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

Post » Thu Oct 14, 2010 9:17 pm

Arwen, using FWE and ART wouldn't mess with anything, right? I had one CTD thus far but not sure why.

I know it uses ART but using a more up to date full version of it would still use ART fully, over riding any scripts FWE messes with, correct?
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Sophie Morrell
 
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Post » Thu Oct 14, 2010 5:36 pm

Arwen, using FWE and ART wouldn't mess with anything, right? I had one CTD thus far but not sure why.

I know it uses ART but using a more up to date full version of it would still use ART fully, over riding any scripts FWE messes with, correct?

i believe the balance would be messed up. arwen said something about making some things more difficult while others easier. that's why its a matter of taste. personally, i prefer ART though it means losing out on new weapons and armor in FWE. my girlfriend on the other hand (who uses my account name here too - get your own! :) ) prefers FWE, liking the additional content and finding ART too difficult for her. although she likes the encumbrance mod. btw, thanks again to arwen for making it stand alone!
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Naomi Lastname
 
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Post » Thu Oct 14, 2010 12:51 pm

Arwen, using FWE and ART wouldn't mess with anything, right? I had one CTD thus far but not sure why.

I know it uses ART but using a more up to date full version of it would still use ART fully, over riding any scripts FWE messes with, correct?


I can imagine that your game would become unbalanced in unexpected ways. Also, I believe FWE refreshes gamesettings in their own scripts so you will have even more unexpected results.
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Lance Vannortwick
 
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Post » Thu Oct 14, 2010 2:51 pm

Arwen, using FWE and ART wouldn't mess with anything, right? I had one CTD thus far but not sure why.

I know it uses ART but using a more up to date full version of it would still use ART fully, over riding any scripts FWE messes with, correct?

FWE doesn't use an old version of ART. To clarify we only once integrated the SmartAI module, but since then have went on and developed our own AI system.

and like RicherHK says, ART's settings wouldn't be used anyways if you tried to use both, since FWE's menu auto-forces it's settings.
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Lew.p
 
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Post » Thu Oct 14, 2010 11:03 pm

I recently started xCalibr munitions with ART to get my gun fix. There may be some minor balance issues (the weapons are more powerful than vanilla ones, and never get put in the hands of the enemy), but no outright conflicts.
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JLG
 
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Post » Thu Oct 14, 2010 11:58 am

Arwen, using FWE and ART wouldn't mess with anything, right? I had one CTD thus far but not sure why.

I know it uses ART but using a more up to date full version of it would still use ART fully, over riding any scripts FWE messes with, correct?


You know, you really, really need to spend more time actually reading my ReadMe. I don't know any way to write this any clearer:

Incompatibility
===============
- My Realism Tweaks will overwrite any mods that make any of the changes I have listed here.
- Do NOT use my Realism Tweaks with other balancing mod that make changes to the same game elements, as this will unbalance the game play (by making some things too easy, while making others too difficult).
- My Realism Tweaks are not compatible with mods that alter the specs of default armor/clothing (but should be compatible with mods that ONLY add cosmetic changes).
- My Realism Tweaks are not compatible with mods that alter the specs of default weapons or default projectiles . . . although it should be compatible with mods that only make cosmetic changes to weapons (the exceptions are non-blade melee weapons, shotguns, and the few ranged weapons that my mod alters).
- My mod is NOT compatible with FOOK or FWE (even though my earlier Smarter AI module is integrated into FWE).
- My Realism Tweaks are NOT compatible with the Elite Edition of "RH_Ironsights – FOSE" (It is only compatible with the Basic Edition).


Thanks Kai, RickerHK, and Norbingel for clarifying this.
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Jessie Rae Brouillette
 
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Post » Thu Oct 14, 2010 2:24 pm

If you're working on another release, I've found out a way to simplify installation re. the HUD. I've got an xml file going right now that is compatible with both DUI and non-DUI versions, without losing any functionality, and if you've taken a look at Justinother's chicken and egg resource, it will let you roll both the FOSE and non-FOSE versions of your modules into a single .esp. It might be worth taking a look at - it would probably be simpler than trying to accomplish the same thing through FOMOD scripting, though it doesn't eliminate the need to add that final line to hud_main_menu.xml (but the line would be the same for both DUI and non-DUI installations.)
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Lily Evans
 
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Post » Thu Oct 14, 2010 9:29 pm

I would be very interested in looking at your xml file, but my encumbrance module is pretty simple, as it is mostly just the encumbrance script that is slightly different between my two versions.

I'm ALWAYS working on the next version, and have already made some minor changes to my own game. I even messed around with a death/survival module this week, in which you don't actually die all the time. It works by teleporting you back to your last load of the game when your health gets really low (providing that you don't die first), but the armor you wearing, your active weapon, and all the ammo for your active weapon are removed. But this stuff isn't destroyed . . . it is just left behind . . . so you can try to reclaim it. This is still in early beta and extremely buggy . . . I'm not sure that I have the modding skills to pull this one off on my own.
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Red Sauce
 
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Post » Thu Oct 14, 2010 4:02 pm

I looked into that briefly after you posted it on the wishlist thread. It would be possible to mod on an extra few hundred health, then trigger the death event when your health fell to that amount, more or less eliminating the chance that you skip over the low health threshold and just die. According to DarN, its also possible to modify the HUD so that the health meter would hide that extra modded-on health (though the pipboy health reading would still be off.)

I was envisioning a few scenarios depending on how and where you were taken down. You'd maybe wake up in the Yao Guai cave, or as a prisoner in an evergreen mills cell with all of your equipment gone but a few lockpicks (temporarily added to the raider faction as long as you stayed in your cell, to keep them from just killing you right away.)
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Joey Bel
 
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Post » Thu Oct 14, 2010 10:32 pm

I'm ALWAYS working on the next version

And there's my problem. I'm always waiting for the next version, then it gets released, then I think 'okay no more fooling around I'm going to start a real new game', and then new cool features from the next next version are mentioned and I think 'Mmm... Okay, after this one then'. :P
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Mashystar
 
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Post » Thu Oct 14, 2010 11:48 pm

You know, you really, really need to spend more time actually reading my ReadMe. I don't know any way to write this any clearer:

lol, so it was in the readme. curse my remembering what i read but not where i read them from!

i hope more people read the readme's more. its unfortunate when mods get bad feedback for issues that could have been easily avoided by spending a few moments on readme's. forced a few modders to put "security measures" like changing a value in the ini before the mod plays properly. nobody likes it when that happens.
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Kelly Upshall
 
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Post » Thu Oct 14, 2010 10:57 am

That's my problem also . . . just when I think that I have a semi-final version either I come up with a new idea, or someone else makes a suggestion that I like. But that's half the fun of modding . . . new ideas that keeps the game interesting.

But you really don't need to wait for my next release to begin a new game. If you're currently using v.4.6 the next update should be fairly seamless. Version 4.7 should mostly be a slightly more efficient packaging (now that I have a working fomod install menu), with some minor balancing changes, and with perhaps a slightly new twist added to my weapon effects (if I can perfect them by then). But at this point, I don't see anything that would require a new game (if you're already using my Less-Is-More module).
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brandon frier
 
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Post » Thu Oct 14, 2010 4:50 pm

btw arwen, does the unarmed skill get any effects as well? fwe has a sort of "dodge" skill for unarmed and this puts it at less a disadvantage versus gun wielding foes. since im using less is more, and finding it beautifully brutal, im concerned that a new unarmed character im planning on starting will have to run home whimpering more times than is fun.
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Charlie Sarson
 
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Post » Thu Oct 14, 2010 3:54 pm

The "whack" effect can be used to your advantage against single foes - they can be knocked down pretty quickly, letting you dispatch them unharmed. It's less help though against multiple foes, though I guess if you could keep them all knocked down it would work out ok.
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Liv Staff
 
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Post » Fri Oct 15, 2010 12:19 am

Wait... you're almost at 4.7 now, Arwen? And it'll be installable through FOMM, with install scripts? Wow. I need to get back into Fallout 3 again. I got Oblivion a few days ago, and it's been taking most of my spare time lately. I'll try 4.7 when it comes out though.... promise... :)
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Lalla Vu
 
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Post » Thu Oct 14, 2010 4:34 pm

The "whack" effect can be used to your advantage against single foes - they can be knocked down pretty quickly, letting you dispatch them unharmed. It's less help though against multiple foes, though I guess if you could keep them all knocked down it would work out ok.

didnt realize whacked worked on unarmed. still a dodge effect would help a lot against multiple foes.
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Frank Firefly
 
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Post » Fri Oct 15, 2010 1:25 am

Does blocking melee attacks with a melee weapon reduce the fatigue loss you get from the hit, compared to not blocking it? If not that sure would be nice...
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Cheville Thompson
 
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Post » Fri Oct 15, 2010 1:24 am

Hi Arwen,

Love the additions you're making to your mod, but would really love to see the GOTY patch completed next. I imagine it's very boring to do, and I don't want to presume to tell you what to work on, it's up to you to do entirely what you want and develop in the order you wish to, but still.... XD. I'll shut up now.

That death module sounds like the mechanic from Demon Souls on the PS3, have you played it? Not sure how it would fit into fallout as in Demon Souls you become a disembodied spirit and have to find your body (I think). If you implemented it, a message saying 'you were found and rescued by scavengers' or something along those lines, would make contextual sense of it, and have you wake up in bed in a shack with your rescuer(s). Some hacked together dialogue from the original game could have you thank your rescuer. If there was a selection of rescue locations across the wasteland that would also be nice.

Obviously if you die whilst having limbs blown off you should just die.

Another thought whilst I'm at it. When you do 'not die' you could use the pass out animation from vault 87 when you're captured by the enclave.
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Horse gal smithe
 
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Post » Thu Oct 14, 2010 3:57 pm

didnt realize whacked worked on unarmed. still a dodge effect would help a lot against multiple foes.


Hmm, never tried it actually, just assumed. It should work though, if you can knock someone out in real life with boxing gloves, a power fist should be no problem.


Obviously if you die whilst having limbs blown off you should just die.


From the sound of it, that's how it would work. Most of the time you wouldn't actually die, you'd just have the special event happen when you got close. If you actually got to zero health though, and lost limbs, you would fully die and have to load a save.

It would have to be made location dependent - at the very least that would be needed to keep from cheating during the vault 87/Ravnrock segment. You could just fall on a grenade after Fawkes retrieved the Geck, and suddenly be teleported past the Enclave, or out of Ravenrock.
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john page
 
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Post » Thu Oct 14, 2010 9:35 pm

Is there any way to disable the ''hurt'' system, when you get shot, sometimes you will fall down and become unconscious and enemies wont attack you for some seconds.

I gotta say, it's pretty annoying to me, it feels like a bug :s
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Eve(G)
 
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Post » Fri Oct 15, 2010 1:07 am

I'm going to have to second what Zenball said... I'm really looking forward to playing with those GOTY patches. I don't want to sound unappreciative at all, because what you're changing now is great, and of course you can work on whatever you want, but most of all I'd like to play through the DLC missions with ART in full effect.
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Lisha Boo
 
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Post » Thu Oct 14, 2010 5:40 pm

Loving 4.6, it's such a relief not to have to remember to fiddle with caps lock. Is it possible to have the pc have their mouth open a little when they're panting? Would look more realistic.
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lucy chadwick
 
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Post » Thu Oct 14, 2010 3:28 pm

I'm away from home this weekend, where I'm using a borrowed computer to replay . . . which is why it is taking me longer to reply:

The "whack" effect can be used to your advantage against single foes - they can be knocked down pretty quickly, letting you dispatch them unharmed. It's less help though against multiple foes, though I guess if you could keep them all knocked down it would work out ok.

I'm aware of this exploit and for a melee character, it was intended to work in favor of the player (since the default melee was not a very effective skill). But, the way it is now, due to the way my whack effect works, even non-melee characters can be successful at melee combat. S0, in my next version, I'm upping the conditions for being able to use the whack effect against an opponent. The way it is now (and has been since I added this weapon effect many versions ago), you are only able to knock out opponents who have no more than 1 point more STR than you; unless your melee skills are at least 25, then you will be able to knock out opponents with up to 2 points more STR than you; and this works both ways. In version 4.7, you will not be able to knock out an oponent who has more STR than you, unless your melee skills are at least 50, then you will be able to know out opponents who have up to 1 more STR than you. This will make STR much more inportant in melee attacks.

didnt realize whacked worked on unarmed. still a dodge effect would help a lot against multiple foes.

Whack does NOT work on unarmed attacks . . . it is an object script that is attached only to non-bladed melee weapons.

Does blocking melee attacks with a melee weapon reduce the fatigue loss you get from the hit, compared to not blocking it? If not that sure would be nice...

If the melee attack damages your health, it also damages your fatigue. I could perhaps try to base the amount of fatigue on the amount of HPs that are damaged, but that may be more involved than it is worth (but I'll see what I can do).
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Ice Fire
 
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Post » Fri Oct 15, 2010 2:18 am

Hi Arwen,

Love the additions you're making to your mod, but would really love to see the GOTY patch completed next. I imagine it's very boring to do, and I don't want to presume to tell you what to work on, it's up to you to do entirely what you want and develop in the order you wish to, but still.... XD. I'll shut up now.

That death module sounds like the mechanic from Demon Souls on the PS3, have you played it? Not sure how it would fit into fallout as in Demon Souls you become a disembodied spirit and have to find your body (I think). If you implemented it, a message saying 'you were found and rescued by scavengers' or something along those lines, would make contextual sense of it, and have you wake up in bed in a shack with your rescuer(s). Some hacked together dialogue from the original game could have you thank your rescuer. If there was a selection of rescue locations across the wasteland that would also be nice.

Obviously if you die whilst having limbs blown off you should just die.

Another thought whilst I'm at it. When you do 'not die' you could use the pass out animation from vault 87 when you're captured by the enclave.

The biggest reason why my GOTY patches still are not finished is the shear amount of material that I have to go through to balance all the new added content with my Tweaks. Just trying to get through all the armor is taking me forever, since I have to look at every single piece of new armor (and all the clothing, head gear, and misc items), figure out how the new armor is related to a similar type of armor in the default game and then try to bring its attributes in line . . . and then I have to do the same thing with any object effects that are attached to it.

The other problem has been my mod's modular approach, which was creating a major issue with the number of GOTY patches I had to create. I've been working on a way to solve this issue for the past few months, with only partial success. But now that I have a working fomod install menu, I can just release release my Tweaks as two main core modules, a few optional modules, and my compatibility patches; which the user selects the parts they want to install. This reduces the number of GOTY patches to a minimum.

The other part is that I'm always working on improving my Tweaks, by editing my own version. So when my beta version includes enough changes, I feel that I have to release an update, just so my own version of my Tweaks is a close match to what others have (otherwise, it makes it difficult for me to support, as my game play is a bit different). But I am slowly working on my GOTY patches . . . and I do play on concentrating on them more in the near future (but not until after I release version 4.7, since that version involves a repackaging of my Realism Core, and the GOTY patches have to be made to work with a specific named esp).

My Death module is just a beta module which I may never release (I'm hoping that someone else will do something like this, as I just don't have the time or the expertise to take it on right now). But in just playing around with it, I have actully figured out how to do some things that I'll likely add to my Realism Tweaks, so it had been a productive exercise for me, and the additions should improve my mod.
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Katy Hogben
 
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Post » Thu Oct 14, 2010 4:16 pm

ok now that we have confirmation that whack doesnt work on unarmed, how does unarmed become viable? even melee, with whack, is severely at a disadvantage against mobs. this is further empahsized by the planned features of not being able to knock out those with higher strength than you (though i suggest a STR vs END instead of STr v STR). thus my longing for some sort of dodge feature. There;s a mod (ASIMOV, i believe?) that gives a penalty to ranged combatants when a melee enemy is in their faces. something similar could balance things better.
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Fanny Rouyé
 
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