[RELz] Arwen's Realism Tweaks [Thread #5]

Post » Sun Aug 22, 2010 5:11 am

Hey James,

Thanks! I'm glad it is fixed as well . . . I was a bit lost without it.

From my opening post in this thread (yeah, there's a lot of stuff there to sort through):
"My mod is NOT compatible with FOOK or FWE (even though my SmarterAI module is integrated into FWE)"

This doesn't mean that you couldn't use some of my modules with FOOK2, but I don't recommend doing so, (I've been told that my Smarter AI will work ok, but most of my modules will have major incompatibility issues).
Even though my mod is small, it is still an overhaul mod, and overhauls rarely work very well together. With overhauls, you really need to pick the one that makes the game changes you want most and just use that one.
My Tweaks touches many of the same game settings as FOOK2, but often in very different ways, so trying to mix and match is likely to cause some major balancing issues.
Besides, the two mods really are opposites in many ways, such as the way FOOK2 adds more items and my mod makes things more scarce; or in the way that FOOK2 adds more powerful armor, while my mod removes much of the combat enhancing enchantments from armor. Plus my mod factors your skills in much more into how effective you will be . . . since one of my main goals is to enhance FO3's role-playing aspects.

RE: Foundation: just put the files into the correct folders (matching FO3's folder layout: for instance, Data/Textures) and use your zip program to make a new archive (generally, "add to archive")
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Lizzie
 
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Post » Sun Aug 22, 2010 7:07 am

Use Arwen's mod. Its so cute an fuzzy you'll just want one for your very own once you see it ^_^

Will your tweaks affect Mothership Zeta? I ask because the finest in zany mayhem for me is the ships bridge battle. I felt like Kirk and Dr. Who betwixt the film When Mars Attacks, or whatever the mars movie was called. It was pure laughter and insanity =)
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Vickey Martinez
 
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Post » Sun Aug 22, 2010 4:10 pm

My Tweaks will work with all the DLC. All my gameplay changes will generally work exactly the same with any of the DLC, as they do in the original game. What my mod doesn't effect (yet) are any items that are unique to the DLC. I do plan on eventually making a single GOTY patch/version.
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Sarah Unwin
 
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Post » Sun Aug 22, 2010 9:24 pm

Hey James,

Thanks! I'm glad it is fixed as well . . . I was a bit lost without it.

From my opening post in this thread (yeah, there's a lot of stuff there to sort through):
"My mod is NOT compatible with FOOK or FWE (even though my SmarterAI module is integrated into FWE)"

This doesn't mean that you couldn't use some of my modules with FOOK2, but I don't recommend doing so, (I've been told that my Smarter AI will work ok, but most of my modules will have major incompatibility issues).
Even though my mod is small, it is still an overhaul mod, and overhauls rarely work very well together. With overhauls, you really need to pick the one that makes the game changes you want most and just use that one.
My Tweaks touches many of the same game settings as FOOK2, but often in very different ways, so trying to mix and match is likely to cause some major balancing issues.
Besides, the two mods really are opposites in many ways, such as the way FOOK2 adds more items and my mod makes things more scarce; or in the way that FOOK2 adds more powerful armor, while my mod removes much of the combat enhancing enchantments from armor. Plus my mod factors your skills in much more into how effective you will be . . . since one of my main goals is to enhance FO3's role-playing aspects.

RE: Foundation: just put the files into the correct folders (matching FO3's folder layout: for instance, Data/Textures) and use your zip program to make a new archive (generally, "add to archive")


Thank You Very Much :)
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Karl harris
 
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Post » Sun Aug 22, 2010 8:12 pm

I'm having what I think may be a problem with accuracy. (Though it may well just be me not understanding some of the changes the mod makes)

For some reason I'm finding skill points in small guns skill to be useless. I'm level 12 now (small guns 70ish), and I'm having to rely on the same tactics I was at level 1, which is to not fire until I'm nearly point-blank with the enemy. Any distance over around 20 feet or so and my chances of hitting the enemy in VATS or manual aim are just horrible. VATS chance shows usually 2-5% at distances where it seems even raiders are just mowing me down with head shots, and when I try to shoot back, my bullets just seem to always miss them.

I understand the mod makes things harder on the player, which I'm all for, but I just can't seem to grasp why my ability to hit something with a gun is so horrible after putting points into a skill. As a comparison, I tried hitting something with an energy weapon (which I have like 10 skill points in) and I have nearly the exact same chances of hitting something with it as I do small guns 70ish. Maybe a 2% increase chance at max in VATS.

So is this working as intended or is something broken on my end here?
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Lisa
 
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Post » Sun Aug 22, 2010 6:21 pm

Is your Mod OK to use with FOOK2?

Reason for asking,I saw earlier the repair system is altered.I think FOOK2 also alters the repair system making use of the Scrapper Add-On for the Work Bench.


The Smarter AI module is fully compatible with FOOK2 1.0. The Full Tweak is obviously not compatible. The reason for conflict in the repair system is not the Scapper add-on but because FOOK2 introduces tons of new weapons and overhauls the repair lists so these weapons can be cross repaired with vanilla weapons. Some of the other modules might also be compatible with FOOK2 (eg. reduced quest XPR and localized damage). You can check them out in FO3Edit to see if there are any conflicts.
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Invasion's
 
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Post » Sun Aug 22, 2010 1:12 pm

Jharen- At a guess I'd say that isn't right. But I've seen some similar numbers and I was level 30 and at 100 skill. Thing is I also get normal numbers. If I were to guess I'd say the damage you took in a point in the game prior to a battle where you are finding such low numbers is affecting your newer battles. Such as, if you took a grenade blast and now your skills/stats took a hit maybe?

But I'm not arwen, and she knows her mod better than I. =)
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Maria Leon
 
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Post » Sun Aug 22, 2010 10:30 am

I'm having what I think may be a problem with accuracy. (Though it may well just be me not understanding some of the changes the mod makes)
For some reason I'm finding skill points in small guns skill to be useless. I'm level 12 now (small guns 70ish), and I'm having to rely on the same tactics I was at level 1, which is to not fire until I'm nearly point-blank with the enemy. Any distance over around 20 feet or so and my chances of hitting the enemy in VATS or manual aim are just horrible. VATS chance shows usually 2-5% at distances where it seems even raiders are just mowing me down with head shots, and when I try to shoot back, my bullets just seem to always miss them.
I understand the mod makes things harder on the player, which I'm all for, but I just can't seem to grasp why my ability to hit something with a gun is so horrible after putting points into a skill. As a comparison, I tried hitting something with an energy weapon (which I have like 10 skill points in) and I have nearly the exact same chances of hitting something with it as I do small guns 70ish. Maybe a 2% increase chance at max in VATS.
So is this working as intended or is something broken on my end here?

Hey Jharen,

I play tested my Realism Tweaks at all sort of SG skill levels, without having the problems that you are describing. In fact, I set up a bunch of cans as targets to test different guns at different conditions, at different skill levels,
First of all, are you using my FULL Tweaks, or just certain modules (if so which ones)?

Both the Survival module and the Weapons module affect accuracy, and my VATS changes are all in the Main Tweaks module.
At 10 SG skill, your (Spread) SkillBonus is 0.63, compared with a 100 SG skills (which is 0.0).
At 75 SG skill , your SkillBonus is only 0.18, so there is a pretty big difference (and quite a bit more of a difference than with the default settings).

But you have to understand that your SG skills is only one factor in how much spread you end up with.
Gun Spread = PerkModifiers (IronSightsBonus * CrouchBonus * (ConditionPenalty + SkillBonus) * (WalkPenalty + RunPenalty) + ArmPenalty)

If your weapon is in poor condition, it won't be as accurate.
If you're shooting while standing, you won't be as accurate as when you are in the crouched position.
If you are shooting while walking, you won't be nearly as accurate (and this is even worse if you are trying to shoot while running).
If your arms (especially the right one) is crippled, you will be a horrid shot.
If you are not aiming (using Iron Sights) you won't be very accurate.
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LuBiE LoU
 
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Post » Sun Aug 22, 2010 7:37 am

Arwen - I'm using your FULL tweaks esp. And yes I'm pretty sure I checked for body damage and other penalties while trying to hit enemies. I am going to try your test though and set up some cans to shoot at and see how that goes as opposed to shooting at moving enemies.

Thanks for the response, and thanks for the great mod! :)
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Cayal
 
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Post » Sun Aug 22, 2010 10:20 am

You're very welcome.

I am considering tweaking the way that Small Gun Skills affect gun spread, in my next update (v.4.1, which will likely be just v.4.0 with a few bug fixes and tweaks . . . and perhaps a couple of new perks).

Even though I've reduced the amount of spread that you get when skills are low (from earlier versions of my mod), I'm beginning to feel that it is still too high . . . due to some of my other tweaks that affect spread. I really don't mind the fact that if my character has really low SG skills, that she cannot shoot straight. But due to the way the NPCs scale up an down with the player's skill levels, immersion tends to take a dive, when the NPCs (who supposedly grew up using guns) can't seem to hit me.

So I really would like to know what others think.
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Eric Hayes
 
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Post » Sun Aug 22, 2010 3:55 pm

You're very welcome.

I am considering tweaking the way that Small Gun Skills affect gun spread, in my next update (v.4.1, which will likely be just v.4.0 with a few bug fixes and tweaks . . . and perhaps a couple of new perks).

Even though I've reduced the amount of spread that you get when skills are low (from earlier versions of my mod), I'm beginning to feel that it is still too high . . . due to some of my other tweaks that affect spread. I really don't mind the fact that if my character has really low SG skills, that she cannot shoot straight. But due to the way the NPCs scale up an down with the player's skill levels, immersion tends to take a dive, when the NPCs (who supposedly grew up using guns) can't seem to hit me.

So I really would like to know what others think.


Hi Arwen!

I'm finally got my video card back, and I plan on starting a new PC tonight and use your newest tweaks version. If you would like, I will be happy to reply with my thoughts. I was also wondering what do you and others feel would be a good SPECIAL set up for a small guns/snipe/sneak/explosives character with your new version? I'm looking forward to giving this new version a go!
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Lillian Cawfield
 
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Post » Sun Aug 22, 2010 1:32 pm

Hey Balok,

I'm glad your video card is now fixed. I've been there, and it can be a REAL pain.

Well, you're likely going to want a PER of 7 or so and an AGL of at least 6.
So this means that you're going to have to figure out what stats you're willing to be below average in, as you're going to have to get those 3 points from somewhere.
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Mizz.Jayy
 
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Post » Sun Aug 22, 2010 5:14 pm

Arwen, I found a problem that appears to be related to your Smarter AI esp. During the battle for GNR, the BOS/Lyons Pride, often freeze/hiccup and seem to just stand around at intervals. They will start fighting and then at some point they stop and look a bit lost. I have tried this a few times and once I disable the Smarter AI mod, they resume back to the normal smooth fighting. It seems most pronounced during the Behemoth battle.

I don't know if this affects any other BOS scripted events or not. I'm guessing you have started a new game. Have you done the GNR yet?

Mahalo,
Nemesis.
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Katey Meyer
 
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Post » Sun Aug 22, 2010 4:05 pm

Other than my Sneak script (which I don't think would cause this), which was added in v.4.0, there are only a few minor gameplay differences in v.4.0.

Do you know it this happened in v.3.3?

Yes, I've begun a new game (barely), so I cannot test this. Can you do me a favor and try using my Smarter AI module from 3.3? If v.3.3 works ok, I should be able to figure out what is causing this. If this problem still happens with v.3.3, I'm probably not going to be able to fix it, as there are way too many things that my Smarter AI module alters.
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Ben sutton
 
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Post » Sun Aug 22, 2010 7:32 am

Hi Arwen,

First off a big thank you for the link to the beginners guide for scripting. :)

Now I have another small problem.

The Guide begins by saying it would Help if the user is good at using the G.E.C.K! Which sadly I'm not. :embarrass:

I do have the GECK essentials Guide,i don't know though where to start studying from the Tutorial Folder.

Could you kindly point me in the right direction please?

Thank you for all your time and help.

James.
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RUby DIaz
 
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Post » Sun Aug 22, 2010 1:57 pm

James, I have the link in my Fallout 3 mod list, under the Utilities section.
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Arnold Wet
 
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Post » Sun Aug 22, 2010 4:00 pm

Actually it may be related to the sneak script. Just to test, I removed the sneak part and it seems to improve, however this is a bit unscientific. I don't think it happened in 3.3, but to answer your question; Yes I can test it with 3.3. and see if I get different results......


Other than the GNR things this is great so far..

Mahalo,
Nemesis.
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Heather beauchamp
 
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Post » Sun Aug 22, 2010 7:31 pm

James, I have the link in my Fallout 3 mod list, under the Utilities section.


Thank you for the information.

I have the GECK Guides but I don't know which Tutorial to Start from. :embarrass:
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Cheville Thompson
 
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Post » Sun Aug 22, 2010 9:47 pm

Nemesis,

I really don't see how my sneak script could cause this. Is this battle taking place really late at in the day or at night?
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Amy Siebenhaar
 
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Post » Sun Aug 22, 2010 11:56 am

Arwen, I did as you asked and used the 3.3 SmartAI. Everything in the battle from start to finish was much smoother. I did the battles at 7am and midday. I'm not sure what to say. I did notice that in FO3Edit there are quite a few new settings in V4 which are related to sneaking. Maybe the GNR NPC's are being confused by one/some of them? Sarah Lyons and Knight Colvin seem the most affected, but that could be a coincidence?

Since I have the save games right before GNR, let me know if there is something you want me to try or a setting etc...

Nemesis.
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Nathan Risch
 
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Post » Sun Aug 22, 2010 8:39 pm

Thanks Nemesis,

Can you make the following changes in FO3Edit? (to v.4.0)

fConfidenceFoolhardy from 0.1 to 0.0 (default)
fCombatVulnerabilityMod from 0.5 to 0.1

They are very minor changes, but those are the only two changes that I feel could even have a chance of causing this.

I tested my changes with tons of Raiders, for all different skill levels, at all the different times of day and under different weather conditions, and I never ran into what you are describing. So I really don't understand why the BoS would be affected any differently.
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Ysabelle
 
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Post » Sun Aug 22, 2010 8:24 pm

Update: Not sure if this is helpful, but I deleted the 4 References at the bottom of the "ArwenStealthQuestScript", and it seemed to help.

Yes I will try what you suggest also...

Nemesis.
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maddison
 
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Post » Sun Aug 22, 2010 8:29 am

Which four references? The ones under the interior cells?
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carly mcdonough
 
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Post » Sun Aug 22, 2010 7:22 am

On the right side of FO3Edit in that script; At the bottom are 4 global ref's: Player, Gamehour, ArwenSneakDistance, and ArwenInsideMult. I just removed them all. I realize that that may be a large chunk to work with...?

I tried your setting adjusts and it didn't help. I tried it at 10 am. It almost "seems" like that if the Mutants/gargantuan is not within a certain radius or view distance they don't react. Example: When fighting the Gargantuan, there is the side of GNR where it runs at times. When it does, Sarah and the gang don't attack it or chase it. They just sit there? Then when I lure it back to within 30 feet or so, they start firing again. rinse and repeat...
Also kinda odd is the BOS on the ledge/balcony runs inside?? Weird.

In any case, you may just want to wait until you get there to see for yourself to get a better idea, or I can send the save, but there are ways to work around it for now. I am good in any case. Let me know what else you need if you want....

Mahalo,
Nemesis.
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Siidney
 
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Post » Sun Aug 22, 2010 2:27 pm

Thanks, but I'm ready to give up.

During the middle of the day (from 9 am to 3 pm) the alert distances are greater (meaning you are noticed from further away) than with the default settings. So this makes no sense at all. I could understand if it was happening early in the morning or late in the day.

Deleting that part of the script pretty much nullifies the scrip completely.
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SaVino GοΜ
 
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