[RELz] Arwen's Realism Tweaks [Thread No.9]

Post » Sat Feb 19, 2011 3:14 am

:swear: :banghead:

All CTDs and no play time make mooguy a dull boy. I'll keep on trying, and I've leveled my mods down to Fallout.esm and all of Arwen's mods. Here we go.
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Kara Payne
 
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Post » Fri Feb 18, 2011 5:28 pm

A corrupted piece of armor in one of your mods can cause the level up freezes. It happened with my Powered Power Armor mod. For whatever reason a corrupted armor will cause a level up CTD if there is a script attached to it. Apparently some of the vanilla armor objects are already corrupted. There's at least a chance that it's ART, the Realism Core adds a couple of armor tokens, but I'd go through your load order disabling mods until you find out which one it is, then contact that mod's author. If that's the problem its a relatively easy fix, just recreate the armor and delete the corrupted one.
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Rudy Paint fingers
 
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Post » Fri Feb 18, 2011 7:32 pm

The shotgun number of projectiles fix is actually pretty minor. In fact it is a non-issue for many users, depending on their PC . . . I didn't fix it sooner because I didn't notice it at all. And the current shotguns are pretty balanced in v.4.8.2 (they are perhaps a bit overpowered, but their spread is so high that it would only be so for very close targets). In v.4.9 I'm rebalancing a bunch of the default weapons, adjusting weapon skill damage, and increasing spread when guns are in poor condition. I've also added a number of detection events to my dynamic stealth, making repairs more necessary, and made a bunch of other changes. I'm also working on a number of new things, that have been in my to-do list for a while . . . some of which will be added to v.4.9.

My main focus right now is to finish my Realism Core / GOTY patch, as I want it to be part of my next update . . . and there's still a LOT that I have to balance in all the additional content in those 5 DLCs. So v.4.9 is not going to be released until next weekend (at the very earliest) . . . and it may take me much longer than that, as it is impossible for me to tell how much work is still left to do. I've nearly completed rebalancing all the GOTY armor (and its attached effects), which has been a LOT of work, since it also involved quite a bit of rebalancing of my current armor changes (in my Realism Core). But I've barely looked at the weapons, perks and other GOTY content.


Will the next release include the recoil effect on guns?
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Carlitos Avila
 
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Post » Sat Feb 19, 2011 6:48 am

Mooguy, I'm sorry that you're still having problems. It could be my Tweaks, but I doubt it, as others should have be complaining about the problem by now. And even if my mod is causing this, there's really nothing I can do without some specific information as to what is causing the problem. Personally I experienced CTD on level up when I first played FO3 . . . and I had zero mods installed at the time . . . but that was also before the current patch was released. I've also heard that a corrupt save can cause the problem, and an incomplete install, or not having FOSE installed exactly right can cause CTDs.

Will the next release include the recoil effect on guns?

I don't know yet, since I haven't even looked into adding recoils yet. It is not currently one of my priorities, but if all else goes well, and I have enough time this week, I'll try to at least check out the effect, and see how difficult it would be to add.
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Star Dunkels Macmillan
 
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Post » Fri Feb 18, 2011 11:40 pm

Arwen- Loaded up your newest mod. Like the strain concept. Very nice. I have yet to monkey much around with it as I'm to busy with real life stuff. I do notice something. Maybe its my FPS that svcks on my medium rig, but is there a cool down for single shot fire arms? Example: When I click my mouse to shoot. I have to click it a few times to get another shot off. I at first chocked it up to it being lag related. But after the snaffu over amy wong companion mod load time. I started questioning some stuff in my game in case anything else is wonky.

Thoughts?
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Nomee
 
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Post » Sat Feb 19, 2011 4:53 am

Thanks . . . I've always felt that something like my Strain was missing from the game. Now I'm trying to add Hurt (to add penalties for being wounded) . . . but doing this the way I want to is not going to be easy. I may end up making my own version of a Real Injuries type module.

Ok, but to your firing rate issue:

What condition is your weapon in?

Guns in good condition will fire rapidly. On my system . . . just as fast as I can aim and click my mouse button.
As guns deteriorate, they will fire slower and slower . . . and they will often jamb after reloading.
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Jessica White
 
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Post » Fri Feb 18, 2011 6:50 pm

I don't mind that bug anymore that causes the hands to be in a weird position when your weapon is dropped. It reminds me that I lost my weapon. I fell on the floor and lost my weapon because my strain was too high once, but if my hands hadn't looked weird afterwards I would've forgotten that I had a weapon in my hands when I fell.
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Liv Brown
 
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Post » Sat Feb 19, 2011 12:14 am

I like the idea of a 'Hurt' effect,should fit in nicely.
Are you planning on determining different kinds of hurt(though I hardly see how)? Like Burns, bruises, wounds?
I have started a new Fallout 2 character and was remembered by how devastating poison can be.
The game uses a same kind of system as the radiation level, allowing multiple levels of seriousness. Creatures can deliver varying amounts of substance and the seriousness of a poison could increase.
Any thoughts on that?
Perhaps different poisons? I.e.
Venom(scorpions,ants?)
Saliva(Molerat/dog/guai bites)
Infection/Inflammation(untreated wounds)
Food/Blood poisoning

The absence of real diseases(apart from radiation sickness and addiction) in the wasteland has always baffled me.

To get back on your last reply.
Well, I guess the sound of ones own breathing doesn't differ between sixes, or mine is just that much more feminine.:P
In any case it makes sense I guess, since vocal chords are not activated(if all's well) and the player bodies are of healthy posture.
And I, of course, was in no way trying to convince you of the compatibility between Fook and ART, simply that I'm having a great game despite your intentions not having calculated in in such a way.

Anxious to see what's next.:)
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Glu Glu
 
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Post » Fri Feb 18, 2011 5:32 pm

My Realism Core already Increases the poison effects from Scorpion stings (there are two different kinds):
? ID: RadScorpion1Poison: Effect Name: Poison (Damages Health) default Magnitude=5 to 1; Duration=5 to 60sec. [-25hp default to -60hp]
? ID: RadScorpion2Poison: Effect Name: Poison (Damages Health) Magnitude=8 --> 1; Duration=5 --> 120s [-40hp --> -120hp]

Plus burning effects are also much more severe.

I've played around with dog and mole rat bites, but never got those working quite right.

For v.4.9 I'm probably not going to do anything more than a wounded effect (based on number of whack/shots and on your armor AR). Eventually I may do more (like add bandages), but for now wounds will likely heal over time (like Strain, while resting).
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Your Mum
 
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Post » Sat Feb 19, 2011 5:23 am

My weapons are kept normally at 80%+ , I'm pretty anol about my damage I do and have to keep up my weapons lol ^_^
But after hearing your response I think it may be my lag. No worries then. So my next machine must have a better GPU =)

Hurt....I noticed the "wounds" part in RipNo. However I have never actually seen it do much. I do have a red flash saying ( I think...) that my character is bleeding, but that is the tourniquet if not mistaken. Does the "wounds" thing actually do something in RipNo? I know I have it set up properly but I never pay attention to that stuff when I'm getting stomped >;D

A module for it, meaning as an optional? Optional/menu optional= Very much to my liking.
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Charlotte Lloyd-Jones
 
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Post » Sat Feb 19, 2011 8:13 am

With RI/Wounds, you slowly lose health when wounded, and the tourniquet and/or stimpaks stop it. This is likely what I'm going to be doing in my own version. Currently I'm trying to make being wounded reduce the maximum amount of HPs you have, but that is not working out so well, as you gain HPs when you total number is restored. But I may be able to eventually work that to my advantage.

RI/PN/RiPnO/BLTC, along with my own compatibility patches has just become way too cumbersome . . . both to install, and to use. So I've been working on a complete Injury module for a while, but it is still in early beta. My goal is for this to become a simplified replacement for RI/PN/BLTC. For my own sanity, I'll be keeping this as a separate module . . . things like this are just way too complex to do any other way.
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Jessica White
 
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Post » Fri Feb 18, 2011 11:27 pm

Another .esp? This is good news madame. I remember Povoho made a thread a while back about creating a simplified RI to make it not so frustrating, but I guess he got caught up in thinking about what people would say if he ran through Megaton naked. So I guess you're taking this into your own hands. Which is awesome. And I really look forward to it :celebration:

Is there such a thing as a "small update" for you now?
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Zoe Ratcliffe
 
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Post » Sat Feb 19, 2011 1:26 am

Another .esp? This is good news madame. I remember Povoho made a thread a while back about creating a simplified RI to make it not so frustrating, but I guess he got caught up in thinking about what people would say if he ran through Megaton naked.

:rofl:

It was only a tweak to the Stimpak, in the end the way I wanted to do it turned out to have some serious issues so I dropped it.



An injury/needs ART module? If you think you can pull it off, I'm saying byebye to all my RI/PN/RipNo files when it's done and get that! :thumbsup:

Anything Arwen touches turns to gold... :fallout:
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Tracey Duncan
 
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Post » Fri Feb 18, 2011 7:00 pm

Thanks Guys!

Another .esp? This is good news madame. I remember Povoho made a thread a while back about creating a simplified RI to make it not so frustrating, but I guess he got caught up in thinking about what people would say if he ran through Megaton naked. So I guess you're taking this into your own hands. Which is awesome. And I really look forward to it :celebration:
Is there such a thing as a "small update" for you now?

I feel Povoho's frustration and pain . . . I'm beginning to think that there is no such thing as a "simplified Real Injuries." :wacko:
But the end result should be fairly basic.
I know it seems that way, but I do still plan on releasing minor updates . . . v.4.9 should be a fairly small . . . but my updates do have a way of growing just before I release them.

An injury/needs ART module? If you think you can pull it off, I'm saying byebye to all my RI/PN/RipNo files when it's done and get that! :thumbsup:
Anything Arwen touches turns to gold... :fallout:

Well, I've release my share of lead (as in updates with bugs/issues) . . . but I do appreciate the kind words. :)
I've decided not to include my wound effects for v.4.9, as I don't want to slow down that update. But I am going to include a beta GOTY patch in v.4.9 . . . beta in the sense that it won't be as complete as the final version . . . as it will only include changes to armor and object effects for the 5 DLCs (which is still a LOT of stuff).

I'm hoping to release my injuries module as part of version 5.0 (and I plan on calling it something a bit more original, but Injuries works for now). I've already complete quite a bit and there are even parts of my Realism Core and Hard-Core modules that I'll be moving into my Injuries module . . . like my cripple effects, and probably my Weapon Effects.

I'm not sure how much I'm going to do with the Needs part. I may start out pretty basic, and only cover the recovery part of being injured at first. The Needs part may never become its own module . . . I'd rather keep the two integrated and just expand the Injury module as this part grows.
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Glu Glu
 
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Post » Sat Feb 19, 2011 2:29 am

I'm hoping to release my injuries module as part of version 5.0 (and I plan on calling it something a bit more original, but Injuries works for now).


I'd call it "brittle bones" but maybe that's too off putting.

I'm not sure how much I'm going to do with the Needs part. I may start out pretty basic, and only cover the recovery part of being injured at first. The Needs part may never become its own module . . . I'd rather keep the two integrated and just expand the Injury module as this part grows.


Will there be a config menu like in the original? And will food and water heal you? Please say yes.
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Amiee Kent
 
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Post » Sat Feb 19, 2011 4:33 am

The Needs part may never become its own module . . . I'd rather keep the two integrated and just expand the Injury module as this part grows.

That would probably be the best way to handle it.
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..xX Vin Xx..
 
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Post » Sat Feb 19, 2011 6:56 am

It would be interesting to see a needs mod that could do more than just the usual +/- SPECIAL for its penalties and bonuses. If you do decide to keep it simple, I look forward to maybe making a compatibility patch.


I saw a request for weapon recoil a while back. I don't know if you were thinking of implementing it, but if you do, you could maybe add overheating to energy weapons to balance things out (I know photons have momentum, but... not that much). If you did, it'd be an opportunity to incorporate Ambient Temperature into another mod.
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Nikki Morse
 
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Post » Sat Feb 19, 2011 7:03 am

I'd call it "brittle bones" but maybe that's too off putting.
Will there be a config menu like in the original? And will food and water heal you? Please say yes.

My beta already has a name. :) But thanks.
This is not going to be exactly like Real Injuries, and I'm don't plan on having a config menu . . . at least not at first.
The idea is to create an Injury/Needs module that compliments the rest of my Realism Tweaks . . . so this is going to be a bit harsh. I'm not sure yet how I'm going to handle food and water . . . but my feelings are that neither should heal you, at least not directly. And sleep should not heal you completely, especially when you have crippled limbs.

It would be interesting to see a needs mod that could do more than just the usual +/- SPECIAL for its penalties and bonuses. If you do decide to keep it simple, I look forward to maybe making a compatibility patch.
I saw a request for weapon recoil a while back. I don't know if you were thinking of implementing it, but if you do, you could maybe add overheating to energy weapons to balance things out (I know photons have momentum, but... not that much). If you did, it'd be an opportunity to incorporate Ambient Temperature into another mod.

Please don't expect too much in my first attempt . . . I'm mostly just building a simple Injury system that will enhance the rest of my Tweaks . . . it will take some time (and a number of updates) to do anything more. So I'm afraid that most of my injury penalties (at least with my first release) are going to be the usual SPECAL reduces . . . but I do hope to expand this . . . and there will be some direct impact on HPs or on Health. And I do have some rather unique plans that I hope are not too difficult for me to include. One of my goals is to base injuries on fatigue and number of whacks/bullets and factor in armor AR, so my scripts are going to be a bit more complex (this part still needs a LOT of work, and may be too difficult to for me to do to the extent I hope to).

I've always used RI/PN, but as my Realism Tweaks have grown and expanded, I'm finding more and more conflicts . . . not so much in compatibility (since I've always made sure that the two mods were compatible), but in the way that injuries are not harsh enough. Imp, I would love to include your Ambient Temperature mod, but that may be a ways off yet.

The weapon recoil is still something that I would like to add . . . but it is on hold at the moment, as I'm currently spread too thin between my GOTY patches and trying to create an Injuries module.
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Peter P Canning
 
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Post » Fri Feb 18, 2011 6:01 pm

My beta already has a name. :) But thanks.
This is not going to be exactly like Real Injuries, and I'm don't plan on having a config menu . . . at least not at first.
The idea is to create an Injury/Needs module that compliments the rest of my Realism Tweaks . . . so this is going to be a bit harsh. I'm not sure yet how I'm going to handle food and water . . . but my feelings are that neither should heal you, at least not directly. And sleep should not heal you completely, especially when you have crippled limbs.

Sounds good.

One thing I tried (but failed) to implement was a stimpak tweak that would prevent stat healing during combat. If a stimpak was applied to a limb during combat, it would act as a normal stimpak used to increase your health instead. That seemed to work.

But I also wanted it to heal over time rather than instantly. The problem with that was that if you still had the stimpak effect active on you it wouldn't let you apply any on your limbs until it wears off. If you did, it did nothing and the stimpak would simply be wasted.
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Scott
 
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Post » Fri Feb 18, 2011 10:31 pm

One thing I tried (but failed) to implement was a stimpak tweak that would prevent stat healing during combat. If a stimpak was applied to a limb during combat, it would act as a normal stimpak used to increase your health instead. That seemed to work.
But I also wanted it to heal over time rather than instantly. The problem with that was that if you still had the stimpak effect active on you it wouldn't let you apply any on your limbs until it wears off. If you did, it did nothing and the stimpak would simply be wasted.

I am going to be limiting healing during combat to some extent. I'll likely let the player restore some health with a stimpak, but you won't be able to do much else.
The stimpaks will not heal instantly (as they do in the default game), but healing will not be spread out for the duration I would like, since the smallest magnitude for an effect is 1. (The default stimpaks give you 30 HPs instantly; mine give you 1 HP per second for 30 seconds). I'm still trying to figure out a way to extend the duration (by decreasing the magnitude).
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Andrea Pratt
 
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Post » Fri Feb 18, 2011 4:58 pm

As confusing as the RipNo deally happened to be I think adding yours(arwen) as an optional for us still using it, would be much appreciated. On a side note. Whilst play testing RipNo for Orfevs. He wanted to take everything in it and the stuff he worked on. Making his own separate mod. So instead of the thing being a "patch". It would be everything all in one shabang =)

Haven't talking with him since I got off the net, several months ago however. So I do not know at present what he plans on doing.

---------

Wounds- Ok the tourniquet thing I have used. But what about the blood packs? Still foggy on the menu in ripno concerning "wounds", this can happen from any damage type yes?
I have been playing other games and dealing with strange real life stuff lately to remember fine details. Thanks for the refresher and patience ^_^
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Cody Banks
 
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Post » Sat Feb 19, 2011 8:04 am

I am going to be limiting healing during combat to some extent. I'll likely let the player restore some health with a stimpak, but you won't be able to do much else.
The stimpaks will not heal instantly (as they do in the default game), but healing will not be spread out for the duration I would like, since the smallest magnitude for an effect is 1. (The default stimpaks give you 30 HPs instantly; mine give you 1 HP per second for 30 seconds). I'm still trying to figure out a way to extend the duration (by decreasing the magnitude).


Remove the "restore health" effect from the stimpack entirely, and replace it with a scripted effect. Then you can "restoreav health 0.02 * getsecondspassed" or whatever in the scripteffectupdate block (obviously that would be ridiculously slow, but you can set it to whatever you want). When you set up the script effect, you need to leave "duration" checked, because it's what determines how long the scripteffectupdate block continues to be executed. Then you could even make the healing rate adjustable via menu, possibly with a penalty for doing so - get 20 HP over 30 seconds, or 30 HP over 60 seconds, etc.
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Kara Payne
 
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Post » Fri Feb 18, 2011 11:30 pm

Best of luck to you Arwen. Has anyone used Triange with ART? I'd like to use PI or a simplified Complex needs but I supposed I'll wait for another golden mod from Arwen. I may pick Complex Needs up once I read the read-me again, to see if I can shut off the super complex stuff. I'd just like to eat, drink, and sleep. But that's just me. :shrug:
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No Name
 
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Post » Fri Feb 18, 2011 10:04 pm

The only "complex" thing about IMCN is that you have to pay attention to what you eat, but it's supposed to be intuitive. If you're protein's low, eat meat. If your nutrient's are low, eat fruit or veggies, or foods that you have the associated perk for (insect meat and entemologist, punga fruit and Punga Power, wine and party boy/girl, etc...). Calories and water are pretty normal, except that wearing power armor will reduce your requirements significantly (at least until I get my IMCN/PPA patch put together, then it will be a little more subtle).
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Trent Theriot
 
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Post » Sat Feb 19, 2011 9:29 am

Hm...Okay I may have just looked at the information screen when I first got the mod and was overwhelmed. I'll re-download right now.

Thanks, Imp :)
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Nicholas
 
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