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

Post » Fri Feb 18, 2011 7:57 pm

Encumbrance module: [list] [*] 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.

It's still not working for me. :bolt:
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Stay-C
 
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Post » Fri Feb 18, 2011 6:50 pm

Goodness! :blush2: :brokencomputer: :facepalm: :banghead:

Povuholo you are totally right . . . the jet addition somehow didn't make it into v.4.8 . . . AGAIN! THANK YOU sooo much for discovering this so soon! I've just finished adding the changes to the script yet again, and updated the Encumbrance module.

I just uploaded version 4.8.1.


Note: v.4.8.1 is just a minor update/fix for v.4.8 that makes a minor change to the Encumbrance module, so that using Jet or Ultra Jet immediately restores Strain. (For some strange reason, these few lines of code never seems to make it into my final released version . . . hopefully they finally made it.) If you are one of the few who has already updated to v.4.8, I totally appologize (to update from v.4.8 to v.4.8.1, just copy the new Arwen_Encumbrance.esp into your Fallout3 Data folder, overwriting the older file).

Sorry about that!
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Tarka
 
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Post » Fri Feb 18, 2011 8:11 am

Nice! :D

First experiences (after the jet testing anyway). I knocked a couple of talon company guys out with a grenade and then bashed them a couple of times with a Super Sledge. :toughninja:

With all those guys on the floor it was a bit hard to see which ones were dead and which ones were knocked down/unconscious so I had to check if it said 'search' or 'talk to' or just the name when I hovered my mouse over them.

Anyway, there were like 5 of them and most seemed to be alive so I wanted to finish it quickly, so I bashed around a bit, killing them as fast as I could. I bashed one guys leg off, and another guy's arm, and killed the rest without any spectacular goriness. :toughninja:

Some other guy who I thought I had already killed stood up. Looks like I was wrong, so I shot him again. :gun:
So, all good now. I turn around to loot the other dead guys behind me and... http://fallout3nexus.com/imageshare/images/57416-1280515625.jpeg




I'm guessing this is related to the new whack/blast scripts. Either it is bringing NPCs back to life sometimes, or it's allowing me to dismember them before death. :ooo:


Edit: Tried it a few more times. http://fallout3nexus.com/imageshare/images/57416-1280516747.jpeg It appears to be the first: If I hit dead NPCs a couple of times they can come back alive. I assume the whack script is applied on their dead bodies, which resurrects them somehow. Maybe you forgot to check if NPCs are dead in your new script?

While this is undeniably awesome it should probably be fixed. :D
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Fanny Rouyé
 
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Post » Fri Feb 18, 2011 10:29 am

Oops!

I have issues with blood and gore, so I have dismemberment pretty much disabled (with my Gore-No-More mod). So I do NOT play test dismemberment.

I'm guessing that was caused by my new whacked script . . . which has become a pretty involved script.

Ok, so even with all my efforts to make v.4.8 bug free, I pretty much blew it. :blush:
I guess that is somewhat expected when you're making this many changes in a single update, especially when a number of new scripts were part of the release, and there's just one play tester (as in me).

Anyhoo, I'll fix what I think is wrong in my Whack script . . . and release yet another update . . . in v.4.8.2 . . . < < Sigh > >

povuholo, would you be willing to play test my v.4.8.2 Beta Realism Core module?
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abi
 
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Post » Fri Feb 18, 2011 10:58 pm

Perfectly understandable. I remember when I first released my quest mod for Oblivion and it turned random NPCs invisible, and a later update would cause random CTDs because of a script fix gone wrong...

Time for some positive news then. :D

I like the new visual effects. If I saw it right, the whack effect is now also reduced in steps rather than completely at once, with both the whack penalty and the blur effect getting reduced. It's nice, as are the rest of the changes to those weapon scripts. Aside from the freaky resurrection thing of course.

I'm not sure but I think you added a flame effect to the rocket launcher explosion? I don't remember seeing that before. But I haven't fought with many missile users yet. Anyway it's cool. The reduced blur thingy from getting shot is also nice.

At some point with V4.7 I was fighting with raiders outside the nuka cola plant. During that fight I got hit by a few melee users, which make me drop the Vampire's Edge sword that I was using. After the fight I looked for it but I couldn't find it back. Several gameplay hours later I returned to the same location, and a new group of raiders had arrived there there as well. I decided to take cover behind a nuka cola machine. Which worked great until a raider threw a grenade. Ouch. A few crippled limbs (thank you Rad Regeneration perk!) and dead raiders later I started checking their bodies, and I was surprised to find out that one of them had picked up the sword. :D


povuholo, would you be willing to play test my v.4.8.2 Beta Realism Core module?

Sure, if you PM me a download link I'll give it a shot. Or a whack. ;)

Or I can PM you my e-mail adress if that's easier.
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Tasha Clifford
 
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Post » Fri Feb 18, 2011 6:05 pm

Don't feel to bad, I made up to .4 with my latest, and still needed a patch to prevent CTDs.
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Ella Loapaga
 
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Post » Fri Feb 18, 2011 9:56 am

Hey Arwen, did i notice alittle Avatar tribute there in Vault 101 :laugh:
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Philip Rua
 
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Post » Fri Feb 18, 2011 8:53 pm

Don't feel to bad, I made up to .4 with my latest, and still needed a patch to prevent CTDs.

Thanks, but it is frustrating after spending so much time to get things 'right'. Hopefully v.4.8.2 will be the last quick fix for this version.


Hey Arwen, did i notice alittle Avatar tribute there in Vault 101 :laugh:

Not intentionally. What exactly are you referring too?

To Everyone: version 4.8.2 is now available.

Note: v.4.8.2 is just a quick fix for v.4.8
===========================================
The first fix was in the Encumbrance module, where using Jet or Ultra Jet will now immediately restore Strain (which never made it into my final released version). The second fix was in the Realism Core module, to prevent dead victims from sometimes be resurrected. If you already updated to v.4.8 (or v.4.8.1), I totally appologize. [To update from v.4.8 to v.4.8.2, just copy the new Arwen_Encumbrance.esp and the new Arwen_Realism_Core.esp into your Fallout3 Data folder, overwriting the older files (Or you can just do a quick unistall with the FOMM, of v.4.8 and then install v.4.8.2 . . . you do not have to do the whole clean save installiation procedure again).] Sorry about all the rapid updates, but my mod has become rather complex, and it is difficult to catch all the little imperfections. Hey, at least my fixes came pretty fast.
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Trista Jim
 
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Post » Fri Feb 18, 2011 3:00 pm

I don`t know so much about jokes from the US but it was in vault 101 when you left the room and the security officer fighted the Radroaches and some info popped up about your configmenu, and you mentioned something about to be careful cause you wherent in Kansas anymore haha

Just some line i remembered from Avatar that i saw not to long ago.

Else i whacked an radroach long time without able to kill it, then i whent into Vatsmode then i was able to kill it.
When i looted it, it had like 40 Radmeat and the xp kept popping in when i whacked it.

Good to know about the fixes, Thanks
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JESSE
 
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Post » Fri Feb 18, 2011 2:41 pm

Oh, ok . . . yes I do remember that line . . . but that is also one of my own favorite lines . . . which I've been using for years. The line actually came from the line: "Toto, I've a feeling we're not in Kansas any more.", which was from the movie, "The Wizard of Oz," which was released in 1939 . . . 70 years before Avatar was released.

And you're very welcome for the fixes . . . sorry that it took me a number of tries to get it right.
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Bambi
 
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Post » Fri Feb 18, 2011 5:14 pm

http://s278.photobucket.com/albums/kk91/mooguy3/?action=view¤t=Untitled-1.jpg Those red blobs are ferals.

Time to go make some more memories...
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Honey Suckle
 
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Post » Fri Feb 18, 2011 11:47 am

I think there's some circular logic going on between myself and Arwen. Arwen's been "designed to compliment the other mods that I am using", including my mod, and I've been designing my mod to complement ART in the last few releases.

Now if you'll excuse me, I'm off to divide by zero.
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Rik Douglas
 
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Post » Fri Feb 18, 2011 12:27 pm

I think there's some circular logic going on between myself and Arwen. Arwen's been "designed to compliment the other mods that I am using", including my mod, and I've been designing my mod to complement ART in the last few releases.

And then I use both mods and have the best FO3 experience ever. :D
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Scared humanity
 
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Post » Sat Feb 19, 2011 12:54 am

I think there's some circular logic going on between myself and Arwen. Arwen's been "designed to compliment the other mods that I am using", including my mod, and I've been designing my mod to complement ART in the last few releases.

I'm a firm believer in circular logic. :)

In my efforts to get version 4.8 released (and its bugs fixed) I haven't had a chance to try out your latest version of Fellout, but I just downloaded it and hope to give it a test run this evening.

To Everyone: I finally updated my original post in this thread, so that it is current with v.4.8.2. My website was also just updated.
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CArla HOlbert
 
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Post » Fri Feb 18, 2011 1:15 pm

Hey Arwen i know you've been quite busy but have you seen the recoil mod on FoN? I think Recoil would bring alot to this game and it might be something you want to add to the weapons of this game in a future update.
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Reanan-Marie Olsen
 
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Post » Fri Feb 18, 2011 4:33 pm

Thanks for the suggestion . . . I was not aware of the Recoil mod, but its video looked interesting, so I just downloaded it. I cannot promise anything, but I like the effects in my game, and if it is not too difficult to add (preferably as an option), I'll consider making it part of my Realism Core.

But my primary focus right now is completing my GOTY patches, as my intent is to include my main GOTY patch (the one for my Realism Core) with v.4.9; and then include my Hard-Core GOTY patch with v.5.0.
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Mélida Brunet
 
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Post » Fri Feb 18, 2011 3:31 pm

Thanks for the suggestion . . . I was not aware of the Recoil mod, but its video looked interesting, so I just downloaded it. I cannot promise anything, but I like the effects in my game, and if it is not too difficult to add (preferably as an option), I'll consider making it part of my Realism Core.

I may very well be confusing Fallout 3 with another game now, but doesn't the game already have some sort of RPG'ish recoil, where your accuracy gets less if you keep firing too long even though the crosshair stays at the same spot?

If it doesn't, this recoil effect could be a good idea.
But my primary focus right now is completing my GOTY patches, as my intent is to include my main GOTY patch (the one for my Realism Core) with v.4.9; and then include my Hard-Core GOTY patch with v.5.0.

Yay! :D

So far I've been avoiding all DLC content (as far as that's possible) until those patches are done. Luckily there's a lot to see and do in the capital wasteland already, so that's not a problem at all! :)

I'm having a small issue which may be caused by ART, which has been bothering me for a while now, I'll go see if that's really an ART issue or not. If so, I'll be back. :P
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Neil
 
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Post » Fri Feb 18, 2011 3:52 pm

Thanks for the response Arwen <3

And @ povuholo

http://www.youtube.com/watch?v=7aX3fhP2-vE

If implemented what could be done is a increase in base accuracy and perhaps reduced recoil based on skill.
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jason worrell
 
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Post » Fri Feb 18, 2011 3:01 pm

I'm not sure if this has been covered before but is Arwen's mod and Irong sights able to work with this mod?

http://www.fallout3nexus.com/downloads/file.php?id=10640

This is like EVE but different but more balanced according to the authour.
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saharen beauty
 
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Post » Fri Feb 18, 2011 6:42 pm

EWE - Energy Weapons Enhanced is not compatible at this point, because my EVE compatibility patches require the EVE.esp file and EWE uses a Master File version of EVE (EVE.esm file), plus there may be other computability issues.

I've just downloaded EWE and will see what I can do to make it compatible. I'll post again after I know more, but it may be a few days before I have the free time.

You do understand that my EVE/RH-Ironsights Patch is a less-than-perfect fix, since it replaces some of EVE's models with RH_Ironsights' models, but you still get all EVE's effects and sounds. (The author of RH-Ironsights says he will release an EVE compatibility patch that will use EVE's models.)
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Emily Shackleton
 
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Post » Sat Feb 19, 2011 12:14 am

Hi arwen. Been away for a long while now it seems. I'm still using 4.0 + gun patch lol

Think its worth updating? =)
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Emily Jones
 
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Post » Fri Feb 18, 2011 8:44 pm

Just food for thought but have you thought of a reworked barter system?

I dont care how terrible of a sales person you are if i go and kill a horde of people and bring a vendor a stack of premium weapons i dont think they would offer you a few measly caps even if they thought you were an idiot. Perhaps barter should only add to item value? In return make monsters and people more deadly and reduce item value of course.

Edit: This system might discourage barter as a skill which you are trying to premote, but perhaps a perk early on that you can tag any profession as a tagged skill ( Medicine, Science, Security, Barter)
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Austin Suggs
 
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Post » Fri Feb 18, 2011 10:20 pm

Hi arwen. Been away for a long while now it seems. I'm still using 4.0 + gun patch lol

Think its worth updating? =)

Goodness YES!
Version 4.0 was released 6 months ago (and I have been updating my Tweaks like every 2 or 3 weeks). Here’s a quick list of just the major changes since v.4.0:
- total overhauled my mod . . . now there are just 3 modules: Realism Core; Hard-Core module; and my new Encumbrance module (my encumbrance overhaul, which adds Strain to you character)
- added fomod installation, and my Tweaks now come bundled with all my compatibility patches (and new compatibility patch for Real Injuries/Primary Needs)
- added an in-game options menu, where you can toggle some things on and off, and adjust the settings of others.
- new XPR multiplier (configurable in Options Menu)
- Added FOSE check scripts
- My VisionFX mod was completely overhauled and merged into the Realism Core as a toggleable option
- new optional Dynamic VisualFX for damage to AGL & PER
- Localized Damage has been overhauled (Super Mutants are now VERY hard to kill!)
- Smarter AI has been rebalanced and optimized
- Weapon Skills have been totally redone, in the way your skills increase they damage you can inflict
- two-handed, non-melee weapons are disabled when arms are crippled
- VATS is now disabled when one of the player's arms are crippled
- some weapons now have weapon skill requirements
- all three of my Weapon Effects have been redone (as in, from the ground up)
- my Tweaks are now 100% compatible with RH_Ironsights – FOSE
- rebalanced Action Points
- extensive adjustment to Sneak
- there are now Gender bonuses/penalties, and Carrying Capacity and Base Heath were both reduced (for both genders).
- jump height/distance is now determined by a combination of Agility and Encumbrance
- Repair has had a major overhaul
- Bartering was totally rebalanced
- your Luck stat now affects the amount of loot that spawns, further loot reductions, and reduced amounts received for Outcast rewards
- increased the static amount for some types of ammo found on NPCs (based on what guns are in their inventory)
- Vendors will now have quite a bit more ammo to sell
- adjustments to the AI, so NPCs will not be so quick to seek out better weapons while they are in the middle of combat
- vehicle health has been reduced (they should now be easier to damage than in my previous versions).
- rebalance of some explosions
- greatly expanded changes to Leveled Items to include improvements to NPC’s armor and weapons
- reduced the default OnHit Image Space Modifier's duration (results in much less lag on hits during combat).
- Using Jet or Ultra Jet immediately restores Strain to 0
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Victor Oropeza
 
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Post » Fri Feb 18, 2011 6:05 pm

Just food for thought but have you thought of a reworked barter system?

I dont care how terrible of a sales person you are if i go and kill a horde of people and bring a vendor a stack of premium weapons i dont think they would offer you a few measly caps even if they thought you were an idiot. Perhaps barter should only add to item value? In return make monsters and people more deadly and reduce item value of course.

Edit: This system might discourage barter as a skill which you are trying to premote, but perhaps a perk early on that you can tag any profession as a tagged skill ( Medicine, Science, Security, Barter)

I did rework the Barter system , including the value of items, and I did make NPCs and Creatures much more deadly. I even added gender bonuses to Barter.

Having merchants charge exorbitant amounts to players with low Bartering skills my seem unrealistic, but this is a RPG . . . not real life. Just think of the high prices and low payments as very high taxes . . . or as transition fees. My point is that my mod has totally redone the way that Battering works, in that you will no longer get rich as a low level character, and you NEED to get your Bartering skills up to at least average, just to be able to trade effectively. And my method does do this part of the job pretty well . . . even though it can be very frustrating for low level players.

I would LOVE to see someone do a complete economic overhaul . . . THAT is what the game really needs. Personally, I just don't have the time (nor the expertise) to do this . . . at least not right now, as I have way too much on my plate. But I will likely continue to try to improve Barter, as I'm ALWAYS working at figuring out ways of making my Tweaks better, and my Bartering could use a major revision (but don't look for one in v.4.9, as I'm already working on way too many different additions/changes right now).
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Shae Munro
 
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Post » Fri Feb 18, 2011 10:00 pm

I've been getting some strange lag with the combat shotgun for quite some time already. It's not something caused by any recent releases. I think I know what's going on, a bit.

Every time I shoot with the combat shotgun, the game seems to freeze for a split second. It's not long, but it's quite noticable. The problem seems to be related to the gunshot script and the number of projectiles. If I remove the script, the 'lag' disappears. If I replace the script with a simple script of a few lines long, the lag also disappears. If I keep the original script on the weapon but reduce the number of projectiles, the lag is decreased. The further I reduce the projectiles the smoother it gets.

So to me it looks like the entire script is run through for every projectile that the combat shotgun shoots at once, which IIRC is 12, causing the short freeze as my PC needs to go through that long script 12 times simultaneously.

It doesn't seem to really do the stuff in the script 12 times, possibly because of the 3 second duration of the gunshot effect which has the script attached to it.
I tested this by adding a new script that added a Medicine skillbook when the script effect started, and a Guns and Bullets skillbook when the script effect ended. Even with 12 projectiles fired at an enemy, I'd only get 1 of both books for every shot, not every projectile.

But as I said, even though the effects are not applied 12 times, it does look like the script is somehow processed 12 times.

I only get this problem with the shotgun weapons, because those are the only ones that fire multiple projectiles at the same time. Every other gun works fine. Any ideas if I could be on the right track here?
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ZzZz
 
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