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

Post » Sat Feb 19, 2011 1:49 am

Hi Arwen,

I would ask you to consider making limited NPC ammo a toggleable option in your mod.

I`ve read your argumentation abt. this but it would be nice to let the player decide. I suppose that overriding your mod with the earlier "NPC use ammo" or similar mods may not be possible/advisable.

Rgds, Haldir
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no_excuse
 
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Post » Sat Feb 19, 2011 12:18 am

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


Overall, in the game in general, I think that repair is one of the less useful skills. Vendors always seem to be able to repair things better than you can. Having different skill requirements for repairing weapons definitely seems like an interesting idea, just not sure how hard it would be to implement. Needing computer skill, for example, would be a logical skill requirement if you wanted to repair a laser pistol.

Doug
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josie treuberg
 
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Post » Fri Feb 18, 2011 7:54 pm

>>Overall, in the game in general, I think that repair is one of the less useful skills<<

It saves the player a LOT money unless caps are never a problem.

I just decided experiment and rip out of the repair lists items for Power Armour and Energy weapons. I'm thinking on adding missile and fatmen launchers to this repair list ripout. These items should take special facilities to fix / calibrate and only the merchants should have proper tools / oscilloscopes to do it. This also has the side effect of having to use crappy salvaged energy weapons and power armour if one is too scrooge to pony up costs to a merchant for fixing, further affecting the economy somewhat negatively for the player.

For a plasma pistol repair, it can easily take 400 caps (depending on merchant settings). If one loots one or two pistols, vanilla they can save that money, do it yourself. Otherwise they must add to their load carrying those extra plasma pistols around to replace the ones that break.

Of course this only works if the energy weapons are much more desirable than other types of weapons. On the other hand, the assault rifles etc ARE player repairable so one if short on cash, can keep their these in good repair in the field, which in and of itself has a certain allure over the better, but have to bring to the shop laser and plasma stuff.
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Cool Man Sam
 
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Post » Sat Feb 19, 2011 12:34 am

>error correction, no longer available on Fallout nexus<

I tried to find this mod elsewhere, no luck so far also read this in the search;;;

>>The unofficial patch is critically outdated & shouldn't be used, especially not in combination with other mods. Look for a mod called Error Correction instead.<<

Maybe the mod can be re-uploaded somewhere, unless there is some sort of permission problem?

Also I'm interested in what makes the GOTY different than Fallout 3 plus DLC, it might have impact on adding other mods, creating new ones
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Shaylee Shaw
 
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Post » Sat Feb 19, 2011 1:18 am

Also I'm interested in what makes the GOTY different than Fallout 3 plus DLC, it might have impact on adding other mods, creating new ones

There isn't a difference. The GOTY edition is just Fallout 3 plus all DLCs and the latest patch together.
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Ebou Suso
 
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Post » Sat Feb 19, 2011 10:04 am

>>There isn't a difference. The GOTY edition is just Fallout 3 plus all DLCs and the latest patch together. <<


Thank you. A difference did not seem apparent, that I could detect. I erroneously garnered from the various posts some people had problems or modders had to be mindful of the GOTY (Arwin mentioned GOTY in her updates, hence the subject question).
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Russell Davies
 
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Post » Fri Feb 18, 2011 9:11 pm

does this mod work with Savage Wasteland?

http://www.fallout3nexus.com/downloads/file.php?id=9022
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CYCO JO-NATE
 
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Post » Sat Feb 19, 2011 7:59 am

does this mod work with Savage Wasteland?

http://www.fallout3nexus.com/downloads/file.php?id=9022



Not sure but an option is to load both and then use FO3edit and see if there are any conflicts.
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YO MAma
 
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Post » Fri Feb 18, 2011 8:05 pm

does this mod work with Savage Wasteland?

http://www.fallout3nexus.com/downloads/file.php?id=9022

Not sure if all aspects work without conflicts, but the Unfound Loot one does and it complements ART quite well.
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 6:48 am

is it loaded before or after ART?
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Charles Weber
 
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Post » Sat Feb 19, 2011 10:28 am

Greetings Arwen and Happy New Year!

Just a question on your upcoming ART update. Can you touch on what is changing? I am starting a new FO3 char and wanted to know if it is best to wait for the update, or will is be easy to upgrade to the new version with a current char? (i.e. your standard ART upgrade procedure)

Mahalo,
Nemesis.
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Sarah Knight
 
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Post » Sat Feb 19, 2011 2:22 am

Rathious:
I didn't reply earlier, because I'm not using Unfound Loot. but If the two mods are fully compatible (don't touch the same things) it should not matter which one loads first.

=============================
Progress on v.5.2:
I spent a lot of time trying to complete my update over the weekend, but ran into a few tough scripting issues that I spent hours working on. But I "think" I have all the scripting issues fixed now . . . at least they seem to be fixed in my last late-night play testing. I still have do balance out a few things, and do some more extensive play testing. I hoping to have this all wrapped up in a day or so.

Version 5.2 is another major update. Changes so far:

1.) Realism Core:k
- Rewrote my RunBack scripts, so that it no longer heals crippled legs.
- Removed effects from “Enclave Officer Hat” and “Roving Trader Hat”: too much weight reduction
- Fixed (I hope) the No FOSE message from popping up, even though FOSE is installed.
- Added time of day to Shades FX: difficult to see when wearing sunglasses after 7:45 pm or before 6:30 am
- Added Menu Time Script, which is adjustable in the Options Menu (game time is no longer frozen when you are in the menus)
*** Modified all three Weapon Effect Scripts:
- Player's Fatigue will now displayed [off by default . . . toggled in the Options menu). When enabled, the Fatigue message is displayed (every 30 sec) when Fatigue is less than 75%, and whenever Fatigue is damaged.
- Armor AR now reduces Fatigue Damage
- SuperMutants, RadScorpions, and DeathClaws now all suffer less Fatigue Damage
- After being knocked out, Fatigue is now only restored to 85% (was 100%)
- Blackout effect is now timed better.
- I'm trying to fix it so the unconscious player is no longer treated as invisible, but have not yet been totally successful, even though my method works perfectly in my FNV Tweaks. My changes in FO3 only seem to work when there's enough distance between the player and the enemy, but have no effect when they enemy is close to the player. I'm still working on this.
- Blast: Unholstered weapons are now dropped (just before you come to)
- Gunshot: Unholstered weapon of victim is now removed to inventory (instead of being dropped), and still retains its Hotkey setting.
- Whack: Victim can still only be knocked unconscious when their health is less than 50%, but now they will only drop their Weapon if their health is less than 50%

2.) Hard-Core:
- Fixed my low-level perks [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). I had the requirements set too high.

3.) Encumbrance module:
- Fixed Jump FOSE scripts. No longer heals crippled legs.
- Decreased Strain increase when swinging melee weapons.

4.) Med-Ted module
- Reduced Trauma Level increase rate a bit
- Med-Tec Scan now includes Fatigue in Additional Stats

Edited: fixed my error in using Health, when I meant Fatigue (Thanks Povuholo!)
I also made a number of Game Setting changes that should improve the balance of Sneak.
And I forgot to include another change that I made in my Whack script, where the victim now only sustains 1 point of Fatigue damage when their Fatigue is lower than 20%, but their Health is above 50% . . . this prevents the repeated knock downs that made it virtually impossible for the victims to defend themselves.
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Marcin Tomkow
 
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Post » Sat Feb 19, 2011 2:50 am

Greetings Arwen and Happy New Year!
Just a question on your upcoming ART update. Can you touch on what is changing? I am starting a new FO3 char and wanted to know if it is best to wait for the update, or will is be easy to upgrade to the new version with a current char? (i.e. your standard ART upgrade procedure)
Mahalo,
Nemesis.

Happy New Year to you as well! :)
I was actually writing my above post while you were posting, so your timing is perfect.

Most of my changes involve scripting fixes and improvements (which should improve game play). I haven't made any changes that should have any impact on a current game/character that has a recent version of my Realism Tweaks installed . . . but you still should follow my clean save install procedure.
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Brentleah Jeffs
 
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Post » Sat Feb 19, 2011 7:11 am

The changes sound good. One thing:
- After being knocked out, Health is now only restored to 85% (was 100%)

I assume you meant Fatigue.

Happy New Year to Arwen and all ART users. And any random forumer that reads this. :)
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Kellymarie Heppell
 
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Post » Sat Feb 19, 2011 2:23 am

Version 5.2 is very close to being ready to release . . . I just need to do a bit more play testing to make sure that all my new changes are working correctly. I'm probably not going to be able to release v.5.2 until tomorrow, as today is going to be pretty busy with other things (which is why I was trying to wrap this up last night).

A lot of people don't seem to understand my mod's Rad Sickness, even though I tried my best to explain it in my ReadMe. So I decided to add more information to the mod itself, which resulted in the following changes to my Med-Tec (which is partially why I'm a bit behind in releasing this update):

- Fixed Radiation Sickness message (minor error in my script resulted in the message only being displayed if you were not digesting food).
- Added Radiation Sickness Treatment to the Med-Tec Scanner, which is much more effective than just taking RadAway without the scanner. Plus I added information in the treatment message, that will hopefully clarify how you get Radiation Sickness (and how to cure it):

"You get Radiation Sickness when your (internal) Radiation Level reaches 5. When your RADS are 100 or higher eating will cause your Radiation Level to increase while you are digesting food. The higher your RADS, the faster the rate of increase. Your Radiation Level will decrease when your Digestive Level returns to 0, or whenever your RADS drop below 100. You will gain no benefits from eating or drinking when you have Radiation Sickness. You will just get sick. Your Med-Tec Scanner can target RadAway at the absorbed radiation (much more effective than just swallowing the pills). This will heal all but the most severe cases of Radiation Sickness, by reducing your internal Radiation by 3 full Levels. If your RADS are still 100 or higher, your Radiation Level will increase again whenever you are digesting food."

I felt that my uses of Radiation Sickness and Rad Sickness (Level) were confusing, which is why the above uses Radiation Level (which replaces Rad Sickness) which is what is displayed when you do a quick Med-Tec scan).

I also added a line on Radiation Sickness to my Med-Tec Note . . . as a handy in-game reference.

v.5.2 will also include a MMM/Med-Tec Patch, which adds MMM meats to hunger-reducing food items (and replaces my MMM patch, if you are using my Med-Tec module).
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natalie mccormick
 
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Post » Sat Feb 19, 2011 12:25 am

Thanks for the clarification about radiation sickness. I thought it just went up over time if your rads were higher than 100, I didn't know it had to do with eating food while being irradiated. But it's clear now. :)
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Anthony Rand
 
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Post » Sat Feb 19, 2011 4:55 am

I ran into some Weapon Effects / Med-Tec balancing issues that I wanted to try to improve in this build, which are taking me way longer than I had expected (plus I haven't had much free time lately). I've also added a few additional changes that were on my to-do list . . . which may have been a mistake, because when I was doing my "final" play testing lat night, I discovered that my latest changes were causing some problems . . . which I'm still trying to track down and fix.

Hopefully things will work out better this weekend, and I have the free time to finish v.5.2. I was hoping to include a Med-Tec GOTY Patch, to add all the GOTY food and beverages (including Aqua Pura) to ingestibles that quench thirst and hunger, but that may have to wait until v.5.3.

So I've had a pretty tough week, and I really hate the fact that I've had to keep pushing back my release of this version. I guess I was being too optimistic and then tried to add a few too many changes at once. You'd think I would learn. :confused:
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The Time Car
 
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Post » Sat Feb 19, 2011 11:13 am

Version 5.2 is not quite done yet . . . although I did manage to get a lot closer today. I? even added some more changes/additions to my Med-Tec module:

Hard Liquor changes (Whisky, Scotch, Vodka): Restores Fatigue effect: -3 fatigue per second for 3 minutes (-180 total), but now dehydrates the player (increases your Water Need by 2).

?Water Bottle Refill changes:
- Now 3 types of empty water bottles: Pure, Good, and Dirty
- To keep this balanced, you can only fill empty Water bottles when the bottle and the activator water types match (Pure water bottles can only be refilled at certain Purified water activators, Good water bottles at Good water activators, and Dirty water bottles at Dirty [average] water activators).
- Whenever you activate any of the above selected water sources, a menu message will appear with your options: to either take a drink, fill an empty water bottle (if you have one that matches the source water type), or to do nothing.
- Also added Drinking Warning menus to Bad (16 Rads/1 oz Water) and Terrible (24 Rads/1 oz Water) water sources (activators). [Does not include surface water, which does not quench your thirst.]

So I had a very productive (but very long) day. I still have to make a few minor balancing changes. And then I have to write all the docs and the FOMM install script. So I'm now down to hours left to finish v.5.2 (instead of days). Unfortunately I'm probably not going to have any free time to work on this until at least Tuesday . . . so it's now looking like this may possibly be available late Tuesday (I hope). I'm sorry that this is taking so long, but I'm doing my best to wrap this up (and will try not to get sidetracked by making any more major changes/additions).
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Cheryl Rice
 
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Post » Sat Feb 19, 2011 6:17 am

Hmmm . . . I just noticed that I've been the only one posting here fot the past week, so it doesn't appear that there's much interest in my FO3 Realism Tweaks lately (everyone must be off playing New Vegas). But I figured that I would post my progress on completing my next update, just in case their are a few people waiting on this. So here you go:

Despite my best efforts today, I'm still not quite finished with v.5.2 . . . but I'm close. I had forgotten just how complex my Med-Tec module actually is . . . and this update expands it quite a bit. This one module now contains 390 records and 34 of my custom scripts. My scripts track over 30 of my global stats which makes it very difficult to balance. Most of my modding time today was spent rewriting two of my most complex scripts (well, complex for me, since script writing is still not my strong point), making sure that all the new menus work, and balancing the injuries and treatment.

Tonight's play testing went extremely well . . . everything that I tested worked . . . and things "felt" about right. So I've decided that my new improved Med-Tec module is now finally finished . . . along with my new MMM/Med-Tec patch, and my new GOTY/Med-Tec patch (both are very tiny . . . just add make their ingestibles work with my mod). I'm currently wrapping up a couple of final tweaks to my Realism Core module (just a couple of small things that popped up during my last game play test run, that I want to fix).

So, most of what is left is updating the ReadMe, writing the new FOMOD install scripts, and package up Version 5.2. The only problem is that I don't expect to have much free time tomorrow, so I doubt that I can have this ready before late Thursday.
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Hayley Bristow
 
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Post » Sat Feb 19, 2011 2:06 am

We may not be posting but we're sure watching ;). And NV isn't nearly as good as FO3 is, few cool features aside (DT, wheel, nerve and whiskey rose :) ) it's only plus is the novelty which isn't gonna last long.

My one issue the last time I've played it was how strongly heavier armors are favored over the lighter ones. Armor levels decrease wound severity, 50% DR multiplier again, has much stronger effect on heavy armors.
Entering a building (like Germantown HQ) totally naked and everyone immediately knows that you're there even though they can't see you makes you again question the usefulness of lighter apparel.

Maybe they could be compensated in some other ways? Like Setting AP regeneration back to 4 and then adding penalties to armors, e.g. -3 for power, -2 for metal, combat, -1 for raider, leather, stealth etc. Something that would be worth considering which armor to choose.
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Bird
 
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Post » Sat Feb 19, 2011 2:18 am

Thanks for the feeback . . . it's good to know that someone else is actually reading this thread. :)

There are limits to how much I can tweak stealth, and my Dynamic Stealth script improves/expands stealth about as much as is possible (for me).

And my Tweaks do add armor penalties, like slowing down the actor's movement speed when wearing heavier armor.

v.5.2 does include a script that checks the player's armor weight and increases detection, based on weight.
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Kate Schofield
 
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Post » Sat Feb 19, 2011 2:13 am

And my Tweaks do add armor penalties, like slowing down the actor's movement speed when wearing heavier armor.


... and that's very good but not really enough to balance the scales.

However since you've mentioned movement speed it kinda opens more complex problems/issues that I call "fast travel - carry weight - ammo loot". So lets say I play hardcoe module and have very low carrying capacity and after clearing out some area I collect a good pile of valuable items (which I stash into a thrash bin somewhere close to a fast travel point). Since I have only so much free space in my hardcoe-nuked inventory what do I do? I do multiple fast travel jumps back to my house to unload it all, which means multiple loading screen and runs through the same area and that's just not very fun to put it mildly. That would suggest that unrestricted fast travel and restricted carrying capacity don't work well together, i.e. more limited carrying weight increases number of fast-travel trips you'll be making during the game which has a very strong impact on immersion and overall fun.

But then I may start thinking - hey, do I really need to lug all that stuff back home? I mean, sure, that nice enclave trooper has a very nice tesla suit and plasma rifle that would net me a lot of points with outcasts, but ... I've just ripped off his head with my gauss rifle spending 1 MF cell and then getting 30 back looting his body. Sooo ...., what was I supposed to be spending my caps on? Clearly not ammo and probably not stimpacks either. All I need to do is spend a few shots to kill em' and loot their bodies bursting with ammo and I'm set. All this loot-lugging is just a bad habit from other mods. So just put on a tesla suit (60-70 AR) + some toughness/cyborg and you're a walking incarnation of gods wrath.

Well, my head hurts just to think of all this mess, kudos to you for trying to sort it all out, hope you won't run out of gas before finish line :bowdown:
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Ashley Campos
 
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Post » Sat Feb 19, 2011 5:29 am

Ummm, I NEVER use Fast Travel.

I could restrict Fast Travel, but then I would just get all sorts of complaints . . . like when I restricted VATS use.
Sometimes it just makes more sense to let the user restrict their use of stuff like Fast Travel.

My Med-Tec module does reduce the amount that you are injured when you wear better armor, but you're still not going to survive for long unless you buy enough medical supplies . . . because you're not going to find enough just lying around.

(Sometimes my head hurts too from trying to keep all this stuff balanced.) :)
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~Sylvia~
 
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Post » Sat Feb 19, 2011 7:26 am

Ummm, I NEVER use Fast Travel.

Good point. Any other recommended "house rules"? Like normal difficulty, no companions or something.
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James Hate
 
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Post » Sat Feb 19, 2011 11:40 am

<
I'm reading, and it wll take awhile for me to start with New Vegas as there are vast regions of FO3 left unexplored.

I'm not using Everything but you have helped add important changes to my game, thank you.

There are some odd things that occur and I cannot figure out why. For example, you have it so that cars and buses do not blow up so easily.

I was getting a reproducible CTD and traced it down to your module.
Well I LIKED that module and then used FOMM to rip out sections to see which area was causing the CTD.
When at last I removed the section that gave more hitpoints or durability to the explosive vehicles, the CTD went away.
I cannot figure out the logic of why it would CTD because of a simple tweak to increase durability of those vehicles but there it is. This game always does not function in a logical expected way , but at times seems to be dark voodoo involved instead.
Now I have to be careful if I land a vertibird (a mod I've been modifiying on), because I once called it too closly to a bus, the vertibird grazed it and blew everything up.
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mimi_lys
 
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