» Tue May 17, 2011 4:02 am
Version 4.5 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565
Here are the major changes in v.4.5:
Realism Core:
- Made extensive edits to my Sneak changes: the NPCs will no longer be alerted quite as easily when you fire a gun. This is very difficult to balance, since there seems to be a very fine line between having the NPCs just stand there, or having everyone come running when you fire your weapon. But my new changes seem to improve this quite a bit.
- As part on my Sneak changes, the enemy detection radius was reduced quite a bit, so you will no longer see the orange warning markers until your enemy is quite close. This makes avoiding detection much more realistic (but also more difficult).
- Made adjustments to the AI, so NPCs will not be so quick to seek out better weapons while they are in the middle of combat.
- Adjusted Movement speeds. I discovered that increasing the Movement Base Speed, changes the animation speed for creatures (which is not a good thing). So I set this back at default, and increased both my Holstered Weapon Bonus and my Movement Run Multiplier. The end result is that my walking and running speeds are nearly identical to what you had with v.4.4, but the creatures movement will be less twitchy, and the NPCs will move a bit slower when they are attacking with their weapon drawn. My movement settings were also balanced to work seamlessly with my new Encumbrance module's dynamic walking and running speeds.
- Vehicle health has been reduced to be balanced with the amount of damage inflicted from an actor with an average weapons skill. I neglected to adjust this when I changed from a global weapon damage multiplier to my current skill-based weapon damage multiplier. Cars and other static vehicles should now be easier to damage (it will take less shots to make them blow up), but if your weapons skill is much below average (below 50), it will still take quite a few shots before any signs of damage is noticeable.
Encumbrance module [New for v.4.5]:
- This module is totally Optional, but it does Require that my Realism Core module is installed! (It has been balanced to be used with the Less-Is-More module, but it can be used with just the Realism Core).
- You now suffer from Strain (similar to fatigue, but totally separate from the default fatigue).
- Your Strain increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance).
- The higher your encumbrance limits, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit (you’ll lose more HPs when you collapse).
- With an encumbrance of less than 60%, you will be able to run for just over 4 minutes before your Stain reaches 100%.
- But at 100% encumbrance, you'll only be able to run for about 50 seconds.
- When walking with 110% encumbrance, you will last about 2 minutes before you need to rest
- But at 150% encumbrance, you will need to rest every 30 seconds.
- If your Strain exceeds 100%, you will collapse.
- You will lose HPs when you collapse, and the amount you lose is based on your current Strain/second.
- So pay attention to your Strain level, and rest before you collapse. (You rest when you stop walking, or when you stop running.)
- Your accumulated Strain will be displayed every few seconds whenever your Strain is over 45%, and your character will start breathing hard.
- Above 75% Strain, you'll hear a pounding heartbeat, warning that you are near your limit.
- Dynamic walking and running speeds: movement speed is now affected by your encumbrance . . . the more you are encumbered, the slower you move. But you also gain a running speed bonus when your encumbrance is less than 60%, as long as your health is no lower than 50%. (This is in addition to armor encumbrance, which is part of the Realism Core, where you will move slower with heavier armor)
- Armor Encumbrance has been greatly increased, so you will now move noticeably slower when wearing heavier armor. (The default movement speed difference between wearing 1-pound armor and 50-pound armor was only 8% . . . there is now a 20% difference.) I just gave it more of an impact, to balance things out . . . heavier armor protects you more, but you will not be able to move nearly as fast when wearing it. [Note: this had been part of my Realism Core. I just moved it here, as this is now a more appropriate place. But the Armor Encumbrance settings remain unchanged from v.4.4.]