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

Post » Sun Aug 22, 2010 4:23 pm

Version 3.4 progress:


Oh, I even added a few changes that I had not expected would make it into this release. First of all, I was able to further improve my new Gunshot effect (formerly my PushAway effect), so that it takes roughly the same number of consecutive hits to affect an NPC as the PC; plus, when an NPC gets back up after being knocked down, it will take at least three more consecutive hits to knock them down again.



Ooo thats gonna be exciting seeing in action. The enemies definitely need more reactions to pain instead of acting most of the time as if they're mega numbed out on drugs. I like how it will take three more hits afterwards for them to fall again giving the illusion of getting a chance to collect themselves while their buddy distracts me in multiple combat scenarios.

Thanks for the continued great work Arwen :trophy:
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Sophie Miller
 
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Post » Sun Aug 22, 2010 11:47 am

You're most welcome . . . and I think you'll enjoy my new fatigue-based weapon effects.

I'm still hoping to release v.3.4 in a day or so (probably on Sunday, but if I have time, I may be able to make a late Saturday release).

Even though I skied over 12 miles today, I still managed to finish my new Less Quest XPR module, so all that is left is checking and cleaning all 9 modules one last time, merging the other 8 modules into my FULL Tweaks esp., and then completing the ReadMe.

BTW, this version is going to require FOSE for the first time (since I needed to use a FOSE command in my Stealth Quest script).
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christelle047
 
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Post » Sun Aug 22, 2010 1:18 am

Take your time Arwen and seize the other joys of the day :foodndrink: Sheesh you mod like i play games as soon as i get in the door :D hee hee.

Guess i'll be using FOSE for the very first time. Too many great mods are being created thanks to what it makes possible and your lasting work is pretty much the best reason to give it a try :D

Ooo am crossing into the FOSE beyond like a Lucio Fulci zombie movie..scary in its anticipation of what is to be.
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Lil'.KiiDD
 
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Post » Sun Aug 22, 2010 3:39 pm

What happens is that I come up with most of my solutions or new ideas for my mods when I'm not even working on them . . . so when I was back home after skiing, even though I was beat, I sat down and worked on my mod for a while . . . since I had a bunch of stuff in my head that I wanted to try out.

FOSE is not all that scary . . . I avoided making my mod dependent on FOSE for as long as possible, but there are some really cool things you can script with FOSE that are impossible to do without it . . . and my new dynamic stealth is one of those things.
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willow
 
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Post » Sun Aug 22, 2010 10:33 am

What happens is that I come up with most of my solutions or new ideas for my mods when I'm not even working on them . . . so when I was back home after skiing, even though I was beat, I sat down and worked on my mod for a while . . . since I had a bunch of stuff in my head that I wanted to try out.

FOSE is not all that scary . . . I avoided making my mod dependent on FOSE for as long as possible, but there are some really cool things you can script with FOSE that are impossible to do without it . . . and my new dynamic stealth is one of those things.


Yes when one is dedicated the creative muses let themselves be known at all hours even in ones dreams :)

I just installed FOSE and it was as easy as 1-2-3 bucka my shoe! :D The most i had to do was make a copy of my current save and move it to my save folder since FOSE doesnt use the GFWL character save folder. This is just to see how it runs since i'll be starting a separate character for version 3.4.

Thanks for evolving my mod nature beyond..MONKEEEEE!!! :D
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Big mike
 
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Post » Sun Aug 22, 2010 4:46 pm

Arweeeeeeeeeennnnnnnnnnnn.....*whines* Where are you ?? Save us from the boredom. We want to play your 3.4 >_<


=)
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Jade
 
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Post » Sun Aug 22, 2010 6:40 am

but I may be able to release this by late Saturday (unless I ski both days).


you mean to say you would put sking before our need to play games -LOL-

but really cant wait for 3.4 thanks for all the hard work on your mods
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Prisca Lacour
 
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Post » Sun Aug 22, 2010 10:58 am

I'm still plugging away at v.3.4, but it doesn't look like I'm going to have it done tonight.

I would have had it finished but I ran into a bit of a snag today with my new Blast effect script. I had factored in your Endurance in determining how much fatigue damage your took, but then I discovered that it was causing way more problems than it was worth, no matter what I tried (and I spent hours trying to make it work right). In the end I finally found a better way to do this (without using END): amount of fatigue damage is 80% of your base fatigue, and you become unconscious when your fatigue < 50 (this way, unless your fatigue is already damaged by at least 10%, it will take at least two explosive blasts to knock you unconscious . . . same is true for NPCs). This one nearly snuck through, and it would have been a major bug, so I'm glad I picked up on the problem when I was cleaning up my scripts. But it was a real pain for me, as I thought I finally had everything working so well, and really wanted to be done with my scripts.

And yes, my outdoor recreation is more important to me. Sorry, but there's a reason that I live in the White Mountain region of my state. :)
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Chloe Botham
 
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Post » Sun Aug 22, 2010 2:05 am

Thanks for the good news Arwen and all the hours spent looking for the solution. An inspiring artist always making sure ARWEN'S REALISM TWEAKS are the best they can be :tops: You should work for Bethesda as a professional scripter and quality assurance lead.

And yes, my outdoor recreation is more important to me. Sorry, but there's a reason that I live in the White Mountain region of my state.



Ooo crispy clean cold mountain air! It makes the brain think sharp and the pleasures sharper still!
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Sudah mati ini Keparat
 
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Post » Sun Aug 22, 2010 10:47 am

Bummer Here I stayed up all night hoping to try your 3.4. Hoping sunday =)

Oh and on the note of skiing. Did everyone know that they decided to use treated waste water on the slopes to recycle? Yeah so after raw sewage is cleaned up to government standards. They go and freeze it and spray it all over the mountain to ski down because its cheaper than regular potable water. How disturbing to go hit the slopes these days lol

No worries I guess. You won't fumble and land in a pile of poop on the way down....unless of course somebody did it fresh...maybe a bear? hehehe
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CxvIII
 
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Post » Sun Aug 22, 2010 9:25 am

Bummer for me too, as I was really hoping to have this finished, so I could get back to just playing the game. I even stayed home today, instead of skiing, mostly to finish up this svcker . . . but I guess it just wasn't meant to be. My 9 esps are all now all totally finished, plus my two merged versions are now done. So all that I have left to do is the ReadMe, which would be easy for most people . . . unfortunately I have some major language issues, so it takes me a really long time (as in several hours) just to update my ReadMe . . . and I just don't have that in me tonight, as it is nearly midnight now, and I've been up since 6 am.

BTW: I'm not a downhill skier (even though I live within 30 minutes of 3 major ski areas) . . . I'm into Nordic skiing, but around here it still involves hills (both up and down). So I'm skiing on 100% natural snow . . . not that recycled stuff. So when I say that I skied 12 miles, it means roughly 6 miles of uphill climbing, plus 6 miles of downhill . . . so it is quite a workout.
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Luna Lovegood
 
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Post » Sun Aug 22, 2010 12:02 pm

No worries I guess. You won't fumble and land in a pile of poop on the way down....unless of course somebody did it fresh...maybe a bear? hehehe


Dang nab it WackaMacka! You want Arwen to release her work sunday..NEXT sunday :confused: :o :P
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^~LIL B0NE5~^
 
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Post » Sun Aug 22, 2010 7:44 am

lol

I to live in ski country, MA. Messing around...well I mean sort of. Recycled waste water DOES go onto the slopes. But...I digress, lol.

Super cool arwen that you did alot of work. We know it isn't just for us. But we do appreciate it =)

Personally Inever used your mod and figured it was that time. Going to try fellout 1.1 and martigens monsters also in a new game. Hoping it goes off without a hitch.

Hellbishop- Coulda been worse I could have added that I popped a blood blister on....well...maybe tomorrow...but only if yer bad I'll tell ya. lol
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Jason White
 
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Post » Sun Aug 22, 2010 10:33 am

Hellbishop- Coulda been worse I could have added that I popped a blood blister on....well...maybe tomorrow...but only if yer bad I'll tell ya. lol



I just finished playing a game of WARHAMMER DAWN OF WAR so no worries i heard many a grisly depiction from many a fellow Chaos Marine :chaos:
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Matthew Warren
 
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Post » Sun Aug 22, 2010 9:34 am

I've decided to jump to Version 4.0 (instead of using v.3.4) with this release . . . since this has morphed into a MAJOR update; which includes a new 9th module; and now requires FOSE, due to my new Stealth Quest Script (which is part of my Smarter AI module).

I should have this baby uploaded in less than an hour.
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{Richies Mommy}
 
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Post » Sun Aug 22, 2010 6:50 pm

I've decided to jump to Version 4.0 (instead of using v.3.4) with this release . . . since this has morphed into a MAJOR update; which includes a new 9th module; and now requires FOSE, due to my new Stealth Quest Script (which is part of my Smarter AI module).

I should have this baby uploaded in less than an hour.



Sweeet i have waitied for this.

Cheers for the skiing, im living in an skicountri myself- Norway
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Andrea Pratt
 
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Post » Sun Aug 22, 2010 10:45 am

Funny thing is I waited all this time. I haven't bothered playing fallout for atleast 5 months until arwen/cevsteel/martigen were ready to wrap up there mods for awhile. Alas martigen has much on his plate, but I guess I can try rc5 and the others are to cool to not play =)

yippee skippee! For arwen modding goodies ^_^
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Killah Bee
 
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Post » 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.
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Yvonne
 
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Post » Sun Aug 22, 2010 7:05 am

Cool ! Thanks arwen. =)
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Andrew Tarango
 
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Post » Sun Aug 22, 2010 2:40 pm

I don't know if it is possible to add, but I just thought of something.

What if certain type of damage effect gameplay in game also. Broken/crippled limbs force the character to wait a few days or hobble around. Must be healed by a doctor or have maxed out medical skill.

Bleeding damage and then have to use blood packs to replace lost blood.

Just a thought. Since FOSE is now being used. I'm not certain if any of these things are possible though. =)
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jodie
 
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Post » Sun Aug 22, 2010 11:08 am

Crippled limbs do force you to hobble around. But use of a crutch to heal a broken leg could be cool.
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Rachel Cafferty
 
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Post » Sun Aug 22, 2010 10:32 am

Congratulations Arwen and Happy Valentines Day!

Just downloaded and will give it a run after i see what is causing ghouls(including MMM variations) to walk in slow motion and not take any damage from bullets in the sewers. Hopefully it has nothing to do with my fresh install of FOSE 1.2 yesterday. Had to go back to an earlier non-FOSE save then slowly back track past raiders to a location inhabitated by ghouls. So far am still looking for that ghoul infested energy plant where the bugs occured. Will let you know how it goes.


Hail Arwen! A valentines mod is what she gives to all this day!
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Zosia Cetnar
 
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Post » Sun Aug 22, 2010 6:37 pm

Have to admit that would svck as I too grabbed 1.2. On the other hand the slow mo ghouls would be kinda funny. "Oh crap a horde of deadly....wait i can walk right past them....*yawn*" lol
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JERMAINE VIDAURRI
 
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Post » Sun Aug 22, 2010 4:08 pm

Looks like it was the excellent MARTIGEN'S MUTANT MOD probably conflicting with something else which was causing the slow motion almost bullet proof ghouls. Night ghouls were fine it was just the texture variations of ghouls which were showing the behaviour. After i deactivated MMM the normal ghouls were as swift as screaming banshees upon the winds of Ireland on a drenching stormy night in dark dark woods :ooo:

Yes WackaMacka you could walk past them slo mo like Neo in the MATRIX or the sixy assassin in ULTRAVIOLET but they would just keep on coming like Michael Myers indestructable taking on taking on THE HITS!

Now to clean some mods out and lock down for a night of ARWEN'S REALISM TWEAKS in rainbow colors of joy and pain in the virtual realistic!

Thanks Arwen for the wonder of skill which is you :wacko: :trophy: :wacko:
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Tanika O'Connell
 
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Post » Sun Aug 22, 2010 8:47 am

I keep having the same thing happen with bulletproof supermutants, and the only gameplay-related mods I'm using (others are texture changes) are Mart's and Arwen's. The supermutants sometimes "blink" around a bit sort of like playing a laggy online game, and they take no damage whatsoever.

Is there a compatibility problem? I was already using Arwen's MMM patch even though her site said the two mods have always played nicely together.
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Katie Pollard
 
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