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

Post » Thu Oct 14, 2010 8:42 pm

:) I'm doing the best I can . . . wrapping up my ReadMe now . . . just give me a few more minutes.
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Natasha Callaghan
 
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Post » Thu Oct 14, 2010 3:01 pm

:) I'm doing the best I can . . . wrapping up my ReadMe now . . . just give me a few more minutes.

In that case I'm going to hold off asking my question and see it for myself :P
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hannaH
 
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Post » Thu Oct 14, 2010 9:18 am

Now I'm getting impatient. I need it naaaaaow.

Also, Arwen, you really shouldn't answer any questions that you have before. Other wise you'll be stressed to no end. So in big letters, edit your first post:


READ THE [censored] README. I WORKED VERY HARD ON IT AND WILL TEAR YOUR BALLS/OVERIES OUT IF I GET A COMPLAINT THAT IS ANSWERED IN SAID README.
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Sammykins
 
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Post » Thu Oct 14, 2010 11:22 am

Version 4.6 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

Here are the major changes in v.4.6:

New Setup menu - makes installation with FOMM easier than ever.

Make sure that you follow my installation/update instructions (the Readme is posted on the download site); or you can go to my http://amito.freehostia.com/Fallout/FO-mods04.htm#install

Realism Core:
- Rewrote my Whack Script to fix most of the side effects from being knocked unconscious. If I remove the unconscious state completely, your enemies will just keep whacking you until you die, so I came up with what I feel is a good compromise. The unconscious flag will only be set on the player after their Health is lower than 25%. So when your Health is above 25%, your enemies will keep attacking you even after you have been knocked out.
- Rebalanced weapon damage: increased my Damage Skill Bonus by 20% more (applies to all weapons), and decreased Gun Spread. This should solve the problem of guns being so ineffective at low Small Guns skill levels (both for PC and NPCs). Most of the problem seems to have been my changes to Gun Spread, which became a bit too harsh when combined with some of my other weapon DAM modifications.

Less-Is-More module:
- Carrying capacity was rebalanced to be closer to my earlier versions (before I added the gender differences). Range (for 1 to 10 Strength): for females: 45 to 135 lbs [v.4.5 was 35 to 170 lbs]; for males: 50 to 185 lbs [v.4.5 was 40 to 220 lbs].
- Base Health was reduced by 25 HPs for females and by 20 HPs for males (than in v.4.5): For same Endurance, Females now only receive 15 more HPs than Males (was 20). Range (for 1 to 10 Endurance): For females: 70 to 295 HPs [v.4.5 was 95 to 320]; for males: 55 to 280 HPs [v.4.5 was 75 to 300 HPs]

Encumbrance module:
- Pretty much totally redone from v.4.5 (which was sort of an experimental version)
- Now available in a Darn UI HUD version and a non-DarN version.
- My Strain Script now runs every second (previously ran every 5 seconds), so increases/decrease are smoother, with much less lag.
- Strain is now based on game time, so Strain increases faster with faster Timescales.
- Strain normally increases a bit slower, than in v.4.5.
- But Strain now increases faster when you are injured: 30% faster when one leg is crippled, 60% faster when both legs are crippled, and 30% faster when your torso is crippled (in addition to the cripple leg penalty).
- Strain now decreases while you are in menus (at the walking rest rate).
- How fast your Strain decreases now depends on how encumbered you are.
- During combat your Strain will only be reduced when you are not moving (as in hiding). And Strain will not be reduced during combat when in menu mode.
- The Caps Lock/shift key issue has been fixed. (Strain will no longer increase when you are not moving, even when you caps lock is left on.)

Reduced Quest XPR module:
- Found some Quest XPRs that I had missed:
- The Wasteland Survival Guide – reduced the Rewardxp from 100 to 10 for completing each chapter.
- The Replicated Man – reduced the Rewardxp from 300 to 30 for completing the quest.
- Leo's Drug Habit - reduced the Rewardxp from 100 to 10 for completing the quest.
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Ross Zombie
 
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Post » Thu Oct 14, 2010 8:41 pm

Huzzah! :celebration:

EDIT: I love the licensing part of the readme.
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~Sylvia~
 
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Post » Thu Oct 14, 2010 11:45 am

I'm not seeing the strain on the HUD but I'm probably doing something wrong, I'll check again tomorrow when I'm not sleepy and likely to make dumb mistakes. Thanks for the update!
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GPMG
 
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Post » Thu Oct 14, 2010 5:23 pm

I'm not seeing the strain on the HUD but I'm probably doing something wrong, I'll check again tomorrow when I'm not sleepy and likely to make dumb mistakes. Thanks for the update!


You're not the only one...
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Vicky Keeler
 
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Post » Thu Oct 14, 2010 12:02 pm

Make sure that you follow my installation/update instructions (the Readme is posted on the download site); or you can go to my http://amito.freehostia.com/Fallout/FO-mods04.htm#install

DarN Interface Setup
- Only required if you are installing the DarN version of my Encumbrance module (Arwen_Encumbrance_DarN.esp) for the first time.
- IMPORTANT: Follow these instructions carefully, to have my Strain Meter displayed in your HUD:
1.) You have to first have DarN's UI installed (version Alpha 11 + hotfix)
2.) After the DarN UI is installed (even if you've been using the DarN UI in your game), you still need to edit the hud_main_menu.xml file so that my Strain Meter will be displayed in the HUD:
3.) Open up your existing hud_main_menu.xml (found under data/menus/main) in a text editor, and, just above the last line, paste the following line of code:

4.) Note: the last two lines should look like:


5.) [Alternately, if no other mod has overwritten the hud_main_menu.xml file since installing DarN's UI, make a backup copy (needed if you uninstall my Tweaks) and replace the hud_main_menu.xml (found under data/menus/main) it with my version (found under data/menus/prefabs/Arwen/main).]
6.) Note: If you install any mods that overwrite the hud_main_menu.xml, and my Strain meter dissappears, you will have to add my line of code again.
7.) Your Strain stat should now appear on the DarN UI HUD, below all your other stats, as: "SN: xx%."
8.) The Strain stat is movable: just hold down the grab key ("z" by default) for 2 seconds, and use the arrow keys to move it. Once you have it positioned where you want it, save your game (so that you don't have to do this again). You can move it again any time.

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Jeneene Hunte
 
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Post » Thu Oct 14, 2010 11:50 am

hey, just gave it a brief test run!

Like the strain meter alot!

thanks for the update and for sharing it with us, great mod!

hey,-- mooguy-- might want to try reading the readme

READ THE [censored] README. I WORKED VERY HARD ON IT AND WILL TEAR YOUR BALLS/OVERIES OUT IF I GET A COMPLAINT THAT IS ANSWERED IN SAID README.


so yea, let the tearing out of said body parts begin!! -- :evil: ----- :ahhh: ----- :cry: -- LOL
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Motionsharp
 
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Post » Thu Oct 14, 2010 7:57 am

Thanks, kingsheart!

It's good to know that someone here was able to follow my install instructions correctly . . . I was beginning to think that my upload was messed up.
And I'm also hoping that my FOMM setup worked ok . . . this is the first time I've tried scripting anything like that.
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luke trodden
 
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Post » Thu Oct 14, 2010 4:33 pm

Since you're using a FOMM install script anyways now, you might also consider handling manipulation of the XML files there. Feel free to use parts of the Stealthboy Reworked install scripts for this. (Use at own risk though :D)
http://pastebin.com/KARtDxXB
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Monique Cameron
 
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Post » Thu Oct 14, 2010 12:06 pm

Thanks Schlangster! I'll take a look at your script. I appreciate this, but it was a struggle for me just to get my current FOMM install/setup working.
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Catharine Krupinski
 
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Post » Thu Oct 14, 2010 10:44 am

Got it installed non-FOMOD ok, and the HUD works. Seems well balanced. Had a couple of suggestions, jumping should maybe increase strain. Also, you could maybe add strain lowering properties to jet and ultra jet.
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kyle pinchen
 
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Post » Thu Oct 14, 2010 8:16 pm

at last! thanks for the update! i had an issue in the previous version where after i was knocked down by strain, (way below encumbrance limit) my character wouldnt get up anymore. hope my character fares better with the new version. :)
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Anthony Diaz
 
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Post » Thu Oct 14, 2010 6:52 am

Got it installed non-FOMOD ok, and the HUD works. Seems well balanced. Had a couple of suggestions, jumping should maybe increase strain. Also, you could maybe add strain lowering properties to jet and ultra jet.


I second this idea!
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Arrogant SId
 
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Post » Thu Oct 14, 2010 11:39 am

Got it installed non-FOMOD ok, and the HUD works. Seems well balanced. Had a couple of suggestions, jumping should maybe increase strain. Also, you could maybe add strain lowering properties to jet and ultra jet.

Thanks co much for the feedback! I thought about adding some Strain every time you jump, but I've already have Agility tied to jump heights, and I removed the ability to jump when a leg is crippled. Plus I greatly expanded the way Strain increases and decreases in this release, and I sort of need to make sure that is all balanced before adding Strain increases for jumping. So perhaps in my next release, if it seems to fit in ok.

The jet bonus makes total sense, but I really, really don't want to start making changes to foods or drugs, as I've resisted doing that, due to all the compatibility issues.

at last! thanks for the update! i had an issue in the previous version where after i was knocked down by strain, (way below encumbrance limit) my character wouldnt get up anymore. hope my character fares better with the new version. :)

Hopefully v.4.6 will work much better for you. If you use the DarN version of my Encumbrance module, there's very little lag at all between the displayed Strain % and your actual Strain %, but you have to also remember that my Strain is not the same as Fatigue (it just uses Fatigue, to cause you to collapse when your Strain exceeds 100%). Fatigue is also reduced by other things (such as my weapon effects). If you get Whacked by an enemy after collapsing because you exceeded you Strain limit, you're going to be out for a while (since your fatigue will be negative value, and it will have to regen back above 0).
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He got the
 
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Post » Thu Oct 14, 2010 5:27 pm

Hopefully v.4.6 will work much better for you. If you use the DarN version of my Encumbrance module, there's very little lag at all between the displayed Strain % and your actual Strain %, but you have to also remember that my Strain is not the same as Fatigue (it just uses Fatigue, to cause you to collapse when your Strain exceeds 100%). Fatigue is also reduced by other things (such as my weapon effects). If you get Whacked by an enemy after collapsing because you exceeded you Strain limit, you're going to be out for a while (since your fatigue will be negative value, and it will have to regen back above 0).

ill post feedback after i try it in game but when i collapsed before i wasnt whacked or anything. i had just finished combat and strain got too high from running around. didnt notice it on time to turn running off before i collapsed and never got back up :)
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ImmaTakeYour
 
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Post » Thu Oct 14, 2010 3:25 pm

2.) After the DarN UI is installed (even if you've been using the DarN UI in your game), you still need to edit the hud_main_menu.xml file so that my Strain Meter will be displayed in the HUD:

Yep, I missed that. No more mod installing when I'm half asleep from now on! :)
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aisha jamil
 
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Post » Thu Oct 14, 2010 9:40 pm

Jeezus. I realize you guys are speaking English but, about what, exactly?

You're like mawdgawds. I'm not worthy but I think I'll lurk anyway. Yikes.
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Phillip Hamilton
 
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Post » Thu Oct 14, 2010 10:45 am

Okay, got 4.6 installed and running - Darn UI and all! Only, I have a slight problem. Namely, is there any reason the Strain meter is flush with the right side of my screen? I mean, it isn't aligned with the rest of HUD elements. Screenie: http://screenshot.xfire.com/s/99225739-4.jpg

:huh:
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Lexy Corpsey
 
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Post » Thu Oct 14, 2010 3:23 pm

Okay, got 4.6 installed and running - Darn UI and all! Only, I have a slight problem. Namely, is there any reason the Strain meter is flush with the right side of my screen? I mean, it isn't aligned with the rest of HUD elements. Screenie: http://screenshot.xfire.com/s/99225739-4.jpg

:huh:


Right... Uh... Read the readme again, and lo and behold:

8.) The Strain stat is movable: just hold down the grab key ("z" by default) for 2 seconds, and use the arrow keys to move it. Once you have it positioned where you want it, save your game (so that you don't have to do this again). You can move it again any time.


Whodathunkit ! :blush:
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jaideep singh
 
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Post » Thu Oct 14, 2010 10:05 am

hey,-- mooguy-- might want to try reading the readme


Hey I never complained! I was going to have a look at it before I realized I had to study for exams.

jeeeeeez.
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Philip Rua
 
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Post » Thu Oct 14, 2010 11:00 am

Hey I never complained! I was going to have a look at it before I realized I had to study for exams.

jeeeeeez.



No problem mooguy,

just thought it was funny, after the fact of what you suggested arwen put in her readme about tearing out body parts for not reading the readme?

no harm intended, just a product of my sick sense of humor --I meant no harm-- just a funny gone wrong

accept this little dude playing a musical instrument as my way of saying I'm sorry :violin:

and if you don't like him I have also found a turtle?
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Tiffany Castillo
 
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Post » Thu Oct 14, 2010 9:16 am

The jet bonus makes total sense, but I really, really don't want to start making changes to foods or drugs, as I've resisted doing that, due to all the compatibility issues.


Actually, you coud just use GetEquipped in GameMode. It returns 1 for one frame.
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Jah Allen
 
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Post » Thu Oct 14, 2010 9:03 pm

Thanks Harmy, but I'm not sure if one frame is enough for this to work in my Encumbrance script, because when I added the lines:

if player.GetEquipped jet == 1 		Set StrainTotal to StrainTotal - 60  endif


nothing happened.
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Connie Thomas
 
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