I'm going to release version 4.3 in a day or so, even though v.4.2 was released just over a week ago.
Version 4.3 is mostly to correct some minor bugs with v.4.2, and since two of the three modules are affected, I decided that a new version would be easier (and less confusing) than a hot patch for v.4.2.
The biggest bug was a weird problem that my Stealth Quest Script caused, where opposing NPCs would not always react with one another. This bug has been around since v.4.0, but I thought I had squashed it with some changes that I made in v.4.1, since no one had complained about this since I released v.4.1 (even though my Tweaks have had over 500 downloads since then). But then I discovered this past weekend that the bug was still there, in my Realism Core module. With some help in my mod's thread on the FO3Nexus forum, I was finally able to reproduce the bug, and then I went to work on rewriting my Stealth Quest Script, until I was able to finally squashed this bug. I also fixed a couple of very minor bugs in my Less-Is-More module.
Anyhoo, since I have received very little feedback on v.4.2, I have no idea if users of my mod like my new changes or hate them. And v.4.2 was a major update, with some pretty major changes, so the lack of feedback is surprising. So I'm asking . . . is there anything else about v.4.2 that needs fixing? Or is there anything else that users of my Tweaks would like to see added or expanded? (Note that I'm only referring to the type of stuff in my Tweaks . . . basically game play changes, and NOT stuff like additional items, or texture replacers.)
I'm trying to get my Tweaks to a semi-final version, but doing so is difficult without receiving much feedback. Once I have a bug free, semi-final version, I'll get to work on the GOTY patches for my Tweaks.
Hi Arwen,
I'm a first time user of your mod with version 4.2 - and I love it. I'm using most of the mods on your site too, decided to take your lead on things and am having a great experience so far. Was a previous FWE user but fancied a change after a long break from Fallout.
Things I love:
The scarcity of ammo (using Less is More module) Really makes me scrounge around for stuff. I'm using RH_Ironsights (basic edition) with your mod, which is FANTASTIC. I highly recommend. I made a simple patch with FO3edit to add gunshot effects to the relevant weapons, plus a few other stats, and remove the don't use IS first person animation flag, but as neither RH nor you change much other than that it doesn't take long at all. Coupled with bullet time it's a lot of fun. Using garybash I can just patch it into a bashed patch so it doesn't even take up an esp slot.
How rubbish at barter I am and how expensive everything is. It's really not worth me carting around a load of raider armours to sell because of the reduced carry weight, and I don't get much for them anyway. I carry what I need, which means it's hard for me to make money. The feeling of having to survive is great.
In general the game feels very well balanced. I'm using MMM with increased spawns and feral ghoul rampage. Super mutants are now scary. I find myself sneaking around a lot more, which is more realistic.
I'm using frag mines, setting traps and ambushes a lot more than I ever did before. I have to now use every resource available to me to survive.
My skills feel realistically balanced. I am not some sort of superhero. I have to use my wits. It's a lot more fun. Likewise the toughness of enemies in relation to me feels perfect.
To make the game slightly easier I'm using Yet Another Disguise mod to sneak past raiders when I can. I have a relatively high charisma so this works most of the time for me and makes it possible to go through DC sewer sections in one piece. Have experienced amazing battles between huge gangs of raiders and huge swarms of feral ghouls deep underneath DC, being on the raider side. Lots of fun. Also leads to fun when I come across Brotherhood or other good faction and forget that I look like a raider and get mown down.
I love being knocked unconscious. I was jumped by raiders in Super Duper Mart, they beat the sh1t out of me and left me for dead, wandered off and left me. Then I got up and sneak limped out, soon found a stash of grenades by the river and went back to blow them all up. Haha. Really nice, changes the rhythm of the game beautifully. The fight-die-reload game mechanic gets old. In general I would say that one of the triumphs of your overhaul is that I feel encouraged to just carry on,because it's so easy to get crippled and wounded and messed up that there's no point in just reloading until you get the perfect run. I've had fights that I've basically almost died in and had to make it to safety in a completely awful condition, but I did it. I didn't reload and try for the perfect run through the fight, knowing all the surprises that were to come. I play, I'm jumped, I fight, get crippled, wounded, beat up, almost bleed to death (using RIPNO), but somehow make it through.
Smarter AI is awesome. Seems better than the version bundled with FWE, I assume it's been updated.
Now some constructive criticism:
If possible I'd like ammo and caps to be even more scarce. I went through Arlington Library and every single container pretty much had caps and ammo in it, in small amounts but still, when you add it up it takes away from the overall feeling of scarcity a little. Why would raiders, or anyone store ammo in groups of 2 or 3 all over the place? Another slight immersion breaker. It would make more sense to have higher numbers of ammo in fewer containers, like in ammunition crates, as these are often guarded, and simply get rid of those piddly ammo caches scattered liberally in desks and filing cabinets. Incidentally, Scribe Yearling paid me 300 caps for 3 books! That's an exploit that needs to be looked at... already using your reduced quest xpr module, would be nice if caps were reduced in instances like this too.
Likewise with caps. I don't know if you can edit lists for container types but limiting caps to metal boxes and ammo to ammunition crates would be interesting. TBH as it is I've been using a scoped hunting rifle from ironsights as my main weapon, which isn't too powerful but lets me take down from a distance, and is easy on the ammo. It's probably hard to balance this, I realise.
The repair feature is bugged. It's already been reported on your nexus page by Gnosos, have just read again and seen that it's fixed by closing repair and going into it again. If you could fix this that would be great as it spoils immersion somewhat. Otherwise I completely agree with your repair changes.
Also noticed the Farragut blind supermutants and raiders, glad this is getting fixed.
I also noticed that with timescale set at 4, I hardly ever need to drink, sleep or eat with Primary Needs. A patch to fix the timescale balance would be great (Primary Needs is balanced for 10, your tweaks are balanced for 4 and is what I play with). The amount of food and water around is perfect otherwise. I'm also using the unfound grub mod which is rad. I noticed that there's a similar
Another issue I had, not sure it's your mod but thought I'd mention it, is a slight freeze I get whilst firing the combat shotgun. Anyone else have this or is it just me?
Thank you for all your work on this, have been curious about your mod for ages and now I am a convert. For me, you beat the mighty FWE, because I'm having more fun and having to be smarter whilst playing the game.
Cheers Arwen! I look forward to the next update.
(EDIT- Forgot to say I also increased the action point recharge rate as I use the sprint mod and the low rate of recharge made it useless. I doubled the rate of vanilla, which I'm going to tone down I think as unless I'm in a really crazy fight I tend to just slow-mo my way through).