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

Post » Fri Feb 18, 2011 11:19 pm

Progress on Version 5.0:

I'm hoping to release v.5.0 of My Realism Tweaks this weekend (depending on how the next few days go).

Latest Med-Tec module progress:

The Needs part is now pretty much complete, which means that my new module now tracks the number of Food Units you Need, the number of Water Units you Need, and the number of Hours of Sleep you Need. All the default food and beverages have been rebalanced to mesh well with to the rest of my Realism Tweaks (no more healing effects from eating food and drinking water, rads have been increased for most items, and values and weights have been adjusted). I just finished a lengthy play test, and other than a few quirks that still needs a bit of work, most everything seems to be working well and feels pretty balanced.

Here's the latest on my Water Drinking Needs:
- To stay healthy you need to drink 48 Units of Pure Water needed every 24 hours (which loosely represents 48 fluid ounces).
- a bottle of Purified Water gives you 24 Water Units (which is 50% of your daily water needs).
- a bottle of Un-purified (Dirty) Water gives you 12 Water Units (which is 25% of your daily water needs).
- a bottle of Nuka-Cola (including the Quantum variety) gives you 8 Water Units (which is 17% of your daily water needs).
- a bottle of Beer, Wine, Vodka, Whiskey, or Scotch gives you 4 Water Units (which is 8% of your daily water needs).

Bottle Filling is now in; but I did this differently, in order to keep it simple and for balance:
- Only Empty Water Bottles can be refilled with water. The only way you can get an Empty Water Bottle is to drink a bottle of Purified or Dirty Water.
- When you fill an empty bottle with water, the end result is a bottle of Dirty Water, no mater what the water source was (since empty bottles are not sterilized).
- You will not receive empty bottles from drinking Nuka-Cola, Beer, Wine, Vodka, Whiskey, or Scotch; which may not be totally realistic, but I needed to keep this balanced.
- So it is very important to keep your empty water bottles.

You will also get sick from drinking water when you have Radiation Sickness, which means that you won't gain any benefit from the water.

This first release will not include any inebriation effects from drinking Beer, Wine, Vodka, Whiskey, or Scotch . . . but I do hope to add that in my release.
The only changes to Drugs/Chems are to Stimpaks, RadAway, RadX, and the addition of my own Antibiotics. But I'll be doing more with drugs in my next release.

I still need to fix a few things, balance out all my penalties/bonuses, and write the documentation. And I may still add cooking, but if so, it will be very basic in this first release.
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Isaac Saetern
 
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Post » Sat Feb 19, 2011 9:13 am

What about refilling your bottle at tenpenny tower where the water source is completely clean, will the water still be contaminated?
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Joanne Crump
 
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Post » Fri Feb 18, 2011 8:32 pm

Yes, as I wrote above, empty bottles are not sterilized. So any water added will be contaminated.

I may possibly add the ability to sterilized your empty water bottle (or perhaps I'll add some new RadAway for water tablets) . . . but that won't be in this first release.
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Steph
 
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Post » Sat Feb 19, 2011 8:42 am

Sounds pretty good. Considering it would take only 2 purified water bottles to quench your thirst every day, versus 6 bottles of Nuka Cola... Maybe I'll finally start drinking water now!

How irradiated is Nuka Cola compared to dirty water?
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Sasha Brown
 
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Post » Sat Feb 19, 2011 1:26 am

Sounds pretty good. Considering it would take only 2 purified water bottles to quench your thirst every day, versus 6 bottles of Nuka Cola... Maybe I'll finally start drinking water now!

How irradiated is Nuka Cola compared to dirty water?

They are exactly the same: 12 rads (9 if you have the sanitizer). Nuka Cola Quantum is 16/12
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Agnieszka Bak
 
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Post » Sat Feb 19, 2011 5:27 am

My new Med-Tec module is pretty much done now.

I fixed a number of minor issues that I noticed after several hours of play testing earlier today; and completed the configuration menu this afternoon.
All that is left is some balancing of the penalties/bonuses and writing the documentation (which is going to be rather involved, due to the amount of changes).

If I have the free time, I should be able to wrap this up within the next 24 (make that) 48 hours.

I know that I was thinking of opening this up to beta testing, but my last play testing went so well that I no longer see the need.
If any major bugs do happen to pop up after release, I'll just fix them in a hot patch (basically just v.5.01 of the Med-Tec module).
The Med-Tec config menu includes a pause (before entering a simulator), resume, uninstall, and restart quest selection . . . which should make any update pretty simple.

Edited: I had hoped to be able to complete this sooner, but my balancing is taking me longer than I expected, plus a couple of new bugs just appear during my last play testing (oh bother) . . . So now it looks like a late Sunday release at best . . . unless I have a LOT of free time to spend on this tomorrow. Now I've got to get some rest, if I'm ever going to get over this nasty cold that I picked up a few days ago.
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Red Sauce
 
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Post » Sat Feb 19, 2011 9:51 am

Now I've got to get some rest, if I'm ever going to get over this nasty cold that I picked up a few days ago.

Drinking a lot of water helps. Unless it's dirty...
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jasminε
 
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Post » Fri Feb 18, 2011 7:19 pm

Thanks! I'm drinking so much juice and (very clean) water that I'm sloshing.
And thanks to taking a cold remedy last night, I slept very well (err, actually it was more like I was knocked out for 8+ hours).

I just spent the last few hours fixing the latest bugs and adding a quest reset option to the config menu. And my last play testing indicates that at least those bugs are now gone, so things are going well this morning. But now I have to take care of some real life things like going shopping for some food, as my cupboards are getting a little bare.

If no other bugs pop up today, all that I have left to do is finish balancing out all the penalties/bonuses, and then write the documentation.
(Which means that there is a very slight chance that I may be able to release this very late today.)
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Dalley hussain
 
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Post » Sat Feb 19, 2011 12:56 am

I tried, but my cold is getting the better of me. So no release until tonight.

But I did manage to get quite a bit done today. All the balancing is now finished and much of the documentation is now written. No bugs appeared during today's lengthy play testing. The biggest thing that I have left to do is more play testing to make sure that all the adjusted penalties are being applied properly for all injuries and for all levels of needs . . . and I have to make sure the my latest changes to doctor treatments are working correctly. So, unless I'm really unwell tomorrow, or unless a really tough bug pops up at the last minute, I should not have any trouble wrapping this up (hopefully by late afternoon).

Ok, I get that most people here are now more interested in discussing FONV than FO3 mods, which is why I feel like I'm just talking to myself here lately. But this is still the Fallout 3 Mods Forum, and this update is a Biggie! Just writing out all the changes that this modules makes/adds in a way that will be helpful to users has been a real challenge. There are 20 new Object Effects, plus a lot of scripted effects (and 25 scripts). I hope others will enjoy this new module as much as I have. This has been a ton of work, and I feel like very few users are even interested in this, which is a real shame, becauseut version 5.0 of my Realism Tweaks is now close to what I always hoped it could be.
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 7:26 am

I'm very interested can't wait till you get it out!

sorry I've not posted anything but you have kind of lost me in some of the things you are now working on and I feel I have very little to add although I do enjoy your mod and really won't play with out it now

well the lack of anything useful to say, and I have caught the oblivion mod bug again :facepalm: its an illness too!

actually I'm waiting until you release it before I fire up FO3 again as the needs and injuries mods out right now I have never really cared for and have kind of put me off lately

thanks for your hard work and for letting us use your wonderful mod as it makes all the difference in my game :goodjob:
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Anthony Diaz
 
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Post » Sat Feb 19, 2011 3:53 am

Just because you are not getting lots of replies, doesnt mean there isn't much interest in the mod. Just look at the views and wait till the downloads pour after you have released it. I'm sure you are going to make at least 100 people happy. I think making 100 people happy from a mod you created from nothing is amazing if you ask me.
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Nathan Barker
 
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Post » Sat Feb 19, 2011 4:19 am

Just a random thought, would it be possible to change the colour of the pipboy glow on your arm? I don't mean the light itself, but the glow on the pipboy screen when you're walking around with the light on. ART makes the pipboy light much more yellow'ish, but the glow is still green.


Also I don't think there's much to discuss about the new med-tec module until we've had a chance to try it ourselves, maybe that's also why it has been a little quiet.
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Invasion's
 
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Post » Fri Feb 18, 2011 9:50 pm

Don't get down, there's a lot of interest in your mod. There's over 4900 views to this thread and only 185 posts, so there's a lot more people reading it than posting. I'm very eagerly awaiting the next update. I've tried the other major overhauls and like your mod, and your site, the best. Thanks for all the great work and I'm very interested to see what's new in version 5.0

Thanks
Doug
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Jeff Tingler
 
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Post » Fri Feb 18, 2011 10:29 pm

Ooooooh another thing I forgot to ask. RI adds two backpacks, adding 50 and 100 extra carrying weight, and two different colour versions of those. I always get one of those when I can afford them. Will ART also add some kind of backpack(s) or will I have to install a separate backpack mod now? I tried http://fallout3nexus.com/downloads/file.php?id=2553 before but I don't really need that many differently sized backpacks cluttering the inventories of merchants.
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Sweets Sweets
 
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Post » Fri Feb 18, 2011 7:19 pm

Thanks for all the great support!

I'll admit that I was feeling a bit down/discouraged when I added that last part, but I am getting a bit tired of all the FONV stuff in this forum. I not upset with any of the posters, as much of what is being discussed is important for many of us who will also be making FONV mods. I just feel that it is time for FONV to have its own Mods Forum.

I'm afraid that I'm not going to make a late afternoon release (ok, so no surprise there), but I am still planning to uploading v.5.0 before I go to be tonight.

I got a bit bogged down with my play testing and will making the "final" changes. I'm still not satisfied that my new medical items are making it to all the vendors. The real problem is that I'm having a hard time calling this done, as this is my baby . . . and I'm a bit afraid to let it go. But I have now decided that my Med-Tec module is now done, and probably as ready now as it will ever be (as I'm never going to make this perfect, no matter how much I tweak it).

So I'm now plugging away on the documentation (which is taking me forever!). Them I have to do the install script, make the archive, and upload it.

=============================================
Povuholo, I'm not adding a different PipBoy screen color, at least not in this release, but you may want to check out http://www.fallout3nexus.com/downloads/file.php?id=2655.

I do plan on adding backpacks, probably in the next version. I just have to decide which ones I want to use and then how much I want to tweak them.
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latrina
 
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Post » Sat Feb 19, 2011 2:24 am

I'm afraid that I'm not going to be able to release v.5.0 tonight (despite my best attempt to wrap this up). The trouble with being an optimist is that I tend to expect things to go well and I base my own estimates on the concept that things will turn out perfectly the first time (which in this case just isn't happening).

Writing the documentation on my Med-Tec module is taking me way longer than I planned! This module is so involved that I may have to write a separate ReadMe to cover everything. The Injuries and Needs themselves are really easy to monitor, with a minimum of micromanagement for the user. But this module is way more complex than I ever intended it to be . . . which is actually a very good thing (as far as game play is concerned), since is has morphed into a very comprehensive Injuries and Need mod. The problem for me is my language issues (due to my brain injury). I understand every detail of what this new module does, but it takes me a very long time to put just the basics in writing. And my cold (along with medication) is slowing me down even more than normal.

The other problem is that I discovered a couple of scripting errors when I was trying to document all the additions and changes. I fixed them (I think), but now I'm going to have to do some additional play testing to make sure that those script are working ok.

I've added all my Med-Tec module's changes to my FO3 Journal, in my Realism Tweaks section (which will be updated when I release this). So now I just have to transfer all that information into the ReadMe. Which I'm going to try to finish tonight. But I just don't trust myself to pull together the install script tonight (I'm just not my best right now). So I'll do that in the morning, when I'm feeling better (I hope).

I'm really, really sorry, but there is no way that I can finish this tonight. :(
But if I wake up feeling better tomorrow, I'm going to try to wrap this up by midday (assuming that my final play testing goes well).
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Shelby Huffman
 
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Post » Sat Feb 19, 2011 8:48 am

It's all good Arwen. No worries.

As for why I don't post more...I just don't have anything to say. You seem to be doing extremely well without my input. :)
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Emilie M
 
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Post » Fri Feb 18, 2011 7:15 pm

Version 5.0 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

This is a Major Update: My Realism Tweaks now consists of 4 modules, including my new Med-Tec module (plus several bundled compatibility patches). Here are the major changes in v5.0:

Realism Core:
- Fixed the scripting error that made it impossible to enable my Visual Effects from my In-Game Options Menu.
- Level lists: increased the condition of some Power Armor and some weapons a bit more [than in v.4.9]
- Stealth Quest: Increased exterior detection distance by 25%. This will be have the most effect at night, and should now be more in balance with the current version of Fellout's darker nights (the former settings made sneak a bit too easy, especially at night).
- Completely redid the way that my mod checks that FOSE is installed (and running). This new technique is much less buggy.
- Removed negative modifiers from melee strength and crippled arm formulas. This was originally done as an attempt to extend the range, but ended up causing too many other problems. The new range is a bit less, but never seems to cause any bugs when the formula is run.
- Adjusted backward running speed's agility multipliers. Now not quite so slow at lower agility levels, and a bit slower at the highest levels.
- Increased Assault Rifle and Chinese Assault Rifle spread from 0.7min to 1.0min [default is 1.5]. This was done for better balance.

Hard-Core module:
- Reduced the Intimidation timer considerably (when you have a weapon unholstered, during non-combat). Now the Intimidation penalty (-5 Charisma) only lasts for about 10 seconds after you holster your weapon.

Med-Tec module (new for v.5.0):
- This is my own Injuries/Needs mod, which I made especially for my Realism Tweaks. It provides a simple, single esp solution.
- I began this as a Injuries/Treatment overhaul, but expanded it to include Needs (eating, drinking, and sleeping), as the module just did not feel complete without the Needs part.
- The is a very comprehensive overhaul of the way injuries are handled and in how they are treated. I do not know of any other FO3 mod that overhauls injuries to this degree. And the Treatments and Needs part is also pretty extensive.
- See the ReadMe or my Fallout 3 Website for more details.

The GOTY/Realism Core Compatibility patch is now bundled with my Realism Tweaks (and can be selected from the install menu).
- I adjusted my Localized Damage settings for the Zeta Aliens and for Point Lookout’s Hill People and Feral Ghouls, which should make them a bit less tough, and improve the game play balance.

*** When updating, a clean save is no longer required . . . as long as you carefully follow my install/update instructions.
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Tyler F
 
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Post » Sat Feb 19, 2011 12:48 am

I'm assuming no one has posted since their all probably twitching with excitement. The last big update...Feels kind of weird. But perfect timing, none the less.
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 6:12 am

it could be on my end but I do not think so ? and if it is please don't hate me :bolt:

but all the water sources seem to be giving (HP +30 Rads +3) just thought I would say something as I don't have any other mods running that would touch that area of the game

and this is a new game

but I will continue to try it out and see what I can come up with

every thing else seems to work well as far as I can tell
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Charlotte Buckley
 
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Post » Sat Feb 19, 2011 12:29 am

Mooguy: I never said that v.5.0 would be my last big update. Just because FONV is coming out does not mean that I'm not going to mod FO3 any more.

Kingsheart: I just tested my own game, after updating my own version with the one on FO3 Nexus and ran it from just before leaving Vault 101, and everything seems to work perfectly.

Purified Water gives Water+24 (like it should), with no HP increase. And a Nuka-Cola gives Water+8, +11 Rads, with no HP increase (and I drank it and my Rad Damage went up 11 points), so my game is working just as it should. I also checked Vodka, Wine, and Scotch, and they are all correct as well.

To Everyone: My Fallout 3 Journal has been updated for version 5.0 of my Tweaks, and now include all the details on my new Med-Tec module (including all the penalties, when injured, in need of sleep, thirst, hungry, etc).
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CxvIII
 
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Post » Fri Feb 18, 2011 9:45 pm

O.K.? I hate to be a bother, but unless you intended this? I have disabled every mod I have, and the fire hydrants and sinks ect still give me like 24 HP and something like 3 Rads

maybe I just don't understand something about your mod ? or this is just some strange quirk on my end, but I have to say thats what I'm still getting with only your mod running

everything else is fine up to this point

very very strange
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Oyuki Manson Lavey
 
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Post » Sat Feb 19, 2011 3:42 am

Oh, those water sources! I didn't change the default water sources at all, just the beverages (as in things in bottles), which includes refilling water bottles. I totally forgot that the default game used average water as a source.

There's always something that gets by my radar. Oh bother! I'll see what I can do.

EDIT: Oh, and you're not bothering me . . . I really appreciate you pointing this out, so that I can correct it.
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Beast Attire
 
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Post » Fri Feb 18, 2011 11:04 pm

Oh, those water sources! I didn't change the default water sources at all, just the beverages (as in things in bottles), which includes refilling water bottles. I totally forgot that the default game used average water as a source.

There's always something that gets by my radar. Oh bother! I'll see what I can do.

EDIT: Oh, and you're not bothering me . . . I really appreciate you pointing this out, so that I can correct it.



no problem, I thought I really had a bad something wrong on my end

glad I could be of some help
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Vera Maslar
 
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Post » Sat Feb 19, 2011 6:15 am

I just uploaded Version 5.0.1

This just corrects my error in my Med-Tec module, where I neglected to include my water changes to some Activators (such as sinks, toilets, fire hydrants, and some surface water).
Thanks Kingsheart for finding this so quickly!

I still cannot believe that I missed this. I guess I was too focused on making sure that my Bottle Filling script was working with these activators that I missed the water itself. :facepalm:

If you are updating from Version 5.0: just uninstall v.5.0, and install v.5.0.1. With FOMM. [Or just Replace the former Arwen_Med-Tec.esp with the new one.]
If you are updating from v.4.9 or earlier, follow the installion instructions near the bottom of the 5.0.1 ReadMe.

Sorry about that. I really thought I had included all the necessary water changes.
Now that this is fixed (I hope), I'm finally going to bed!
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Richus Dude
 
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