» Sat Feb 19, 2011 11:50 am
Version 5.2 of my http://www.fallout3nexus.com/downloads/file.php?id=7565 is now available
Here are the major changes in v5.2:
Realism Core:
- Improve my Smarter AI and sneak tweaks, and rewrote my Dynamic Stealth script for better balance with my new AI changes, and made the playera??s sneak skill a MUCH greater factor in being able to avoid detection (or not)
- Rewrote my RunBack scripts, so that it no longer heals crippled legs.
- Added time of day to Shades FX: can be difficult to see when wearing sunglasses after 7:45 pm or before 6:30 am.
- New Menu Time: the game clock no longer stops while in menus; actors still remain frozen, but the sun will now advance and your Med-Tec Needs will increase. Default Menu Time is same as your Timescale rate (can be reduced in Options Menu).
- Modified all 3 Weapon Effect Scripts: totally rebalanced; Armor AR now reduces Fatigue Damage; SuperMutants, RadScorpions, and DeathClaws now suffer less Fatigue Damage; Fatigue is now only restored to 85% (after being knocked out); adjusted blackout durations.
- Blast Effect: Unholstered weapons are now dropped when you are knocked unconscious (I finally figured out how to do this right).
- Gunshot Effect: Unholstered weapon of victim is removed to inventory (but still retains it's hotkey setting).
- Whack Effect: Actor can only be knocked out when their health is less than 50%, and the knockout player will only drop their weapon when their health is less than 30%.
- New Fatigue Display: pops up whenever fatigue is damaged; and periodically while Fatigue is less than 75% (off by default: enabled in the Options menu, under Weapon Effects).
- AR of helmets was increased (generally about 50%), while matching body armor AR was decreased (full armor AR generally remains the same as before). Helmet AR is now about 25% of total armor AR (wear your helmet!).
- New Perception Based Accuracy (disabled by default, and still a bit experimental): Your small guns skill is still factored in, but when enabled, Auto-Aim will be disabled and aiming accuracy will be based on player's current PER, which affects maximum accuracy distance (no bullet rise) and gun drift.
Hard-Core module:
- Further reduced spawned loot, by reducing my global Multipliers (an average of 10 to 20%). Still based on playera??s Luck stat, with each point of Luck increasing the spawn rates by 5% (10 Luck results in +45% chance over 1 Luck).
- 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.
Encumbrance module:
- Fixed Jump script: No longer heals crippled legs.
- Reduced the amount that Strain increases when you swing a melee weapon.
Med-Tec module (This is my first real update to this module, and it's a biggie!):
- The Armor Level multiplier was adjusted in the way better armor reduces the degree of injuries you receive.
- Scanner's Additional Stats Menu now shows Fatigue Reserve and Bandage Time (hours remaining before bandages can be removed.
- Bandages now have penalties when they are applied to wounds and burns, and now remain on for a minimum of 4 game hours (up to 12 hours, with multiple bandages). Time is calculated separately for Burns and Wounds, but only the Wound Bandage Time is displayed in stats.
- Moderate Wounds (below Level 5) and minor Infections (below Level 6) can now be treated with the Scanner.
- Scanner treatment of injuries is now a percentage reduction of the Level (such as Wound Level), based on your Medicine skill.
- Doctors should now have plenty of bandages and antibiotics (and other meds) in stock.
- Message when injured (pop-up stats) is now different from hot-key scan message. Injured message now includes Fatigue, but no Needs (eat, drink, sleep).
- Infections will now only increase at Wound Level 3 and higher; and infections will decrease when Wound Level drops back down below 3 (was Level 2). But HP still do not regenerate until below Wound Level 2.
- Reduced Trauma Level increase rate quite a bit.
- Added Radiation Sickness Treatment to the Scanner, with information on what causes it and how to treat it. Maximum Radiation Level will no longer increase once it reaches Level 10.
- Endurance is now factored into rate that wounds, infections, trauma, and burns heal . . . you heal faster when your END is higher.
- Medicine Skill level now has greater impact on the effectiveness of Med-Tec Scanner treatment.
- Increased the general heath effect a bit when injecting a Stimpak (for Blood Lost, Wound Level, Trauma Level, Burn Level).
- Hard Liquor changes (Whisky, Scotch, Vodka): No longer quenches your thirst, but now dehydrates the player (increases your Water Need by 2); but now includes my new Restore Fatigue effect (-3 fatigue per second for 3 minutes).
- 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. Also added Drinking Warning menus to Bad and Terrible water sources. [Also for balance: surface water does not quench your thirst, nor can you bottle it.]
MMM/Med-Tec Patch [new for v.5.2]: adds MMM meats to hunger-reducing food items.
Med-Tec GOTY Patch [new for v.5.2]: adds Aqua Pura, and other GOTY ingestibles to the items that reduce hunger and thirst.
GOTY/Realism Core Compatibility patch:
- Increased my Localized Damage settings for the Zeta Aliens and for Point Lookouta??s Hill People and Feral Ghouls, this should make them a bit less tough.
- Balanced Alien Epoxy (was too powerful): each tube/injection improves the condition of your equipped weapon by +5% to +25% (based on your Repair skill); and each tube now weighs 0.5 pound.
I'll update the opening post is a bit.