[RELz] Arwen's Realism Tweaks [Thread No.10]

Post » Sat Feb 19, 2011 2:21 am

Vodka? High-proof alcohol makes a pretty fair antiseptic.


That'd be pretty easy to implement. I put together a mechanism where, if you clicked on a blood pack to ingest it, you got the option either to drink it or use it for a blood transfusion. You could do something similar for booze. In fact I think most of the wound treatment could be handled that way - bandages and splints and tourniquets and things would all be in the aid section of your inventory, and when you click on them to use them, a message with some options pops up (apply tourniquet to left leg, right leg, nevermind...)
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Aman Bhattal
 
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Post » Fri Feb 18, 2011 10:56 pm

Ok, so then your injury aspect is something modular? That is good to know. Will it be a separate esp? I ask because I am thinking if it is incorporated and on by default when I have ripno on already it may confuzzle my game. Off by default would help avoid this matter, assuming of course it is not a separate esp or some such. =)

Also liking the DLC aspects. So aliens will now be like the rest of the "smarter take cover" mobs?

Lastly on topic of intimidation. I thankfully never had a gun in my direction when buying or selling anything in real life. But I already know that I would feel instant relief, having that person in question putting away said weapon. But this is just brain storming =)
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Averielle Garcia
 
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Post » Sat Feb 19, 2011 1:35 am

Sorry for not replying sooner. I've been working on trying to complete my Realism Core/GOTY patch, and was pushing to get it released today. But I got stalled on the Level Lists (which are LONG), and I still need a few more hours to warp up this last part of the patch. Everything else is totally finished. I'm going to do my best to have the patch available by mid day tomorrow. I apologize for the delay, but this has become a very involved patch.

Thanks sooo much for all the great comments and ideas!!!

You could also add in the possibility for wounds to become infected, and provide antibiotics (a new chem) for treatment or prevention of infection. It'd be great - stumbling around with a fever of 104, with blurry delirium visuals, ransacking first aid kits for penicillin. Bathing occasionally and re-dressing your wounds might not be a bad idea either.

This is something that I have on my to do list. I do like the idea of having a consequence like an infection when you do not have high enough medical skills, or not all the necessary medical supplies . . . I just haven't worked out all the details yet.

Vodka? High-proof alcohol makes a pretty fair antiseptic.

Liquor is on my Needs list, as it would be nice to make all the liquor useful for more than just consumption. But I may end up adding this to my initial release of my injuries module . . . depending on how it fits in with all my other changes/additions.

Pun intended? :P

Not really. I totally missed that one! :) I do want injuries to be a pain, in that they should hurt more (consequence-wise); but I don't want my injuries module to be a pain for the user to deal with (micro-management-wise).

That'd be pretty easy to implement. I put together a mechanism where, if you clicked on a blood pack to ingest it, you got the option either to drink it or use it for a blood transfusion. You could do something similar for booze. In fact I think most of the wound treatment could be handled that way - bandages and splints and tourniquets and things would all be in the aid section of your inventory, and when you click on them to use them, a message with some options pops up (apply tourniquet to left leg, right leg, nevermind...)

My technique looks like it is going to be a bit different, because most medical items will have double uses. For example, Stimpaks will restore some HPs if you just click on them; but if you use them another way, they won't restore any HPs, but will aid other types of healing, such as making crippled limbs recover faster. (The 'another way' part I'm keeping to myself, as I want some things to be a surprise.) Combat healing will be available by clicking on some of the medical items, but you won't get their full benefit that way.

Ok, so then your injury aspect is something modular? That is good to know. Will it be a separate esp? I ask because I am thinking if it is incorporated and on by default when I have ripno on already it may confuzzle my game. Off by default would help avoid this matter, assuming of course it is not a separate esp or some such. =)
Also liking the DLC aspects. So aliens will now be like the rest of the "smarter take cover" mobs?
Lastly on topic of intimidation. I thankfully never had a gun in my direction when buying or selling anything in real life. But I already know that I would feel instant relief, having that person in question putting away said weapon. But this is just brain storming =)

My injuries/needs module is going to be a separate esp (although I may have to combine it with my Encumbrance module, as the two are going to work together in many ways).
I'm hoping that all the DLC NPCs and Creatures will appear to have smartened up once you install my GOTY patch. And they will also have better armor and weapons.
You have to remember that you are trading in the Wasteland, not at your local Wal-Mart . . . all the merchants carry weapons, and/or have armed guards. So they are going to more annoyed at you for not initially holstering your weapon than anything else.
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Leah
 
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Post » Fri Feb 18, 2011 11:24 pm

So one more thing before I hit the bed. The esp for your injuries can be left out if I want NOT to use it?

Oh....also the aliens will use armor? Like more of them using those shields?
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Lily Something
 
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Post » Sat Feb 19, 2011 6:25 am

My Realism_Core/GOTY Patch is now available http://www.fallout3nexus.com/downloads/file.php?id=7565 (under Optional Files).

Arwen's Realism Tweaks - Realism_Core/GOTY Patch
Version: 4.9 (separate Download file: Arwen_GOTY_Realism_Core.esp)

REQUIRES that you have All 5 DLC (or GOTY edition) installed, and loaded BEFORE my Realism Core module.

This patch extends my Realism Core changes into all 5 DLC, which will bring the DLC expansions more inline with the changes that my Realism Tweaks makes to the default game.
Affects the following: Actor Effects (Spells), Armor, Body Part Data (Localized Damage), Combat Styles, Explosions, Form Lists (Repair), Level Items, Movable Statics, Object Effects (Enchanted Armor and Weapons), Projectiles, and Weapons

Note that this patch does not include the changes that my Hard-Core module makes. (Those changes will be covered in a separate patch (Arwen_GOTY_Hard-Core.esp), which I am currently working on.)

Installation: Just install with FOMM.

Load Order:
--> Fallout3.esm (required)
--> Anchorage.esm (required)
--> ThePitt.esm (required)
--> BrokenSteel.esm (required)
--> PointLookout.esm (required)
--> Zeta.esm (required)
--> Arwen_Realism_Core.esp (required)
--> Arwen_Hard-Core.esp
--> Arwen_Encumbrance.esp
--> Arwen_GOTY_Realism_Core.esp (patch)
--> Arwen_MMM_Patch.esp

Enjoy! And PLEASE let me know of any problems/issues! This is my first attempt at creating a compatibility patch of this magnitude (it alters 232 DLC records), so it may still need a bit more tweaking to get all my changes balanced.
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Tamara Primo
 
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Post » Fri Feb 18, 2011 7:03 pm

Hi there, I have a question; I was browsing your realism_Core.esp trying to find how you make actors take cover more often, but I couldn't find anything relevant :facepalm: I didn't find a relevant game setting either.

If it isn't too much trouble, could you give me a pointer on where to find it?

Edit: Found the CSTYs :D Nevermind the question, now I only have to make them take cover more efficiently :P
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Samantha Pattison
 
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Post » Fri Feb 18, 2011 8:01 pm

I find that the chinese invaders from Operation Anchorage die a little too easily. Maybe their armor could be made a bit stronger? One or two shots from the chinese assault rifle usually kills them already.
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elliot mudd
 
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Post » Fri Feb 18, 2011 10:23 pm

Thanks Poveruholo,

Hmmm, then they must have been extremely vulnerable without my patch, because I improved the condition of their armor by 35% at the lower levels (from 10% to 45% at level 1; and 20% to 55% at level 5). Do you know exactly which armor seems to need the beefing up? And if you're shooting them in the head, two shots with the Chinese Assault Rifle should be killing them.

I could try increasing their base health, but I haven't touched base health stats for any DLC NPCs, so I hesitate to do that, as it can be a bear to balance. Plus this is a simulation, so the default settings are rather different in Anchorage, such as the way most of the weapons never deteriorate, since their health is set at 999,000+.
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Mark
 
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Post » Fri Feb 18, 2011 11:32 pm

I just noticed something that may be of importance. Are you using the newest FOMM? I realized I am using .9.15

Would that make a difference?
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Prue
 
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Post » Sat Feb 19, 2011 5:14 am

My Realism Tweaks only require that you have Fallout Script Extender (FOSE) installed [v.1.1 or later], and you have to start FO3 with the fose_loader.exe or through FOMM (which will automatically launch by the FOSE loader if FOSE is installed).

But you don't need to launch the game through FOMM, so it really doesn't matter what version of FOMM you are using (as long as you are starting FO3 with the FOSE loader).
You don't even need to have FOMM installed, but I highly recommend it, as that is the only way my install script will work.
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dean Cutler
 
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Post » Fri Feb 18, 2011 8:10 pm

I found out earlier today that a scripting error is makes it impossible to enable my Visual Effects from my in-game Option Menu.
I've been able to correct the problem, so it will be fixed in version 5.0. Fortunately I'm using globals to enable the effect scripts, so there's a very simple work around:

1.) to Enable VisionFX for Eyewear: open the console and enter:
Set ArwenVisionFXTog to 1

2.) to Enable Damaged AGL & PER Effects: open the console and enter:
Set ArwenImodSpellTog to 1

If you save your game after closing the console, the effects will remain enabled from that point on.
If you later decide that you want to disable the effect, just open the console and type in the code again, but with a 0, instead of a 1.

Sorry about that. :blush:
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Nicole Coucopoulos
 
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Post » Fri Feb 18, 2011 6:45 pm

Arwen your websites fall down - crash - go boom.

Was looking up some ini tweaks for Wrye Bash ini tweaks tab suggestions and no can access.
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meg knight
 
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Post » Fri Feb 18, 2011 10:24 pm

I've changed my mind, Operation Anchorage is balanced the way it is. :)

Did you change anything related to the equipment slots that the Chinese stealth armor uses? I'm able to equip helmets while wearing the armor suit, even though that suit already has a helmet attached.
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Robyn Lena
 
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Post » Fri Feb 18, 2011 8:08 pm

The CSA hat equipping is a know OA bug. I'm pretty sure it's also possible to "stack" hats - somehow put on multiples to gain all of their effects and DR. It would be nice if ART fixed that though (pretty sure you just need to set the "head" biped flag.)

I heard that you were reworking the repair system somewhat. I was wondering if you knew how to vary the amount of condition that is restored when repairing via a misc. item? My power armor overhaul adds in two unique armors that can only be repaired via special repair kits, and the power armor deconstruction system will place a number of pieces of scrap armor plating in place of the power armor (along with several other components) if the armor was damaged to badly to recover. If any of those items repair too much though, it will really unbalance things. The repair kits I can possibly balance via their price, but I can't really reduce the amount of scrap armor plate you find and still have it make sense.
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Vera Maslar
 
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Post » Sat Feb 19, 2011 2:03 am

Ah, I didn't know that. I looked it up on the wiki but it didn't mention anything so my next guess was that it was ART. :P
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Timara White
 
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Post » Sat Feb 19, 2011 5:12 am

Psymon, my website is hosted (in England), and like any hosted site, it sometimes goes down. And when it does, there's nothing I can really do about it. Fortunately this doesn't happen often, and it generally doesn't stay down for very long. (When I checked first thing this morning, it was working just fine.)

Povoholo, I thought you might find that combat became tougher as you got further into Operation Alaska. You have to understand that my balancing for all the GOTY additions is based on just theory, since I haven't even ventured beyond the default game land. I only tweaked the Chinese stealth armor AR and added my Combat Helmet Effect to the helmet.

Imp, the head flag is checked for the helmet, but the hat flag is unchecked, and I'm pretty sure that should be checked. (I've changed it in my v.5.0 beta). I'm guessing that the Pitt's Filtration Helmet has the same issue, as its hat flag is also unchecked.

I'm not currently working on the Repair system, as I'm spending all my modding time on trying to finish my Injuries module.

I don't know any way to vary the amount of condition that is restored for a specific item. The only settings I am aware of are the global settings that affect all repairable items. My Hard-Core module alters those.

These two Game Settings affect how much an item’s condition improves when an item is used to repair it.
fRepairMin = 0.5 (default), changed to 0.1 [this is the setting that probably affects repairs with a misc. item]
?fRepairMax = 2.0 ?(default), changed to 1.0

I hope this helps a bit. Good luck on your Power Armor overhaul. :)
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NAtIVe GOddess
 
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Post » Sat Feb 19, 2011 2:59 am

Still unable to load via your signatures. Strange - it seems that it will load fine with IE but not firefox.

I dislike IE, but at least I got in.
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Gisela Amaya
 
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Post » Sat Feb 19, 2011 1:07 am

I'm glad you got in. :)

I dislike IE also . . . I use Safari.
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Travis
 
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Post » Fri Feb 18, 2011 9:00 pm

I've been having trouble trying to post comments on FO3Nexus via Chrome, and sending PMs on this forum. It started happening yesterday, as far as I can tell. Also had to use IE.

I tried out some experiments with the misc. item repairs, and it doesn't look like value, weight, or the health thats part of the destruction data have any effect on the percent condition restored. So I'll just make a 66% chance none leveled item and add that as loot rather than the misc. item itself, to reduce the overall count. Altering global repair variables is definitely outside of the scope of this project (but thanks for the info).
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Jessica Phoenix
 
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Post » Fri Feb 18, 2011 8:22 pm

No idea what browser problems you folks are experiencing but you could also try Opera. At least it isn't IE lol
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x_JeNnY_x
 
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Post » Fri Feb 18, 2011 8:37 pm

I'm also using Firefox but the site works fine for me.

By the way I assume there are no plans for ART to deal with the scarcity of hand placed loot, right? I think I'm going to use Unfound Loot from http://fallout3nexus.com/downloads/file.php?id=9022. I've been using the food plugin (Unfound Grub) so far and it's really nice. And compatible with ART.


Edit: Something weird happened. When I got an arm crippled (it was the one on the left in the pip boy), the weapon damage of melee weapons went down so much it started displaying negative numbers. Another strange thing is, the stronger weapons went further into the negative. Jingwei's Shocksword from Operation Anchorage went from around 109 damage (not being fully repaired) to around -48, whereas weaker melee weapons such as Zeta's Shock Baton go from 47 (also not fully repaired) to -15.

It's either ART or the new RipNo version.
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Miss Hayley
 
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Post » Sat Feb 19, 2011 3:29 am

By the way I assume there are no plans for ART to deal with the scarcity of hand placed loot, right? I think I'm going to use Unfound Loot from http://fallout3nexus.com/downloads/file.php?id=9022. I've been using the food plugin (Unfound Grub) so far and it's really nice. And compatible with ART.

I may end up adjusting some of the hand place loot as part of my new module . . . but if I do so, it won't happen until sometime after v.5.0 is released, as I won't be doing much with the 'needs' part until then. I haven tried Unfound Grub, but if it is compatible, I would highly suggest using it, as SteveDog's focus in this mod is quite similar to my own focus of reducing the amount of stuff out there.

Edit: Something weird happened. When I got an arm crippled (it was the one on the left in the pip boy), the weapon damage of melee weapons went down so much it started displaying negative numbers. Another strange thing is, the stronger weapons went further into the negative. Jingwei's Shocksword from Operation Anchorage went from around 109 damage (not being fully repaired) to around -48, whereas weaker melee weapons such as Zeta's Shock Baton go from 47 (also not fully repaired) to -15.
It's either ART or the new RipNo version.

I'm guessing that this is my fault. I've been using some negative modifiers for a while in my efforts to bring more impact on how the player's melee skill level affects the amount of damage they do; and to reduce the amount of melee damage that is done when the attacker's arm(s) are crippled. Version 5.0 will not have these negative modifiers, as I'm doing most of this with scripts now.
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noa zarfati
 
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Post » Fri Feb 18, 2011 9:40 pm

Rather amusing glitch perhaps as a result of adding the update. I fast traveled to a cemetery and ended up somewhere in the sky with both my companions and I meeting a rather gruesome end as we went KERSPLAT.....and then shot repeatedly by the super mutants having noticed our (I assume) excessive screaming on the way down......or just felt like shooting at us for Skeet practice either way. I loaded another save after the update to try it again. Although glad to say it didn't occur that time. It was somewhat disappointing and relieving at the same time as it was hilarious ^_^

Is there anything that was added into the xml files from .8-.9? I added the line for the hud and I remembered just in time that it would be a bad idea to fuss with them without asking first. I could edit them myself as I think it would better. I am using various DarnUI stuff and a few other mods that use the same file. Plus I as stated added your strain deally. Any other stuff to add? Menus or whatever =+)
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 1:36 am

There's nothing in either my update or the GOTY patch that would cause that. Other than the install files' xml minor edits (which are necessary for any update), there were no xml changes in the HUD menu. My Strain_HUD.xml file is unchanged since v.7.8 (the version # is in the top line), and the hud_main_menu.xml is a backup file that was extracted from Fallout's BSA. So my Tweaks were not responsible for your glitch.
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Chris Johnston
 
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Post » Fri Feb 18, 2011 8:00 pm

Ok, just checking and sharing a funny glitch =)
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ezra
 
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