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

Post » Fri Feb 18, 2011 11:52 am

Arwen's Realism Tweaks:

My Fallout 3 Gameplay Overhaul, focused on making the Wasteland a much harsher place, where your stats and skills are MUCH more important.

Thread #9 http://www.gamesas.com/index.php?/topic/1096923-relz-arwens-realism-tweaks-thread-no8/

Current Version 4.8.2 (July 30, 2010). Requires FOSE, v.1.1 or later. This is a Major update.

Here are the major changes in v.4.8.2:
Realism Core module:
  • My VisionFX mod (what was also my former VisionFX module) was merged into my Realism Core: My visual effects have been overhauled, with new scripts and new Image Space Modifiers (You will now need to remove your Sunglasses when you are indoors to see very well.) And 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 my in-game Options Menu (activated in the beginning of the Escape Quest, or when you first install my mod). Both 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) are enabled through the new Visual FX sub menu. Each of my 3 Weapon Effects can now be toggled on or off in the new Weapon Effects sub menu.
  • 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).
  • Reduced the default 'OnHit' Image Space Modifier's duration (results in much less lag on hits during combat)

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.)

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).

IMPORTANT!!!.
  • PLEASE follow my installation/update instructions carefully . . . EVEN if you are updating from v.4.7! My modules are now packaged a bit differently, all the patches are now included, and initiation scripts have been added to my Realism Core module. If you don't uninstall correctly or reinstall correctly, you will likely severely mess up your game.
  • If you install my Encumbrance module, you also NEED to follow my "Encumbrance module's Strain Meter HUD Setup" instructions or my Strain meter will not appear in your HUD.
  • My Hard-Core module is best used in a new game. If you use this module in an existing game (beyond Level 2 or 3), your skills are going to take a major hit and I'm not sure what my perk and skill books changes might do (it would depend on what perks and skill books you have used).

Why I Created this Mod:
My Realism Tweaks are my efforts to make game play much more realistic, more challenging, and more balanced. These are changes that I originally created just for my own game, which were designed to compliment the other mods that I am using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). From the first time I played Fallout, there were a number of things that did not feel right to me. I found mods that fixed many things, but there were still a LOT of things that were not quite right, so I decided to see if I could make my own mod. My Realism Tweaks are the result of those efforts. Oh, before you get the wrong idea of what I mean by "realism." For me, a RPG is more realistic when I can role-play without having to work at it. My Realism Tweaks are my efforts to make FO3 more immersive and more realistic within the context of Fallout's alternate reality (which is a place where radiation causes mutations as often as death, and where injuries can be healed with a stimpack injection). Since FO3 is actually supposed to be a RPG and not a FPS, one of my goals has been to enhance the RPG aspects of the game, where your Skills and Stats are much more important in how your game will play out for you. If you install my Hard-Core module, you will discover that your distribution of SPECIAL points is MUCH more important than it was in the default game. When you leave Vault 101 you will now find that the Wasteland may actually feel like a harsh wasteland. This overhaul is deceptively small, so don't be put off by its small size. It actually includes a LOT of code, which changes over 1500 records (and over 50 scripts), and makes some rather dramatic changes to the game.

Warning: Do NOT install this mod unless you want the Wasteland to be a harsher, less forgiving place. If you install my Realism Tweaks, you'll instantly have a a MUCH more challenging game. For the best Hard-Core experience, I highly recommend using all three of my modules, along with ALL the mods in my FO3 Journal's Extreme Realism list.

Still somewhat modular: it now contains 3 different esps, which are all meant to be used together for my full Tweaks to take effect. Plus there is now an in-game Options Menu, that allow you additional control of several of my Tweaks:
  • My Realism Core module (required) is more streamlined and balanced.
  • While my Hard-Core module adds much harsher effects, reduced skill/stat points, tougher economics, gender bonuses/penalties, and my repair overhaul.
  • For instance, my Realism Core module reduces your carrying capacity quite a bit. But this is reduced even more by my Hard-Core module's Gender Quest script. The same is true for my reduced Hit Points.
  • What I am attempting to do is to address the two types of gamers who make up the bulk of my Tweaks users: those players who want most of my changes (but do not want my hard-core changes), and those who want ALL of my changes. So even though there are only four modules, the combination of the Realism Core with the Hard-Core module will give you a very different gaming experience than what you would have with just the Realism Core.
  • Plus my expanded Encumbrance module makes the game even more challenging, by making your encumbrance much more realistic . . . you will no longer be able to run or overload yourself without having to stop and rest.
  • And my expanded Options Menu allows some things to be configure within the game itself . . . such as the ability to control how fast you level up, by selecting which one of my global Reduced XPR Multipliers you want to use (at any time). You can also select from a number of different Timescales. Plus you can toggle on and off each of my three Weapon Effects, my VisionFX (which are attached to all default eye wear), and my Dynamic Visual FX (the ones that add visual penalties when your Agility or Perception stats are damaged).


The 3 Modules (esps):
(The full details on all my changes are listed in the http://amito.freehostia.com/Fallout/FO-mods04.htm) Major changes from the default game:
1.) Realism Core (Arwen_Realism_Core.esp):
  • Required Core Module.
  • "Arwen's Option Menu" is added to your inventory (in-game selection of Timescale and XPR Multiplier; and you can enable my Weapon Effects and my Visual FX).
  • My Global XPR Multiplier slows down how fast you level up by reducing ALL experience points rewards. Your current total XPR will NOT be reduced . . . just the amount of points you receive from this point forward. The XPR Multiplier is initially set to 20% (1/5th default amount), but is easily changed in my Options Menu (from 5% to 100%).
  • Global tweaks that affect PC, NPCs, and Creatures. For more immersive and better balanced game play, with improved role-playing aspects.
  • Reduced Carrying Capacity and fewer HPs for PC (both are further reduced by my Hard-Core module).
  • More immersive and more balanced VATS.
  • Smarter AI: combat with NPCs is now much more challenging, and sneaking is now much more realistic
  • Includes my Dynamic Stealth where time of day, weather conditions, and being in an interior cell factors into your ability to remain undetected.
  • The Wasteland is now a much less forgiving place. Your character is now weaker and much more vulnerable, and the NPCs are stronger and healthier.
  • Weapon damage is much greater, and weapon skills are now a much greater factor.
  • When an arm is crippled, some types of weapons will no longer be usable, and VATS will be disabled.
  • Balances armor/clothing values, weight, damage resistance, and "enchanted" effects. Includes my 1.5X AR global modifier.
  • More realistic explosions, projectiles, grenade physics, and death force effects. Some explosions were rebalanced: frag grenades and nuka grenades now take one second longer to explode, and nuka grenades now do much less explosive damage, but inflict a much greater burn damage (that damages health for 30 seconds after the blast) and bottlecap mines now have a blast that covers a much greater area, but inflict less damage (but still 50% more than a frag mine or grenade).
  • Unique optional immersive weapon effects: Gunshot knock downs, Whack and Blast knockouts. (Enabled by default).
  • Optional Dynamic VisualFX created for loss of Agility and Perception . . . adds visual feedback/penalties and increased immersion. (Disabled by default, so to have these present in your game, you must enable them in my in-game Options Menu).
  • Optional VisionFX (formerly my VisionFX module) adds a bit of immersion when wearing default sunglasses (reduces the harshness of outdoor lighting) and reading glasses (20 seconds of blurriness and double vision when you first equip). As a bonus, you can now wear eye wear in combination with most default helmets and hats. The effects only works fully if you have HDR enabled in your game. Note: my VisionFX are disabled by default (you must enable them in my in-game Options Menu).
  • Enhanced repair lists for both weapons and armor.
  • Changes the localized body damage effects in a way that balances out game play, while making strategic hits more effective (such as crippling shots, and head shots now do a LOT more damage). Super Mutants are now VERY hard to kill.
  • Improvements were made 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).

2.) Hard-Core (Arwen_Hard-Core.esp) (see my http://amito.freehostia.com/Fallout/Arwens_Hard-Core.htm):
  • This module is totally Optional, but it does require that my Realism Core module is installed!
  • Expands the difficulty and challenge of the Realism Core module, by making your character's stats have a much greater impact on your game play, and by totally changing the economics of the game.
  • Adds much needed balance to skill points. You will now begin the game with half as many skill points, and your skill points should increase roughly half as fast as in the default game. Reduces amount of Derived Skill Points.
  • Changes Skill Books and 95% of the default Perks (and adds a few of my own unique perks).
  • Overhauled Bobbleheads and reduced initial SPECIAL points.
  • Adds Gender bonuses/penalties, including gender-based weapon skill requirements.
  • Much Fewer HPs than with Realism Core, which are now gender-based [30 less HPs for females, and 45 less HPs for males].
  • Greatly reduced carrying capacity, which are now gender-based [for 1 to 10 STR: females: 45 to 135 lbs; males: 50 to 185 lbs].
  • Makes caps, food, weapons, and ammo MUCH less abundant in the Wasteland. But you will now find more ammo on your vistims, based on what guns they have . . . and toughter opponents will have the most ammo.
  • The amount of spawned loot is now based on your Luck stat. For each point of Luck less than 10, the average amount of found loot decreases by 5%.
  • Bartering was totally rebalanced: the value of all items is half the default value, but merchants will charge LOT more for items, and you'll get a LOT less for what you trade with them (based on your Bartering skill). Plus merchants will now have much more ammo for sale.
  • Repair has had a major overhaul: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus), and merchants will now be MUCH better at repairing.
  • Outcasts Rewards are now more balanced (you'll now get less stuff in trade).

3.) Encumbrance module (Arwen_Encumbrance.esp):
  • This module is totally Optional. (It was balanced for the Hard-Core module, but it can be used with just the Realism Core).
  • You now suffer from Strain (similar to fatigue, but totally separate from the default fatigue). Your Strain increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance).
  • Strain is based on game time, so Strain increases faster with faster Timescales [Note: divide game minutes by your Timescale setting for real time.]
  • The higher your encumbrance limits, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit.
  • With an encumbrance of less than 60%, you will be able to run for roughly 24 GAME MINUTES before your Stain reaches 100%, but at 100% encumbrance, you'll only be able to run for about 5 game minutes.
  • When walking with 110% encumbrance, you will last about 12 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 3 game minutes.
  • But Strain increases faster when you are injured: 30% faster when one leg is crippled, 60% faster when both legs are crippled, and 30% faster when your torso is crippled (in addition to the cripple leg penalty). Jumping and melee attacks (swinging a melee weapon) will both increase Strain.
  • If your Strain exceeds 100% you will collapse, injuring yourself (the amount of HPs you lose is based on your current Strain/second), and dropping your weapon (if you have one out).
  • Your Strain is displayed as: "Strain: xx%"[The Strain meter is movable by just holding down the grab key for 2 seconds, and then by using the arrow keys to move it.]
  • When your Strain is over 45%, your character will start breathing hard. Your Strain percentage will turn red when your Strain reaches 70% and your character will start breathing harder. At 85% Strain, the text starts flashing, warning that you are near your limit.
  • Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance). Strain also decreases while you are in menus (at the walking rest rate). How fast your Strain decreases depends on how encumbered you are.
  • During a walking rest (after running, or when in menu mode) it takes about 6.5 game minutes at 0% encumbrance for Strain to decrease from 100% to 0%, but over 9 game minutes at 100% encumbrance. For non-moving, standing rest, it takes a bit less than 4 game minutes at 0% encumbrance. Plus your Strain will decrease 60% faster when you are sitting or crouching (non-moving sneak mode).
  • During combat your Strain will only be reduced when you are not moving (as in hiding). And Strain will not be reduced during combat when in menu mode.
  • Dynamic Jump (how far and how high you can jump) now changes, based on your character's current Agility AND on their Encumbrance. The default game's jump height is roughly 3 feet. A 25% ENC + 5 AGL, or a 80% ENC + 7 AGL, results in roughly a 3-foot jump height. With a 25% ENC + 10 AGL, you'll be able to jump up to 5.4 feet. But you will not be able to jump at all when your AGL is really low, or when either leg is crippled.
  • Dynamic walking and running speeds: movement speed is now affected by your encumbrance . . . the more you are encumbered, the slower you move. But you also gain a running speed bonus when your encumbrance is less than 60%, as long as your health is no lower than 50%.
  • Armor Encumbrance has been greatly increased, so you will now move noticeably slower when wearing heavier armor. (The default movement speed difference between wearing 1-pound armor and 50-pound armor was only 8% . . . there is now a 20% difference.) I just gave it more of an impact, to balance things out . . . heavier armor protects you more, but you will not be able to move nearly as fast when wearing it.
  • My Encumbrance notes are also added to your inventory, for easy reference.


Bundled Compatibility Patches - Select the ones you need on my Realism Tweaks Setup menu (when the mod is activated with FOMM):
  • MMM Compatibility Patch (Arwen_MMM_Patch.esp): Requires Marts Mutant Mod-RC5 installed in your game, and loaded before my Realism Core module. This patch prevents Mart's Mutant Mod's AI scripts from conflicting with my Realism Core module's Smarter AI. See the ReadMe for details (Arwen_MMM_Patch_ReadMe.txt).
    EVE Compatibility Patches (two versions):
  • EVE Patch (Arwen_EVE_Patch.esp): Makes all the explosive tweaks in my Realism_Core module 100% compatible with EVE. REQUIRES that you have EVE - Energy Visuals Enhanced installed in your game, and loaded before my Realism Core.
  • EVE/RH-Ironsights Patch (Arwen_EVE_RH-IS_Patch.esp): Makes all my explosive tweaks 100% compatible with EVE, PLUS makes EVE compatible with RH_IronSights - FOSE. Requires that you have Both EVE and RH-Ironsights installed in your game. All the energy guns can now be aimed in 1st person with Ironsights. Some of EVE's models were replaced with RH_Ironsights models, but you still get all EVE's effects and sounds). My patch is not a perfect solution, but this newest version is perhaps the best EVE/RH-IS patch currently available. See the ReadMe for details (Arwen_EVE_Patch.txt).
    RiPnO Compatibility Patches (Requires my Hard-Core module) (two versions):
  • RiPnO - Real Injuries Patch (Arwen_RiPnO_Patch.esp): Enables your Luck stat to alter the amount of RI's spawned loot . . . stuff like stimpaks, Morphine, Healing Powder, bandage packs, and water. Requires Real Injuries, Primary Needs, and Orfevs' RiPnO-Real Injuries Patch all installed.
  • RiPnO - Real Injuries/BLTC Patch (Arwen_RiPnO_BLTC_Patch.esp): This version also includes all BLTC's (Better Living Through Chemicals) spawned chems and alcohol. Requires that you have RI/PN, RiPnO - Real Injuries, and BLTC all installed and activated. See the ReadMe for details (Arwen_RiPnO_Patch.txt).

Compatibility:
  • I've attempted to make all my mods compatible with all the mods on my FO3 mod list.
  • Fully compatible with MMM (with my compatibility patch)
  • Fully compatible with EVE - Energy Visuals Enhanced (with my compatibility patch)
  • Fully compatible with RH_Ironsights–FOSE
  • Fully compatible with all the DLC, in that they should not cause any conflicts. But there could be some minor balancing issues (I'm currently working on some large GOTY patches).
  • For more mods that I have personally tested for compatibility, visit http://amito.freehostia.com/Fallout/FO.htm)

Incompatibility:
  • My Realism Tweaks will overwrite any mods that make any of the changes I have listed here.
  • Do NOT use my Realism Tweaks with other balancing mod that make changes to the same game elements, as this will unbalance the game play (by making some things too easy, while making others too difficult).
  • My Realism Tweaks are not compatible with mods that alter the specs of default armor/clothing (but should be compatible with mods that ONLY add cosmetic changes).
  • My Realism Tweaks are not compatible with mods that alter the specs of default weapons or default projectiles . . . although it should be compatible with mods that only make cosmetic changes to weapons (the exceptions are non-blade melee weapons, shotguns, and the few ranged weapons that my mod alters).
  • My Realism Tweaks are NOT compatible with FOOK or FWE (even though my earlier Smarter AI module is integrated into FWE).

Load Order:
  • In order to insure that all my Tweaks are being applied (and that other mods are not overriding any) put the esps near the end of your load order (generally AFTER any mods that make changes to same portions of the game).
  • Also, the Arwen_Reduced_QuestXPR.esp should BEFORE any other mods that make changes to any of the default quests (otherwise, the other mods will not work).
  • See compatibility section for load order with some specific mods.
  • Load order of the 4 modules:
    1.) Arwen_Realism_Core.esp
    2.) Arwen_Hard-Core.esp
    3.) Arwen_Encumbrance.esp

Known Issues or Bugs:
If you load a game which was saved while your character was unconscious, your character will likely have to endure all sorts of really weird and humiliating graphic effects (such as their body melting, stretching, falling through the game mesh, or being launched through the air). If they somehow manage to survive this ordeal, their body should return to normal. I know of no way to correct this, as it seems to be a game bug. My suggestion is simple: don't load a game that was saved while your character was unconscious.

Credits:
  • Bethesda Softworks, for making Fallout 3.
  • The Fallout Script Extender team for making http://fose.silverlock.org/
  • 'DarN', for making the http://www.gamesas.com/index.php?/topic/1085562-wipzbeta-darnified-ui-f3/ mod
  • 'Imp of the Perverse', for his http://www.fallout3nexus.com/downloads/file.php?id=12977 and for personally helping me add my Strain stat to DarN's UI.
  • ALL the great guys over on the The G.E.C.K. forums . . . who freely gave of their time to guide a clueless, whining, rookie script-writer-wanna-be.

Download link: http://www.fallout3nexus.com/downloads/file.php?id=7565

Other Mods by Arwen:
  • http://www.fallout3nexus.com/downloads/file.php?id=7674 - no longer needed with my Realism Tweaks.
  • http://www.fallout3nexus.com/downloads/file.php?id=7318
  • http://www.fallout3nexus.com/downloads/file.php?id=7400
  • http://www.fallout3nexus.com/downloads/file.php?id=9558 - now integrated into my Realism Core module as a toggleable option.

User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Fri Feb 18, 2011 4:08 am

ah another thread! anyway, im surprised about the lack of feedback about 4.7 too. makes me seem whiny about the posts i make. :blush2: i'm almost shy about making another one but here goes...

i got whacked by a raider with a baseball bat. which surprised me since i have a str of 10. does the limitation preventing whacking against enemies with greater STR unless melee >= 50 apply to NPCs too? because i doubt that raider had 9 STR and >= 50 melee skill. also i was wearing PA and i got to thinking that should protect me some against whack, shouldnt it?

glad to hear about the 1 second delay for grenades you mentioned. would give my lumbering PA tank a bit more time to get away from the pineapple.
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Fri Feb 18, 2011 7:14 am

Please do NOT feel shy about posting! I do my best to support my mods, and do consider most suggestions that users ask for (once and a while a suggestion is just too contrary to my mod's intent, for me to consider implementing it).

The condition I use for Whack is: if (GetActorValue Strength - player.GetActorValue Strength) >= (1 + (player.GetActorValue MeleeWeapons >= 50)),

So it only should only be limiting the player . . . which is my intent in this case. And armor does not directly prevent you from being Whacked, although I probably could factor in your AR in how many fatigue points you would lose on each Whack . . . if this was something that enough users wanted. To be knocked out, your health has to be less than 25% (or 50 HP for players with lower total HPs) . . . so armor does play a role indirectly.

I play tested the 3.5 second grenade timer last night and it feels much better than the 2.5 sec. default (which was the same as the frag mine timer). Of course this works both ways, meaning that the NPCs will have an additional second to get themselves clear . . . making grenades more difficult to use against them.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Fri Feb 18, 2011 1:49 am

yes, AR affecting fatigue loss would be better. the shy thing was really just a bit of a joke. :) i know how open you are to comments and suggestions. which REALLY is greatly appreciated.
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Fri Feb 18, 2011 10:20 am

yes, AR affecting fatigue loss would be better. the shy thing was really just a bit of a joke. :) i know how open you are to comments and suggestions. which REALLY is greatly appreciated.


Woah. Time for another run through with ART to get me ready for NV.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Fri Feb 18, 2011 1:26 pm

Quick question where did you get the basic eidtion of rh ironsights?
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Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Fri Feb 18, 2011 12:20 am

Quick question where did you get the basic eidtion of rh ironsights?

thisiswar, please dont take offense but i somehow imagine you're a bit on the young (<20) side and just recently playing with mods? ive been reading a lot of your posts recently and i quite enjoy your eagerness to get this and that mod and get them working properly. reminds me of me when i started using mods. play on my friend, play on. :)

anyway, i think i got the basic the same way i got most of my other mods, by using the links on arwen's site. you should take a look if you havent already. google search will readily show you the way...
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Fri Feb 18, 2011 1:38 am

I have downloaded it and checked for a plugin with basic edition but sadly none. anyway I might try this mod
edit I have used many mods about last year
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri Feb 18, 2011 6:30 am

yes, AR affecting fatigue loss would be better. the shy thing was really just a bit of a joke. :) i know how open you are to comments and suggestions. which REALLY is greatly appreciated.

My initial try at making AR a factor in the amount of fatigue that is damaged when Whacked didn't turn out all that well. The problem is one of balancing, as I had no problem scripting in the AR. My initial feelings was that the effect of AR would have to be quite minor, and play testing confirmed this. So I'm currently leaning towards not adding any AR effect, as the minor bonus/penalty just isn't worth making a more complex script. And I like to keep my scrips as simple and efficient as possible.

What I'm focusing on instead (at least for now) is slightly different way that I figured out earlier today of doing all my Weapon Effects. My new Whack effect (which was my first attempt at scripting out my new ideas) now only applies the reduced agility and perception if you're actually 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.

I should also be able to make the newer versions configurable from my in-game options menu. So far I'm only playing around with some ideas, as far as the configurable part goes . . . and it may only enable the user to toggle these on or off . . . but that way you could at least turn off my Blast effect when combat became too intense.
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Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Fri Feb 18, 2011 12:08 pm

Version 4.8 beta progress:
Realism Core:
  • Expanded Options Menu: ability to toggle on/off each of my three weapon effects (Whack, Blast, Gunshot).
  • ?Blast script: made my increased damage to equipped armor a bit less harsh, and the Blast effect will only be applied when your fatigue is less than 50% . . . so a single explosion will not knock you out or add increased damage to your armor (or reduce your Agility and Perception) . . . unless your fatigue is already badly damaged.
  • ?Whack script: now only applies the reduced agility and perception if you're actually 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. My Whack effect no longer works against Super Mutants (part of my Improved Super Mutants).
  • ?Gunshot script: increased fatigue damage/bullet. PC: 55% (was 50%), NPC: 40% (was 30%). Should cause knockdowns for both after 4 quick shots. But the Agility penalty will no longer be applied until you're actually knocked down (when your fatigue drops to 10 or less)
  • Rebalanced some explosives: (frag grenades will take 1 second longer to explode; Nuka Grenades will cause much less DAM from the blast itself, but will cause greater damage from burns, and the radiation will be a bit less, and last longer (but overall will be about 50% less Rads), and they will also take 1 second longer to explode; Bottlecap mines will do much less DAM (which was more than a Bus explosion by default).

Hard-Core module:
  • ? Rewrote Weapon Ability Quest script – all conditions should now be applied correctly.
  • More of some types of ammo will be 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 have more ammo to sell.

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Chantel Hopkin
 
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Post » Fri Feb 18, 2011 7:38 am

can there be an effect for unamred weapons? if so, then can an invisible dummy weapon be made for complete unarmed so even barefists have it? it would be weaker than whack but more damaging on fatigue.

and can it be named KAPOW! :)
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James Hate
 
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Post » Fri Feb 18, 2011 7:07 am

Hey Arwen!
Sorry for not posting back on the mod in a while.
I've had some trouble and had to reinstall the game afresh.
So, now with 4.7 set and running smoothly I'll be able to comment on it as soon as I've had a chance to take it for a good spin.
It's great that you're working so hard on this!:)
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Lifee Mccaslin
 
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Post » Fri Feb 18, 2011 4:20 pm

Awen, here are my thoughts from what I have played so far with V4.7. Ok.. Let the agreeing to disagree begin!;);)

In general, a great release. I have not run across any bugs myself at this time except one minor one. The only one I have seen is when an arm became crippled and using VATS. The animation seemed to get stuck in a loop. It is very minor and hard to reproduce.

More importantly I think the Encumbrance is working excellent. I know there have been a few complaints, but I have none. Considering I used a time scale of 8, as opposed to the 4, I think it was just hard enough and I was sometimes surprised at how far I was able to run at times. Great balance imho. Overall I love it!! But, to give others the option, and to reply to your request for what you can add your new menu-config screen, maybe make an option for slightly easier and slightly harder. So three choices; in total; default, easier, harder?

With regard to your Wack effect, this has always been my biggest issue. I have read that you are working on a rewrite and I am very happy. I haven't brought this up before as I have just removed the effect in the past. As have been mentioned already, the effect essentially happened on every hit, and the penalties were harsh. Since I love to play melee and unarmed it was nearly unplayable. I know you are changing it so I won't say too much, but wanted to add a bit. Other than it happening on each it, I think the Penalty and length of time are too much. A perception damage of minus ten is essentially critical damage without the actual critical happening. It also means imho, that it is a hit to the head, when it is possible that the PC could get hit in other ares and not the head. I think from a role playing standpoint, things like being able to dodge, block, and wearing armor/head protection, would come into play in avoiding a serious hit. I know the game engine does not allow some of those items, that is why I mentioned the Role Playing. Additionally a PC's agility and perception would factor into if they were hit and how hard. For me actually, agility and perception would be more useful in avoiding a hit than strength. Another point from my perspective that I want to make is the length of time that the effect lasts. Since there is no way to heal or cure the damage effect, I simply just sit there and wait for 5 minutes. It is a hindrance for game-play and adds very little, since most fights are over in a minute or less. Despite my issues with the Effect, I do support the idea and in general love it. It is just a matter of tweaking I think.

One request that I have, since you are more familiar with adding to the UI now, is to have the effects listed when they happen. I often don't even know I have the Wack/gunshot etc.. effect until I try to walk over a sidewalk curb and can't, or I try to use my gun in VATS and have no action points to use. It would be nice to have is show up in my HUD, before I am in another fight and it is too late.

Another suggestion is to have the XML file for the HUD installed automatically with the OMOD script. Or at least give the option to install it/overwrite it, as is would be less cumbersome. (Side note: this is funny. When I installed you mod, I followed the instruction to add the strain meter to the HUD. I played and it didn't come up. I was like huh? what’s with that? I then re-read and did it again, being very careful to follow your instructions carefully. Still no meter in the HUD. Weird right. Then I copied the file and it didn't work. Well a bit later (Don't laugh), I went to play Oblivion and it crashed on startup!!;);) Yes, I was modifying the Oblivion XML file. (Same name). Hey! I told you not to laugh!!;);) Anyway live and learn.)

Arwen, what do you think about adding the No Auto Aim settings to your Mod? In those tweaks, there are only a few settings that are changed, and since the majority of people don't like auto aim it would be nice. Maybe that can be an option that a person can turn on/off in your new menu choices?

Speaking or menu choices, how about an option to turn of the panting/breathing noise for the Encumbrance module? I'm not into that myself as they are distracting and just delete them.

Concerning the explosion damage to armor effect. .. I like it but, as I think as already been said, it needs to damage the armor a bit less imho.

Lastly, do you use anything to increase drinking water radiation? The default games' water from sinks etc, is so low that I can heal myself whit little repercussion. A bit of a cheat using ART if you ask me, so I add an increase drinking water rad mod. Just curious if you want to add that effect since you already increase swimming/wading radiation?

Ok that is my 3 cents for now. Again, incredible mod/update overall. The game would not be the same without your skills Arwen!!:):)

Mahalo,
Nemesis.
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Carlitos Avila
 
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Joined: Fri Sep 21, 2007 3:05 pm

Post » Fri Feb 18, 2011 4:01 pm

can there be an effect for unamred weapons? if so, then can an invisible dummy weapon be made for complete unarmed so even barefists have it? it would be weaker than whack but more damaging on fatigue.

All the default unarmed weapons ( Hand2Hand) already have my Whack effect attached to them (the only exception is the "Shocker," which has its own Shocker effect). You cannot attach an Object effect to fists, but I wouldn't add a weapon effect to fists even it I could, as that would be somewhat unbalanced, since fists cannot be damaged, or bought or sold (you get them for free). The damage from fists is listed as "0" in GECK, but they do damage the victim, so apparently the damage from fists is hard coded into the game. (I haven't confirmed this, but my guess is that the DAM for fists is based on your Unarmed Skill, just like all the other Hand2Hand weapons.)

I'm not sure why you feel that Unarmed weapons should cause more damage than they currently do in my Tweaks, since my mod already greatly increases the damage that all weapons do. But with my mod, your weapon skills now play a much greater factor in how much damage any weapon will do. If you have a decent Unarmed Skill, the unarmed weapons can be just as effective as many of the melee weapons.

For instance:
The standard Brass Knuckles have a default damage of 8 DAM (which is exactly the same as the Nail Board).
But with my Tweaks, at 50 Unarmed, the damage increases to 14 (which is 2.5 times more DAM than you have with the default game)
And at 75 Unarmed, the damage jumps up to 19 (which is 3 times more DAM than you have with the default game).
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Shannon Marie Jones
 
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Post » Fri Feb 18, 2011 11:54 am

Hey Arwen!
Sorry for not posting back on the mod in a while.
I've had some trouble and had to reinstall the game afresh.
So, now with 4.7 set and running smoothly I'll be able to comment on it as soon as I've had a chance to take it for a good spin.
It's great that you're working so hard on this!:)

Hey Artfact, sorry to hear about your reinstall issues.

But I'm looking forward to your comments on v.4.7.
I'm planning on releasing v.4.8 later this week . . . and I want it to address as many issues that users may be having with v.4.7 as possible.
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Sudah mati ini Keparat
 
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Post » Fri Feb 18, 2011 1:21 am

guess its my fault for not actually testing unarmed before posting. :facepalm: my concerns came from planning to start an unarmed character and fearing i wouldnt stand a chance in an ART wasteland.
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Crystal Clear
 
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Post » Fri Feb 18, 2011 6:48 am

Awen, here are my thoughts from what I have played so far with V4.7. Ok.. Let the agreeing to disagree begin!;);)
In general, a great release. I have not run across any bugs myself at this time except one minor one. The only one I have seen is when an arm became crippled and using VATS. The animation seemed to get stuck in a loop. It is very minor and hard to reproduce.

I NEVER use VATS when I'm actually playing my own game; have only done a minimal amount of play testing in VATS. But I had the issue with crippled arms in the default game. So my feelings are that this is not a bug in my Tweaks, but that the default bug is just more noticeable when my mod is installed, since your arms are more easily crippled. I've addressed this bug by preventing my Crippled Weapon quest from running when you are in VATS mod, but what is needed is a way to prevent the player from using VATS when they have a crippled arm. (I'm still trying to figure this one out.)

More importantly I think the Encumbrance is working excellent. I know there have been a few complaints, but I have none. Considering I used a time scale of 8, as opposed to the 4, I think it was just hard enough and I was sometimes surprised at how far I was able to run at times. Great balance imho. Overall I love it!! But, to give others the option, and to reply to your request for what you can add your new menu-config screen, maybe make an option for slightly easier and slightly harder. So three choices; in total; default, easier, harder?

Thanks! I worked extremely hard at making my Encumbrance module as balanced as possible. It is very difficult to find a balance when adding a consequence like Strain to the game . . . the hardest part was making the Strain penalty great enough to have an impact in they game, without Strain (and the necessary Resting) becomming a chore (which would take the fun out of it). So far the response on my Strain effect has been overwhelmingly very positive, and the few complaints I have received have mostly been because the user had their Timescale set too high. I'll consider adding difficulty options for Strain, if I can figure out how to keep all 3 settings balanced (which might be quite difficult). The other thing is that my Encumbranc script has already become more complicated than I like my scripts to be, so I'll have to first see if I can simplify my current script before adding a global multiplier to it.

With regard to your Wack effect, this has always been my biggest issue. I have read that you are working on a rewrite and I am very happy. I haven't brought this up before as I have just removed the effect in the past. As have been mentioned already, the effect essentially happened on every hit, and the penalties were harsh. Since I love to play melee and unarmed it was nearly unplayable. I know you are changing it so I won't say too much, but wanted to add a bit. Other than it happening on each it, I think the Penalty and length of time are too much. A perception damage of minus ten is essentially critical damage without the actual critical happening. It also means imho, that it is a hit to the head, when it is possible that the PC could get hit in other ares and not the head. I think from a role playing standpoint, things like being able to dodge, block, and wearing armor/head protection, would come into play in avoiding a serious hit. I know the game engine does not allow some of those items, that is why I mentioned the Role Playing. Additionally a PC's agility and perception would factor into if they were hit and how hard. For me actually, agility and perception would be more useful in avoiding a hit than strength. Another point from my perspective that I want to make is the length of time that the effect lasts. Since there is no way to heal or cure the damage effect, I simply just sit there and wait for 5 minutes. It is a hindrance for game-play and adds very little, since most fights are over in a minute or less. Despite my issues with the Effect, I do support the idea and in general love it. It is just a matter of tweaking I think.

All my weapon effects have been tweaked in my beta v.4.8 . . . not just in the scripts, but in the way all the penalties are applied. I never meant for the penalties to be applied at every hit, but could never seem to prevent that from happening . . . until now. In all my previous versions (including v.4.7) the penalties were part of the Object Effect, which meant that they were attached to the weapon (or explosion). Now the penalties are applied as a spell, which is triggered by conditions in my Weapon Effect scripts.

So for Whack: the reduced agility and perception are only applied if you're actually 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. And I do agree with you that my Reduced Perception penalty might be a bit too harch with Whack, since it is nearly the same as the penalty you receive for Blast. So I'm leaning toward reducing the magnitude to -5 points, and leaving the duration at 5 minutes.

One request that I have, since you are more familiar with adding to the UI now, is to have the effects listed when they happen. I often don't even know I have the Wack/gunshot etc.. effect until I try to walk over a sidewalk curb and can't, or I try to use my gun in VATS and have no action points to use. It would be nice to have is show up in my HUD, before I am in another fight and it is too late.

I have no idea if I could figure out how to add effects to the UI. DarN is lightyears beyond me in UI, and he has yet to add anything like that. My guess is that this would be impossible to do directly (as in showing all the individual enchanted effects that are being applied at any given time (from clothing, food, drugs, injuries, etc.). I'm just in the habit of tapping the jump key after combat, just to see if I've been crippled, or have received an AGL penalty.

Another suggestion is to have the XML file for the HUD installed automatically with the OMOD script. Or at least give the option to install it/overwrite it, as is would be less cumbersome. (Side note: this is funny. When I installed you mod, I followed the instruction to add the strain meter to the HUD. I played and it didn't come up. I was like huh? what’s with that? I then re-read and did it again, being very careful to follow your instructions carefully. Still no meter in the HUD. Weird right. Then I copied the file and it didn't work. Well a bit later (Don't laugh), I went to play Oblivion and it crashed on startup!!;);) Yes, I was modifying the Oblivion XML file. (Same name). Hey! I told you not to laugh!!;);) Anyway live and learn.)

Thanks for your story . . . you made my day! And I thought stuff like that only happened to me. I'm still not comfortable/competent enough with XML code to make an auto install. Plus there's the problem that an auto overwrite could mess up another mod that also alters the same xml menu file.

Arwen, what do you think about adding the No Auto Aim settings to your Mod? In those tweaks, there are only a few settings that are changed, and since the majority of people don't like auto aim it would be nice. Maybe that can be an option that a person can turn on/off in your new menu choices?

I could easily add the gameplay code changes, but at the possible cost of incompatiblity . . . as not everyone thinks to check a mod's option menu when they are having proplems with a mod. If I do add an Auto Aim fix . . . it will be my own version that I've been messing around with . . . where your (Auto) aim distance is determined by your current Perception amount. (I also have my own personal camera settings that I could add as an option, it this is something that users want.)

Speaking or menu choices, how about an option to turn of the panting/breathing noise for the Encumbrance module? I'm not into that myself as they are distracting and just delete them.

Now I'm hurt . . . (just kidding) . . . but I did put a lot of effort into making and adding what I felt were very minimal audio warnings, which are supposed to add immersion . . . not be distracting. I'll consider this, but it isn't going to be very high on my list until others ask for this as well.

Concerning the explosion damage to armor effect. .. I like it but, as I think as already been said, it needs to damage the armor a bit less imho.

I think you'll be happy with v.4.8 of my Blast effect, which will only be applied when your fatigue is less than 50% . . . so a single explosion will not knock you out or add increased damage to your armor (or reduce your Agility and Perception) . . . unless your fatigue is already badly damaged.

Lastly, do you use anything to increase drinking water radiation? The default games' water from sinks etc, is so low that I can heal myself whit little repercussion. A bit of a cheat using ART if you ask me, so I add an increase drinking water rad mod. Just curious if you want to add that effect since you already increase swimming/wading radiation?

The reason that I haven't increased radiation in drinking water is that other mods do this, such as RI/PN, and I think BLTC and Imp's More Complex Needs (I think). I'm using all 3 in my game, where dringking water does not have any healing benefit at all.

Ok that is my 3 cents for now. Again, incredible mod/update overall. The game would not be the same without your skills Arwen!!:):)


Thanks sooo much Nemesis, for your support and for your very detailed comments/review of v.4.7!
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Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Fri Feb 18, 2011 8:57 am

Arwen:
" Now I'm hurt . . . (just kidding) . . . but I did put a lot of effort into making and adding what I felt were very minimal audio warnings, which are supposed to add immersion . . . not be distracting. I'll consider this, but it isn't going to be very high on my list until others ask for this as well. "

Nooooooo!!;);) Seriously though don' t take this personally, I turn off default sounds too, like the default heartbeat when your health is low. (actually heartbeat sounds weird me out for some reason. Yes ok, I am odd). In any case I understand your perspective. An easy fix for me anyway.

Arwen:
"I have no idea if I could figure out how to add effects to the UI. DarN is lightyears beyond me in UI, and he has yet to add anything like that. My guess is that this would be impossible to do directly (as in showing all the individual enchanted effects that are being applied at any given time (from clothing, food, drugs, injuries, etc.). I'm just in the habit of tapping the jump key after combat, just to see if I've been crippled, or have received an AGL penalty."

ohhhh, I only meant... can you put up the word "Wack" or "Gunshot" etc.. in the HUD so the user knows they have it? No need for the actual penalties or anything. I just thought is would be relatively easy since you have the "strain", but then again Maybe not?;);)



Arwen:
"Thanks for your story . . . you made my day! And I thought stuff like that only happened to me."
Lol, Hey anytime! Wait strike that! Hopefully not very often:):)

Arwen:
" I'm still not comfortable/competent enough with XML code to make an auto install. Plus there's the problem that an auto overwrite could mess up another mod that also alters the same xml menu file. "

Regarding the XML HuD file. Could this be added as an option upon install? Not automatically overwriting the file, but ask the question with a small warning maybe? This popped into my head from playing the aforementioned Oblivion. Realistic leveling does a similar thing in regard to a DarnUI XML file for that game. Just a thought.

Arwen:
"I could easily add the gameplay code changes, but at the possible cost of incompatibility . . . as not everyone thinks to check a mod's option menu when they are having proplems with a mod. If I do add an Auto Aim fix . . . it will be my own version that I've been messing around with . . . where your (Auto) aim distance is determined by your current Perception amount. (I also have my own personal camera settings that I could add as an option, it this is something that users want.)

I have installed No_auto aim in nearly every configuration I have played. Some with 150 mods and can't recall any conflicts, other than all encompassing mods like FWE and Fook, which should NOT be used with ART anyway. Although maybe you mean in a different way? I love the idea of what you are working on though! Making it a used choice option would be great. Just have it pop-up after loading the mod and starting the game maybe?

Arwen
"Thanks sooo much Nemesis, for your support and for your very detailed comments/review of v.4.7!"

Yep. Glad to help. Glad to help. :):)

Can't wait for 4.8 and the updated effects and features!!

Mahalo,
Nemesis.
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Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Fri Feb 18, 2011 1:32 pm

Just an idea regarding the Whack and Blast effects:

Rather than having some text pop-up on the HUD, a visual cue is what is needed here. Something like the blurred vision / blackout effects you can get when concussed, or the double vision effects you might have seen with BLTC or even the de-saturated colour effects of Kai Hohiro's Immersive Health mod.

In fact, it only needs to be a very subtle effect, but as well as being immersive, the fact that your "vision" is somehow impaired is a rather cool way of letting the player know that something is wrong and needs attending to before proceeding (or at least, that you need to find somewhere to compose yourself (ie, wait for the effects to wear off)).

(You could also apply a similar effect to high radiation levels, if you were to mod that area of the game??).

Other than that, I don't really have any feedback to give on 4.7, as my game's just exploded and I'm the process of rebuilding it... :shrug:

~Xeph' :)
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Latino HeaT
 
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Post » Fri Feb 18, 2011 1:18 am

Just an idea regarding the Whack and Blast effects:

I like this idea!
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Chloe Yarnall
 
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Joined: Sun Oct 08, 2006 3:26 am

Post » Fri Feb 18, 2011 11:18 am

Me too! Thanks for the suggestion Xepha!

I've already written a script for this. The way I'm going to do this is in just three steps for each affected stat (AGL & PER)
1.) no imod effect for when stat is > 75% of the player's permanent amount
2.) 50-75% : slight imod effect
3.) 25-50% : moderate imod effect
4.) less than 25% : strong imod effect

Now I'm messing around with various imod effects. I'm leaning toward using Radial Blur for loss of Agility, and Depth of Field for Perception.
But I'm very open to any suggestions about what others think might be good visual clues when these stats are reduced.
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OTTO
 
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Post » Fri Feb 18, 2011 7:35 am

Eerrrrr,...?? This is what I had said originally! I had mentioned a HUD indicator for the effects. This is just another way of doing what I had suggested. Arwen, when I suggested the simpler idea, you indicated that you didn't think you could do it. You said that you just press the space key to jump and test whether an effect was active, and then brushed my idea off. Then I followed up on your comments and tried to clarify some of it. That whole post was essentially ignored by you, but Xepha understood the concept I was getting at and added his perspective to it. Now you are big-time on-board with the same idea in a different way, except that it is even MORE involved to make it happen. What up? sheesh.

anyway, toodaloo. LOL

Nemesis.
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Rachel Hall
 
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Post » Fri Feb 18, 2011 12:34 pm

Sorry Nemesis,

But what I thought you were asking for was another HUD readout, such as my Strain meter. I didn't just "brush off your idea" . . . I said that I didn't know if I could add an indicator on the HUD that gave readout of when one of my Spells was active. The thing is that making a HUD Stat % meter involves xml coding, which is a LOT more difficult for me than creating a couple of image modifiers, and writing a short scrip to apply the modifiers. Ok, so that came out sounding more difficult than it was suppose to. But it really is much easier for me to do . . . because I'm not very good at xml coding yet . . . and one of the first mods I created was my VisionFXmod.

When Xepha posted about using image modifiers, I actually expected that you might not like that idea . . . because I really thought you were just hoping for another little HUD meter. (After all, you did hate my breathing sounds . . .)
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gemma
 
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Post » Fri Feb 18, 2011 6:58 am

All my weapon effects have been tweaked in my beta v.4.8 . . . not just in the scripts, but in the way all the penalties are applied. I never meant for the penalties to be applied at every hit, but could never seem to prevent that from happening . . . until now. In all my previous versions (including v.4.7) the penalties were part of the Object Effect, which meant that they were attached to the weapon (or explosion). Now the penalties are applied as a spell, which is triggered by conditions in my Weapon Effect scripts.

So for Whack: the reduced agility and perception are only applied if you're actually 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. And I do agree with you that my Reduced Perception penalty might be a bit too harch with Whack, since it is nearly the same as the penalty you receive for Blast. So I'm leaning toward reducing the magnitude to -5 points, and leaving the duration at 5 minutes.

That's fantastic. When 4.8 is released I'm REALLY going to start playing again. :P
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Sheila Esmailka
 
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Post » Fri Feb 18, 2011 1:11 pm

Eerrrrr,...?? This is what I had said originally!
...
anyway, toodaloo. LOL

Nemesis.


If it's any consolation, it was your idea that gave me the idea in the first place! ;)

In any case, it's Arwen who has to make it. :P

~Xeph' :)
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Alexandra Louise Taylor
 
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