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

Post » Sun Aug 22, 2010 8:27 am

I'm finding the following tactic quite fun (as long as I get to do it first - i.e. it's not fun when done to me of course):

I see a mutant or some other strong creature my 4th level Wanderer can barely handle.... so I lob a grenade, whip out my shotgun and run pell-mell up to the now knocked over big baddie and frantically pump 2-3 rounds into their head at point blank range.


I handled my first group of 3 Talon Mercenaries sent after my poor butt in such a manner - otherwise I would have died.


Enjoying this mod immensely.
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RaeAnne
 
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Post » Sun Aug 22, 2010 6:21 pm

No offense to the fwe and other over haulers but arwens much much more easy to use and compatible since its modular it can fit into most most load orders =)

Hellbishop- Unless mine is fudged up too That pretty much looks like mine. Except I haven't installed the RI patch as i just grabbed it tonight. By the way, make sure you get primary needs and the primary need darn ui patch also ! its super to have to eat/drink/sleep AND you can put meters on your screen ^_^

Arwen- Have you tried PittGal yet? Perfect for the females. Also for anyone liking cute anime girls =)
(HUD face changes and Stat character changes to anime girl in pipboy)
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K J S
 
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Post » Sun Aug 22, 2010 1:30 pm

No offense to the fwe and other over haulers but arwens much much more easy to use and compatible since its modular it can fit into most most load orders =)

Hellbishop- Unless mine is fudged up too That pretty much looks like mine. Except I haven't installed the RI patch as i just grabbed it tonight. By the way, make sure you get primary needs and the primary need darn ui patch also ! its super to have to eat/drink/sleep AND you can put meters on your screen ^_^

Arwen- Have you tried PittGal yet? Perfect for the females. Also for anyone liking cute anime girls =)
(HUD face changes and Stat character changes to anime girl in pipboy)



Hey WackaMacka :) Am using the REAL INJURIES version of PRIMARY NEEDS "RI_PNeeds2S.esp" instead of the stand alone. I just went by Arwen's list and matched everything she had making sure to read her descriptions for any extra patches,load order,conflicts etc. Arwen really took it to another level of fan satisfaction making sure we had no hassles or as little possible in getting the most out of modded FALLOUT 3.

Yes i have Darn's UI patch along with alot of the recommended texture and sound mods Arwen's gold list recommends :D

I use PittGal on and off. Fun mod with its anime rag doll and its great injury visuals on the stat screen. The first time i suffered a broken limb and saw the PittGal image wounded i said, "Ouch thats a snapping kind of hurt". Am not using it at the moment since i dont know how compatible it is with Darns and the Pipboy Item Descriptions Mod.

FWE is great though still needs balancing and alot of those guys have given support to ARWEN'S REALISM TWEAKS and parts of Arwen's have shown up in FWE aswell. So its all respect and coolness for they have all put in a mind numbing amount of work and hours into their fantastic works with many an hour of missed sleep :foodndrink:



jwh Posted Today, 12:01 AM
I'm finding the following tactic quite fun (as long as I get to do it first - i.e. it's not fun when done to me of course):

I see a mutant or some other strong creature my 4th level Wanderer can barely handle.... so I lob a grenade, whip out my shotgun and run pell-mell up to the now knocked over big baddie and frantically pump 2-3 rounds into their head at point blank range.

I handled my first group of 3 Talon Mercenaries sent after my poor butt in such a manner - otherwise I would have died.

Enjoying this mod immensely.



Wowzers thems some skilled tactics and real world thinking going on there jwh! Thanks for the great tip especially against those much feared Talon Mercs.
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Sunnii Bebiieh
 
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Post » Sun Aug 22, 2010 4:19 pm

Thanks sooo much for all the GREAT feedback guys and for writing about some of the things you have experienced with my Tweaks!

(Yesterday was my birthday, and I received both Mass Effect 1 and 2, which is why I didn't spend much time here yesterday, since I was off saving the galaxy.)


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.

I would have to attach different knockdown effects to the different weapons, which I'm willing to do, if others feel this is necessary. I just figured that any of the non-blade melee weapons would result in pretty much the same knockout effect. A hardwood baseball bat could certainly "put you down" for a LOT more than 20 seconds (which is how long my mod makes the victim unconscious).

Plus you have to understand that my Whack effect is based on BOTH the actor's strength and melee weapons skills. You will only be able to knock out an opponent who has no more than 1 point more STR than you, unless your melee skills are at least 25, then you will be able to knock out opponents with up to 2 points more STR than you . . . and this works both ways.

If you fully come to (and are not still just getting to your feet), you are immediately given 50 fatigue points (which all the NPCs ever have), and your fatigue regenerates at ~1 point/sec., and each blow damages your fatigue by 40 points, so it should take at least 2 whacks to knock you out, after you've been on your feet for 20 seconds (50+1*20=70 points; -40 points/whack).

The 20 second knockouts are not just some random time penalty that I picked out of the air. This is actually the shortest amount of time that will give an injured/crippled player time to escape from their attacker (as you'll need all 20 seconds just to get out of their perception range during daylight hours) . . . and not all of us want to kill the victims that we have managed to knock out. I'm also using Real Injuries' Wound System, so my character suffers blood loss and for these 20 seconds I can't do a thing to patch myself up (which is totally realistic). Plus the knockdowns are intentionally meant to be a pain in the butt for the PC . . . you are SUPPOSED to hate getting knocked out, so that you will try harder to prevent it from happening again. RPG's are all about having consequences for your actions (or from the troubles that you get yourself into).

The NPCs will still sometimes attack you while you are unconscious . . . especially the Super Mutants . . . this happens to me all the time, where they often give me one more good whack when I am out.
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Ezekiel Macallister
 
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Post » Mon Aug 23, 2010 12:10 am

Arwen- Have you tried PittGal yet? Perfect for the females. Also for anyone liking cute anime girls =)
(HUD face changes and Stat character changes to anime girl in pipboy)


Yes. But I've only been using it for a few days. I tried it way back, but the mod was not originally compatible with DarN's, but then I recently discovered that there was not a DarN version of it.
I'll be adding PipGal to my FO3 mod list very soon (It will also be making an appearance in Chapter 5 of my http://amito.freehostia.com/Fallout/FO-index.htm
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Sweets Sweets
 
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Post » Sun Aug 22, 2010 9:28 am

Thanks sooo much for all the GREAT feedback guys and for writing about some of the things you have experienced with my Tweaks!

(Yesterday was my birthday, and I received both Mass Effect 1 and 2, which is why I didn't spend much time here yesterday, since I was off saving the galaxy.)

Happy belated b*day then!

Heh I finally found the time to start Mass Effect 2 the other day now too. Good stuff since you can import your save from ME1. And it's quite amazing to see how many of your actions in ME1 actually have some kind of effect in ME2, so pick your actions carefully ;)
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katie TWAVA
 
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Post » Sun Aug 22, 2010 7:36 pm

Yes i have Darn's UI patch along with alot of the recommended texture and sound mods Arwen's gold list recommends :D

Are you running http://www.fallout3nexus.com/downloads/file.php?id=11329? I didn't see it listed in your load list -- but since you're running RI_PN and DUI (while not running FWE), I made this mod for folks just like you. :)
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Tinkerbells
 
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Post » Sun Aug 22, 2010 10:18 am

Thanks sooo much for all the GREAT feedback guys and for writing about some of the things you have experienced with my Tweaks!
(Yesterday was my birthday, and I received both Mass Effect 1 and 2, which is why I didn't spend much time here yesterday, since I was off saving the galaxy.)


Well, HAPPY BIRTHDAY! :celebration: :celebrate: :icecream:

Not to hijack your thread, but are ME1 & 2 pretty good? Are they sort of hybrids like FO3 or more like a straight FPS?

/hijack
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Jordyn Youngman
 
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Post » Sun Aug 22, 2010 12:17 pm

I finally took the plunge earlier this week and bought Fallout 3 GOTY Edition (it was on special offer). Boy, was I impressed! I've hardly touched the game so far, since like previous gamesas releases I went on a hunt for mods. Well, was I surprised to see not only the number available, but also some familiar names from my Morrowind days!

Arwen, you've done a great job in making my survivability drop from "OK, I might just get out of this alive" to "OK, I'm dead already". I absolutely love it! Combined with RI and PN, it makes the game so much more difficult (nay, impossible for someone as bad at gaming as I) Sadly I've screwed up somewhere along the line and installed one too many mods in the wrong order, so am in the process of my first reinstall (damn, that didn't take long). I'm now in the middle of grappling with FOMM, BOSS-F and FO3Edit to get a nice, working load order again, but at least the process shouldn't be as painful this time thanks largely to your remarkably helpful http://amito.freehostia.com/Fallout/FO-mods-order.htm. I'm keeping my fingers crossed that all this works...

All the best,
Pauly
Waving at Hellbishop too, another name I recognise from waaaaaay back :wave:
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Courtney Foren
 
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Post » Sun Aug 22, 2010 2:38 pm

Thanks sooo much for all the GREAT feedback guys and for writing about some of the things you have experienced with my Tweaks!

(Yesterday was my birthday, and I received both Mass Effect 1 and 2, which is why I didn't spend much time here yesterday, since I was off saving the galaxy.)



I would have to attach different knockdown effects to the different weapons, which I'm willing to do, if others feel this is necessary. I just figured that any of the non-blade melee weapons would result in pretty much the same knockout effect. A hardwood baseball bat could certainly "put you down" for a LOT more than 20 seconds (which is how long my mod makes the victim unconscious).

Plus you have to understand that my Whack effect is based on BOTH the actor's strength and melee weapons skills. You will only be able to knock out an opponent who has no more than 1 point more STR than you, unless your melee skills are at least 25, then you will be able to knock out opponents with up to 2 points more STR than you . . . and this works both ways.

If you fully come to (and are not still just getting to your feet), you are immediately given 50 fatigue points (which all the NPCs ever have), and your fatigue regenerates at ~1 point/sec., and each blow damages your fatigue by 40 points, so it should take at least 2 whacks to knock you out, after you've been on your feet for 20 seconds (50+1*20=70 points; -40 points/whack).

The 20 second knockouts are not just some random time penalty that I picked out of the air. This is actually the shortest amount of time that will give an injured/crippled player time to escape from their attacker (as you'll need all 20 seconds just to get out of their perception range during daylight hours) . . . and not all of us want to kill the victims that we have managed to knock out. I'm also using Real Injuries' Wound System, so my character suffers blood loss and for these 20 seconds I can't do a thing to patch myself up (which is totally realistic). Plus the knockdowns are intentionally meant to be a pain in the butt for the PC . . . you are SUPPOSED to hate getting knocked out, so that you will try harder to prevent it from happening again. RPG's are all about having consequences for your actions (or from the troubles that you get yourself into).

The NPCs will still sometimes attack you while you are unconscious . . . especially the Super Mutants . . . this happens to me all the time, where they often give me one more good whack when I am out.


I totally agree with what you wrote about getting knocked out from blunt objects but when I battled a raider from springvale, the first hit i fell down and as soon as i got up, I was hit again and was knocked unconscious for another 20 seconds. When one is in battle, adrenaline is up and pumping through the human body, so it takes more hits and effort to take someone down who is ready to fight as opposed to someone who is at a calm state. I seriously think hitting someone with a baseball bat, should take down less fatigue than a warhammer or super warhammer.

A question before I leave. If you sneak up on a NPC and hit them with a weapon, does it count as an automatic knockout?
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Damien Mulvenna
 
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Post » Sun Aug 22, 2010 2:45 pm

I was playing the last quest of the FO3 main quest. It was a lot of fun with this mod,
Spoiler
because of the explosions from the rockets the Enclave fires. It's actually fun getting knocked off your feet occassionally. One of the rockets even knocked me unconscious AND off a bridge, onto a rock, and then my body rolled into the water. I died from radiation poisoning before I regained consciousness. :P

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Shirley BEltran
 
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Post » Sun Aug 22, 2010 6:20 pm

Not sure about the knockout. Typically I see upon sneaking I kill then in a critical almost every time. But this is also that I test mods in level 30 with Hellfire armor lol

------------

Arwen- Any thoughts to knockouts/downs in a modular update to allow the attack on player character and companions?

Like add an additional esp to make the regular mod change so that you drop in game they dont just walk away. The people that knocked you out/down would continue till you are dead or run away etc.

Certainly enjoying your work though as is. I am curious how my game would go with either option =)
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Shiarra Curtis
 
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Post » Sun Aug 22, 2010 10:48 pm

I am trying to locate which mod in my game is causing boxes of ammo (hand placed - the actual different ammo types, not the green ammo crates) to spawn with only 1 bullet each - Arwen, I was wondering if it was b/c of Less_is_More?

J
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Milad Hajipour
 
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Post » Sun Aug 22, 2010 5:12 pm

Povu- That was hilarious. I thought you were going to say drowning. Drowning would have been funny too. I once took an explosion that bounced me into a car. The car exploded throwing me into a bus. The bus exploded. Throwing another guy off a bridge AND the same guy had shot a missile at the same time so it exploded nearly crashing my game but in super slow motion bounced another raider off the other side of the same bridge.....he uhm....went to pieces in mid air. Very strange game sometimes ^_^
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~Sylvia~
 
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Post » Sun Aug 22, 2010 3:37 pm

Happy belated b*day then!
Heh I finally found the time to start Mass Effect 2 the other day now too. Good stuff since you can import your save from ME1. And it's quite amazing to see how many of your actions in ME1 actually have some kind of effect in ME2, so pick your actions carefully ;)

Thanks! Actually I'm still celebrating today, as the weather here yesterday was horrid (I just got back from a birthday dinner out, that was postponed yesterday). I originally was going to just get Mass Effect 2, but then I found out that you really need to play ME1 first . . . for the full experience, and the direct download was pretty reasonably priced, so I ended up with both. :)

Are you running http://www.fallout3nexus.com/downloads/file.php?id=11329? I didn't see it listed in your load list -- but since you're running RI_PN and DUI (while not running FWE), I made this mod for folks just like you. :)

Yes, but I've only been been using it for a very short time. It takes a while for mods to make it onto my FO3 mod list, as I rarely put anything there that I haven't play tested in my own game long for a bit (And then it still takes me some time to add it to my list).
So far I like this feature, but is there any way to turn it on and off while in the game?

Well, HAPPY BIRTHDAY! :celebration: :celebrate: :icecream:
Not to hijack your thread, but are ME1 & 2 pretty good? Are they sort of hybrids like FO3 or more like a straight FPS?
/hijack

Thanks! I' really enjoying Mass Effect 1 so far (but it will be a while before I play Mass Effect 2). It is definitely a mix of RPG and FPS . . . in many ways the RPG aspect is better than FO3, with a really great, much deeper story. It actually feels like you are playing the part in an action movie (probably due to all the cut scenes, where you mostly just watch events play out). But your actions really seem to have a much greater effect than in FO3. And you still have a lot of freedom to choose what you will do, but it doesn't have FO3's freedom to just go anywhere and do anything. I guess this is part of Mass Effect's appeal for me, is that it's enough different from Bethesda's RPGs to make it a whole new experience for me.

Arwen, you've done a great job in making my survivability drop from "OK, I might just get out of this alive" to "OK, I'm dead already". I absolutely love it! Combined with RI and PN, it makes the game so much more difficult (nay, impossible for someone as bad at gaming as I) Sadly I've screwed up somewhere along the line and installed one too many mods in the wrong order, so am in the process of my first reinstall (damn, that didn't take long). I'm now in the middle of grappling with FOMM, BOSS-F and FO3Edit to get a nice, working load order again, but at least the process shouldn't be as painful this time thanks largely to your remarkably helpful http://amito.freehostia.com/Fallout/FO-mods-order.htm. I'm keeping my fingers crossed that all this works...

Hey Pauly,
Thanks! I'm glad you're enjoying my changes (although my Tweaks can be a bit harsh, until you get used to the game and figure out a strategy that works for you. Sorry that you have to do a re-install already . . . If you need any help with any of the mods on my list, just let me know.
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John N
 
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Post » Sun Aug 22, 2010 11:45 pm

Yes, but I've only been been using it for a very short time. It takes a while for mods to make it onto my FO3 mod list, as I rarely put anything there that I haven't play tested in my own game long for a bit (And then it still takes me some time to add it to my list).
So far I like this feature, but is there any way to turn it on and off while in the game?

Oh, no worries about it not being on your mod list -- you actually weren't the one I was pointing that question to.

Still glad to hear that you're enjoying it so far.

As for turning it on or off in game - no, there currently is not that capability. DarN is working on a bunch of menu changes, and I've been planning on (maybe I'll do so now, since you brought it up) asking DarN to add a spot on his menu to turn this function off or on --- since I'm calling a pre-existing function in DUI, it feels like it would make more sense to have it turned off or on with the rest of the HUD controls.

How does that sound?

PS. Happy birthday! :cake: :celebration:

PPS. Your description of ME/ME2 is making me want to pick them up myself. Already been tempted, as the one biggest complaint I have about FO3 is how "light weight" of an actual RPG it is.
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Doniesha World
 
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Post » Sun Aug 22, 2010 10:22 pm

Mass Effect....meh, not interesting enough. I think the only appeal to me is you can get a space suit for a female player character that looks like the butt cheeks are missing. Giving the effect of a small behind with a little wiggle jiggle.....and, I like big rumps. Hate small behinds.....what? *looks around the room at everyone giving me strange looks*

lol

Uncle- Any chance we can get a breathing meter up on the hud? Like when I go under water. I want to have a meter show up preferably on the top left corner or somewhere on my screen to show me how much breath I have left. I hate going under water and end up drowning because as a person I can feel my body. In game I don't have any indicator =/
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LittleMiss
 
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Post » Sun Aug 22, 2010 5:10 pm

Uncle- Any chance we can get a breathing meter up on the hud? Like when I go under water. I want to have a meter show up preferably on the top left corner or somewhere on my screen to show me how much breath I have left. I hate going under water and end up drowning because as a person I can feel my body. In game I don't have any indicator =/

You don't have the O2 indicator in the middle of your screen with the "tick marks" counting down till you start to drown?

I wonder why that would be... I've always had it there...

Anyhow, something like a new or modified display element to the HUD would really be a request for DarN more than for me. Realize that my mod doesn't actually add the UI elements to the HUD --- those elements are already there in DUI, they just are not enabled or the numbers populated by DUI. Normally they are populated by FWE, which tells DUI what numbers to put there.

My mod just mimics FWE's behavior, and tells DUI, "Hey! Turn on this hidden option you have... and while you're at it, here is some values to put in there"

PS. We should probably take any further discussion on this to DarN's UI thread, lest the birthday girl get mad at me for filling up her mod's thread with talk of mine. ;)
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Alexis Estrada
 
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Post » Sun Aug 22, 2010 10:13 pm

I'll have to drown my guy and find out. But I honestly never noticed it =/

Game runs fine too. Never new I was suppose to have one till you brought it up actually.


----

True, true. She gets kinda grouchy I think (hehehe, teasing arwen ^_^)
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Miss Hayley
 
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Post » Sun Aug 22, 2010 9:55 am

Do you have the latest update for DarNified UI, the breath meter went missing in Alpha11, DarN released a hotfix. http://ui.darnified.net/wip/F3/dui_f3a11_HF.7z
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Courtney Foren
 
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Post » Sun Aug 22, 2010 11:00 am

All the best,
Pauly
Waving at Hellbishop too, another name I recognise from waaaaaay back :wave:




Warm greetings as always MadPauly ye who with the strength of creative madness kept the firey realms of the great Yanni alive within a place many called home TheLys :obliviongate:

Hope all is well with you Pauly. The same to Yanni (TheLys) who entered the character strengthening forge of marriage oh so many years ago to a lass which surely has shown him great love and passion.

Happy Birthday Arwen. May the years give you the vision of compassion and inner strength to turn all negatives into positives.
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Harry Leon
 
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Post » Sun Aug 22, 2010 2:31 pm

I am trying to locate which mod in my game is causing boxes of ammo (hand placed - the actual different ammo types, not the green ammo crates) to spawn with only 1 bullet each - Arwen, I was wondering if it was b/c of Less_is_More?

My Less_Is_More module does not change any hand placed ammo . . . it only changes the No Ammo Chance modifiers. But for nearly all the default ammo boxes, the amount of ammo in them is based on a percentage chance, not on any static amounts . . . and the percentages are adjustable for each type of ammo. In the default game, all the ammo is set at a 25% No Ammo Chance, meaning that if the maximum possible number of rounds in an ammo box is 100, that 25% of the ammo won't appear (on average) . . . meaning that on average, you'll find 75 rounds (instead of 100).

My mod increases the 25% No Ammo Chance differently for different types of ammo, using my own set of global reducers (which are also used for other types of loot, such as weapons, food, and caps); varying from 20% No Chance, to 80% no chance. For some types of ammo that is not too abundant, I only increased the No Chance to 40% (meaning that in the 100 round maximum example, that there will now be an average of only 60 rounds). For that most abundant types of ammo (10 mm and 556 mm), I increased the No Chance to 80% (meaning that in the 100 round maximum example, that there will now be an average of only 20 rounds).
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trisha punch
 
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Post » Sun Aug 22, 2010 5:53 pm

Hey Pauly,
Thanks! I'm glad you're enjoying my changes (although my Tweaks can be a bit harsh, until you get used to the game and figure out a strategy that works for you. Sorry that you have to do a re-install already . . . If you need any help with any of the mods on my list, just let me know.

I finally got everything to work late last night (or early this morning, depending on your preference) and spent much of this afternoon and evening sneaking around trying not to get shot at. As usual, I'm playing one of my typical non-combat type characters, so the tweaks only make my maschism worse (especially since I have hardly any medical skill and am using RI/PN...). Still, I'm having fun exploring the wastelands (even when crippled in all locations and blacking out every few seconds), smoking those cigarettes like a chimney and drinking copious amounts of whiskey and vodka to keep the nerves calm. It's more fun than I've had in ages!

Yes, the tweaks *are* harsh. I'd even be tempted to make them harsher, especially with the big guns - a weight of only 18 for a minigun? You know how big those mofos are?? :blink:

Sadly it looks like I'll be reinstalling yet again very soon, as my hard drives have both been reporting SMART failures and my secondary drive looks like it finally gave up the ghost. I could use a whole new computer, to be honest - a dodgy connector is threatening to frazzle my graphics card. I've got an old Socket AM mobo salvaged from some Dell or other, but the processor is dire (my XP64 3200+ is better) and can't afford an upgrade, so I guess I'll keep my fingers crossed and pray to the Great Atom that my comp doesn't go the way that I'm considering sending Megaton... :lol:

Warm greetings as always MadPauly ye who with the strength of creative madness kept the firey realms of the great Yanni alive within a place many called home TheLys :obliviongate:

Hope all is well with you Pauly. The same to Yanni (TheLys) who entered the character strengthening forge of marriage oh so many years ago to a lass which surely has shown him great love and passion.

Happy Birthday Arwen. May the years give you the vision of compassion and inner strength to turn all negatives into positives.

Damn, I miss those days. Apart from the hassle and the lack of spare time, they were good days. I was pretty crushed when I had to give it all up, but had a good couple of years in the meantime and made some damn good friends out of it. Who knows? Perhaps I'll resurrect the site and throw some Fallout goodness (or should that be badness?) at it to complement the Morrowind and Oblivion stuff...

All the best,
Pauly
Killing time before bed
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Everardo Montano
 
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Post » Sun Aug 22, 2010 10:08 am

I continue to find Arwen's mod superior is so many ways - and since she works so hard to make it - I wanted to share some of the small but wonderful ways it continues to make me admire the mod.

I was exploring a building when I pounded open a door and rushed through b/c there was a red mark indicated on the other side, my shotgun ready! BUT there was no floor and, as I looked at the Mutant standing on a ledge beyond me, I plummeted two stories - normally, I'd simply have kept running, but, (and you all see it coming) I was crippled in my leg and limped away under a hail of fire from the mutant above! :) Most excellent.

Another time I was crouched in a hallway, certain I was about to die, as a supermutant brute rushed me. I had one shotgun shell left and no more ammo! I fired it and prepared to reload, when, to my surprise, the shell blew him backward off his feet - stunned. I rushed up to him and slashed him to death with my last resort - my combat knife.

Arwen, please send me your picture by private email so I can begin kissing it goodnight each day.

:)

J
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Johnny
 
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Post » Sun Aug 22, 2010 10:02 pm

I totally agree with what you wrote about getting knocked out from blunt objects but when I battled a raider from springvale, the first hit i fell down and as soon as i got up, I was hit again and was knocked unconscious for another 20 seconds. When one is in battle, adrenaline is up and pumping through the human body, so it takes more hits and effort to take someone down who is ready to fight as opposed to someone who is at a calm state. I seriously think hitting someone with a baseball bat, should take down less fatigue than a warhammer or super warhammer.
A question before I leave. If you sneak up on a NPC and hit them with a weapon, does it count as an automatic knockout?

You really should NOT be getting knocked out in a single whack. The PC has 200 fatigue points, and my Whack effect only damages 40 fatigue per whack.
Fatigue is a bit tricky since it is a hidden stat. DarN was looking into the possibility of adding fatigue to his hud display (but last I knew, he had not yet determined if this was even possible).

There is no automatic knockout attached to sneak attacks.
By default, a sneak attack always results in an automatic critical (which = regular weapon damage + critical damage); in addition, there are two Sneak Damage Multipliers (one for ranged weapons, and one for melee) that increase the amount of damage inflicted. [My Survival module reduces two multipliers.)

Damage and knockouts (in this case loss of fatigue) are two separate things, and it appears that some of the posters here are not understanding this. Being Fatigued is bring exhausted . . . you're just plain worn out. I'm not all that sure that fatigue should (or would in real life) increase just because a weapon does more damage. If so, I would have to make one-shot knockouts for some of the more powerful ranged weapons, to keep this balanced. And I don't believe that is what most would want in their game.
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Victoria Bartel
 
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