[RELz] Arwen's Realism Tweaks [Thread No.6]

Post » Sat May 28, 2011 3:57 am

Hi Arwen.

Lastly. Will your Mod work with the New FOOK 1.1 Patch.

Thank you for your time.

Warmest regards.

James. :)


Think this has been answered so many times, FOOK add so much new stuff to the game with OP weapons and lotsa other stuff so i dont think it wil work.
It havent worked beffore so i dont think the new FOOK 1.1patch wil make it better but even worse :)

So i think you can dream for long time to use Arwen`s tweaks togheter with fook, Arwen like to make the game harder and more realistic and keep to the original concept of the game.
Hence not running around in full SWAT team armor with an state of the art machinegun etc and blasting your way trought like good old Rambo.

They are kinda 2 completely difrent ways so not good to mix them.

You can use FWE togheter with FOOK and MMM should be a good mix.

Cheers
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Melly Angelic
 
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Post » Sat May 28, 2011 3:36 pm

Think this has been answered so many times, FOOK add so much new stuff to the game with OP weapons and lotsa other stuff so i dont think it wil work.
It havent worked beffore so i dont think the new FOOK 1.1patch wil make it better but even worse :)

So i think you can dream for long time to use Arwen`s tweaks togheter with fook, Arwen like to make the game harder and more realistic and keep to the original concept of the game.
Hence not running around in full SWAT team armor with an state of the art machinegun etc and blasting your way trought like good old Rambo.

They are kinda 2 completely difrent ways so not good to mix them.

You can use FWE togheter with FOOK and MMM should be a good mix.

Cheers


If i'd known this had been asked so many times in the past I would have found out the answer Before :P

Also FOOK have just released a Major up-date where this might have been included!
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Clea Jamerson
 
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Post » Sat May 28, 2011 3:46 am

Thanks so much Digidice, for jumping in and answering this so well! I've been distracted lately, trying to create a repair script that I'm hoping to include in v.4.2 (if I can get the thing working).

Nilms, first of all, you have to understand that my Realism Tweaks and FOOK are both major overhauls, and it is never a good idea to try to use two game play overhauls at the same time (unless there happens to be a compatibility patch . . . which is rare). I realize that my mod my not look like a major overhaul, because it is a tiny in size, compared to FOOK and FWE . . . but that's because my mod only contains esps, and not any sounds, meshes, or textures. It actually changes over 1300 records and it totally changes the game play of Fallout 3.

I've also stated in my ReadMe:
Incompatibility
===========
- My Realism Tweaks will overwrite any mods that make any of the changes I have listed here (which is one reason that I made it modular).
- Other overhauls and most game play balancing mods should NOT be used with my Realism Tweaks mod, as doing so could result in major balancing issues.
- My Armor module is not compatible with most mods that alter the specs of default armor/clothing (but may be compatible with mods that only add cosmetic changes).
- My Weapon module is not compatible with most mods that alter any of the default weapons or default projectile specs (although it is generally totally compatible with mods that only make texture changes to weapons).
- My mod is NOT compatible with FOOK or FWE (even though my SmarterAI module is integrated into FWE).

As Digidice has explained, the two overhauls are very different in their goals . . . in many ways they are polar opposites, so it would not make much sense to include my Tweaks in FOOK. It is just a matter of personal preference, but FOOK's focus mainly seems to be to add more weapons and armor to the game, while my focus is to make the Wasteland a much harsher place, while survival is a challenge . . . and part of making things challenging is my Less-Is-More approach, which includes reducing the amount of weapons and ammo, and removing all the enchanted combat bonuses from armor (which I replaced with what I felt were more believable bonuses).
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how solid
 
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Post » Sat May 28, 2011 2:26 am

Arwen, is the stealth script fixed so that the player isnt detected immediately when entering an interior cell in sneak mode? Because this was a rather big problem last time I used the smarter AI esp.
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Abi Emily
 
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Post » Sat May 28, 2011 2:57 am

I wasn't aware that this was a problem. You are going to be detected MUCH sooner in interiors than when you are outdoors . . . which is realistic. So if you enter an interior cell and there happens to be an NPC close by, you're going to be detected . . . especially when your sneak skills are low and when the interior is fairly well lit.

I have done extensive interior sneak testing at the Super Duper Mart, where I have been able to remain undetected most every time upon entering the building . . . even with a Sneak of 10 (the only times I have had a problem was when an NPC was really close to the entrance). You will often alter the enemy upon entering an interior, but the key is to not move at all until they return to a non-alert state. Then you will be able to move slowly off into the shadows. Sometimes if you just wait a bit, your enemies will move away.
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NeverStopThe
 
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Post » Sat May 28, 2011 5:30 pm

Version 4.2 is progressing nicely . . . I just need to balance out a few more things and perhaps work out a few more scripting details for a couple of new ideas I came up with today.

I also feel that I may not have been clear in my previous posts that I'm not just merging the first 6 modules of v.4.1 together into my new Realism Core module. Plus my new my expanded Less-Is-More module is not just the last a merged version of my former Less_Is_More with my former Skills module. There's a LOT more to this update than that (including my new gender script and my new repair script which will have a major impact on the game play).

My new Realism Core module is more balanced than the separate modules were AND it is a bit more moderate in some ways. While my new expanded Less-Is-More module is now a bit more hard-core (with harsher effects, reduced skill/stat points, tougher economics, gender bonuses/penalties, and my new repair script). For instance, the greatly reduced carrying capacity (which was part of my Main Tweaks module) still exists in my Realism Core module, but the capacities are considerably more now (but they are further reduced by my new gender script, in my expanded Less-Is-More module). The same is true for my reduced HPs.

What I am attempting to do is to address two types of users:
1.) Players who want most of my changes (but do not want all my hard-core changes).
2.) Players who want ALL of my changes (including all my hard-core ones).
So even though v.4.2 will only have 3 modules, the combination of the Realism Core with the Less-Is-More module will give you a very different gaming experience than what you would have with just the Core module. And the Reduced Quest XPR module will further change the game.

In my opinion, my complete Tweaks turns Fallout 3 into the game it should have been . . . but I do get that not everyone shares my vision of the Wasteland, and not everyone wants the same degree of challenge as me. Hopefully this new repackaged version will work for most players who have been using my previous versions. And if I ever can figure out how to set up a configuration menu (in a later version), you'll have a some choices on how harsh a few of my changes will be.
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Anne marie
 
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Post » Sat May 28, 2011 6:32 am

The stealth in the current version is very well implemented. As for being detected on a cell change - sure, it's more likely, since you've just come through a door and if some enemy is nearby they're far more likely to notice a door opening and closing... that's my take on it anyway. The good old Super Duper Mart is a great place for sneaky types - I managed to take out all but one of the raiders in there using stealth and my lovely sniper rifle (a silenced, scoped Remington from 20th Century Weapons).

On to the male vs female issue... men are usually physically stronger than women, hence should be better at any activities that rely on strength - running, jumping, swimming, throwing, hitting things with sharp sticks and so on. Women, on the other hand, might benefit from a greater endurance (hell, how many men blanche at the thought of childbirth?) and interpersonal skills, as well as being generally more perceptive (women's intuition, anyone?). Could the issue with stealth be resolved by having a perk added at the choice of gender? Come to think of it, there's a whole raft of potential for new perks there in the "Ladykiller/Black Widow" mould - how about things like "Alpha Male" (bonus to damage against males/penalty vs females - basically a reverse "Ladykiller"), "Tomboy" (bonus to typically "male" skills, such as Repair or Explosives), "Gentleman and Scholar" (bonus to Speech when interacting with women, with a small boost to Science for male characters) or "Fashion Conscious" (boost to Charisma or Speech for the ladies when wearing high value/low DR clothing)? Perhaps way beyond the realms of ART, but something to think about.

Still loving the current ART, though, especially with RI and IMCN (another mod that is only improving with age). Combat is now a real issue - I always carry a pistol with me now, in case of a crippling arm injury - something with which I never really bothered in the past.
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Elisabete Gaspar
 
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Post » Sat May 28, 2011 6:11 pm

Can you explain what your new repair script is about, or will we hear about it at the release?
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amhain
 
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Post » Sat May 28, 2011 12:44 pm

On to the male vs female issue... men are usually physically stronger than women, hence should be better at any activities that rely on strength - running, jumping, swimming, throwing, hitting things with sharp sticks and so on. Women, on the other hand, might benefit from a greater endurance (hell, how many men blanche at the thought of childbirth?) and interpersonal skills, as well as being generally more perceptive (women's intuition, anyone?). Could the issue with stealth be resolved by having a perk added at the choice of gender? Come to think of it, there's a whole raft of potential for new perks there in the "Ladykiller/Black Widow" mould - how about things like "Alpha Male" (bonus to damage against males/penalty vs females - basically a reverse "Ladykiller"), "Tomboy" (bonus to typically "male" skills, such as Repair or Explosives), "Gentleman and Scholar" (bonus to Speech when interacting with women, with a small boost to Science for male characters) or "Fashion Conscious" (boost to Charisma or Speech for the ladies when wearing high value/low DR clothing)? Perhaps way beyond the realms of ART, but something to think about.
Still loving the current ART, though, especially with RI and IMCN (another mod that is only improving with age). Combat is now a real issue - I always carry a pistol with me now, in case of a crippling arm injury - something with which I never really bothered in the past.

Thanks for all the feedback and for the gender bonus suggestions . . . but I'm pretty much done with this part for now (as v.4.2 is now pretty much ready for release). I'll consider adding a few gender-based perks in my next update, depending on the feedback I receive on my new gender bonuses. I'll post all the details with my v.4.2 update post (probably tomorrow).

Can you explain what your new repair script is about, or will we hear about it at the release?

My repair script is part of my new repair changes. It bothered me that a nearly useless weapon (or just some spare parts or even a few tin cans) made a worn out weapon sooo much better. So I backed down the effectiveness of the repair a bit (mostly on the low end . . . the tin can part). And I made it so the repair limit is now exactly the same as your repair skill (so when you have a repair skill of only 15, you will not be able to repair a weapon beyond a 15% repair state). Oh yeah . . . this is only true for females, as guys tend to be a bit more mechanical (as sixist as that may sound) . . . so if you're playing as a male character, you'll get a nice repair bonus and you'll be able to fix weapons to a repair state that is often quite a bit higher than your skill level.

And one more thing . . . I hated the fact that venders were sooo limited at being able repair my gear. Give me a break! These people have supposedly grown up out here, eking out a living as merchants out here in the hostile Wasteland . . . they should all be like really good at fixing this stuff by now. Other mods solve this issue by changing the individual merchants' repair skills to 100 . . . but I didn't want to do that, because then my Tweaks would not be compatible with any other mods that make any changes to these merchants (even the ones that just change their appearance). So I figured out a way to do this globally (with some really great scripting help from Pkleiss, over in the GECK forum). But the change is only temporarily . . . just while you are in the repair menu. Now ANY NPC that can repair things will have a repair skill of 100 (even if that NPC was added or changed by another mod). So, if you have the caps, you can always keep your armor and weapons in top condition. But having enough caps, with my Bartering changes, can be a bit of a issue.
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Andrew Tarango
 
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Post » Sat May 28, 2011 2:59 am

And one more thing . . . I hated the fact that venders were sooo limited at being able repair my gear. Give me a break! These people have supposedly grown up out here, eking out a living as merchants out here in the hostile Wasteland . . . they should all be like really good at fixing this stuff by now. Other mods solve this issue by changing the individual merchants' repair skills to 100 . . . but I didn't want to do that, because then my Tweaks would not be compatible with any other mods that make any changes to these merchants (even the ones that just change their appearance). So I figured out a way to do this globally (with some really great scripting help from Pkleiss, over in the GECK forum). But the change is only temporarily . . . just while you are in the repair menu. Now ANY NPC that can repair things will have a repair skill of 100 (even if that NPC was added or changed by another mod). So, if you have the caps, you can always keep your armor and weapons in top condition. But having enough caps, with my Bartering changes, can be a bit of a issue.

That's great, it was something that bothered me too. Strange how I never came up with the idea to mention it some time. Good to hear you found a way to do it globally. In the vanilla game raising your repair skill was basically a necessity if you wanted to continue using equipment in a good state.

I think the combination of reduced effectiveness of the repair skill along with merchants who can repair things better (but at a relatively high price) brings the equipment maintenance aspect of the game up to the same difficulty level as the rest of the game with your changes.


Playing a character with a low charisma, barter skill and repair skill is going to be very difficult. :hehe:
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 5:13 pm

I tried to get v.4.2 wrapped up today, but that did not happen (sorry).

I hate making excuses, but I had to deal with a couple of unexpected life issues today. Then I discovered a last minute balancing problem that I'm still trying to correct (I think I've fixed it, but I need to do more play testing to make sure).

And I'll be away from home all day tomorrow (at the New England Paddlesports Show), so now it looks like a Sunday release at best.
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I’m my own
 
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Post » Sat May 28, 2011 3:42 pm

No problem, it's done when it's done. Have a nice weekend!
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joannARRGH
 
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Post » Sat May 28, 2011 5:09 pm

Of course (hello, Povuholo!) :)

By the way, Arwen, thanks a lot for this huge mod, as I don't think I've posted here to thank you already. I bought Fallout only recently, and actually didn't expect much from it - but actually, largely due to this mod, I'm enjoying it a lot.
Maybe you posted about it already, in which case nevermind, I just don't remember: what are your plans for the next version exactly concerning modularity/ configurability? If I got it right, you intend to merge everything together: if that's the case, any chance of an in-game menu to tweaks some settings (or an .ini file, if this is possible with fallout...?)? I imagine that'd be quite a lot of work for something you won't use yourself, since you're tweaking everything to match your exact preferences, which is a good thing... But ideally, that'd be awesome. I've discovered progressively that your less_is_more module, for example, is a bit too much for me, as far as ammunition is concerned. OTOH, I now find that vanilla leveled lists are really a bit too generous :laugh:

Anyway - have a good week-end, and release 4.2 whenever you see fit !
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Talitha Kukk
 
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Post » Sat May 28, 2011 4:17 pm

Thanks (both of you) . . . I'll try to get v.4.2 out sometime later today.

what are your plans for the next version exactly concerning modularity/ configurability? If I got it right, you intend to merge everything together: if that's the case, any chance of an in-game menu to tweaks some settings (or an .ini file, if this is possible with fallout...?)? I imagine that'd be quite a lot of work for something you won't use yourself, since you're tweaking everything to match your exact preferences, which is a good thing... But ideally, that'd be awesome. I've discovered progressively that your less_is_more module, for example, is a bit too much for me, as far as ammunition is concerned. OTOH, I now find that vanilla leveled lists are really a bit too generous :laugh:

No, I'm not merging everything together. My tweaks will still be modular . . . just not as modular as some of my latest versions. Version 4.2 has 3 modules (instead of the previous 9, plus a FULL_Tweak, plus a FULL_Tweaks_Minus_Skills). http://www.gamesas.com/index.php?/topic/1079218-relz-arwens-realism-tweaks-thread-%236/page__st__140__p__15829785&#entry15829785. Trying to keep 11 esps updated had become too much for me to deal with.

I may at some point try to add a config menu (but there won't be one in v.4.2), but if I ever do this, there will only be a few settings that you'll be able to change. The problem is that every time you change a setting, it throws off the game balance a bit, which means that other settings now need to be adjusted to keep things balanced. And that tends to really complicate things. Part of the reason why I'm making my Tweaks less modular (other than to reduce my own workload) is that people were using my mod in ways that it was never intended (such as using a smattering of my modules with other overhauls), and then posting that my mod had messed up their game, or that it wasn't working right. And trying to deal with all those types of complaints was taking way too much of my time.
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Avril Churchill
 
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Post » Sat May 28, 2011 3:29 pm

Trying to keep 11 esps updated had become too much for me to deal with.

I hadn't even thought about this. That must've been annoying as the mod grew bigger! :brokencomputer:
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michael flanigan
 
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Post » Sat May 28, 2011 6:22 pm

Version 4.2 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

Here are the major changes:
*** Total overhaul of my Tweaks into just 3 modules (from the previous version's 9+ modules).
- Rebalanced and optimized my Smarter AI module before merging it into the Realism Core module (reduced the code quite a bit, and tweaked a bunch of settings).
- Carrying Capacity is now reduced much less in the Realism Core module (but is further reduced in the optional Less-Is-More module).
- Reduced HPs were redone to be quite a bit less harsh in the Realism Core module (but are further reduced in the Less-Is-More module).
- Jump changes are now also gender based (females jump 20% higher/further than males).
- Readjusted Damage Skill Bonus values, with a lower base than v.4.1, but a higher multiplier . . . less DAM at lower skills, but more at higher skills.
- Unarmed Damage increase now only applies to male characters (male gender bonus ? part of the Less-Is-More module).
- My Gunshot Effect was removed from all the Assault rifles, since I found that it made automatic weapons too powerful. It is now only attached to 11 different weapons (all Shotguns, Hunting rifles, Railway rifles, RockIt launchers, Sniper rifles, Lincoln's rifle, and the Reservists rifle).
- Reduced the amount of 10mm ammo found in Vault 101 (Less-Is-More module) . . . but you'll still be able to exit the vault with around 70 rounds (instead of up to 240 rounds).
- Further reduced the amount of generic food (loot food) in the game. (Less-Is-More module)
- Bottled drinks (loot) have now also been reduced (which were untouched in my earlier versions) . . . this includes both liquor and non-liquor drinks. (Less-Is-More module)
- Bartering was totally rebalanced (Less-Is-More module): items now cost 10 to 25% less, but selling prices are now 3 to 30% more (than in v.4.1) and the value of all items is half the default value.
- Repair has had a major overhaul (Less-Is-More module): items used for repairs will now inprove the weapon or armor a bit less, your repair limit is now gender-based (male bonus), and merchants will now be MUCH better at repairing.
- My weapon skill requirements are now part of the Less-Is-More module . . . and are now also gender-based.
- Gender Bonuses/Penalties (Less-Is-More module): even though this may appear to be a bit sixist, it is generally true that males and females are different, so I felt that there should be some differences in game play, based on which gender your character is. (see Less-Is-More module for details).

I'll update my first post in this thread as soon as I have the free time.
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TRIsha FEnnesse
 
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Post » Sat May 28, 2011 8:23 am

Hurray. :D


So this new Quest XP reduction mod can be used along with your other general XP reduction mod?
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Alyna
 
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Post » Sat May 28, 2011 10:02 am

This was going to be the first bug report for 4.2, but I've figured out that it was my fault that I ended with a sneak of 0 instead of 23. Arwen, maybe you should include the instruction to switch off the pipboy light and do not sneak into your upgrade instructions next to the remove clothing instructions. I've redone the uninstall/install procedure with the pipboy light turned off, this time it worked. Now that I've thought about it, it's pretty obvious, but it took me a little while to figure it out. :laugh:
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CxvIII
 
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Post » Sat May 28, 2011 6:03 am

Hurray. :D
So this new Quest XP reduction mod can be used along with your other general XP reduction mod?

My Reduced_QuestXPR module is virtually unchanged from v.4.1. And yes, you can use this along with my Reduced XPR mod, since the two change totally different XPR settings

This was going to be the first bug report for 4.2, but I've figured out that it was my fault that I ended with a sneak of 0 instead of 23. Arwen, maybe you should include the instruction to switch off the pipboy light and do not sneak into your upgrade instructions next to the remove clothing instructions. I've redone the uninstall/install procedure with the pipboy light turned off, this time it worked. Now that I've thought about it, it's pretty obvious, but it took me a little while to figure it out. :laugh:

Goodness, I never considered the fact that someone might update this with their PipBoy Light on. I guess I should add something in my install/uninstall. Thanks!
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Pete Schmitzer
 
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Post » Sat May 28, 2011 8:00 am

A new version just in time for my birthday (today), well thank you Arwen! :)
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Roy Harris
 
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Post » Sat May 28, 2011 3:37 am

Speaking of the Pip-Boy light, I've found that if the light is on when you level in 4.1 at least, haven't grabbed 4.2 yet) your sneak score reads as a blank area (or 0), and acts as if the player has 0 Sneak.

This actually causes a pretty big problem if you want to qualify for a stealth related perk (Silent Running and possibly Ninja are tho only ones I can think of) because the game reads your modified sneak score as your permanent score, thus making it impossible to get any perks that have sneak as a requirement. I just tried to get Silent Running, and had more than enough skill to do so, but could not get the perk due to this bug.

Now, I'm not sure if anyone has mentioned this before, or if it's even a problem in 4.2 (I'll be upgrading tomorrow), but I just wanted to let you know.
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Hot
 
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Post » Sat May 28, 2011 11:49 am

Thanks so much for the feedback, but this isn't really a bug. It is more of a side effect of my penalty, which is working exactly as intended, although I didn't plan on anyone ever leveling up when their PipBoy light was on.

Other than the problem with sneak requirements for 3 perks (Mister Sandman, Silent Running,and Ninja), this doesn't cause any other problems when leveling up . . . since your sneak skill instantly returns to normal once you turn your light off (you can even add skill points to sneak when your light has nerfed your sneak to 0, and they will be added on just fine).

As far as I know, my Tweaks is the only mod that nerfs your sneaking skill while your PipBoy light is on. The reason is that this penalty was pretty difficult to figure out how to implement. I tried all sorts of way to do this, before I finally figured out a solution. But this is the only way that I can figure out how to do this, so the only way I know of eliminating the problem would be to remove the penalty. And I'm not going to do that, unless someone can show me how to do this another way, as I personally like the fact that turning on a bright light temporarily nerfs my sneaking ability.

No one else has informed me that this has been an issue for them, and this has been in my mod since Version 4.0 (02/14/10) . . . so after nearly 2 months, and this is the only time anyone has complained about this. So the odds of leveling up while having your light on, while wanting to take one of these 3 perks seems to be pretty slim. My suggestion is to keep an eye on your XP and make sure that your light is off when you're about to level up. At the very worst, you might have to reload a save and level up again . . . this time making sure that your light is off.
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Alkira rose Nankivell
 
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Post » Sat May 28, 2011 6:35 pm

Great mod, but why does it add a -5 AGL modifier to the hunting rifle (and maybe other rifles as well)? It makes no sense to me that you'll max out at 5 AGL if you're using a rifle, how are you supposed to shoot far and accurately with it?
I'm sure you have a good reason, so please explain it to me :)
And sorry if it's something I missed in the first post. I read most of it, but didn't find anything about this.
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jason worrell
 
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Post » Sat May 28, 2011 8:01 am

Great mod, but why does it add a -5 AGL modifier to the hunting rifle (and maybe other rifles as well)? It makes no sense to me that you'll max out at 5 AGL if you're using a rifle, how are you supposed to shoot far and accurately with it?
I'm sure you have a good reason, so please explain it to me :)
And sorry if it's something I missed in the first post. I read most of it, but didn't find anything about this.

Thanks! And of course I have a reason (I ALWAYS have reasons).

The -5 AGL penalty is part of my Gunshot effect. It does NOT affect the person shooting the rifle, but the person/creature who is hit by a bullet shot from this weapon . . . but only when the bullet caused the Gunshot effect to kick in (when it caused the victim's fatigue to drop below 10). Just check your AGL with and without the rifle equipped . . . equipping the rifle should have no effect on you. What you have to worry about is being hit by a bullet from another rifle that has my Gunshot effect attached to it.

It is impossible to put all the details of my overhaul in a [RELZ] opening post . . . I just cannot cover all the changes that my mod makes. For the full details on my Realism Tweaks, you can check out the http://amito.freehostia.com/Fallout/FO-mods04.htm of my website.
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Project
 
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Post » Sat May 28, 2011 11:42 am

Great mod, but why does it add a -5 AGL modifier to the hunting rifle (and maybe other rifles as well)? It makes no sense to me that you'll max out at 5 AGL if you're using a rifle, how are you supposed to shoot far and accurately with it?
I'm sure you have a good reason, so please explain it to me :)
And sorry if it's something I missed in the first post. I read most of it, but didn't find anything about this.

I think the idea behind it was to slow you down while carrying it. And Agility doesn't affect accuracy anyway, just movement speed and VATS action points. :)

Arwen, do any of your tweaks currently affect Perception? Except for perks. I find it to be a rather useless attribute in the default game, from what I've understood the only thing it does is put those red enemy detectors on your compass (which I disabled myself anyway) and allow a couple of perks to be taken. So I can reduce my perception to 1 and add those points to other stats without missing out on much.
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xemmybx
 
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