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

Post » Sat Feb 19, 2011 7:37 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


~40 hours into the game using Eve 097 + Arwen's tweaks, no issues whatsoever. At least none that caught my attention in any negative way.
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Project
 
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Post » Fri Feb 18, 2011 9:21 pm

~40 hours into the game using Eve 097 + Arwen's tweaks, no issues whatsoever. At least none that caught my attention in any negative way.


Thanks for the info. I just wanted to make sure it was compatible before upgrading.

Thanks again.
Doug
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Tanika O'Connell
 
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Post » Sat Feb 19, 2011 2:24 am

But I don't like the new stuff is why I am using the old version. So I'm guessing no esp =/

Thanks anyway.
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Monika
 
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Post » Sat Feb 19, 2011 9:47 am

What "new stuff" don't you like?
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Emma-Jane Merrin
 
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Post » Fri Feb 18, 2011 10:06 pm

Hi Arwen, I've been playing a bit more and the med-tec module seems to be working really well, except sometimes when trying to sleep for 9 hours, one hour winds up getting skipped. I'm not sure why this is happening, but it's not such a big deal. Injuries are working well and seem balanced. The main flaw I see in your overall mod is that I still find the repair skill to be worthless (with the exception of the Megaton pipes quest and disarming a few traps). It would take an incredible number of skill points to be able to repair things better than the vendors... what is their repair skill, anyway? Currently there is no motivation to do repairs oneself. For purposes of balance, I think their repair skill should be higher than it was in vanilla, but substantially lower than it currently is in ART. If you don't wish to change it in your mod, can you let me know where you have set it so I can adjust the value? Thanks!
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M!KkI
 
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Post » Sat Feb 19, 2011 4:22 am

Right now you can only repair up to what your repair skill is right? So with 60 repair skill you can repair something up to 60? I'm not currently playing with a character increasing his repair skill, so I haven't had the chance to take a good look at this yet.

But if that's the case I agree it's a bit low. Repairs by merchants are expensive, but not so expensive that getting your repair skill up to near max to be able to perform the same repairs for free is actually worth it. You'd be better off putting the points in Barter instead to make more money and use that for repairs.
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Marilú
 
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Post » Sat Feb 19, 2011 7:13 am

Ok, I tend to agree. I only increased the vendors repair skill because it never made sense to me that they would have such low skills after doing this for their entire lives.

So, If I reduce them, I don't want to lower than much at all. And I don't want to raise the cost of repairing too much, because that would just make it less expensive to buy new gear, rather than to pay to have it repaired.
This is a really tough balance. I guess I need a bit more feedback here.
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Add Meeh
 
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Post » Sat Feb 19, 2011 10:17 am

Ok, I tend to agree. I only increased the vendors repair skill because it never made sense to me that they would have such low skills after doing this for their entire lives.

So, If I reduce them, I don't want to lower than much at all. And I don't want to raise the cost of repairing too much, because that would just make it less expensive to buy new gear, rather than to pay to have it repaired.
This is a really tough balance. I guess I need a bit more feedback here.


I think that like you said, vendors should have a high repair skill because they build/repair weapons for a living. I think that repairing a weapon, for example, should cost at least as much as buying another one. It would make sense that a vendor would want to sell weapons as opposed to repairing them. I think that vendors would use whatever parts they can scavenge to build/repair as many weapons as they can. The parts they have left would be the useless crap. If you bring in a weapon to repair, the vendor might have to scrap a weapon to get replacement parts. You'd then basically be paying the cost of a weapon plus labour. I think if you're going to keep your repair skill low and pay for repairs, you're going to be paying more for repairs than buying a new item. Increasing your repair skill means you scavenge your own parts and save the money. In a world like this, replacement parts would probably come from another similar item, which would mean lost sales for the vendor, so he'd expect you to pay for that item.

Just my 2 cents on the subject.

Doug
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{Richies Mommy}
 
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Post » Sat Feb 19, 2011 8:54 am

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? =)
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*Chloe*
 
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Post » Sat Feb 19, 2011 6:42 am

Regarding repairs: Personally I don't think it's worth it to level repair, except possibly for roleplay reasons. Repairing at a repairman is extremely convenient and not that expensive, and it would take such a long time before your repair skills even come close to theirs. I find it much more worthwhile to carry caps than to scrounge for parts, especially considering how little you can carry.

Some random ideas to make repair a more desireable player skill:
- Repairs require the repairmen to keep the item(s) for a while.
- Repairmen specialize in certain kinds of items. Moira has some skill in everything. Flak and Shrapnel are good at normal weapons. The apparel caravan dude is good at regular armor. BoS can repair energy weapons and power armor, etc.
I don't know if these kinds of changes are feasible though. Never really thought about it until now.


Something else unrelated: Do fire ants cause burns? I did the Greyditch quest recently and I don't remember ever seeing my burn level go up.
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JaNnatul Naimah
 
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Post » Fri Feb 18, 2011 11:00 pm

Ok, I tend to agree. I only increased the vendors repair skill because it never made sense to me that they would have such low skills after doing this for their entire lives.

So, If I reduce them, I don't want to lower than much at all. And I don't want to raise the cost of repairing too much, because that would just make it less expensive to buy new gear, rather than to pay to have it repaired.
This is a really tough balance. I guess I need a bit more feedback here.

I don't think vendors should be more expensive or less effective, I found it to be fine the way it is now. It's just the player repairing that I think could be better.

What if you could repair stuff up to 20% above your repair skill? I think that could be fairly balanced.
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Luis Reyma
 
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Post » Sat Feb 19, 2011 6:07 am

A question from an ART newbie: For what difficulty level is the mod tailored?

And some suggestions from my limited gameplay so far:

- I think strain should be independent from the timescale. No matter what
timescale you use you should be able to run/walk the same distance
before you get exhausted. Currently, if you play with a timescale of 8
instead of 4, you can only run half the distance before getting
exhausted, which doesn't make sense.

- I would prefer that wearing a heavy armor doesn't affect your movement
speed so much. Since the weigth of armor already has an impact on the
movement speed through the strain formular adding another penalty up to -22% is
redundant in my opinion. Maybe all heavier armor should have a -1 penalty on
agility instead, so the higher protection is offset by lower offensive
power in combat.
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RaeAnne
 
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Post » Sat Feb 19, 2011 6:41 am

I only increased the vendors repair skill because it never made sense to me that they would have such low skills after doing this for their entire lives.

It seems realistic that some vendors (especially Moira) would have very good repair skill, but one way to think of it is that they're just not willing to repair anyone's stuff into top shape. Sure, they'll spend a little bit of time to get a helpless wanderer's equipment into basic working shape, but to fully repair it would take time, energy, and materials that they'd rather use on their main business, which is trade.

Is their repair skill set dynamically? Because if so, by the preceding logic you could have their repair skill influenced by one's charisma, where you can essentially talk them into being willing to repair your stuff more. It would give the underpowered charisma stat a bit more benefit. Just an idea.
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Siidney
 
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Post » Sat Feb 19, 2011 4:21 am

A question from an ART newbie: For what difficulty level is the mod tailored?

And some suggestions from my limited gameplay so far:

- I think strain should be independent from the timescale. No matter what
timescale you use you should be able to run/walk the same distance
before you get exhausted. Currently, if you play with a timescale of 8
instead of 4, you can only run half the distance before getting
exhausted, which doesn't make sense.

- I would prefer that wearing a heavy armor doesn't affect your movement
speed so much. Since the weigth of armor already has an impact on the
movement speed through the strain formular adding another penalty up to -22% is
redundant in my opinion. Maybe all heavier armor should have a -1 penalty on
agility instead, so the higher protection is offset by lower offensive
power in combat.

Thanks for your suggestions, but I have what I feel are pretty good reasons for both:

Timescale needs to be factored in to how fast your Strain increases, to add any sense of realism, since my calculations are all based on time, not on distance. With my current settings, In Real Time (Timescale=1) you can run for 24 minutes before getting too tired, which is fairly realistic for someone in decent shape. Plus my recommended Timescale is 4, which results in 6 real minutes to run, which seems to fit really well with the game play. If I didn't factor in timescale, a person using 1 TS, could still run for 24 game minutes, but a person using the default 30 TS could run for 12 game hours before getting tired . . . that just isn't very realistic at all.

With my mod, when you are wearing armor, your carrying capacity is increased by 50 to 75% of the armor's weight and my Encumbrance speed in based on the percentage of your carrying capacity, so only 25 to 50% of your armor's weight is being factored in to your movement speed. Much of the heavier armor already has a -1 AGL. I've tried hard to find a fair balance between the protection that you receive from heavier armor and your movement speed. I think what I have is pretty good. This is all about balance and, if you are using my Med-Tec module, the benefit that you receive from higher AR (in reduced injuries) more than offsets my movement and stealth penalties.
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adame
 
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Post » Sat Feb 19, 2011 11:06 am

Thanks for your suggestions, but I have what I feel are pretty good reasons for both:

Timescale needs to be factored in to how fast your Strain increases, to add any sense of realism, since my calculations are all based on time, not on distance. With my current settings, In Real Time (Timescale=1) you can run for 24 minutes before getting too tired, which is fairly realistic for someone in decent shape. Plus my recommended Timescale is 4, which results in 6 real minutes to run, which seems to fit really well with the game play. If I didn't factor in timescale, a person using 1 TS, could still run for 24 game minutes, but a person using the default 30 TS could run for 12 game hours before getting tired . . . that just isn't very realistic at all.

With my mod, when you are wearing armor, your carrying capacity is increased by 50 to 75% of the armor's weight and my Encumbrance speed in based on the percentage of your carrying capacity, so only 25 to 50% of your armor's weight is being factored in to your movement speed. Much of the heavier armor already has a -1 AGL. I've tried hard to find a fair balance between the protection that you receive from heavier armor and your movement speed. I think what I have is pretty good. This is all about balance and, if you are using my Med-Tec module, the benefit that you receive from higher AR (in reduced injuries) more than offsets my movement and stealth penalties.


Thanks for the answer. I still think strain should be distance based. A higher timescale does not make my char quicker as it would be if time and space are properly related, which they are not in F3 for obvious reasons. In F3 the space dimension (movement speed) is independent from the time dimension. With the current formula, playing on a higher timescale penalizes you, because just crossing a plaza can make you exhausted. So, with the strain module on, it's better not to play on any timescale above the default one.

What difficulty level do you recommend for playing your mod?
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Chase McAbee
 
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Post » Fri Feb 18, 2011 9:15 pm

But my Realism Tweaks are NOT meant to be used with high timescales. That is why it changes your Timescale to 4 when it is initiated . . . and I clearly state in my Options Menu that using a timescale faster than 8 is not recommended, due to my Realism Core's Dynamic Stealth script.

My mod has been balanced for Normal difficulty.
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kelly thomson
 
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Post » Sat Feb 19, 2011 8:06 am

Hey Arwen,
I had some time to play with your newest version this weekend!
Man, what a blast, I love the med-tec module and how it's integrated.
It had me cower for shelter at every wound and think about what weapon to use in what situation.

Most of all I love the way the needs are done.
It makes perfect sense to me.

Had a strange thing wreak my character, which was pretty hilarious to watch anyway.
I just has fought my way free of some raiders in the metro and was running for the tunnels with quiet some loot on me and suffering from jet and mentants withdrawal effects and alcohol to keep my strength up.
Breathing heavily, I try to jump on the platform....but spasm and end up with my face on it and my legs hanging over it, hands faintly gripping for my gun out of reach.
I lay like that for an hour or 2 when I decided to wait, after which my character spasmed and got up.
What got into him?:)
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tegan fiamengo
 
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Post » Fri Feb 18, 2011 9:19 pm

Sounds like his strain reached 100%. :D
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Prisca Lacour
 
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Post » Sat Feb 19, 2011 10:11 am

Sounds like his strain reached 100%. :D

Awesome:P
K.O.!
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Etta Hargrave
 
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Post » Sat Feb 19, 2011 12:22 am

Awesome:P
K.O.!

It's worse when you're walking near a ledge... :o
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Gracie Dugdale
 
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Post » Fri Feb 18, 2011 8:31 pm

So, I decided to go back to playing Fallout 3, while everything with New Vegas cools down a bit. This was the first mod I downloaded, and I've been playing with all of the modules for a bit now. The positive is that I think this is the most fun I've ever had with a game, and that's saying quite a bit. There are three small things that are bugging me, though.

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.

Second, is when you go to do a blood transfusion, one of the options is 'Cannot Restore Blood', underneath the blood transfusion one when I have everything to do it. Screenshot: http://imgh.us/ScreenShot0.bmp

Third is that I can't seem to find bandages anywhere. I looked at the leveled loot lists for first aid kits, and they all have an entry, but I guess my character just isn't lucky enough to get them. On top of that, no doctors sell them, which bothers me. They all have antibiotics to offer, yet they can't spare any bits of cloth? I don't think it's a glitch; I'm just saying that you should probably make bandages slightly more available because I've only ever found two in over thirty hours of gameplay.



Edit: As it turns out, the doctors simply aren't set to sell more than stimpacks and drugs, and since bandages are a misc. item, they can't sell them even if they have them. At least, this is the case with Doc Church, Barrows, and Preston. I've made a small esp for myself that lets those three do so, and just bought six bandages from Preston. I haven't gone to the other two, but it probably works for them as well. I'll upload the esp somewhere if anyone wants it.
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brian adkins
 
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Post » Sat Feb 19, 2011 2:15 am

She may kick me for telling you to, but everyones different.

You could drop her medical aspect altogether and get RipNo instead. Just options.
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Etta Hargrave
 
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Post » Fri Feb 18, 2011 8:15 pm

For the realism core module how do i enable only certain changes?

E.G. Enable smarter AI but NOT slow down global xp gain?
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Kaley X
 
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Post » Fri Feb 18, 2011 10:48 pm

For the realism core module how do i enable only certain changes?

E.G. Enable smarter AI but NOT slow down global xp gain?


Once you get out of vault 101 the mod starts operating completely. You'll get a Arwen's item in your pipboy which will open a configuration menu. You can set options like the XP settings. Also note that the visual effects (sunglasses effect for example) are turned off by default .
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Andrew Lang
 
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Post » Sat Feb 19, 2011 5:14 am

So, I decided to go back to playing Fallout 3, while everything with New Vegas cools down a bit. This was the first mod I downloaded, and I've been playing with all of the modules for a bit now. The positive is that I think this is the most fun I've ever had with a game, and that's saying quite a bit. There are three small things that are bugging me, though.
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.

I'm not sure why so people are having this happen still. I totally changed the way that FOSE is checked a number of updates back, and I haven't had a single pop up since. I'll look through my scrips again to make sure that I didn't miss something.

Second, is when you go to do a blood transfusion, one of the options is 'Cannot Restore Blood', underneath the blood transfusion one when I have everything to do it.

You are the very first one to have let me know that this isn't working as it should. I cannot possibly check every part of everything after every update, so unless someone reports a problem, I'm not going to know it exists. Now that I know, I'll see if I can figure out what is wrong.

Third is that I can't seem to find bandages anywhere. I looked at the leveled loot lists for first aid kits, and they all have an entry, but I guess my character just isn't lucky enough to get them. On top of that, no doctors sell them, which bothers me. They all have antibiotics to offer, yet they can't spare any bits of cloth? I don't think it's a glitch; I'm just saying that you should probably make bandages slightly more available because I've only ever found two in over thirty hours of gameplay.

When I first released this module, I asked for feedback . . . specifically as to whether of not users were finding enough of the new medical supplies. Very few people even responded, and those that did gave totally different results . . . some said that there were plenty of bandages, and others said that there were too few. I blamed this on the way that respawn rates work . . . that some people were just not giving the game enough time for the neww items to respawn.

Edit: As it turns out, the doctors simply aren't set to sell more than stimpacks and drugs, and since bandages are a misc. item, they can't sell them even if they have them. At least, this is the case with Doc Church, Barrows, and Preston. I've made a small esp for myself that lets those three do so, and just bought six bandages from Preston. I haven't gone to the other two, but it probably works for them as well. I'll upload the esp somewhere if anyone wants it.

My next update should be released this week, and I've added more supplies to the doctors' inventories. But now I'm wondering if my methods are just not working correctly, as this is the first time that I've attempted to alter doctors' inventories, so if you can send me your esp, I'll see if I can include it in my update.


For the realism core module how do i enable only certain changes?
E.G. Enable smarter AI but NOT slow down global xp gain?

Just set the XPR Multiplier to default (100%) in my Options Menu.
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Alex Vincent
 
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