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

Post » Sun Aug 22, 2010 10:39 am

The pipboy light tweak works perfectly. And I think you got the walking/running speed just right this time.

I think I have the same super mutant problem GreenGriffon mentioned. Sometimes they stand still and they get all twitchy with the gun in their hands. I had no problems killing them though.

(Also using MMM)

For the full tweaks, where in the load order would you suggest we'd put the mod? Early/late?
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john page
 
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Post » Sun Aug 22, 2010 10:45 am

I think the problem with the slow motion bullet proof ghouls is with MARTIGEN'S MONSTER MOD since i didnt even have ARWEN'S REALISM TWEAK 3.3 or 4.0 installed when this occured. I was just testing out FOSE when it became noticeable. Even with FOSE and other mods off i still had the problem til i turned off MMM. I havent even used the latest ARWEN'S REALISM TWEAKS yet since am still setting up my mod list to work with it.

I reported the bug in the MMM thread so hopefully someone can shed some light on it. I only mentioned the bugs here because MMM is highly recommended to be used alongside Arwens and from what am seeing the conflict isnt coming from her mod since it wasnt even installed at the time.
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Suzie Dalziel
 
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Post » Sun Aug 22, 2010 6:34 am

EDIT: Hellbishop - You could be right that it's a problem with MMM, however I never experienced the bulletproof supermutants while using FWE. It wasn't until I just switched over from FWE to Arwen's a few days ago that it started occurring.


Arwen,

One more thing, just a suggestion really. I switched from being a long-time user of FWE over to using your tweaks, and personally I like the "feel" of the gun fights (and many other things) with your mod much better. Wonderful work, really.

The constant 30-second knockdowns every time a grenade gets thrown at me are sort of a bummer since I seem to spend more time on the ground then actually fighting, but hopefully the changes you made in 4.0 will ease that problem a bit.

The other thing I noticed is that you increased the range at which creatures hear explosions from grenades and come running (please correct me if I'm wrong about that). This is a very logical change, however whenever I walk into a building and a grenade is tossed, every creature in the entire building comes running. What this means is that I have one initial gunfight in the hallway of that building with say 20 raiders...which is over pretty quickly once a couple of grenades get tossed....then I spend the next 15 minutes searching an entirely empty building since everyone is already dead. That's also kind of a bummer, because there's never anyone left to continue fighting elsewhere in other rooms, and makes exploring the rest of the place tedious instead of exciting.

Great job on the mod, and I hope you'll give my feedback some consideration. Keep up the great work!

GG
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Shaylee Shaw
 
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Post » Sun Aug 22, 2010 3:45 am

EDIT: Hellbishop - You could be right that it's a problem with MMM, however I never experienced the bulletproof supermutants while using FWE. It wasn't until I just switched over from FWE to Arwen's a few days ago that it started occurring.



Thats interesting. Makes me wonder if something is being saved and stored in a ESM and made some changes which stuck even after a very brief play with version 3.3 of Arwens a few days ago and removing it. I have heard of similar things happening with MORROWIND mods.
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Petr Jordy Zugar
 
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Post » Sun Aug 22, 2010 4:24 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. =)

Thanks for the suggestion. My mod already increases the crippled effects. And Real Injuries (which I'm using in my own game, along with the RI patch) adds healing requirements (crippled limbs are no longer repaired with sleep or a stimpak), adds medical braces and bandages packs, and 3 levels of blood loss (if you enable its optional Wounds System).


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.

GreenGriffon, I don't have this issue in my own game, with Super Mutants, or with any of MMM's creatures. So I have no idea what is causing this in your game. The two mods are fully compatible . . . especially if you are using my MMM patch.


The pipboy light tweak works perfectly. And I think you got the walking/running speed just right this time.
I think I have the same super mutant problem GreenGriffon mentioned. Sometimes they stand still and they get all twitchy with the gun in their hands. I had no problems killing them though. (Also using MMM)
For the full tweaks, where in the load order would you suggest we'd put the mod? Early/late?

povuholo, thanks for the feedback! I'm really happy with my PipBoy Light changes, which is something that has been bugging me since v.1.0 . . . and I do believe that I've finally perfected my walk/run speeds (or as close to perfect as I can get).
What you are describing for Super Mutants is different, and happens with all NPCs/Creatures. This is apparently a game bug (perhaps caused by an animation quirk, or just by the AI), which seems to become more noticeable with my Smarter AI module, since I'm tweaking their behavior beyond the game design. I really don't know of a way to get around this completely . . . but I made some AI tweaks in v.4.0, which seem to have reduced this behavior somewhat. (This bug also showed up with CEP and with other mods that have modified combat behavior).
Generally load my Realism Tweaks late . . . but load my new Reduced Quest XPR module (which is NOT part of my FULL Tweaks esp) BEFORE any other mods that make changes to any of the default quests. My own mod load order is given http://amito.freehostia.com/Fallout/FO-mods-order.htm, but I have not yet had time to update it for v.4.0.
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Kieren Thomson
 
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Post » Sun Aug 22, 2010 4:55 pm

Just gave this a brief play with a old save right before leaving Vault 101. The lighting is perfect. Combined with FELLOUT i felt like i was actually looking out from an abandoned shadowy building into the dark of night. Mentally stimulating in its sense of being there. Pipboy light feels like an actual light and doesnt break immersion.

Took on the raiders outside the Springvale high school and it was exciting to see all the different behaviours exhibited. One raider was cowering and begging for his life while his buddy tried to sneak up on me but i saw him before he got in melee range. To my surprise the cowering raider didnt get up to acttack again which gave the cool effect of him being really scared for his life :evil:

I noticed weapons seem to have a kick back effect when shooting them now which looks cool and adds another dimension of realism.

The effects on clothes are very nice and full of comforting commonsense. Love how the Tunnel Snakes leather jacket raises my charisma.

Nice work on leveling up stats. I noticed my three main skills i chose during the G.O.A.T. get extra points during leveling up while my other skills only get one. Nice touch and reminds me of classic rpgs of old :) Finally gives them importance since these are the skills i actually focused on while growing up. Before they didnt stand out anymore then my "untrained" skills did.

Here is my current mod list and load order which i'll probably add more from your Journal recommendations later:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Summer_2.5.esm
Fellout-pipboylight.esp
eye_hair_en.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
Brahmin Dairy Products.esp
DarNifiedUIF3.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
WeightAmmo.esp
DAV_weighted_ammoweight.esp
Arwen_FULL_Tweaks.esp
EVE.esp
EVE Operation Anchorage.esp

Total active plugins: 29
Total plugins: 29


Thanks :D
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Lisha Boo
 
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Post » Sun Aug 22, 2010 7:22 pm

EDIT: Hellbishop - You could be right that it's a problem with MMM, however I never experienced the bulletproof supermutants while using FWE. It wasn't until I just switched over from FWE to Arwen's a few days ago that it started occurring.
Arwen, One more thing, just a suggestion really. I switched from being a long-time user of FWE over to using your tweaks, and personally I like the "feel" of the gun fights (and many other things) with your mod much better. Wonderful work, really.
The constant 30-second knockdowns every time a grenade gets thrown at me are sort of a bummer since I seem to spend more time on the ground then actually fighting, but hopefully the changes you made in 4.0 will ease that problem a bit.
The other thing I noticed is that you increased the range at which creatures hear explosions from grenades and come running (please correct me if I'm wrong about that). This is a very logical change, however whenever I walk into a building and a grenade is tossed, every creature in the entire building comes running. What this means is that I have one initial gunfight in the hallway of that building with say 20 raiders...which is over pretty quickly once a couple of grenades get tossed....then I spend the next 15 minutes searching an entirely empty building since everyone is already dead. That's also kind of a bummer, because there's never anyone left to continue fighting elsewhere in other rooms, and makes exploring the rest of the place tedious instead of exciting.
Great job on the mod, and I hope you'll give my feedback some consideration. Keep up the great work!

Thanks for the great feedback GreenGriffon!

Are you aware that FWE is using my Smarter AI module (although an earlier version)?

But my Localized Damage module does intentionally make the Super Mutants harder to kill (but not 'bullet proof'). I'm able to kill them with just my 10mm . . . but it will take a LOT of bullets to kill them if you just hit them in their limbs (aim for their head).
Version 4.0 totally changes all 3 of my weapon effects, so let me know what you think after you've played with my new version. I've also made a LOT of changes to stealth and detection that should really help with the 'everyone comes running' issue.
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Emma Parkinson
 
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Post » Sun Aug 22, 2010 12:47 pm

Is my load order right?

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RI_Core.esm
DAV_weighted_ammoweight.esp
lessviewdistance.esp
WeightAmmo.esp
Arwen_Reduced_QuestXPR.esp
KarmaThreshold1010.esp
RI_Base3.esp
RI_FOSE.esp
RI_PNeeds2S.esp
RiPnO CorePatch.esp
RiPnO 5 DLC Merged.esp
Arwen_FULL_Tweaks.esp
DarNifiedUIF3.esp

Total active plugins: 19
Total plugins: 19
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kirsty joanne hines
 
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Post » Sun Aug 22, 2010 11:16 am

You're close:

Load the DarNifiedUIF3.esp early, before the DAV_weighted_ammoweight.esp.
And load the RI_PNeeds2S.esp before the RI_FOSE.esp.

My own current load order is posted in my Fallout 3 Journal http://amito.freehostia.com/Fallout/FO-mods-order.htm.
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meghan lock
 
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Post » Sun Aug 22, 2010 3:50 am

Enjoying the new knockout and unconscious effects. Much more nicer and not frustrating as it was in previous versions. Found myself using the gun instead of taking the chance are getting knocked out again by the vault gaurds. Everything is feeling very natural with 4.0 as if FALLOUT 3 had actually been designed this way. Its starting to feel like a doomsday simulation with all its immense depth like TES 2 DAGGERFALL felt like a fantasy simulation from all the levels of detail.

Thanks again for the great work Arwen and for the excellent load order and mod recommendations which really help to flesh out your stunning work even more. Here is a my current mod list with more of your recommendations added:


Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Summer_2.5.esm
Fellout-pipboylight.esp
eye_hair_en.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
MissingUniqueArmorClothing-Base.esp
Auto Aim Fix v1.1.esp
Explosive Entry.esp
Brahmin Dairy Products.esp
DarNifiedUIF3.esp
10mmReplacer.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
WeightAmmo.esp
DAV_weighted_ammoweight.esp
Arwen_FULL_Tweaks.esp
EVE.esp
EVE Operation Anchorage.esp

Total active plugins: 33
Total plugins: 33
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sam
 
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Post » Sun Aug 22, 2010 4:35 am

Is there a way to remove the 30 second knockouts altogether? I hit my enemies and a sometimes they drop and immediately get back up again. I take a small breeze and my character drops like a stunned sheep for 30 seconds. Every time I get up, BANG! Down again!

It seems to be the Weapons esp. The idea works, but fallouts engine doesn't work with this type of feature. I can take 100 bullets and almost no damage at all and I'm stuck stairing at my character wondering....wtf...shall I go grab a snack?

I like the modules and a bunch of the stuff in the mods even the explosion knockouts make sense. But when I get hit by normal weapons (melee/bullets)and drop like a stone. 30 seconds is way to much, when npc's get right back up. I want to get right back up also.

So is there a way for me to remove that out of the weapons esp or could you do it for me special arwen, cause I don't know how to mod diddly >_<

Apart from the that, I did like getting myself blown up and THEN knocked out. That made it pretty cool. =)
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Emily Martell
 
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Post » Sun Aug 22, 2010 7:13 pm

There are no 30 second knockouts in v.4.0.

My Whack effect (the one that is attached to non-blade melee weapons) should only be giving you a 20 second knockout. That's all I was getting during my play testing (but I'll give it a quick check to make sure).
My Blast effect (from explosions) also now only has a 20 second knockout.
And my Gunshot effect only results in a knockdown (with no unconscious time at all), and as I explained in the opening post, it only works with most of the non-hand gun ranged weapons.
And the time unconscious should be exactly the same for the NPCs and most creatures (the exception are the Super Mutants, which will only be knocked out for 10 seconds).

If you're not being damaged much at all by bullets, then you have a major mod conflict, or your game is corrupt, as my mod increases weapon damage quite a bit.

Fatigue recharges, but it takes a couple of minutes to fully recharge. So if you get up after being knocked out, and run right back into a fight, you're going to be knocked out with the first good whack.
My mod is all about making the game more difficult, where you have to use some strategy to survive. If you just run into a battle without using any strategy, you're likely going to get creamed.
You just need to adjust the way you approach combat, when you're using my mod. Fallout's engine works just fine with all my weapon effects. I tested my mod out at various sill levels and I never had the problems you are describing, where I was being constantly knocked out. I have taken on a dozen Raiders at once while I was still at level 1, with just the Overseer's 10mm and Butch's leather jacket and only got knocked out once.

The easiest thing to do is just not use my Weapons module, if you don't like the way it works. That's why I made my Realism Tweaks modular.
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matt white
 
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Post » Sun Aug 22, 2010 11:49 am

I think yer misinterpreting what I was saying. I LIKE your mods lol

I had everything working just fine before I loaded your 4.0 (and never used your mods before). I use weapons, armor, localized damage, smarter AI, and survival. I see the raiders and talon company get knocked down and immediately get back up and fight. I get shot a few times and bam, I hit the floor for about 20-30 seconds. Very odd =/
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Curveballs On Phoenix
 
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Post » Sun Aug 22, 2010 4:46 am

You're misunderstanding what I was trying to write. (Which happens a LOT to me.)

I just meant that you need to change your combat tactics when you use my mod. Or you should not be using my Weapons module (or even my Smarter AI module).
And I really think that you have some sort of mod conflict going on, as you are describing things that my mod doesn't even do (or that it does in a very different way).

Being hit by a bullet should NOT knock you out at all . . . that is not part of my weapon effects. All it should do is knock you down, and ONLY when the bullet came from a non-hand gun. And ONLY when your fatigue is < 0 (And it takes 4 or 5 hits from a rifle or shotgun to knock your fatigue down to 0).

And even stepping on an explosion should only knock you out for 20 seconds . . . and the first explosion should not even knock you out. NONE of my weapon effects now result in more than a 20 second knockout.
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Peter lopez
 
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Post » Sun Aug 22, 2010 12:09 pm

Cool, well...not cool. But I mean that info is a start for me to hunt for the problem at least =)

I got the knockout pop up in the top left of my screen after getting shot about 5 times. I think it triggered a fatigue response and then perhaps became corrupted as I mentioned being layed out for aprox. 20-30 seconds.

Ok, so to get it right in case I completely re-install my game. Do I start a new game,exit the vault first? Go into an area with nobody around. Strip naked. Save the game and quit. Load said save, do it again. Load the modules and play then on?

I'm thinking I have a corrupt game save at this point. But I'm curious when I should actually turn on the modules before or after exiting the vault in a new start?
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lauraa
 
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Post » Sun Aug 22, 2010 6:21 am

My knockout messages are attached only to my Blast and Whack Effects.

You have to be knocked out be an explosive blast ("That blast knocked you out! ...") or be knocked out by a melee weapon ("You have been knocked out! ...") to get a pop message. Neither message will pop up just by being shot. There is nothing in my mod that will cause a bullet to knock you out. Do you possibly have another mod installed that is causing this?

You can activate my modules at any point, just follow my install instructions, in the Readme. I'm a bit surprised that you're not using my main module (based on the modules that you are using), but I'm guessing that you don't like my reduced carrying capacity.
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Katey Meyer
 
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Post » Sun Aug 22, 2010 6:05 pm

Is it possible just to use your stealth mod with FWE, FOOK2 and MMM?
Is it compatible with Fellout? Or is your 4.0 compatible with all of these mods? (Were they compatible before? I can't remember)

It sounds like you put alot of work into this aspect of the game, an aspect I feel has been left almost untouched by the mods I'm using.
Yes, it's slightly harder to sneak about. But once the skill reaches 50-60 I'm pretty much God-like at night time and it gets boring.
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Horror- Puppe
 
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Post » Sun Aug 22, 2010 7:47 pm

Is it possible just to use your stealth mod with FWE, FOOK2 and MMM?
Is it compatible with Fellout? Or is your 4.0 compatible with all of these mods? (Were they compatible before? I can't remember)

It sounds like you put alot of work into this aspect of the game, an aspect I feel has been left almost untouched by the mods I'm using.
Yes, it's slightly harder to sneak about. But once the skill reaches 50-60 I'm pretty much God-like at night time and it gets boring.

Currently you can use it, but as of FWE 5.0 that won't be possible anymore. But FWE 5.0 also offers several different stealth settings that the user can adjust in the FWE menu.
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Soph
 
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Post » Sun Aug 22, 2010 8:49 am

Gosh that's even more confusing now =/

I got the pop up about being knocked out only when I was shot...ok...I'm stumped there. I do know however it was only when I turned on the weapons module as I forgot to turn it on. When I did and was shot. Stunned sheep effect. I dunno if it makes a difference but I'm also using Martigens mutants. Possible load order problem? I have the MMM patch of yours on also.

I have all your modules after martigens and last in the list.
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Jordan Moreno
 
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Post » Sun Aug 22, 2010 7:34 am

Currently you can use it, but as of FWE 5.0 that won't be possible anymore. But FWE 5.0 also offers several different stealth settings that the user can adjust in the FWE menu.


Ahh ok. Thanks for the reply Kai.
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Ells
 
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Post » Sun Aug 22, 2010 1:28 pm

Ok, Just tested this again to see on a stop watch. Seems like anything higher than a hand gun = 5 rifle bullets hits to player character knocks me out for 30 seconds and seems only when I have the weapons mod active.

Not sure whats its doing. But thought I'd mention my test run.

Anyone else getting this problem?
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Becky Cox
 
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Post » Sun Aug 22, 2010 3:32 pm

Isn't that how it's supposed to work?
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Javaun Thompson
 
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Post » Sun Aug 22, 2010 11:13 am

Gosh that's even more confusing now =/
I got the pop up about being knocked out only when I was shot...ok...I'm stumped there. I do know however it was only when I turned on the weapons module as I forgot to turn it on. When I did and was shot. Stunned sheep effect. I dunno if it makes a difference but I'm also using Martigens mutants. Possible load order problem? I have the MMM patch of yours on also.
I have all your modules after martigens and last in the list.

Are you sure that you are using version 4.0? V.3.3 had my older PushAway Effect, which was attached to some ranged weapons and it did make you unconscious and did display the same message as Whack. But v.4.0 no longer includes PushAway.

If your fatigue is really low when you are shot by a weapon that has my Gunshot effect attached to it, your character will appeared to have been knocked out (even though my script does not actually make you unconscious), just because that's the effect when your fatigue is <0. In my play testing I was never knocked down by a bullet for more than a few seconds. But I guess a 30-second knock down could happen under some conditions . . . although it really shouldn't happen very often at all, since I never even saw it in my testing.

But there still should not be any popup message for being shot . . . that is not even in my Gunshot script. So you've got something else going on there.

Are others getting a 30-second knockdown from being shot?
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OTTO
 
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Post » Sun Aug 22, 2010 6:12 am

Is it possible just to use your stealth mod with FWE, FOOK2 and MMM?
Is it compatible with Fellout? Or is your 4.0 compatible with all of these mods? (Were they compatible before? I can't remember)
It sounds like you put alot of work into this aspect of the game, an aspect I feel has been left almost untouched by the mods I'm using.
Yes, it's slightly harder to sneak about. But once the skill reaches 50-60 I'm pretty much God-like at night time and it gets boring.

FWE already includes an earlier version of my Smarter AI module, so I'm not sure how well it would work, as v.4.0 is quite a bit different.
For best results with MMM, download my Arwen_Realism_Tweaks_ MMM_Patch (under optional files).
Other users have claimed that my Smarter AI module works fine with FOOK2, but I have never tried using both together. (In my opinion, FOOK2 makes the game too easy, because it gives you armor and weapons that are too powerful.)

But you're still going to be god-like at higher skill levels, if you only use my Smarter AI module with other overhauls that it was never balanced for. FWE is a very good overhaul, and I have nothing but respect for its authors, but our focus is quite different in many ways. So, for the best, least boring, least god-like game, I would suggest trying my FULL Tweaks (without any other overhaul mod), including my new Reduced Quest XPR Module (along with my Reduced XPR mod), and Real Injuries / Primary Needs (with the RI patch mod).

My Realism Tweaks mod is 100% compatible with Fellout . . . in fact, my new dynamic stealth was balanced especially for the Fellout's (v.1.1) light levels. And my PipBoy Light changes were designed especially for Fellout's darker nights (although you can use my mod without Fellout).
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Bellismydesi
 
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Post » Sun Aug 22, 2010 2:34 pm

Congrats on the release!
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Blessed DIVA
 
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