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

Post » Fri Feb 18, 2011 7:24 pm

I still haven't touched any of the DLC content yet, except for the start of Broken Steel as the main quest ends. There's still some stuff left to do besides the DLCs, and I'm sure all sorts of interesting places to discover. I'm using DarN's UI with the 'point of interest' marker disabled so I really have to explore and look around a lot if I want to find something.

Still, I don't think I'll ever reach level 30 unless I install some quest mods to keep me busy later on. But I'm fine with that!


Shame that my game is getting less stable though, it quite often freezes when I reload. Either it's because I've been playing so long and my savegame is now 10MB, or it has something to do with my upgrade to MMM RC6... I did do the recommended upgrading procedure though. Anyway because I don't want to crash I'm trying even harder to stay alive. :toughninja:
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krystal sowten
 
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Post » Sat Feb 19, 2011 8:58 am

Heh, it does put some more pressure on you for sure, though I′m not sure if it′s the good kind.
10Mb is a tad large, indeed. None of the Bash conversions for Fallout feature bloat cleaning yet, do they?
I've found the game's saves to be far less resistant to load-order changes. Indeed, although it hurt, cutting MMM has made far more stable and smooth.

Anyways, the aforementioned main character has done the complete of Point Lookout through the last two or three versions of Art.
It was a thrill and an amazing experience, reliving it like that.
The bogs are a place to evade and the hick-mutants not to be toyed with.
I can only imagen what a beautiful hell it might be once Art touches it.
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 12:30 am

Shame that my game is getting less stable though, it quite often freezes when I reload. Either it's because I've been playing so long and my savegame is now 10MB, or it has something to do with my upgrade to MMM RC6... I did do the recommended upgrading procedure though. Anyway because I don't want to crash I'm trying even harder to stay alive. :toughninja:


Is the problem surfacing on quickloading or on every kind of loading? If it's quickloading, try the mod on my signature. If it's on every type of load, try reverting to a previous save, that is the only thing that solved this problem for me :)
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Mashystar
 
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Post » Sat Feb 19, 2011 9:03 am

I've used this sequence to capture a bind key being pressed:

;Bind key processing	if (iBindKeyTrigger == 0)		;Ignore Bind-Key if already triggered (reset this when leaving the menu system)		set lKeyPressed to GetKeyPress 0		if lKeyPressed == lMyBindKey			Set lKeyPressed to 0			set iBindKeyTrigger to 1			ShowMessage MyMenuSystemTopLevel		endif	endif



Thanks RickerHK! I'll give this a try when I get the chance (after I wrap up v.4.9).
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Samantha Wood
 
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Post » Fri Feb 18, 2011 10:41 pm

Is the problem surfacing on quickloading or on every kind of loading? If it's quickloading, try the mod on my signature. If it's on every type of load, try reverting to a previous save, that is the only thing that solved this problem for me :)

I think it's mostly quickloading. I'll have a look at that mod, thanks. :)

Sometimes my game crashes when returning to main menu though. I almost never do it, so it's not a big problem, but I guess I'll find out if this works or not.
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Chris Johnston
 
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Post » Sat Feb 19, 2011 8:28 am

I think it's mostly quickloading. I'll have a look at that mod, thanks. :)

Sometimes my game crashes when returning to main menu though. I almost never do it, so it's not a big problem, but I guess I'll find out if this works or not.


You can set it to either Load from the main menu or from the pause menu, whatever works better for you :)

I also crash sometimes when Loading from the Main Menu so I use it to load from the pause menu :D
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Gavin boyce
 
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Post » Sat Feb 19, 2011 2:28 am

Update on Version 4.9:

I still need another day or so to complete the update, and my weekend is going to be very busy.
I'll try to release v.4.9 next week (hopefully by mid week).
Sorry, but there's still just too much left to do, and not enough free time to do it all in.

Part of the problem is that I spent way too much time on my new Injuries module . . . ok, so I'm easily distracted. :sad:
But having the Beta version of my Injuries module in my own game has resulted in me adding to and balancing more of the rest of Tweaks, so v.4.9 is turning out to be a much larger update than it would have been.
I may end up releasing v.4.9 without the GOTY patch, as that would allow me to release it at least a couple of days sooner. Then I'll just add the GOTY patch to my files as a separate download.
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neen
 
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Post » Sat Feb 19, 2011 3:05 am

so v.4.9 is turning out to be a much larger update than it would have been.

Now where have I heard this before? :hehe:


Take all the time you need Arwen, we'll still be here next week! At least, I hope so. :obliviongate:
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kiss my weasel
 
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Post » Sat Feb 19, 2011 7:42 am

So there seems to be a crash happy bug with MMM RC6 ? Why not drop back to 5?

Pretty new critters is nice as I have grabbed the file of his but I have yet to have the time to install it and after reading about a possible bug....... =/
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Sarah Bishop
 
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Post » Sat Feb 19, 2011 5:22 am

That was in reply to my post earlier? I'm not even sure if it's MMM and I haven't heard other people mention issues. It's more likely that my save is just getting unstable from playing for so long, and disabling/adding/updating mods midgame.
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Penny Wills
 
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Post » Sat Feb 19, 2011 10:11 am

oic, can't say I've had that yet. Save for that snaffu over amy wong companion =/
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Britta Gronkowski
 
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Post » Fri Feb 18, 2011 6:31 pm

Version 4.9 will include a new patch for MMM, which will work for both v.5.0 and v.6.0. All it does is make a couple of my AI changes work with MMM.
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Daddy Cool!
 
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Post » Sat Feb 19, 2011 5:46 am

Sounds good. Just came from reading over the MMM RC6 thread. Seems as though its having a few problems like level up hangs....Think I shall pass on the RC6 for awhile. Keep my 5 that works ^_^

Will grab the update though whenever its up =)

Oh and no one answered the load order question I had asked about a page back. Anyone? Here is my load order. I try to logically order it....but I miss a few things even after I think I got it straight.

As follows:
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
DCInteriors_ComboEdition.esm
lonewandererbrooke.esm
RI_Core.esm
ArefuExpandedByAzar.esm
Mothership Crew.esm
TSC Air Support.esm
RoadWardens.esm
Mart's Mutant Mod.esm
TalonExtraArmor.esm
FNNCQ.esm
Ebb conversionsv1.esp
EBBstockarmorvdlc1_6.esp
skimpystockarmorDLC.esp
FatherandNun.esp
dD-Larger Blood.esp
dD-More Gore.esp
dD-More Gore-BrokenSteel.esp
dD-More Gore-The Pitt.esp
dD-More Gore-PointLookout.esp
dD-More Gore-Zeta.esp
dD-Smaller Spatters.esp
More Moriarty's Customers.esp
ArefuExpandedByAzar-Radio.esp
Citadel Crane Fix.esp
SuperDuperMart.esp
CanterburyCommonsInteriors.esp
CantaburyCommonsGuards.esp
MovinOnUp3.0.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-Zeta.esp
Fellout-PointLookout.esp
Fellout-pipboylight.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - BS.esp
megalight.esp
KillableKidsNormalHealth.esp
RI_Base3.esp
RI_FOSE.esp
RI_DoctorCost.esp
RI_PNeeds2S.esp
RiPnO CorePatch.esp
RiPnO 5 DLC Merged.esp
Hi-Res Weapons & Ammo Textures.esp
AlienPowerCellReplicator.esp
NightvisionGoggles(Powered).esp
TSC Air Support.esp
Explosive Entry.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
RI_CrippledEffects.esp
CP - RiPnO [MMM] Meats.esp
FemaleEnclaveSoldiers - Broken Steel.esp
Compatibility Plugin00 TalonCo & Marts.esp
RoadWardens.esp
KelseyCompanion.esp
JessiCompanion.esp
X_Infiltratorsixtended.esp
MTC Wasteland Travellers.esp
MarkB50K_Wasteland_Patrols.esp
FNNCQ_Mesmetron.esp
Robotics Expert.esp
Neunens Axes.esp
EVE.esp
EVE Operation Anchorage.esp
Destructibles.esp
DarNifiedUIF3.esp
RI_PrimaryNeeds_DUI_Plugin.esp
WeightAmmo.esp
DAV_weighted_ammoweight.esp
DisplayedAmmoWeight.esp
Bornagain BOS.esp
BornAgain Outcast V2.4.esp
Bornagain snowcombat.esp
BornagainTribal!.esp
Bornagain Enclave V2.esp
Bornagain Tesla.esp
Responsive Kill Reactions.esp
Arwen_Realism_Core.esp
Arwen_Hard-Core.esp
Arwen_Encumbrance.esp
Arwen_MMM_Patch.esp
Arwen_EVE_Patch.esp
Arwen_RiPnO_Patch.esp
Auto Aim Fix v1.1.esp

Total active plugins: 105
Total plugins: 109
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Lori Joe
 
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Post » Fri Feb 18, 2011 11:40 pm

Arwen has a nice load order example on her site http://amito.freehostia.com/Fallout/FO-mods-order.htm.
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Robert Garcia
 
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Post » Sat Feb 19, 2011 6:57 am

Thanks....but was wondering about it in general and something up to date. This means I am to lazy and haven't clicked the link lol XD
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Jessie Rae Brouillette
 
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Post » Sat Feb 19, 2011 12:00 am

Well she recommends loading EVE after the Tweaks, other than that it looks alright to me. But you don't need the pipboy light plugin from Fellout, ART comes with its own changes to the pipboy light already.
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lauraa
 
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Post » Sat Feb 19, 2011 9:34 am

Actually I recommend loading EVE before my Tweaks, as long as you are also using one of my EVE patches.

WhackaMacka, you're using a lot of mods that I'm not at all familiar with, so I have no idea where that 25 to 30% of your mods should be loading . . . or even if they are compatible with my Tweaks.

You shouldn't be using RI_CrippledEffects.esp, as it is not compatible with my own crippled effects.
And you don't need Fellout-pipboylight.esp, as my Tweaks are just overwriting that.
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ANaIs GRelot
 
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Post » Sat Feb 19, 2011 8:02 am

For those who are constantly getting their arms crippled, I recommend getting advanced radiation poisoning and the rad regeneration perk from Moira's quest, so that limbs constantly regenerate. For dangerous situations where you are likely to be damaged a lot and get your arms crippled, I find that the limb restoration from the rad regeneration perk is worth the -2 END -1 AGL penalty. :D
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Mélida Brunet
 
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Post » Sat Feb 19, 2011 9:27 am

Hey all,

Arwen, thanks for all the hard work you've done on this project. I played FO3 with this mod about half a year ago, give or take, and LOVED IT. It added a whole renewed level of challenge into the game, further heightened by the knowledge that my character would grow in power, but not reach that all-100's level of the unmodded game.

But, the computer I was playing on got killed...so I got a new computer, and figured that before resuming FO3 I should play through Dragon Age and Borderlands. Okay, so now that's done...

But before I start playing FO3 again with Arwen's mod, my question to folks is how does the mod hold up with level 21-30 characters. I know that Arwen's now starting her work on balancing the expansions. I guess what particularly interests me is what she's gonna do with the expansion perks, which seem extremely over-powered now in comparison with the 1-20 game modded.

Should I wait on playing until Arwen gets a chance to do that? Are there any other 21-30 feat-rebalancing mods that otherwise work well to compliment what Arwen's done?

The really funny thing is that I originally stumbled on this mod in an effort to just get a mod to reign in some of the XP gain (as this mod does for quest exp). I thought that FO3 was near-perfect unmodded, and just needed ammo weight, no insta-stimpacks, and an XP tonedown. Seeing what Arwen did however, much as I respect what Bethesda did unmodded, I can't play the game vanilla any more.
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Philip Lyon
 
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Post » Sat Feb 19, 2011 2:54 am

For those who are constantly getting their arms crippled, I recommend getting advanced radiation poisoning and the rad regeneration perk from Moira's quest, so that limbs constantly regenerate. For dangerous situations where you are likely to be damaged a lot and get your arms crippled, I find that the limb restoration from the rad regeneration perk is worth the -2 END -1 AGL penalty. :D


I never imagined that this perk would actually prove USEFUL! Kudos to Arwen :P
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Len swann
 
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Post » Sat Feb 19, 2011 2:26 am

Well I do have a pretty strangely wired brain. :)


I'd like to note that judging by your Morrowind journal and this mod, if there is anything wrong with your brain I can only wish there was something wrong with more people's brains. :)

I won't be using your tweaks, but that's mostly because I am working on my own. Your tweaks look great and all, but there are some things I'd prefer to be a bit different. Plus I just love tinkering with the G.E.C.K. For me it's just as much fun as acctually palying the game. :D I will steal many of your ideas though, if you don't mind. ;)

About your injury system; could you make it into a seperate plugin that doesn't require your tweaks? Because by the sound of it I think I might want to use it (my current character has so many Stimpaks she doesn't know what to do with them). That would also allow the people that don't want such a harsh injury system to keep on playing your tweaks without it. ;)

Finally I have a GECK related question. I think I read somewhere (either in this thread or on your site, the two have kind of blured together in my mind) that you changed VATS so the replay lasts less time or something like that and so exposes your character less. I'm curious how exactly did you achieve that, what settings did you tweak? Because watching the slowmode replays of my enemies falling dead to the ground is getting increasingly tedious.

For those who are constantly getting their arms crippled, I recommend getting advanced radiation poisoning and the rad regeneration perk from Moira's quest, so that limbs constantly regenerate. For dangerous situations where you are likely to be damaged a lot and get your arms crippled, I find that the limb restoration from the rad regeneration perk is worth the -2 END -1 AGL penalty. :D


That's pretty cool, it's good to see a formerly useless perk have some use after all. I'd throw Adamantium Skeleton into the mix as well.

But before I start playing FO3 again with Arwen's mod, my question to folks is how does the mod hold up with level 21-30 characters. I know that Arwen's now starting her work on balancing the expansions. I guess what particularly interests me is what she's gonna do with the expansion perks, which seem extremely over-powered now in comparison with the 1-20 game modded.


Most of the expansion perks are actually pretty useless. Except for No Weakness and Almost Perfect they're just gimmicks for a character that already has everything he or she needs and most of them are actually so weak they would only deserve to be level 2 or 4 perks. Well, Quantum chemist could be level 8 or 10 (those custom grenades are nasty). And of course Almost Perfect is horribly overpowered, but if you play with the lowest possible XP gain you probably won't have much left to do when you finally get to level 30. And chances are Arwen will have released a GOTY patch for her tweaks by that time as well. So I wouldn't worry too much about it. ;)
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Samantha Mitchell
 
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Post » Fri Feb 18, 2011 9:07 pm

Hey Arwen,

Earlier in the thread there were some complaints about Operation Anchorage. Now that I have just about completed OA, i must say those complaints are unwarranted.

I went into OA with the majority of my earn skill points going towards Repair, Small guns and Sneak, and I was at level 6. I think I had 65 repair, 50 small guns and 30 Sneak. Using this setup, OA was more easy than the Vanilla game. I didn't use VATs, but every headshot with the snipe was either a sneak critical (instant death) or did 99% damage to the chinese soldiers. I didn't have to use TGM because I already felt like I was on God mode. It's amazing how many Chinese i was able to kill with a little strategy, a stealth boy, and some mines and nades.

You suggested that you might change the game to make OA a little easier, but I don't think that's necessary. one thing i'm finding, though, is that the whole game is a little too optimize for stealth.
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SexyPimpAss
 
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Post » Sat Feb 19, 2011 1:01 am

That's pretty cool, it's good to see a formerly useless perk have some use after all. I'd throw Adamantium Skeleton into the mix as well.

I forgot about that perk, I'm level 13 now so I'll probably pick it when I level up to 14. :D

I had a look at the site and Arwen added a science skill of 50 as a requirement... I'm close to that, luckily!

But before I start playing FO3 again with Arwen's mod, my question to folks is how does the mod hold up with level 21-30 characters.

It took me 50 hours to get to level 12 with Arwen's mod and the default XP reducer settings, so if you're starting a new game I wouldn't worry about that, you won't make it to that level before the GOTY patch is released. :D

I'm afraid my save is going to break from instability before I even make it past level 20 though, some pretty weird stuff is happening already. That's what you get for using too many big mods, disabling them, updating them...

You suggested that you might change the game to make OA a little easier, but I don't think that's necessary. one thing i'm finding, though, is that the whole game is a little too optimize for stealth.

As far as I know the only change would be temporarily disabling the feature of restricting 2 handed weapons when you have a crippled arm during the simulation. It probably doesn't need any other changes, at least there's nothing I can think of now.
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 3:11 am

Dragatus and povuholo, thanks for the helpful replies. I'll start in FO3 with Arwen's mod very shortly. Looking forward to it.
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Hannah Whitlock
 
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Post » Sat Feb 19, 2011 1:01 am

Just a heads up: Version 4.9 will be available very shortly . . . hopefully within the next hour or so.
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Tyrel
 
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