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

Post » Sat Feb 19, 2011 8:16 am

I haven't had a chance to test the latest update yet, since I lost internet access for a bit, but wanted to quickly report that in version 5.0.1 the fire ants in Greyditch were doing trauma damage instead of burn damage. Sorry to raise this issue if it's already been fixed, but I won't get a chance to play again for a little bit so I thought I'd let you know.
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benjamin corsini
 
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Post » Sat Feb 19, 2011 7:56 am

I was wondering Arwen if you were thinking of including NPC's have ammo in your realism module, as it makes sense and sounds like your type of preferred modification. But then I got thinking, wouldnt you have to modify how the AI uses they're ammo. You would have to change it for several different types of NPC's. Is that why you didnt include that part I mentioned in your realism module?
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tannis
 
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Post » Sat Feb 19, 2011 6:46 am

Arwen, I appreciate all of your talent and hard work. This mod gets Fallout 3 one step closer to an RPG. Is there a way to get your mod to work with Alternate Start Roleplayers http://www.fallout3nexus.com/downloads/file.php?id=1784? I've tried several times but I can't get your realism core to start. If you aren't familiar with ASR, your character starts in a shack near Girdershade. There is a computer to assign special points and to choose a profession(tag skills). After exiting the shack a message appears saying that the escape quest has finished, not sure if the escape quest was ever started though. I have loaded your mod before starting a new game, before using the computer, before and after exiting the shack but I never get a message or inventory token for your realism core. Encumbrance and Med_Tec seams to start O.K. though. Any ideas? I can use the console if need be.

Thanks! I am familiar with Alternate Start Roleplayers, and attempted a while back to make a compatibility patch for it, but ended up getting frustrated and giving up. ASR just does too many things that make it incompatible, which means that I would have to do way more than just a simple patch. I may give it another try at some point.

On the topic of R.P.G. , you knew there was a request coming. Do you think it would be possible to see the numbers that the engine rolls? I would like to know exactly why I fail or succeed. Yes, I am a sneaky crit stacking sniper. What I am thinking of is the window that is in The Temple of Elemental Evil. It would show your dice role and all the positive and negative modifers.
Thanks

Possible perhaps, but it would take a lot of work, and is not something that I'm really interested in. I do not use dice rolls (as in random chance generators) in my mod at all. Everything is based directly on your stats or skills. For instance, how many times that you can use a medical brace is based entirely on your Medicine skill (once per 10 skill points). My Encumbrance module displays your Strain; and my Med-Tec module displays all your injuries and needs. I'm not really sure what else you need to see.
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Ice Fire
 
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Post » Sat Feb 19, 2011 12:07 am

I haven't had a chance to test the latest update yet, since I lost internet access for a bit, but wanted to quickly report that in version 5.0.1 the fire ants in Greyditch were doing trauma damage instead of burn damage. Sorry to raise this issue if it's already been fixed, but I won't get a chance to play again for a little bit so I thought I'd let you know.

It wasn't included in the Beta update, but it will be fixed in version 5.1.
The problem was that that I wanted to make sure that the burn damage wasn't set too high before adding it to the fire ants. In the beta version that I released yesterday, I decreased the burn damage a bit. I may also decrease the trauma damage a bit, since that ends up also being applied, based on the amount of Hurt you suffer (drop in HPs between Health Quest script checks).


I was wondering Arwen if you were thinking of including NPC's have ammo in your realism module, as it makes sense and sounds like your type of preferred modification. But then I got thinking, wouldnt you have to modify how the AI uses they're ammo. You would have to change it for several different types of NPC's. Is that why you didnt include that part I mentioned in your realism module?

The problem is that when the NPCs use ammo, they also run out of ammo. Even though this may seem like it would add realism, the problem is that the AI isn't all that good, so what happens is that the NPCs just fire all their weapons until they run out of ammo, and soon all they have left to fight with are melee weapons. The end result is that the game becomes real easy pretty fast, when the player is the only one with ammo.
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JeSsy ArEllano
 
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Post » Sat Feb 19, 2011 8:16 am

Hi,
First, I just wanted to say that I really like your mod. It really makes a lot of very nice changes to the game. The new Med-Tec module is very impressive. Thanks for the great mod.

Had a couple of things I was wondering if you could verify for me. From the documentation it looks like the weapon changes are all scripted so they would also affect any weapon addons like the 19th and 20th century weapon mod. Is that correct? Also, from the docs, with the changes you make for the localized damage, I'm assuming this would not be compatible with any addon races. Am I correct in assuming this?

Again, thanks for the great mod and I'll be looking forward to seeing what you do in the future. I've seen a couple references to version 5.1

Doug
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Clea Jamerson
 
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Post » Sat Feb 19, 2011 9:52 am

Thanks Doug, and you're most welcome.

My skill requirement weapon script will work with add-on weapon mods, but my Weapon Effect scripts will not, as each weapon must have the specific object effect attached.
The same is true for my Med-Tec Weapon injuries script, only that script works with Form Lists (meaning that any added weapon would have to be manually added into the correct list).

My Localized Damage affects every single body type in the default game (and my GOTY patch expands this to include all the new body types that all the DLC adds). So if an add-on race mod used one of the existing default body types, it would have my changes . . . just as long as it was loaded before my Realism Tweaks.
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Kelsey Anna Farley
 
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Post » Sat Feb 19, 2011 8:35 am

Hello Arwen. I'm liking your realism tweaks a lot. Here are a few comments for your consideration.

- Using a stimpak on a bleeding wound via med-tec: The description says it should mod wound level by around -1, but I only see around -0.4 on my character, though I have to admit my character's medicine skill is only 15. Is the reduction dependent on medicine skill? Is the reduction immediate, or is it over time like a regular stimpak?

- Healing a crippled limb w/o using med-tec: Sometimes my crippled limbs become uncrippled by themselves. I figure this happens if I already have a medical brace on, and the new crippling injury happened before the brace got removed. Is this what you intended?

- No notification for a worsening infection or worsening rad sickness: I think it would be helpful if there were messages for this. Something along the lines of "You notice that your wounds are getting infected" when my wound level > 2, or "Your radiation poisoning is starting to make you feel sick when you eat" if my radiationrads are > 100 and digestion is > 1. But then again, maybe it's your intention to hurt the player if they neglected their wound or radiation levels.
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Ruben Bernal
 
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Post » Fri Feb 18, 2011 11:43 pm


- No notification for a worsening infection or worsening rad sickness: I think it would be helpful if there were messages for this. Something along the lines of "You notice that your wounds are getting infected" when my wound level > 2, or "Your radiation poisoning is starting to make you feel sick when you eat" if my radiationrads are > 100 and digestion is > 1. But then again, maybe it's your intention to hurt the player if they neglected their wound or radiation levels.


Just my opinion but I think it would be better without messages. If you don't monitor your injuries, you get nailed for it.
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Brandi Norton
 
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Post » Sat Feb 19, 2011 3:34 am

Hello Arwen. I'm liking your realism tweaks a lot. Here are a few comments for your consideration.
- Using a stimpak on a bleeding wound via med-tec: The description says it should mod wound level by around -1, but I only see around -0.4 on my character, though I have to admit my character's medicine skill is only 15. Is the reduction dependent on medicine skill? Is the reduction immediate, or is it over time like a regular stimpak?

This is the full message: "Bleeding Wounds: a bandage will stop the blood loss from minor wounds, but it will take a few minutes with more serious wounds (and sometimes 2 bandages) If you do not have any bandages, injecting a stimpak into the wound will speed up clotting, slowing down the loss of blood (each stimpak should result in the Wound Level being decreased by about 1 point)."
The key part here is "injecting a stimpak into the wound will speed up clotting," which means that there is no immediate effect . . . but a gradual lessening of the blood flow for as long as the clotting lasts. And the amount of clotting depends on your Medicine skill:

For Med Skill < 40: you get a Clot Level of 5 ; -1 Wound Level over 15 game minutes (- any damage you might get from blood loss).
For Med Skill >= 40: you get a 50% bonus = Clot Level of 7.5 ; -1.5 Wound Level over 22.5 game minutes

- Healing a crippled limb w/o using med-tec: Sometimes my crippled limbs become uncrippled by themselves. I figure this happens if I already have a medical brace on, and the new crippling injury happened before the brace got removed. Is this what you intended?

Yes, this is intended. From my website: "Once a brace is applied, the limb will require time to heal fully before the brace can be removed, and penalties will be imposed while you are wearing any brace (specific to each limb). It takes roughly 12 hours for a limb to heal completely. But a limb cannot be crippled while it has a brace." [Technically it does get crippled, but then your get an immediate 5% heal to the crippled limb, so you still get a penalty from being crippled, as any healing that your braced limb has gained is pretty much reset . . . back to 5% . . . which can be a bummer.]

- No notification for a worsening infection or worsening rad sickness: I think it would be helpful if there were messages for this. Something along the lines of "You notice that your wounds are getting infected" when my wound level > 2, or "Your radiation poisoning is starting to make you feel sick when you eat" if my radiationrads are > 100 and digestion is > 1. But then again, maybe it's your intention to hurt the player if they neglected their wound or radiation levels.

Both levels are displayed when you press the Med-Tec Scan hotkey . . . and it's the players responsibility to monitor their health. Plus this module already displays a LOT of messages, even though I tried to keep them to a minimum . . . and I'd rather not have any more than necessary.
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Danger Mouse
 
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Post » Fri Feb 18, 2011 10:48 pm

Thanks for the clarifications Arwen.
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Nymph
 
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Post » Sat Feb 19, 2011 5:43 am

In case you're interested, http://www.gamesas.com/index.php?/topic/1122265-initial-technical-details/page__view__findpost__p__16508760. Who knows, it might make some things easier to do. Or allow for new cool things! ;)

I'm far from done with playing FO3 though. :D
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Aaron Clark
 
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Post » Sat Feb 19, 2011 2:57 am

Thanks! Interesting stuff. :)

I'll also be playing (and modding) Fallout 3 for quite a while yet . . . but my http://amito.freehostia.com/FalloutNV/FO-NV.htm just went online today, so I'm am getting ready. :)
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Stacyia
 
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Post » Sat Feb 19, 2011 10:51 am

Alright, a new journal! :celebration:
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gemma king
 
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Post » Sat Feb 19, 2011 8:02 am

Arwen just a question about the stealth detection script. I have a non standard keyboard setup being left handed so keys like vats and sneak I've remapped. Also activate and jump I've swapped around, does this mean that detection events for opening doors and jumping will be affected.
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^~LIL B0NE5~^
 
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Post » Fri Feb 18, 2011 10:09 pm

I used the iscontrolpressed FOSE command to trigger my stealth script's detection events . . . so you should be fine (as in you will be detected), no matter how your keys are remapped.
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Brooks Hardison
 
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Post » Sat Feb 19, 2011 9:51 am

Hi Arwen.

I have one last question before I can finally start my first Fallout 3 walkthrough.

Your Realism Tweaks and MMM will be the core. Should I use FO3Edit to create a Merged Patch and/or do a FO3MasterUpdate thing?

Did you do so in your game? Is it necessary?

Thank you in advance. :)

Koldunic
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Flutterby
 
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Post » Fri Feb 18, 2011 8:47 pm

Your Realism Tweaks and MMM will be the core. Should I use FO3Edit to create a Merged Patch and/or do a FO3MasterUpdate thing?

The mod archive (Arwen's) comes with a patch for use with MMM.
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john page
 
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Post » Sat Feb 19, 2011 4:15 am

Morphine=Med-X, right?

With the latest beta version of the med-tec module the Morphine item is not showing any effects. Nothing seems to happen when I use it either. Shouldn't it give me damage resistance?
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Noraima Vega
 
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Post » Sat Feb 19, 2011 2:34 am

Morphine now only has any effect when you use it in the Med-Tec. It is the only way that you can treat a fractured Head or Torso [restore Perception or Endurance Condition].
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Rob
 
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Post » Sat Feb 19, 2011 3:43 am

Alright. Two more things:

1. The sound you make when you get thirsty sounds a bit feminine, but all the others are good.
2. When you have radiation sickness you can't eat. But can you drink? I currently have radiation sickness (around 13) and I've been unable to satisfy my thirst. Unlike with eating there wasn't any message for drinking that stated that you can't drink with radiation sickness. Is the message missing, or should I be able to satisfy my thirst?
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KIng James
 
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Post » Sat Feb 19, 2011 11:21 am

1.) I tried to add sounds that were unisix, in order to keep the download size to a minimum (since my mod's size is beginning to get a bit large); and to reduce my script size. So they aren't perfect, since this is was compromise.

2.) You cannot drink when you have radiation sickness . . . well you can drink, but you'll just get sick, so the water won't decrease your Water Need. I guess I'll have to add another message.
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Frank Firefly
 
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Post » Sat Feb 19, 2011 4:07 am

Hi,
Had a question for Arwen or actually anyone else who can answer. Arwen's site states that eve version 96 can be used with Arwen's patch. This is what I have set up and it works great. Just wondering if anyone knows if the patch works with the latest version of eve (097).

Thanks
Doug
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 2:18 am

I haven't had a chance to try out the latest version of EVE, so I really cannot say for sure, but Wei Jiesen hasn't contacted me about any problems, and we have worked together in the past to make sure that our mods were compatible . . . so my guess is that it should work ok. Perhaps someone else here who has tried the new version of EVE can verify this.
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Ridhwan Hemsome
 
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Post » Sat Feb 19, 2011 1:14 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 =/
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Javier Borjas
 
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Post » Sat Feb 19, 2011 4:35 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.
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Chad Holloway
 
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