» Sun Aug 22, 2010 4:04 pm
Version 4.0 is now available for download: http://www.fallout3nexus.com/downloads/file.php?id=7565
*** V.4.0 requires that you have http://fose.silverlock.org/ v.1.1 or later installed.
- This mod works best with a new game (where all the changes will have the greatest effect), but it should also work fairly well with an existing game. The only exception is my Skills module, which may cause some issues when used with saved games that have progressed beyond the first few levels (due to major skill point reductions and the perk changes).
- My Realism Tweaks now consists of 9 independent modules, including my new Reduced Quest XPR module (plus the FULL merged version).
Here are the major changes (See the ReadMe for more details):
1.) Main Tweaks Module:
- PipBoy Light changes are now part of the Smarter AI module
- adjusted movement speeds a bit . . . results in a bit faster walking and running speeds (over v.3.3)
2.) SmarterAI Module:
*** Now requires FOSE, v.1.1 or later (due to my new Stealth Quest Script)
- Turning on your PipBoy Light greatly reduces your ability to remain undetected.
- The PipBoy Light is finally now a decent light.
- New SteathQuestScript: Uses separate stealth values for interiors vs. exteriors
- The time of day dynamically affects your ability to avoid detection.
- Weather conditions now dynamically affects your ability to avoid detection
- New sound adjustments, so that guns with silencers will not give away your location.
- Your sneak skill level is now a much greater factor in your ability to remain undetected.
- Your Perception stat is now a much greater factor in your ability to sense enemies further away.
- Made a LOT of tweaks to detection and search settings to balance with dynamic stealth changes.
- Tweaked Armor Weight sneak penalty a bit.
3.) Survival Module:
- 10% increase in crouch bonus, which results in 50% less spread when firing a weapon from the crouched (sneak) position.
4.) Armor Module:
- Fixed: Lab Coat-Enclave had +3 CHR, was only suppose to have +1 CHR
- Fixed: Recon Armor had a Reduced Radiation Resistance effect, instead of an Increased Radiation Resistance.
- Reduced Maximum Armor Rating to 90% (v.3.3 was 95%, which was a bit too much)
- Reduced Player Maximum Resistance back to default value of 85% (v.3.3 was 95%, which made PC too powerful when using some armors)
- Rivet City Security Helmet: changed to Blast-Proof Headgear Object effect (same as Vault 101 Security Helmet)
- Reduced Raider Armor and Talon Armor Charisma penalties
5.) Weapons Module:
- tweaked weapon repair lists
*** totally redid all three of my weapon effects:
- No longer based on a random chance; now all effects are based on fatigue . . . every hit reduces the victim's fatigue.
- There is now a much greater chance that your attacker will attack you, even when you are still unconscious.
- Reduced duration for penalties for all my weapon effects.
- Whack effect: every hit from any default non-blade melee weapon reduces victim's fatigue by 40 points, and when fatigue < 0, they are knocked out.
- Blast effect: every explosive blast reduces the victim's fatigue by 80%, when their fatigue < 50, they are knocked out.
- Gunshot effect: every bullet from most default ranged weapons (not including hand guns) reduces the victim's fatigue by ~25%; when their fatigue < 0, they are knocked down.
6.) Localized Damage Module: unchanged from v.3.3.
7.) Less_Is_More Module: unchanged from v.3.3.
8.) Skills Module:
- Restored Cannibal Perk to default values (removed from module), for compatibility with Real Injuries patch
- Added new Medic Perk (Level 2, with 3 ranks) +5 Medicine/rank (reserved for character with INT<=5)
- Added one more rank to Target Practice, Speech Class, and Petty Thief (now each have 3 ranks)
- Tweaked a few other Perk requirements for more flexibility (lowered some, and added a few more and/or requirements)
9) Reduced Quest XPR module [brand new for v.4.0]
- I'm releasing this as a separate independent module, as it needs to load early, before any mods that modify any of the default quests (Note that this is NOT part of the FULL Tweaks merged esp . . . so if you want to use it in your game, it also needs to be activated).
- In game activation message explains what module does:
- Reduces the XPR for all default quests by 90% (you will no longer instantly level up to Level 2 when you escape from Vault 101).
- Changes Timescale to 4 after you exit Vault 101 (since a Timescale faster than 8 or so, does not work very well with my new dynamic stealth)
- Gives the player character a little reward for making it out of the vault.