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

Post » Thu Oct 14, 2010 8:49 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.


Ah bugger.
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Silvia Gil
 
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Post » Thu Oct 14, 2010 8:05 am

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.

What about using a condition that checks whether the Jet effect (ChemIncAPJet) is active on the player?

http://geck.gamesas.com/index.php/HasMagicEffect
if player.hasmagiceffect chemincapjetSet StrainTotal to StrainTotal - 60  


Of course you'd have to find a way for that to apply only once, because the effect is active for 4 minutes after using jet... But I think it could work.
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michael flanigan
 
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Post » Thu Oct 14, 2010 11:56 pm

I don't think any consumables are ever set as equipped. What about using a condition that checks whether the Jet effect (ChemIncAPJet) is active on the player?

http://geck.gamesas.com/index.php/HasMagicEffect
if player.hasmagiceffect chemincapjet == 1   If DoOnce == 0      Set StrainTotal to StrainTotal - 60        Set DoOnce to -1   EndIfEndIfIf Player.hasMagicEffect Chemincapjet == 0   Set DoOnce to 0EndIf


Of course you'd have to find a way for that to apply only once, because the effect is active for 4 minutes after using jet... But I think it could work.


This should work, right? I've edited the script.
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Bonnie Clyde
 
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Post » Thu Oct 14, 2010 5:52 pm

This should work, right? I've edited the script.

Ah, probably yes! :)

Edit: I assume putting the If's under each other like that works the same as separating the conditions with '&&' (if player.hasmagiceffect chemincapjet == 1 && DoOnce == 0)? So both conditions (DoOnce and hasmagiceffect) have to be passed before the command under it can run?

Otherwise you could get some crazy infinite loop where DoOnce 0 would increase strain, set it to -1, which sets it to 0, which increases strain again. :rofl:

Also according to the GECK wiki ' == 1' behind the hasmagiceffect condition isn't necessary.
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steve brewin
 
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Post » Thu Oct 14, 2010 2:24 pm

No problem mooguy,

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


It's fine, I'm being hippocratical here.

And is it just me, or is ART used by mostly developers?
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Joanne
 
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Post » Thu Oct 14, 2010 12:58 pm

Ah, probably yes! :)

Edit: I assume putting the If's under each other like that works the same as separating the conditions with '&&' (if player.hasmagiceffect chemincapjet == 1 && DoOnce == 0)? So both conditions (DoOnce and hasmagiceffect) have to be passed before the command under it can run?

Otherwise you could get some crazy infinite loop where DoOnce 0 would increase strain, set it to -1, which sets it to 0, which increases strain again. :rofl:

Also according to the GECK wiki ' == 1' behind the hasmagiceffect condition isn't necessary.


It might not be necesarry, but it improves readability. Which is always nice :)

And yes, it indeed works like that. It sometimes is easier to use then ten && statements after each other.
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Bethany Watkin
 
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Post » Thu Oct 14, 2010 9:24 pm

Thanks Harmy and Povuholo!

I've got it working great by using the HasMagicEffect.

Using Jet would be a good way to get out of a problem during combat, where you're about hit 100% Strain. So I'm thinking that Jet should instantly drop your Strain to 0% (sort of like an adrenalin boost . . . after which Strain will immediately start going up again, if you're still over-encumbered, or still running.)

. . . Also, you could maybe add strain lowering properties to jet and ultra jet.

Thanks to all the help form Harmy and Povuhol, I can make Jet instantly reduce your Strain to 0 in version 4.7 of my Tweaks.
But I just discovered that Jet use has a major negative impact on your Nutrients, with your More Complex Needs.
My Nutrients were at 39% just before using Jet. One Jet use and my Nutrients dropped instantly to -52%. (Yet Jet is flagged as only reducing Nutrients by -25%.)
So you might want to look into that.
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Jack
 
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Post » Thu Oct 14, 2010 10:30 pm

And is it just me, or is ART used by mostly developers?


Modders, mooguy, modders. Developers get paid ;) (And psst... I'm not using ART ;))

@Arwen: This does mean that you will have to wait till the effect of Jet is over before you can use another one to drop your strain. But I suppose this isn't such a problem.

Now, about the drawbacks of being addicted to Jet! I think that having a Jet withdrawal should double your strain increase and stop the strain from recovering. This can be done with the same trick as befre, since Jet Addiction is a MagicEffect.
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Matthew Aaron Evans
 
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Post » Fri Oct 15, 2010 12:07 am

Cool! (sorry for the extra work) I've got a list of minor bugs to iron out, mostly overlooked ingestible stats, and also promised to create blood packs for all of the various fallout critters, and on top of that I was planning on reducing the chem penalties (I think the current penalties are more than enough to discourage stimpack spamming). The nutrition penalty right now is -25 NUs for jet and -50 for ultrajet, which puts it on par with shooting heroin. In my defense, though, a single apple is +50 NUs, the penalty/bonus levels are just sort of sensitive (especially for lightweight characters - ART's lowered SPECIAL leads to lower character weights, and female characters are lighter as well.) I guess what I could do is figure out a way to make chems effect lightweight characters more strongly, to make up for the increased penalties, but that would be a bit onerous. I'd have to add multiple versions of each base effect, with character weight based conditionals to select the right one.
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Janine Rose
 
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Post » Thu Oct 14, 2010 9:00 am

I have no problem with Jet having a -25 NUs penalty. My complaint was that I received a -90 NU penalty for one Jet use (which is why I suggested that you look into this).

Yes you do sort of get a double whammy when you use both my Tweaks and IMCN. But I do all my play testing with all the mods I'm using in my game installed, so I do actually have my mod balanced for IMCN. When I was reducing my carrying capacity formula in v.4.6, I forgot to consider the -10 carrying capacity penalty that my character get with IMCN for her Lithe build. But then I noticed it when I was play testing, so I adjusted my formula a bit, as a compromise.
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leigh stewart
 
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Post » Thu Oct 14, 2010 6:21 pm

Arwen.

Well, I've had a good play around with 4.6 and I really, really, really, really, really like it ! :nod:

The new Strain Meter is awesome and I think you've got the strain increase just about perfect - in fact, don't change it! It's a mechanic that I've missed sooo much from Stalker, and if you figure out how to tackle Jet - that would be just awesome as well. :D

( Stalker also had an Energy Drink you could drink to immediately reduce the effects of encumbrance. The whole thing worked slightly different in Stalker though, if you carried too much you wouldn't be able to move! But I much prefer the way you've implemented it here. )

Awesome. :goodjob:

~Xeph'
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joseluis perez
 
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Post » Thu Oct 14, 2010 6:17 pm

I have no problem with Jet having a -25 NUs penalty. My complaint was that I received a -90 NU penalty for one Jet use (which is why I suggested that you look into this).


I'll take a look. I don't use VATS much and I never use Jet, so it's pretty possible I overlooked something (definitely more likely than you ending up with a 35 lb. character). If there is a problem, it likely applies to every chem with a -25NU penalty. Are you using any of the other IMCN compatibility patches? I'm guessing BLTC and RiPnO?

*Edit - I see the problem. All of the various nutrition stats are reported as percents, with 100% meant to be roughly equal to 8 hours (one meal's worth) of food for a normal advlt. Internally, though, they are stored in, for the most part, real units. Calories for calories, ounces for water, grams for protein, and ounces again for alcohol. For nutrients, which are supposed to represent an aggregate of all the various vitamins and minerals found in food, I made up a unit, the NU (nutrient unit). For a 155 lb. character, 36 NUs is adequate, and is reported to the player as a level of 0%. 72 NUs would be 100%, 108 NUs 200%, and so forth. The relative percentage assigned to 1 NU is dependent upon character weight, but at 155 lbs. 1 NU is roughly 2.8%. For a lighter character, it could be closer to 4%. So everything is working as it should, your 25 NU penalty translated to about 90% (you don't get bonuses until up above 200% or so, so its not that huge of a penalty when all is said and done). What I've been planning to do though is lower all of the penalties - 5 NUs would be lowered to 1 or 2, and 50 would be lowered to maybe 20. I don't use chems much, so it seems balanced ok for me, but I've gotten complaints (particularly from smokers using BLTC, -5 NUs per cigarette).
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KiiSsez jdgaf Benzler
 
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Post » Thu Oct 14, 2010 4:37 pm

Arwen.
Well, I've had a good play around with 4.6 and I really, really, really, really, really like it ! :nod:
The new Strain Meter is awesome and I think you've got the strain increase just about perfect - in fact, don't change it! It's a mechanic that I've missed sooo much from Stalker, and if you figure out how to tackle Jet - that would be just awesome as well. :D
( Stalker also had an Energy Drink you could drink to immediately reduce the effects of encumbrance. The whole thing worked slightly different in Stalker though, if you carried too much you wouldn't be able to move! But I much prefer the way you've implemented it here. )
Awesome. :goodjob:
~Xeph'


Thanks so much for the very positive feedback. :) I worked really hard to make the Strain increase/decrease as balanced as possible, which took a LOT of tweaking and game play testing before I ended up with these settings . . . so I don't really plan on changing them, unless I find that they are unbalanced in some unknown way that I haven't discovered yet. I already have the Jet bonus in my own game, so you'll definitely see it in the next version.


I'll take a look. I don't use VATS much and I never use Jet, so it's pretty possible I overlooked something (definitely more likely than you ending up with a 35 lb. character). If there is a problem, it likely applies to every chem with a -25NU penalty. Are you using any of the other IMCN compatibility patches? I'm guessing BLTC and RiPnO?


These are the IMCN esm/esps and my load order:
IMCN.esm [last esm to load]
Imp's More Complex Needs.esp
IMCN - FOSE Hotkeys.esp
IMCN - 5 DLC Merged.esp
IMCN - MMM Meats, Bloods, and Eyeballs.esp
IMCN - BLTC RiPnO Combined Compatibility.esp
IMCN - DUI HUD.esp

I NEVER use VATS (I much prefer DK_BulletTime, which I have my Tweaks balanced for) and this is probably the first time I've used Jet (I generally just sell the stuff).
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Josh Trembly
 
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Post » Thu Oct 14, 2010 12:52 pm

Thanks, the load order looks fine, and I'm pretty sure I've found the issue (see my long post above). Basically, 25 NUs is 90% for your character. It varies based on weight, but 1NU does not equal 1% unless you weigh like 450 lbs. I'm planning to lower the penalties by about 50% for the next release (but a chem that can make you instantly forget a few hours worth of strenuous exercise has to be pretty bad for you.)
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Lady Shocka
 
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Post » Thu Oct 14, 2010 2:47 pm

Tested it. Loved it! In fact, love it so much i beg you to consider making your encumbrance mod a stand alone for the benefit of even those users who might not be using your tweaks. The community benefits and it might even encourage others to use the rest of your tweaks as well. I'm using less is more and i specially like how each skill point feels earned instead of getting uber so early like in vanilla or even other mods.
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Abi Emily
 
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Post » Thu Oct 14, 2010 9:52 pm

Tested it. Loved it! In fact, love it so much i beg you to consider making your encumbrance mod a stand alone for the benefit of even those users who might not be using your tweaks. The community benefits and it might even encourage others to use the rest of your tweaks as well. I'm using less is more and i specially like how each skill point feels earned instead of getting uber so early like in vanilla or even other mods.

Isn't it already stand alone?
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Veronica Martinez
 
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Post » Thu Oct 14, 2010 8:38 am

Isn't it already stand alone?

It is? it wasnt as of last version and since it came bundled with ART, i automatically assumed it required Realism Core. havent checked in FO3 Edit either. will have to see when i get home from work
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Miranda Taylor
 
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Post » Fri Oct 15, 2010 12:31 am

With version 4.6 ALL my modules are independent . . . you can even use my Less-Is-More without having my Realism Core installed . . . but I would not recommend doing that, since it wouldn't be very balanced.

With my next version (4.7), I'm thinking of packaging my Tweaks with two different Realism Cores (which I may rename) . . . as a regular version and a hard-core version. The hard-core version will basically be the merged Realism Core + Less-Is-More. There would still be the two optional Encumbrance modules and the optional Reduced Quest XPR module. Now that I have an FOMM install/setup I'm also probably going to include my Reduced XPR mod with my Tweaks, along with my compatibility patches.
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Steve Fallon
 
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Post » Thu Oct 14, 2010 10:41 am

hey thanks for the quick reply arwen. now i dont have to see for myself. bwt, is there an option to turn off the sneak messages (i.e. hidden, caution, danger)? breaks immersion for me. alternatively, does anyone know the standalone mod that does this?
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Pawel Platek
 
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Post » Thu Oct 14, 2010 4:37 pm

I used to automatically remove those, but some people complained, so I removed that "feature." Plus if you're using DarN, all it takes is a simple edit. The best setup (in my opinion) is to remove the sneak messages, and replace them with DarN's Combat Indicator, which he added at my request.

I have the instructions for both posted on my FO3 Journal site . . . http://amito.freehostia.com/Fallout/FO-mods01.htm#DarNified
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vanuza
 
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Post » Thu Oct 14, 2010 4:46 pm

aaand once again thanks! im headed home to try them now...
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Michelle Smith
 
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Post » Thu Oct 14, 2010 10:40 am

I've only tested 4.6 for a few minutes, but I also think that you've nailed the strain values with this version. :clap:

I was going to suggest a chem to remove some strain, but it's already done. :trophy: I had actually thought of adding a new chem, but Jet makes sense, in combat you might need the additional action points anyway, especially with MMM's increased spawns. And for all those who never use VATS, Jet becomes useful at last. :)
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Joanne Crump
 
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Post » Thu Oct 14, 2010 10:44 pm

tried and loved the new strain with DarN support! encountered a minor issue where the message that small guns skill was needed for2 handed automatic weapons kept flashing for about 5mins even though i already uneqquipped it. also, i got the same message when i tried to use a sniper rifle, which of course, isnt a 2handed automatic weapon. not sure if this is intentional.

btw, how about making strain go down faster while sitting? makes chairs more useful. and maybe go up faster while going uphill? OB's realistic fatigue had this feature, i believe.
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Sarah Evason
 
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Post » Thu Oct 14, 2010 7:10 pm

Thank for the feedback Aloyse . . . it looks like all my balancing efforts paid off. Balancing is the most time consuming part of my mod, and the part that I generally receive the most criticism for, since it always involves compromises between realism and fun.

Norbingel, my Weapon Ability Quest script using the FOSE command: if Player.GetWeaponAnimType == 6 (6:TwoHandAutomatic weapon type). And the sniper rifle was labeled by Bethesda, under TYPE as a TwoHandAutomatic weapon, even though it is listed under model as "2HandRifle." So it is unfortunately going to require the same skill requirements and any other weapon of this type. I would change its type if I wasn't concerned that would make my mod incompatible with any other mod that makes any changes to sniper rifles. I should perhaps change the message to be less specific, even though it is technically correct in how Bethesda defined the sniper rifle.

I have no idea why your message flashed for 5 minutes . . . I just tested this in my own game, and the message displayed perfectly . . . it popped up when I tried to use the sniper rifle, lasted about 5 seconds (I didn't actually time it), then it disappeared. It didn't flash at all.

I don't know how to add an up-hill penalty, other than running, jumping, sneaking, and swimming, the only other movement references I can find in the GECK are not moving, forward, backward, left, right . . . and a few for turning states. I know of no way to tell if an actor is going up hill. I could add a sit bonus, but I just felt that would fall under is not moving, since that is a pretty generous Strain decreasing rate (it takes less than 5 game minutes to fully recover after running for 24 game minutes). Plus the only time that Strain really becomes a major issue is during combat, and that would not be the best time to be sitting in a chair. :)
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kirsty joanne hines
 
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Post » Fri Oct 15, 2010 12:25 am

Thank for the feedback Aloyse . . . it looks like all my balancing efforts paid off. Balancing is the most time consuming part of my mod, and the part that I generally receive the most criticism for, since it always involves compromises between realism and fun.

Norbingel, my Weapon Ability Quest script using the FOSE command: if Player.GetWeaponAnimType == 6 (6:TwoHandAutomatic weapon type). And the sniper rifle was labeled by Bethesda, under TYPE as a TwoHandAutomatic weapon, even though it is listed under model as "2HandRifle." So it is unfortunately going to require the same skill requirements and any other weapon of this type. I would change its type if I wasn't concerned that would make my mod incompatible with any other mod that makes any changes to sniper rifles. I should perhaps change the message to be less specific, even though it is technically correct in how Bethesda defined the sniper rifle.

I have no idea why your message flashed for 5 minutes . . . I just tested this in my own game, and the message displayed perfectly . . . it popped up when I tried to use the sniper rifle, lasted about 5 seconds (I didn't actually time it), then it disappeared. It didn't flash at all.

I don't know how to add an up-hill penalty, other than running, jumping, sneaking, and swimming, the only other movement references I can find in the GECK are not moving, forward, backward, left, right . . . and a few for turning states. I know of no way to tell if an actor is going up hill. I could add a sit bonus, but I just felt that would fall under is not moving, since that is a pretty generous Strain decreasing rate (it takes less than 5 game minutes to fully recover after running for 24 game minutes). Plus the only time that Strain really becomes a major issue is during combat, and that would not be the best time to be sitting in a chair. :)

heh. i was overencumbered lugging all my loot back to megaton so strain went up pretty quickly and went down slowly. passed a chair and thought wouldnt it be nice to rest a bit on that. thus the idea. :) its a minor matter though since you wont always chance upon a sittable thing in game. Unless of course someone ports OB's sittable rocks in FO3, then the sitting feature would be a lot more useful.

perhaps flash was the wrong word. had broken limbs at that time and the message just kept on alternating between you have broken limbs (RI_PN) and the skill requirement.

btw, just like you, i dont use VATS, preferring bullet time. however, this makes the perks that restores action points upon killing in VATS pretty useless. can a conversion be made to restore AP upon killing while in bullet time?
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Gill Mackin
 
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