[RELz] Arwen's Realism Tweaks [Thread No.8]

Post » Fri Oct 15, 2010 3:42 am

IMO the direction of "sickly animals due to poor nutrition and constant radiation exposure" is the better direction to go than meat spoilage -- considering man has had methods available far thousands of years for the preservation of meat without cooling --- between salting, smoking, drying, and controlled rotting... and those are just the ones I've specifically learned about from my boss (who gets a special license to use a black-powder muzzle loading rifle to hunt deer with his father every year - and they're often two to three days away from any modern capability when they get a kill).

That I am aware of, all of those four techniques are also in use today in many cases even where cooling does exist - each having their different charms. (I have heard second hand than most expensive steakhouse steaks actually are a product of controlled rotting -- where a large side of beef it hung at room temperature, and slowly goes rancid from the outside -> in. The outer layer of rancid meat makes a "barrier", making it take longer for things to get to the inside - as well as blocking in moisture, resulting in more tender and/or tastier meat. When it comes time to harvest, they simply cut away and discard the outer 30-40% of the beef to "get to the good stuff" inside. The same basic idea as having a large block of cheddar cheese in your fridge that has turned green on one side when someone neglected to put it away properly... just cut the green part off (liberally), and you end up with some very fresh cheese underneath.

OK, I'm ranting... point being, if you want justification, I personally would go with less of an animal being consumption worthy due to health and environment issues. Otherwise the reality is, with "fresh game" being as plentiful as it is in the DC Wasteland... really someone running around with a rifle shouldn't have any problems feeding themselves - despite the fact that that is what we WANT - a challenge in feeding ourselves...
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Thu Oct 14, 2010 9:49 pm

Just passing thru, but I had to stop and say WOW!!!

I remember back a long time ago when you did not feel like you deserved the title of "modder". Now you are probably a better modder than I am! :goodjob:

Medieval combat is my first love so I did not last long in Fallout after I finished the core campaign. In fact I sold all my Fallout games programs and DLC. So I am not familiar with all that is going on now in this forum. But I like to pop in once in a while to see what is up. I was astonished to see you have been very busy!

How is your Elf liking the ruins of fallout? I found it to be too "ugly" for me and the realism mods I made for myself (to make just getting water and food each day became too much of a "grind") was too much for me to have that feeling of sedation from my real life. So I went back to beautiful Oblivion! But I will be back in fallout again when Vegas is released so I was "window shopping" the immersion mods here" as I do not think I want to take the time to make new ones myself.


My play testing tonight went extremely well (after finally solving a tricky issue that I was having using my new version with older saves).
So I'm hoping to release version 4.7 in a few days.

My XPR Multiplier is now totally finished and is now part of my Realism Core (since it can totally be disabled by setting the multiplier to 1, in my new options menu).

My Realism Tweaks are mostly activated at the very beginning of the game (or whenever you install and active it), but my XPR Multiplier (and my Options Menu) are not active until the beginning of the Escape (from Vault 101) quest.

And my updated Encumbrance module is nearly finished (just need to add and test out Imp's xml file):
?1.) Using Jet or Ultra Jet immediately restores Strain to 0% (which can get you out of a high-strain issue during combat).
?2.) Now includes my updated Jump Quest script (was previously part of my Realism Core):
Slightly higher minimum ‘jump’ heights; plus jump height/distance is also now based on Encumbrance plus Agility (and jump is no longer gender-based).
?3.) Strain now also increases when you Jump, Block, and Swing a Melee Weapon (so make your melee attacks count, as just whacking away can now work against you).

The biggest things I have left to do is add my compatibility patches (like my MMM patch), and some of my other mods (like my VisionFX) to my FOMM installation, do some final game play testing, and write the updated ReadMe (and all the other documentation).

User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Fri Oct 15, 2010 5:26 am

When I saw your post I thought I better go check my quest script that uses the GetWeaponSkill function to make sure it really works ;)

It appears to be, switching the NPC from the plasma rifle (skill 34), to Pancor Jackhammer (Skill 33), then 44 magnum (skill 41)

SetConsoleOutputFilename >> 'skillReqTest.txt'Skill required == 34Skill required == 34Skill required == 34Skill required == 33Skill required == 33Skill required == 33Skill required == 41


I'm using it like this:

if (rCurrentWeaponREF)   set iSkillRequired to GetWeaponSkill rCurrentWeaponREFendif


Thanks! I was pretty much using it the same way, and actually thought it was working, but then the requirements on the Plasma rifle switched back to 2-hand automatic. My current script seems to be working fine . . . at least for me. The real test will come when I release v.4.7 in a few hours. :)
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Fri Oct 15, 2010 1:02 am

Hey Duke's here! He's actually the reason i heard of Arwen, which is what caused me to try ART thankfully!

I was also hoping Duke would mod the melee part of FO3 since that part's sorely lacking. But here's me looking forward to a DP modded New Vegas!

On topic, im glad the sitting feature of encumbrance will be in the next one. also, while i welcome the rarer-food part, im concerned it might not be to the tastes of some and turn them away altogether from this excellent mod. so perhaps make it modular or toggleable?
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Fri Oct 15, 2010 12:47 am

Version 4.7 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

Here are the major changes in v.4.7:

Expanded fomod Setup menu - makes installation with FOMM easier than ever . . . now also installs all compatibility patches (which now come bundled with my Realism Tweaks).

PLEASE follow my installation/update instructions (the Readme is posted on the download site)
Due to the way my modules and patches are now bundled and the addition of new initiation scripts in my Realism Core module, you NEED to follow my instructions carefully . . . EVEN if you are updating from v.4.6!
If you don't uninstall correctly or reinstall correctly (such as skipping the clean save part), you will likely severely mess up your game (so consider yourself warned.)


Realism Core:
  • My Realism Tweaks are activated at the very beginning of the game (or whenever you install and active it), but my new XPR Multiplier (and my Options Menu) are not active until the beginning of the Escape (from Vault 101) quest . . . after Amata wakes you up, as soon as you leave your Vault 101 apartment.
  • Now contains my new XPR multiplier, which reduces ALL esperience points rewards (XPR) by 0 to 95% (my Reduced QuestXPR module AND my Reduced XPR mod are now both obsolete). I recently discovered that my Reduced Quest XPR module had some minor incompatibility issues with both Broken Steel and Point Lookout. After a LOT of attempts I finally found a way to globally reduce ALL XPR points that you receive (this does NOT alter your current total XPR . . . just all future XPR you receive). The bonus is that I no longer have to alter all the default quests . . . so my mod is 100% compatible . . . AND it even reduces XPR for non-default quest mods.
  • When my Realism Tweaks is initialized for the first time, a message will be displayed briefly; my Options Menu and my Realism Tweaks Note will be added to your inventory; all future XPRs will be reduced to 1/5th their default amount; and the Timescale will be set to 4.
  • But my Options Menu will allow users to select from a list of XPR multiplers (reducers) and to change the Timescale. To open the menu (found in the "Aid" section), just equip it while you are not in combat, close your Pip-Boy, and the menu will pop up.
  • Rewrote my Whack script: the actor now drops their equipped weapon when they have been knocked down (for PC and NPCs). Also changed skill requirement for knockout effect: attacker cannot knock out any victim who has a higher Strength than them; unless they have a melee skill of 50 or more (then they can knock out a victim who has one more Strength point). Now the actor is rendered unconscious when their HPs are reduced to less than 50 HPs, OR less than 25% of their total HPs. (Characters with low END often did not survive after their HPs went lower than 25%.)
  • Rewrote my Blast script: adds increased damage to equipped armor (percentage of Blast damage is based on armor AR)
  • Rewrote my Gunshot script: the actor now drops their equipped weapon when they have been knocked down.
  • Added FOSE check scripts, to ensure that FOSE has been installed (too many users have complained that my mod was buggy, when the problem was that they were using it without FOSE . . . so most of my scripts were not working).
  • My Jump Quest script was rewritten and moved to my Encumbrance module.


Hard-Core module (formerly my Less-Is-More module):
  • Rewrote my LUCK script - for a bit more balanced luck effect. My Global multiplies reduce the amount of spawned loot. Your amount of LUCK now increases this reduced amount of loot by 0% to 45%. "Chance None" now ranges from 10% to 95% (was 0 to 100%).
  • Edited my Weapons Ability Quest script so that the plasma rifles are now treated like energy weapons instead of like automatic weapons (which is how Bethesda labeled them, for some strange reason).


Encumbrance module:
  • Now a single esp works with both DarN and non-DarN HUDs (thanks Imp!)
  • Using Jet or Ultra Jet immediately restores Strain to 0% (which can get you out of a high-strain issue during combat).
  • Includes my updated Jump Quest script (was previously part of my Realism Core), now with slightly higher minimum 'jump' heights; plus jump height/distance is now determined by a combination of Agility AND Encumbrance (and jump is no longer gender-based).
  • Strain now also increases when you Jump, or when you Swing a Melee Weapon. So make your melee attacks count, as just whacking away can now work against you. (Be careful NOT to hold down the jump or attack keys/buttons, or your Strain will rapidly increase).
  • To balance out the Jump and melee weapon swing increases, your Strain will now decrease 60% faster when you are sitting or crouching (non-moving sneak).


New VisionFX module:
  • This is currently the same as my VisionFX mod (v.1.), and was added as a mocule mostly for convience . . . but I do have plans to expand this module in the near future.


EVE/RH-Ironsights compatibility patch:
I was finally able to make it so the lasers and plasma rifles can now all be aimed in 1st person with Ironsights. The downside is this new version replaces some EVE's models with RH_Ironsights models, but you still get all EVE's effects and sounds). Even though my patch is not a perfect solution, this newest version is perhaps the best EVE/RH-IS patch available right now.

NOTE: I'll update my opening post in this thread tomorrow . . . and catch up on my replies . . . [waves to Duke Patrick!] . . . now it is very late and I'm wiped (way too much time spent on all the documentation files . . . and I still need to update my Fallout 3 Journal pages, to be in sync with version 4.7).
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Thu Oct 14, 2010 7:49 pm


NOTE: I'll update my opening post in this thread tomorrow . . . and catch up on my replies . . . [waves to Duke Patrick!] . . . now it is very late and I'm wiped (way too much time spent on all the documentation files . . . and I still need to update my Fallout 3 Journal pages, to be in sync with version 4.7).

great! i wasnt expecting this today. and with all the effort into the documentation, you'd think people would take more time reading them. i'm just waiting for the next question to an answer contained in the readme lol
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Fri Oct 15, 2010 2:16 am

I've spent all my free time today trying to squash a bug that was causing some of my Weapon Ability Quest script's conditional checks to malfunction with some weapon types. I finally ended up with what appears to be a working Weapons Ability Quest Script. I ran it through play testing a number of times tonigh, using a large variety of weapons . . . and it worked flawlessly for me.

I'll released an update (or just a hot fix) as soon as I'm confident that v.4.7 has no other bugs.
But I've received hardly any feedback on v.4.7 (which is rather surprising, since this was a pretty major update), so this may take a while.

So, I still haven't update my opening post in this thread yet . . . or caught up on my replies her . . . or had time to update my Fallout 3 Journal pages. (I really hate those elusive bugs that never seem to show up until after I release the update.)
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Thu Oct 14, 2010 6:37 pm

yea, have not had time to really give it a good work out, but one thing I did notice was a problem with -zumbs RTS mod-

I had to move it below yours to get the lock pick animation to run again?

maybe a hiccup on my end? don't pretend to know alot about these things

but you may want to look it over again to see if its just me or a problem there

thanks for the release, always look forward to a new version

thanks for sharing your hard work! FO3 would not be the same without it

oh one more thing you may want to think about a another solution to the timescale idea, say time runs slower indoors maybe realtime

and faster while crossing the wastes because -imo- the way it is now makes the game world alot smaller

at the present I can cross the map in a day maybe less
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Fri Oct 15, 2010 5:42 am

Just a quick question which major overhauls "emulate" FO NV hardcoe mode? Do your tweaks do the trick?
Though I might suggest making sprint and bullet time part of your tweaks?
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Fri Oct 15, 2010 9:57 am

... (I really hate those elusive bugs that never seem to show up until after I release the update.)

lol...
I think the clinical name for this syndrome should be "the troll effect".
Reasoning: Usually, fixing one bug causes two more to appear, just like cutting a troll in half causes two trolls to appear.

It is an amusing little thing to see happen to someone else, but absolutely maddening when it happens to you...
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Fri Oct 15, 2010 6:54 am

Just passing thru, but I had to stop and say WOW!!!
I remember back a long time ago when you did not feel like you deserved the title of "modder". Now you are probably a better modder than I am! :goodjob:
Medieval combat is my first love so I did not last long in Fallout after I finished the core campaign. In fact I sold all my Fallout games programs and DLC. So I am not familiar with all that is going on now in this forum. But I like to pop in once in a while to see what is up. I was astonished to see you have been very busy!
How is your Elf liking the ruins of fallout? I found it to be too "ugly" for me and the realism mods I made for myself (to make just getting water and food each day became too much of a "grind") was too much for me to have that feeling of sedation from my real life. So I went back to beautiful Oblivion! But I will be back in fallout again when Vegas is released so I was "window shopping" the immersion mods here" as I do not think I want to take the time to make new ones myself.

Hey Skooky!

Sorry for taking so long to get back to you, but your post came when I was in the middle of trying to wrap up the next version of my Tweaks (which I worked non-stop on on Friday, and it was still after midnight until I finally released it). And then a pesky bug instantly popped up . . . which I spent all my free time on Saturday trying to squash . . . ahhh the joys of modding. :wacko:

Thanks so much for the kind comments, but I'll never be a better modder than you . . . I still struggle with scripts, even though I've written a bunch of them for my Tweaks. My strength is in my intuitive ability to instantly see what needs fixing in a game like Oblivion or Fallout to make these games play better for me. I've gotten much better at being able to actually fix game play aspects myself, but I have hardly scratched the surface at modding. There are many, many things that you and others have done that is still way beyond my abilities.

Fallout 3 surprised me . . . a LOT! I didn't even purchase the game until 6 months after it had been released (for one thing, I was in my senior year at my university, and had like no free time, as I had to write two thesis to complete my double major).

I was really NOT happy about the focus on gore and bloody combat, or that Bethesda had once again nerfed much of the RPG aspects of their game . . . but I understood their reasons (in order to appeal to a larger audience . . . and they are in the business to make money). And the Wasteland was rather ugly, but there was something about the game that tickled my brain in a way that Oblivion never did. So even though I was disappointed in the default game, I immediately saw the potential . . . if the blood and gore could be reduced, and if the game play could be tweaked here a bit, and if all the RPG aspects (which were still in the code) could be expanded a bunch . . . then I could end up playing a truly amazing RPG.

So I searched for mods that I could add to my game to fix these things . . . but, even though I did find a bunch of mods that improved my game, I couldn't find ones that fixed some of my biggest issues. So I decided to see if I could fix these things myself . . . and 12 months later, here I am . . . still trying to fix things. Doing a overhaul on my own was not something that I planned . . . I just wanted to fix a few little things, so that I could have the game that I wanted to play . . . but it just kept growing. But it has been totally worth it, as I'm now thoroughly enjoying my game . . . and,as a bonus, I've learned a great deal about modding.

So, to answer your question, my character is having a total blast out there in the Wasteland.
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Fri Oct 15, 2010 4:20 am

yea, have not had time to really give it a good work out, but one thing I did notice was a problem with -zumbs RTS mod-
I had to move it below yours to get the lock pick animation to run again?
maybe a hiccup on my end? don't pretend to know alot about these things
but you may want to look it over again to see if its just me or a problem there

thanks for the release, always look forward to a new version
thanks for sharing your hard work! FO3 would not be the same without it

oh one more thing you may want to think about a another solution to the timescale idea, say time runs slower indoors maybe realtime
and faster while crossing the wastes because -imo- the way it is now makes the game world alot smaller
at the present I can cross the map in a day maybe less


Thanks so much for the feedback! Since my mod is a one-woman effort, including all the play testing before a new version is released, I really count on user feedback. Usually I get plenty after a new release, but you're only the 2nd user who has given me any feedback since I released it late Friday night (even though 70+ people have downloaded it . . . and this was a pretty major release, with a LOT of changes and additional features).

I'm using Zumb's Real Time Security mod in my own game . . . and I've never had any problems with the lock pick animation. So I'm guessing it is on your end . . . especially since I'm nearly positive that my mod doesn't alter any of the same settings as Zumb's . . . and it doesn't touch any animations at all.

You're most welcome. :) I worked my butt off on this release, as some of the things that I added were brand new modding territory for me, so I was pushing myself beyond my modding comfort zone. But I personally feel that my efforts were worth it.

As far as Timescale goes, I would have to add separate configurable Timescale settings to my options menu . . . one set for exterior Timescales, and another set for interior Timescales. I guess I could figure out how to do that, but I'm not really sure if the result would be worth it, since no one else has requested this. In version 4.7, you can easily change the Timescale from my Options Menu, but it might still be a pain to change it every time you change from an exterior to an interior (and then back from in to ex). One problem is that you're somewhat limited with my mod, as both my Encumbrance module's Strain script and my Dynamic Stealth script do no work well with Timescales faster than 8 or so.

The problem isn't the Timescale . . . it's the map size and the way that Fallout compresses the real DC area by about a factor of 8 (everything is an average of about 8 times closer than in real life, so 1 mile in the Fallout map is like covering 8 miles in the real DC). And Fallout 3's Wasteland is less than 2 miles across (1.85 miles to be exact). . . and the average hiking speed for the average hiker is 2 miles/hour. My Tweaks result in a holstered walking speed of ~ 3 mph (when not encumbered) . . . meaning that your character can (in theory) walk across the map in 37 game minutes, which mean that with Timescale set to 4, it would take less than 10 real minutes.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Fri Oct 15, 2010 1:44 am

I was actually online when the post that 4.7 was up came so i think i was one of the first to get it. Hadn't been able to get back online till now so feedback's a bit late.

Anyway, i loved 4.7. didnt notice the weapon effects bug you were talking about. really like the new jump settings too. now i'm not forced to use the console whenever my character cant jump over a 6 inch elevation lol and he can now also enter the back of trucks to get the rare loot inside. also, since i posted about strain and sitting down, i really appreciate the changes to encumbrance regarding it.

That said, however, i find the strain effects on melee still a bit harsh. also, you might want to look into the strain when using the ripper? the animation isnt the usual "melee swingin" but the strain while using the ripper goes up quite fast. since you're not swinging the ripper but just thrusting it forwad, shouldnt it cause less strain than swinging a sledgehammer?

also still waiting for an unarmed effect if possible. im thinking it should knock out opponents (dependent on skill) quicker than even melee, probably not realistic but that's what gave unarmed a fighting chance in TES. and a perk that allows it even for opponents with greater strength than the player. (pressure points dont know strength differences)

i also find the new blast (and gunshot?) damage to armor too brutal. my character really has to scrounge for every peice of bottlecap he can find. with merchants giving me 1 cap for items with a value of 20, i have NEVER reached 900 caps despite having reached level 8 (at last!), having a carry weight of 300+ (with backpack), and dragging ever selleable peice of equipment to sell to town (which is barely enough to cover repair costs). but with the changes to armor damage, after 1 encounter with talon mercenaries, i look to find my PA at less than half health and it costs 400+ caps to repair! i only have a little over 500 caps saved so you can see my dilemma. i know this makes repair more important but it seems like now it makes it indispensable and, i think, affects the balance of skills significantly.

that said, i still wont play without ART and to "thisiswar" i say get this mod! i have a feeling NV so called "hardcoe" mod will still look like a little gecko compared to ART's hardcoe module. (btw, i liked the old Less-Is-More name since with it less really is more!)

as for sprint, bullet time and dynamic timescale, well those mods can be downloaded seperately but i can understand why users would want incorporated. but i think it might take Arwen's time away from focusing on ART instead.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri Oct 15, 2010 6:55 am

Just a quick question which major overhauls "emulate" FO NV hardcoe mode? Do your tweaks do the trick?
Though I might suggest making sprint and bullet time part of your tweaks?

Actually I believe it is the other way around . . . FONV's hardcoe mode is emulating the way some mods have made FO3 more hardcoe.

Personally I feel that my Realism Tweaks are way more hardcoe than what will be released as FONV's hard core mode. I'll be extremely surprised if I don't end up feeling the need to make a Realism Tweaks mod for FONV.

Sprint is a well made mod, but I don't consider it to be a hard-core mod, since it gives the player the advantage (NPCs do not get to sprint . . . which is why I don't use Sprint in my own game).

I like DK_Bullet Time, and have it listed on my FO3 mod list (part of my Fallout 3 Journal . . . see link in my sig). BulletTime is much more realistic than VATS (which I NEVER use). In my own game, I use BulletTime for emergencies . . . when I would likely be killed without it. My mod's reduced Action Points were actually balanced to work with Bullet Time's default settings.

Unlike some other overhauls, I don't integrate other mods into my Realism Tweaks. My approach is pretty different: My Tweaks were designed to work with the mods on my FO3 Mod List. Basically my Tweaks began after I had installed a bunch of mods to improve my own game, and discovered that there were a LOT of things still not right with my game. So I began filling in the gaps that the other mods did not fix . . . and v.1.0 of my Realism Tweaks was the result. So my main motivation in creating my Realism Tweaks was to improve my own game play . . . sharing is just part of my nature, so I made what I created for myself, available to others. I'm still amazed that so many other players seem to share (or at least enjoy) my vision of the Wasteland.

A few mods on my list, such as EVE and MMM, do require a small compatibility patch to make them 100% compatible (which are now bundled with my Tweaks), but most mods do not require any patch to be fully compatible (which is the case with Bullet Time). From the mod user's point of view, I can see the convenience/appeal of only having to deal with one large mod, but from the modder's point of view, this just results in a LOT more work (yet the result is basically the same). My Realism Tweaks have a team of one (me), so I need to focus of my own game play changes (which I try to do in ways that are as compatible with other mods as possible.)

If you want hard-core, Install my try my Full Tweaks: my Realism Core, my Hard-Core module, and my Encumbrance module (my VisionFX is not so much hardcoe as it is immersive and fun).


lol...
I think the clinical name for this syndrome should be "the troll effect".
Reasoning: Usually, fixing one bug causes two more to appear, just like cutting a troll in half causes two trolls to appear.
It is an amusing little thing to see happen to someone else, but absolutely maddening when it happens to you...

I really like your Troll Effect name. :) . . . well now that I've fix my script (I hope) and my sense of humor is working again.
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Fri Oct 15, 2010 2:41 am

I was actually online when the post that 4.7 was up came so i think i was one of the first to get it. Hadn't been able to get back online till now so feedback's a bit late.
Anyway, i loved 4.7. didnt notice the weapon effects bug you were talking about. really like the new jump settings too. now i'm not forced to use the console whenever my character cant jump over a 6 inch elevation lol and he can now also enter the back of trucks to get the rare loot inside. also, since i posted about strain and sitting down, i really appreciate the changes to encumbrance regarding it.

Thanks for taking the time to post such a detail feedback/review. I'm glad that you are enjoying some of the changes in v.4.7.

That said, however, i find the strain effects on melee still a bit harsh. also, you might want to look into the strain when using the ripper? the animation isnt the usual "melee swingin" but the strain while using the ripper goes up quite fast. since you're not swinging the ripper but just thrusting it forwad, shouldnt it cause less strain than swinging a sledgehammer?

My new Strain effects for melee attacks are based on button pushes . . . basically if you use most melee weapons realistically (and do not get into combat when your Strain is nearly maxxed out), your Strain increases will be manageable. This is meant to be harsh for a reason, since many players do not use melee weapons correctly. Rapid increases only come from holding down the attack button/key. With thrust attacks, you should be thrusting and releasing . . . not just thrusting. And swing attacks are most effective when they are made up of a few well timed swings (instead of just aimless constant swinging, where a few swings will actually make contact).

also still waiting for an unarmed effect if possible. im thinking it should knock out opponents (dependent on skill) quicker than even melee, probably not realistic but that's what gave unarmed a fighting chance in TES. and a perk that allows it even for opponents with greater strength than the player. (pressure points dont know strength differences)

I'm not sure how I could do this, since all my weapon effects are object scripts, which are attached to specific weapons. I could perhaps do something with things like brass knuckle, since that is a weapon. But I do not see how I could add a weapon effect to a person's fist.

i also find the new blast (and gunshot?) damage to armor too brutal. my character really has to scrounge for every peice of bottlecap he can find. with merchants giving me 1 cap for items with a value of 20, i have NEVER reached 900 caps despite having reached level 8 (at last!), having a carry weight of 300+ (with backpack), and dragging ever selleable peice of equipment to sell to town (which is barely enough to cover repair costs). but with the changes to armor damage, after 1 encounter with talon mercenaries, i look to find my PA at less than half health and it costs 400+ caps to repair! i only have a little over 500 caps saved so you can see my dilemma. i know this makes repair more important but it seems like now it makes it indispensable and, i think, affects the balance of skills significantly.

The added damage to armor is brand new, so it likely needs a bit more balancing, as I only tested this in my own game (and I'm not a big fan of Power Armor). The amount of damage done to your equipped armor by an explosion is based on your armor's AR value. I see now that most Power Armor has an AR of 40 (which I was thinking was 45, when I set up my damage percentages). So most PA is taking 15% damage per blast . . . when I meant it to only take 10% damage per blast. I'll correct this in my next update. Do you feel that 10% damage would be fair? Remember, the idea is not to get blasted in the first place.

that said, i still wont play without ART and to "thisiswar" i say get this mod! i have a feeling NV so called "hardcoe" mod will still look like a little gecko compared to ART's hardcoe module. (btw, i liked the old Less-Is-More name since with it less really is more!)
as for sprint, bullet time and dynamic timescale, well those mods can be downloaded seperately but i can understand why users would want incorporated. but i think it might take Arwen's time away from focusing on ART instead.

Thanks! You nailed this perfectly. I wrote my reply to "thisiswar" before I saw your reply (since I was trying to get caught up by doing my replies in order).
BTW: I also like the Less-Is-More name, but #1: many people just didn't understand the name and totally misunderstood what the module was all about. Plus #2: the Less-Is-More extension just didn't work with my GOTY patch name for this module. And #3: My new Hard-Core name was kind of statement directed at FO NV's planned hardcoe mode.
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Thu Oct 14, 2010 8:52 pm

10% might still be too much. or perhaps repair too expensive? between the reduced speed settings, my encumbrance, and power armor weight, pretty much all i can do when a grenade is thrown is watch it explode. is there anyway i could change this now, either thru the console or FO3 edit? dont want to seem impatient but the armor damage is preventing me from testing out the other changes as i cant go out adventuring again till i get enough money for another repair round. was really looking forward to finally have a chance against super mutants in DC too.

regarding the melee strain, i use DP's SCA combat mod so i know about timing instead of button bashing :) but the ripper's animation is not stabbing but just holding it out so it shouldnt strain as much as the other melee weapons?
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Fri Oct 15, 2010 5:35 am

To change the armor damage, you would have to edit my ArwenBlastQuest script.

I will likely release version 4.8 soon, but I need to receive some feedback from a LOT more users before I will be able to know everything that I need to address.

My point was that you can effectively use Ripper by thrusting with it. You don't HAVE to hold the button down. But if you feel that you must hold the button down, you're going to have problems keeping your Strain from maxxing out, Ripper weighs twice what the baseball bat weighs, and Ripper does more than three times the damage than the bat, so I really don't see my Strain penalty as being unreasonable . . . in fact, I feel that it balances things out, as Ripper is rather overpowered. It would seem that using either weapon in combat would increase Strain more than walking. And that is my rationale for adding melee attacks (and jumping) to you Strain increase. I play tested melee attacks a bunch before I settled on a Strain addition that added a bit of an increase, without being all that harsh.
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Fri Oct 15, 2010 3:21 am

I don't know if this has been brought up since 4.5 if it has please don't throw anything at me :bolt:

but one annoying thing I've run into is being crippled a split second before going into vats or being wacked and crippled during a vats attack the animation just keeps looping and never ends and never comes out of vats

normally I just reload and play again, but It may be something that can be fixed? I don't know :shrug:

you may already be aware of it

its just one blaring thing that sticks out in my mind that could be improved upon
User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

Post » Fri Oct 15, 2010 6:17 am

I really appreciate the feedback,
but I'm pretty sure that the crippled /VATS bug is a default game bug, so I don't see how I can fix that.
My mod doesn't alter any animations, so I don't see how it would be causing this bug.
My guess is that this is a default game bug, and it just shows up more when my Tweaks are installed because you get crippled easier with my mod.

What I really should do is make my mod disable VATS.
To me, VATS is basically a combat cheat, even with my VATS changes (when less the cheats).

If you have not tried DK Bullet Time mod, I highly recommend it as an alternative to VATS . . . it is like 10 times more immersive.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Fri Oct 15, 2010 5:36 am

10% might still be too much. or perhaps repair too expensive? between the reduced speed settings, my encumbrance, and power armor weight, pretty much all i can do when a grenade is thrown is watch it explode.

My Realism Tweaks does not actually reduce movement speed settings . . . my base speed is exactly the same as default, but I use a greater weapon holstered bonus. So, with my mod, your walking speed is the same as default when your weapon is drawn, but 20% faster when your weapon is holstered. I do reduce the Run Multiplier from 4.0 to 3.5, but with my holstered bonus increase, your running speed is 95% as fast as default. But low Agility will result in slower walking and running speeds.

My Encumbrance module is what is likely causing your slower speeds, since the your encumbrance is factored into your walking and running speeds (which does not happen in the default game). An Encumbrance of 60% results in my default movement speeds, with lower encumbrance (less than 60%) giving you a Running Multiplier bonus (as long as your health is better than 50%), and higher encumbrance (greater than 60%) resulting in slower walking and running speeds. And then your armor weight is factored in: where you'll move 20% slower in 50 pounds of armor than when you're wearing a 1 pound outfit (default was only 8% slower).

I would not recommend using Power Armor with my mod, unless you have at least average Agility and above average Strength (for a greater carrying capacity, which could reduce your encumbrance). Less than 5 AGL and 6 STR would likely make wearing PA quite frustrating.

But I have edited my Blast script to reduce the damage to armor. These are my new settings:
25% damage/blast to armor that has less than 10 AR
20% damage with 10 to 19 AR
15% damage with 20 to 29 AR
10% damage with 30 to 39 AR
5% damage with 40 AR and higher.

These setting should work much better for Power Armor users.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Fri Oct 15, 2010 12:42 am

I have found a bug in the Arwen Realism Tweaks 4.7 FOMod script. Starting on line 697:
string file = dataFilesToInstall[i];this._form.Invoke(new MethodInvoker(delegate(){	string temp = file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);	TextRenderer.MeasureText(temp, this.uxFilename.Font, this.uxFilename.Size, TextFormatFlags.ModifyString | TextFormatFlags.PathEllipsis);	this.uxFilename.Text = temp;}));InstallFileFromFomod(dataFilesToInstall[i]);

Because of how strings are handled in C#, and because TextRenderer.MeasureText modifies the given text rather than creating a new string, if the call to TextRenderer.MeasureText results in the string being changed, then the call to InstallFileFromFomod may be passed the modified string. Becaused the modified string will not point to a real file, the call to InstallFileFromFomod will fail (silently in this case as you do not check the success of the call).

To be more precise, the above code snippet will cause problems if the original file name does not contain Path.AltDirectorySeparatorChar characters. If the original file name does not contain Path.AltDirectorySeparatorChar characters, then
	string temp = file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);

will not create a new string as no replacement will be required, so temp will point to the same string as file which points to the same string as dataFilesToInstall[ i]. Thus, if TextRenderer.MeasureText alters the string, then dataFilesToInstall[ i] will also be altered, resulting in a bad file name being passed to InstallFileFromFomod.

Conversely, if the original file name does contain Path.AltDirectorySeparatorChar characters, then
	string temp = file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);

will create a new string as a replacement will be required, so temp will point to a new string. Thus, if TextRenderer.MeasureText alters the string, then dataFilesToInstall[ i] will not be altered, resulting in a valid file name being passed to InstallFileFromFomod.

This has not caused any problems in FOMM thus far, as, by coincidence, FOMM has always returned paths containing Path.AltDirectorySeparatorChar characters when GetFomodFileList is called (which was done in your script to populate dataFilesToInstall). As such,
	string temp = file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);

has always created a new string, avoiding the bug. However, FOMM 0.12.x may no longer return paths containing Path.AltDirectorySeparatorChar characters, thus raising the possibility of the bug described above where bad file names are passed to InstallFileFromFomod.

The fix for this bug is to use a copy of the string when calling TextRenderer.MeasureText so that any changes to the string are isolated, and dataFilesToInstall[ i] will not ever be modified. The corrected code block is as follows:
string file = dataFilesToInstall[i];this._form.Invoke(new MethodInvoker(delegate(){	string temp = String.Copy(file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar));	TextRenderer.MeasureText(temp, this.uxFilename.Font, this.uxFilename.Size, TextFormatFlags.ModifyString | TextFormatFlags.PathEllipsis);	this.uxFilename.Text = temp;}));InstallFileFromFomod(dataFilesToInstall[i]);

Note that the only change is to line 700, which changed from:
	string temp = file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);

to
	string temp = String.Copy(file.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar));


Further, note that the same change needs to be made to line 727.

If you have any questions, or require further clarification, please do not hesitate to contact me here, on sourceforge, or on the nexus.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Thu Oct 14, 2010 11:24 pm

Thank you sooo much kaburke!

My FOMod script (script.cs) is just an edited version of the one that MMM uses (as I'm not a C# programmer), and I believe that FWE also uses the same one. So I'm wondering if this same bug is present in their scripts.

I really appreciate you taking the time to post how to fix this! I've made your corrections to the file, so this will be corrected when I release v.4.8 of my Realism Tweaks.

Thanks again. :)
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Fri Oct 15, 2010 1:13 am

For the sake of balance re the ripper, i readily agree with you. i suppose the animation was really the only thing that bothered me about it. I'll just pretend that holding out the ripper while it's cutting gives out very strong vibrations that readily converts to strain. :)

i edited the blast script values in fo3 edit to make damage to armor > 40 DR 5% instead of 10% but after getting Blasted by a booby trapped computer, it definitely damaged my armor by much more than just 5%. considering my skill at scripting, its most likely MY fault for not waiting for 4.8 :facepalm: so here's looking forward to it...

btw i know about the speed settings and meant "all things considered" when referring to it. i have 10 STR and (usually) 1-3 AGI, thanks to injuries and other effects. i suppose tanks might be invulnerable to bullets but have to watch out for missiles and other things that go boom.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Thu Oct 14, 2010 9:15 pm

Greetings Arwen!

Srry I have been MIA for a bit. Been playing OBlivion and reading your website. Thanks again for that! btw, what happened to duke Patrick's Combat Archery? Ok back to FO3..

I haven't tried 4.7 yet and want to help give you feedback. Before I plug it in, is there anything you want me to test/evaluate specifically? Or just try it and let you know?

btw, your previous comment about you thinking you may need to write an ART for FNV despite its hardcoe mode is right on. In fact I am counting on it!:):) While FNV HC is a great addition, I am sure it won't be nearly as complete as your mod! I have to give Obsidian a lot of credit for looking to the Modding community to find ways to improve the game. Obviously mods like yours and Anistars' WMK caught their attention. I am excited about what they will do with the game. A bit concerned about their reputation for making buggy games, but hey, FO3 was not bug free by far, so we will see!

Mahalo,
Nemesis.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Fri Oct 15, 2010 3:42 am

@Norbingel:

I sort of figured that you were taking about the heavy armor + encumbrance effect on your character's walk and run speeds, but I wanted to make sure. And I wanted others who might read this thread to understand what you were referring to, since earlier versions of my mod did result in quite a bit slower movement speeds (which I removed when I added Strain).

I'll release v.4.8 as soon as I feel that I've fixed any bugs that might be in the current version. The problem is that there has been very little feedback from uses on v.4.7 (even though there have been over 100 download of it). While the lack of feedback could mean that nearly everyone is totally happy with it (I seriously doubt the "totally" part), it could just mean that few people want to take the effort to post their impressions about such things. But I'm a bit surprised at getting so little feedback, since v.4.7 was a pretty major update.


Hey Nemesis,

You've been missed. :)

The only bug in v.4.7 that I'm aware of is in my Weapon Ability Quest script. The bug causes its conditional checks to malfunction with some weapon types. The conditions were being skipped for Automatic Weapons, so it isn't exactly a game breaking issue, since it just reverts to the default skill conditions for automatic weapons. [I now have a v.4.8 version of what seems to be a working Weapons Ability Quest Script. I ran it through play testing a number of times tonigh, using a large variety of weapons . . . and it worked flawlessly for me.]

The other thing is that my new damage increase to armor by an explosion is a bit harsh (especially for PA), so those setting have been redone for v.4.8.

Basically I just need users impression on my changes and of course, I need to know about any potential bugs they may notice.

The only other changes in version 4.8 (so far):
1.) some balancing of explosions (frag grenades will take 1 second longer to explode; Nuka Grenades will cause much less DAM from the blast itself, but will cause greater damage from burns, and the radiation will be a bit less, and last longer (but overall will be about 50% less Rads), and they will also take 1 second longer to explode; Bottlecap mines will do much less DAM (which was more than a Bus explosion by default).
2.) A bit more ammo will be found on NPCs (based on what guns are in their inventory), with tougher enemies having more ammo than the easier ones; plus vendors will have more ammo to sell. All other ammo loot will remain the same as v.4.7.)

Now that I have both a working fomod install/setup and an in-game Options Menu, I'm also will to make my Tweaks a bit more user configurable . . . but only in ways that won't mess up the overall balance of my mod. No one has given me any suggestions what they would like to see as optional/configurable, since v.4.7 was released. So I'm still waiting and am not going to put any effort into increasing user options until I know what people want.

Off topic: You'll have to ask Duke about the Combat Archery mod, he was supposed to be working on a new release . . . but that was a while ago).
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

PreviousNext

Return to Fallout 3