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

Post » Fri Feb 18, 2011 4:36 pm

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!).

I haven't tried it yet but I just read through the description and it sounds very good. And I'm not much into Real Injuries at the moment, but because I wanted the RipNo patch fixes for Primary Needs I was forced to get Real Injuries as well. Maybe I'll switch to Imp's mod. Is it fine on its own without Primary Needs?


Fighting with companions is pretty interesting now. I was walking around with one when we were attacked by raiders. I was shooting a few coming at us from the front, but when I looked behind me my companion was helplessly lying on the ground, with 3 raiders with melee weapons beating him. So I had to go save him, which was cool.
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Harinder Ghag
 
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Post » Fri Feb 18, 2011 7:29 am

You need to have Primary Needs installed first. (I really love RI/PN . . . the only problem is that to get the most out of the mod (and have the bugs fixed), you need to also install Orvef's RI patch, and then Imp's MCN's and then a buch of compatibility patches.)

I haven't had much time today to finish v.4.8 . . . so it looks like a Monday release, at best (sometimes my life just doesn't leave me nearly enough free time). Plus the new image modifiers took a LOT longer to get right . . . as I wanted the graphic effects to be scaled on how much your AGL and PER have been damaged; and I had to come up with effects that would be just as much a visual penalty when in interior cells, as out in the open; and do so in a way that was as compatible as possible. It was pretty difficult to come up with dynamic effects, with 4 levels each, where the lower damage effects (-30 to -50%) to stats was still great enough, without the greatest damage effects (-80%) being too much of a pain (although many may feel that the effects are a pain to deal with . . . even though the idea is for them to be ever-increasing player penalties). Anyhoo, the new imods (all 12 of them, including my new one for when you collapse when Strain passes 100%).

V.4.8 was technically supposed to be just a minor update, mostly to patch v.4.7 . . . but it sort of grew, so what I'm packaging up is a semi-major update, as least as far as the actual game play changes (and the increased menu options).

BTW: Povuholo, based on your above impressions of my melee changes (thanks for posting that!) . . . you're going to LOVE v.4.8. :) My weapon effects are now FINALLY very close to what I was originally hoping them to be . . . so, for me, this is a very MAJOR update.
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RAww DInsaww
 
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Post » Fri Feb 18, 2011 3:58 am

btw, the changes to weapon effects will just be in the scripts right? ive attached them to weapons added by other mods for compatibility and i hope 4.8 wont require that i do them all over again. :)
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dell
 
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Post » Fri Feb 18, 2011 8:04 pm

V.4.8 was technically supposed to be just a minor update, mostly to patch v.4.7 . . . but it sort of grew, so what I'm packaging up is a semi-major update, as least as far as the actual game play changes (and the increased menu options).

It seems that almost every update of yours, planned or not, turns out to be a major one. :D
BTW: Povuholo, based on your above impressions of my melee changes (thanks for posting that!) . . . you're going to LOVE v.4.8. :) My weapon effects are now FINALLY very close to what I was originally hoping them to be . . . so, for me, this is a very MAJOR update.

Looking forward to it!
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Theodore Walling
 
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Post » Fri Feb 18, 2011 11:31 am

btw, the changes to weapon effects will just be in the scripts right? ive attached them to weapons added by other mods for compatibility and i hope 4.8 wont require that i do them all over again. :)

If you've attached my Weapon Effects to other weapons as an Object Effect, I'm guessing that it should still be attached after you update to v.4.8. (I'm not 100% sure of this, as things can sometimes be rather unpredictable when you are cross-referencing mods.)

It seems that almost every update of yours, planned or not, turns out to be a major one. :D
Looking forward to it!

I guess I'm always just figuring out ways to make my Tweaks better . . . and many of my changes are due to the fact that I'm still learning better ways to mod things like weapon effects. Plus I've added a number of changes that users have requested, that I wasn't even planning on including in v.4.8. My change list has gotten pretty long in the last week . . . and I'm still adding stuff like new Leveled Item changes this morning.
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Monika
 
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Post » Fri Feb 18, 2011 9:04 am

I tried More Complex Needs but it's a bit too complex for me. Also I didn't like it much when it gave me a +3 to all attributes bonus for being optimally fed. I found it a bit too much. :P

I've switched to Simple Needs now (And added/tweaked a backpack mod now that I'm not using Primary Needs anymore) so I'll see how I'll like that. Maybe I'll end up switching back to the Primary Needs/Real Injuries/BLTC combo in the end. :P
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Amy Siebenhaar
 
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Post » Fri Feb 18, 2011 6:27 pm

I tried More Complex Needs but it's a bit too complex for me. Also I didn't like it much when it gave me a +3 to all attributes bonus for being optimally fed. I found it a bit too much. :P

I've switched to Simple Needs now (And added/tweaked a backpack mod now that I'm not using Primary Needs anymore) so I'll see how I'll like that. Maybe I'll end up switching back to the Primary Needs/Real Injuries/BLTC combo in the end. :P


There's not much I can do about the complexity, that was sort of the point of the mod, but the bonuses can be disabled if you want. They should probably be made less substantial though for ART users though.
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james reed
 
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Post » Fri Feb 18, 2011 8:20 pm

Anybody else think Arwen runs on http://developer.valvesoftware.com/wiki/Valve_Time

Not complaining or anything, just an observation.
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Sarah Unwin
 
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Post » Fri Feb 18, 2011 8:31 pm

Anybody else think Arwen runs on http://developer.valvesoftware.com/wiki/Valve_Time

Not complaining or anything, just an observation.

Well, it sure sounds like a complaint to me! The thing is, I've been working my tail off the get v.4.8 finished (I spent over 10 hours today/tonight working on my Realism Tweaks, even though I should have been working on other things).

I had every intention of releasing v.4.8 early today, as I finally had time to spend on it. But then I ran into some balancing issues during my final play testing, which took most of the day to correct. And then, when I was play testing to comfirm that my balancing fixes had actually solved those issues, a brand new bug popped up . . . and one of my main scripts refused to work . . . for no reason. And I ended up spending all evening just trying to track the problem down, with no luck at all. My patience is totally spent.

Version 4.8 is on hold indefinitely. I may be able to fix this after a good nights sleep, or I may just take a couple of days off . . . to try to get some of my sanity back.
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Bek Rideout
 
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Post » Fri Feb 18, 2011 4:23 pm

Anybody else think Arwen runs on http://developer.valvesoftware.com/wiki/Valve_Time

Not complaining or anything, just an observation.

And if i were paying Arwen, or any modder for that matter, for the mods they make, i might find this a concern. I've put my FO3 gaming on hold awaiting 4.8 so any delay is a downer for me. but i'd rather it were delayed than released prematurely. besides, i see it as Arwen and other modders doing me a favor, so i can't complain (yes i know you werent complaining but i'd understand how it could be seen as complaining) . far as im concerned, Arwen runs on Arwen time and im just grateful for it.

im not saying this to be offensive, but back in the OB modding scene, some guy posted something negative about modders (again i understand you werent complaining) and the community lost at least one great modder because too few people objected to it. i'd hate to see that happen here.
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Chloe :)
 
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Post » Fri Feb 18, 2011 1:38 pm

The bigger a mod is, the harder it is to say when something's ready. A fix or addition that seemed relatively simple to do might turn out to be very difficult and time consuming, or cause all sorts of bugs that need to be fixed afterwards. I've delayed my second large release of Kragenir's Death Quest for months, because there were all sorts of quests still turned out to have issues, either ones I missed before, or ones that I caused myself with recent changes to the mod. People don't like hearing that, but it's sure a whole lot better than rushing a half buggy release out just because you said you would.

And of course we're talking about someone who is doing this for free and doing it in her own free time. You can't expect a modder to always meet his or her own set ETAs. It's an Expected Time of Arrival, not an absolute deadline.

Take your time Arwen, it's done when it's done. :thumbsup:
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Sarah Kim
 
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Post » Fri Feb 18, 2011 9:41 am

Well, it sure sounds like a complaint to me! The thing is, I've been working my tail off the get v.4.8 finished (I spent over 10 hours today/tonight working on my Realism Tweaks, even though I should have been working on other things).

I had every intention of releasing v.4.8 early today, as I finally had time to spend on it. But then I ran into some balancing issues during my final play testing, which took most of the day to correct. And then, when I was play testing to comfirm that my balancing fixes had actually solved those issues, a brand new bug popped up . . . and one of my main scripts refused to work . . . for no reason. And I ended up spending all evening just trying to track the problem down, with no luck at all. My patience is totally spent.

Version 4.8 is on hold indefinitely. I may be able to fix this after a good nights sleep, or I may just take a couple of days off . . . to try to get some of my sanity back.


Me lord! Me meant no complaints or disrespect to thee!

It can be a good sign that it's been delayed, it means you're looking at every fine detail and ironing them out...Much like Valve. :D And I really wouldn't want a mod that's developed by and insane person...Besides, the clearer your head is, the easier it will be to finish the mod up.

Take your time Arwen, it's done when it's done.


I agree with this guy. Seriously, go party or something for once. You are in college, right?
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Nina Mccormick
 
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Post » Fri Feb 18, 2011 10:15 am

Thanks for the support guys . . . it is much appreciated!

And mooguy, I wasn't upset with you . . . I was just extremely frustrated with the problems that I was having, after I thought I had everything working so well. And your timing for that post was very bad, as that was the first thing I saw after coming here to post that v.4.8 was delayed yet again. Plus it really bothered me that you were implying that I had posted a definite release date (when I had never done that).

I do a LOT of play testing, as I always try my best to make sure that each release is as bug free, and as balanced as possible. But I still miss some bugs and some balancing issues. As frustrated as this was, I'd much rather have a bug pop up on my final play testing, than to have it end up in the released version.

The GOOD news is that I figured out the problem and, in the process, made a few additional improvements. Plus I've decided to merge my VisionFX module into my Realism Core, where an expended options menu will enable the effects to be toggled on or off in-game.

So v.4.8 is back on track . . . well, sort of. The 'sort of' part is that I still need a few days more to polish up a few rough edges, and to finish my latest additions/changes, and to update all the documentation (which is my least favorite part).

My current ESTIMATED release date in now Friday (and this depends on actually having the free time to pull all this together by then).

So all is well.
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Connor Wing
 
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Post » Fri Feb 18, 2011 12:45 pm

btw, FWE has or will have a nice feature where barter/speech/charisma (i forget which) will have an effect on rewards from the outcast. i think its a nice feature because right now, my barter-impaired character finds the outcasts a gold mine when it comes to stimpacks and radaways. also is the mod that expands outcast reward and returnabl-items compatible with ARt and if not, can we have something like it too? :)
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Spaceman
 
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Post » Fri Feb 18, 2011 6:13 am

My Tweaks already does this.

I reduced amount of items received for Outcast rewards by quite a bit back in version 4.3 . . . it's now part of the Hard-Core module. I could reuce this more if this is what others really want, but trading Stimpaks for caps is not very profittable until your Bartering skill is pretty high.
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adam holden
 
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Post » Fri Feb 18, 2011 9:25 pm

My Tweaks already does this.

I reduced amount of items received for Outcast rewards by quite a bit back in version 4.3 . . . it's now part of the Hard-Core module. I could reuce this more if this is what others really want, but trading Stimpaks for caps is not very profittable until your Bartering skill is pretty high.

yes i saw that the rewards were reduced but i didnt know if they were dependent on barter/speech/charisma. also the kind of items they receive are the same as in vanilla? that is they dont take other energy weapons, fusion batteries, PA, and other things you think they should.

its not the trading stims for caps that im concerned about. but right now, with a barter less than 20 i can still get 1 stim for 2 scraps which makes stims quite cheap to get from the outcasts.
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Trey Johnson
 
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Post » Fri Feb 18, 2011 2:02 pm

I reduced the amounts that you receive in trade by 50 to 66%. For example, at tech value 6, the default reward was 9? stimpaks, with my Hard-Core module you only get 3.

No, I didn't tie this into your stats, as my bartering and reduced items already make it hard enough to gain caps at lower levels. Everyone complains that there are too many stimpaks in the game, but then I find out that most complaints are from users who don't use mods like Real Injuries (with its Wound System enabled), which make stimpaks much more necessary (since you don't heal fully by just sleeping, or by drinking water). So, for my own gameplay, being able to trade for stimpaks is important.

My Tweaks does not add additional items for trade. I considered doing that, but felt that it would just make other items too easy to get . . . when I wanted to make the player have to buy those items.

I'm still waiting for a real economy overhaul for FO3 . . . which is (at least at this point) beyond the scope of my Tweaks. I've made a lot of changes to the economy, but these are all pretty basic fixes compared to what is really needed.

As a wrote above, I will be happy to further reduce the items you receive, and can even make your Barter skills a greater factor . . . if this is really what most users want. But no one else is asking me for this, so I didn't feel it was much of an issue.
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Margarita Diaz
 
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Post » Fri Feb 18, 2011 2:50 pm

I've decided to go back to the Primary Needs/Real Injuries/BLTC/RipNo combo. :D

I don't like how difficult Real Injuries makes healing crippled limbs (because stimpaks won't work), but other than that I like the changes a lot, especially that crippled limbs don't heal by simply sleeping and that drinking water doesn't restore health. I didn't actually realize this until I stopped using it!

I'm just going to modify the stimpak so that I can use it to heal crippled limbs, but only out of combat, and then everything will be fine.

That's also what's nice about knowing how to mod. If you don't like something in someone else's mod you can change it yourself. :D


I agree about the economy, it could use a large overhaul.
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Pat RiMsey
 
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Post » Fri Feb 18, 2011 12:52 pm

Somebody started a thread on a WIP economy overhaul a few days back. made prices vary depending on location. lets hope something comes of it soon.

btw, i meant more items we can deliver To the outcasts, rather than rewards for it. they really should pay you for fusion batts, laser rifles, PA and the like.
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Laura Cartwright
 
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Post » Fri Feb 18, 2011 5:33 am

@ Povuholo: if you install RiPnO - Real Injuries Patch, you can often heal crippled limbs through the First Aid Kit (which is was expanded). You can only do this when not in combat. There are two ways: 1.) Stat heal (which requires more than just stimpaks, and will generally not work without a well-stocked first aid kit and decent medical skills). 2.) General heal with stimpaks, where limbs are generally healed slightly (so that they are now longer crippled).

@ Norbingel: I agree that they really should pay you for fusion batts, laser rifles, and all Power Armor. But there are other mods that already do this, so I'm going to look into creating a compatibly patch before I put a ton of effort into trying to add something that has already been done by someone else. After all, my Tweaks were created to work with a bunch of other mods. But if a compatibly patch turns out to not be the best way to go, I'll consider trying to expand the accepted items a bit within my own mod.

@Everyone: I've been dealing with yet another bug . . . this one is an animation problem, which seems to be a default game bug. It happens when you force an in-use weapon drop . . . and most often happens when you are in the middle of a Block. I was able to mostly fix this with a work around the forces the animation to reset, but it still can happen on occasions, when the timing is just right (just wrong, in this case). Generally this can be reset just by clicking your attack button, but in some cases it requires you to open and close your Pipboy to clear it. I've spent way too much time trying to fix this completely . . . but apparently that is not going to be possible, and I don't see this as a game-breaking issue (especially since it doesn't happen very often).

Anyhoo, I'm totally done play testing v.4.8. Now I just have to package it up (which mostly involves updating the fomod install, and my ReadMe and other documentation). So I'm hoping for a Friday release, which seems totally doable at this point. Be prepared for some surprises (hopefully good ones), as v.4.8 includes a LOT of changes.
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Sakura Haruno
 
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Post » Fri Feb 18, 2011 3:13 pm

I think I've noticed this animation thing. It means your hands are still in the position of holding the weapon, except that the weapon isn't there anymore because of the forced drop, right? I've seen it happen a few times with NPCs as well, but after a second they correct themselves. And pressing the attack key once fixes it for the player, so it's not a big deal. It would be nice to have it fixed of course but it's nothing we can't live with.
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Rowena
 
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Post » Fri Feb 18, 2011 6:01 am

That's the little bugger! I hate not being able to make this totally bug free . . . but I'm thinking that is an impossible goal, but I still want my mod to be as bug free as possible.

My "fix" was to add the following lines, before the forced weapon drop:
player.PlayGroup BlockHit 2player.PlayGroup Holster 2

It seems to reset the stuck animation most of the time.
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Chris Duncan
 
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Post » Fri Feb 18, 2011 4:57 pm

Version 4.8 of my http://www.fallout3nexus.com/downloads/file.php?id=7565 is now available.

This is yet another major update!

Here are the major changes in v.4.8:

Realism Core:
  • Visual FX: including an updated version of my VisionFX mod: Plus totally new visual effects, with new scripts and new Image Space Modifiers. (You will now need to remove your Sunglasses when you are indoors to see very well.) My Visual FX have been expanded to include my new custom Dynamic VisualFX when Agility and Perception have been damaged. For compatibility, all my Visual FX are disabled by default. (Just use my in-game Options Menu to enable the ones you want in your game.)
  • Expanded in-game Options Menu (activated in the beginning of the Escape Quest, or when you first install my mod). Now includes ability to enable my VisionFX for eye wear (which has now been overhauled) and my new custom Dynamic VisualFX for loss of Agility and Perception (both are disabled by default). Also each of my 3 Weapon Effects can now be toggled on or off.
  • Some explosions were rebalanced (frag grenades, nuka grenades, and bottlecap mines).
  • VATS is now disabled when one of the player's arms are crippled (to extend crippled arm penalty into VATS).
  • All 3 of my Weapon Effects have been overhauled (as in totally, from the ground up this time). Now all penalties are separate from the Object Effects (that are attached to the weapons) and are applied through script controlled spells (Actor Effects). The penalties are now only applied when you are knocked unconscious . . . instead of being applied every time you're whacked . . . and the new effects are applied to the knocked out NPCs as well. The penalties are not applied if you're just knocked down . . . you have to be hurt enough to trigger the unconscious flag. New custom Dynamic VisualFX created for loss of Agility and Perception . . . adds visual feedback/penalties and increased immersion.
  • Rebalanced Whack: The Reduced Agility penalty now has a magnitude of 4 (-4 points; was -5 points) for 3 minutes; and the Reduced Perception penalty now has a magnitude of 4 (was -10 points) for 4 minutes (was 5 minutes). My Whack effect no longer works against Super Mutants (part of my Improved Super Mutants). My custom Heart Beat sound plays when the player's fatigue < 25% . . . as an audio warning that the next Whack will likely knock you out (or finish you off). Fatigue is now only damaged 40% per whack, and the victim's fatigue must be lower than 25% when hit to be knocked out. New VisualFX when you are knocked out.
  • Rebalanced Blast: The player will only be knocked unconscious by a Blast if their fatigues is less than 50%; and their equipped armor will only receive increased damage from a Blast that knocks them unconscious. The increased damage to armor has also now been reduced (but is still based on armor AR).
  • Rebalanced Gunshot: Increased fatigue damage/bullet. PC: 55% (was 50%), NPC: 40% (was 30%). Should cause knockdowns for both after 4 quick shots (when the shot is fired from one of the weapons that has the effect attached to it).
  • Greatly expanded changes to Leveled Items to include improvements to NPC's armor and weapons . . . across all levels . . . many of your opponents should a be quite a bit more challenging (but I left a few, like Vault 101 Security at default . . . so that the tutorial would not be too difficult for newer players).
  • PipBoy Light Changes: magnitude is now set to 40 (default was 15, and I had previously increased this to a magnitude of 60) . . . I was finding it to be a bit too bright in the interiors (plus the latest version of Fellout has nights that are not quite as dark). Also gave the light a yellowish tint (was grey).

Hard-Core module:
  • Rewrote Weapon Ability Quest script (again!)- all conditions should now be applied correctly.
  • I got really frustrated with the NPCs always having an unlimited supply of ammo while shooting at me; but then never finding more than a couple of bullets in their inventory. So I increased the static amount for some types of ammo found on NPCs, based on what guns are in their inventory. (Applies to 10mm, 308 caliber, 32 caliber, 44 magnum, 556mm, Micro Fusion Cell, Small Energy Cell, Shotgun Shell, Missiles). And tougher NPCs will having more ammo than the easier ones. (Tougher = Talon, Super Mutants, BoS, Outcasts, Enclave)
  • Vendors will now have quite a bit more ammo to sell. (It was a bit silly for so many of them not to ever have more than a couple of bullets to sell.)
  • Reduced the default 'OnHit' Image Space Modifier's duration (results in much less lag on hits during combat)

Encumbrance module:
  • Using Jet or Ultra Jet immediately restores Strain to 0% (which can get you out of a high-Strain issue during combat). This was supposed to be included in the v.4.7 update, but I neglected to add my newest Encumbrance script in the final version.
  • Now you drop your weapon (if you have one unholstered) when you collapse (Strain > 100%).
  • New audio and VisualFX feedback when you collapse from exceeding 100% Strain.
  • Armor Encumbrance has been rebalanced (now a bit less harsh than in previous versions).

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Lil'.KiiDD
 
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Post » Fri Feb 18, 2011 12:09 pm

Wohoo thx *happy hug* :celebration:

No beers out tonight, cause now its F3 Arwen style.
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Emma Copeland
 
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Post » Fri Feb 18, 2011 2:02 pm

Awesome!

Excellent timing as well Arwen. My (quite low-level) character has just safely arrived at rivet city after quite an ordeal retrieving a radar dish. So, a good oppurtunity to update and then I'll have a chat with this "Dr Li" woman. :shifty:

Can't wait to try out the new visuals!

Thanks!

~Xeph'
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Dale Johnson
 
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