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

Post » Sun Aug 22, 2010 6:44 pm

I don't see this as a bug exactly. I get a similar thing but I didn't view it as a bug. I have a slave mod and after fast travel does it seem to happen. Using MMM and I fast travel to a place out in the desert area. When I get attacked because of the increased spawn unless they are shot(my slaves), they sometimes just sit there not even following me. On the other hand. It seems random when this takes place. I reload and I fast travel. Same spot. The slaves will drop all there ammo into the assailants almost instantly. Try if you can to load an area about a day or so before that current spot. Should bump the numbers into order and get those npc's in gear again =)

I personally think it's so minor and after noticing it worked after a load. Didn't bother to mention anything about it. If it is a problem though that can be fixed all the same, I wouldn't mind not having to load my game to get my minions moving. I do not have any more info to give apart from it only being a minor inconvenience to me. That was my 2 cents on the topic =)
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pinar
 
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Post » Sun Aug 22, 2010 5:39 pm

Arwen, no worries. You should just play your game and enjoy! You can see what happens when you do that quest etc... I just wanted to let you know what I found.


WackaMacka,

I not sure you understand what is happening. It is not about other mods or about reloading to fix. This doesn't happen in vanilla and is a repeatable issue across different characters and computers actually. It only affects GNR as far as I know at this time. It is a bug, as it is unintended and does not happen in vanilla. The BOS do not freeze technically.This is not the standard pc NPC freezes occasionally issue. Is it a huge deal? Not really as you can use an earlier version of SmartAi, just uncheck it, or just deal with the erratic-ness and take out the mutants on your own etc..

Mahalo,
Nemesis.
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Jon O
 
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Post » Sun Aug 22, 2010 4:55 pm

Thanks Nemesis,

I do really appreciate your help with this, it is just extremely frustrating because it makes no sense at all.

Actually I don't believe that this is a bug that my mod introduces . . . I think that it is a game bug that my mod is interacting with. It would be easier if it was just something that my mod was introducing, but there is nothing that I can see in my StealthQuest script that should be causing this behavior. If you are playing at 8 to 10 am or at 3 to 5 pm, the settings end up being much the same as the ones I used in v.3.3. And during mid day they just make detection happen a bit sooner (as in closer). The only time the settings are all that different is mainly between sunset and sunrise . . . and that is not when you were noticing the freeze problem.

It's been a while, but when I played the main quest through for the first time, I do remember having some similar issues with the GNR quest . . . especially when the Behemoth was present. I finally was able to get though it by going back to a much earlier save. (And I was not using hardly any mods back then . . . mostly just some graphical changes.)

So how do I fix a bug that is likely a game bug? Or one that only seems to happen in one part of the game, under certain conditions? Does disabling my script actually fix the bug any more than reloading your game fixes the bug? It just makes me want to scream in frustration!

Sometimes I really dislike this game.
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REVLUTIN
 
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Post » Sun Aug 22, 2010 1:57 pm

Hey, I can understand your frustration. Like you say it certainly can be your mod interacting with the original game bugs. The only thing I can say is that reloading doesn't solve the issue, and that playing without this version makes the GNR fight smoother. Sure there are some original minor issues, but it is different. I wish I could elaborate better. However, if I were you I wouldn't really worry about it at this point. Maybe I am crazy and it is just me?;);) Since no one else has mentioned it, my opinion is to just put it on the back burner until either you notice it or someone else specifically notices this exact issue etc... I wish I knew your mod better to point our how this could be happening at all. From what you say it doesn't make sense?? I don't have anything else running that could interfere. About the only thing I did was change the time scale to 10 from 6. (Actually I have to verify this?) In any case, just leave it for now, I am fine, so no biggie there at all.

I really think you should play through the game completely through and enjoy it!! Only then as you go through all the quests and scenarios, will you find things you may or may not want to change/tweak. (just my opinion). This is an awesome mod overall and you should enjoy the fruits of your labor.

Be well!
Nemesis.
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sas
 
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Post » Sun Aug 22, 2010 2:27 pm

Thanks Nemesis,

It is very frustrating. And I am going to wait until I get to the GNR quest to see if I run into any issues. If so, I'm still not sure that I'll be able to do anything about that, without breaking something else. So yes, I'm mostly just going to keep playing my own game. BTW, I'm using a Timescale of 4 in my own game. My Stealth Quest Script should work best with Timescales of 8 or less. With higher (faster) timescales your detection is going to be changing too rapidly, since the time of day is progressing too fast (plus weather tends to change faster at higher timescales).

But I will also keep working on v.4.1, which will mostly just fix a few little bugs, an perhaps add a couple of new perks. But So far I've fixed my Gunshot effect fatigue bug (which my updated Weapons module mostly fixes already). I'm now have a new script (that I still need to play test a bit more), that seems to work even better, as it also does less damage to NPC fatigue than what is used with the PC. This should even out gun battles a bit better, with the NPCs having much fewer knockdowns.

I've also tweaked the Gun Spread Skill formula a bit (which will reduce spread a bit at lower skill levels). I may possibly try to improve the formula with a script, as I really hate the way the the NPCs Small Gun skills mirror the PC (especially when the PC has low SG skills).
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Marquis deVille
 
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Post » Sun Aug 22, 2010 3:47 pm

Sometimes I really dislike this game.



But without you it wouldnt be as great! :foodndrink:
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Kate Murrell
 
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Post » Sun Aug 22, 2010 11:44 pm

Hi Arwen, I thought I'd post a few thoughts. I'm up to level 12 or so with a new PC. I think you've really hit a grand slam with this one. The AI enemy AI is very, very good so far. They seem to be hiding really well and taking cover very skillfully. So much that it has been a struggle to get a clean line of sight and not put myself in harms way. It's been really fun and challenging! I've all but given up on sneaking at lower levels as it seems that sneaking is all but impossible. (I haven't really put too many points into it yet, so that is to be expected and is functioning as intended I assume.) As in all your previous versions, I love the way you actually made the 10mm pistol a viable weapon early on instead of a pea shooter. I have been engaging in a LOT of combat and looting my enemies as I go, so ammo has not really been too much of an issue, and as a consequence I haven't really been to trade that much, but I also assume that was similar to your other versions. The only real anomaly I have encountered is a little similar to the one above, but not a really big deal. When I emerged at Falls Church Metro, I expected to find the Muties engaged with Paladin Hoss and the other BOS guys, but the BOS were just standing there doing nothing. The muties were all over me but did not fire at the BOS guys. I tried to bait them by running to the BOS guys and hoping the muties would fire at them, but they just kept firing at me and the BOS guys actually ran away from ME, lol. Anyway, it wasn't a big deal, as I disposed of the muties and talked to Hoss and went and rescued their lost knight as normal. But that is the only thing I have even remotely seen, and I don't even know if it was anything to do with your mod. It was probably just a random glitch, but it was similar enough to the issue above that I thought I'd at least let you know.

I've got my Small Guns & Repair maxed out now, so I will start adding some points to sneak to see how that helps my detection. It really isn't a big deal to me anyway, as I basically know where the bad guys spawn outdoors, and am usually far enough away to snipe them without them even knowing I'm there. Indoors I hardly ever sneak that much anyway.

Oh, BTW, I LOVE the pipboy light! It is not too bright that it just washes everything totally out, but it also illuminates large spaces pretty well. Great job on that too!

This is a lot of fun the way you set this up!
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Cathrine Jack
 
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Post » Sun Aug 22, 2010 7:00 pm

Still very much enjoying the new version. :)

It was awesome to take down a Super Mutant Gargantuan from MMM by first knocking him unconscious by firing 3 missiles in a row with a missile launcher I happened to find nearby, then run up to him and then shooting him in the head with a shotgun over and over! :gun:


Two ideas:

1. The mod currently makes ammo more scarce. At first I thought it would be too much but it turns out to be just fine. The only 'issue' I have is with super mutants. A lot of them carry a frag grenade, and after fighting through an area with super mutants I often end up with a whole lot of frag grenades, which feels a bit odd considering all other ammo is scarce. Would it be possible to reduce the chance of super mutants carrying grenades, so they become a little scarce as well? The down side of that would be that the super mutants would use even less grenades than they usually do, so maybe the trade-off isn't worth it.

2. For the poor FWE users who are unable to enjoy your full tweak set (:hehe:), maybe you could release your pipboy light tweaks as a separate add-on? It's the only one I know of which really deals with the overbrightness issue of the light on nearby walls and such so I think there would be interest from people who are otherwise not interested in a complete overhaul or can't use it due to conflicts. Just an idea.
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Phoenix Draven
 
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Post » Sun Aug 22, 2010 7:23 am

Nice pretty mod Arwen ^^

Can you release a non FOSE version please ?
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Lily Something
 
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Post » Sun Aug 22, 2010 7:30 pm

Maybe the Enclave Scientist outfit could use some radiation resistance? I've seen enclave scientists enter radiated areas with them so it would make sense. And they look like the other suits with radiation resistance.
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Klaire
 
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Post » Sun Aug 22, 2010 11:12 am

But without you it wouldnt be as great! :foodndrink:

Thanks! I LOVE the game when I'm able to actually have the time to play the game.
But sometimes THE GAME can be a real pain to mod, due to the weird way that some stuff seems to be hard-coded into it, and the fact that game bugs still exist.
And trying to find a way to make my mod work with all the weird hard-coded stuff takes FOREVER! So it often keeps me from playing my own game.


Hi Arwen, I thought I'd post a few thoughts. I'm up to level 12 or so with a new PC. I think you've really hit a grand slam with this one. The AI enemy AI is very, very good so far. They seem to be hiding really well and taking cover very skillfully.

Thanks so much for the feedback!

When I emerged at Falls Church Metro, I expected to find the Muties engaged with Paladin Hoss and the other BOS guys, but the BOS were just standing there doing nothing. The muties were all over me but did not fire at the BOS guys. I tried to bait them by running to the BOS guys and hoping the muties would fire at them, but they just kept firing at me and the BOS guys actually ran away from ME, lol. Anyway, it wasn't a big deal, as I disposed of the muties and talked to Hoss and went and rescued their lost knight as normal. But that is the only thing I have even remotely seen, and I don't even know if it was anything to do with your mod. It was probably just a random glitch, but it was similar enough to the issue above that I thought I'd at least let you know.

I'll see if there's anything I can do to fix this, providing I can recreate the bug in my own game (if I ever get to play long enough to get that far.)

Oh, BTW, I LOVE the pipboy light! It is not too bright that it just washes everything totally out, but it also illuminates large spaces pretty well. Great job on that too!
This is a lot of fun the way you set this up!

Thanks! Making FO3 more fun to play has always been one of my goals, as more challenging = more fun to me (although not everyone shares my definition of fun). The PipBoy Light was a tricky little bugger, but I think I finally found nailed it. :)
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Dina Boudreau
 
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Post » Sun Aug 22, 2010 1:07 pm

Still very much enjoying the new version. :)
It was awesome to take down a Super Mutant Gargantuan from MMM by first knocking him unconscious by firing 3 missiles in a row with a missile launcher I happened to find nearby, then run up to him and then shooting him in the head with a shotgun over and over! :gun:

That might be a bit tougher to do in v.4.1, as I spent last night (between watching the Olympics . . . Bode was racing!) tweaking my Localized Damage module to balancing out things a bit more. One of the results is that Super Mutants are now quite a bit harder to kill. Plus I have a new Gunshot script that makes it so more shots are needed to knock down an NPC/Creature.

1. The mod currently makes ammo more scarce. At first I thought it would be too much but it turns out to be just fine. The only 'issue' I have is with super mutants. A lot of them carry a frag grenade, and after fighting through an area with super mutants I often end up with a whole lot of frag grenades, which feels a bit odd considering all other ammo is scarce. Would it be possible to reduce the chance of super mutants carrying grenades, so they become a little scarce as well? The down side of that would be that the super mutants would use even less grenades than they usually do, so maybe the trade-off isn't worth it.
2. For the poor FWE users who are unable to enjoy your full tweak set (:hehe:), maybe you could release your pipboy light tweaks as a separate add-on? It's the only one I know of which really deals with the overbrightness issue of the light on nearby walls and such so I think there would be interest from people who are otherwise not interested in a complete overhaul or can't use it due to conflicts. Just an idea.

#1 would require me to change all the Super Mutants, which would be a major compatibility issue, and I just don't see that this as an issue, since the frag grenades can be used against the player (and often are).
#2 isn't on my list of priorities at the moment, but I'll think about it.

Maybe the Enclave Scientist outfit could use some radiation resistance? I've seen enclave scientists enter radiated areas with them so it would make sense. And they look like the other suits with radiation resistance.

Oops! I missed that, along with the All-Purpose Science Suit. Both will be fixed in v.4.1 . . . they will have the Radiation Suit effect and both will be part of the Radiation Suit Repair List. Thanks for pointing that out!
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Isabell Hoffmann
 
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Post » Sun Aug 22, 2010 2:22 pm

Arwen,

I have wanted to complement you for some time on this amazing project. You have done tons of research and it shows in the resulting gameplay.

One thing I couldn't get use to was the severe impact vision "jarring" of the screen when any bullet would impact my character. After some trial and error, I discovered that it was the "fGetHitPainMult" that effected this setting. I successfully lowered this setting to compliment my personal gameplay more, as I felt my vision would not simulate two trash can lids being smacked together after a gun shot wound to the leg. Just my personal take on things. :)

Now I am very curious as to how you came about this setting. I have limited resources of the GECK website (http://geck.gamesas.com/index.php/Settings), and the Oblivion website (http://cs.elderscrolls.com/constwiki/index.php/Settings) to research settings and the like. However, these two website are only partially complete at best, with a multitude of unknown and undefined settings listed. Being that neither game is being developed further, I grow frustrated with looking up information on such tweaks. So I pose these questions to you:

Where did you find that fGetHitPainMult would change the image space for bullet impact?

I see it in the GECK settings listing, but how did you determine that it was this setting that effected bullet impact?

Is there a resource that has a more in-depth listing of all the game settings and their descriptions?

Any information is greatly appreciated, and again - awesome work. I have integrated about 90% of your tweaks into my personal games. I enjoy this greatly.

-Shiholude
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Caroline flitcroft
 
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Post » Sun Aug 22, 2010 12:19 pm

Kinda funny, most people tend to get woozy after even small amounts of pain. I pass out if I get a needle in the arm =)

Where others get shot and and don't even know it. I here many stories of people being shot by random gunfire even in the head and are to stupid to even realise it until years after when they go to a doctor complaining of constant head aches lol
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Mike Plumley
 
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Post » Sun Aug 22, 2010 12:43 pm

That might be a bit tougher to do in v.4.1, as I spent last night (between watching the Olympics . . . Bode was racing!) tweaking my Localized Damage module to balancing out things a bit more. One of the results is that Super Mutants are now quite a bit harder to kill. Plus I have a new Gunshot script that makes it so more shots are needed to knock down an NPC/Creature.

Sounds good, the way it currently works did make the fight a bit on the easy side.
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Steeeph
 
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Post » Sun Aug 22, 2010 12:58 pm

Thanks! I LOVE the game when I'm able to actually have the time to play the game.
But sometimes THE GAME can be a real pain to mod, due to the weird way that some stuff seems to be hard-coded into it, and the fact that game bugs still exist.
And trying to find a way to make my mod work with all the weird hard-coded stuff takes FOREVER! So it often keeps me from playing my own game.



Your Welcome Arwen :) As for taking forever you could have fooled us! Your doing by yourself in months what has taken others a year or more to accomplish and your work is incredibly polished with few flaws which are fixed up with dedication instantly :foodndrink:

I'll disappear now :D and not become a praising pest :P Thanks for the miraculous work :foodndrink: :cake: :foodndrink:
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Melung Chan
 
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Post » Sun Aug 22, 2010 6:46 pm

Arwen,
I have wanted to complement you for some time on this amazing project. You have done tons of research and it shows in the resulting gameplay.
One thing I couldn't get use to was the severe impact vision "jarring" of the screen when any bullet would impact my character. After some trial and error, I discovered that it was the "fGetHitPainMult" that effected this setting. I successfully lowered this setting to compliment my personal gameplay more, as I felt my vision would not simulate two trash can lids being smacked together after a gun shot wound to the leg. Just my personal take on things. :)
Now I am very curious as to how you came about this setting. I have limited resources of the GECK website (http://geck.gamesas.com/index.php/Settings), and the Oblivion website (http://cs.elderscrolls.com/constwiki/index.php/Settings) to research settings and the like. However, these two website are only partially complete at best, with a multitude of unknown and undefined settings listed. Being that neither game is being developed further, I grow frustrated with looking up information on such tweaks. So I pose these questions to you:
Where did you find that fGetHitPainMult would change the image space for bullet impact?
I see it in the GECK settings listing, but how did you determine that it was this setting that effected bullet impact?
Is there a resource that has a more in-depth listing of all the game settings and their descriptions?
Any information is greatly appreciated, and again - awesome work. I have integrated about 90% of your tweaks into my personal games. I enjoy this greatly.
-Shiholude


Hey Shiholude,

Thanks!

I've spent hours reading the GECK help contents/wiki, but a LOT of settings have absolutely no information. Much of what I have learned about modding, is the result of my, "Hmmm, I wonder what this does?" So, when I was trying to figure out how to increase the effects of being hurt, one of the things that I searched under was "Pain," (The fastest way to do this is to use GECK, open Settings, and type in the word pain.)

As someone who has been intimately acquainted with pain, I felt that being hit by a bullet should be a bit more intense than just a little "ouch," and that this should have some impact on your ability to function (in the default game it is barely noticeable, and you just go on whacking or shooting like nothing happened. Goodness, a hangnail would be more bothersome than the default affect of being shot).
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A Lo RIkIton'ton
 
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Post » Sun Aug 22, 2010 10:52 am

As someone who has been intimately acquainted with pain, I felt that being hit by a bullet should be a bit more intense than just a little "ouch," and that this should have some impact on your ability to function (in the default game it is barely noticeable, and you just go on whacking or shooting like nothing happened. Goodness, a hangnail would be more bothersome than the default affect of being shot).



Yes the pain effects are surreal. Its easy to pretend the pain in ones mind with all the visual effects on the screen and the after effects on the character and npcs. I had to make up some excuse about inferior manufacturing techniques when it came to the bullets because it was like getting hit with paper bullets in vanilla FALLOUT 3. I couldnt stand shooting a full clip from a submachine gun and seeing a target still standing.I can understand and enjoy the mechanics behind it but yeesh. With ARWEN'S REALISM TWEAKS that all changes to a much more realistic believable level while still feeling like a rpg.

Escaping from Vault 101 is a real adventure now with all the danger not only for myself but the enemy aswell. Love how enemies go beyond their usual areas making encounters unpredictable while not swarming me with every guard in the vault.
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Zualett
 
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Post » Sun Aug 22, 2010 11:39 am

I just took on a nest of ants at Springvale High School and it felt much more visceral when it came to getting hit. Its great to see these huge monsters with monstrous mandibles actually doing some visible damage when their original pinky size ancestors were supposed to have herculean strength compared to their small frames. Its a wonderful agony to see their jaws snap and have my character reacting with a distortion of vision from the pain they are feeling.

Any plans on making it possible that they could grab the player and swing them around like a rag doll with their giant mandibles? :P
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Tyler F
 
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Post » Sun Aug 22, 2010 6:32 pm

I especially like the idea of getting sniped at a distance and no longer having ANY idea where it came from because of the removal of tracers. I think for the newbs they will get pissy about that. But seriously, who the heck can see a bullet? I know I can't lol

Although I DO like the laser fire. Its silly to think you can see a laser being shot BUT....it does make for a really neat effects doesn't it =)
(And yes, I am aware the human eye cannot perceive either bullets or lasers. But I don't care, I like my lasers =P)

Tested out EVE. Nice sizzle effects on some of them when they hit certain collisions.
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Allison C
 
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Post » Sun Aug 22, 2010 8:33 pm

I especially like the idea of getting sniped at a distance and no longer having ANY idea where it came from because of the removal of tracers. I think for the newbs they will get pissy about that. But seriously, who the heck can see a bullet? I know I can't lol

Although I DO like the laser fire. Its silly to think you can see a laser being shot BUT....it does make for a really neat effects doesn't it =)
(And yes, I am aware the human eye cannot perceive either bullets or lasers. But I don't care, I like my lasers =P)

Tested out EVE. Nice sizzle effects on some of them when they hit certain collisions.


Yes thats why i removed the tracers in the install options with FWE aswell. Glad to see theres similar in ARWEN'S REALISM TWEAKS which feels more balanced and polished then FWE does at the moment :frog:

Hmm i didnt know you couldnt see laser fire in real life. Wow that means a person wont know anything til they're burning. I wonder if they're silent too. I thought it was like in the movies with the blue neon Dykstra effects :D Thanks WackaMacka i am now SMarTER :grad:

Yes EVE is amazing and its great that it works and is recommeded with Arwens amazing work. In fact it seems more stable with her mod then others. I have seen special effects and criticals i never saw before. The same goes for all the other mods on her extremely helpful recommeded and load order list. Seeing raiders go lava crispy in mid air as they're jumping off a flight of stairs is... something else.

Stealth effects in ARWEN'S REALISM TWEAKS are the best especially with FOSE. Running around in the dark shooting energy weapons with EVE and FELLOUT active as mobs of MMM night ghouls are running around with glowing eyes in the distance creates one dreamlike light show of a warzone. Have never experianced something like that and without seeing a crash to desktop afterwards which puts one deeper into the immersion of the situation when comforted with such professional mod making.
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Shannon Marie Jones
 
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Post » Sun Aug 22, 2010 3:08 pm

Hellbishop-

Yep, Star Wars is completely phony too lol

Believe it or not the lasers would be faster than bullets because of the charge being made up of light. So in affect if you were shot in real life by one. No, you wouldn't see it.....but don't worry. You wouldn't be alive long enough to care =)

The US gov. tested some nasty rail guns and other weapons in real life. Suffice to say they would explode you into hamburg and not the little laser holes we see in the movies >_<

OUCH! hehe
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James Potter
 
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Post » Mon Aug 23, 2010 12:38 am

played for the first time today and definitely have to say that this tweak makes the game more realistic. I loved how enemies took cover, but one thing
i didnt like too much was getting knocked down by melee weapons. I understand a bat to the face puts you down, but not the amount of time Arwen has tweaked
it to. There should be several different times for knockdowns. One type should be the typical knockdown when an actor deals a great blow to the character, the character is knocked
unconscious for a while. There should be the another knockdown that knocks you to the ground and then you get up straight away. When i started my new game and found some raiders,
the raider hit me once and I fell and he just stood there instead of killing me. I get up after 20 seconds and he hits me a 2nd time and the same knockdown is applied. A little too often
I think, it should be changed so you dont always fall down for 20+ seconds.
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Rhi Edwards
 
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Post » Sun Aug 22, 2010 1:09 pm

I think thats the main mod no? Could be wrong but I only use the weapon one regarding knockout/downs

I didn't mind the weight changes. But I didn't want more knockdowns. Test without it see if it makes a difference. Make sure you get the patched Weapons module and use the modules obviously =)

Then you can interchange the stuff you want or don't.
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Ezekiel Macallister
 
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Post » Sun Aug 22, 2010 7:44 pm

played for the first time today and definitely have to say that this tweak makes the game more realistic. I loved how enemies took cover, but one thing
i didnt like too much was getting knocked down by melee weapons. I understand a bat to the face puts you down, but not the amount of time Arwen has tweaked
it to. There should be several different times for knockdowns. One type should be the typical knockdown when an actor deals a great blow to the character, the character is knocked
unconscious for a while. There should be the another knockdown that knocks you to the ground and then you get up straight away. When i started my new game and found some raiders,
the raider hit me once and I fell and he just stood there instead of killing me. I get up after 20 seconds and he hits me a 2nd time and the same knockdown is applied. A little too often
I think, it should be changed so you dont always fall down for 20+ seconds.



Yes it did take me a bit to get used to the knockdowns but eventually it didnt bother me since i realised if they kept hitting me i would eventually die which meant i had better be quick when i revive again. Dont know if Arwen can fine tune it anymore but then again this is the first version which is using FOSE so anything may very well be possible as time goes on.


Here is my current mod list and load order created wonderfully thanks to Arwen's load order guide on her great site which is truly a righteous work of light in the darkness of conflict-

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Summer_2.5.esm
HairPack.esm
RI_Core.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
Fellout-pipboylight.esp
hair_add_npc.esp
KBATRadio.esp
Existence2.0.esp
Board Games - Monopoly.esp
TakingOutTheTrash.esp
TOTTPointLookoutEdition.esp
WastelandTV.esp
Level 2 Some More Color.esp
lessviewdistance.esp
corrected weights clutter.esp
Auto Aim Fix v1.1.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Brahmin Dairy Products.esp
WeightAmmo.esp
DAV_weighted_ammoweight.esp
MissingUniqueArmorClothing-Base.esp
Explosive Entry.esp
KarmaRevamp1010.esp
RI_Base3.esp
RI_PNeeds2S.esp
RI_FOSE.esp
RiPnO CorePatch.esp
RiPnO 5 DLC Merged.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
CP - RiPnO [MMM] Meats.esp
10mmReplacer.esp
Arwen_FULL_Tweaks.esp
Arwen_MMM_Patch.esp
EVE.esp
EVE Operation Anchorage.esp
Arwen_XPR_Extreme.esp

Total active plugins: 51
Total plugins: 51


Thanks Arwen for being so immaculate in your ways :D
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Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

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