My Fallout 3 Gameplay Overhaul, focused on making the Wasteland a much harsher place, where your stats and skills are MUCH more important.
Thread #8 http://www.gamesas.com/index.php?/topic/1079218-relz-arwens-realism-tweaks-thread-no7
Current Version 4.7 (July 10, 2010). Requires FOSE, v.1.1 or later. This is a Major update.
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).
Realism Core module:
- My Tweaks are activated at the very beginning of the game (or whenever you install and active my mod), but my XPR Multiplier and my Options Menu are not active until the beginning of the Escape Quest (after Amata wakes you up, as soon as you leave your Vault 101 apartment).
- My new XPR Global Multiplier reduces ALL experience points rewards (my Reduced Quest XPR module AND my Reduced XPR mod are now both obsolete). Since my new technique does not edit the default quests, XPRs will still be reduced in most mods that alter these quests . . . AND XPR will even be reduced in non-default quest mods.
- When my Tweaks are initialized for the first time, a message is displayed briefly; my Options Menu and my Realism Tweaks Note is added to your inventory; all future XPRs will be reduced to 1/5th their default amount; and the Timescale is set to 4.
- My Options Menu will allow users to select from a list of XPR Multipliers (reducers) and Timescales. 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.
- My Whack script now causes the actor to drop their equipped weapon when they have been knocked down. You can no longer knock out anyone with more Strength than you, unless you have a melee skill of 50 or more (which will enable knock outs of victims with up to one more STR than you). The actor is now 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%.)
- My Blast script now causes increased damage to equipped armor (percentage of Blast damage is based on armor AR)
- My Gunshot script now causes the actor to drop 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):
- My LUCK script is now a bit more balanced. After my Global Multipliers reduce the amount of spawned loot, your LUCK increases this amount by 0% to 45%, and "Chance None" now ranges from 10% to 95% (was 0 to 100%).
- My Weapons Ability Quest script now treat the plasma rifles as 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).
- Dynamic Jump (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 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. (see under "The 4 Modules" for more info)
EVE/RH-Ironsights compatibility patch:
- Lasers and plasma rifles can now all be aimed in 1st person with Ironsights. Some of EVE's models were replaced with RH_Ironsights models, but you still get all EVE's effects and sounds). My patch is not a perfect solution, but this newest version is perhaps the best EVE/RH-IS patch currently available.
IMPORTANT!!!.
- PLEASE follow my installation/update instructions carefully . . . EVEN if you are updating from v.4.6! My modules are now packaged a bit differently, all the patches are now included, and initiation scripts have been added to my Realism Core module. If you don't uninstall correctly or reinstall correctly, you will likely severely mess up your game.
- If you install my Encumbrance module, you also NEED to follow my "Encumbrance module's Strain Meter HUD Setup" instructions or my Strain meter will not appear in your HUD.
- My Hard-Core module is best used in a new game. If you use this module in an existing game (beyond Level 2 or 3), your skills are going to take a major hit and I'm not sure what my perk and skill books changes might do (it would depend on what perks and skill books you have used).
Why I Created this Mod:
Warning: Do NOT install this mod unless you want the Wasteland to be a harsher, less forgiving place. If you install my Realism Tweaks, you'll instantly have a a MUCH more challenging game. For the best Hard-Core experience, I highly recommend using all four of my modules, along with ALL the mods in my FO3 Journal's Extreme Realism list.
Still somewhat modular: it now contains 4 different esps, which are all meant to be used together for my full Tweaks to take effect.:
- My Realism Core module (required) is more streamlined and balanced.
- While my Hard-Core module adds much harsher effects, reduced skill/stat points, tougher economics, gender bonuses/penalties, and my repair overhaul.
- For instance, my Realism Core module reduces your carrying capacity quite a bit. But this is reduced even more by my Hard-Core module's Gender Quest script. The same is true for my reduced Hit Points.
- What I am attempting to do is to address the two types of gamers who make up the bulk of my Tweaks users: those players who want most of my changes (but do not want my hard-core changes), and those who want ALL of my changes. So even though there are only four modules, the combination of the Realism Core with the Hard-Core module will give you a very different gaming experience than what you would have with just the Realism Core.
- Plus my expanded Encumbrance module makes the game even more challenging, by making your encumbrance much more realistic . . . you will no longer be able to run or overload yourself without having to stop and rest.
- And my new global Reduced XPR Multiplier will enable you to control how fast you level up.
The 4 Modules (esps) - [For the more details on the 4 modules, please visit the http://amito.freehostia.com/Fallout/FO-mods04.htm]
Major changes from the default game:
1.) Realism Core (Arwen_Realism_Core.esp):
- Required Core Module.
- "Arwen's Option Menu" is added to your inventory (allows easy in-game selections of Timescale and XPR Multiplier).
- My Global XPR Multiplier slows down how fast you level up by reducing ALL experience points rewards. Your current total XPR will NOT be reduced . . . just the amount of points you receive from this point forward. The XPR Multiplier is initially set to 20% (1/5th default amount), but is easily changed in my Options Menu (from 5% to 100%).
- Global tweaks that affect PC, NPCs, and Creatures. For more immersive and better balanced game play, with improved role-playing aspects.
- Reduced Carrying Capacity and fewer HPs for PC (both are further reduced by Less-Is-More module).
- More immersive and more balanced VATS.
- Smarter AI: combat with NPCs is now much more challenging, and sneaking is now much more realistic
- Includes my Dynamic Stealth where time of day, weather conditions, and being in an interior cell factors into your ability to remain undetected.
- The Wasteland is now a much less forgiving place. Your character is now weaker and much more vulnerable, and the NPCs are stronger and healthier.
- Weapon damage is much greater, and weapon skills are now a much greater factor. Some types of weapons will not be usable when an arm is crippled.
- Balances armor/clothing values, weight, damage resistance, and "enchanted" effects. Includes my 1.5X AR global modifier.
- More realistic explosions, projectiles, grenade physics, and death force effects. Unique weapon effects: Gunshot knock downs, Whack and Blast knockouts.
- Enhanced repair lists for both weapons and armor.
- Changes the localized body damage effects in a way that balances out game play, while making strategic hits more effective (such as crippling shots, and head shots now do a LOT more damage). Super Mutants are now VERY hard to kill.
2.) Hard-Core (Arwen_Hard-Core.esp):
- This module is totally Optional, but it does Require that my Realism Core module is installed!
- Expands the difficulty and challenge of the Realism Core module, by making your character's stats have a much greater impact on your game play, and by totally changing the economics of the game.
- Adds much needed balance to skill points. You will now begin the game with half as many skill points, and your skill points should increase roughly half as fast as in the default game. Reduces amount of Derived Skill Points.
- Changes Skill Books and 95% of the default Perks (and adds a few of my own unique perks).
- Overhauled Bobbleheads and reduced initial SPECIAL points.
- Adds Gender bonuses/penalties, including gender-based weapon skill requirements.
- Much Fewer HPs than with Realism Core, which are now gender-based [30 less HPs for females, and 45 less HPs for males].
- Greatly reduced carrying capacity, which are now gender-based [for 1 to 10 STR: females: 45 to 135 lbs; males: 50 to 185 lbs].
- Makes caps, food, weapons, and ammo MUCH less abundant in the Wasteland.
- The amount of spawned loot is now based on your Luck stat. For each point of Luck less than 10, the average amount of found loot decreases by 5%.
- Bartering was totally rebalanced: the value of all items is half the default value, but merchants will charge LOT more for items, and you'll get a LOT less for what you trade with them (based on your Bartering skill).
- Repair has had a major overhaul: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus), and merchants will now be MUCH better at repairing.
- Outcasts Rewards are now more balanced (you'll now get less stuff in trade).
3.) Encumbrance module (Arwen_Encumbrance.esp):
- This module is totally Optional. (It was balanced for the Hard-Core module, but it can be used with just the Realism Core).
- You now suffer from Strain (similar to fatigue, but totally separate from the default fatigue). Your Strain increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance).
- Strain is based on game time, so Strain increases faster with faster Timescales [Note: divide game minutes by your Timescale setting for real time.]
- The higher your encumbrance limits, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit.
- With an encumbrance of less than 60%, you will be able to run for roughly 24 GAME MINUTES before your Stain reaches 100%, but at 100% encumbrance, you'll only be able to run for about 5 game minutes.
- When walking with 110% encumbrance, you will last about 12 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 3 game minutes.
- But Strain 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). Jumping and melee attacks (swinging a melee weapon) will both increase Strain.
- If your Strain exceeds 100%, you will collapse and lose HPs (the amount you lose is based on your current Strain/second).
- Your Strain is displayed as: "Strain: xx%"[The Strain meter is movable by just holding down the grab key for 2 seconds, and then by using the arrow keys to move it.]
- When your Strain is over 45%, your character will start breathing hard. Your Strain percentage will turn red when your Strain reaches 70% and your character will start breathing harder. At 85% Strain, the text starts flashing, warning that you are near your limit.
- Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance). Strain also decreases while you are in menus (at the walking rest rate). How fast your Strain decreases depends on how encumbered you are.
- During a walking rest (after running, or when in menu mode) it takes about 6.5 game minutes at 0% encumbrance for Strain to decrease from 100% to 0%, but over 9 game minutes at 100% encumbrance. For non-moving, standing rest, it takes a bit less than 4 game minutes at 0% encumbrance. Plus your Strain will decrease 60% faster when you are sitting or crouching (non-moving sneak mode).
- 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.
- Dynamic Jump (how far and how high you can jump) now changes, based on your character's current Agility AND on their Encumbrance. The default game's jump height is roughly 3 feet. A 25% ENC + 5 AGL, or a 80% ENC + 7 AGL, results in roughly a 3-foot jump height. With a 25% ENC + 10 AGL, you'll be able to jump up to 5.4 feet. But you will not be able to jump at all when your AGL is really low, or when either leg is crippled.
- Dynamic walking and running speeds: movement speed is now affected by your encumbrance . . . the more you are encumbered, the slower you move. But you also gain a running speed bonus when your encumbrance is less than 60%, as long as your health is no lower than 50%.
- Armor Encumbrance has been greatly increased, so you will now move noticeably slower when wearing heavier armor. (The default movement speed difference between wearing 1-pound armor and 50-pound armor was only 8% . . . there is now a 20% difference.) I just gave it more of an impact, to balance things out . . . heavier armor protects you more, but you will not be able to move nearly as fast when wearing it.
- My Encumbrance notes are also added to your inventory, for easy reference.
4.) VisionFX Module(Arwen_VisionFX.esp):
- This module is totally Optional (with version 4.7, this is exactly the same as v.1.1 of my VisionFX mod . . . but I plan on expanding this module in the near future).
- Adds a bit of immersion when wearing sunglasses and reading glasses. This is done by attaching unique visual Effects (my own ImageSpace Modifiers) to all the default eyewear.
- As a bonus, you can now wear eyewear in combination with most default helmets and hats.
- ShadesFX: Simulates wearing real sunglasses by reducing the harshness of the lighting when you equip a pair. The effect works as long as your character is wearing sunglasses. The cool thing is that these work like real auto-tinting sunglasses, so they also work indoors, by reducing glare, without reducing the overall lighting. The effect only works fully if you have HDR enabled in your game. Attached to Lucky Shades, Three Dog's Glasses, Tinted Reading Glasses, Tortiseshell Glasses, and Biker Goggles.
- VisionFX: Simulates putting on a pair of reading glasses with blurriness and double vision. The effect only lasts for 20 seconds, when your character puts on the following eyeglasses: Eyeglasses (Blackrimmed), Doctor Li's Glasses, and Reading Glasses.
Bundled Compatibility Patches - Select the ones you need on my Realism Tweaks Setup menu (when the mod is activated with FOMM):
- MMM Compatibility Patch (Arwen_MMM_Patch.esp): Requires Marts Mutant Mod-RC5 installed in your game, and loaded before my Realism Core module. This patch prevents Mart's Mutant Mod's AI scripts from conflicting with my Realism Core module's Smarter AI. See the ReadMe for details (Arwen_MMM_Patch_ReadMe.txt).
EVE Compatibility Patches (two versions): - EVE Patch (Arwen_EVE_Patch.esp): Makes all the explosive tweaks in my Realism_Core module 100% compatible with EVE. REQUIRES that you have EVE - Energy Visuals Enhanced installed in your game, and loaded before my Realism Core.
- EVE/RH-Ironsights Patch (Arwen_EVE_RH-IS_Patch.esp): Makes all my explosive tweaks 100% compatible with EVE, PLUS makes EVE compatible with RH_IronSights - FOSE. Requires that you have Both EVE and RH-Ironsights installed in your game. All the energy guns can now be aimed in 1st person with Ironsights. Some of EVE's models were replaced with RH_Ironsights models, but you still get all EVE's effects and sounds). My patch is not a perfect solution, but this newest version is perhaps the best EVE/RH-IS patch currently available. See the ReadMe for details (Arwen_EVE_Patch.txt).
RiPnO Compatibility Patches (Requires my Hard-Core module) (two versions): - RiPnO - Real Injuries Patch (Arwen_RiPnO_Patch.esp): Enables your Luck stat to alter the amount of RI's spawned loot . . . stuff like stimpaks, Morphine, Healing Powder, bandage packs, and water. Requires Real Injuries, Primary Needs, and Orfevs' RiPnO-Real Injuries Patch all installed.
- RiPnO - Real Injuries/BLTC Patch (Arwen_RiPnO_BLTC_Patch.esp): This version also includes all BLTC's (Better Living Through Chemicals) spawned chems and alcohol. Requires that you have RI/PN, RiPnO - Real Injuries, and BLTC all installed and activated. See the ReadMe for details (Arwen_RiPnO_Patch.txt).
Compatibility:
- I've attempted to make all my mods compatible with all the mods on my FO3 mod list.
- Fully compatible with MMM (with my compatibility patch)
- Fully compatible with EVE - Energy Visuals Enhanced (with my compatibility patch)
- Fully compatible with RH_Ironsights–FOSE
- Fully compatible with all the DLC, in that they should not cause any conflicts. But there could be some minor balancing issues (I'm currently working on some large GOTY patches).
- For more mods that I have personally tested for compatibility, visit http://amito.freehostia.com/Fallout/FO.htm)
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 Realism Tweaks are 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
Load Order:
- In order to insure that all my Tweaks are being applied (and that other mods are not overriding any) put the esps near the end of your load order (generally AFTER any mods that make changes to same portions of the game).
- Also, the Arwen_Reduced_QuestXPR.esp should BEFORE any other mods that make changes to any of the default quests (otherwise, the other mods will not work).
- See compatibility section for load order with some specific mods.
- Load order of the 4 modules:
1.) Arwen_Realism_Core.esp
2.) Arwen_Hard-Core.esp
3.) Arwen_Encumbrance.esp
4.) Arwen_VisionFX.esp
Known Issues or Bugs:
Credits:
- Bethesda Softworks, for making Fallout 3.
- The Fallout Script Extender team for making http://fose.silverlock.org/
- 'DarN', for making the http://www.gamesas.com/index.php?/topic/1085562-wipzbeta-darnified-ui-f3/ mod
- 'Imp of the Perverse', for his http://www.fallout3nexus.com/downloads/file.php?id=12977 and for personally helping me add my Strain stat to DarN's UI.
- ALL the great guys over on the The G.E.C.K. forums . . . who freely gave of their time to guide a clueless, whining, rookie script-writer-wanna-be.
Download link: http://www.fallout3nexus.com/downloads/file.php?id=7565
Other Mods by Arwen:
- http://www.fallout3nexus.com/downloads/file.php?id=7674 - no longer needed with my Realism Tweaks.
- http://www.fallout3nexus.com/downloads/file.php?id=7318
- http://www.fallout3nexus.com/downloads/file.php?id=7400
- http://www.fallout3nexus.com/downloads/file.php?id=9558 - now bundled with my Realism Tweaks.