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

Post » Sat Feb 19, 2011 3:15 am

Just a little progress update on my new module:

I'm calling imy new module Med-Tec, since it relies on my new Med-Tec Scanner (created of course by Vault Tec).
After your Med-Tec Scanner has been activated, it will diagnose your injuries, recommend any necessary treatment (based on your current medical supplies/abilities), and aid you in the treatment.

Both the scanner and the injuries system are now working great in my beta version.
I still need to add a few more things, but I now have all the current injury parts (Wounds, Blood Lost, Burns, and Trauma) pretty well balanced (for my own game play).
How much of any injury you receive is based on the weapon used against you, your loss of HPs, and your Armor AR.
Your injuries are cumulative, where several minor injuries can add up to a major injury.
The injuries slowly heal over time (as in very slowly) . . . all except for Excessive Bleeding, which require medical attention to stop the blood flow (and this is not something you can ijnore).

I'm currently tweaking my Sleep Heal script (which has been a real challenge, but my script is now finally working VERY well):
Unlike the default game, you will not magically regen all your health or repair your crippled limbs with a quick nap.
Your injuries will heal slowly while sleeping (based on how injured you are). . . except for Excessive Bleeding and Crippled body parts (damaged limbs, that are not crippled will slowly heal).
And your HP will slowly regen (both while you are sleeping and when you are awake . . . unless your wounds are too great).

In my v.5.0 Beta, I've also balanced out a bunch of stuff in the rest of my Tweaks so that my Med-Tec module will not make the game so difficult that it is more frustrating than fun.
For instance, you will no longer get crippled as easily . . . BUT, when you do become crippled, there will be even more consequences.

After my last play testing, I'm pretty sure that anyone who feels that my Hard-Core module is not challenging enough will have a change of heart, after they play with my new Med-Tec module installed.

So I'm getting there. :)
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Jenna Fields
 
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Post » Sat Feb 19, 2011 4:05 am

sounds awesome! cant wait to try it out

is there any chance we might see a needs module next?

just curious to hear your take on it
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Emma-Jane Merrin
 
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Post » Sat Feb 19, 2011 4:14 am

My new Med-Tec module will eventually be a full Injuries/Needs mod. But I can't do it all at once, since both parts require so much scripting . . . often in ways that I've never attempted before . . . which means that I'm learning as I go.

When I decided to try making my own Injuries/Needs mod, I knew that it would be a huge challenge for me. At first I felt that I was way over my head, but I just kept working on one part at a time until eventually I had something that worked. Then I kept tweaking it until I was satisfied, and then I moved on to the next part and did the same thing (but each new part usually meant that my early parts had to be tweaked some more). So I'm ecstatic over how well my new module is turning out. My beta has already made my own game so much more intense, and I was previously using RiPnO in my game (along with Imp's IMCN). I've tried every single Injuries/Needs mod that I know of, but I never found one that worked quite the way I wanted it to. I even made a patch for RiPnO, to make it more compatible with my Tweaks, but I still wasn't satisfied. Don't get me wrong . . . RI/PN is an amazing mod, and the RiPnO patch makes it even better . . . it just didn't totally match my own vision of what an Injuries/Need mod should be. My Med-Tec module is probably never going to be nearly as complex as RI/PN. . . but it will make combat MUCH more intense, and you will have to take care of your basic needs.

The injury portion will be the bulk of the module's first release (which will be included in v.5.0 of my Realism Tweaks), and I'm hoping to include the Sleeping Need. Beyond that I'm not sure what else will be included at this point.
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carla
 
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Post » Sat Feb 19, 2011 1:06 am

Sounds pretty exciting! :)
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anna ley
 
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Post » Sat Feb 19, 2011 12:24 am

I wish I could release this today . . . that's how much fun I am having playing with it installed. :)

But I want to release a much more complete module, and I've made a huge amount of progress this weekend. I'm finally at the point where I'm thinking that I might actually be able to pull this off . . . I'm getting close to what my vision of an injuries module should be. (But I still need to add a few more types of injuries and treatments that I'm currently working on.)

This is the essence of my new injury changes: In real life it isn't the bullet that kills you . . . it's the injury from the bullet.
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Laura Elizabeth
 
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Post » Fri Feb 18, 2011 11:33 pm

Glad to hear you're enjoying it. I'm sure it's more interesting than making the GOTY patch!
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Matt Bigelow
 
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Post » Sat Feb 19, 2011 4:15 am

Hello Arwen :)

I am happy to say that I am finally taking the plunge with your full tweaks and most of the recommended mods :celebration: So far I have everything downloaded and just going threw the readme's for any last minute ideas and possible changes.

Anyways, with your new Med-Tec module that will be coming out, will this eliminate any of the mods like RI, PI or even Imp's More Complex Needs? I don't mind if they do, I am only concerned with waiting till this Med-Tec version is out so I can adapt my install files. I feel like I am constantly waiting for mods lately (MMM's official patch update and then there is EVE that has new things coming out as well) so if this is the case, I will wait for the final word on your update and mod recommendation edits as well :D
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renee Duhamel
 
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Post » Fri Feb 18, 2011 7:16 pm

Glad to hear you're enjoying it. I'm sure it's more interesting than making the GOTY patch!

I am. And yes it is. Making the GOTY patch was really boring, as most of my time was spend just editing stuff like armor AR, or changing the armor's enchantments. Now I get to be creative again. :) [But also totally frustrated at times, when I cannot figure out why my script will not do what I want it to.]


Hello Arwen :)
I am happy to say that I am finally taking the plunge with your full tweaks and most of the recommended mods :celebration: So far I have everything downloaded and just going threw the readme's for any last minute ideas and possible changes.
Anyways, with your new Med-Tec module that will be coming out, will this eliminate any of the mods like RI, PI or even Imp's More Complex Needs? I don't mind if they do, I am only concerned with waiting till this Med-Tec version is out so I can adapt my install files. I feel like I am constantly waiting for mods lately (MMM's official patch update and then there is EVE that has new things coming out as well) so if this is the case, I will wait for the final word on your update and mod recommendation edits as well :D

I hope that you'll love the results. It is a LOT of work to install all those mods, but it was always worth the effort for me, as my game play is the most important part.

My Med-Tec module will eventually be an optional alternative to RI/PN (and RiPnO, and BLTC) and IMCN. The first release will probably NOT address all of the Needs part, as my initial focus has been on the Injury/heal part. Since I now have a working Sleep Health Quest script in my Beta version, I may expand it to include the rest of the Need-to-Sleep part. The food and water part will probably not come until the next version (along with some other ideas I'm playing with).

I don't really know when version 5.0 of my Realism Tweaks will be released, but it will include my initial release of my Med-Tec module. This could happen as early as next weekend . . . but that is just a wild guess at this point . . . it will all depend on how much time I have this week to work on this, and on how good I am at scripting all the things I still need to finish. The release could very easily be two or more weeks away (especially since Civilization V comes out this week, and I'm a huge CIV fan).

Also long as you use FOMM, installing and updating my Tweaks is really easy (now that it uses my fmod install script) . . . and it should be no problem to add my Med-Tec module to an existing game.
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Chloe :)
 
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Post » Fri Feb 18, 2011 6:58 pm

V.5.0 progress (new Med-Tec module):

I spent many frustrating hours yesterday trying to squish a couple of persistent bugs. The first problem was that my Sleep script was not playing nicely with my Health script. I ended up scrapping the entire Sleep script, and rewriting some of my Health script, but I finally had to two working well together. Then the second bug popped up: the first saved game would load just fine, but additional saves, during the same game play session, were causing all sorts of issues. The problem was that I am using globals so that the health levels can interact across multiple scripts . . . so this one was a bit trickier to solve. At one point I was worried that my whole approach was not going to even work, which was freaking me out (since I have WAY too many hours into this module). But by very late last night I had it sort of working ok, and I just spent another couple of hours fixing (what I hope are) the last major quirks. Sooo now I'm back on track and everything seems to be working perfectly. I even have a working basic Sleep Need now. :ahhh:

And it should be pretty easy to adding a basic Thirst Need as well, because of the way my new scripts are now written. So it looks like those two Needs will likely be in v.5.0 (but don't expect anything too involved . . . they are going to be pretty basic). Eating and drugs are a bit more involved, as there are so many individual items that I'll have to edit and/or script effects for). Stimpaks are already finished, but I haven't touched any other drugs or any food items yet.

I still have a LOT of stuff to tweak/add, so I still don't have any solid estimate of when v.5.0 will be released, or even all that my new module will contain. But, if my new core scripts continue to work well (meaning no BUGS!!!), it shouldn't take me too many more days . . . but things rarely go well for me when I'm trying to mod things that I've never attempted before. So I really can't even make a good guess on this . . . but I am slowly making progress.
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Danger Mouse
 
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Post » Sat Feb 19, 2011 12:45 am

I am look foward this Med-Tec module!

I'll start my first serious Fallout 3 in a couple of weeks and your Realism Tweak will be the core of my game. :)

Can't wait!
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Susan Elizabeth
 
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Post » Sat Feb 19, 2011 1:41 am

looking forward to the next release! I like the sound of your Med-Tec Module and its features, take your time to fix the bugs, I'm in no rush to get it :)
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Portions
 
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Post » Fri Feb 18, 2011 7:09 pm

I have to say that those Zeta aliens with the special Inertia Suppression Field are really tough. Most aliens die somewhat easily but those things absorb quite some ammo. Did you make it any stronger? This is the first time I'm playing through the Zeta DLC so I'm not sure how tough everything was in the vanilla game.

Since there's no way to get new ammo for small guns from earth I was forced to start using the alien weapons after a while. Luckily I had found enough energy weapon skill books to be able to use them.

If I remember correctly this was the last released DLC? I suppose it would make sense that it is the toughest then. Playing it at level 17 probably wasn't a very good idea. :D


In rare cases I had the intimidation effect active on me even during combat. I haven't been able to make it happen on purpose, so I don't know what the issue could be.
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kiss my weasel
 
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Post » Sat Feb 19, 2011 3:35 am

The shielded Zeta aliens were always bullet sponges, like the swamp folk from Point Lookout.
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Lilit Ager
 
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Post » Sat Feb 19, 2011 7:40 am

I have to say that those Zeta aliens with the special Inertia Suppression Field are really tough. Most aliens die somewhat easily but those things absorb quite some ammo. Did you make it any stronger? This is the first time I'm playing through the Zeta DLC so I'm not sure how tough everything was in the vanilla game.

Since there's no way to get new ammo for small guns from earth I was forced to start using the alien weapons after a while. Luckily I had found enough energy weapon skill books to be able to use them.

If I remember correctly this was the last released DLC? I suppose it would make sense that it is the toughest then. Playing it at level 17 probably wasn't a very good idea. :D


In rare cases I had the intimidation effect active on me even during combat. I haven't been able to make it happen on purpose, so I don't know what the issue could be.


I actually played zeta for the first time about 3 weeks ago. I noticed this too. Looking into the records, it appears there are 5 tiers of zeta alients. Tiers 3, 4, 5 have the fields, which provide a base DR bonus of 25, 35, and 55 respectively. Now . . . I don't know if this is a vanilla problem, or a result of something edited in both FWE and Arwen's . . . but I've noticed that if you use the console to determine the DR of a CREATURE in game, (click on the creature in console mode and type "getav damageresist") the value reported is always double what their bonus 'should' be. This means, for example, that the tier 5 ZETA aliens actually have a DR of 110! Granted, this maxes out at 95% DR (in FWE, not sure about Arwen's) . . . but it makes them STUPIDLY tough. I think a tier 5 alien took me about 60 shots from my laser rifle to kill. WTF?

Anyway, in FWE's Zeta patch, we dropped the values down quite a bit, and I think the tier 5 aliens ended up with a 70 or 80% DR. Might be something for Arwen to keep in mind if working on the GOTY patch.
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Manuela Ribeiro Pereira
 
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Post » Fri Feb 18, 2011 8:30 pm

I didn't alter the Inertia Suppression Field at all. I still haven't played Zeta, but the changes I made in my GOTY patch, along with the other changes in my Realism Tweaks, should (in theory, at least) make the aliens a bit easier to kill . . . as long as you have decent weapon skills. The only changes I made to the aliens themselves was in my Localized Damage changes . . . head shots and torso hits should do more HP damage than default, but hits to limbs should be less. The problem is likely my 1.5 global AR multiplier.

I'll see if I can find a better balance for the AR of the higher tier Aliens . . . Thanks Mez! I'll try to have this fixed in version 5.0.

It's tough to make a patch that is based only on numbers. I wanted to wait until I actually started playing the DLC, but I had so many users waiting for this patch, that I finally just did the best I could . . . which is why I depend so much on feedback.

Povuholo, you've ALWAYS have been awesome in letting me know when something is unbalanced or just off . . . an I REALLY appreciate that. But I've had practically no other feedback on my GOTY patch, so I just have to assume that there are no other major issues.
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Juliet
 
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Post » Sat Feb 19, 2011 12:47 am

So far I haven't noticed anything else worth mentioning. Operation Anchorage turned out to be quite balanced, and I'm currently playing through The Pitt.
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Tracey Duncan
 
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Post » Sat Feb 19, 2011 9:36 am

I just finished increasing my Localized Damage setting for the Zeta Aliens . . . so version 5.0 of my GOTY patch should make them a bit less tough.
Unless someone has any other suggestions for any other things that may need adjusting, v.5.0 of my GOTY patch will not be much different from v.4.9.
I still plan on making a Hard-Core GOTY patch, but that won't likely be part of v.5.0, due to all the time I've spent trying to make my new Med-Tec module, which is going to have a MUCH greater impact on game play.

Med-Tec module progress:

I finally have my core scripts working together very well (after running into a couple of bugs, that took me FOREVER to track down and squish).

My basic Sleep Needs part is now complete, and I planning on working on the Thirst Needs part tomorrow.

I also finished scripting infections, which is something I was hoping to add. Initially I had some more complex ideas, but I settled on a simple solution, which seems to be working out pretty well. My infections just adds just another little level to being wounded. If your Wound Levels remained above a Level 2, your wounds will slowly become infected. But it takes a long time for the infection to get to the point where it has any negative effects . . . and, up until that point, once your Wound Levels drop below Level 2, the infection will slowly heal (unless your wounds increase again). If your wound becomes infected (once the Infection passes a certain Level), the infection no longer heals without medical attention.
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KiiSsez jdgaf Benzler
 
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Post » Sat Feb 19, 2011 3:40 am

awesome sauce, do you need any beta testers? I would be honored to beta test the medic-tec mod for you
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Darlene Delk
 
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Post » Sat Feb 19, 2011 5:22 am

Yeah if you need any pre-release testing I'm up for that too. You never know what others might find.
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Prisca Lacour
 
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Post » Fri Feb 18, 2011 7:28 pm

I just finished increasing my Localized Damage setting for the Zeta Aliens . . . so version 5.0 of my GOTY patch should make them a bit less tough.
Unless someone has any other suggestions for any other things that may need adjusting, v.5.0 of my GOTY patch will not be much different from v.4.9.


Point Lookout also suffers from NPC's being overly tough, if I remember correctly. Might be worth taking a look at. Don't know how it plays with your current tweaks, but when I did go through Point Lookout (that one time) with an earlier version of your tweaks it was not much fun at all. :sadvaultboy:

Hopefully your GOTY patch has addressed this anyway, just thought I'd mention it. :)
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Talitha Kukk
 
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Post » Fri Feb 18, 2011 8:20 pm

awesome sauce, do you need any beta testers? I would be honored to beta test the medic-tec mod for you


Yeah if you need any pre-release testing I'm up for that too. You never know what others might find.


Thanks guys! I can't think of two better beta testers. :)

That would probably be a really good idea, since I'm doing a bunch of things in my Med-Tec module that I've never even attempted before . . . plus I do not believe that any other mods have added injuries quite like what my new module does. Right now I can't even keep up with my own fix/add list, so any outside beta testing won't for at least a few more days. The good part is that my Med-Tec module is not at all dependent on my Realism Tweaks, so you can test it with any version of my Tweaks, or with just the default game, or with almost any other mod that doesn't alter injuries, healing, water (and probably food, as I'm hoping to include changes to at least the default food items.)

I ran into another snag and had to redo much of my healing script, and needed to spend some time cleaning up my esp (as in removing a bunch of early stuff that I'm no longer using, and cleaning up all my other scripts). So I haven't even begun adding Thirst Needs. My rewritten script seems to be working bug-free at the moment and I just spent a couple of hours testing a few new healing changes. So I'm getting close to having all the injury/heal part totally done (at least for my first release)
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Danial Zachery
 
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Post » Sat Feb 19, 2011 5:23 am

Point Lookout also suffers from NPC's being overly tough, if I remember correctly. Might be worth taking a look at. Don't know how it plays with your current tweaks, but when I did go through Point Lookout (that one time) with an earlier version of your tweaks it was not much fun at all. :sadvaultboy:

Hopefully your GOTY patch has addressed this anyway, just thought I'd mention it. :)


I went to Point Lookout recently with the GOTY patch and the swamp folk and other NPCs seemed to be reasonably balanced, where before, like you said, they were overly tough.
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Alexis Estrada
 
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Post » Fri Feb 18, 2011 6:59 pm

i think the more beta testers you have, the more problems you can find therefore making it that much of a cleaner release.
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Ysabelle
 
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Post » Fri Feb 18, 2011 7:53 pm

Hey Arwen,

You're doing a lot already, buuuuut, if you have a teensy bit of time, would you mind giving us a hint as to what you might do with the GOTY hardcoe mod? Given the added difficulty from your mod, I've plotted out my character progression from levels 1-20 pretty carefully, including what perks to take when. And while I'm still pretty early in the game (level 6, almost 7 now) I just sorta want to get an idea as to whether I should count on taking some of the 1-20 perks in the post-20 levels to continue to balance out my character, or whether you'll be adding some post-20 perks that I'm going to want to be ready for, and potentially get prerequisites for as well.

Thanks!
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Ludivine Dupuy
 
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Post » Fri Feb 18, 2011 9:09 pm

I've already begun work of my GOTY Hard-Core patch, but I put it on hold in order to concentrate on completing my GOTY Realism Core patch (as I felt that that one was the most important, since the default DLC was VERY unbalanced when it was used with my Tweaks).

Now I'm concentrating on completing my new Med-Tec module (which has be the most difficult module I have ever attempted). My goal is to make injuries and healing more realistic, but not overly complex, and to do this in a single, optional esp. My Realism core already adds more consequences to being injured (such as weapon restrictions when and arm is crippled), but it never went nearly far enough. My new module will also add basic needs (the need to sleep, eat food, and drink water). I hate putting things on hold, but I just can't concentrate on more than one module at a time, and I felt that my new Med-Tec module's changes to game play were more needed than the 2nd GOTY patch.

Having said all that, my GOTY Hard-Core patch will not be part of version 5.0 of my Realism Tweaks. But I do hope to release it as part of v.5.1.

The biggest part is that I have to edit all the Level Item Lists.
These DLC Perks are the problem ones:

Very unbalanced (with the rest of my Tweaks):
- No Weakness: " When you take the No Weakness perk, all S.P.E.C.I.A.L. stats that are less than 5 are instantly increased to 5."
- Almost Perfect: "Take the Almost Perfect perk, and all S.P.E.C.I.A.L. stats are instantly raised to 9."

Really doesn't fit in with my Tweaks:
- Nuclear Anomaly: "With the Nuclear Anomaly perk, whenever your Health is reduced to 20 or less, you will erupt into a devastating nuclear explosion. Note that any allies in the vicinity will also suffer the effects of the blast!"

These next two will also be changed or removed, as I plan on doing a Radiation overhaul (which will eventually be included in my Med-Tec module)
- Rad Absorption: "With the Rad Absorption perk, your radiation level slowly decreases on its own over time."
- Rad Tolerance: "Although you are still notified when you get Minor Radiation Poisoning, you do not suffer any ill effects from it."

I'll likely be making small changes to most of the DLC Perks, but the above Perk will be altered the most.
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Abi Emily
 
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