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

Post » Thu Oct 14, 2010 8:16 am

Arwen's Realism Tweaks:

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:
My Realism Tweaks are my efforts to make game play more immersive, challenging, and more balanced. These are changes that I originally created just for my own game, which were designed to compliment the other mods that I am using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). From the first time I played Fallout, there were a number of things that did not feel right to me. I found mods that fixed many things, but there were still a LOT of things that were not quite right, so I decided to see if I could make my own mod. My Realism Tweaks are the result of those efforts. Oh, before you get the wrong idea of what I mean by "realism." For me, a RPG is more realistic when I can role-play without having to work at it. My Realism Tweaks are my efforts to make FO3 more immersive and more realistic within the context of Fallout's alternate reality (which is a place where radiation causes mutations as often as death, and where injuries can be healed with a stimpack injection). Since FO3 is actually supposed to be a RPG and not a FPS, one of my goals has been to enhance the RPG aspects of the game, where your Skills and Stats are much more important in how your game will play out for you. If you install my Hard-Core module, you will discover that your distribution of SPECIAL points is MUCH more important than it was in the default game. When you leave Vault 101 you will now find that the Wasteland may actually feel like a harsh wasteland. This overhaul is deceptively small, so don't be put off by its small size. It actually includes a LOT of code, which changes over 1400 records (including 57 scripts), and makes some rather dramatic changes to the game.

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:
If you load a game which was saved while your character was unconscious, your character will likely have to endure all sorts of really weird and humiliating graphic effects (such as their body melting, stretching, falling through the game mesh, or being launched through the air). If they somehow manage to survive this ordeal, their body should return to normal. I know of no way to correct this, as it seems to be a game bug. My suggestion is simple: don't load a game that was saved while your character was unconscious.

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.

User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Thu Oct 14, 2010 5:31 pm

Norbingel, you need to read the last paragraph of my previous reply. I'm not going to change my Whack script to use paralysis, but am sticking with fatigue, since it allows me to create more realistic combat effects. My new script will sometimes give you a window to escape/recover . . . but it will often be a very tiny window, since they will continue attacking, until your health is reduced to 25%. Which is why I had the player set to unconscious when their fatigue was reduced to 0.

My new whack script seems to work pretty well. But it makes enemy melee attacks much less forgiving, so I'm a bit concerned about what people will think when they get creamed for the first time. But this is what many have been asking for for months . . . but sometimes you have to be careful what you wish for. :)

Alright, cool. We'll see how this new script turns out. I'm curious to see just how screwed we're going to be when we're knocked down with the new script. :P

And otherwise I can always tweak it for myself. Hurray for modding literacy! :hehe:
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Thu Oct 14, 2010 6:25 am

I think the hud is ready to go. Do you want me to upload it to nexus temporarily, or just send you the code via message?
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Thu Oct 14, 2010 7:47 am

I think the hud is ready to go. Do you want me to upload it to nexus temporarily, or just send you the code via message?

Thanks Imp, I really appreciate you doing this! :)
Either way is fine, and a message would likely be easier.
I'm looking forward to giving it a try.

----------------------------------------------------------------------------------------------------

Povuholo, all you would have to do is adjust the health percentage setting that triggers the unconscious flag.
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Thu Oct 14, 2010 12:48 pm

Version 4.6 will include a DarN UI HUD version of my Strain meter (Thanks to Imp).
This is much less distracting than my pop-up Strain message, plus your amount of Strain is always visible now.

I've also increased the frequency of my Strain Quest, so that Strain now increases (or decreases) by a small amount every second, instead of a larger amount every 5 seconds. I used 5 seconds in my first version to prevent the Strain message from flashing every second. The end result is that the percentage increases and decreases are much smoother . . . and there is nearly no delay when you stop to rest.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Thu Oct 14, 2010 4:12 am

That's very good news. Did you also manage to figure out a way to stop the strain increase when you're standing still in 'running mode'?
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Thu Oct 14, 2010 6:28 am

Yes, the Caps Lock issue has been fixed and will be in my next update.

l have also made some minor adjustments to my script:

Timescale is now factored in and Strain will be a bit less harsh in v.4.6, in how fast it builds up.
If you have Timescale set at 1 (same as real time), with 50% or less encumbrance, you will be able to run for 24 minutes before Strain reaches 100%.
If you have Timescale set at 4 (like me), this works out to 6 minutes of running (which is still 24 game minutes).
With an encumbrance of 100%, you'll only be able to run for 5 game minutes (1.25 minutes with Timescale set to 4).

With 101% encumbrance, you can now walk for 48 game minutes (12 minutes with Timescale set to 4).
With 110% encumbrance, you can now walk for 12 game minutes (3 minutes with Timescale set to 4).
With 150% encumbrance, you can only walk for 3 game minutes (45 seconds with Timescale set to 4).

Your Strain will now decrease at the rate of -12 Stain/game minute when walking; and -20 Stain/game minute when not moving.
[With Timescale set at 4, it will take just over 2 minutes when walking and 75 seconds when standing still, to go from 100% Strain to 0%.]

Plus your Strain will decrease when you are in menu mode, at the walking rest rate . . . but only when you are not in combat.
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Thu Oct 14, 2010 7:08 pm

Plus your Strain will decrease when you are in menu mode, at the walking rest rate . . . but only when you are not in combat.


Cool, it seems like kind of a small thing, but it will make a big difference with the amount of time spent in menus in this game. I tried syncing the game with realtime once with a timescale of one, but you'd need to set it to something more like 2:1 because of menus.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Thu Oct 14, 2010 4:40 pm

Lovely progress:)
My character is in bad shape since she triggered a mine and was blown onto the next one, crippling both her lex and torso.
Still she is able to run as long as normal.
Would it be a good idea to change the strain according to limb damage?:)
User avatar
TRIsha FEnnesse
 
Posts: 3369
Joined: Sun Feb 04, 2007 5:59 am

Post » Thu Oct 14, 2010 3:13 pm

I've been playing around with crippled penalties (more Stain when crippled), but was afraid that the results might be a bit too harsh.

So far I have only added crippled leg penalties to my v.4.6 beta Encumbrance Quest script . . . which I'll keep in if this is something people want.
With my currently test script, when one leg is crippled your Strain increases 30% faster, and when both legs are crippled your Strain increases 60% faster.
[The result is that your maximum running time is reduced from 24 game minutes to 18.3 minutes when one leg is crippled, and to 14.9 minutes with both crippled.]

I guess I need to know if others feel that I should add crippled penalties to my Encumbrance module, and if so, how much?
And do you also want additional Strain penalties when your torso is crippled? My thought is that this would be an additional penalty (separate from crippled leg penalties), perhaps increasing your Strain by 30%.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Thu Oct 14, 2010 5:53 am

If this mod did not require FOSE i would be willing to try it.I used to use your Oblivion mods and loved them all.(I ran use BOSE no problems)But FOSE hates me. Just random crashes be like standing or walking and just crash.It's not picky when it does no error report no freeze just crash. Only had 1 big mod installed. I posted in thier thread and of cousre. "That's not caused by our mod" was thier reply.No real help from them.
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Thu Oct 14, 2010 4:51 am

I'm sorry that FOSE is not working for you, and would try to help you figure out the problem if I had more FOSE experience. My own game actually runs better (less crashes) with FOSE than without it.

It would be difficult for me to release a non-FOSE version of my currently Realism Tweaks, but my last non-FOSE version (v.3.3) is still available for download (follow my download link and then look under Files/Miscellaneous).
Also, with version 4.6 of my Tweaks, my Encumbrance module will be totally independent (it will no longer require that my Realism Core is installed), and I'm pretty sure that my Encumbrance Quest script does not use any FOSE commands.
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Thu Oct 14, 2010 7:57 pm

I'm pretty sure that my Encumbrance Quest script does not use any FOSE commands.


If you're making the new HUD part of the standard release, it will require FOSE - there's no way to handle output to the XML file without it. But I think you're right, the current version of the encumberance module doesn't need it.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Thu Oct 14, 2010 5:18 pm

Thanks Imp, I was not aware that the new HUD addition requires FOSE. But that is totally ok, as I'm thinking of including the DarN UI HUD version of my Encumbrance module as a standard part of my Realism Tweaks. But I'll also have a non-FOSE, non-DarN version available as an optional file (with my pop-up Strain % message) . . . and neither version will require that my Realism Core module is installed.

I've also just finished redoing my formulas for Strain reduction while resting (including while in menus).
The amount of Strain reduced per second is now based on your encumbrance (plus Timescale).

For walking rest (after running, or when in menu mode), it takes the following amount of time to reduce Strain from 100% to 0%:
at 0% encumbrance: 6.27 game minutes; at 50% enc: 7.44 min; at 100% enc: 9.16 min. [Note: these times are divided by your Timescale.]
So with a Timescale of 4, at 50% encumbrance, it will take a bit less than 2 minutes to fully rest while walking (after you've reached 100% Strain while running).

For non-moving rest (standing or sitting), at 0% encumbrance: 3.76 game minutes; at 50% enc: 4.46 min.; at 100% enc: 5.49 min.
So with a Timescale of 4, at 50% encumbrance, it will take a bit more than 1 minute to fully rest, while not moving.

And during combat (when the combat flag is on) 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.]
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Thu Oct 14, 2010 4:44 am

Version 4.6 is nearly finished, I'm just testing out my last changes, and then have to figure out the best way to package this.

My newest problem/challenge is that the version will have two different Encumbrance modules . . . one that works with the Darn UI HUD to display Strain %; and one that doesn't require DarN, and displays the Strain % as a pop-up message (like what I used in v.4.5). So My Encumbrance.esp will have to be packaged to install separately, depending on whether you want the DarN version or the non-DarN version. (I really didn't intend for this to get so complicated.)

I may just release my Encumbrance module as a separate independent mod: as my Encumbrance Overhaol . . . which seems like the best solution at this point. But I'd prefer to have my encumbrance changes as part of my Realism Tweaks.
Does anyone have any ideas/feeling about this?

I also just reduced a few more Reward points for a couple of quests that I missed (part of my ReducedQuestXPR module).
And I just did some rebalancing of weapon DAM: Increased the Damage Skill Multiplier, and reduced the Gun Spread Skill Base and Skill Multiplier (reset both to default). 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. After play testing my latest changes, I think most users will really like the results.
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Thu Oct 14, 2010 3:02 pm

I really have no problem having the different mods packaged together

For instance I do not use your --reduced xp-- module so after I activate your mod I simply delete that part with the FOMM before I build a patch

its really no problem, as in other mods I just have to go over the --read me-- and decide what parts are right for me or which things I need

for the folks that have not been following your mod long, I would say name each esp. -clearly-and layout
the different options clearly in your readme

but you always do a good job at that never had a problem knowing which esp. to use and where to put it in the load order

But I guess whatever is better for you, would be my answer as I don't mind either way

if I understood your question correctly that is what I think
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Thu Oct 14, 2010 6:03 am

...
My newest problem/challenge is that the version will have two different Encumbrance modules . . . one that works with the Darn UI HUD to display Strain %; and one that doesn't require DarN, and displays the Strain % as a pop-up message (like what I used in v.4.5). So My Encumbrance.esp will have to be packaged to install separately, depending on whether you want the DarN version or the non-DarN version. (I really didn't intend for this to get so complicated.)

I may just release my Encumbrance module as a separate independent mod: as my Encumbrance Overhaol . . . which seems like the best solution at this point. But I'd prefer to have my encumbrance changes as part of my Realism Tweaks.
Does anyone have any ideas/feeling about this?
...


Just package 4.6 the same as 4.5 as your Main file, with:

Arwen_Reduced_QuestXPR.esp
Arwen_Realism_Core.esp
Arwen_Less-Is-More.esp
Arwen_Encumbrance.esp
etc...

Then, add another file in the Optional files section on the nexus, with your alternate Encumbrance module (with Darn HUD), with explict instructions to use one or the other. Seems straight forward to me. :)

I trust the usual clean save update procedure is required?

~Xeph'
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Thu Oct 14, 2010 10:33 am

Would it be possible to have the Darn version work as a patch in addition to the regular version, which then uses the new display method while disabling the old? That's how it was done for Primary Needs (except there was no old message system to disable). It might make things easier when it comes to updating the encumbrance module, that way you don't have to deal with updating two versions all the time... I think.

If not then Xepha's suggestion is probably the way to go.
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Thu Oct 14, 2010 7:47 pm

Thanks so much for all the suggestions. But I'm afraid that I didn't explain this very well.

First of all, I'm guessing that a very high percentage of the people who use my Tweaks, also have Darn installed.
So it makes sense that the DarN version of my Encumbrance module is the default one (besides this one works the best, with no lag).
The problem is that you really need to completely uninstall the DarN version before installing the non-DarN version, and that would be easier if the Encumbrance module was a separate archive.
I could just zip it in as an optional file, but so many people don't bother to read the install instructions, that I'm afraid I would get all sorts of complaints that my mod didn't work.

I could release the DarN version as a patch, but not the other way around (and that seems sort of silly, if nearly everyone wants my DarN version).
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Thu Oct 14, 2010 4:26 pm

Ah okay. I agree that the DarN version as the default would be the best. Pretty much everyone uses DarN's UI already anyway.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Thu Oct 14, 2010 8:25 am

There's a way to make it so that you only need one release, or one .esp anyway. DUI does a FOSE check to see if FOSE is installed, and if it isn't, does stuff a bit differently - doesn't execute any parts of the script with FOSE commands. So you could put both the DUI style hud code and the popup message in the same .esp, and only run one or the other depending on whether FOSE is installed, which means only one file to keep updated. Or you could just drop non-FOSE support, since your other modules require it (there's that non-DUI hud .xml file), but I can see why you'd want to keep compatibility to a max.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Thu Oct 14, 2010 11:47 am

Thanks Imp, but after spending hours trying to write the scripts, I finally have a working fomod installation menu for my Realism Tweaks! :dance:

So all you have to do is pick which Encumbrance module you want to install. It was a real pain to figure this out, but the end result was totally worth it, as it makes installation a snap. And it will also work great with my future GOTY (which I'm going to be working on again, once v.4.6 is finished).
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Thu Oct 14, 2010 5:42 pm

Nice :goodjob: though I'm going to have to dissect it when I do my install - FOMOD doesn't work so well with multiple data directories, I always end up forgetting to uninstall the package before I switch. :facepalm:
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Thu Oct 14, 2010 9:03 am

My setup/install menu is pretty basic, but works great at solving my newest problem of having two Encumbrance modules, and only having one installed at a time (or none, since this is optional). And it is easy to switch, as you just have to deactivate and reactivate my Tweaks, and pick the other version (and of course make an edit to hud_main_menu.xml). But feel free to dissect it. :)
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Thu Oct 14, 2010 10:12 am

AAAAAArweeeeen! This update is bigger than the last, just release it! You know you wanna.
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Next

Return to Fallout 3