[RELz] Arwen's Realism Tweaks [Thread No.12]

Post » Fri Feb 18, 2011 10:42 pm

I hadn't really thought much about adding an antidote. Do you mean one for poisons?

Yeah. Right now whenever you're poisoned you need to inject a stimpak to compensate for your health loss while the poison is active, and it heals only slightly faster than the poison hurts you, so if you get hurt from gunfire while you're poisoned you have no good way to boost your health. An antidote item would be very helpful, and the effect appears to exist in the GECK.

I'll see what I can do to balance out those Broken Steel Creatures/NPCs.

Thanks!
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Rebekah Rebekah Nicole
 
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Post » Sat Feb 19, 2011 9:45 am

Hi Arwen, i've got a question: your esplosion tweaks are compatible and 100% suited with http://www.fallout3nexus.com/downloads/file.php?id=1580 ? I guess a mod like that can be inserted in a realism contest.
Spoiler
Considering the sniper of the ghost town (survival guide quest: mines) blow up the mines with his rifle for killing you; very strange you can not do the same (if you not considering the "shoot at the enemy's grenade when him keep that in his hand, while you use VATS - EDIT: Mistake, this last part about enemy's grenade, is not included in Vanilla)

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Sabrina Steige
 
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Post » Sat Feb 19, 2011 12:20 am

Hi Arwen, im not playing FO3 right now but im still updating my ART lol. im really looking forward to having these features in NV too. come back to your NV users! the desert is still not intimidating enough. :biggrin:
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Chloé
 
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Post » Sat Feb 19, 2011 1:10 am

Hello Arwen,

I'm a long time Morrowind and Oblivion player and modder (mainly scripting) who is finally getting around to Fallout 3. I've always enjoyed the realism mods and challenging environments so after some research decided to go with ART hard-core mode and MMM. I started a new game and am now slowly approching level 3. I can confirm the bandaged burn problem. I go a little too close to the fire ants and found out why they are so named. I was forced to bandage my burns. It's been many game days since my burn level returned to 0 but the bandages seem to be staying on indefinitely.

Thanks for all the work on the major collection of changes that is ART. I'll be playing this for long time.

- Gravy
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Devils Cheek
 
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Post » Sat Feb 19, 2011 1:20 am

Hi Arwen, i've got a question: your esplosion tweaks are compatible and 100% suited with http://www.fallout3nexus.com/downloads/file.php?id=1580 ? I guess a mod like that can be inserted in a realism contest.
Spoiler
Considering the sniper of the ghost town (survival guide quest: mines) blow up the mines with his rifle for killing you; very strange you can not do the same (if you not considering the "shoot at the enemy's grenade when him keep that in his hand, while you use VATS - EDIT: Mistake, this last part about enemy's grenade, is not included in Vanilla)


My mod is not going top be compatible with any mod that alters explosions. You can either have my mod's explosive changes or the other mods. The only way to make the two full compatible would require a compatibility patch.

Hi Arwen, im not playing FO3 right now but im still updating my ART lol. im really looking forward to having these features in NV too. come back to your NV users! the desert is still not intimidating enough. :biggrin:

I worked on my NV Tweaks' Hard-Core module for most of the day, and finally finished my changes to all the Level Lists (which took me forever to get through). So I've been working on my NV Tweaks. But I'm still going to keep working on my FO3 Tweaks, as there are still some things that need fixing . . . plus all these changes will most likely end up in my NV Tweaks.

Hello Arwen,
I'm a long time Morrowind and Oblivion player and modder (mainly scripting) who is finally getting around to Fallout 3. I've always enjoyed the realism mods and challenging environments so after some research decided to go with ART hard-core mode and MMM. I started a new game and am now slowly approching level 3. I can confirm the bandaged burn problem. I go a little too close to the fire ants and found out why they are so named. I was forced to bandage my burns. It's been many game days since my burn level returned to 0 but the bandages seem to be staying on indefinitely.
Thanks for all the work on the major collection of changes that is ART. I'll be playing this for long time.
- Gravy

Thanks! I just made some edits to one of my scripts that should fix this issue. It turns out that the bandages for wounds were also not working as I intended . . . as they were being removed too soon. I still need to play test both, but I'll have this fixed in v.5.4.
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Sierra Ritsuka
 
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Post » Fri Feb 18, 2011 10:11 pm

I'm planning on releasing version 5.4. within the next week or so. Here's my progress so far:

Realism Core:
  • Rewrote Aim Quest script: Perception Based Accuracy was improved a bit and now works with RH-Ironsights (recommend that you set the RH-IS drift at default (-0.65).?
  • Consolidated my Options Menu, by adding a new Combat Difficulty section. This is where you can enable or disable Perception Based Accuracy, Crippled Weapon penalties and my new No PipBoy Access During Combat (see below for more on this).
  • Also added new Change HotKeys section (initially just for the two new Hotkey Items Cycle keys).
  • New No PipBoy Access During Combat: This is something that I've been working on and using in my own game for a while, and now feel that it is ready to be integrated into my Realism Tweaks. Your PipBoy is now unavailable during combat and the default hotkeys (1-8) will not work. You can still cycle through your hotkey items (with right/left arrow keys by default). Personally I love this, as it makes combat much more realistic, in much the same way the my Stimpak Animation Effect removes the timeout to heal cheat. No more combat timeouts to change into better armor (although you can still equip any hot keyed armor), repair weapons, or take a lunch/beverage break (but you can still consume hot keyed items).?
  • Localized Body damage changes: Increased head and torso damage by about 20 to 25%, and reduced damage to arms and legs by about 20% (affects Player and most generic NPCs).

Med-Ted module:
  • Bandages for both bleeding wounds and burns should now be removed correctly. Bandages remain on for a minimum of 4 game hours (and up to 12 hours with multiple bandages), and your Wound Level must be less than 1, or you Burn Level must be less than 4. Also bandage will only be removed when you are not in combat.
  • Fixed the bug where if a NPC injected a stimpak, that it would affect the player character.
  • Wounds will no longer become greater than Level 10 (which is what I originally intended, but I made a scripting error, so this was not working).
  • Radiation Sickness will no longer advance beyond Level 10 (which I also originally intended, but a scripting was also messing this up).
  • Doctor treatment now includes a reduction of Radiation Sickness.

I still have some other changes that I'm working on (mostly to my Med-Tec module, and mostly in doctor and infirmary treatments, and perhaps adding a medical supplies restocking script).

I'm working on this concurrently with my NV Tweaks (trying to complete my NV Hard-Core module), so it may take me a while yet to complete the remaining changes . . . but I have been working on this mod, and I do plan on releasing v.5.4 as soon as possible.
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Kim Kay
 
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Post » Fri Feb 18, 2011 9:30 pm

Sounds good.

Is there any backpack/sleeproll mod you could recommend since we're not using Primary Needs anymore?

Also would it be possible to remove the energy weapon skill requirement for the http://fallout.wikia.com/wiki/Mesmetron? You're given a manual for it and everything, so it's not strange to assume that the player would be able to use it even if he doesn't have experience with energy weapons in general. It's a bit annoying that we'd have to raise our energy weapon skill to 30 just for this one weapon if we want to be slavers and don't use energy weapons normally.

I don't remember how you implemented that restriction though so I don't know if that's easy to do.
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Elizabeth Lysons
 
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Post » Fri Feb 18, 2011 8:38 pm

I looked at some of the backpack mods a while ago and still haven't found one that I really like. I may end up adding my own backpacks, but I'd much rather just use a current backpack mod (and add it to my FO3 mod list). I downloaded Better Balanced Backpacks a few days ago, but haven't even tested it out yet. Some packs in this mod do come with enchantments (object effects), but they are pretty low, so I doubt that they would have much of an effect on my mod's balance.


?I had a similar request for the Laser Pistol, so here's my fix, which I've already added to v.5.4:
Energy Weapon minimum Skill requirement were removed from Laser Pistols and from Mesmetron (slaver weapon).
Note that spread and damage multipliers will result in the Laser Pistol being quite ineffective when your Energy Weapons skill is low.
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KRistina Karlsson
 
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Post » Sat Feb 19, 2011 1:21 am

This sounds like a very interesting mod...but when I get FO3 in 2 to 4 days, should I use this as one of my first mods? Or should I wait until I am more experienced?
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Cagla Cali
 
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Post » Sat Feb 19, 2011 9:01 am

I'd definitely wait until a second playthrough, the mod makes the game pretty difficult and changes a whole lot. Better to get familiar with the vanilla game mechanics first.
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kirsty joanne hines
 
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Post » Sat Feb 19, 2011 8:43 am

@richardrocket009: I suggest that you follow Povuholo's advice. My Realism Tweaks is a major overhaul of Fallout 3 . . . it makes a TON of changes . . . and it makes the game MUCH more difficult. You really should experience the unmodded game before you add any mods that significantly alter the default game play.

@Everyone: Version 5.4 is almost ready for release. I just have to make sure that my new medical supplies restocking script is working. If it is working as I hope it will, v.5.4 should be available by early tomorrow. If the script does not work, I'll try a different approach . . . which will take me a bit longer to add and test, but I should still have v.5.4 done by late tomorrow.
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sam
 
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Post » Fri Feb 18, 2011 9:50 pm

Version 5.4 seems like a good time for me to (finally!) switch over to an ART setup. :)

Just a few questions...

Weapon damage is increased? Excellent. But how is that done - a flat multiplication and/or addition process, or altering each weapon by hand? I do hope it's the former.

And has damage from other sources been likewise increased? Hopefully in the same way, and to the same degree, I guess.

Also, does your character receive fewer HP per level, in addition to having fewer to begin with?

And, lastly, do NPCs and creatures in turn receive fewer HP, in general, and with regards to "level"? I hope this is the case, as I'm not keen on an [overly] asymmetric world.
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patricia kris
 
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Post » Fri Feb 18, 2011 10:46 pm

Version 5.4 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

Sorry for the delay, but my new medical supplies restocking script took a long time to play test, and I'm still not 100% sure that it is working correctly. If it is working as intended, doctors and several of the main merchants should generally have bandages and antibiotics for sale (which are restocked once a day, after 9 am). As you can see, this is yet another major update. Major Changes:

My download now includes my "Realism Tweaks User Guide" Word doc. (At this point this guide only covers my Realism Core’s Option Menu, but I will be greatly expanding this in future versions.) I added this because I removed most of the details from the Options Menus in this update.

Realism Core:
  • Options Menu: new Combat Difficulty section contains Perception Based Accuracy, Crippled Weapon penalties, and my new No PipBoy Access During Combat. Edited Options Menus text so entire menus should display even when using the default UI. New Change HotKeys section (initially just for the two new Hotkey Items Cycle keys).
  • No PipBoy access during combat and the default hotkeys (1-8) will not work (the two seem to be coded together). But I added a way to cycle through your hotkey items with right/left arrow keys (user defined hotkeys). No more combat timeouts to change into better armor, repair weapons, or take a lunch/beverage break (but you can consume hot keyed items and equip hot keyed armor).
  • Perception Based Accuracy was improved a bit and now works with RH-Ironsights (recommend that you set the RH-IS drift at default (-0.65).
  • Localized Body Damage changes: increased head and torso damage by 20 to 25% and reduced arm and leg damage by 20% (affects Player and most NPCs).

Hard-Core module:
  • Energy Weapon minimum Skill requirements were removed from Laser Pistols and from Mesmetron (slaver weapon). Spread and damage multipliers will still result in the Laser Pistol being quite ineffective if your Energy Weapons skill is low.
  • Made changes to my Luck script, which further reduces the amount of spawned loot that you will find.

Med-Ted module:
  • A Leather Belt can now be used as a tourniquet to reduce bleeding. Less effective than bandages and only one tourniquet can be applied (the Wound Level is reduced up to 50%, based on player's Medical skill). Removed only after Wound Level is less than 1 (-10 carrying capacity & -1 Luck penalty while applied).
  • Bandages for both bleeding wounds and burns should now be removed correctly. Bandages remain on for a minimum of 4 game hours (and up to 12 hours with multiple bandages), and your Wound Level must be less than 1, or you Burn Level must be less than 2. Also bandage will only be removed while you are not in combat.
  • Added Bandage effect following doctor treatments (so you will now have a bandage applied after treatments for bleeding wounds and for 3rd degree burns).
  • Doctor treatment now includes a reduction of Radiation Sickness.
  • My First Infirmary changes: Can now only treat the same type of injuries that could be treated with the infirmary in the default game (100 HP restoration, 15-25% non-crippled limb restoration, and remove 100 RADs). For other injuries, just use your Med-Tec Scanner (or visit a doctor). This should in a much better treatment balance.
  • Buffout now only restores 30 HP, weighs 0.1 pound, and has a value of 30.
  • All the default chems now have weight.
  • All the default fruits/vegies purge 15 Rads (was 5 to 10), and now at -1 Rad/sec, instead of instantly. [Cave Fungus still purges 30 Rads.]
  • Removed Fatigue from stats that are displayed when injured (this was causing lag, and conflicting with the optional Fatigue Display, which is part of the Realism Core module).
  • Blood loss will no longer become greater than 18; but blood loss greater than 8 will now slowly damage your health.
  • Wounds will no longer become greater than Level 10 (which is what I originally intended, but I had made a minor scripting error).
  • Radiation Sickness will no longer advance beyond Level 10 (which I also originally intended, but my scripting also messed this up).
  • New Restock Medical Supplies script: All the default doctors and select vendors are restocked daily, so it should now be much easier to purchase bandages and antibiotics.

Stimpak Animation Effect changes (part of Med-Tec module):
  • Will no longer switch to 3rd person when injection was done while in 1st person view (you have to be in 3rd person view for the injection animation to run, but the stimpak effects will still be applied).
  • Fixed the bug where if a NPC injected a stimpak, it would affect the player character.
  • Now an injection saps your Strength for 60 seconds, until stimpak effect wears off.
  • Stimpaks now weigh 0.25 pounds.
  • Added Animation Effect to Med-Tec treatments (whenever a stimpak is injected). Stimpak treatments to speed up clotting (Wounds) and for Burns will now also increase health (up to 75% of total health), and reduce limb damage by 5%.

Realism Core GOTY Patch:
  • Explosions: Toxic Gore (in Broken Steel & Point Lookout) - Feral Ghoul Reaver weapon: Reduced the Damage from 250 to 130 and the Rads from 5 to 3 (due to my Radiation increases); balanced this by adding Arwen Blast Effect and knock down chance.
  • Changes in DLC NPCs/Creatures:
  • Enclave Hellfire trooper: reduced health by ~ 20% [base health = 110 ? 90 (Calc. Health = 305 ? 285)]
  • Feral Ghoul Reaver (Broken Steel & Point Lookout): reduced health from 1100 to 320 HP (which is still at least 4 times greater than any other Feral Ghouls).
  • Albino Radscorpions: (Broken Steel): reduced health from 1500 to 450 HP (which is still 3 times greater than other Radscorpions).


I'll update the opening post tomorrow . . . now I'm off to bed.
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Trent Theriot
 
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Post » Sat Feb 19, 2011 8:55 am

Awesome changes! :celebration:


Bandages for both bleeding wounds and burns should now be removed correctly. Bandages remain on for a minimum of 4 game hours (and up to 12 hours with multiple bandages), and your Wound Level must be less than 1, or you Burn Level must be less than 2.

So that mean bandages will not be removed even after 12 hours if your wound level is higher than 1, right?

Realism Core GOTY Patch:

* Explosions: Toxic Gore (in Broken Steel & Point Lookout) - Feral Ghoul Reaver weapon: Reduced the Damage from 250 to 130 and the Rads from 5 to 3 (due to my Radiation increases); balanced this by adding Arwen Blast Effect and knock down chance.
* Changes in DLC NPCs/Creatures:
* Enclave Hellfire trooper: reduced health by ~ 20% [base health = 110 ? 90 (Calc. Health = 305 ? 285)]
* Feral Ghoul Reaver (Broken Steel & Point Lookout): reduced health from 1100 to 320 HP (which is still at least 4 times greater than any other Feral Ghouls).
* Albino Radscorpions: (Broken Steel): reduced health from 1500 to 450 HP (which is still 3 times greater than other Radscorpions).

Thanks for these! Those high level enclave troops all have their weapon skill maxed out so they do an incredible amount of damage with those plasma rifles and heavy incinerators. I'm glad they'll be a bit easier to kill now.


Also I think I figured out the problem I had with the bandages not showing up on the selling list for doctors (they still don't, they start with some if I start a new game but I don't think they ever got new ones after that). My bashed patch includes an entry to the LootChemsHealing levelled lists from other mods, but not yours. So it was overwriting your changes to the LootChemsHealing lists.

I think it's Broken Steel, which adds aqua pura to those lists.

I can get them to respawn now (after 3 days) but usually they only get 2 bandages, which is too little. So I don't think the 9 am script is working, for me at least. Maybe I still have some sort of mod conflict.
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 12:40 am

Awesome changes! :celebration:
So that mean bandages will not be removed even after 12 hours if your wound level is higher than 1, right?

Thanks!
Yes, but it depends on the number of bandages you applied. If you only applied one bandage, that bandage will remain on for 4 hours, and then it will only be removed if your Wound Level is < 1 (since you would want to leave a bandage on until a would is mostly healed) . . . and even then, the bandage will remain in place if you are flagged as being "ion combat." Right now, each additional bandage adds 4 hours to the bandage timer, as I wanted to ensure that bandage time was increased for more serious injuries . . . but I may have this a bit too high, so I'll likely reduce it in my next update (I never get through everything that I have on my current to-change/add list when I make an update).

Thanks for these! Those high level enclave troops all have their weapon skill maxed out so they do an incredible amount of damage with those plasma rifles and heavy incinerators. I'm glad they'll be a bit easier to kill now.

Thanks for pointing this unbalance out. I spent some time looking at the related NPCs/Creatures and weapons, so my changes should hopefully still keep these higher level enemies challenging . . . while removing much of the impossible-to-kill frustrating part.

Also I think I figured out the problem I had with the bandages not showing up on the selling list for doctors (they still don't, they start with some if I start a new game but I don't think they ever got new ones after that). My bashed patch includes an entry to the LootChemsHealing levelled lists from other mods, but not yours. So it was overwriting your changes to the LootChemsHealing lists.
I think it's Broken Steel, which adds aqua pura to those lists.
I can get them to respawn now (after 3 days) but usually they only get 2 bandages, which is too little. So I don't think the 9 am script is working, for me at least. Maybe I still have some sort of mod conflict.

I'm not at all experienced in adding new items to the game, so it has been doubly hard to add items that need to be replenished regularly. My goal has always been to have just enough bandage available to get you though moderate injuries, without them being so easy to come by that you'll not have to worry about having enough for the more serious injuries. My new script adds 3 more bandages to the doctors if their stock that day is less then 3 . . . so they should always have at least three after the 9 am restock. I may be doing this totally wrong, but in my play testing I know that the script was running when it was suppose to and it did seem to be making changes to the few doctor's and merchant's inventories that I checked over a couple of days (which I was letting progress as normally as possible). Eventually I'll improve and expend this script (once I'm 100% sure that it is working correctly), and then I'll remove my changes to the Leveled Lists, as they won't be needed (which should take care of any conflicts).
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April D. F
 
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Post » Sat Feb 19, 2011 4:46 am

Apparently if you activate a bed, but then cancel, or press T to wait and cancel that, it causes the time to jump forward one hour.

I noticed it when I had a wound of level 9 and a blood loss of 5. I opened the wait menu to check the time, and when I closed it again I suddenly heard a loud sound and I got a little screen effect that you also get when effects like stimpacks or drugs wear off. I guess it played that sound several times at once, making it loud.

Suddenly an hour had advanced, despite the fact that I didn't actually sleep or wait, and my blood loss had jumped up from 5 to 40.5! :blink:

Maybe it only happens when you're bleeding and you're not allowed to sleep anyway, I don't remember seeing it happen before.
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Prisca Lacour
 
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Post » Sat Feb 19, 2011 10:15 am

Apparently if you activate a bed, but then cancel, or press T to wait and cancel that, it causes the time to jump forward one hour.

I noticed it when I had a wound of level 9 and a blood loss of 5. I opened the wait menu to check the time, and when I closed it again I suddenly heard a loud sound and I got a little screen effect that you also get when effects like stimpacks or drugs wear off. I guess it played that sound several times at once, making it loud.

Suddenly an hour had advanced, despite the fact that I didn't actually sleep or wait, and my blood loss had jumped up from 5 to 40.5! :blink:

Maybe it only happens when you're bleeding and you're not allowed to sleep anyway, I don't remember seeing it happen before.


Just tried the same thing and it didn't happen for me. My wound level and blood loss was a lot lower (wound: 1.2 blood 0.5) but the jump in time didn't happen when I tried to wait and canceled it.

Doug
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Nina Mccormick
 
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Post » Fri Feb 18, 2011 9:52 pm

Povuholo, I haven't been able to reproduce your time jump either.

My Weapon Ability Quest script is not working as I intended: the check to allow Laser Pistol to be equipped, even with low energy weapons skills is not running all the time. This was the last change I made before releasing v.5.4 . . . I only play tested it once, but it worked just fine, so I just figured it was fixed. I'm guessing that the Mesmetron has the same issue.

I made some changes so that the conditions are based on the equipped weapon's ammo and it now seems to work correctly. This will be corrected in v.5.5. Sorry about that.
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Skrapp Stephens
 
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Post » Sat Feb 19, 2011 6:41 am

Hi Arwen,

I spent some time with 5.4 over the weekend and all worked well (except the laser pistol as you already noted). The changes I especially liked are:

Doctors selling more bandages and antibiotics. I found myself reloading and refighting battles until I had a relatively unwounded ourcome due to lack of supplies previously.
Doctors treating Radiation sickness. I had to go back a number of saves once due to unavailable RadAway and no way to cure this.
Eating fruit purging more Rads. I now seek out and purchase these items as their cost / benefit ratio closely matches RadAway.
Adding weight to items. I'm no longer carrying 25 Stimpaks.

One feature I agree on in principle but disabled was no PipBoy access during combat. I use the hotkeys to quickly change to the appropriate weapon in the middle of fights. Too bad they linked the Pipboy access and hotkey functions.

Looking forward to trying Perception Based Accuracy with RH-Ironsights.

Thanks for all the work,

Gravy
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James Potter
 
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Post » Sat Feb 19, 2011 12:45 am

Thanks for the great feedback report! And you are most welcome. :)

RE: No PipBoy Access During Combat . . . You do realize that I added cycle up and down keys? So you can still equip any item that you have assigned to a hotkey slot.
(Default cycle keys are the right & left arrow keys, but you can assign whatever keys work best for you.)

It took me a little while to get use to this, but it actually works really well. It does take a bit more thought than just pressing a default hotkey . . . but that is sort of the whole point, as it is not very realistic to have instant access to 8 different weapons during combat.
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I love YOu
 
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Post » Sat Feb 19, 2011 2:28 am

Yes, I did see the arrow key option. Presently I have all hotkeys assigned to weapons roughly in damage order. Thus (at level 3) if I have my assault rifle (best) equipped and am attacked by a mole-rat and don't want to waste precious ammo, it takes a long time to cycle to the other end of the spectrum weapon-wise. Similar problem if I have my baseball bat equipped and am jumped by a super mutant :blink:. No problem though, I can and do keep my hand off of the Tab key. I do appreciate the work involved in coding the arrow key though.

I neglected to mention in the previous post that my permanent burn bandage from 5.2 did indeed come off as soon as I slept using 5.4, so good job fixing that.

- Gravy
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Antonio Gigliotta
 
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Post » Sat Feb 19, 2011 9:14 am

There used to be a bug in the runback script that would restore a health point on your crippled leg if you ran backwards, you fixed it a while ago. It seems that it still happens if you have both legs crippled at the same time. Whenever that is the case and I run backwards, I hear the 'ouch!' sound and the crippled limb flashes on the screen as if it just got crippled.



I'm still having the problem with the time skipping an hour ahead, but it doesn't always seem to happen. I've been able to get it to happen again, but I'm not sure yet what exactly is causing it. It seems to be related to having a high blood loss and wound level.
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jasminε
 
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Post » Sat Feb 19, 2011 10:06 am

The cripple issue is more of a game bug/limitation than a bug with my mod . . . I've done everything I can, but my fix is still just a work around. The only way to achieve an immediate effect to a movement speed changes is by altering one of the mobility conditions. My RunBack script does this by checking the condition of both legs, whenever you change direction (from forward to backward or from backward to forward), and then restore the health of the most damaged limb by 1 point and then immediately damages the same leg by 1 point (so that the leg condition remains the same by the time the script is done). I'll try changing the order around again, but I doubt that I'll be able to eliminate all appearances of being crippled.

The time skipping issue is a mystery, because the very first thing that my sleeping script does (right after checking that the Med-Tec module is active) is whether your are losing blood. If you are losing blood, the sleep hours (that you set) are immediately set to 0, the "You are rapidly losing blood!" message appears, and the script ends. I have never experienced your time skipping issue, but I really don't see how I could improve my script, as there is no way that it should be allowing any sleep time when you are losing blood. I have the quest delay set at 0.01, so it is running plenty fast.
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Lucky Girl
 
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Post » Sat Feb 19, 2011 2:28 am

I'll figure it out eventually. I shouldn't be trying to sleep when I'm bleeding anyway and Darn's UI already shows the time on my HUD, so I'll be okay.
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Miragel Ginza
 
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Post » Sat Feb 19, 2011 8:44 am

Hey Arwen,
playing around with F3 again.
After some F2,Two Worlds 2 and Sacred detours, I′m back to your new overhaul version.
Works great so far, I really love the modularity with the menu′s.

I might have a problem with the arrow keys though. It has happened twice now that the game would CTD when I switched items with the arrows.

Have made a futile attempt at giving the food added by DC Interiors and FOOK2 some of your properties, but it seems I am not as able in the GECK as the TES CS.
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Monika Krzyzak
 
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Joined: Fri Oct 13, 2006 11:29 pm

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