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

Post » Fri Feb 18, 2011 11:57 am

Felt like playing FO3 now so I downloaded 4.7. There's one side effect of losing your weapon when you're knocked down and that is that any hotkey you may have set for that weapon will disappear, which is just what the game does when you don't have an item in your inventory anymore. Is there anything that could be done to keep the hotkey so that when I pick up my weapon again I don't have to set it again, or is this one of those engine limitations we'll have to live with?


And an idea. Getting knocked down by a melee weapon happens quite often (I get knocked down multiple times shortly after each other with a weak character if I can't get away quickly. Sometimes as soon as I get up I fall again), so dropping your weapon happens a lot then if you are hit by melee attacks. I think that maybe losing your weapon happens a bit too much in those kind of fights. Maybe it could be done like this:

If you are knocked unconscious, in any way, you drop your weapon. Obviously you can't hold onto anything if you're unconscious.
If you are knocked down by an explosion the weapon is also still blown out of your hands every time.
If you are knocked down, but not unconscious, by a melee weapon attack you are able to hold on to your weapon. Or maybe there could be like 40% chance of losing grip of your weapon so it doesn't happen all the time but it can still happen.

Or would this make fights against melee characters too easy? What do you think?



And maybe you should lose your weapon too when you fall down because of a high strain?
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Fri Feb 18, 2011 9:00 am

Going off of Xepha's (and Nemesis') idea about whack...

When I first used encumbrance and didn't see the percentage on screen, I rather liked it. I had to listen to my breathing to know if I was about to pass out or not. So, maybe you could use the same effect of whacking with encumbrance.

Or was this already brought up...ah well.
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Fri Feb 18, 2011 1:43 am

So when you reach a strain of 100% you get knocked down and a large hit to your fatigue. It's possible that by accidentally pressing buttons like the jump or attack key that increase strain, right after you reach a strain of 100%, fall down, and the strain goes down a few percentages, that your strain level reaches 100% a second time and you get the same fatigue hit a second time, doubling the time it takes for you to get up.

It's pretty rare, as you'd have to do something like a power attack just as you go unconscious to have the percentage go up to 100% again, but it can happen. Maybe there could be a check to stop strain increase when you're already lying on the floor from having just reached 100% strain?



On another subject, maybe a blur effect could be applied when the player is knocked unconscious or down. :)


I just discovered a new tactic for getting the Overseer's key from the Overseer himself that became possible with ART. Instead of asking for the key, pickpocketing the key or killing him for the key, I can now (as long as my character has a strength of 6 or higher) beat the bastard up a bit with my baseball bat and just grab the key as he is knocked down. He gets what he deserves, I get the key, and Amata won't angry at me because I didn't actually kill him. Nice! :)

This also allows strong evil characters (I like the requirement of needing a higher strength than someone to be able to knock him down) to knock random people down to grab whatever they have, without killing them.
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Fri Feb 18, 2011 12:32 pm

Felt like playing FO3 now so I downloaded 4.7. There's one side effect of losing your weapon when you're knocked down and that is that any hotkey you may have set for that weapon will disappear, which is just what the game does when you don't have an item in your inventory anymore. Is there anything that could be done to keep the hotkey so that when I pick up my weapon again I don't have to set it again, or is this one of those engine limitations we'll have to live with?

I really do not see any way to change this . . . basically dropping a weapon removes it from your inventory.

And an idea. Getting knocked down by a melee weapon happens quite often (I get knocked down multiple times shortly after each other with a weak character if I can't get away quickly. Sometimes as soon as I get up I fall again), so dropping your weapon happens a lot then if you are hit by melee attacks. I think that maybe losing your weapon happens a bit too much in those kind of fights. Maybe it could be done like this:
If you are knocked unconscious, in any way, you drop your weapon. Obviously you can't hold onto anything if you're unconscious.
If you are knocked down by an explosion the weapon is also still blown out of your hands every time.
If you are knocked down, but not unconscious, by a melee weapon attack you are able to hold on to your weapon. Or maybe there could be like 40% chance of losing grip of your weapon so it doesn't happen all the time but it can still happen.
Or would this make fights against melee characters too easy? What do you think?

Much of what you are suggesting is already in my beta version of v.4.8. All my weapon effects had a major overhaul in how the effects work, and the PER and AGL penalties are now done separately as Spells that are triggered by the script (and are no longer actually part of the Object Effects that are attached to the weapons. This little change (that I just stumbled upon) allows me to do things that I've never been able to do before . . . such as not having the AGL and PER penalties applied when you are merely Whacked by a melee weapon . . . and only applying them if you are actually knocked unconscious.

I do not see any good way to reduce the knock downs for weak characters, without nerfing the effect. This is just one of the consequences of making a weak character . . . you're going to get whacked a bunch. But, in v.4.7, I did increase the skill requirement for the knockout effect . . . the attacker cannot knock out any victim who has a higher Strength than them; unless they have a melee skill of 50 or more (then they can knock out a victim who has one more Strength point). [In earlier versions you could knock out opponents who had 1 more STR than you, and with a melee skill of just 25 or higher, you could knock out someone with 2 STR more than you.] I also change it so if the victim is rendered unconscious when their HPs < 50 OF less than 25% of their permanent HPs (was just 25%) . . . this was because characters with low HPs were getting killed too often.

As far a the dropping your weapon during an explosion, I tried to add this to my Blast effect, but it just doesn't work. More often than not, weapons were blasted too far away . . . or they just disappeared into the ground mesh . . . making them impossible to recover.

And maybe you should lose your weapon too when you fall down because of a high strain?

Now THAT is a really good idea . . . I'll give it a shot. :)
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Fri Feb 18, 2011 5:27 am


As far a the dropping your weapon during an explosion, I tried to add this to my Blast effect, but it just doesn't work. More often than not, weapons were blasted too far away . . . or they just disappeared into the ground mesh . . . making them impossible to recover.


I haven't taken a look at your code yet to see if its possible, but could you add a delay so that the weapon was dropped a few frames after the explosion happened?
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Fri Feb 18, 2011 2:53 am

Hey Arwen, i istalled f3 again and your mod.
However, with darn UI alpha 11 along with the hotfix, the SN stats are not showing(the stats for strain).

I checked the darn ui options, and i couldnt find where to turn it on.

Also i dont know what is the "grab" key. Is that an E key by default f3 controls mapping?
Because when i tried to activate the sn display, nothing happened.(i followed your instruction).

Cheers

Designer0101
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Fri Feb 18, 2011 2:14 am

Also i dont know what is the "grab" key. Is that an E key by default f3 controls mapping?
Because when i tried to activate the sn display, nothing happened.(i followed your instruction).

It's the Z key. It's the key that allows you to grab objects and drag them around. E is for picking up things. But I suppose grabbing is another word for picking up as well so I can see the confusion. :D
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Fri Feb 18, 2011 9:14 am

You've mentioned before that you prefer the DK_BulletTime mod over VATS. But are ART and BulletTime fully compatible? Because I just spotted this in the BulletTime description:
* the FOSE version of DK_BulletTime will conflict with any mod that changes AP restore rate (Game setting fActionPointsRestoreRate), as it turns off AP regen while BulletTime is on (setting it to 0) and turns it back on when BulletTime stops (setting it back to 4). Currently the FOSE does not allow me to store and restore the old AP Restore rate.


So would using the FOSE version of BulletTime permanently overwrite ART's changes to the AP restore rate?
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Fri Feb 18, 2011 4:36 am

It's the Z key. It's the key that allows you to grab objects and drag them around. E is for picking up things. But I suppose grabbing is another word for picking up as well so I can see the confusion. :D


Hahahah, yeah, thanks for the clarification :D

I noticed that some menus like options for darn ui are little bit messed up, like there is not enough space between words so they basicly overlaps. I installed the darnui fx.
Is this kinda normal, or i got something crapped out during the install?:D

EDIT:

I just tried what you suggested, but holding the z key just disables the uper right corner darn ui statistics, and nothing happens.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Fri Feb 18, 2011 10:44 am

Maybe strain should be reduced to 0% after resting?



I got a nice idea for an addition to the knockout system, I'm going to play around in the GECK a little.


I just tried what you suggested, but holding the z key just disables the uper right corner darn ui statistics, and nothing happens.

Once that happens you can move the strain statistic with the arrow keys.



http://fallout3nexus.com/imageshare/images/57416-1279905180.jpeg :D
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Fri Feb 18, 2011 8:26 am

Sorry for not replying earlier, but I've been away from home all day . . . out kayaking in the wilderness . . . in the very northeastern part of NH. So I'll see if I can catch up before heading off to bed:

Going off of Xepha's (and Nemesis') idea about whack...
When I first used encumbrance and didn't see the percentage on screen, I rather liked it. I had to listen to my breathing to know if I was about to pass out or not. So, maybe you could use the same effect of whacking with encumbrance.
Or was this already brought up...ah well.


I could perhaps play a sound when fatigue is low, but I would have to come up with something different than breathing hard, as you could have low Strain and low Fatigue at the same time. DarN is suppose to add fatigue to the HUD in his next update, but I have no idea when that might happen . . . so I'll see what I can come up with in the meantime. (although it might not be part of v.4.8).

I haven't taken a look at your code yet to see if its possible, but could you add a delay so that the weapon was dropped a few frames after the explosion happened?

I tried adding a delay, but it didn't seem to stop the weapon from being blasted away . . . at least not consistently. At times I thought I had my delay working ok . . . but then the next explosion blasted the weapon away . . . for like 70 feet. I think the is a limitation of the game engine physics or something. All I know is that it is the blast away is as glitchy as can be. So I let the player keep their weapon during an explosion . . . but their armor receives an increase in damaged.

Hahahah, yeah, thanks for the clarification :D
I noticed that some menus like options for darn ui are little bit messed up, like there is not enough space between words so they basicly overlaps. I installed the darnui fx.
Is this kinda normal, or i got something crapped out during the install?:D
EDIT: I just tried what you suggested, but holding the z key just disables the uper right corner darn ui statistics, and nothing happens.

It sounds like you need to use a different font option, if your menus are messed up. My suggestion is that you post your specific problems in the DarN thread.
As Povuholo suggested: holding down the 'z' key just isolates the Strain meter from the rest of the HUD, which permits you to move the Strain display, by using the arrow keys (while continuing to hold down the 'z' key).

Maybe strain should be reduced to 0% after resting?
I got a nice idea for an addition to the knockout system, I'm going to play around in the GECK a little.

Your Strain will be reduced to 0 when you rest . . . but you have to rest long enough for that to happen.
I'm interested in hearing your idea when you're ready to share it.
Oh, and thanks for sharing your image. :) (My character recently fell off a bridge after maxing out her Strain . . . survived her fall into the river . . . but died from radiation exposure before coming to.)
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Fri Feb 18, 2011 3:20 am

ive put my playing on hold till the next version is out. the armor damage from blast is just too much right now. last two times i went out i had to spend 400+ then 600+ caps for repairs on my PA and im simply out of caps.

regarding the damage to armor only happening when fatigue is low, while i see and appreciate the balance of it, its not very realistic. but unless a better system is found, my impoverished character cant object..
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Fri Feb 18, 2011 9:31 am

@ Norbinge: Regarding armor damage: First of all, armor is damaged a bit every time you are in within the radius of an explosion . . . that is just part of the default game (the problem is that the default damage to armor is a very tiny percentage). My rational for applying my increased damage to armor only when your fatigue is low, is because damage seems to be the same whether you are on the edge of the blast radius, or near the center of the explosion . . . so when your fatigue is low, this simulates being caught in the center of the blast. I agree that it isn't a perfect solution when only view it outside of the game . . . but in actual game play this approach works amazingly well, in giving the results I was initially hoping for.

=========================================
@ Everyone: Version 4.8 is nearly done , , , I just need a 3 or 4 more hours of free time to wrap it up (which may or may not happen today).

I just added Povuholo's suggestion of dropping your equipped weapon when you collapse after exceeding your Strain limit. This was done just like in my Whack effect, where you only drop an equipped weapon when it is in your hands (holstered weapons will not be dropped). I also added a small unique blurring effect whenever your Strain is greater than 95% (adding it after 100% Strain didn't work so well, since my other imod effects kick in right after that).

And I also added Mooguy's suggestion for audio feedback when fatigue was low. I used my heart beat sound that I had initially created for my Encumbrance module, since it was no longer being used, and it fits perfectly with having low fatigue. I've also adjusted the amount of fatigue that is damaged per whack (now is only 40%) and if a victim is whacked when their fatigue is less than 30% (after the 3rd successive whack), they are knocked out. Anyhoo, my heartbeat sound/warning kicks in when the player's fatigue is less than 30% . . .when one more Whack will finish off their fatigue and knock them down (and knock them unconscious, if their health is low enough). If you avoid being whacked long enough for your fatigue to regenerate back above 30%, the heart beat sound will stop.

So thanks for the great feedback guys . . . and for these suggestions! I think most users will really enjoy these little additions. :)
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Fri Feb 18, 2011 4:03 pm

I think I'm about done with my Morrowind binge and should pick...Another update?

Take your sweet time Arwen. Time to gather more flowers for the Mage's Guild over in Balmora. Ugh.
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Fri Feb 18, 2011 3:41 am

I just had a random 'You're not using FOSE' message from ART in the middle of combat. It didn't show up before and I am definitely using FOSE (and other mods that rely on FOSE like FPS Style Grenade Hotkey worked fine) so I don't know why that happened.

Anyway I haven't seen the message a second time ever so it's not so bad, maybe FOSE got confused for a second.

Edit: Managed to get it again. It happened when I was shot in the arm by a bloatfly, a second after reloading my game.

Also I was surprised to see just how much damage one bloatfly shot did to my arm. I'd say I lost about 35-40% of my arm's health which was completely healthy previously. A bit much maybe.

Would it be possible to temporarily disable the 'You can't use 2 handed weapons with a crippled arm' feature specificially for Operation Anchorage in the GOTY patch? Your equipment in those missions is limited and in some situations it's possible that if one of your arms gets crippled the only thing you can use to fight with is your knife, with reduced damage because of the crippled arm possibly, and that's a bit too hardcoe for me. :D

It might also be a good feature to allow the player to disable this feature in your menu later on.



And another random idea, maybe grenade throwing distance could be reduced when your right arm is cripped?


I just whacked out a couple of Super Mutants with a sledgehammer. Good to hear that 4.8 will return the Super in Super Mutants. :)
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Fri Feb 18, 2011 11:31 am

@ Norbinge: Regarding armor damage: First of all, armor is damaged a bit every time you are in within the radius of an explosion . . . that is just part of the default game (the problem is that the default damage to armor is a very tiny percentage). My rational for applying my increased damage to armor only when your fatigue is low, is because damage seems to be the same whether you are on the edge of the blast radius, or near the center of the explosion . . . so when your fatigue is low, this simulates being caught in the center of the blast. I agree that it isn't a perfect solution when only view it outside of the game . . . but in actual game play this approach works amazingly well, in giving the results I was initially hoping for.

=========================================
@ Everyone: Version 4.8 is nearly done , , , I just need a 3 or 4 more hours of free time to wrap it up (which may or may not happen today).

I just added Povuholo's suggestion of dropping your equipped weapon when you collapse after exceeding your Strain limit. This was done just like in my Whack effect, where you only drop an equipped weapon when it is in your hands (holstered weapons will not be dropped). I also added a small unique blurring effect whenever your Strain is greater than 95% (adding it after 100% Strain didn't work so well, since my other imod effects kick in right after that).

And I also added Mooguy's suggestion for audio feedback when fatigue was low. I used my heart beat sound that I had initially created for my Encumbrance module, since it was no longer being used, and it fits perfectly with having low fatigue. I've also adjusted the amount of fatigue that is damaged per whack (now is only 40%) and if a victim is whacked when their fatigue is less than 30% (after the 3rd successive whack), they are knocked out. Anyhoo, my heartbeat sound/warning kicks in when the player's fatigue is less than 30% . . .when one more Whack will finish off their fatigue and knock them down (and knock them unconscious, if their health is low enough). If you avoid being whacked long enough for your fatigue to regenerate back above 30%, the heart beat sound will stop.

So thanks for the great feedback guys . . . and for these suggestions! I think most users will really enjoy these little additions. :)


<3 <3 <3 <3 <3

Just a question do you have any plans on bringing your hard work over to New Vegas when it is released?
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Fri Feb 18, 2011 3:31 am

I'm guessing that it won't be as easy as merely bringing my changes over to FO-NV. But I'm guessing that I'm probably going to be making a FO-NV Realism Tweaks mod. How extensive it will be will depend on what I feel needs modifying (and what I'm actually able to fix).
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Fri Feb 18, 2011 6:51 pm

I'm guessing that it won't be as easy as merely bringing my changes over to FO-NV. But I'm guessing that I'm probably going to be making a FO-NV Realism Tweaks mod. How extensive it will be will depend on what I feel needs modifying (and what I'm actually able to fix).


Well they have a "hardcoe mode" which adds primary needs, weight to bullets, and overall difficulty. They changed variables in fallout, as did you, so you may have to rid of a few scripting conflicts but overall, I don't think it would be too difficult.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Fri Feb 18, 2011 4:54 am

My guess is that the hardcoe mod is not going to be nearly hardcoe enough for me . . . but I'll just have to wait and see. I may be surprised . . which would be great . . . as I'd much rather play a rpg than try to mod a fps/rpg hybrid into a rpg.

Version 4.8 progress: still plugging away (I got a bit stalled at trying to get my new imagespace modifiers to give the results I wanted. I ended up making fiver steps: > 70%, 50 to 70%, 33 to 50%, 20 to 33%, < 20% (plus I created 3 additional perception imods for interiors). My new imods (which were made mostly for the penalties that are attached to my weapon effects) will be disabled by default (to avoid conflicts), and can be enabled in my Options Menu (under VisionFX settings . . . you need to have my VisionFX module installed and activated).

Based on tonight's play testing, I still need to makes some minor adjustments and then do some more play testing tomorrow. If all goes well, this could still be released late tomorrow.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Fri Feb 18, 2011 5:15 pm

Well they have a "hardcoe mode" which adds primary needs, weight to bullets, and overall difficulty. They changed variables in fallout, as did you, so you may have to rid of a few scripting conflicts but overall, I don't think it would be too difficult.

Depends on how the game and combat is balanced and how the AI functions. Some things like the strain script shouldn't be all that hard to bring over because I'm sure the scripting language will be very similar, but any changes made for FO3 based on AI behaviour and the vanilla balance will be different if the AI in New Vegas acts differently and if 'balance' is achieved differently. From what I've heard Fallout New Vegas will have a 'damage threshold' feature, meaning that if damage below that threshold is dealt then no damage is dealt at all. So you can't penetrate power armor with a wooden stick or whatever. This is something that Arwen didn't have to take in account for her FO3 tweaks.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Fri Feb 18, 2011 3:24 am

as long as ive a roleplaying story/explanation why things work the way they are, im fine. and i readily agree that gameplay requires the armor damage tweak that'll be in 4.8.

as for new vegas, i expect ill play through it once then put it on hold till a New Vegas-ART "fixes" it. the damage threshold thing is already in FO3 via a mod: impervious power armor (or something.) so im glad they'll have it for NV.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Fri Feb 18, 2011 7:05 pm

The current version (4.7) should already have the thing with Jet reducing strain to 0 right? It's not happening for me, my strain level stays the same after taking Jet.. I'm using Better Living Through Chems which also alters Jet, could it be a conflict?
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Fri Feb 18, 2011 11:41 am

Yes jet (and ultra-jet) should immediately eliminate your Strain (resets Strain to 0) in v.4.7. I'm using BLTC in my own game, and it worked for me. (Are you loading my Tweaks after BLTC?)
There's a chance that this never made it into v.4.7 (I'll have to look into this a bit more to be totally sure).
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Fri Feb 18, 2011 3:36 am

Yes I am. I also noticed that I'm not satisfying my hunger from Primary Needs when I eat humans with the Cannibalism perk. I think it should.

Here's my (somewhat messy looking, but as far as I know correct) load order:

Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  BrokenSteel.esm04  PointLookout.esm05  Zeta.esm06  RI_Core.esm  [Version 1.0.0]07  Xepha's Dynamic Weather.esm08  CubeExperimental (EN).esm09  Mart's Mutant Mod.esm0A  Project Beauty.esm0B  Ammo Bench.esm0C  FNNCQ.esm0D  DCInteriors_ComboEdition.esm0E  Selected Containers Respawn.esm0F  Companion Core.esm10  Companion Share & Recruit.esm11  Vault 101 Revisited.esm12  FNNCQ_DavidsLab.esm13  RobCo Certified v2.esm14  Wasteland Whisperer v2.esm**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp15  DarNifiedUIF3.esp16  More Hotkeys.esp17  DK_BulletTime.esp  [Version 1.0.3]18  Auto Aim Fix v1.1.esp19  Feng Shui.esp  [Version 0.9.1]1A  GalaxyNewsRadio100[M].esp1B  PreWar Book Titles and Perks.esp1C  BoSPatrols.esp++  Ammo Bench - Toolkit Retex.esp1D  Echo_BatteryCharger.esp1E  Binoculars.esp1F  FPS Grenade Hotkey.esp++  FPS Grenade Hotkey - Zeta addon.esp20  MTC Wasteland Travellers.esp21  Rivet City Realignment.esp22  OutFits.esp23  MissingUniqueArmorClothing-Base.esp24  Responsive Kill Reactions.esp  [Version 1.1]25  RI_Base3.esp  [Version 3.0.0]26  RI_PNeeds2S.esp  [Version 2.0.1]27  RiPnO CorePatch.esp28  bltc.esp++  BLTC Immersion Patch.esp++  T3T_MiscItemIcons.esp++  Less_Blood.esp29  Selected Containers Respawn - Emptied Trash Cans in Player Homes.esp2A  Selected Containers Respawn.esp2B  Gifts4Kids.esp2C  Realistic Interior Lighting.esp2D  Realistic Interior Lighting - BS.esp2E  Realistic Interior Lighting - OA.esp2F  megalight.esp30  Refurbishes [ALL].esp++  Ammo bench - Decreased Output.esp31  UnfoundGrub.esp32  Achievement Remover [FO3].esp33  KarmaRevamp1010.esp34  RiPnO 5 DLC Merged.esp35  CP - RiPnO [BLTC032+DLC(BS+PL)].esp36  RI_PrimaryNeeds_DUI_Plugin.esp37  LessRocks.esp38  GalaxyNewsRadioFix[N].esp39  Enclave Radio Live[10].esp3A  Dialogue Tweaks.esp3B  FF_WonderMeatMaker.esp++  GeneratorSound.esp3C  DN_RecyclingMachine.esp3D  OasisSafeWater.esp3E  Wasteland Travel Caravans.esp  [Version 2.0]**  Xepha's Dynamic Weather - Anchorage.esp**  Xepha's Dynamic Weather - Point Lookout.esp**  Xepha's Dynamic Weather - Main.esp**  Xepha's Dynamic Weather - The Pitt.esp**  Xepha's Dynamic Weather - Broken Steel.esp3F  Companion Core DLC Addon.esp40  LucyWestCompanion.esp41  Wasteland Whisperer v2 Broken Steel Addon.esp42  Mart's Mutant Mod.esp43  Mart's Mutant Mod - DLC Anchorage.esp44  Mart's Mutant Mod - DLC The Pitt.esp45  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp46  Mart's Mutant Mod - DLC Zeta.esp++  Mart's Mutant Mod - Tougher Traders.esp++  Mart's Mutant Mod - Mutant Mod Menu.esp++  Mart's Mutant Mod - Natural Selection.esp47  Mart's Mutant Mod - Zones Respawn.esp48  Mart's Mutant Mod - Project Beauty.esp49  CP - RiPnO [MMM] Meats.esp4A  RobCo Certified v2 Zeta Addon.esp4B  Arwen_Realism_Core.esp4C  Arwen_Hard-Core.esp4D  Arwen_Encumbrance.esp4E  Arwen_VisionFX.esp4F  EVE.esp50  EVE Operation Anchorage.esp++  Arwen_MMM_Patch.esp++  Arwen_EVE_Patch.esp++  Arwen_RiPnO_BLTC_Patch.esp51  Bashed Patch, 0.esp

User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Fri Feb 18, 2011 8:52 am

Oops, my bad! My jet bonus never made it into the final release of v.4.7 . . . even though I had it in my encumbrance test script. Sorry.
But I just added the 10 lines of text to my encumbrance script (so it WILLl be in v.4.8).

My Hard-Core module doesn't touch the Cannibalism perk, so I don't know what's going on with that. Have your tried http://www.fallout3nexus.com/downloads/file.php?id=11418? It's basically (an this is an over-simplification) an expansion of Primary Needs (and I highly recommend it!).
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

PreviousNext

Return to Fallout 3