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

Post » Tue May 17, 2011 2:44 am

I had more free time today than I expected, so I made a LOT of progress . . . and am wrapping things up tonight. I still need to do some more play testing, but it looks like I'll be releasing v.4.4 sometime tomorrow. :whisper:

This version also expands the loot that my mod reduces, by adding chems (including stimpaks) and a few misc. items that my mod did not previously reduce. So Luck is now going to be much more important . . . if you neglect your Luck stat (by having it too low), you're not going to find nearly as much loot. For instance, if an ammo box was set to spawn 50 rounds of 10mm, and you only have 2 Luck . . . you will only find an average of 12 rounds (With 8 Luck you would have found 27 rounds).

Version 4.4 will also be 100% compatible with RH_Ironsights - FOSE, plus it includes some other minor changes and bug fixes.
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Tue May 17, 2011 4:07 pm

This version also expands the loot that my mod reduces, by adding chems (including stimpaks)

Doesn't Real Injuries alter the looting chance of stimpaks as well? Or was that just the handplaced ones...
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Tue May 17, 2011 2:22 am

Doesn't Real Injuries alter the looting chance of stimpaks as well? Or was that just the handplaced ones...

Yes it does. I should have been clearer in what I was doing with the chems (which includes liquor) . . . this will be done with an optional esp/patch. Actually, to try to keep things compatible, I'm releasing two: one for non-RI users, and one for RI. My RI patch will require RI_Core.esm, RiPnO CorePatch.esp, and bltc.esp as masters (plus the Arwen_Less-Is-More-IND.esp).

In v.4.3, when I added liquor to my Level Lists, the Less-Is-More module became less compatible with BLTC, so I decided to release a compatibility patch for BLTC . . . then I decided that I want to include some of the items from Real Injuries, so I expanded the patch.
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Tue May 17, 2011 2:40 am

Okay. Good thing it's optional, because I do use RI but not BLTC. It's a cool mod, but I was rather overwhelmed with all the new types of drugs.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Mon May 16, 2011 11:48 pm

Okay. Good thing it's optional, because I do use RI but not BLTC. It's a cool mod, but I was rather overwhelmed with all the new types of drugs.

Since the hard part was making the RI/BLTC Less-Is-More patch, I decided to make a third patch, for just RI (without BLTC). My RI only patch will require just RI_Core.esm and RiPnO CorePatch.esp as additional masters (plus the Arwen_Less-Is-More-IND.esp). Of course, since it is a patch, it is also optional . . . but it factors in your Luck stat for the amount of RI's spawned loot that you will find (stuff like stimpaks, Morphine, Healing Powder, bandage packs, and water).
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Tue May 17, 2011 1:35 am

Awesome, thanks! :celebration:
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Tue May 17, 2011 7:30 am

Version 4.4 of my http://www.fallout3nexus.com/downloads/file.php?id=7565 is now available!

Here are the major changes in v.4.4:

Realism Core:
- Now 100% compatible with RH_Ironsights – FOSE [http://www.fallout3nexus.com/downloads/file.php?id=6938]
- Rebalanced Action Points: your Agility will now factor in twice as much compared to the default game

Less-Is-More module:
- Your Luck stat is now much more important! For each point of Luck, the average amount of found loot increases by 5%.
- New compatibility patch for Real Injuries/Primary Needs (Orfevs' Patched version), plus a RI/PN/Better Living Through Chemicals (BLTC) version. This permits your Luck stat to alter the amount of RI's spawned loot that you will find . . . stuff like stimpaks, Morphine, Healing Powder, bandage packs, and water. The RI/BLTC version also includes all BLTC's spawned chems and alcohol.
- Minor fix to my Weapon Ability Quest script so you now need the minimum Energy Weapons skills use a plasma rifle, instead of the minimum Small Guns skill.
- Removed Cannibalism Perk changes (for RI compatibility)
- Concentrated Fire Perk: Can now take at level 12 (default was 18), requires either an Energy Weapons skill of 60 OR a Small Guns skill of 60, but now ALSO requires a Perception of 7 (which you must maintain to receive the perk bonus).
- Lawbringer Perk: no longer requires minimum amount of Luck, but still reserved only for characters with Positive Karma.
- Contract Killer Perk: no longer requires minimum amount of Luck, but still reserved only for characters with Negative Karma.
- Explorer Perk: still requires a Perception of at least 7 but a temporary loss of Perception will no longer affect the Map Markers (this caused a minor bug). This perk is now not available until level 20 (default).
- Updated more Loading Screen text to reflex my changes (and add a few new ones).

Edited: The RI/PN Patch is not quite ready (it should be available on Friday), but I just updated the MMM and EVE compatibility patches.
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Tue May 17, 2011 8:43 am

- Concentrated Fire Perk: Can now take at level 12 (default was 18), requires either an Energy Weapons skill of 6 OR a Small Guns skill of 6, but now ALSO requires a Perception of 7 (which you must maintain to receive the perk bonus).

A small guns/energy weapons skill of 6? Why 6? Or is that meant to say 60?
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Tue May 17, 2011 4:40 am

A small guns/energy weapons skill of 6? Why 6? Or is that meant to say 60?

Sorry. That was a misprint . . . it is set correctly in my esp. I was pretty tired when I wrapping up my mod last night . . . it had been a very long day.

You do need a Energy Weapons skill of 60 OR a Small Guns skill of 60. 60 was actually the default amount for both . . . and you needed 60 in both to take the Concentrated Fire perk, My change (in my Less-Is-More module) is that now you only need to have 60 skill points in either Energy Weapons OR Small guns, but now you ALSO need to have a Permanent Perception stat of 7 (which you must maintain to receive the perk bonus). Plus you can now take the perk at Level 12.
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Tue May 17, 2011 3:12 am

My optional RiPnO-Real_Injuries compatibility Patch is now available, under Optional Files (in addition to the updated MMM and EVE compatibility patches).

My Less-Is-More module greatly reduces the amount of spawned loot, and with v.4.4 it now uses your Luck stat to alter the amount of spawned loot that you will find . . . this includes the default chems (including stimpaks), water bottles, and alcohol.

If you are using my Tweaks with RiPnO-Real_Injuries (Orfevs' patched version of Real Injuries/Primary Needs), you can now also use my optional Arwen_Tweaks_RiPnO_Patch.
There are 2 esps (use just one):
1.) Arwen_RiPnO_Patch.esp: your Luck stat will also alter the amount of RI/PN/RiPnO spawned loot.
2.) Arwen_RiPnO+BLTC_Patch.esp: your Luck stat will also alter the amount of RI/PN/RiPnO spawned loot, PLUS the amount of spawned alcohol and chems that Better_Living_Through_Chemicals [BLTC] adds.
My RiPnO compatibility patch is NOT required if you are u sing RiPnO-Real_Injuries, but I recommend using it, as it will make my Tweaks more balanced with RiPnO-Real_Injuries (and especially if you are also using BLTC).

My new EVE compatibility patch now also contains two esps (again, use just one).
1.) Arwen_EVE_Patch.esp: makes all the explosive tweaks in my Realism_Core module 100% compatible with EVE
2.) Arwen_EVE_RH-IS_Patch.esp: makes all the explosive tweaks in my Realism_Core module 100% compatible with EVE (Energy Visuals Enhanced). PLUS makes EVE compatible with RH_Ironsights-FOSE (Basic Edition only). The Elite Edition of RH_Ironsights is NOT compatible with my Realism Tweaks.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Tue May 17, 2011 3:47 am

Seems as if I read that you somewhat regretted calling your mod "realism" tweaks so this may not be important at all.

I was recently reminded about the fact that gunpowder does not retain its potency over time. That being the case, there might well be plenty of ammunition lying around the landscape 200 years after the Big War put an end to production, but it would be useless. Reminds me of Mad Max reaching into his pocket for some shotgun shells only to have them disintegrate in his hand. Oops, time to use the sawed-off as a club.

Does this mod include misfires?
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Tue May 17, 2011 2:14 pm

No. I'm not aware of any mod that adds realistic misfires. I guess you could add a random chance that when you fire a gun that you would be damaged (loss of HPs), but unless the chance of that happening was pretty low, I doubt that many users would want something like that on top of all my other changes (I get more complaints that my mod is too hard, than that I should add things that would make it harder).

My mod does however make it so damaged guns will not fire as nearly as fast (an average of half as fast as with the default game); and damaged guns have a much greater chance of jamming after reloading (twice the chance as with the default game). It also decreases accuracy when a gun is damaged, or when either arm is crippled (both way more than with the default game). And I added an accuracy penalty when you are shooting while walking or running (which is not even implemented in the default game). Plus I added skill requirements just to use some weapons, along with weapon restrictions (or aim penalties, or decrease of amount of damage) when an arm is crippled. I've added enough weapon penalties for my own game.
User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Tue May 17, 2011 12:41 am

Wow... I've barely gotten going with 4.2 and now there's a 4.4 already! I think I got as far as Friendship Heights (on my way to find GNR), but I had to turn around and head back to megaton - it was just way too much for a level 2 character to handle! :nope: Good stuff! :nod:

And this RiPnO+BLTC Patch does sound interesting! I'm a big fan of RiPnO+BLTC, so I'll be checking them both out and restart my first attempt at a female character (my previous male characters have gotten off lightly it would seem!).

~Xeph'
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Tue May 17, 2011 4:18 am

Okay so I'm getting used to the difficulty and thanks to high luck stats ammo is much easier to find. And getting knocked out is the greatest thing to happen to me though. The baddies just walk away! Maybe they could loot you...To balance things out.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Tue May 17, 2011 7:53 am

I know you greatly increased the health of cars and such so that those would be more realistic, but would you consider turning it down a notch?

Originally they exploded too easily, but I think it takes too long with your current settings. Half an army would need to be shooting at you for a while before the car you're hiding against starts smoking. And blowing up a car when raiders are walking around them was a pretty nice strategy, but with the car's high health and the limited ammo this isn't an option I'd ever consider with ART.

With ART I never see cars explode anymore and I kinda miss that.

(If a final version is released at some point I can also do it myself as a personal tweak of course, but it would be more convenient if it was part of the original tweaks if you agree.)
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Tue May 17, 2011 2:34 am

I know you greatly increased the health of cars and such so that those would be more realistic, but would you consider turning it down a notch?

Originally they exploded too easily, but I think it takes too long with your current settings. Half an army would need to be shooting at you for a while before the car you're hiding against starts smoking. And blowing up a car when raiders are walking around them was a pretty nice strategy, but with the car's high health and the limited ammo this isn't an option I'd ever consider with ART.

With ART I never see cars explode anymore and I kinda miss that.

(If a final version is released at some point I can also do it myself as a personal tweak of course, but it would be more convenient if it was part of the original tweaks if you agree.)


To be fair, the gas has probably been stolen from all of the cars, making them much less explosive. But then again I'm not sure what people in the 60's thought would happen to cars after the apocalypse. You have to keep a balance between realism and what it was originally perceived to be. If it was all realism, then the world would be green and chock full of radiation. Thank god it's not like that.
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Tue May 17, 2011 4:31 am

To be fair, the gas has probably been stolen from all of the cars, making them much less explosive.

I was under the impression that cars and buses in the Fallout universe were powered with miniature fusion reactors. But yes, I like blowing them up too.

"Hey Earl! That one blowed up real good!"
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Tue May 17, 2011 4:53 am

Okay so I'm getting used to the difficulty and thanks to high luck stats ammo is much easier to find. And getting knocked out is the greatest thing to happen to me though. The baddies just walk away! Maybe they could loot you...To balance things out.

I would love to give them the ability to loot my when I'm out, but I don't know how to make that happen.
Besides . . . they don't always just walk away.
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Tue May 17, 2011 3:07 am

I know you greatly increased the health of cars and such so that those would be more realistic, but would you consider turning it down a notch?

Originally they exploded too easily, but I think it takes too long with your current settings. Half an army would need to be shooting at you for a while before the car you're hiding against starts smoking. And blowing up a car when raiders are walking around them was a pretty nice strategy, but with the car's high health and the limited ammo this isn't an option I'd ever consider with ART.

With ART I never see cars explode anymore and I kinda miss that.
(If a final version is released at some point I can also do it myself as a personal tweak of course, but it would be more convenient if it was part of the original tweaks if you agree.)

Ok, this took a bit of back tracking through my older versions . . . but I finally figured out what is going on.

I made the vehicles much tougher back in version 3.0 . . . but that was when my Tweaks still globally increased all weapon damage with a 2.5 multiplier.
And I tested this with my 10mm (which was in excellent condition) and it took 24 shots to destroy an old car.

But in my current version (from about v.4.0 on) I am no longer using a global weapon multiplier to increase damage . . . instead, damage is now based on your weapon skills.
So if you have a really high Small Guns skill, it should still take about 24 shots with a 10mm in good repair, to damage a vehicle enough to trigger its self-destruct.

So this is indeed now set a bit too high, since your weapon skills are not going to be really high until you've leveled up a bunch. I'll try to find a good compromise, for v.4.5.
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Tue May 17, 2011 7:03 am

Ok, this took a bit of back tracking through my older versions . . . but I finally figured out what is going on.

So this is indeed now set a bit too high, since your weapon skills are not going to be really high until you've leveled up a bunch. I'll try to find a good compromise, for v.4.5.


Gun damage is based on the condition and the type of gun in real life, correct? So why would how well you can handle a gun increase damage?
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Tue May 17, 2011 4:10 pm

Well i did not want my first post to be bad.But i was reading this and it really sound great,But i(for some reason)am unable to run FOSE.I have read every post and all replies,before i posted here,Unless i missed something.I get random crashes.I tried FWE? and it would crash for no reason and that was the only mod i had installed.Had load order right (reademes help)But it would crash just walking in the waste.When i slept.sometimes when i was in my pipboy.If any one knows of anything that might help that would be great.I find this strange because i could run Oblivion (Modded extreme)and run OBSE. I ran OOO.MMM and several other OBSE releated mods.But my PC does not like FOSE. I would get no error reports,no warnings,Just random crashes.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Tue May 17, 2011 4:56 am

Well i did not want my first post to be bad.But i was reading this and it really sound great,But i(for some reason)am unable to run FOSE.I have read every post and all replies,before i posted here,Unless i missed something.I get random crashes.I tried FWE? and it would crash for no reason and that was the only mod i had installed.Had load order right (reademes help)But it would crash just walking in the waste.When i slept.sometimes when i was in my pipboy.If any one knows of anything that might help that would be great.I find this strange because i could run Oblivion (Modded extreme)and run OBSE. I ran OOO.MMM and several other OBSE releated mods.But my PC does not like FOSE. I would get no error reports,no warnings,Just random crashes.

Sounds like you need to apply the Fallout multicore fix

This is a vanilla Fallout problem. Fallout 3 has issues with multicore processors(which kinda everybody has nowadays...), but there is a fix:

Open the folder My documents \ My Games \ Fallout3

Open the file FALLOUT.ini in a text editor.

Inside FALLOUT.ini look for a group called [general].

Inside the general group, after all the configuration parameters(just above the [display] group), just copy and paste the following 2 lines:

bUseThreadedAI=1
iNumHWThreads=2


Now close and save the Fallout.ini
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Tue May 17, 2011 6:10 am

With your mod combined with, ironsights, darnified ui, fps hotkey, fellout, enhanced weather, street lights and MMM, I am having a blast playing Fallout 3. Thank you for this great mod.
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm

Post » Tue May 17, 2011 11:01 am

Gun damage is based on the condition and the type of gun in real life, correct? So why would how well you can handle a gun increase damage?

Because this is not real life . . . and FO3 is not supposed to be a FPS . . . it is a RPG, and one of the main features of a RPG is that your skills determine how effective you are in the game.

'Mooguy, you wrote a few posts back that you were trying to roleplay and wondered if I had any suggestions. I have a ton, but I don't even know where to begin. You might want to follow the link in my sig to my website . . . there's a bunch of stuff there . . . from Morrowind, Oblivion, and Fallout 3.

In nearly every RPG,you start out with low skills and your skills improve as you play the game (when you level up, when you read skill books, as you collect Bobbleheads, and as gain perks). In FO3 (the default, non-modded game), skills are not really all that important, because they really don't alter your gameplay all that much. One of the main goals of my mod is to make stats and skills a much greater factor. For instance, increasing your Small Guns skill from 10 to 50 only results in a 50% DAM increase in the default game (with my Realism Tweaks, you'll be able to inflict more than twice as much damage with a small gun, when you have a skill of 50).

One of the big complaints of the default game was that it took way too many shots to kill someone, and I tend to agree, so I've tried to correct that. In the earlier versions I did so mostly by increasing the weapon damage globally by using a 2.5 multiplier, and by doubling the damage with headshots. And that worked ok, except that it really nerfed the weapon skills (like the Small Guns skill) . . . basically there was little reason to improve your SG skills when you could kill any thing with one or two head shots. So around version 4.0, I figured out a better way to do this: Instead of increasing weapon damage globally, I now do it mostly though the actor's weapon skill (although weapon condition is still factored in). Plus my mod also inflicts way more penalties on your accuracy (when a weapon is not in good condition, when you are not crouching, when you are walking or running while firing, and when your arms are crippled).

Even though my mod bases damage heavily on skill (and on the specific weapon you are using), you'll still be able to kill someone when your weapon skills are low. For instance, with a Small Gun skill of just 10, a bullet will do 1.5 times more DAM than in the default game at the same skill level (fired from the same weapon). But as your weapon skill improves, your accuracy will improve and the damage per shot will get much higher.

You have to understand that FO3 only calculates damage on entire body parts (for a human; just each arm, each leg, the torso, and the head. There's no difference between hitting a shoulder or hitting the heart . . . both shots just count as a torso hit. The same is true with head shots, wounding a person by nicking an ear does exactly the same damage as shooting them between their eyes . . . both count as head shots. So it sort of makes sense that a person with higher weapon skills will be able to do more damage, because they will be able to hit their target in the most vulnerable spots (as in between the eyes, instead of just nicking an ear).
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Tue May 17, 2011 2:18 am

Ah! Sorry Arwen I keep forgetting that your mod makes Fallout more of a difficult RPG, where as FWE makes it more of a difficult FPS. As for the roleplaying thing, thanks for telling me I'll go ahead and check out your site.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

PreviousNext

Return to Fallout 3