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

Post » Tue Feb 09, 2010 2:31 pm

Holy Jesus, if what I read here is true, this mod is gonna rock all socks when combined with MMM and Enclave Commander Mod!

It has always annoyed me how you can stand in a field of fire without dying, or charging at the enemy, barely taking any damage at all, or the enemy shooting at me without any regards for how exposed they are. Now I can have some real fights!

Only thing that made me pause a bit was the 45 seconds knockout time for the explosion knockbacks, wouldn't 20 seconds be better? After all, 45 seconds of doing nothing might become a little bit... dull?
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+++CAZZY
 
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Post » Tue Feb 09, 2010 3:48 am

Only thing that made me pause a bit was the 45 seconds knockout time for the explosion knockbacks, wouldn't 20 seconds be better? After all, 45 seconds of doing nothing might become a little bit... dull?


I believe Arwen said she was reducing it to 35 seconds, but I wouldn't look for her (or ask her, lol) to reduce it any more. I'm like you, eagerly anticipating this new release!
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Anna Krzyzanowska
 
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Post » Tue Feb 09, 2010 1:09 am

I keep going back and forth about using this mod - I'm about to start a new character.

My prime hesitance is the hit points. If I understand correctly: the character's hitpoints do not increase with level any more (they are static according to Endurance) but the NPCs/Monsters gain a higher and higher percentage level of hit points?

I already have trouble with the freaking Ghoul Reavers from BS but find almost everything else (except maybe Overlords) to be too easy?? I like most of what I read with this mod but hesitate with that last part....

I'd love to hear from people who play with this mod extensively - does it make journeying through the Wastes too hard? I use parts of Xodarap's but the monster aspect made mole rats take 20 bullets and Behemoth's were literally unkillable (6 direct hits with Fatman took two little bars away).... so I want something that doesn't make it a death crawl - I don't find that immersive or fun. As I get up in level I want to feel more powerful - but not all powerful.

J
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alyssa ALYSSA
 
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Post » Tue Feb 09, 2010 10:10 am

Well, personally I love how this makes my journeys through the Wasteland actually a struggle, where survival is difficult . . . but I'm just a bit bias about this mod, :)

What my mod does is balance things out, so that the NPCs and the PC are more equal. This is how Hit Points work out:

Default, with a player END+5; compared to NPCs END=5
Level 1: PC=200 HP --> NPC=120 HP
Level 2: PC 210 --> NPC=125
Level 10: PC 290 --> NPC=165
Level 20: PC 390 --> NPC=215
OK, so this was hardly fair; no wonder I got through the default game with just the Overseer's 10mm and Butch's Tunnel Snake jacket.

My Realism Tweaks, using and END of 5 again for both:
Level 1: PC=160 HP --> NPC=140 HP
Level 2: PC 160 --> NPC=145
Level 10: PC 160 --> NPC=185
Level 20: PC 160 --> NPC=235

And note that is for an average END (5), so you can adjust your difficulty, just by making a character with more END: 5 END=160 HP; 7 END=220 HP; 8 END=250 HP.

Plus you have to understand that this is just a tiny part of what my mod does, so you really have to look at the big picture . . . or just give it a try.

I'm writing the ReadMe now . . . so version 3.2 is done (just give me a few more hours to finish the documentation and package things up).
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Avril Louise
 
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Post » Tue Feb 09, 2010 9:31 am

Arewen . . . looking forward to checking out version 3.2 =) Have fun with the readme!
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Lory Da Costa
 
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Post » Tue Feb 09, 2010 2:51 am

I'm writing the ReadMe now . . . so version 3.2 is done (just give me a few more hours to finish the documentation and package things up).


:drool: :rock: :clap:


Balok drums his fingers.... looks at clock......taps feet....looks at clock....... (Thanks for the update Arwen! I can't wait to try her out!)
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Robert Garcia
 
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Post » Tue Feb 09, 2010 2:09 am

Thanks guys!

I REALLY dislike writing ReadMe's . . . writing this much takes me FOREVER!

Plus I had to go to a suddenly called, totally unexpected 'emergency' meeting a bit earlier (I serve on my Town's Energy Conservation Committee) . . . which has put me way behind.
I'm plugging away at this svcker (goodness, I made a LOT of changes in this version!) . . . and I had to correct a few minor changes that were a bit off.
But I will do my best to get it uploaded tonight (before I go to bed), but it may be very late.
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Amanda Furtado
 
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Post » Tue Feb 09, 2010 11:02 am

I feel your pain. I'm re-writting all of the FWE documentation (and formatting it into an HTML doc) for FWE's next release, and that has taken forever, and I'm not even into the meat the documentation. Ah well, the joys of modding!
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Syaza Ramali
 
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Post » Tue Feb 09, 2010 8:11 am

Early, pre release Congrats, and thank you, for the hard work on the new version, can't wait!
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Suzie Dalziel
 
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Post » Tue Feb 09, 2010 1:53 pm

Thanks for all the work, Arwen. Looking forward to the release!

gothemasticator
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Eoh
 
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Post » Tue Feb 09, 2010 6:48 am

Thanks for all the great support!

Version 3.2 is finally complete and available at: http://www.fallout3nexus.com/downloads/file.php?id=7565

It's 2:30 am and I'm off to bed, to get a few hours sleep.
Hopefully I was awake enough, and didn't mess the ReadMe or the archive up too much.

Here are the major changes (this was a BIGGIE!):

1.) Main Tweaks Module:
- Nothing new has been added, but a few things have been moved to other modules for better compatibility:
- My new Skills formula is part of my new Skills module.
- Armor Encumbrance changes have been redone and moved to the Armor module.
- Head Cripple Effect was changed and moved to the Survival module.
- Reduced repair costs were reduced even further, but are now part of my Less_Is_More module.

2.) SmarterAI Module:
- To balance this version's changes to my knockout effects (in Weapon module), most Combat Styles were modified again to increase chance of attacks when unconscious (still slightly less chance than default settings).
- Stealth: more difficult now to remain undetected (especially in daylight and in all but the dimmest interiors).
- Increased the boot weight penalty (now it is even more difficult to sneak when you're wearing heavier armor).

3.) Survival Module (other than the first two, these changes affect both the PC and the NPCs):
- Increased Low-level NPC base health multiplier (making them much healthier).
- Correct an error that I made in setting the condition of the NPC's 10mm pistol (my error made its condition much worse, instead of better).
- Completely redid the way weapon damage is calculated. DAM is now increased through weapon skills calculations (which still affect all weapons globally, including weapons that are added through other mods).
- Increased the Spread Skill Bonus (for guns): Small Guns skill is now a greater factor in how accurate you will be with any ranged weapon.
- Increased the Damage Skill Bonus (applies to all weapons): Skill now has much more impact on how much damage an actor can do with any weapon.
- Reduced the Gun Condition vs. Damage Penalty (bullets from damaged guns do less damage): condition is still a factor, but now a smaller one.
- Reduced the Gun Condition vs. Spread Penalty (spread increases for damaged guns): condition is still a factor, but now a much smaller one.
- New Running/walking and Shooting Accuracy Penalty: In the default game, there is no penalty at all for this; now there is.
- The global Maximum Gun Range Multiplier, which was reduced in previous versions, is now back at default.
- Reduced my Crippled Arms and Shooting Accuracy settings (because of other changes in this version that made its effect now too high).
- Weapon deterioration for melee weapon was reduced a bit. Please let me know if this setting is better or worse for you (I sort of liked my previous rate, but received complaints that it was a little too fast).
- Head Cripple Effect moved from Main Tweaks module and blackout duration was reduced a bit.
- Immersive visual change: Increased Impact Shader Maximum Distance by 4 times the default distance (from ~234 to ~937 feet).

4.) Armor Module:
- Armor Encumbrance (which was moved from Main Tweaks module): I had the formula wrong in all my previous versions, which made this penalty way higher than I had intended (movement speeds in heavier armor was very slow). This has now been corrected and you should notice a HUGE difference.
- Removed Unofficial Patch dependency (from all modules), which caused some Power Armor texture errors for users who did not have the patch installed.
- Raider armor now gives -5 Charisma and Talon armor now gives -7 Charisma (mostly due to perk changes in new Skills module)
- Expanded the armor repair lists.
- Armor wearing bonuses: Power Armor will weigh only about 25% as much when worn, and all other armor will weigh 50% as much. This also applies to most helmets as well.

5.) Weapons Module:
- Completely redid the way weapon damage is calculated. I am no longer using the weapons damage multiplier, but am now increasing weapon damage though through my changes to the weapon skills calculations (which is part of my Survival module).
- Push Away effect (such as from shotguns): no longer knocks out the victim.
- Shortened unconscious time: Blast effect from 45 to 30 seconds (from 15 to 10 for supermutants), and Whack effect from 35 to 20 seconds.
- Removed ghost/protection from unconscious victims (which includes the PC)
- Reduce Blast script force from 5 to 4
- Blast effect: robotic type creatures will only be stunned briefly (so Liberty Prime won't become unconscious).
- Reduced ranges for a number of projectiles (like BBs and Shotgun Shell).
- Reset Combat Shotgun (Charon) and Combat Shotgun (Charonscene) to the default settings (spread changes were causing problems for the followers).
- Expanded the weapon repair lists.
- Reduced the minimum spread for the Assault Rifle.

6.) Localized Damage Module:
- Totally redone in this version! (to work better with my new damage calculations)
- Headshots should be deadlier than ever (a bit less deadly than v.3.1 at lower gun skills, but much deadlier at high gun skills).
- Also new in this version: dismemberment chance reduced to 5% (from the default 50%).

7.) Less_Is_More Module:
- 5mm ammo is now a bit less scarce (than in v.3.1), since 5mm rounds are only used in automatic weapons.
- Repair cost are now 50% less (than in v.3.1), to offset my bartering changes.
- Adjusted my Barter settings a bit (not quite as severe as in v.3.1; but still very severe when you have low Barter skills).

8.) Skills Module - new for v.3.2 (This module is best used with a new game; or with a VERY low level character):
- Derived Skill Settings (was part of Main Tweaks module in v.3.1): New skill point formula ? even fewer initial skill points and level up points
- Rebalanced skill books: limited number of books you can read that will give skill point awards (increased with Educated and Comprehension perks).
- Skill books are no longer consumed when you use them, but are replaced with a "Read" version, with a lower value that you can sell or collect.
- Rebalanced Perks: I've made changes to 95% of the default Level Perks. Perks are now balanced to mesh much better with my Realism Tweaks.
- Perk requirements were raised and/or added, and some perk bonuses can be temporarily lost if minimum skill requirements are not maintained.
- I also added a few new unique perks, to fill in some gaps (mostly to help out characters with low stats, who now may not meet my higher perk requirements).
- I created a page on my Fallout 3 Journal website, which fully covers all the changes that this module makes, including all the Perk changes (which may be helpful in planning out a new character's stats). Link: http://amito.freehostia.com/Fallout/Arwens_Skills_Module.htm


I'll update my original post in this thread in the morning. (And my website.)
Goodnight all. :snoring:
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katsomaya Sanchez
 
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Post » Tue Feb 09, 2010 7:14 am

Good night, and good morning here :). Great to see a new version, and i have some questions.

1. In your skill module you said you changed skill points to smaller ammounts. Did you also changed the level-up progression, or it is still a separated mod(your Arwen reduced XP) Asking just incase :)

2. Is your mod compatible with MMM mod now?(i will playtest it certanly :D)

PS.
Thats a big log-file ;)
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Alexander Horton
 
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Post » Tue Feb 09, 2010 10:29 am

Thanks for all the great support!

Version 3.2 is finally complete and available at: http://www.fallout3nexus.com/downloads/file.php?id=7565

Congratulations Arwen, downloading now!
2. Is your mod compatible with MMM mod now?(i will playtest it certanly :D)

Hasn't it always been?
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ZzZz
 
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Post » Tue Feb 09, 2010 3:34 am

Thanks for all the great support!

Version 3.2 is finally complete and available at: http://www.fallout3nexus.com/downloads/file.php?id=7565

It's 2:30 am and I'm off to bed, to get a few hours sleep.

Sounds good!
Congratulations!
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hannaH
 
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Post » Tue Feb 09, 2010 3:05 pm

Can anybody of you guys recommend me a good weapons addon mod which blends in well with Arwen's tweaks? I used to have Classic Fallout Weapons but I think it might be pretty unbalanced when used together with this mod. Yet, I'd still like to have some more variety than I had with the vanilla version of F3. Thanks, guys!
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Kat Lehmann
 
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Post » Tue Feb 09, 2010 3:25 pm

Good night, and good morning here :). Great to see a new version, and i have some questions.
1. In your skill module you said you changed skill points to smaller ammounts. Did you also changed the level-up progression, or it is still a separated mod(your Arwen reduced XP) Asking just incase :)
2. Is your mod compatible with MMM mod now?(i will playtest it certanly :D)
PS. Thats a big log-file ;)

1.) My new Skill module does not directly reduce the speed at which you will level up (although you will likely level up slower, just because your game will now be much more difficult).
What the Skill module does is reduce the amount of Derived Skill Points (which in the default game is based on your SPECIAL point spread), and the amount of Skill Points you are given to distribute when you level up.
(It also changes Book Skills and completely redoes Perks).
My Reduced XPR mod slows done your leveling up speed by reducing the amount of Experience Point Rewards (XPR) you receive for everything you do in the game (such as killing opponents, picking locks, and hacking computers). I would suggest using both of my mods (I would have combined them, except that I like to keep things as modular as possible, plus there are two versions of my Reduced XPR mod).

2.) Yes, it always has been, in the sense that there are no conflicts . . . but I'll be releasing an MMM compatibility patch later today that will remove all the MMM AI scripts (that Kai Hohiro made for me), which should eliminate any AI balancing issues, and improve gameplay a bit.

PS: Yes it is! This is by far my biggest update. My Realism Tweaks now changes well over 1200 records.
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Niisha
 
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Post » Tue Feb 09, 2010 4:27 pm

Can anybody of you guys recommend me a good weapons addon mod which blends in well with Arwen's tweaks? I used to have Classic Fallout Weapons but I think it might be pretty unbalanced when used together with this mod. Yet, I'd still like to have some more variety than I had with the vanilla version of F3. Thanks, guys!

I'm using the following in my own game:

- http://www.fallout3nexus.com/downloads/file.php?id=5830: Should be fully compatible with my Realism Tweaks, but you MUST load it AFTER my Arwen_Weapons.esp (or my Arwen_FULL_Tweaks.esp) to retain all EVE's visual effects.

- http://fallout3nexus.com/downloads/file.php?id=4457 is 100% compatible, but you MUST load it BEFORE my Arwen_Weapons.esp (or my Arwen_FULL_Tweaks.esp).

- http://www.fallout3nexus.com/downloads/file.php?id=7907 is also 100% compatible, but you MUST load it BEFORE my Arwen_Weapons.esp (or my Arwen_FULL_Tweaks.esp)

- http://www.fallout3nexus.com/downloads/file.php?id=3388 seems to be mostly compatible . . . if you load it after my Weapons module you will lose a few of my individual weapon changes (for the few ranged weapons that I change), but my damage increases should still work. If you load it before my Weapons module, you will lose some of Weapons Mod Kits' changes (I can't recall how much you actually lose). [I'm still play testing this one in my own game, and have it loading before my FULL_Tweaks, without any problems.]

For a full list of the mod that are compatible with my Realism Tweaks, see http://amito.freehostia.com/Fallout/FO-mods.htm.
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josh evans
 
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Post » Tue Feb 09, 2010 5:14 am

Awesome, thanks for your reply, Arwen. I'll definitely check those out!
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Jason Rice
 
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Post » Tue Feb 09, 2010 10:23 am

Began playing a brand new game with only your mod enabled (Full esp)

A few things I've noticed and, having read the readme, which is a LOT of information to absorb am still unclear about some things:


I got "Whack" added to my character and even though I then played and even waited an hour after leaving the vault - I was still 'whacked' - having a perception of 1 seems incredibly harsh for such a long duration. I got 'whack' in my first combat with a security guard right after leaving my room - so had 1 PER throughout??? Why does it last so long? Does it last 15 REAL minutes?

The run speed is only 7% less? Just checking b/c it seems s__l_o_w

Otherwise I'm enjoying it - so don't think I'm unappreciative - but I do wonder if whack is whacked?

J
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elliot mudd
 
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Post » Tue Feb 09, 2010 2:13 am

Thanks so much for the feedback. I'm currently working on updating my FO3 website, which should help clarify some things. My Realism Tweaks mow makes so many changes that it is extremely difficult to cover them all in a readme file.

Once you have been Whacked, waiting will not help (although I've been told that sleeping does). And yes, the penalties are in real time, not in game time . . . since my intent is to penalize the player, not their character (since they get knocked out). My mod is meant to be 'incredibly harsh," so my Whacked effect is not 'whacked,' but seems to be working exactly as I intended. If you were knocked out in RL by a whack on the head, your would have some perception issues when you came to . . . and they would last a LOT longer than 15 minutes. Remember this effect is set to only happened ~20% of the time, so just avoid being whacked.

The running speed is indeed roughly 7% less than in the default game . . . if you are not wearing heavy armor, and if your weapon is holstered.
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Annika Marziniak
 
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Post » Tue Feb 09, 2010 9:23 am

I really like how you're a whole lot less accurate when trying to shoot while running, it makes sense. :)

And I love knocking people out. :P
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Len swann
 
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Post » Tue Feb 09, 2010 2:12 am

Arwen,

In the Less_Is_More part - does this affect Stimpacks?

I ask because previously I was using Xodarap's and had the rarity on high - which meant I almost never found stimpacks in med cases and had to rely on ones scattered in the world. I've noticed, so far, that I am finding stimpacks again in every case.

Do you have any plans to make the Stimpacks less?

The ammo seems a lot less (which I like) and I like knowing the AI will now open/loot things.


One other question, one part of Oblivion I hated was the level scaling that actually made the whole game harder without your mastery as you attained higher levels ever making you feel powerful against creatures. I noticed in the Survival module that at higher levels the NPCs will have 47% more hitpoints - do you feel other changes balance this some in terms of levels and power? Or will it actually make the character weaker as they get higher level ?

J
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Alisia Lisha
 
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Post » Tue Feb 09, 2010 9:19 am

Arwen,

In the Less_Is_More part - does this affect Stimpacks?
I ask because previously I was using Xodarap's and had the rarity on high - which meant I almost never found stimpacks in med cases and had to rely on ones scattered in the world. I've noticed, so far, that I am finding stimpacks again in every case.
Do you have any plans to make the Stimpacks less?

Not yet, as I'm also using Real Injuries, which also affects Stimpacks. Initially I was going to see what I could do in this release, but after being without my computer for a month, I decided that it was going to be difficult enough just to complete what I had started. But I plan on altering them in the near future, although I'll probably also have to make a Real Injuries patch. I plan on not just making them more rare in the Wasteland, but on altering how they work, such as how I have altered the way the poison from Rad scorpions work (less magnitude, but much longer duration), which I how I've changed them in my own game.

One other question, one part of Oblivion I hated was the level scaling that actually made the whole game harder without your mastery as you attained higher levels ever making you feel powerful against creatures. I noticed in the Survival module that at higher levels the NPCs will have 47% more hitpoints - do you feel other changes balance this some in terms of levels and power? Or will it actually make the character weaker as they get higher level ?

In the default game, the NPCs are mostly at a huge disadvantage, which makes it pretty easy for the PC to become over powerful, especially with how easy it was to get rich (even when still at low levels). We're dealing with just a simulated AI here, as the NPCs do not actually think . . . not even with my SmarterAI module. :) While the Player is able to think and use actual strategy, and learn . . . so we tend to get better at playing the game (even though game developers seem to think all gamers are a bit slow, by the way they always seem to 'dumb-down' their games).

My point is the the NPCs/Creatures NEED to get stronger, just so they will have a chance and so the game will remain interesting, and challenging enough so that the player will actually HAVE to think a bit, rather than just shoot every thing in sight and blast through the game.
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Blaine
 
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Post » Tue Feb 09, 2010 5:40 pm

- Rebalanced skill books: limited number of books you can read that will give skill point awards (increased with Educated and Comprehension perks).
- Skill books are no longer consumed when you use them, but are replaced with a "Read" version, with a lower value that you can sell or collect.

I'm currently using the http://www.fallout3nexus.com/downloads/file.php?id=3323 mod. On your site it says it's compatible with your Realism Tweaks, but that might be outdated information now. If I load Book Perks later in the load order than your Realism Tweaks will it work fine without compatibility issues?
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Taylor Thompson
 
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Post » Tue Feb 09, 2010 5:58 am

to be a stick in the mud, but i like your ideas so dont be angry =P

no matter if the guns are falling apart in your hand or in perfect shape, a bullet wont do less damage coming out of it.period.

if by whatever reason even if the barrel of said gun is damaged. the gun would explode actually doing damage to the wielder instead of shooting at all.

in short guns shouldnt have their damage effected at all by the ware and tear on them. better still make a small explosion chance if they are to damaged. thus hurting the wielder. same goes for all those enemies that you look at their weapons and its garbage. those can explode also (as in harming the enemy). smaller bang than a grenade. just enough to give like 20 damage and maybe a 50% chance knock out =)
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NAtIVe GOddess
 
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