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

Post » Fri Feb 18, 2011 9:49 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).


Those are indeed natural works though there'd have to be indicators for the status of these needs.
I don't see ART cluttering your HUD with status bars.
But having visual and audio indicators for the stats.
Although that can only get you so far.
Text messages are an option as well, of course.

What's your approach going to be Arwen? :)
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Trevi
 
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Post » Sat Feb 19, 2011 2:08 am

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.


Well, you can tweak the food to restore SPECIAL stats (over time and a little, and only if it makes your hunger go away), and damaging them if you don't eat for long, the same for water.
When you are thirsty, you get fatigued much faster, while when you're hungry, you deal much less damage with melee/unarmed attacks. If you don't drink or eat for very long time, you cant aim as well as you can when well fed, you can only walk (or run very slowly) and you must rest often.
Sleeping could make your headache go away, but cannot heal you. If you have a leg crippled, it stays crippled, no matter if you slept for two entire days or for an hour. You must cure your crippled limb in the appropriate way. Maybe for the sake of gamplay you could allow a 50%HP cap for healing during sleep.
Those were just thoughts, anyway, maybe some are really impossible to play xD.

Now an Off-topic thing:
Your site is down, it says that you should renew your account. Maybe you knew already, but just in case.... :P

EDIT: the first time I added this post, I added only the quote... I am a total noob :facepalm:
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 3:10 am

Those are indeed natural works though there'd have to be indicators for the status of these needs.
I don't see ART cluttering your HUD with status bars.
But having visual and audio indicators for the stats.
Although that can only get you so far.
Text messages are an option as well, of course.

What's your approach going to be Arwen? :)

I'm fine with something like http://www.fallout3nexus.com/downloads/file.php?id=11329. For the needs I'd rather have a good status bar.

Otherwise if you were to use audio/visual indicators for all that, taking in account the audio/visual effects the mod already has now, I think the full ART mod with all the audio/visual effects active would be a confusing a mix of overlapping sound and visual effects.

When you are thirsty, you get fatigued much faster, while when you're hungry, you deal much less damage with melee/unarmed attacks. If you don't drink or eat for very long time, you cant aim as well as you can when well fed, you can only walk (or run very slowly) and you must rest often.

Since ART increases the importance of your special stats and the disadvantages of having low stats, I think much of this can still be achieved with simple SPECIAL penalties. Lower strength will bring you closer to the encumbrance limit, making you tired faster and walk slower, and a lower agility also makes you walk slower.

As for limbs, I agree with you. I think they should slowly heal while resting, maybe less (or not at all) if you're going to sleep while hungry/thirsty. But sleeping shouldn't heal crippled limbs. This is how PN/RI does it too and I like that.

I also have some ideas regarding thirst but I'll post those later. :P
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~Amy~
 
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Post » Sat Feb 19, 2011 6:38 am

I'm fine with something like http://www.fallout3nexus.com/downloads/file.php?id=11329. For the needs I'd rather have a good status bar.

Otherwise if you were to use audio/visual indicators for all that, taking in account the audio/visual effects the mod already has now, I think the full ART mod with all the audio/visual effects active would be a confusing a mix of overlapping sound and visual effects.


Since ART increases the importance of your special stats and the disadvantages of having low stats, I think much of this can still be achieved with simple SPECIAL penalties. Lower strength will bring you closer to the encumbrance limit, making you tired faster and walk slower, and a lower agility also makes you walk slower.

As for limbs, I agree with you. I think they should slowly heal while resting, maybe less (or not at all) if you're going to sleep while hungry/thirsty. But sleeping shouldn't heal crippled limbs. This is how PN/RI does it too and I like that.

I also have some ideas regarding thirst but I'll post those later. :P

Surely, that is an elegant way of displaying the stats. Certainly the best way to do it in the way the game normally works.
My point is that the way Art works this far is so that you shouldn't really have to watch your bars as much as before, adding new ones would seem defy that.
Now when I am unhealthily irradiated I won't have to look at a bar, I'll notice the world ain't that clear anymore.I'd rather inject some Radaway or spend my time looking for some way to cure it.
When my body is falling apart I sure as well will fret to safety and try to patch myself up.
Same goes for the Strain, which is only presented in your volume and rhythm of breath, quiet naturally.
I love that all these things that are adding to my immersion into the game that makes the experience more natural.
Checking progress bars and percentages makes it feel like checking the fuel of your vehicle: it's the entity your controlling that needs these things, you are merely the operator.
The PipBoy is a nice place to go for checking up on my progress and stats, which is a tad more logical, it being connected with the body and all.

I agree that a cacophony of sounds and a psychedelic mixture of visuals won't add to that either...
But it'd be nice to compromise between that and displaying feelings that are so highly dependent and part of on the whole mood and ecology of your body into percentages.

I know functionality has to be on the first place in this and my apathy for grinding things down to numbers plays a large role in my views.
But this is as they are.

The over-time healing is a thing I'm a big supporter of as well.
This worked great in Oblivion and is far more believable. Especially concerning the magical StimPacks.
I believe Fallout Tactics empathized the facts that such a potent drug should be quiet aggressive on the body and not go with side effects. Super Stimpacks delivered a huge after effect after a few hours and both were able to get addicted to.
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Smokey
 
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Post » Fri Feb 18, 2011 5:17 pm

Goodness, I mention that I'm working on an injury/needs module for my Tweaks and this topic suddenly takes off! I guess there's more interest in this than I expected. :)
It's just that I figured that most people were happy with RI/PN or whatever they have been using. As much as I've wanted to attempt adding my own injury/needs plugin, I never felt that my modding skills were up to the challenge . . . and they may still not be. My new module is still in an early beta state . . . meaning that it is still in the design stage, but I should have a basic playable version (just for my own testing) ready in a day or so.

Thanks sooo much for ALL the great suggestions! And please keep these coming. :)
(It may take me some time to reply to everyone, as I just got up and my coffee IV definitely needs to be cranked up a bit more before I'm going to be able to function fully. Late night . . . don't ask.)

Those are indeed natural works though there'd have to be indicators for the status of these needs.
I don't see ART cluttering your HUD with status bars.
But having visual and audio indicators for the stats.
Although that can only get you so far.
Text messages are an option as well, of course.
What's your approach going to be Arwen? :)

Personally I prefer visual and audio indicators, since they are much more immersive than having text clutter up my hud . . . but that is just me (my quirky brain does visual sooo much better than it does language). I haven't even begun working on this part yet, but I'm leaning toward using just audio feedback for the Needs parts, and using a combination of visual and audio for the Injury parts (since much of this is already in the game).
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Doniesha World
 
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Post » Sat Feb 19, 2011 2:09 am

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.

The main reason that I waited so long to attempt make my own Injuries plugin (besides that amount of work involved, and my questionable modding skills), was that I kept hoping that Orfevs would release his own Real Injuries . . . but there isn't any indication that this is going to happen any time soon. Plus I would expect that if Orfevs does eventually release his own new Injuries mod, that it would be balanced for FWE and FOOK . . . not for my Realism Tweaks . . . which would mean yet another patch on my end . . . and still not having an Injuries mod that does exactly what I want it to do.


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.

Thanks for the suggestion . . . and the great explanation! I'm actually doing a combination, where stimpaks still restore health directly (at 1 HP/sec for 30 seconds), but I'm also adding secondary healing (for the more severe injuries) through scripts and perks.


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.

Thanks! Triage works just fine with my Tweaks . . . it just isn't very balanced when it is combined with my other Tweaks . . . and it doesn't do nearly enough of what I want an injuries mod to do. For instance, it doesn't add any bandages . . . which I feel should be included in any Injuries mod. Stimpaks are great, but they should not be able to heal every type of injury. RI/PN gives a much better balance. Imp's IMCN is great, and very comprehensive, but the combination of Imp's Needs penalties and my Tweaks' penalties are way harsher than most players want to deal with.
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Elisabete Gaspar
 
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Post » Fri Feb 18, 2011 9:20 pm

Those are indeed natural works though there'd have to be indicators for the status of these needs.
I don't see ART cluttering your HUD with status bars.
But having visual and audio indicators for the stats.
Although that can only get you so far.
Text messages are an option as well, of course.

What's your approach going to be Arwen? :)


The stat bar for IMCN (and ART's strain indicator) are patterned after the DUI gauges that Primary Needs also made use of. I had been using the message system in the upper left corner, but people were complaining about the distraction. I like the idea of more immersive stat reporting, but I have no idea what things like low protein "sound" like.
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Josephine Gowing
 
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Post » Sat Feb 19, 2011 1:11 am

You could always give odd audio cues. Like a bell or something. Explain it in a menu...Maybe a moo for protein. Like meat? I dunno.

And Imp, I love the messages. freakin hilarious.
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Romy Welsch
 
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Post » Fri Feb 18, 2011 6:29 pm

Well, you can tweak the food to restore SPECIAL stats (over time and a little, and only if it makes your hunger go away), and damaging them if you don't eat for long, the same for water.
When you are thirsty, you get fatigued much faster, while when you're hungry, you deal much less damage with melee/unarmed attacks. If you don't drink or eat for very long time, you cant aim as well as you can when well fed, you can only walk (or run very slowly) and you must rest often.
Sleeping could make your headache go away, but cannot heal you. If you have a leg crippled, it stays crippled, no matter if you slept for two entire days or for an hour. You must cure your crippled limb in the appropriate way. Maybe for the sake of gamplay you could allow a 50%HP cap for healing during sleep.
Those were just thoughts, anyway, maybe some are really impossible to play xD.
EDIT: the first time I added this post, I added only the quote... I am a total noob :facepalm:

Thanks for the suggestions . . . I'll definitely see if I can script a few of them . . . although the Needs type will have to wait for a while.

I now have a working beta . . . which still needs a LOT of tweaking, but having a working module to play test allows me to finally try out some of my ideas. So far I really like how this is turing out. I'm doing things a bit different than the other Injuries-type mods I have tried . . . sort of the way that I created Strain for my Encumbrance module. So injuries like wounds and burns will be handled separately from general health (HPs) and they will regen/heal independently. Healing and regeneration will not happen when some injuries are present (like as wounds and burns), and their rates will be slow and probably the same when awake or asleep. I'm still working on the rate of both, but HP regen is probably going to be based on a percentage of the actor's permanent HPs (instead of a fixed HP increase), and I'm probably going to limit how fully your HP can regen on its own.

Now an Off-topic thing:
Your site is down, it says that you should renew your account. Maybe you knew already, but just in case.... :P

Thanks, but I was aware that was going to happen. It is all fixed now. :)
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Manny(BAKE)
 
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Post » Fri Feb 18, 2011 11:35 pm

You could always give odd audio cues. Like a bell or something. Explain it in a menu...Maybe a moo for protein. Like meat? I dunno.

And Imp, I love the messages. freakin hilarious.


I think if I had the resources I'd do a full on Mr. Gutsy voice reading out the popup messages. Or maybe that one raider from the MZ abduction tapes, or the female RoboBrain voice. When's technology going to get to the point where hiring real life voice actors becomes obsolete...

Thanks though, judging from feedback the messages seem to be sort of a hate it or love it thing, that's why they're disable-able.


Just a thought, but if you're really going for realism, people would not be able to survive, or remain fully active after anyway, getting shot just once. This being a sci-fi game though there's got to be a future-tech-plausible way around that. If you were constantly being injected with some sort of nano-healer or other miracle drug, you could maybe last through the punishment that the typical fallout character needs to take in order for the game to remain playable. Maybe that could somehow be incorporated, with very adverse consequences if you run out? It's really the only way you could explain the gradual healing of wounds within a reasonable time frame.

Maybe something like this: you're constantly injected with some sort of nano-healer. It enters your system, does its thing, but then it takes a while for it to be processed back out of your system to be recycled. Your nano-healer reserve levels would regenerate slowly and evenly (or maybe proportional to the amount that's in your system), but if you take so much damage in a short period of time that you run out, you suddenly feel the full magnitude of your wounds, and healing drops to a near standstill (or a real life healing rate, which in video game terms is practically a standstill). You can probably see that the way this works out is roughly the same system as hit points with gradual regeneration. The only thing that needs to be added would be to keep track of the individual wounds that you suffer, to determine just how jacked up you are when your "health" hits zero. Any damage suffered after that point would probably just kill you. Ok so maybe this is as irritatingly contrived as the midichlorians they introduced into Star Wars, but there might be some potential.
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RAww DInsaww
 
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Post » Fri Feb 18, 2011 9:13 pm

I don't think Arwen's tweaks were ever about achieving true realism. Just a more realistic Fallout experience. It's an interesting suggestion but I think it's a bit too complicated myself.

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


An idea for the Needs. In New Vegas Nuka Cola will not satisfy your thirst in hardcoe mode. Instead, it dehydrates you a little bit, but gives an energy boost, because of the high amount of caffe?ne in it or something. This made me think. There is so much Nuka Cola to be found in the wasteland for free, that you almost never run out. I find them much faster than I need to drink them. Plus, they have less radiation than Dirty Water. The result? I never have to drink water with Primary Needs, and the danger of radiation from drinking Nuka Cola is negligible.

Half of the main quest is about getting clean drinkable water. It's important. People should be struggling to find water to drink, so I think The Lone Wanderer should struggle too. But we don't have to, because we can just drink Nuka Cola for the rest of our lives.

So what if Nuka Cola didn't satisfy your thirst, but only worked as an energy boost that allows you to stay awake longer? It doesn't have to go as far as having a dehydrating as in New Vegas (but it could), as long as it doesn't satisfy your thirst like water.

Without Nuka Cola to satisfy our thirst, drinking from (preferably the least irradiated) water sources and holding onto all the water bottles you can find is suddenly essential for survival. Because water is more irradiated than Nuka Cola, drinking from irradiated sources is finally a real 'tactical choice', as one of the loading screen tips always mentions. This also means that Rad-X will be used more.

Any thoughts?
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Britta Gronkowski
 
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Post » Fri Feb 18, 2011 5:09 pm

Nuka-snip


I really like that idea!
Early on in the game I tend to resort to Dirty Water at times, but as soon as I pick up soon Nuka Cola, I give the water a wide birth.
Purified water is preferable, fare more rare.
Indeed, how could Cola heal you? What's so healthy about it?
Should there be a penalty for overindulgence?
Dehydration should be more applied to actual coffee I think, but hey, every machine is out of order, so that solves that.
So, your proposing that is should enlarge your energy. So, Quantum would give you extra energy+AP, seems reasonable.

Also, non-related to the needs,I thought of a nice little enhancement concerning the Strain.
As I was sneaking around to get a good sniper shot at a smuggler guard, I noticed my strain was pretty high and I was panting like a dog from earlier when I ran up the hill to find a good position.
Only, as I tried to lay aim, the heavy breathing had no effect on my aim.
I could zoom-in and still get as good a shot as when I was completely relaxed.
how about increasing the bob according to the Strain? Or at least that of the zoomed perspective.
It would really add to the Strain factor, I think.:)
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Jason Wolf
 
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Post » Sat Feb 19, 2011 1:24 am

Started a new game with Arwen's tweaks and did research to make sure my load order was perfect. One thing I noticed is that the enemies are not as smart as arwen stated. They take cover while firing and arent in the open, but when im doing stealth kills with a non-silenced weapon, like a shotgun, they dont take much notice to the shots and to the fact that one of their brethren has died. There have been numerous occasions in interiors where I have snuck around, killed enemies with 1 or 2 shots with the shotgun and to find out minutes later that there are other enemies in the vicinity that do not know about my presence.

Also with stimpaks, almost every container that carries stimpaks has at least one. I thought with arwen's tweaks, they are supposed to be much more rare?
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Dylan Markese
 
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Post » Fri Feb 18, 2011 6:24 pm

I'm fine with something like http://www.fallout3nexus.com/downloads/file.php?id=11329. For the needs I'd rather have a good status bar.

Otherwise if you were to use audio/visual indicators for all that, taking in account the audio/visual effects the mod already has now, I think the full ART mod with all the audio/visual effects active would be a confusing a mix of overlapping sound and visual effects.

Agree totally. It is extremely difficult to provide enough information to the player, without ruining the immersion. The way I ended up providing feedback in my Encumbrance module works extremely well for me, so I'll probably do something similar. I'm still working on this, but I am actually finding that my little debugging test message is perhaps the way to go. Strain is something that you need to keep track of, so that needed a full-time readout. With injuries, what seems to work well is an injury stats message that pops up briefly when you receive an injury. First-Aid (beyond stimpak injections) can only be done out of combat (when there is no combat flag), and that is done through a simple text menu system. I am going to add a few new visual and audio effects . . . hopefully in at way that enhances the game play.

Since ART increases the importance of your special stats and the disadvantages of having low stats, I think much of this can still be achieved with simple SPECIAL penalties. Lower strength will bring you closer to the encumbrance limit, making you tired faster and walk slower, and a lower agility also makes you walk slower. As for limbs, I agree with you. I think they should slowly heal while resting, maybe less (or not at all) if you're going to sleep while hungry/thirsty. But sleeping shouldn't heal crippled limbs. This is how PN/RI does it too and I like that. I also have some ideas regarding thirst but I'll post those later. :P

I really wish there were at least 12 stats! But all we have are the 7 SPECIALS . Plus I can tie in Fatigue and Strain (if I decide to merge my Encumbrance module together with this new one). And I'm probably going to move me Weapon Effects into my Injuries module (as this would allow me to do a some of the damages and penalties much more efficiently).

Other than allowing some amount of healing while sleeping and gain some HP bonuses for eating and drinking, most of the sleeping/eating/drinking part of this module is not going to happen for a while.

Right now I'm just trying to sort the injury part out enough so that I can finish v.4.9. While my new module is not going to be released until v.5.0, getting things organized in v.4.9 will save me a LOT of headaches later. version 4.9 is essentially done (in that my current beta version is working very well), but I keep tweaking little things, in order to maintain the balance between my Realism Tweaks and my GOTY patch. So I'm spread pretty thin right now.
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Cameron Wood
 
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Post » Sat Feb 19, 2011 2:51 am

Started a new game with Arwen's tweaks and did research to make sure my load order was perfect. One thing I noticed is that the enemies are not as smart as arwen stated. They take cover while firing and arent in the open, but when im doing stealth kills with a non-silenced weapon, like a shotgun, they dont take much notice to the shots and to the fact that one of their brethren has died. There have been numerous occasions in interiors where I have snuck around, killed enemies with 1 or 2 shots with the shotgun and to find out minutes later that there are other enemies in the vicinity that do not know about my presence.
Also with stimpaks, almost every container that carries stimpaks has at least one. I thought with arwen's tweaks, they are supposed to be much more rare?

So are you saying that I lied, or that I exaggerated?

Since I do not lie and I'm not one to exaggerate, please tell me exactly what is not correct in the following (which was taken directly from my website):
SMARTER AI & STEALTH

- I have spent a great deal of time trying to balance out all the Combat AI and Stealth settings to mess together with all my other changes. The end result is a unique set of tweaks that totally changes the way NPCs react during combat. If you are used to the default combat, it will actually feel like the NPCs have suddenly become much smarter. Combat will now be MUCH tougher.
- NPCs are much more likely to take cover during combat, will reload under cover, search for cover while moving towards you, and will often fire from cover. They will now dodge much more realistically (are much less able to dodge bullets). They will now open ammo boxes and containers to equip themselves with better weapons and explosives. You'll now be competing more with the NPCs, so these items will now be much harder to come by.
- Many NPCs and Creatures will flee/retreat to survive (much less likely to make suicidal attacks). Super Mutants, Raiders, and Talon Company members are less likely to flee. NPCs will still be really aggressive during combat, and the ones that do flee, should attempt to take cover further away (instead of just cowering in front of you) and they should remain hidden for quite a bit longer . . . but they should eventually get up enough courage to return to combat. And Super Mutants are now even more aggressive . . . in sort of an extreme type-A personality way.
- NPCs are now much less predictable. For example, snipers will now wait up to 35 seconds before firing (increased from an 11 sec. maximum wait in the default game). So just because it seems quiet out there, you can no longer be sure that an NPC is not just waiting patiently for you to walk out into the open.
- Most NPCs and Creatures are now more likely to stop attacking after their victim is rendered unconscious . . . which means they will now focus more on conscious enemies like former Vault Dwellers. The exceptions are the Super Mutants Melee, Raider Melee, and Talon Company . . . who are all now more likely to attack unconscious victims.
- Followers' combat behavior was improved, to be less suicidal, but this was done in a way that still permits my mod to be compatible with Companion Behaviour Overhaul. (I haven't noticed any problems in my own game, but I've only tested it so far with just Dog Meat).
- Sneaking is now much more realistic, making stealth game play more effective, but also more difficult (especially with low Sneak skills during the brightest time of day). It is now easier to remain hidden in darkness/shadows; and it is now possible to re-hide after being detected (but it can be very difficult to re-hide, once the enemy locks on to you). And turning on your PipBoy Light now greatly reduces your ability to remain undetected. And your sneak skill level is now a much greater factor in your ability to remain undetected, and your Perception stat is now a much greater factor in your ability to sense enemies further away.
- But your PipBoy Light is finally a decent light which will now enable you to find your way, even on the darkest night. The light is now nearly 3 times brighter, illuminates twice the radius, but has much less glare (so you will not be blinded by an indoor light that is way too intense).
- My Dynamic Stealth Script: Uses separate stealth values for interiors vs. exteriors, time of day now dynamically affects your ability to avoid detection (finally makes it just as hard for the NPCs to see you in the dark), and weather conditions now dynamically affects your ability to avoid detection (you will be a bit harder to spot when it is cloudy, and even harder to spot when it is raining or snowing, and very hard to spot on a rainy/snowy night).
- NPCs will be a bit more alert to your presence, will stay alert longer, will spend more time looking for you, and will search a much greater area for you (up to 4 times further than in the default game). NPCs will detect you if they get close (they will no longer stand right in front of you without seeing you). And when you are hiding in the shadows, the enemy will detect you if you move when they are nearby.
- Doubled the detection of noise that you make while sneaking. Running makes 3 times more noise than when walking - unless player has Silent Running perk (default was only 50% more). But it is now easier to be stealthy when wearing lighter armor (under 11 pounds), while it is now much more difficult to be stealthy when wearing heavier armor (over 11 pounds). Plus NPCs will now sleep a bit sounder - they will not wake up quite as easy when you are nearby
- NPCs will now respond to explosions from much further away (2.5 times the distance in the default game). And if you fire a gun, anyone nearby will know exactly where you are (no more picking off enemies one at a time, while they all just stand there). But guns with silencers will not give away your location, unless NPCs are very close (they will focus their search on where the bullet hit, which you can use to distract them).


All of the above is a true and accurate account of the way my Realism Tweaks have changed my own game from the way the default game play worked.

And my Hard-Core module does reduce Stimpaks somewhat, but the amount of spawned loot is based on your Luck stat, so if you have a high Luck, you're going to find more loot. And there's a limit to how much I can reduce things like stimpaks, and still keep my mod compatible wiht other mods. If you are using an Injuries mod like Real Injuries (with the optional Wounds feature enabled), you need a lot more Stimpaks than for those players who are not using an Injury mod. There's just no way that I can balance my Realism Tweaks perfectly for every combination of mods. This is one of the reasons that I'm putting in so much effort now in creating my own Injuries/Needs module.

You have to understand that there is a very tenuous balance between Sneak and Smarter AI (note that I used the word "smarter" as opposed to "smart" . . . as in smarter-acting-than-in-the-default-game.) If I make the sneaking too tough, people complain that the NPCs are too tough, and if I make the sneaking too easy, people complain that the NPCs are too easy to kill. Plus I have no idea what other mods you are using with my Realism Tweaks, or even if you are using all my modules. If you want the NPCs to detect your kills, you should try adding the Responsive Kill Reactions mod (which is totally compatible with my Tweaks).

I wasn't aware that there's a "perfect load order" or that there is a perfect combination of mods, or that there is even a perfect mod. Fallout 3 is not perfect, so modders like me are just building upon imperfection . . . Tweaking and patching as best they can. The best you can really hope for is something that seem to work pretty well most of the time. Most users of my Realism Tweaks are generally pretty happy with what I have done.

But I'm constantly working of trying to make my Realism Tweaks better, and every single version is (in my opinion) better than the previous one. In my next update I've improved sneak, by making some of your actions easier to detect (among other things)
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Gavin Roberts
 
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Post » Fri Feb 18, 2011 11:09 pm

Yes the smarter AI is working great

You notice this if you played the defaul Fallout 3 some, and compare it to now.

We cant work wonders with the AI module, its not like we borrow AI scrips/engine from NASA to power Fallout 3

Some weired occations is allways showing up in the game when an NPC is forced up in some corner or other situations.

Cant wait for next version of your addon.

Played alot with your current version now and it is very good and slow to level but i hang in there.
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stevie trent
 
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Post » Fri Feb 18, 2011 9:23 pm

NPCs will now respond to explosions from much further away (2.5 times the distance in the default game). And if you fire a gun, anyone nearby will know exactly where you are (no more picking off enemies one at a time, while they all just stand there). But guns with silencers will not give away your location, unless NPCs are very close (they will focus their search on where the bullet hit, which you can use to distract them).


This is definitely not the case in my last game. I was in super duper mart and I threw a few grenades and killed a Raider. Nobody else noticed and how do I know? I proceeded in the level and found other Raiders that were just hanging around. I fired my gun multiple times, stealth killing raiders and no raiders nearby came by to check out. It sometimes works but in some situations it doesnt work.

I assumed with the hard-core module, finding stimpaks would be super hard but it feels almost the same as vanilla fallout. I dont come off to be mean, i really enjoy your mod, but there are things I think could use improvement. I like that there isnt much ammo to find. Bartering is weird arwen, I find a mini-nuke which is pretty rare in the game and I can only sell it to the merchant for 4 caps? I know I have low barter but 4 caps compared to selling it at 400 caps is a bit extreme. But I guess when one has low bartering skills, they are not good at making deals, but I thought thats where speech comes into play.

I wasn't aware that there's a "perfect load order" or that there is a perfect combination of mods, or that there is even a perfect mod. Fallout 3 is not perfect, so modders like me are just building upon imperfection . . . Tweaking and patching as best they can. The best you can really hope for is something that seem to work pretty well most of the time. Most users of my Realism Tweaks are generally pretty happy with what I have done.


I used the mod load order from your website, it looks really solid and I trust it a lot. :)

I've been following this mod for quite sometime and was able to get a good enough computer to run the game. Overall I just believe stimpaks could be much more rare, non-silenced weapons much easier to detect indoors and outdoors, and some sort of indication for the strain. The strain was one of the most annoying things I ever played with, run for a few minutes, stop for a few minutes and repeat. It broke the immersion and made the game more of a chore then having fun. I wish there could be some way to implement a athletics feature like in oblivion, the more you run the better you got at it. Even with carrying lots of weight, the more you did it, the better you got good at it.

EDIT: btw I got the responsive kill reactions mod, do I load it before your tweaks or after?
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Irmacuba
 
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Post » Sat Feb 19, 2011 3:16 am

Responsive kill reactions definitely makes stealth a whole lot harder. A bit too much for me, so I removed it. :P

----

Sometimes enemies are unharmed by explosives when they are standing close to them. I placed a bottlecap mine in front of a door in the anchorage memorial with a mirelurk behind it, opened the door with a switch, and when the mireluk was standing close to the thing it exploded, but the mirelurk was not damaged. I repeated it a couple of times and it appears a bit random but it does happen sometimes.

Could it be that increased blast radius from ART somehow creates a safe spot in the middle of the blast? Or does the vanilla game have the same problem?
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hannah sillery
 
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Post » Fri Feb 18, 2011 9:32 pm

im actually liking it, makes killing a warehouse full of guys more challenging. I have to keep hiding and finding other ways of avoiding/taking out the enemy. Im still having problems with detection though, firing my weapons should get the attention of every enemy in the vicinity, shouldnt it?
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Sammi Jones
 
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Post » Sat Feb 19, 2011 2:34 am

Im still having problems with detection though, firing my weapons should get the attention of every enemy in the vicinity, shouldnt it?

First you really have to grasp that Fallout 3 is a RPG . . . not a tactical shooter. No matter what I try to do, the NPCs are not coded to react in very strategic ways and the game's line of sight does not really work all that well. I could make it so when you shoot off a gun, that every NPC in the building would come running to the sound . . . but then you would just end up with a bunch of easy targets. In previous version I had this set higher, but it tended to actually make combat easier, instead of harder. You'll probably like v.4.9 better, as even opening a door will alert nearby NPCs (but only the ones who are semi-close).
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Destinyscharm
 
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Post » Fri Feb 18, 2011 11:06 pm

as even opening a door will alert nearby NPCs (but only the ones who are semi-close).

Awesome!:)
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Carlos Rojas
 
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Post » Sat Feb 19, 2011 9:33 am

You'll probably like v.4.9 better, as even opening a door will alert nearby NPCs (but only the ones who are semi-close).

That sounds very good!
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Markie Mark
 
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Post » Fri Feb 18, 2011 9:57 pm

Just a thought, but if you're really going for realism, people would not be able to survive, or remain fully active after anyway, getting shot just once. This being a sci-fi game though there's got to be a future-tech-plausible way around that. If you were constantly being injected with some sort of nano-healer or other miracle drug, you could maybe last through the punishment that the typical fallout character needs to take in order for the game to remain playable. Maybe that could somehow be incorporated, with very adverse consequences if you run out? It's really the only way you could explain the gradual healing of wounds within a reasonable time frame.

My basic intent in creating my own injuries module is the same as the rest of my Tweaks . . . to create a better RPG experience. So my "going for realism" approach is to increase realism as it is defined by Fallout's alternate reality . . . which is a bit different from our own reality. But even Fallout's alternate reality has to be believable, in order to be immersive, so I am trying to do this in a way that is more believable than in the default game.
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David Chambers
 
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Post » Sat Feb 19, 2011 3:22 am

Fallout's universe is not realistic. It's based of the pop culture and the ideals and of the 1950's and 60's and what they thought would happen if the commies destroyed the world. Of course, with a dark (somewhat) twist.

Arwen isn't going for total realism. There's a reason you can't hold an assault rifle if your small weapons skill is below 35, and it's because it's meant to be an RPG. the classic, good kind. Like in Morrowind.

I like your idea and I'm sure you could make it to become compatible with ART. Though, it seems both you and Arwen enjoy mouse crushingly difficult video games, and it would be another think to keep in your priority list and inventory. May be too difficult but I would defiantly try it out.
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Zoe Ratcliffe
 
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Post » Sat Feb 19, 2011 6:33 am

"Mouse crushing difficult"???

I like mice and other critters . . . as long as they leave me alone.
Personally I just prefer RPGs where strategy is more important than how fast you can bash buttons.

With my injuries module I'm using the Star Trek (oops, wrong decade) Buck Rogers approach.
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City Swagga
 
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