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

Post » Sat Feb 19, 2011 12:45 am

I think she meant




Instead of the other way around. Try that. It is mentioned correctly in the readme and on the website.
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Katy Hogben
 
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Post » Sat Feb 19, 2011 6:33 am

Thanks Povuholo!

I copied those lines from an html table on my website, because of the way I have the first line indented, they ended up being switched around in order.
And I was replying after I had spent hours writing all the documentation for the latest version of my FNV Realism Tweaks, so I was pretty burnt out and never noticed my mistake.

Sorry about that. (I corrected my previous post, so as not to confuse others with my error).
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Emilie M
 
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Post » Sat Feb 19, 2011 1:39 am

well, I have tried the way povuholo said and the damm strain meter doesn′t appear :sadvaultboy:
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Robert
 
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Post » Sat Feb 19, 2011 6:22 am

I just remembered that I packaged a backup of the hud_main_menu.xml file, which includes my edits. It is found under data\menus\prefabs\Arwen\main. Try copying and pasting it into your Fallout 3 data\menus\main folder (overwriting the existing file). If that doesn't work, I would suggest that you reinstall my mod, as I really don't have any other ideas.
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Blaine
 
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Post » Fri Feb 18, 2011 11:19 pm

The strange thing is that if I install darn ui, the strain meter appears but when I unistall it, it disappears!!! damm computers!!!! :banghead:
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Richard
 
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Post » Sat Feb 19, 2011 12:49 am

Thank you for your patience Arwen! I have reinstalled everything and now it works!
Thank you!!
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Sakura Haruno
 
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Post » Sat Feb 19, 2011 6:12 am

You're most welcome. :) I'm glad that you got things working again.
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Nikki Hype
 
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Post » Sat Feb 19, 2011 2:27 am

Hi Arwen !

When will you release the new version of your great mod ?
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Clea Jamerson
 
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Post » Sat Feb 19, 2011 1:31 am

While working on the NV version of my Realism Tweaks, I figured out a few new things that I now want to try adding to my next update.

So this is taking me a bit longer than I intended, but it now includes a LOT more changes than I had intended. I'm hoping to finish my NV Tweaks update (v.1.6) sometime today, and then I plan to spend a few days on v.5.2.
One of the new features that I'm planning on including is Menu Time, where time passes while you are in menu mode (such as when your Pip-Boy in open. It will also be configurable.
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Tania Bunic
 
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Post » Sat Feb 19, 2011 7:04 am

While working on the NV version of my Realism Tweaks, I figured out a few new things that I now want to try adding to my next update.

So this is taking me a bit longer than I intended, but it now includes a LOT more changes than I had intended. I'm hoping to finish my NV Tweaks update (v.1.6) sometime today, and then I plan to spend a few days on v.5.2.
One of the new features that I'm planning on including is Menu Time, where time passes while you are in menu mode (such as when your Pip-Boy in open. It will also be configurable.


Hi Arwen,

Good to know that you are maintaining your creativity up...

But I've suggested you something on FO3Nexus, and you eventually didn't aswer to me yet... and since you are a lot more active here, than on FO3Nexus, I'll post them here. Moreover, what best occasion to suggest you something, if not when you are thiking to implement new functions in your mod?
So, here they are, from the glory of the Nexus...:

1) Make the attribute intelligence more important, by negating the option to use certain skills if your attribute is too low (like if my intelligence is <= 4 I can never use and increase my science skill, and the same for closely related intelligence skills, and if my intelligence is <= 3 then I can't use any of my skills in dialogue options and not increase and use any related intelligence skill, but if the intellgince is 5 or 6 I can use my skills in whatever, but you can't max it out), and, finally, by implementing the science skill check to extract the power armors from dead bodys

2) Make some skill exceed the limit of 100 for the player and for some characters that have exceeded level 20, and have the right attribute at very high level like 9 or 10...

3) Make some audio files for male characters for your Med-Tec Module... it is not beautyful nor realistic, listen your character some time have a male voice and sometime a female one!...
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Stryke Force
 
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Post » Fri Feb 18, 2011 9:44 pm

Sorry for not replying to your FO Nexus post . . . it is nearly impossible to keep up with everything (my website is in serious need of an update, as my NV Tweaks part is now 2 versions newer than what is posted there).

Here's my reply, using your above numbers:

1) My Tweaks already makes Intelligence a more important stat. You need a minimum of 6 INT, just to take the Educated perk (which raises you from a maximum of 5 books/skill to 15). And, once you have the Educated perk, you then need a minimum of 7 INT for the Comprehension perk (which raises you from a maximum of 15 books/skill to 25). And MANY of my other changes/additions to the default Perks require a minimum of 6 (or more) INT. Right now the Intelligence Stat seems to be pretty balanced to me . . . if I make it more important, I would have to do the same to all the other SPECIALS. And I'm not sure that is would be a good idea to limit your skills, based on their related SPECIAL, since that would greatly limit the distribution of skill points. (And just because you are not gifted, does not mean that you cannot improve your skills by reading).

2) If you use my default Reduced XPR Multiplier, it would take you a VERY long time to reach 100 skill points in any skill. Besides 100 means 100% . . . how can you exceed 100%?

3) I tried really hard to find some character sounds that were non-gender sounding . . . and I DID listen to them . . . a LOT. Do you think I just stick things in my mod without testing it in my own game? Why do you think it takes me so long to release updates? The thing is, coughing (dry throat), breathing (as in out of breath), heartbeats, and stomach growls aren't really male or female specific sounds. I guess I could add some macho sounds, but not every player who uses a male character wants them to sound like cave man.

The thing is that character sounds seem to be VERY personal . . . which is likely the reason that your character wasn't given an actual voice (the NPCs all have spoken dialog, yet all the PC has are yells and grunts). If you don't like the sounds I added, just make your own mod that changes these sounds to ones that are more in line with how you perceive your character.
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Rachael
 
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Post » Sat Feb 19, 2011 10:31 am

The cough sound fx and the end of the yawn sound fx sound a bit female, but finding a good non-gender sound for coughing and yawning is pretty tough, because you always get a bit of the person's voice in it. The breathing sounds on the other hand are very good.

I'm ok with how they are now. But should I ever find the perfect coughing/yawning sound I'll let you know. :P
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Sheila Reyes
 
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Post » Sat Feb 19, 2011 7:22 am

Sorry for not replying to your FO Nexus post . . . it is nearly impossible to keep up with everything (my website is in serious need of an update, as my NV Tweaks part is now 2 versions newer than what is posted there).

Here's my reply, using your above numbers:

1) My Tweaks already makes Intelligence a more important stat. You need a minimum of 6 INT, just to take the Educated perk (which raises you from a maximum of 5 books/skill to 15). And, once you have the Educated perk, you then need a minimum of 7 INT for the Comprehension perk (which raises you from a maximum of 15 books/skill to 25). And MANY of my other changes/additions to the default Perks require a minimum of 6 (or more) INT. Right now the Intelligence Stat seems to be pretty balanced to me . . . if I make it more important, I would have to do the same to all the other SPECIALS. And I'm not sure that is would be a good idea to limit your skills, based on their related SPECIAL, since that would greatly limit the distribution of skill points. (And just because you are not gifted, does not mean that you cannot improve your skills by reading).

2) If you use my default Reduced XPR Multiplier, it would take you a VERY long time to reach 100 skill points in any skill. Besides 100 means 100% . . . how can you exceed 100%?

3) I tried really hard to find some character sounds that were non-gender sounding . . . and I DID listen to them . . . a LOT. Do you think I just stick things in my mod without testing it in my own game? Why do you think it takes me so long to release updates? The thing is, coughing (dry throat), breathing (as in out of breath), heartbeats, and stomach growls aren't really male or female specific sounds. I guess I could add some macho sounds, but not every player who uses a male character wants them to sound like cave man.

The thing is that character sounds seem to be VERY personal . . . which is likely the reason that your character wasn't given an actual voice (the NPCs all have spoken dialog, yet all the PC has are yells and grunts). If you don't like the sounds I added, just make your own mod that changes these sounds to ones that are more in line with how you perceive your character.


First thing as preface:
In my opinion you should be more accommodating with the suggestions of the users of your mod, and not throw them-off as a personal critiques


1) Here I disagree with you.
It's true (and I thank you very much for this) that your mod expand a lot the importance of the intelligence. But I think that a person with 2 in intelligence (a semi-human) should not be capable of using its science or speech skills, because is INT attribute is SO low that is a great result for him/her even to speak! nor he/she should be able to use his/her more int-related skills in dialogues (for the same reason); and, of course, he/she shouldn't be able to improve this type of skills by reading... if he/she is totally unable to use them, how he/she can improve them? (all of this should be very dynamic, and the changes in the intelligence should echo their effects quite massively...)
Homever this types of characters should have the option to use some skill in replacement of the normal-way skill, in dialogues: like a meele (as aggression) alternative if speech in not available, were possible. Homever as a suggestion, you can implement it in your mod, in your own way (maybe by warn the players, at the start of the game, that a character with a very low INT is very restrictive, as in the reality), or don't implement it at all.

2) Hmm... no. 100 is not 100% for everyone. Example: for a genius with 10 in intelligence, the 100% in the science skill is (maybe) 125. Otherwise for a dumb with 4 in intelligence, the 100% should be (maybe) 50.

3) Ouch, ouch... calm down Arwen... THIS IS NOT AN INSULT TO YOUR MOD IN EVERY WAY, I appreciate a LOT the work you do freely for the community.
Maybe I should be more specific here; but let me be so, now: coughing and yawning are too feminine (and I don't know any cave man), all the other sounds, so far, are quite good for me (that's why I've said: 'sometime a male voice and sometime a female one').
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Eileen Müller
 
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Post » Sat Feb 19, 2011 8:37 am

First thing as preface:
In my opinion you should be more accommodating with the suggestions of the users of your mod, and not throw them-off as a personal critiques


1) Here I disagree with you.
It's true (and I thank you very much for this) that your mod expand a lot the importance of the intelligence. But I think that a person with 2 in intelligence (a semi-human) should not be capable of using its science or speech skills, because is INT attribute is SO low that is a great result for him/her even to speak! nor he/she should be able to use his/her more int-related skills in dialogues (for the same reason); and, of course, he/she shouldn't be able to improve this type of skills by reading... if he/she is totally unable to use them, how he/she can improve them? (all of this should be very dynamic, and the changes in the intelligence should echo their effects quite massively...)
Homever this types of characters should have the option to use some skill in replacement of the normal-way skill, in dialogues: like a meele (as aggression) alternative if speech in not available, were possible. Homever as a suggestion, you can implement it in your mod, in your own way (maybe by warn the players, at the start of the game, that a character with a very low INT is very restrictive, as in the reality), or don't implement it at all.

2) Hmm... no. 100 is not 100% for everyone. Example: for a genius with 10 in intelligence, the 100% in the science skill is (maybe) 125. Otherwise for a dumb with 4 in intelligence, the 100% should be (maybe) 50.

3) Ouch, ouch... calm down Arwen... THIS IS NOT AN INSULT TO YOUR MOD IN EVERY WAY, I appreciate a LOT the work you do freely for the community.
Maybe I should be more specific here; but let me be so, now: coughing and yawning are too feminine (and I don't know any cave man), all the other sounds, so far, are quite good for me (that's why I've said: 'sometime a male voice and sometime a female one').


Just so you know, you're basically asking for a whole new overhaul with request number 1. *Denying* the use of some skills like science to players because of their intelligence is game-changing, if not game-destroying, on its own. Then going back and *adding* options like melee checks in dialogue sounds like months' worth of work.

On a pure realism level, what you suggest has some degree of logic. Someone with mental disability level intelligence *probably* won't be able to hack a military computer. Although...there are some autisitic and disabled individuals out there who might score incredibly low on an IQ test but can decipher a numbers-based encription technique in seconds. So even your approach might be ignoring an element of reality.

Regardless, I just don't think it would be any fun to limit characters to that extent.

And as for the skill cap, I'm playing through the game on the Arwen's default exp setting (so 20% rate of gain). I've done 3 of the 5 expansions, all quests but the last, and have about a dozen more areas to explore. I've made it to the 90's in speech, science, and lockpick. Apart from that, my highest skills are in the 50's. Yeah, you could choose to lump all your points into 1 tagged skill and max it out. But do you really *want* to? Given the way FO3 is set up, you pretty much have to throw a lot of points into lockpick and science if you want to really take advantage of the game's secrets and nooks and crannies. And at the same time, there's no use whatsoever in developing those skills past 100. So the other skills? Good luck even getting them TO 100 with this mod.

I don't use the Med-Tec module so I have no opinion to offer on that issue whatsoever.
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Kortknee Bell
 
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Post » Sat Feb 19, 2011 9:35 am

Hi Arwen,

when flashing(bashing) in WRYE I get a message that your latest Med-Tec .esp. can`t be included because of faulty formatting.
The .esp itself seems to work, but maybe it will generate problems later in the campaign.

Thought you might want to know abt. this.

Rgds, Haldir
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Monika Fiolek
 
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Post » Fri Feb 18, 2011 9:13 pm

Just so you know, you're basically asking for a whole new overhaul with request number 1. *Denying* the use of some skills like science to players because of their intelligence is game-changing, if not game-destroying, on its own. Then going back and *adding* options like melee checks in dialogue sounds like months' worth of work.

On a pure realism level, what you suggest has some degree of logic. Someone with mental disability level intelligence *probably* won't be able to hack a military computer. Although...there are some autisitic and disabled individuals out there who might score incredibly low on an IQ test but can decipher a numbers-based encription technique in seconds. So even your approach might be ignoring an element of reality.

Regardless, I just don't think it would be any fun to limit characters to that extent.

And as for the skill cap, I'm playing through the game on the Arwen's default exp setting (so 20% rate of gain). I've done 3 of the 5 expansions, all quests but the last, and have about a dozen more areas to explore. I've made it to the 90's in speech, science, and lockpick. Apart from that, my highest skills are in the 50's. Yeah, you could choose to lump all your points into 1 tagged skill and max it out. But do you really *want* to? Given the way FO3 is set up, you pretty much have to throw a lot of points into lockpick and science if you want to really take advantage of the game's secrets and nooks and crannies. And at the same time, there's no use whatsoever in developing those skills past 100. So the other skills? Good luck even getting them TO 100 with this mod.

I don't use the Med-Tec module so I have no opinion to offer on that issue whatsoever.


Yes, but the intelligence parameter in-game should be the real intelligence (as much as possible) of the person, and not only the IQ... . The autistic and disabled characters, can be considered by adding special traits for characters with low level of intelligence, so that, as in the reality, they can do things out of the common (like being unable to use science skill in dialogue, but being able to hack a computer, better than non-autistic characters).

Homever the whole thing can be 'diluited' by simply lowering the chance to properly use any skill in dialogues and by lowering the most intelligence-related skills while being used. Example: a character with 2 in INT can have 100 in small guns, but in dialogues the 100 is reduced to the 20% (20); the same character cannot use (unless he/she doesn't have the proper trait) the science skill in any way, but he/she can always, when absolutely needed, use drugs like the mentats... . So in-game, a character with very low intelligence, can be pain, but not that impossible to play. Homever, if implemented, this types of character must have some special benefits... like a boost to the perception skill and luck skill, or similar boosts...

Anyway... I know that is very difficult and time consuming, even to implement this 'diluited' version... exactly because of that, this idea is here only as suggestion, and nothing more.

It's true that is very difficult to reach even 100... . But in my opinion is quite realistic that one, that have a special talent in agility (10 in agility), should have the option to go beyond the normal limits, for the most related abilities... . Homever even this one, is only an idea, and nothimg more...
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Khamaji Taylor
 
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Post » Sat Feb 19, 2011 12:12 am

Yes, but the intelligence parameter in-game should be the real intelligence (as much as possible) of the person, and not only the IQ... . The autistic and disabled characters, can be considered by adding special traits for characters with low level of intelligence, so that, as in the reality, they can do things out of the common (like being unable to use science skill in dialogue, but being able to hack a computer, better than non-autistic characters).

Homever the whole thing can be 'diluited' by simply lowering the chance to properly use any skill in dialogues and by lowering the most intelligence-related skills while being used. Example: a character with 2 in INT can have 100 in small guns, but in dialogues the 100 is reduced to the 20% (20); the same character cannot use (unless he/she doesn't have the proper trait) the science skill in any way, but he/she can always, when absolutely needed, use drugs like the mentats... . So in-game a character with very low intelligence, can be pain, but not that impossible to play. Homever, if implented, this types of character must have some special benefits... like a boost the perception skill and to the luck skill, or similar boosts...

Anyway... I know that is very difficult and time consuming, even to implement this 'diluited' version... exactly because of that, this idea is here only as suggestion, and nothing more.

It's true that is very difficult to reach even 100... . But in my opinion is quite realistic that one, that have a special talent in agility (10 in agility), should have the option to go beyond the normal limits, for the most related abilities... . Homever even this one is only an idea, and nothimg more...


Actually, you should play Fallout 2 if you never have. You get completely differnt dialogue options (gutteral) if your intelligence is 1 or 2. And the skill cap is 200. :disguise:
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Philip Rua
 
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Post » Sat Feb 19, 2011 5:29 am

Actually, you should play Fallout 2 if you never have. You get completely differnt dialogue options (gutteral) if your intelligence is 1 or 2. And the skill cap is 200. :disguise:

I love how it includes translation when two dim-witted chaps are having a conversation. How I wish Fallout 3 would have such dialog diversity.
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Neko Jenny
 
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Post » Sat Feb 19, 2011 8:24 am

Hi Arwen,

I have some issues with sleep still in your latest Med-Tec:

- let`s say if I go to sleep at 06.00 PM for 9 hrs I will wake up at 01.00 AM. It`s 2 hrs less than it should be. Also, as it is now if you break your sleep routine for some reason(like having to stay awake one night) it`s quite tedious to get back to normal without quirky combinations of waiting and sleeping. This 4 hrs rule svcks, plainly.

Another thing, I`m unable to control my rad sickness. At low levels I see no practical solution to eating, drinking and having enough RadX or other means to keep me below sickness threshold. I`d like you or someone else to explain to me what missions to do and where to get caps to stay alive when lvl 1-5.
And I`m not at all opposed to change my playing style which anyway should be quite suited to ART already. Stealth, caution, pre-scouting I use aplenty.

BTW, how am I supposed to survive the hitmen Mr Burke sends my way if I refuse to destroy Megaton being low lvl? And don`t tell me not to speak with him early on as this is using previous experience and not immersive at all.

A few suggestions to make a possibly surviveable start:

- make one of the beds in Megaton common house non-owned. Not all want to build a char with 25 explosive skill from the beginning(and really, do you believe that trying to disarm a nuclear bomb with such skill is wise?). There are free beds in Rivet City, why not in Megaton?

- equip the player with a free back-pack [censored] sleeping bag. It should be easy to do this in a lore friendly way.

- make a laser pistol and cells for it available in the Vault for those wishing to specialize in energy weapons.

I think you do excellent work but here the starting difficulty when using MMM and all of your modules is over the top IMHO. Even though I consider myself a hard-core player.

Rgds, Haldir
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Neko Jenny
 
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Post » Fri Feb 18, 2011 7:55 pm

I have some issues with sleep still in your latest Med-Tec:
- let`s say if I go to sleep at 06.00 PM for 9 hrs I will wake up at 01.00 AM. It`s 2 hrs less than it should be. Also, as it is now if you break your sleep routine for some reason(like having to stay awake one night) it`s quite tedious to get back to normal without quirky combinations of waiting and sleeping. This 4 hrs rule svcks, plainly.

You seem to be having issues because you are not accustomed to the game sleep being based on anything realistic. In the default game, you can sleep for whatever length of time you set. Im my mod you actually have to be tired to sleep. (For every 2 hours awake, your Sleep Need increases by 1 hour.) You can only sleep 9 hours, if your Sleep Need is at least 9 hours. If you're only sleeping for 7 hours, I'm guessing that your Sleep Need was only 7 hours. And if you go to sleep at 6 pm, you're going to wake up in the middle of the night.

Another thing, I`m unable to control my rad sickness. At low levels I see no practical solution to eating, drinking and having enough RadX or other means to keep me below sickness threshold. I`d like you or someone else to explain to me what missions to do and where to get caps to stay alive when lvl 1-5.

A lot of people don't seem to understand my mod's Rad Sickness, even though I tried my best to explain it. From my ReadMe:
"Whenever your Digestion Level is 1 or higher and your Rad Damage is 100 or greater, your Rad Sickness Level will slowly increase. The higher your current Rad damage, the faster your Rad Sickness rate. If it reaches Level 5, you will develop Radiation Sickness, and will not be able to eat or drink anything." And: "You cannot drink anything when you have Radiation Sickness (drinking will just make you sick)."
I guess I should have made it clear that when you get your Rad Damage below 100 again, your Rad Sickness Level will decrease on its own. I thought that people would figure that out, but I'll be sure to add it to my v.5.2's ReadMe.

BTW, how am I supposed to survive the hitmen Mr Burke sends my way if I refuse to destroy Megaton being low lvl? And don`t tell me not to speak with him early on as this is using previous experience and not immersive at all.

I survived just fine in my own game . . . and I was at a very low level at the time.

A few suggestions to make a possibly surviveable start:
- make one of the beds in Megaton common house non-owned. Not all want to build a char with 25 explosive skill from the beginning(and really, do you believe that trying to disarm a nuclear bomb with such skill is wise?). There are free beds in Rivet City, why not in Megaton?
- equip the player with a free back-pack [censored] sleeping bag. It should be easy to do this in a lore friendly way.
- make a laser pistol and cells for it available in the Vault for those wishing to specialize in energy weapons.
I think you do excellent work but here the starting difficulty when using MMM and all of your modules is over the top IMHO. Even though I consider myself a hard-core player.

- My mod is meant to be used with other mods . . . the ones I suggest are in my Fallout 3 mod list.
- There are all sorts of mods that add beds or make more beds usable, plus all sorts of house mods. I just leave it up to the user to add the mod that works best for them. My personal favorite is Ssenkrad's "The Maintenance Shed."
- The same is true for backpacks. I use the Blackwolf Backpack mod, which increases your carrying capacity by a reasonable amount, and you have to buy it from a vendor (I don't like mods that just give you everything for free).
- The only balanced way to add a Laser pistol, would be if it replaced the 10mm, but that gets sort of complicated. I never found it difficult to get a laser pistol early in my own game, so I really cannot justify the need to add one to the vault.
- I've always used MMM in my own game, and do most of my play testing with MMM active. So I've actually balanced my mod to be used with MMM. It may feel "over the top," but I personally feel that it is about the right difficulty (for me). I guess that if you find it to be too difficult, you could try backing off some on MMM's optional esps.
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Rinceoir
 
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Post » Fri Feb 18, 2011 8:40 pm

Hi Arwen,

thx for your reply.

I have to comment some of it:

- I understand rad sickness prerequisites. I do not, however, understand how to comply with them after leaving the vault when low on caps and there are none or little relevant chems to buy, or both.

- how did you handle Mr. Burke`s goons? I really need some advice/tips.

- re laser pistols, I`ve found a mod adding them to the tutorial, so it`s no problem. There is an energy weapon problem however. 20 skill namely... What`s your logic behind leaving a 10 mm semi-auto pistol without skill requirements but not a laser pistol?
If you think that a laser pistol is a more advanced, i e "difficult" design(not necessarily true ITL) this still has no influence on shooting with it until it breaks. If there should be differences for users of different types of weapons they should come into play in deterioration and repair. Let`s say to keep a las weapon in top condition you have to comply with science and repair prerequisites. I`ve been dabbling in the gun trade for over 20 yrs so I know something in this area.

There is unfortunately a general problem with skills of Bethesdas doing, namely them having wrong gameplay design. There should not be a small arms and energy weapon skill.
Instead there should be 1H small arms and 2H small arms skills, irrespectively of the damage delivery system(kinetic energy or direct energy).
Thus we could avoid the evil of "optimal builds" for a char. But I digress, I do not even know if it`s doable.

- AFAIR the house mod you use gives the player a free house. Why then should a free backpack be so unfair a boon? In principle there should be lots of abandoned shacks in Wasteland so a free house is OK. But finding a back pack shouldn`t be too hard either, why not in the house you found?

- as I see it now the RPG aspects of your mod are starting to destroy immersion. It was not so with earlier variants. Although I fully agree in principle with all of your ideas I begin to doubt the execution of some features.
As they lead onto the path of an "optimal build" char which IMHO is not very immersive at all.

Anyway, it`s your mod and I appreciate your effort. I try to be constructive, that`s all.

Rgds, Haldir
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Jade
 
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Post » Fri Feb 18, 2011 9:40 pm

"- re laser pistols, I`ve found a mod adding them to the tutorial, so it`s no problem. There is an energy weapon problem however. 20 skill namely... What`s your logic behind leaving a 10 mm semi-auto pistol without skill requirements but not a laser pistol?
If you think that a laser pistol is a more advanced, i e "difficult" design(not necessarily true ITL) this still has no influence on shooting with it until it breaks. If there should be differences for users of different types of weapons they should come into play in deterioration and repair. Let`s say to keep a las weapon in top condition you have to comply with science and repair prerequisites. I`ve been dabbling in the gun trade for over 20 yrs so I know something in this area."

I can't say I agree with the above statement that a laser pistol being more advanced wouldn't have any influence on shooting until it breaks. A 10mm pistol and a laser pistol would be completely different firing and knowing how to handle one wouldn't automatically mean you could fire the other. A 10mm pistol is a mechanical weapon whereas a laser pistol would probably be entirely electronic. They'd both have a different weight, different feel. You wouldn't have the mechanical feel or the same kickback from a laser pistol. Having different skill requirements for different weapons is entirely realistic. Growing up in a vault, there wouldn't have been much need for weapons so you wouldn't have learned much about them. I think having to learn different skills to use conventional weapons as apposed to energy based weapons is accurate.

"A few suggestions to make a possibly surviveable start:
- make one of the beds in Megaton common house non-owned. Not all want to build a char with 25 explosive skill from the beginning(and really, do you believe that trying to disarm a nuclear bomb with such skill is wise?). There are free beds in Rivet City, why not in Megaton?
- equip the player with a free back-pack [censored] sleeping bag. It should be easy to do this in a lore friendly way.
- make a laser pistol and cells for it available in the Vault for those wishing to specialize in energy weapons."


The Maintenance shed mod that Arwen mentioned is a great mod that adds a very rudimentary shed to use as a base and a home. I always thought that not being able to sleep in any of the beds in Megaton was a stupid idea. It's supposed to be a common house but you can't sleep in any of the beds. The maintenance shed mod is a great solution.

As for the equipment, there's plenty of backpack mods. If you want to start the game with a certain type of character, you can always just use the console and give yourself the correct equipment to fit your character's story. Just drop the equipment you don't need, add the equipment that fit's your character's story, and play as if you started the game that way. You can do whatever you want in your own game. If your starting equipment don't fit your character, then change your starting equipment so it is right. Some people might consider that cheating but I don't see it that way. Doing that in the middle of the game would probably be cheating. If I create a tech geek character that's used nothing but energy weapons, he'd probably have an energy weapon that he's built instead of a 10mm.

"I think you do excellent work but here the starting difficulty when using MMM and all of your modules is over the top IMHO. Even though I consider myself a hard-core player"

Also, this mod is great but it does make the game much harder. You really have to watch what you're doing and radiation and injuries are a lot more serious. I really love this mod but I can see that it probably wouldn't be for everyone.
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Yvonne Gruening
 
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Joined: Mon Apr 23, 2007 7:31 pm

Post » Sat Feb 19, 2011 10:52 am

Hi D. Cooper,

I disagree with your opinion re different skills for different energy delivery methods in small arms.

Although it`s probable that energy weapons will be recoilless when(if) they arrive they don`t have to be much different to shoot than firearms from user viewpoint.
Balance and "feel" are very important but for an average shot it takes perhaps one mag at most to adjust. For a master shot this may actually be a little more difficult but we can leave this discussion for now.
Also, it`s very easy to make adjustments yourself to make a new weapon feel like your old one. Look at todays competition firearms. Many have inbuilt grip/stock adjustment and balance adjustment from factory. In the Wastelands you would carve, glue and nail to achieve like effect.
So no, the only viable difference in small arms is short or long. All else is a pseudo problem.

If we are talking realism, we might suspect that smokeless cartridges will be very unstable and outright dangerous to use after c. 200 yrs. Ammo is a fresh commodity. In African big game hunting the general opinion is that ammo older than 6 months should not be used.
So Wasteland should be limited to bows, javelins and maybe energy weapons if cells with several hundred yrs shelf life were invented and mass produced before
the war.

As for your other comments they are viable enough for you and your expectations. I`m aware of the mods you write abt. Only I look at ART from a different viewpoint.

Rgds, Haldir
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Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Sat Feb 19, 2011 6:35 am

I guess different people look for different things in games. I like immersion and reality to a point, but I also like variety in a game. Different weapons should have different characteristics and requirements.

"So no, the only viable difference in small arms is short or long. All else is a pseudo problem."

Obviously, everyone is entitled to their own opinion, but this don't seem like a very entertaining idea to me. I like the idea of having some variety in weapons even if it's not "realistic". Realism and immersion in games is fine, but sometimes you need a little less realism for a little more entertainment value. The only difference in small arms is short or long might be more realistic for some people, but it doesn't sound very entertaining. Just my opinion.

Doug
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Fri Feb 18, 2011 8:48 pm

Hi Doug,

I quite agree that weapons should differ. Only in this case the difference should be in maintenance and repair, not actual shooting.

OTOH AFAIU making repair skill useful/interesting enough to be worth developing by the player seems more or less impossible judging from postings in this forum.

Rgds, Haldir
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Your Mum
 
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Joined: Sun Jun 25, 2006 6:23 pm

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