally made a major improvement to my Whack effect (the one that is attached to all non-blade melee weapons). This is what I've done:

Instead of making the unconscious effect a random occurrence (that happens ~20% of the time), it is now based on fatigue (which is a hidden stat) . . . every hit reduces the victim's fatigue by 40 points, and when their fatigue < 0, they are knocked out. The player character has 200 fatigue by default, so it will take at least 5 good whacks before you'll be knocked out, and your fatigue regenerates at about 1 point per second (as far as I can tell). A side effect is that there now seems to be a much greater chance that my attacker will attack me when I'm still unconscious. I'm also reducing the penalty duration, since you no longer have to be knocked out for the Whack effect to be applied.

I'm still working on my Blast effect. So far I'm also basing it on fatigue . . . but the amount of fatigue damage is determined by your endurance.

Oh, and I have finally come up with a way to make it so turning on your PipBoy Light greatly reduces your ability to remain undetected.
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Inol Wakhid
 
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Post » Tue Feb 09, 2010 7:57 pm

Another little update on my soon-to-be-released update (although I seem to be talking to myself here lately, but hopefully some are interested in my latest changes):

My unconscious effects work MUCH better now, as I never liked the random chance . . . now they are actually based on the actor's condition.
With my Blast effect, an actor will only become unconscious when their fatigue < 0; with each explosive blast decreasing their fatigue by 300/END [so, if you have an END of 5, your fatigue will be reduced by 60 points].

My PushAway effect (for shotguns and some ranged weapons) is now called Gunshot, and it also works by damaging fatigue . . . each hit reduces fatigue by 20 points . . . but you are not knocked out with this one . . . you just fall down for like 1 or 2 seconds. [I'm still working on this one, so my released version may be a bit different.]

I'm wrapping up my final Sneak changes, but still need to balance out a few things. This is now a bit easier (but also a bit more involved) since I have separate values for interiors and exterior cells. Besides the time of day sneak bonuses/penalties, I now added weather bonuses. You will gain a sneak bonus when the weather is cloudy, and a greater bonus when it is raining or snowing. And this should be compatible with most weather mods. (In case anyone is wondering, you have to actually be outdoors to gain any benefit from the weather conditions . . . and this also applies to the time of day adjustments.)

Oh, and the actor's skill now plays a greater role than ever.

And v.3.4 now includes a new 9th module: my Reduced Quest XPR module (which reduces the XPR for all default quests by 90%) . . . so you will no longer automatically level up when you escape vault 101. This had to be a separate module, because it needs to load before any mods that make any changes to the default quests.
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Gavin boyce
 
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Post » Tue Feb 09, 2010 5:32 pm

Hey Arwen!

Quote:
---------------------------------------------------------------------------------------------------------------------------------------------------
(although I seem to be talking to myself here lately, but hopefully some are interested in my latest changes)
---------------------------------------------------------------------------------------------------------------------------------------------------

Lol, I'm here and listening. One of your loyal followers;);) I am sure Gnosos and Dynastia and the others are around here somewhere;);)
________________________________________________________________________________
___________________________________

I am really looking forward to this update. It looks like you have spent a good amount of time getting sneak to work well, which is a tough thing to do. It also sounds like you have done a great amount of work with the effects too!

Just a couple of questions if I may:

Does sneak skill factor into the lighting conditions? In other words, if you have a high sneak skill, will brighter lighting have less of an impact of getting detected than a low sneak skill?

With a reasonable sneak skill will you be able to sneak up on sleeping NPC's without being detected?

Lastly, if I snipe someone with a silenced weapon, will they a) instantly know my location and B) if I one hit kill in that instance, do their friends notice the kill and start looking for me?

These are some of my general issues with sneak. I know that they may not all be correctable.

Finally, with all the extra scripting, have you noticed any kind of lag or slowdowns?

Oh wait, one more thing. You mentioned that fatigue is a hidden stat. Do you know if DarnUi or anything else can have that stat shown on the HUD? If not is it possible for you to add it?


Mahalo,
Nemesis.
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emma sweeney
 
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Post » Tue Feb 09, 2010 2:20 pm

Lol, I'm here and listening. One of your loyal followers;);) I am sure Gnosos and Dynastia and the others are around here somewhere;);)
I am really looking forward to this update. It looks like you have spent a good amount of time getting sneak to work well, which is a tough thing to do. It also sounds like you have done a great amount of work with the effects too!
Just a couple of questions if I may:

Hey Nemesis! Yeah, I was whining a bit. It just gets a little discouraging to make a number of posts about what I've been working on, without receiving any feedback . . . sort of like no one is interested in these changes. So it is great to 'hear' that people like you are actually interested. :)
Does sneak skill factor into the lighting conditions? In other words, if you have a high sneak skill, will brighter lighting have less of an impact of getting detected than a low sneak skill?

Your sneak skill is MUCH more important than in the default game . . . there's now a HUGE difference between being detected with a sneak of 20, compared with a sneak of 50.
When sneaking, your skill, your actions (moving, running), the weight of your armor, and lighting are all factored into whether or not you'll be detected. Indoor lighting does make a difference, as you'll be much less visible in shadows than in areas that are lit. I've improved this quite a bit from the default game, but it still is far from perfect, as I've only been able to work with the game settings, when what this really needs is a way to script in the lighting levels . . . and I haven't yet figured out a way to do that. What I have finally done is factored in your PipBoy Light . . . turn that puppy on, and you will be detected by anyone nearby.

Outdoors is now totally different from how the default game handles sneak. Your skill level is still very important, but lighting is now just as important. With my latest changes, with all else being equal, you'll now be able to sneak about 5 times closer at night than during midday (my script uses 13 Times of Day, with 7 different light levels). And if it is cloudy, you'll be able to get closer than when it is clear . . . and if is raining or snowing, you'll be even less visible. But you'll have to be really careful, as my daylight and weather bonuses are dynamic . . . you might not be visible at 8:59 am, but you may find that you're suddenly spotted at 9:00 am . . . and as soon as the rain stops or the weather clears, you'll instantly lose any weather bonuses. Oh, and you will be able very visible, even at the darkest night, even during a torrential downpour, if you turn on your PipBoy Light.

With a reasonable sneak skill will you be able to sneak up on sleeping NPC's without being detected?

If "reasonable" means a skill of 50 or more, and you are wearing very light armor (under 11 pounds), and you more slow (don't run) . . . you should have a good chance.

Lastly, if I snipe someone with a silenced weapon, will they a) instantly know my location and B) if I one hit kill in that instance, do their friends notice the kill and start looking for me?

A.) Not unless they are fairly close. What they will 'hear' mostly is the impact of the bullet . . . shoot across the room and any nearby NPCs will go and investigate where the bullet hit, and their search will be centered on, and radiate out from the location of the impact.
B.) They will not notice the kill . . . but they will react to the impact of the bullet and will search the area around the victim and they may spot you if their search put them close enough to where you are hiding.

These are some of my general issues with sneak. I know that they may not all be correctable.

These are my issues as well. :) None of this is is totally correctable, but I've done what I can to fix this as much as possible. And I'm pretty happy with my current changes.

Finally, with all the extra scripting, have you noticed any kind of lag or slowdowns?
Oh wait, one more thing. You mentioned that fatigue is a hidden stat. Do you know if DarnUi or anything else can have that stat shown on the HUD? If not is it possible for you to add it?

I haven't noticed any slow downs at all. I've kept my scripting as simple as possible (my stealth script is the most complicated script I have ever written, but it it tiny compared to other scripts I have seen).
You would have to ask DarN about that. I'm guessing that there could possibly be a console command that might give you your fatigue . . . I just don't know what it is.
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Donatus Uwasomba
 
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Post » Tue Feb 09, 2010 5:37 am

Hey Arwen. I'm also lurking in your thread from time to time and reading with interest about the tweaks you're making. I use FWE though as it's the mod that best suit my taste. I've seen some of your changes get added to it and would like to see your new Sneaking changes getting added to FWE. So your work is highly appreciated, even though not many may tell you that :)
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Juan Suarez
 
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