[RELz] Arwen's Realism Tweaks [Thread No.11]

Post » Sat Feb 19, 2011 2:30 am

I've never figured out how to add things to merchant inventories properly. I'll email you the file, as I don't know if we can attach files on the forum.

When it comes to the inventories, are you just going to up things altogether, or attempt to give different doctors different amounts? I think it would be cool if Doc Barrows sold more Rad-X and Rad Away, simply because he doesn't need it. Similarly, perhaps Red at Big Town wouldn't have much of anything, seeing as they're constantly attacked by Super Mutants. Of course, these things only apply if you ever decide to do things individually for each doctor. I just felt like sharing the idea.

@ WackaMacka - I like the Med-Tec Module, plus it's made to go with everything else, so I don't have to worry about balance or conflict issues.
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Eric Hayes
 
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Post » Sat Feb 19, 2011 2:37 am

Im loading FOSE via fallout mod manager, but the weight mod(essentially giving you infinite carry weight) im using seems to be conflicting with realism tweaks, even if i set the weight mod to load last after everything else. Any ideas on how to resolve the conflict?(Max weight is not being affected by the weight mod, realism tweaks is overriding it).
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Shelby McDonald
 
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Post » Sat Feb 19, 2011 9:13 am

First is that it keeps telling me I need FOSE installed. I have it running, so I don't know why I'm getting the message.


That happens to me about 25% of the time, give or take. It doesn't seem to be an accurate message at all. The first couple of times that I got the message, I exited the game and restarted. After a while, I would just keep playing with no noticable problem at all. So even though you're getting that message, as long as you're doing things correctly and loading the game through FOSE, it should be working fine.
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Roy Harris
 
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Post » Sat Feb 19, 2011 12:55 am

I've never figured out how to add things to merchant inventories properly. I'll email you the file, as I don't know if we can attach files on the forum.
When it comes to the inventories, are you just going to up things altogether, or attempt to give different doctors different amounts? I think it would be cool if Doc Barrows sold more Rad-X and Rad Away, simply because he doesn't need it. Similarly, perhaps Red at Big Town wouldn't have much of anything, seeing as they're constantly attacked by Super Mutants. Of course, these things only apply if you ever decide to do things individually for each doctor. I just felt like sharing the idea.

I just barely (as in the last few minutes) completed my latest version of my NV Realism Tweaks, so I haven't had a chance to take a look at your esp yet (but I did receive it . . . Thanks!).

Im loading FOSE via fallout mod manager, but the weight mod(essentially giving you infinite carry weight) im using seems to be conflicting with realism tweaks, even if i set the weight mod to load last after everything else. Any ideas on how to resolve the conflict?(Max weight is not being affected by the weight mod, realism tweaks is overriding it).

You should never try to use two mods together when there are parts that are obviously conflict. Load order alone does not magically eliminate conflicts.

That happens to me about 25% of the time, give or take. It doesn't seem to be an accurate message at all. The first couple of times that I got the message, I exited the game and restarted. After a while, I would just keep playing with no noticable problem at all. So even though you're getting that message, as long as you're doing things correctly and loading the game through FOSE, it should be working fine.

But it is still a pain. :(
I'll be getting back to work on version 5.1 tomorrow, and I'll try to figure out what is causing this.
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Mistress trades Melissa
 
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Post » Fri Feb 18, 2011 10:04 pm

You're welcome.

I have a question regarding Aqua Pura, the water available after the main quest. Mainly, why doesn't it have any effect towards my thirst? If you haven't done that yet it's okay, I'm just curious because what's the point of water for everyone if it doesn't actually quench any thirst? lol

Edit: Tried to go in and do it myself, apparently it isn't as simple as it seemed at first glance.
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Kira! :)))
 
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Post » Fri Feb 18, 2011 7:58 pm

Sorry for not replying sooner. Aqua Pure does have any effect on reducing your thirst because it is part of DLC and not part of the default game. And I haven't yet made a GOTY patch for my Med-Tec module (mainly because I had hoped that there wouldn't be enough new ingestibles to warrant a patch). Looks like I should make one after all, but it may not make it into v.5.2 (I'm skipping v.5.1, due to the possible confusion between v.5.0.1 and v.5.1).

I was hoping to release my next update (version 5.2) this week, but I'm going to be away for the Thanksgiving holiday, so that isn't going to happen, as I've pretty much run out of time. But I should be able to release it very early next week.

So, If anyone knows of any other bugs or possible issues with v.5.0.1, please let me know so that I can try to fix them.

Here's what I have listed in my v.5.2 changes (which I've already fixed):
1.) Realism Core:
? Rewrote my RunBack scripts, so that it no longer heals crippled legs.
? Remove effects from “Enclave Officer Hat” [078647] and “Roving Trader Hat” [078648]: too much weight reduction
? Fixed (I hope) the No FOSE message from popping up, even though FOSE is installed.

2.) Hard-Core:
? Fixed my low-level perks . . . I had the requirements set too high.
[Petty Thief: PER≤5 (only for actors with lower perception); Speech Class: CHR≤5 (only for actors with lower charisma); Medic: INT≤5 (only for actors with lower intelligence]

3.) Encumbrance module:
? Fixed Jump FOSE script. No longer heals crippled legs.
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Niisha
 
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Post » Fri Feb 18, 2011 10:16 pm

Sorry for not replying sooner. Aqua Pure does have any effect on reducing your thirst because it is part of DLC and not part of the default game. And I haven't yet made a GOTY patch for my Med-Tec module (mainly because I had hoped that there wouldn't be enough new ingestibles to warrant a patch). Looks like I should make one after all, but it may not make it into v.5.2 (I'm skipping v.5.1, due to the possible confusion between v.5.0.1 and v.5.1).

I was hoping to release my next update (version 5.2) this week, but I'm going to be away for the Thanksgiving holiday, so that isn't going to happen, as I've pretty much run out of time. But I should be able to release it very early next week.

So, If anyone knows of any other bugs or possible issues with v.5.0.1, please let me know so that I can try to fix them.

Here's what I have listed in my v.5.2 changes (which I've already fixed):
1.) Realism Core:
? Rewrote my RunBack scripts, so that it no longer heals crippled legs.
? Remove effects from “Enclave Officer Hat” [078647] and “Roving Trader Hat” [078648]: too much weight reduction
? Fixed (I hope) the No FOSE message from popping up, even though FOSE is installed.

2.) Hard-Core:
? Fixed my low-level perks . . . I had the requirements set too high.
[Petty Thief: PER≤5 (only for actors with lower perception); Speech Class: CHR≤5 (only for actors with lower charisma); Medic: INT≤5 (only for actors with lower intelligence]

3.) Encumbrance module:
? Fixed Jump FOSE script. No longer heals crippled legs.

Thanks for your hard work Arwen.
This mod is just awsome.

thanks from spain
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Chris Cross Cabaret Man
 
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Post » Sat Feb 19, 2011 12:16 am

Well I have a problem. My character is sick from radiation 15.6. the rads at the status screen is at 0 value, and i need water(value 16) but if I drink nothing happens!!! purified water!!! what′s the problem?
Thank yuo and excuse my english
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Chase McAbee
 
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Post » Sat Feb 19, 2011 5:37 am

Hi Arwen, just wanted to say thanks for the mod. I've only just started but it's made the game so much more difficult and I'm having to think through every move I make. I haven't come across any issues as yet, but I'll let you know if I do.
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Blessed DIVA
 
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Post » Sat Feb 19, 2011 9:38 am

Well I have a problem. My character is sick from radiation 15.6. the rads at the status screen is at 0 value, and i need water(value 16) but if I drink nothing happens!!! purified water!!! what′s the problem?
Thank yuo and excuse my english


It's a big holiday weekend in the US so I wouldn't expect an answer from Arwen for a couple days. According to the documentation, if you have radiation sickness, you can't eat or drink. You have to lower your radiation level and the radiation sickness level will drop and you'll be able to eat and drink again.
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Kaylee Campbell
 
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Post » Fri Feb 18, 2011 11:18 pm

It's a big holiday weekend in the US so I wouldn't expect an answer from Arwen for a couple days. According to the documentation, if you have radiation sickness, you can't eat or drink. You have to lower your radiation level and the radiation sickness level will drop and you'll be able to eat and drink again.


Thank you friend!
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Chelsea Head
 
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Post » Sat Feb 19, 2011 3:15 am

well, my rad sickness is at 15.9!!!!
What can I do to heal me???
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Emma Copeland
 
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Post » Sat Feb 19, 2011 8:28 am

well, my rad sickness is at 15.9!!!!
What can I do to heal me???


You need something to lower your radiation level (like Radx or going to see a doctor).
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Bedford White
 
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Post » Sat Feb 19, 2011 10:17 am

Radiation sickness will decrease by itself over time if you keep your radiation level low. I don't think it can be treated in any way.
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Becky Palmer
 
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Post » Fri Feb 18, 2011 7:39 pm

my rad level is at 0!! i′ll wait then
thank you
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jessica sonny
 
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Post » Sat Feb 19, 2011 9:53 am

In version 4.9, could you tell me how to remove/turn off the Intimidate spell please?

PM'ing me would be easier, thanks.
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Marquis T
 
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Post » Sat Feb 19, 2011 6:39 am

my rad level is at 0!! i′ll wait then
thank you

Sorry, I just returned home late today (after driving for 8+ hours). I hope you've got this working ok by now.

@Those who tried to help in my absence . . . THANKS!!!

In version 4.9, could you tell me how to remove/turn off the Intimidate spell please?
PM'ing me would be easier, thanks.

I've explained this to you before. My intimidate spell is part of a larger script. You would have to edit the script to remove the spell. And if you would update to my current version, the Intimidation spell only lasts for a few seconds after you holster your weapon.
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Vahpie
 
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Post » Fri Feb 18, 2011 9:54 pm

Actually its the first you told me. You first ignored me, then brushed me off. Besides that I don't want to use it at all regardless of what version it is. I was under the impression it was a small thing to do. Besides that everyone else asks for stuff and I get snubbed.
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 3:58 am

Open ArwenGenderQuestScript from the hardcoe module esp. At the bottom there's this part:

; Intimidation when weapon is drawn: reduces Charisma by 5 points (reduces Barter and Speech skills)		if player.IsWeaponOut == 1 && player.IsInCombat != 1		if player.IsSpellTarget ArwenWeaponOut != 1			player.CastImmediateOnSelf ArwenWeaponOut ; Actor Ability		endif	else		if player.IsSpellTarget ArwenWeaponOut == 1			if timer < 10				set timer to timer + GetSecondsPassed ; results in about a 1 minute spell removal delay from the time weapon is holstered			else				player.Dispel ArwenWeaponOut				set timer to 0			endif					endif	endif

Cut that out and you should be fine. You can remove the 'float Timer' at the top of the script too.
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katie TWAVA
 
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Post » Sat Feb 19, 2011 3:30 am

Actually its the first you told me. You first ignored me, then brushed me off. Besides that I don't want to use it at all regardless of what version it is. I was under the impression it was a small thing to do. Besides that everyone else asks for stuff and I get snubbed.

Excuse me, but I didn't ignore you at all. You asked me and I replied. Apparently you didn't like my answer, that I wasn't going to make you your own personal esp of my module, just because you didn't like one little part:

You asked me in the middle of my night,at 1:28 am:
Arwen-
Small request that I hope you could make for me. If I could. I obviously would do it myself, but I cannot. So I'm asking you =)
I'm using versions 4.8.2 and on another I'm using 4.9
Any chance you could make up an esp to turn off the "Intimidate" spell whenever I draw my weapon near people?
Its affecting my game flow. Its rather bothersome when I'm trying to talk after battles. I have to run all over the place after people, even in quests etc. until it wears off. Then I find myself in another battle =/

I replied first thing in the morning, at 6:55 am:
In v.5.1 the spell now only lasts for like 10 seconds . . . all you have to do is remember to holster your weapon after combat.


Your next reply:
But I don't like the new stuff is why I am using the old version. So I'm guessing no esp =/
Thanks anyway.

My response:
What "new stuff" don't you like?


Then you totally ignored my question and asked for the exact same thing again, expecting that I would change my mind?
If you could make up an esp "fix" for me I would still really appreciate it. I just assumed it would be an easy thing since it is your mod. I wouldn't think anyone else would make it.
So would you, please? =)


You also PM'ed me and I replied:
I really do not have time to make a custom esp right now. I would have to edit the script in the Hard-Cord esp AND it would have to be done in v.4.9. and then I would have to package it up and get it to you. It would take my over an hour to do all that. Just update to the latest version . . . it will not mess up your game. It will take you like 10 minutes at most to update.


I really don't get why something as tiny as my Intimidation spell is bothering you so much. The spell is ONLY applied with you have your weapon out and there is no combat. All you have to do is holster your weapon and wait 10 little seconds. Yet that is apparently too difficult for you . . . yet you expect me to make your own personal esp. And when I'm not willing to do that, you get upset with me, which is not the best way to get any help.
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.X chantelle .x Smith
 
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Post » Sat Feb 19, 2011 12:07 am

Arwen, do you have an Arwen's Realism Tweaks for oblivion?! That would be awsome!!! This mod is....well just like falllout should have been
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Matt Gammond
 
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Post » Sat Feb 19, 2011 5:50 am

mm another question
I have disabled darn ui and now my strain meter has gone! I have copy and paste in the correct directory your hud main xml but nothing appears, help please!
Thanks in advance and excuse my english
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Soraya Davy
 
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Post » Sat Feb 19, 2011 7:36 am

Edit: Nevermind.
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FirDaus LOVe farhana
 
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Post » Sat Feb 19, 2011 12:45 am

Thanks, but I really have my hands full trying to update my Fallout 3 version (which is over due, but should be done in a few days), and create my Fallout New Vegas version (I just barely released v.1.5 tonight). I really don't have time to even think about an Oblivion version right now . . . but I may consider doing something some day (but I'd rather wait until ESV comes out).

When you uninstall the DarN UI, it reverts to the default version of the hud_main_menu.xml. So you have to add my edits again.

The instructions are in the ReadMe and on my FO# website, but I'll post them here as well:

1.) You must edit your existing hud_main_menu.xml file for my Strain Meter to be displayed in your HUD readout.
2.) The hud_main_menu.xml file is found under data\menus\main. Make a backup copy before editing (comes in handy when you uninstall my Tweaks). [If there is no hud_main_menu.xml file, you can just add my edited version, found under data\menus\prefabs\Arwen\main. Just copy and paste it into data\menus\main.]
3.) Open up the hud_main_menu.xml file in a text editor (such as Notepad++)
4.) Just above the last line, paste the following line of code:
Note: the last two lines should look like:



5.) Save and close the file.
6.) Your Strain stat should now appear in your HUD, below all your other stats, as: "Strain: xx%."
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Paul Rice
 
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Post » Sat Feb 19, 2011 5:35 am

First, thank you again!!!

This is my hud main xml, as you can see I have follow your indications. The strain meter doesn′t appear


<!-- hud_main_menu.xml -->

&HUDMainMenu;
&does_not_stack;
&false;
255
&true;
-50
0
0
0.25

<!-- Region text -->
0
<!-- alpha -->
Region name text

<!-- named traits -->
<_SpreadPercentage> 1.0
<_CrosshairVisible> &false;
<_CrosshairAlpha> 255
<_SpreadChangeSpeed> 0.125
<_ReticleAlpha> 255
<_FadeSpeed> 0.5
<_SneakVisible> &false;
<_SneakLevel> 0.0
<_RadiationLevel>0

<_TargetType>0

<_ActionType> 0



<!--*********************************************************************************** GLOW_BRANCH -->

&noglow_branch;
&hudmain;
386
127



<!--*********************************************************************************** GLOW_BRANCH -->

&noglow_branch;
&hudmain;
369
127


<!--*********************************************************************************** GLOW_BRANCH -->

&noglow_branch;
&hudmain;
356
34


128
128
¢er;




<!--*********************************************************************************** GLOW_BRANCH -->

&noglow_branch;
&hudmain;
63
75



<!--*********************************************************************************** GLOW_BRANCH -->

&noglow_branch;
&hudmain;
350
52

<!--=========== Quest Reminder =====================-->

&noglow_branch;

400
200
&true;
<!--=========== Quest stages ========================-->

&noglow_branch;
&hudmain;
100
50
40
&true;



<!--=========== Quest added =========================-->

&noglow_branch;
&hudmain;
100
150
80
&true;


<!--=========== Message =============================-->

&noglow_branch;
&hudmain;
460
90
&true;

<!--============ Subtitle ===========================-->

&noglow_branch;
&hudmain;
800
110

<!--============ Info ===============================-->

&noglow_branch;
&hudmain;
320
80




¢er;
<_glow>&true;
&false;
-50
<_y>-50
<_verbuf> 10

<_line_alpha>255
<_xbox_button> &xbuttona;
<_PCButtonText>
<_button_placement> &left;


<!--=========== Hotkeys =============================-->

&noglow_branch;
&hudmain;
300
300

<!--========= Region and Location text ==============-->

&noglow_branch;
&hudmain;
100
100
&true;

<!--========= XP Meter =============================-->

10000
&true;
&hudmain;

Interface\HUD\glow_XP_bar_over.dds
Interface\InterfaceShared.tai
512
256
&false;
0


Interface\HUD\glow_XP_bar_pointer.dds
Interface\InterfaceShared.tai
64
64
<_x_min>55
<_x_max>270
65
&false;


315
90
8
&right;
&false;


350
80
7
&right;
&-sStatsXP;
&false;


70
30
&right;
&false;


315
30
&false;


&right;
8
&false;
360
70
&-sLevelUp;


<!--========== Radiation Meter =======================-->

&true;
&hudalt;
60
367

10
Interface\HUD\glow_messages_radiation_seperator_right.dds
<!-- Interface\InterfaceShared.tai -->
567
120
-135
0
&true;


Interface\HUD\glow_messages_radiation_seperator_arrow.dds
Interface\InterfaceShared.tai
46
24
0
15
25
&true;


237
65
0
8
&true;

&right;


245
65
0
7
&true;



<!--========= BREATH METER ==============================-->

Interface\HUD\AirTimer01.NIF
Forward
&false;
0
64
64
&hudmain;

<!--========== Explosive indicator=======================-->

&true;

<!--
&-sixplosive;
3.
&hudalt;
¢er;
0
-->
<!--========== Crippled Limb Indicator ==================-->

&true;
&false;

Interface\Stats\head.dds
0


Interface\Stats\face_00.dds
0


Interface\Stats\torso.dds
0


Interface\Stats\left_arm.dds
0


Interface\Stats\right_arm.dds
0


Interface\Stats\left_leg.dds
0


Interface\Stats\right_leg.dds
0




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!beef
 
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