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)