My Fallout 3 Gameplay Overhaul, focused on making the Wasteland a much harsher place, where your stats and skills are MUCH more important.
Thread #9 http://www.gamesas.com/index.php?/topic/1096923-relz-arwens-realism-tweaks-thread-no8/
Current Version 4.9 (September 6, 2010). Requires FOSE, v.1.1 or later. This is a Major update.
Here are the major changes in v.4.9:
Realism Core module:
- PipBoy light: reduced magnitude and adjusted color of light to better match Fellout's latest version.
- New Illumination spell is cast on the player when PipBoy light is on (reduces sneak).
- Improved Stealth Quest: includes above Illumination spell, plus a detection event is now run on the player's location while the PipBoy light is on. New detection events are also run for other player actions (like jumping, or opening a door).
- Eliminated firing delay bug with shotguns (set number of projectiles back to default and rebalanced DAM).
- Rebalanced a lot of the default weapons (DAM, spread, criticals).
- Whack Effect: added to Spiked Knuckles and to The Tenderizer.
- Gunshot Effect: added to Scoped .44 Mag. 32 Cal, Chinese Pistol, and 10mm pistols. Also rebalanced fatigue damage/shot for player to equal same amount of shots required for both player and NPCs.
- Rebalance of (Damage) Skill Bonus (applies to all weapons): Skill still has more impact on how much damage a gun (bullet) does, but lower skills result in a bit more DAM. Still results in maximum of a 3X multiplier at 100 skill.
- The remaining changes should now make weapon repairs much more important:
- Gun condition now has more effect on how much damage it does (actor's small gun skill is still a much greater factor): A bullet from a 10mm pistol that is worn down to 10% condition (90% damaged) will now inflict less than half the amount of damage (than from a weapon in perfect condition). [Default was 2/3s the damage.]
- Weapon deterioration was increased a bit for melee weapons [now deteriorate 2x faster than default].
- Armor deterioration was also increased a bit.
- NPC's armor is now damaged upon their death. My Tweaks greatly improve NPCs' weapons and armor, and this change means that their recovered loot will be in poorer condition. In some cases their equipped weapon will also be damaged (this only happens when the weapon was not flagged as 'dropped').
- Crippled Weapon Penalties: not being able to equip 2-handed non-melee weapons when an arm is crippled can now be toggled on and off in my in-game Options Menu. You may want to toggle the penalty off when you in the Operation Anchorage simulation.
Hard-Core module:
- Reduced the amount of spawned ammo loot (does not affect ammo found on NPCs).
- Redid Luck formula for amount of items spawned.
- New Intimidation Spell: when a weapon is out and the player is not in combat, their Charisma is reduced by 5 points (lasts for ~ 3 minutes after the weapon is holstered).
- Finesse perk: you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck. But your agility must be at least 6, and your Permanent AV Strength cannot be greater than your Agility.
- 'Here and Now' perk: now my XPR Multiplier is factored in (based on your XPR Mult setting). You should now level up correctly after selecting this perk.
- Barter overhaul: I've made some major changes to Barter to balance things out (I needed to get the economy more in line with my less abundant loot changes, such as the way that looted armor won't be worth nearly as much, and when my injuries module is released in v.5.0, you're going to have to purchase more medical items, like bandages):
- At 10 Barter: Buy: females will have to pay a 185% markup for goods; and males will have to pay a 200% markup (was 230% and 240%). [default was only a 50% markup] Sell: females will only receive 20% of what an item is valued; and males will receive 25% of the items value (was 14% and 9%). [default was 49% of value]
- At 100 Barter: Buy: females will still only have to pay a 5% markup for goods; and males will now have to pay a 20% markup (was 5% and 15%). [default was a 10% markup]. Sell: females will now receive 65% of what an item is valued; but males will receive 70% of the items value (was 50% and 45%). [Default was 90% of value].
- Female characters still receive a Bartering bonus overall. But in v.4.9 this is being done a bit differently (in my earlier versions females had a 10% buy bonus AND a 5% sell bonus): females now have a 15% buy bonus, BUT males now receive a 5% sell bonus. This was done to help balance out the fact that male characters generally as stronger, so they can carry more stuff, which results in males selling more items and also buying more; so this should keep the average male characters' wealth more in line with the wealth of the average female character.
Encumbrance module:
- Encumbrance script now runs 10 times faster, so jump and melee combat Strain increases should now work as intended.
- Your Health is now factored into Strain increase rate (25% slower at 100% Health; 50% faster at 25% Health).
IMPORTANT!!!.
- PLEASE follow my installation/update instructions carefully . . . EVEN if you are updating from v.4.7! My modules are now packaged a bit differently, all the patches are now included, and initiation scripts have been added to my Realism Core module. If you don't uninstall correctly or reinstall correctly, you will likely severely mess up your game.
- If you install my Encumbrance module, you also NEED to follow my "Encumbrance module's Strain Meter HUD Setup" instructions or my Strain meter will not appear in your HUD.
- My Hard-Core module is best used in a new game. If you use this module in an existing game (beyond Level 2 or 3), your skills are going to take a major hit and I'm not sure what my perk and skill books changes might do (it would depend on what perks and skill books you have used).
Why I Created this Mod:
Warning: Do NOT install this mod unless you want the Wasteland to be a harsher, less forgiving place. If you install my Realism Tweaks, you'll instantly have a a MUCH more challenging game. For the best Hard-Core experience, I highly recommend using all three of my modules, along with ALL the mods in my FO3 Journal's Extreme Realism list.
Still somewhat modular: it now contains 3 different esps, which are all meant to be used together for my full Tweaks to take effect. Plus there is now an in-game Options Menu, that allow you additional control of several of my Tweaks:
- My Realism Core module (required) is more streamlined and balanced.
- While my Hard-Core module adds much harsher effects, reduced skill/stat points, tougher economics, gender bonuses/penalties, and my repair overhaul.
- For instance, my Realism Core module reduces your carrying capacity quite a bit. But this is reduced even more by my Hard-Core module's Gender Quest script. The same is true for my reduced Hit Points.
- What I am attempting to do is to address the two types of gamers who make up the bulk of my Tweaks users: those players who want most of my changes (but do not want my hard-core changes), and those who want ALL of my changes. So even though there are only four modules, the combination of the Realism Core with the Hard-Core module will give you a very different gaming experience than what you would have with just the Realism Core.
- Plus my expanded Encumbrance module makes the game even more challenging, by making your encumbrance much more realistic . . . you will no longer be able to run or overload yourself without having to stop and rest.
- And my expanded Options Menu allows some things to be configure within the game itself . . . such as the ability to control how fast you level up, by selecting which one of my global Reduced XPR Multipliers you want to use (at any time). You can also select from a number of different Timescales. Plus you can toggle on and off each of my three Weapon Effects, my VisionFX (which are attached to all default eye wear), and my Dynamic Visual FX (the ones that add visual penalties when your Agility or Perception stats are damaged).
The 3 Modules (esps):
(The full details on all my changes are listed in the http://amito.freehostia.com/Fallout/FO-mods04.htm) Major changes from the default game:
1.) Realism Core (Arwen_Realism_Core.esp):
- Required Core Module.
- "Arwen's Option Menu" is added to your inventory (in-game selection of Timescale and XPR Multiplier; and you can enable my Weapon Effects and my Visual FX); and you can reduce my Crippled Weapon Penalties (not being able to equip 2-handed non-melee weapons when an arm is crippled).
- My Global XPR Multiplier slows down how fast you level up by reducing ALL experience points rewards. Your current total XPR will NOT be reduced . . . just the amount of points you receive from this point forward. The XPR Multiplier is initially set to 20% (1/5th default amount), but is easily changed in my Options Menu (from 5% to 100%).
- Global tweaks that affect PC, NPCs, and Creatures. For more immersive and better balanced game play, with improved role-playing aspects.
- Reduced Carrying Capacity and fewer HPs for PC (both are further reduced by my Hard-Core module).
- More immersive and more balanced VATS.
- Smarter AI: combat with NPCs is now much more challenging, and sneaking is now much more realistic
- Includes my Dynamic Stealth where time of day, weather conditions, and being in an interior cell factors into your ability to remain undetected.
- Other Stealth changes: Your PipBoy Light will now make you very visible; and other player actions (such as jumping and opening doors) will now alert your enemies.
- The Wasteland is now a much less forgiving place. Your character is now weaker and much more vulnerable, and the NPCs are stronger and healthier.
- Weapon damage is much greater, and weapon skills are now a much greater factor.
- When an arm is crippled, some types of weapons will no longer be usable, and VATS will be disabled.
- Balances armor/clothing values, weight, damage resistance, and "enchanted" effects. Includes my 1.5X AR global modifier.
- More realistic explosions, projectiles, grenade physics, and death force effects. Some explosions were rebalanced: frag grenades and nuka grenades now take one second longer to explode, and nuka grenades now do much less explosive damage, but inflict a much greater burn damage (that damages health for 30 seconds after the blast) and bottlecap mines now have a blast that covers a much greater area, but inflict less damage (but still 50% more than a frag mine or grenade).
- Unique optional immersive weapon effects: Gunshot knock downs, Whack and Blast knockouts. (Enabled by default).
- Optional Dynamic VisualFX created for loss of Agility and Perception . . . adds visual feedback/penalties and increased immersion. (Disabled by default, so to have these present in your game, you must enable them in my in-game Options Menu).
- Optional VisionFX (formerly my VisionFX module) adds a bit of immersion when wearing default sunglasses (reduces the harshness of outdoor lighting) and reading glasses (20 seconds of blurriness and double vision when you first equip). As a bonus, you can now wear eye wear in combination with most default helmets and hats. The effects only works fully if you have HDR enabled in your game. Note: my VisionFX are disabled by default (you must enable them in my in-game Options Menu).
- Enhanced repair lists for both weapons and armor.
- Changes the localized body damage effects in a way that balances out game play, while making strategic hits more effective (such as crippling shots, and head shots now do a LOT more damage). Super Mutants are now VERY hard to kill.
- Improvements were made to NPC's armor and weapons . . . across all levels . . . many of your opponents should a be quite a bit more challenging (but I left a few, like Vault 101 Security at default . . . so that the tutorial would not be too difficult for newer players). But the NPC's armor (and sometimes their weapon) is now damaged upon their death.
2.) Hard-Core (Arwen_Hard-Core.esp) (see my http://amito.freehostia.com/Fallout/Arwens_Hard-Core.htm):
- This module is totally Optional, but it does require that my Realism Core module is installed!
- Expands the difficulty and challenge of the Realism Core module, by making your character's stats have a much greater impact on your game play, and by totally changing the economics of the game.
- Adds much needed balance to skill points. You will now begin the game with half as many skill points, and your skill points should increase roughly half as fast as in the default game. Reduces amount of Derived Skill Points.
- Changes Skill Books and 95% of the default Perks (and adds a few of my own unique perks).
- Overhauled Bobbleheads and reduced initial SPECIAL points.
- Adds Gender bonuses/penalties, including gender-based weapon skill requirements.
- Much Fewer HPs than with Realism Core, which are now gender-based [30 less HPs for females, and 45 less HPs for males].
- Greatly reduced carrying capacity, which are now gender-based [for 1 to 10 STR: females: 45 to 135 lbs; males: 50 to 185 lbs].
- Makes caps, food, weapons, and ammo MUCH less abundant in the Wasteland. But you will now find more ammo on your vistims, based on what guns they have . . . and toughter opponents will have the most ammo.
- The amount of spawned loot is now based on your Luck stat. For each point of Luck less than 10, the average amount of found loot decreases by 5%.
- Bartering was totally rebalanced: the value of all items is half the default value, but merchants will charge LOT more for items, and you'll get a LOT less for what you trade with them (based on your Bartering skill). Plus merchants will now have much more ammo for sale.
- Repair has had a major overhaul: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus), and merchants will now be MUCH better at repairing.
- Outcasts Rewards are now more balanced (you'll now get less stuff in trade).
- Intimidation Spell: when a weapon is out and the player is not in combat, their Charisma is reduced by 5 points.
3.) Encumbrance module (Arwen_Encumbrance.esp):
- This module is totally Optional. (It was balanced for the Hard-Core module, but it can be used with just the Realism Core).
- You now suffer from Strain (similar to fatigue, but totally separate from the default fatigue). Your Strain increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance).
- Strain is based on game time, so Strain increases faster with faster Timescales [Note: divide game minutes by your Timescale setting for real time.]
- The higher your encumbrance limits, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit.
- With an encumbrance of less than 60%, you will be able to run for roughly 24 GAME MINUTES before your Stain reaches 100%, but at 100% encumbrance, you'll only be able to run for about 5 game minutes.
- When walking with 110% encumbrance, you will last about 12 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 3 game minutes.
- But Strain increases faster when you are injured: 30% faster when one leg is crippled, 60% faster when both legs are crippled, and 30% faster when your torso is crippled (in addition to the cripple leg penalty). Jumping and melee attacks (swinging a melee weapon) will both increase Strain.
- If your Strain exceeds 100% you will collapse, injuring yourself (the amount of HPs you lose is based on your current Strain/second), and dropping your weapon (if you have one out).
- Your Strain is displayed as: "Strain: xx%"[The Strain meter is movable by just holding down the grab key for 2 seconds, and then by using the arrow keys to move it.]
- When your Strain is over 45%, your character will start breathing hard. Your Strain percentage will turn red when your Strain reaches 70% and your character will start breathing harder. At 85% Strain, the text starts flashing, warning that you are near your limit.
- Your current Health is factored into your Strain increase rate (25% slower at 100% Health; 50% faster at 25% Health).
- Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance). Strain also decreases while you are in menus (at the walking rest rate). How fast your Strain decreases depends on how encumbered you are.
- During a walking rest (after running, or when in menu mode) it takes about 6.5 game minutes at 0% encumbrance for Strain to decrease from 100% to 0%, but over 9 game minutes at 100% encumbrance. For non-moving, standing rest, it takes a bit less than 4 game minutes at 0% encumbrance. Plus your Strain will decrease 60% faster when you are sitting or crouching (non-moving sneak mode).
- During combat your Strain will only be reduced when you are not moving (as in hiding). And Strain will not be reduced during combat when in menu mode.
- Dynamic Jump (how far and how high you can jump) now changes, based on your character's current Agility AND on their Encumbrance. The default game's jump height is roughly 3 feet. A 25% ENC + 5 AGL, or a 80% ENC + 7 AGL, results in roughly a 3-foot jump height. With a 25% ENC + 10 AGL, you'll be able to jump up to 5.4 feet. But you will not be able to jump at all when your AGL is really low, or when either leg is crippled.
- Dynamic walking and running speeds: movement speed is now affected by your encumbrance . . . the more you are encumbered, the slower you move. But you also gain a running speed bonus when your encumbrance is less than 60%, as long as your health is no lower than 50%.
- Armor Encumbrance has been greatly increased, so you will now move noticeably slower when wearing heavier armor. (The default movement speed difference between wearing 1-pound armor and 50-pound armor was only 8% . . . there is now a 20% difference.) I just gave it more of an impact, to balance things out . . . heavier armor protects you more, but you will not be able to move nearly as fast when wearing it.
- My Encumbrance notes are also added to your inventory, for easy reference.
Bundled Compatibility Patches - Select the ones you need on my Realism Tweaks Setup menu (when the mod is activated with FOMM):
- MMM Compatibility Patch (Arwen_MMM_Patch.esp): Requires Marts Mutant Mod (RC5 or RC6) installed in your game, and loaded before my Realism Core module. This patch prevents Mart's Mutant Mod's AI scripts from conflicting with my Realism Core module's Smarter AI. See the ReadMe for details (Arwen_MMM_Patch_ReadMe.txt).
EVE Compatibility Patches (two versions): - EVE Patch (Arwen_EVE_Patch.esp): Makes all the explosive tweaks in my Realism_Core module 100% compatible with EVE. REQUIRES that you have EVE - Energy Visuals Enhanced installed in your game, and loaded before my Realism Core.
- EVE/RH-Ironsights Patch (Arwen_EVE_RH-IS_Patch.esp): Makes all my explosive tweaks 100% compatible with EVE, PLUS makes EVE compatible with RH_IronSights - FOSE. Requires that you have Both EVE and RH-Ironsights installed in your game. All the energy guns can now be aimed in 1st person with Ironsights. Some of EVE's models were replaced with RH_Ironsights models, but you still get all EVE's effects and sounds). My patch is not a perfect solution, but this newest version is perhaps the best EVE/RH-IS patch currently available. See the ReadMe for details (Arwen_EVE_Patch.txt).
RiPnO Compatibility Patches (Requires my Hard-Core module) (two versions): - RiPnO - Real Injuries Patch (Arwen_RiPnO_Patch.esp): Enables your Luck stat to alter the amount of RI's spawned loot . . . stuff like stimpaks, Morphine, Healing Powder, bandage packs, and water. Requires Real Injuries, Primary Needs, and Orfevs' RiPnO-Real Injuries Patch all installed.
- RiPnO - Real Injuries/BLTC Patch (Arwen_RiPnO_BLTC_Patch.esp): This version also includes all BLTC's (Better Living Through Chemicals) spawned chems and alcohol. Requires that you have RI/PN, RiPnO - Real Injuries, and BLTC all installed and activated. See the ReadMe for details (Arwen_RiPnO_Patch.txt).
Compatibility:
- I've attempted to make all my mods compatible with all the mods on my FO3 mod list.
- Fully compatible with MMM (with my compatibility patch)
- Fully compatible with EVE - Energy Visuals Enhanced (with my compatibility patch)
- Fully compatible with RH_Ironsights–FOSE
- Fully compatible with all the DLC, in that they should not cause any conflicts. But there could be some minor balancing issues (I'm currently working on some large GOTY patches).
- For more mods that I have personally tested for compatibility, visit http://amito.freehostia.com/Fallout/FO.htm)
Incompatibility:
- My Realism Tweaks will overwrite any mods that make any of the changes I have listed here.
- Do NOT use my Realism Tweaks with other balancing mod that make changes to the same game elements, as this will unbalance the game play (by making some things too easy, while making others too difficult).
- My Realism Tweaks are not compatible with mods that alter the specs of default armor/clothing (but should be compatible with mods that ONLY add cosmetic changes).
- My Realism Tweaks are not compatible with mods that alter the specs of default weapons or default projectiles . . . although it should be compatible with mods that only make cosmetic changes to weapons (the exceptions are non-blade melee weapons, shotguns, and the few ranged weapons that my mod alters).
- My Realism Tweaks are NOT compatible with FOOK or FWE (even though my earlier Smarter AI module is integrated into FWE).
Load Order:
- In order to insure that all my Tweaks are being applied (and that other mods are not overriding any) put the esps near the end of your load order (generally AFTER any mods that make changes to same portions of the game).
- Also, the Arwen_Reduced_QuestXPR.esp should BEFORE any other mods that make changes to any of the default quests (otherwise, the other mods will not work).
- See compatibility section for load order with some specific mods.
- Load order of the 4 modules:
1.) Arwen_Realism_Core.esp
2.) Arwen_Hard-Core.esp
3.) Arwen_Encumbrance.esp
Known Issues or Bugs:
Credits:
- Bethesda Softworks, for making Fallout 3.
- The Fallout Script Extender team for making http://fose.silverlock.org/
- 'DarN', for making the http://www.gamesas.com/index.php?/topic/1085562-wipzbeta-darnified-ui-f3/ mod
- 'Imp of the Perverse', for his http://www.fallout3nexus.com/downloads/file.php?id=12977 and for personally helping me add my Strain stat to DarN's UI.
- ALL the great guys over on the The G.E.C.K. forums . . . who freely gave of their time to guide a clueless, whining, rookie script-writer-wanna-be.
Download link: http://www.fallout3nexus.com/downloads/file.php?id=7565
Other Mods by Arwen:
- http://www.fallout3nexus.com/downloads/file.php?id=7674 - no longer needed with my Realism Tweaks.
- http://www.fallout3nexus.com/downloads/file.php?id=7318
- http://www.fallout3nexus.com/downloads/file.php?id=7400
- http://www.fallout3nexus.com/downloads/file.php?id=9558 - now integrated into my Realism Core module as a toggleable option.