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

Post » Fri Feb 18, 2011 8:08 pm

Arwen's Realism Tweaks:

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:
My Realism Tweaks are my efforts to make game play much more realistic, more challenging, and more balanced. These are changes that I originally created just for my own game, which were designed to compliment the other mods that I am using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). From the first time I played Fallout, there were a number of things that did not feel right to me. I found mods that fixed many things, but there were still a LOT of things that were not quite right, so I decided to see if I could make my own mod. My Realism Tweaks are the result of those efforts. Oh, before you get the wrong idea of what I mean by "realism." For me, a RPG is more realistic when I can role-play without having to work at it. My Realism Tweaks are my efforts to make FO3 more immersive and more realistic within the context of Fallout's alternate reality (which is a place where radiation causes mutations as often as death, and where injuries can be healed with a stimpack injection). Since FO3 is actually supposed to be a RPG and not a FPS, one of my goals has been to enhance the RPG aspects of the game, where your Skills and Stats are much more important in how your game will play out for you. If you install my Hard-Core module, you will discover that your distribution of SPECIAL points is MUCH more important than it was in the default game. When you leave Vault 101 you will now find that the Wasteland may actually feel like a harsh wasteland. This overhaul is deceptively small, so don't be put off by its small size. It actually includes a LOT of code, which changes over 1600 records (and over 50 scripts), and makes some rather dramatic changes to the game.

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:
If you load a game which was saved while your character was unconscious, your character will likely have to endure all sorts of really weird and humiliating graphic effects (such as their body melting, stretching, falling through the game mesh, or being launched through the air). If they somehow manage to survive this ordeal, their body should return to normal. I know of no way to correct this, as it seems to be a game bug. My suggestion is simple: don't load a game that was saved while your character was unconscious.

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.

User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Fri Feb 18, 2011 11:37 pm

Wohoo a fresh thred :celebration:

What time can we await the new version ?

Loving the current one, but it just getting better and better
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trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Sat Feb 19, 2011 2:55 am

"Mouse crushing difficult"???

I like mice and other critters . . . as long as they leave me alone.
Personally I just prefer RPGs where strategy is more important than how fast you can bash buttons.


This is my new favorite post. The mouse, i.e, the thing you click to shoot super mutants in the face with.
I agree that strategy is a key role in these types of games, but I keep forgetting to stock up on ammunition and repaired guns before I go dungeon crawling...Takes quite some time with the only place to get guns is the Megaton armory with an incredibly complex lock that I can't pick. It's just, getting a foothold into the game where you can do some quests is a difficult task. But it's a fun one.

With my injuries module I'm using the Star Trek (oops, wrong decade) Buck Rogers approach.

:lol: Okay, I'm not really sure what Buck did to stay healthy other than deflect lasers off his http://en.wikipedia.org/wiki/File:Amazbuck.jpg

captain obvious reporting in. He's so gay.


No one correct me, this was the first Buck Rogers character according to wikipedia. Which is always right.

Back on topic! Tell me moar. You have me curious now.
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Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Fri Feb 18, 2011 7:08 pm

Wohoo a fresh thred :celebration:

What time can we await the new version ?

Loving the current one, but it just getting better and better

Thanks! I'm not making any promises, since I have absolutely no idea of how much I can get done in x-number of days. But I'll see what I can do.

This is my new favorite post. The mouse, i.e, the thing you click to shoot super mutants in the face with.
I agree that strategy is a key role in these types of games, but I keep forgetting to stock up on ammunition and repaired guns before I go dungeon crawling...Takes quite some time with the only place to get guns is the Megaton armory with an incredibly complex lock that I can't pick. It's just, getting a foothold into the game where you can do some quests is a difficult task. But it's a fun one.

I'm not making pop-ups for low ammo . . . or when your weapon is in poor shape . . . so you're on your own with these. Do what I did when I was first playing Morrowind and could never remember to save my game: stick a sticky-not to your monitor with "SAVE GAME!!!!" written on it (or in your case: "Buy AMMO & REPAIR STUFF!!!")

:lol: Okay, I'm not really sure what Buck did to stay healthy other than deflect lasers off his fabulous jetpack
No one correct me, this was the first Buck Rogers character according to wikipedia. Which is always right.
Back on topic! Tell me moar. You have me curious now.

--------- Begin Off Topic Part ------------
Buck Rogers and the Lone Wanderer actually have a few things in common (sort of)" The character first appeared as Anthony Rogers, the central character of Nowlan's Armageddon 2419 A.D. Born in 1898, He was a veteran of the Great War (World War I) and was by 1927 working for the American Radioactive Gas Corporation. He was investigating reports of unusual phenomena reported in abandoned coal mines near Wyoming Valley in Pennsylvania. On December 15, while investigating one of the lower levels of a mine, there was a cave-in. Exposed to radioactive gas, Rogers fell into "a state of suspended animation, free from the ravages of catabolic processes, and without any apparent effect on physical or mental faculties." Rogers remained in “sleep” for 492 years. . . . He awakes in 2419 and, thinking that he has been asleep for just several hours, wanders for a few days in unfamiliar forests (what had been Pennsylvania almost five centuries before)." [from: Wikipedia/Buck Rogers]
In 1929 Buck Rogers became the fist science fiction comic strip (this was when Anthony became Buck).
--------- End Off Topic Part ------------

My point was that the medical part of my mod was inspired by Star Trek, as in the the original 1966 series. Since the Enterprise began its maiden voyage in 2245, were actually in the save time period . . . so this isn't all that much of a stretch.
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Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Sat Feb 19, 2011 6:58 am

On your site it says that robots (and supermutants) are not affected by the gunshot effect, but I managed to knock out a robot with my shotgun. I checked with the console and it looks like the robot's fatigue is reduced like with any human NPC when I shoot, and when he is shot again after having a fatigue level lower than 10 he also gets knocked out/unconscious.

Also, once unconscious, shooting it again when it was still unconscious resulted in the gunshot effect being applied to me (-4 agility). I mentioned a similar issue before before with the whack effect (not with robots), but I thought this issue could only happen if I had low health? Both my health and fatigue were at max when this happened
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Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Sat Feb 19, 2011 10:50 am

I have a question, does this mod change detection habits for when NPC's/creatures are asleep? At a sneak around 50, they seem to wake up pretty easily when im in sneak mode and walking. They get up as soon as I enter any visible space.
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 4:07 am

On your site it says that robots (and supermutants) are not affected by the gunshot effect, but I managed to knock out a robot with my shotgun. I checked with the console and it looks like the robot's fatigue is reduced like with any human NPC when I shoot, and when he is shot again after having a fatigue level lower than 10 he also gets knocked out/unconscious.


Couldn't it's circuits be fried due to all of the hot gunpowder in it's brains?

Also, once unconscious, shooting it again when it was still unconscious resulted in the gunshot effect being applied to me (-4 agility). I mentioned a similar issue before before with the whack effect (not with robots), but I thought this issue could only happen if I had low health? Both my health and fatigue were at max when this happened


Okay, that's a bug.
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Sophie Payne
 
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Post » Sat Feb 19, 2011 9:13 am

Couldn't it's circuits be fried due to all of the hot gunpowder in it's brains?

I think the gunshot effect was about passing out from physical pain but that could be a good excuse for it to work on robots. :P
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Sammygirl500
 
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Post » Sat Feb 19, 2011 6:52 am

I have Conditions on the Gunshot Object Effect, which which should be preventing my Gunshot effect from being applied to Robots and SuperMutants. The Gunshot Object Effect is attached to the 17 ranged weapon that are supposed to be the only thing that will trigger my Gunshot Script (which is where the fatigue is reduced per hit). My Gunshot Script is an effect script that is attach to my Gunshot Base Effect. So I have no idea how the Gunshot effect is able to be applied.

Thanks! I really appreciate you letting me know about this. I have a few ideas, which I'll look into. If I can find a quick fix, I'll change it for v.4.9. But I'm not going to spend a lot of time on it, as I'll be redoing the way my Weapon Effects are applied in v.5.0, as part of my new injuries module.
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Rinceoir
 
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Post » Sat Feb 19, 2011 2:47 am

Because I'm using your global XP multiplier feature, the 'Here and Now' perk that is supposed to give you an instant level up now doesn't do that anymore. Because I only get 1/5 of all the normally given experience points, I also only get 1/5 of the experience required to level up when selecting this perk. Maybe you could change the perk a little so that it still grants that extra level? I guess the AdvancePCLevel command could be used.
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!beef
 
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Post » Fri Feb 18, 2011 6:23 pm

Thanks for letting me know about this issue. I really appreciate all the great feedback you give me here! My Realism Tweaks would have a LOT more issues if it wasn't for people like you. :)

The 'Here and Now' perk is one of the few that I haven't altered in any way.

This is the code the perk uses (it is found in Stage 10 of the Generic Quest:
Set Generic.HereAndNowXP to GetXPForNextLevel Player.RewardXP Generic.HereAndNowXP


I've never tried the AdvancePCLevel command, from what I understand fro the GECK wiki, it forces the player to level up, by bringing up the Level Up screen. I don't see that it increases the XP at all. Would this cause any issues that anyone is aware of (the having too few XPR for the Level you are at)?

I could try just adding the add AdvancePCLevel at end of code, that way you would still get the XPR amount for the XP Mult you're using.
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mollypop
 
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Post » Sat Feb 19, 2011 4:02 am

Thanks for letting me know about this issue. I really appreciate all the great feedback you give me here! My Realism Tweaks would have a LOT more issues if it wasn't for people like you. :)

The 'Here and Now' perk is one of the few that I haven't altered in any way.

This is the code the perk uses (it is found in Stage 10 of the Generic Quest:
Set Generic.HereAndNowXP to GetXPForNextLevel Player.RewardXP Generic.HereAndNowXP


I've never tried the AdvancePCLevel command, from what I understand fro the GECK wiki, it forces the player to level up, by bringing up the Level Up screen. I don't see that it increases the XP at all. Would this cause any issues that anyone is aware of (the having too few XPR for the Level you are at)?

I could try just adding the add AdvancePCLevel at end of code, that way you would still get the XPR amount for the XP Mult you're using.


This might also help: http://geck.gamesas.com/index.php/GetXPForNextLevel
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Jessie Rae Brouillette
 
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Post » Fri Feb 18, 2011 7:49 pm

Because I'm using your global XP multiplier feature, the 'Here and Now' perk that is supposed to give you an instant level up now doesn't do that anymore.


There is one flaw in your story good sir. You used that perk. Can we just get rid of it? pretty please?
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Sophh
 
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Post » Sat Feb 19, 2011 8:48 am

Thanks RickerHK, but the default 'Here and Now' perk already uses the GetXPForNextLevel code to reward the player the necessary amount of XPR to advance, but then my XPR modifiers end up reducing this amount, preventing the player from leveling up.

I'm now thinking that I could perhaps add a multiplier to the perk, based on which of my XPR Multipliers the player is using. Hmmm . . . that might actually be the best way to go.

Mooguy, I don't want to remove the perk. I think that it is fine, and there's nothing unbalancing if a player wants to spend their perk reward to level up . . . after all, they don't get to pick any other perk at this level up . . . and it allows for more choices in what strategy you want to use n your game. Choices are GOOD!
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Amanda savory
 
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Post » Sat Feb 19, 2011 7:02 am

Arwen- I asked Martigen about the new RC6 being compatible with your tweaks. He was...vague. Do you have the RC6 of his stuff working? I'd like to give it a try to see what hes improved. Right now I have your stuff loaded after his in RC5.

I'm also using Responsive Kill Reactions v1.1. I have it before yours. I was noticing some raiders in the dark not doing much though. I sniped with my gauss gun from a distance. They all gathered around the corpse. I blast another one and they'd again run to the corpse. It was pretty funny. But I didn't have time enough to test further. My question is- Do you know if this seems normal, because its night time and Do you use Responsive Kill Reactions too?
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Dragonz Dancer
 
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Post » Fri Feb 18, 2011 8:15 pm

Mart sent me a little compatibly patch for my Realism Tweaks earlier today (to address the AI changes). I was away for most of the day, so I haven't had a chance to even look at it yet. And I just now downloaded MMM v.6.0 . . . so I really don't know yet. Marts MMM mods have always been one of the first I have added to my recommended mod lists (both for Oblivion and for Fallout 3), and I've always used his mods in my own game, so no mater what, I'll make sure that my Realism Tweaks are fully compatible with this new release. Our mods have always been very compatible . . . even without any patches, since I use MMM and our focus is in making the Wasteland a much harsher place is . . . Mart deals with the creatures and my Realism Tweaks deals more with the NPCs and with the player character. So I would be really surprised to find anything that is too unbalanced. The AI is generally the only part that has any real issues, and I'll be including a patch for MMM v.6.0 with my next update is released next week.

I've used Responsive Kill Reactions a bit, but haven' fully tested it yet. But I haven't noticed any major issues, but detection events are tricky to get balanced. Plus I've only used RKR in my current beta version of 4.9, and I've added a number of changes to my Stealth Quest (in the Realism Core part), so my game play is a bit than what you have in v.4.8.2. Try loading it after my Tweaks (although it probably won't make any difference, as I don't thing the two mods touch any of the same things).
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T. tacks Rims
 
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Post » Sat Feb 19, 2011 7:11 am

Of all the mods I've used for Morrowind, Oblivion and Fallout 3, I think ART is the only one that apologizes for its pop up message when you first load it. How considerate. :D
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GEo LIme
 
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Post » Fri Feb 18, 2011 7:33 pm

Off-topic, but I just started using RKR as well... the effect is good, but it has a bad habit of getting into a non-stop "[CAUTION]" phase where the sneak indicator never goes back to "[HIDDEN]", even with a save/reload. It's good that the NPCs notice their cohorts heads being blown off, a decent improvement.
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jason worrell
 
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Post » Sat Feb 19, 2011 8:45 am

I was thinking, the 'you can't use 2 handed weapons with a crippled arm' restriction would be useful to have as a toggleable option in your menu. I don't want it off for normal gameplay, but being limited to 1 handed weapons in the Operation Anchorage mission can mean you're seriously screwed with some of the weapon sets. IIRC I did one mission with a knife, some grenades and an assault rifle.

This was before the feature was added to ART. But now if I would get a crippled arm there (almost a guarantee with all the heavy fighting), I'd be limited to a knife and grenades until the next healing point, which could be very very difficult. I normally never walk around without a handgun, but in the simulation you don't get to bring all you want.

So it would be nice if we would be able to toggle it off for the simulation at least, unless you're already planning on doing something with OA in the GOTY patch.
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Kate Murrell
 
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Post » Sat Feb 19, 2011 2:31 am

I was thinking, the 'you can't use 2 handed weapons with a crippled arm' restriction would be useful to have as a toggleable option in your menu. I don't want it off for normal gameplay, but being limited to 1 handed weapons in the Operation Anchorage mission can mean you're seriously screwed with some of the weapon sets. IIRC I did one mission with a knife, some grenades and an assault rifle.

This was before the feature was added to ART. But now if I would get a crippled arm there (almost a guarantee with all the heavy fighting), I'd be limited to a knife and grenades until the next healing point, which could be very very difficult. I normally never walk around without a handgun, but in the simulation you don't get to bring all you want.

So it would be nice if we would be able to toggle it off for the simulation at least, unless you're already planning on doing something with OA in the GOTY patch.

The restirction is ′you can′t use two-handed non-melee weapons' wich I have been wondering about for a while.
Why not all weapons?
I'd think that swinging a sledghammer at your opponent with a broken arms is at least as painful as firing a rifle at him, no?

Indeed Anchorage should be a severe challange with ART.
And though it was awesome and interesting enough, I think it needed some beefing up.
But I see where you're coming from and that many poeple would like such things to be modular.
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victoria gillis
 
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Post » Sat Feb 19, 2011 7:36 am

I was thinking, the 'you can't use 2 handed weapons with a crippled arm' restriction would be useful to have as a toggleable option in your menu. I don't want it off for normal gameplay, but being limited to 1 handed weapons in the Operation Anchorage mission can mean you're seriously screwed with some of the weapon sets. IIRC I did one mission with a knife, some grenades and an assault rifle.

This was before the feature was added to ART. But now if I would get a crippled arm there (almost a guarantee with all the heavy fighting), I'd be limited to a knife and grenades until the next healing point, which could be very very difficult. I normally never walk around without a handgun, but in the simulation you don't get to bring all you want.

So it would be nice if we would be able to toggle it off for the simulation at least, unless you're already planning on doing something with OA in the GOTY patch.


I wholeheartedly agree with this.

The whole -can't use weapon with crippled limbs- thing is a total game breaker in the Anchorage Simulator. The last time I went through it, around 4.6/4.7 I had to resort to tgming my way through the last section (where you have to traverse the trenches whilst being bombarded by artillery) - I literally couldn't move a few metres without having my arms blown off, making the rest of the quest unplayable because of the combination of restricted weapons loadout and crippled limbs effects.

What ART needs to do is disable some of its features - in the same way that RI/PN+RiPnO Patch disables many of it's features, because they simply do not work or make any sense in the simulated Anchorage environment.

~Xeph'
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Bethany Watkin
 
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Post » Fri Feb 18, 2011 8:21 pm

VATS is now disabled when one of the player's arms are crippled (to extend crippled arm penalty into VATS).

I never liked this and I always edited it out. Exactly what about a broken arm prevents me from using VATS? Sure my accuracy goes to hell (which the vanilla game does) but preventing me from pressing the button on whatever Vault-Tec device works VATS? That's immersion breaking and I don't like it. If you're going to do this, you need to also disable the Pip-Boy. Yeah, I see how well that'd work. Please don't confuse "realism" with "difficult".
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Kahli St Dennis
 
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Post » Fri Feb 18, 2011 11:32 pm

I was thinking, the 'you can't use 2 handed weapons with a crippled arm' restriction would be useful to have as a toggleable option in your menu. I don't want it off for normal gameplay, but being limited to 1 handed weapons in the Operation Anchorage mission can mean you're seriously screwed with some of the weapon sets. IIRC I did one mission with a knife, some grenades and an assault rifle.

This was before the feature was added to ART. But now if I would get a crippled arm there (almost a guarantee with all the heavy fighting), I'd be limited to a knife and grenades until the next healing point, which could be very very difficult. I normally never walk around without a handgun, but in the simulation you don't get to bring all you want.

So it would be nice if we would be able to toggle it off for the simulation at least, unless you're already planning on doing something with OA in the GOTY patch.

Thanks for letting me know about this! No one has ever mention ANY incompatibility issues between my Realism Tweaks and OA, and I haven't gotten to that part of my GOTY compatibility patches. So I NEED to hear when there are real issues like this.

I'll see what I can do to have disabled this when you're in the Operation Anchorage simulator and try to have in my v.4.9 release.
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glot
 
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Post » Sat Feb 19, 2011 6:12 am

I never liked this and I always edited it out. Exactly what about a broken arm prevents me from using VATS? Sure my accuracy goes to hell (which the vanilla game does) but preventing me from pressing the button on whatever Vault-Tec device works VATS? That's immersion breaking and I don't like it. If you're going to do this, you need to also disable the Pip-Boy. Yeah, I see how well that'd work. Please don't confuse "realism" with "difficult".

I welcome both advise and constructive criticism, but you don't have to be so harsh in giving it. :unsure2: After spending most of the day working on my Realism Tweaks, I'm not in my most tolerant mood, but I'll try to be at least semi-nice in my reply.

First of all, Fallout 3 is a ROLE PLAYING GAME and my main focus in creating my Realism Tweaks has ALWAYS been to increase the RPG aspects of the game.

The reason why I decided to make VATS off-limits when one of the player's arms are broken is that using VATS allows the user to pretty much nullify the effects of having a broken arm, since gun sway doesn't factor in.
Q: Why do most of the Real Injuries type mods prevent you from using most of the healing options when the combat flag is on?
A: Because it makes the game more immersive and more challenging. In my opinion VATS should NOT even be in the game, as it is basically a cheat. I considered disabling it entirely, so having it only off-limits when you are crippled is a major compromise. There is nothing immersive about using VATS . . . where you get to freeze time to take aim. If you want immersion, just aim and shoot in real time . . . and if you need some help when combat gets too intense, use Bullet Time.

As for your insinuation that I'm confusing realism with difficult . . . my brain injury, and my resulting language issues does NOT mean that I'm illerate. I DO know the difference. But perhaps you need to read my mod's description, because I think I did a decent job of explaining this:

Why I Created this Mod:
My Realism Tweaks are my efforts to make game play much more realistic, more challenging, and more balanced. These are changes that I originally created just for my own game, which were designed to compliment the other mods that I am using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). From the first time I played Fallout, there were a number of things that did not feel right to me. I found mods that fixed many things, but there were still a LOT of things that were not quite right, so I decided to see if I could make my own mod. My Realism Tweaks are the result of those efforts. Oh, before you get the wrong idea of what I mean by "realism." For me, a RPG is more realistic when I can role-play without having to work at it. My Realism Tweaks are my efforts to make FO3 more immersive and more realistic within the context of Fallout's alternate reality (which is a place where radiation causes mutations as often as death, and where injuries can be healed with a stimpack injection). Since FO3 is actually supposed to be a RPG and not a FPS, one of my goals has been to enhance the RPG aspects of the game, where your Skills and Stats are much more important in how your game will play out for you. If you install my Hard-Core module, you will discover that your distribution of SPECIAL points is MUCH more important than it was in the default game. When you leave Vault 101 you will now find that the Wasteland may actually feel like a harsh wasteland. This overhaul is deceptively small, so don't be put off by its small size. It actually includes a LOT of code, which changes over 1500 records (and over 50 scripts), and makes some rather dramatic changes to the game.

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.
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katie TWAVA
 
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Post » Fri Feb 18, 2011 9:04 pm

Leave the room for a day and the kids are at each others throats...yikes 0_0 lol j/k

The VATS was a way to get into the realism you did not have back in the onld days before we had the 3d stuff. It made "aiming" possible. The concept in 3d however is more or less a way of paying homage to the old games and also makes up for the fact that not everyone has a super computer (sadly myself included). So technically the VATS is not "needed" per se as it is a tip of the hat and a compromise between new and old machinery.

Honestly, I get into some scraps where my game is slow motion effects. I have a medium machine that runs well don't get me wrong. But some events have me completely lost in the fray I need VATS to know whats going on in the game. Sometimes I'll tap VATS just to know where I am in the game battle. In its defense though besides my other comments. VATS makes up for a lack of reaction timing. I could in real life react or not react a certain way in situations that a computer simply cannot make up for. Decision making events being processed by the human brain also have numerous accounts of being "slowed down" in extreme situations. A moment before a battle in war is a good example, or a near death experience. People have a similar reaction process to that of VATS. Vague, but trying to give pro/con snippets.
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Haley Cooper
 
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