[RELz] Arwen's Realism Tweaks [Thread No.7]

Post » Tue May 17, 2011 6:23 am

Woo-hoo! :woot:

Thanks Arwen! :clap:

*downloading* :user:

:D
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Schel[Anne]FTL
 
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Post » Tue May 17, 2011 1:23 pm

Terrible timing! I'm sooo busy right now! :meh:

Anyway, good incentive to finish this project up.

THANK YOU ARWEEEEEEEEEEEEEEEEEN!

And great ReadMe.
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Soph
 
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Post » Tue May 17, 2011 7:50 am

A delay? Better be worth it.

Terrible timing! I'm sooo busy right now! :meh:

It's never good for you is it? :laugh:

Hurray for the new release, the strain system and improved stealth should be fun! :woot:

I don't know about the inner workings of the strain system, but do you have any idea if it would it be possible to have an additional plugin that displays the strain level on the HUD permanently, http://www.fallout3nexus.com/downloads/file.php?id=11329?

And yes, the readme is looking good as usual. :thumbsup:
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ruCkii
 
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Post » Tue May 17, 2011 2:15 pm

I'm actually working on trying to display this with the the DarN UI . . . but it may take me awhile, so I didn't want to hold up this version indefinitely.

I did a LOT of testing on refining to my current message display method and it does the job just fine (although it isn't as pretty as the DarN way).
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Robert Garcia
 
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Post » Tue May 17, 2011 3:25 pm

Alright, sounds good. I wouldn't say it's of a high priority, the current system seems to be working fine indeed.
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Ron
 
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Post » Tue May 17, 2011 2:30 am

Thanks for the update, Arwen.

Just been doing a bit of running and got to the point where the PC falls down and gets up again with a strain of 60-70. Then the strain rises again even though my character is standing still, to the point where she falls down again. Is this meant to happen? The only thing that got the strain to go down was sitting in a chair.
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Scotties Hottie
 
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Post » Tue May 17, 2011 8:17 am

Thanks for the update, Arwen.

Just been doing a bit of running and got to the point where the PC falls down and gets up again with a strain of 60-70. Then the strain rises again even though my character is standing still, to the point where she falls down again. Is this meant to happen? The only thing that got the strain to go down was sitting in a chair.

You're very welcome.

If you leave the caps lock key on, or continue to hold the shift key down, your Strain will continue to increase, even if you are standing still . . . because these key presses are telling the program that you are still running.

If you don't have these keys pressed (or locked), when you stop running your Strain should be reduced when you are standing still, by 2 points/second (~10 points less every time the Stain message comes up); or by 1 point/second when you go from running to walking. But their can be a slight delay if your frame rates are low . . . meaning that your Strain might increase one more time immediately after you stop running (so it's a good idea to give yourself a bit of a cushion, rather than push your character right up to the limit. Your Stain goes down to 70% after you collapse, which is as it should be. The idea was to give you 30 points for recovery after exceeding your 100% Strain limit.
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Ashley Clifft
 
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Post » Tue May 17, 2011 7:17 am

If you leave the caps lock key on, or continue to hold the shift key down, your Strain will continue to increase, even if you are standing still . . . because these key presses are telling the program that you are still running.


Ahhhh, I get it now. Yes, everything works fine now :)
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TOYA toys
 
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Post » Tue May 17, 2011 3:36 pm

Well, speaking as someone whose returning to FO3 after a year long hiatus, ive been following this thread since ART seems to be the overhaul closest to my own gaming preferences:

YAY to 4.5! am i glad Arwen decided not to leave after all! you had me there for a moment madam :)
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Nymph
 
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Post » Tue May 17, 2011 7:46 am

Arwen, love the new version, thanks for sharing your work with us!

I think you have the Encumbrance module nailed down, great work there!

the only thing I could think to add, would be to encourage you to make a new,better, revamped -needs mod- to go with it, so we need only load one overhaul

I know it may be out of the question, but it would be a sweet mod indeed, and I could not help but bring up the idea seeing how many mods we have to load for RIPN ,RI and BLTC

RI Core ---RI Base3- --- RI FOSE------- RI DoctorCost --RI PNeeds2S ----RiPnO CorePatch Core -- RiPnO 5 DLC Merged -- Merged DLC patch---- Bltc -- BLTC Immersion Patch -- -- CP - RiPnO BLTC032 --- - RiPnO BLTC032+DLC(BS+PL)] -- Arwen Tweaks RiPnO Patch

and they may be more, just jotted those down quickly to show a point

but anyway just thought I would tell you what I think of this mod and a good direction for it to go in imo

but even if thats not an option you still make my favorite mods for FO3

thanks again for the great mod :goodjob:
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Nick Swan
 
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Post » Mon May 16, 2011 11:53 pm

Arwen, love the new version, thanks for sharing your work with us!

I think you have the Encumbrance module nailed down, great work there!

the only thing I could think to add, would be to encourage you to make a new,better, revamped -needs mod- to go with it, so we need only load one overhaul

I know it may be out of the question, but it would be a sweet mod indeed, and I could not help but bring up the idea seeing how many mods we have to load for RIPN ,RI and BLTC

RI Core ---RI Base3- --- RI FOSE------- RI DoctorCost --RI PNeeds2S ----RiPnO CorePatch Core -- RiPnO 5 DLC Merged -- Merged DLC patch---- Bltc -- BLTC Immersion Patch -- -- CP - RiPnO BLTC032 --- - RiPnO BLTC032+DLC(BS+PL)] -- Arwen Tweaks RiPnO Patch

and they be more, just jotted those down quickly

but anyway just thought I would tell you what I think of this mod and a good direction for it to go in imo

but even if thats not an option you still make my favorite mods for FO3

thanks again for the great mod :goodjob:


i second this :)
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Bedford White
 
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Post » Mon May 16, 2011 11:47 pm

Arwen, love the new version, thanks for sharing your work with us!
I think you have the Encumbrance module nailed down, great work there!

Thanks! And you are very welcome. :)

I put a LOT of work into my Encumbrance overhaul. This is something that I've wanted to add for a long time, but I had no idea how to do something like this. Then while I was overhauling my Stealth Quest script, I suddenly thought of a way that might actually work . . . but my first attempt was a total mess. Then I tried a couple of different approaches, and finally had a script that worked. The hardest part was trying to find a balance between realism and game play. I just kept tweaking and play testing, and when I got to the point where I noticed that my Strain effects was actually making my game more fun, I stopped tweaking it.

the only thing I could think to add, would be to encourage you to make a new,better, revamped -needs mod- to go with it, so we need only load one overhaul
I know it may be out of the question, but it would be a sweet mod indeed, and I could not help but bring up the idea seeing how many mods we have to load for RIPN ,RI and BLTC
RI Core ---RI Base3- --- RI FOSE------- RI DoctorCost --RI PNeeds2S ----RiPnO CorePatch Core -- RiPnO 5 DLC Merged -- Merged DLC patch---- Bltc -- BLTC Immersion Patch -- -- CP - RiPnO BLTC032 --- - RiPnO BLTC032+DLC(BS+PL)] -- Arwen Tweaks RiPnO Patch


I totally agree. The current RI/PN/BLTC/RiPnO/DLC is a real mess. And my own game is even more complex, as I've recently been using Imp's More Complex Needs as well, which adds 6 more esps and another esm! [BTW, Imp's mod is excellent, and getting better with every release.]

Needs mods are extremely complex, so trying to create my own Needs Overhaul module is way more than I can possibly handle on my own. The best I could possibly do [if I was able to get permission from all these modders] would be to perhaps create a merged version . . . but even something like that is more than I want to take on right now. Now that v.4.5 has been released, I really need to get back to work on my mod's GOTY patches. Plus I'd really like to just get back to playing the game.
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Nadia Nad
 
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Post » Tue May 17, 2011 6:56 am

Combining all those mods would not be very much fun, and you'd have to redo it pretty often since some of them are still active, or risk losing out on new features and bug fixes. Thanks for the plug by the way, and I look forward to trying out your encumberance module. Any luck with the HUD?
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Zach Hunter
 
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Post » Tue May 17, 2011 12:30 pm

If you leave the caps lock key on, or continue to hold the shift key down, your Strain will continue to increase, even if you are standing still . . . because these key presses are telling the program that you are still running.


P.S. I think this can be fixed by making it a double conditional -

IF (player.isrunning && player.ismoving)
...
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Kat Lehmann
 
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Post » Tue May 17, 2011 3:57 pm

P.S. I think this can be fixed by making it a double conditional -

IF (player.isrunning && player.ismoving)
...

if this works, please implement it. i often forget to turn auto run off and my strain gets too high without me noticing. also any chance this can be customizable like thru an ini file?maybe make endurance affect strain? but i really like the encumbrace thing. i use real fatigue in OB and this is the closest to it in FO (that i know of).excellent work!
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Laura Mclean
 
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Post » Tue May 17, 2011 8:26 am

if this works, please implement it. i often forget to turn auto run off and my strain gets too high without me noticing. also any chance this can be customizable like thru an ini file?maybe make endurance affect strain? but i really like the encumbrace thing. i use real fatigue in OB and this is the closest to it in FO (that i know of).excellent work!

Imp's suggestion works great, so it will be in my next version. Since I considered my new Encumbrance module experimental in it's first release, I'm really happy to see that most replies have been extremely positive on the way I implemented it.

But I don't even know how to make an ini file that would do that. Besides, I want to keep my Strain separate from the other stats . . . and Endurance is already being factored in indirectly since I've made END a much greater factor in determining your character's carrying capacity.
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Claudz
 
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Post » Tue May 17, 2011 6:05 am

While the encumbrance is pretty great now, I expect a lot of modders trying their hand at it. If I have one little issue with it, it's that I start to hyperventilate when my strain is only at about 47%. This wouldn't be a big deal to me if the breathing wasn't so loud! I'd like to start breathing hard around 67%, and get messages right about then too.

But no body else seems to mind it :P
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Mistress trades Melissa
 
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Post » Tue May 17, 2011 12:04 am

While the encumbrance is pretty great now, I expect a lot of modders trying their hand at it. If I have one little issue with it, it's that I start to hyperventilate when my strain is only at about 47%. This wouldn't be a big deal to me if the breathing wasn't so loud! I'd like to start breathing hard around 67%, and get messages right about then too.
But no body else seems to mind it :P


You may need to adjust your audio settings. My breathing (and heartbeat) sounds are controlled by the Effects slider. I tried really hard to find a sound level that was just loud enough to be heard over the other sounds. I actually had my audio effects set around 80% [with the master volume set at 100%]. and the footsteps set around 50% and the radio at about 40%. And at these settings my breathing sounds were just a bit louder than the footsteps . . . but they were nearly impossible to detect if the radio came on.

If you are walking with an encumbrance of 150%, your Strain will increase by 15 points every time the message is displayed (every 5 seconds), so you would have nearly no warning before you exceeded 100%. The intent of my Strain message and my breathing sound effects is to give you early warnings, so that you won't exceed your Strain limit, collapse, and injure yourself.
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Krystal Wilson
 
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Post » Tue May 17, 2011 6:30 am

Imp's suggestion works great, so it will be in my next version. Since I considered my new Encumbrance module experimental in it's first release, I'm really happy to see that most replies have been extremely positive on the way I implemented it.

But I don't even know how to make an ini file that would do that. Besides, I want to keep my Strain separate from the other stats . . . and Endurance is already being factored in indirectly since I've made END a much greater factor in determining your character's carrying capacity.

I used quite a few OBSE-Mods in Oblivion that had ini-files ( I think stealth overhaul had an ini file, also Deadly Reflex, but I'm not sure), so I suppose FOSE should also be able read values from an ini-file, but I cannot think of an example right now.

I know that this is very subjective, but for me the strain from running augments too fast. I've just been to your homepage to look up the stats of your character, I've started out with 1 less in endurance and the same strength, so I guess I'm experiencing more or less the same effects from Encumbrance than you, so obviously it's okay for you. Don't get me wrong, I like the way you have implemented the encumbrance, it's just that I would prefer it to be a little bit less realistic. :) I mean, I start wheezing after running for a few minutes, but that doesn't mean that my avatar has to do the same. :blush: That's where a configurable version would be really handy. Especially since there seems to be no difference between running and running while sneaking, which is more like fast walking after all and so it should cause less strain?
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Nathan Maughan
 
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Post » Mon May 16, 2011 11:54 pm

I really appreciate all the recent feedback!

Strain is not affected by your character's stats (or even by the timescale setting). The amount of strain/second is totally based on how encumbered you are (and whether you are walking or running). While a higher Strength does allow you to carry more, a character with 1 STR at 80% capacity would be able to run just as long before exceeding a Strain of 100%, as a character with 10 STR at 80% capacity.

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 last about 50 seconds. When walking with 110% encumbrance, you will last about 2 minutes, but at 150%, you will need to rest every 30 seconds.

Ok, so exactly how long does everyone think their characters should be able to run?
I'm not opposed to adjusting my settings a bit, if the consensus is that my settings are too harsh.

As I mentioned in an earlier reply, I consider this version of my Endurance module to be still experimental, since I was the only beta tester . . . and I seem to like my game to be harsher than most.
I may end up integrating my Endurance module into my other two modules (instead of having it as a separate module). If I did that, the Realism Core version could be less harsh than the More-Is-Less version.

Personally I feel that running while sneaking should have a higher strain rate, since trying to run while remaining in a sneak crouch would definitely be more tiring in real life . . . especially if you had a heavy pack on your back. So I thought that I was being really lenient in not increasing the Strain rate while sneaking.
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Syaza Ramali
 
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Post » Tue May 17, 2011 1:03 pm

I slept with high strain and woke up with the same amount of strain...Odd...
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Sweets Sweets
 
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Post » Tue May 17, 2011 3:46 am

Strain doesn't go down when you're waiting either, nor when you're in menus. Think of it as needing a bit of time to wake up . . . after all, Strain recharges pretty quickly.
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Dawn Porter
 
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Post » Tue May 17, 2011 4:52 am

This sort of makes me want to make a revamped power armor mod - Powered Power Armor or something (if it doesn't already exist). Power armor recharges from fission batteries or a home charging station, and when charged provides a significant boost to strength, carry weight, and melee/unarmed damage, and no hit to agility. When the charge runs out you lose those bonuses and take a big agility hit. To make it compatible with Encumberance, conditions that would normally strain the player would lead to more rapid charge depletion rates, but strain would be prevented - until you run out of juice, and then you've got to lug it around.
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e.Double
 
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Post » Tue May 17, 2011 7:30 am

I really appreciate all the recent feedback!

Strain is not affected by your character's stats (or even by the timescale setting). The amount of strain/second is totally based on how encumbered you are (and whether you are walking or running). While a higher Strength does allow you to carry more, a character with 1 STR at 80% capacity would be able to run just as long before exceeding a Strain of 100%, as a character with 10 STR at 80% capacity.

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 last about 50 seconds. When walking with 110% encumbrance, you will last about 2 minutes, but at 150%, you will need to rest every 30 seconds.

Ok, so exactly how long does everyone think their characters should be able to run?
I'm not opposed to adjusting my settings a bit, if the consensus is that my settings are too harsh.

Somehow it doesn't seem believable that a guy (or girl) who has been running up and down the wasteland from Tenpenny Tower to Dave's Republic for quite a few month starts panting after a minute and falling down after 4 minutes. Maybe it should be level dependent (Yes, I know that's an entire new can of worms that I've opened :D)

Personally I feel that running while sneaking should have a higher strain rate, since trying to run while remaining in a sneak crouch would definitely be more tiring in real life . . . especially if you had a heavy pack on your back. So I thought that I was being really lenient in not increasing the Strain rate while sneaking.

The problem is that "running" while sneaking is in my eyes not running at all, it's more like walking stealthily instead of creeping around. Well that's how the speeds feel to me. Even the animation looks like walking to me not like running.
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Dan Scott
 
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Post » Tue May 17, 2011 11:09 am

Somehow it doesn't seem believable that a guy (or girl) who has been running up and down the wasteland from Tenpenny Tower to Dave's Republic for quite a few month starts panting after a minute and falling down after 4 minutes.


You do need to correct for timescale - at the default 30, 1 minute of gameplay is 1/2 an hour, and 4 is 2 hours. I sort of would like to see the strain calculation take timescale into effect, even if it would mean making higher timescales more or less unplayable.
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Jamie Lee
 
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