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

Post » Sat Feb 19, 2011 9:39 am

I'm assuming level lists for monsters are still intact...
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Jonny
 
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Post » Sat Feb 19, 2011 10:54 am

I finally made it to Point Lookout, and the enemies there are much better balanced now. Good work!

As for the time skipping issue, it happen only when I'm rapidly losing blood. If I then open the wait screen and exit it, an hour passes, another 'you're rapidly losing blood' message appears, and I get the loud sound and the screen effect. After that it usually also says I have stopped bleeding, and when the bleeding has stopped the problem no longer happens.

Is it possible that your script sets the hours slept/waited at 0 regardless of whether you actually sleep/wait, and it then rounds the 0 up to 1?

I'm still struggling to find bandages with my luck of 4. First aid kits usually have 1-3 stimpaks, some water and antibiotics or morphine, but almost never bandages. I'll keep trying.

I'm also still getting the stimpak animation repeated. I'm going to disable my animation replacers at some point to see if those are interfering.
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Lilit Ager
 
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Post » Sat Feb 19, 2011 9:55 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.

I really don't recommend using my Tweaks and FOOK2 at the same time, as this will really mess up game play balance.
There is an issue with the Cycle Keys . . . they generally work fine for me, but on occasion they have apparently caused my game to freeze (I cannot be sure that the keys are the problem, or that hitting them at the same time that something else is happening is causing the problem). This seems to happen most when not in combat (when the default hotkeys are working), so I've altered the script so that the cycle keys only work after the default hotkeys have been disabled. This seems to prevent (or at least greatly lessen) the freeze ups in my own game.

I'm assuming level lists for monsters are still intact...

I haven't altered those level lists. If I did that, my mod would no longer be compatible with MMM.
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Claudz
 
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Post » Sat Feb 19, 2011 12:25 pm

Edit: Taking back this post until I've checked something else.
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Mrs Pooh
 
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Post » Fri Feb 18, 2011 11:07 pm

Hi Arwen,

Im a fanatic Oblivions player and I recently bought Fallout 3. For some reason, I couldnt play without mods and for that reason went to your site. My intention was just to install some modifications and not change gameplay to much but I installed most of the mods there and your Realism Tweaks afther to read the descriptions. Im really impresed, not only for the job you did with the game itself, but also for taking the time to explain so detailed to others and I wanted to thank you for that.

Thank you very much.
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Harry-James Payne
 
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Post » Sat Feb 19, 2011 9:06 am

Hey,

just a little idea I had that I thought would fit perfectly in your mod.
You know how in Fallout 1, 2 and Tactics ammunition is kind of bound to a weapon? You load your weapon with its ammo, and when you put it back in your pack it's still loaded accordingly.
Part of this is also the fact that Reloading is a separate action, which makes fighting with a gun far more involving. Right now in F3, you are able to reload with the same action which normally pulls the trigger when your weapon would be loaded.

I'm not sure if and how the first option could be implemented in a good way, but the second one is quiet possible, right?
What do you think? I'd really love some more involvement in the handling of weapons.
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Robert
 
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Post » Sat Feb 19, 2011 6:25 am

Not sure if this is what artfact means, but I think it would be great if guns didn't automatically reload when their clip is empty. For weapons that are slow to reload, it would be much smarter during a fight to just switch to another gun with ammo in it instead of reloading it. It's a life saver.

There's nothing like taking aim at a ghoul rushing towards you, and hearing that sickening *click* as you try to fire your empty gun. :D

I have no idea if it's possible to do anything like this though.

I'm doing a few more tests with loot... I still have this feeling that I'm finding a lot less bandages than intended.
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Bloomer
 
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Post » Fri Feb 18, 2011 8:49 pm

There's fPlayerWeaponReloadTimer defaults to .5 sec
Maybe something could be done with that. try making it like 5 seconds so you have to hit the reload button manually in a pinch ;)
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Ricky Meehan
 
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Post » Sat Feb 19, 2011 11:00 am

There's fPlayerWeaponReloadTimer defaults to .5 sec
Maybe something could be done with that. try making it like 5 seconds so you have to hit the reload button manually in a pinch ;)

Doesn't work, I still instantly reload. Either it's broken, or it does something different. Either way one thing it did was preventing me from holstering my weapon with R, no matter how long I pressed it. :P
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kitten maciver
 
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Post » Sat Feb 19, 2011 4:42 am

Changing the fPlayerWeaponReloadTimer value to 5 didn't seem to have any affect on how long it took my character to reload an empty gun . . . but it did slow down how long it took her to holster her weapon (I had to hold down the Reload key for 5 seconds).

I'm totally willing to add a manual reload option to my Realism Core . . . but I have no idea how to prevent the automatic reload.
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Channing
 
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Post » Sat Feb 19, 2011 8:40 am

Hi Arwen,

re perception based accuracy you say it depends on PER and small guns skill.

What if you use energy weapons or big guns? There is no reason to penalize users of those IMO.

Thx for a great mod BTW.

Rgds, Haldir
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Richard Thompson
 
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Post » Sat Feb 19, 2011 11:56 am

My changes do not penalize players who specialize in Energy Weapons or Big Guns. I just didn't word this very well.

When you are firing a small gun, your accuracy (in the default game) is based mostly on your Small Guns Skills. I lowered this part a bit, and made perception play greater part. So your accuracy is nowbased on both, instead of on just the small guns skill (or just your Energy Weapons skill, or just your Big Guns skill). Sorry for not being clearer.
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rolanda h
 
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Post » Sat Feb 19, 2011 11:56 am

Hi Arwen,

good to know the above.

Keep up the good work.

Rgds, Haldir
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sally coker
 
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Post » Fri Feb 18, 2011 9:42 pm

For players who are experiencing CTDs, while using my Cycle Hotkey Items: I just discovered that Auto-Saves seem to be a large cause of CTD, so make sure that you have them turned off (I had mine off, which may be why my Cycling Keys worked so well for me, while others were getting CTDs).
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Richus Dude
 
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Post » Fri Feb 18, 2011 11:58 pm

Good to hear there is some interest in the reloading idea, even if my explanation wasn′t all that clear.
I don′t really know how to go about stopping the auto-reload either, of course. Who knows, maybe a knowledgeable person will come along who does.:)

Have disabled the arrow switching of weapons, the crashing in mid fight due to the switching of weapons was getting to me:(.
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Laura Tempel
 
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Post » Sat Feb 19, 2011 7:48 am

Artifact, do you have auto-saves turned off. I recently discovered that turning them off fixes most of the crashing issues (but I'll still be adding an improved cycling script in my next update).
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Alex Blacke
 
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Post » Sat Feb 19, 2011 1:56 am

Hi Arwen,

can you give an ETA for ver 5.5 perchance?

Rgds, Haldir
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AnDres MeZa
 
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Post » Sat Feb 19, 2011 4:45 am

Hey,
I was playing with autosaves on.
Have had them off in my last few hours of play, with two crashes on switching.
So, that′s less before:)...but still

Any idea why the autosave would cause them?
Would it be safer to use a periodical saving mod?

Am anxious too for a new version.
Except for the crashes, this one's been a blast!
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Ashley Clifft
 
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Post » Fri Feb 18, 2011 9:00 pm

Version 5.5 is still a couple of weeks away. I'm hoping to wrap up v.1.9 of my NV Tweaks this week, which has taken most of my free time this month (since it includes the first release of my NV Med-Tec module). I've already completed quite a few changes, but I have a number of additional ones to add and I'll need a couple of days for play testing all the changes.

Artifact, I have now idea why Autosaves causes the CTD. My guess is that the weapons are not saved the same as with a regular save (since just loading an autosaved game that includes a weapon that was not in the last regular save, will cause a CTD as soon as that weapon is cycled). I'm also guessing that any game saving mods might also cause CTD, but I haven't tested this.

In v.5.5 I'm splitting this into 2 scripts (one for disabling the Pip-Boy, and the other one just handles the cycling part), and that seems to have eliminated the CTD issue (if you also have autosaves tutned off). Other than this, there isn't much more I can do (as I've tried everything that I can think of). I haven't used autosaves in ages, as I make all my saves in the console (which allows me to give my saves names that actually mean something).
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Liv Brown
 
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Post » Sat Feb 19, 2011 1:03 am

Hi Arwen,

just take your time.

BTW, why don`t you totally unlevel your mod? After all levelling detracts from realism, RL is not leveled...

IMHO unleveling is the second most important feature in a game claiming to be "realistic". The first is... yes you guessed right, PERMADEATH!

Rgds, Haldir
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Fiori Pra
 
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Post » Fri Feb 18, 2011 9:39 pm

I did a little testing with first aid kits (LootFirstAidKit, the most commonly used one). It has 2 entries for the LootChemsHealing75 list. That leveled list has the global ArwenMult30, so for every item on the list there's supposed to be a 30% chance of getting it. There's one bandage on the LootChemsHealing75 list.

I've placed 24 LootFirstAidKit boxes in a room, and checked their contents 10 times (restarting the whole game for every test, while starting in a different cell). The only mods I'm using are the official DLCs and all ART modules.

Here is the total number of bandages I found during each check of the 24 first aid kits:

3, 2, 2, 2, 2, 2, 1, 5, 2, 2

Something appears to be wrong here. If the chance of finding a bandage in a first aid kit is truly 30%, I should be finding 7 bandages on average here. Because the LootChemsHealing75 list is in the first aid kit box twice I should actually be finding 14 on average. My luck was 4, I don't know if that influences anything.

With so little bandages to be found in first aid kits, and vendors also barely selling any I'm running into trouble. I know they're supposed to be somewhat rare, but surely not this rare. I'm finding more blood packs than bandages, which is a little odd I think. :P
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Jennie Skeletons
 
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Post » Sat Feb 19, 2011 9:12 am

Hi Arwen, just take your time.
BTW, why don`t you totally unlevel your mod? After all levelling detracts from realism, RL is not leveled...
IMHO unleveling is the second most important feature in a game claiming to be "realistic". The first is... yes you guessed right, PERMADEATH!
Rgds, Haldir

Hi Haldir, because I like the way leveling up works (now) . . . and because I would really like to actually play the games instead of just modding them forever. :) My only game play of the Fallout games in the last 3 months has been doing nothing but play testing my mods . . . so I feel that I really deserve a break soon. I'm hoping that v.5.5 will be my final version of my FO3 Tweaks (at least for a while). Version 1.9 of my NV Tweaks was just released a few hours ago, which includes the first release of my NV Med-Tec module (v.2.0 may be my final version of my NV Tweaks). So I'm going to be a bit selfish and take a break from modding for a while (or do a minimal amount) . . . after all Skyrim will be out in less than 8 months (so I need to be totally recharged before then).

I did a little testing with first aid kits (LootFirstAidKit, the most commonly used one). It has 2 entries for the LootChemsHealing75 list. That leveled list has the global ArwenMult30, so for every item on the list there's supposed to be a 30% chance of getting it. There's one bandage on the LootChemsHealing75 list.
I've placed 24 LootFirstAidKit boxes in a room, and checked their contents 10 times (restarting the whole game for every test, while starting in a different cell). The only mods I'm using are the official DLCs and all ART modules.
Here is the total number of bandages I found during each check of the 24 first aid kits: 3, 2, 2, 2, 2, 2, 1, 5, 2, 2
Something appears to be wrong here. If the chance of finding a bandage in a first aid kit is truly 30%, I should be finding 7 bandages on average here. Because the LootChemsHealing75 list is in the first aid kit box twice I should actually be finding 14 on average. My luck was 4, I don't know if that influences anything.
With so little bandages to be found in first aid kits, and vendors also barely selling any I'm running into trouble. I know they're supposed to be somewhat rare, but surely not this rare. I'm finding more blood packs than bandages, which is a little odd I think. :P

I just released version 1.9 of my NV Tweaks a few hours ago, which includes the first release of my NV Med-Tec module. I did things a bit differently in the way that I handled the placement (and the restocking) of bandages, and the other medical supplies, which seems to work much better than how I did this in my FO3 version (but I need to wait a few days so that I can see how well this is actually working for others). If I don't receive a bunch of complaints about not being able to find any bandages, I'll see if I can adapt this to my FO3 Med-Tec module.

I just never had any real problem finding enough bandages in my own game, and I haven't had hardly any complaints that would indicate that most others are having this problem (but the feedback on my FO3 Tweaks has dropped considerable since I released v.5.4).

Are you not finding any bandages with the merchants as well? Or are they just not respawning? I figured out a way to link the respawn rate (for zones) with the timescale, which I'm testing out in my NV version . . . which might also help solve the hard-to-find-bandages issue.
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kat no x
 
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Post » Fri Feb 18, 2011 11:45 pm

Hi Arwen,

it`s your mod and your vision. I certainly respect that and I`ve never felt the need to even try out another overhaul although I`d like some changes implemented.
Should be as good a testimony as any.

MMM has an option to at least partially unlevel the Fallout world and some other mods add high lvl equipment/quests from day one or at least lvl 2 so I`m fairly happy with the things as they are.

Keep up the good work(or take a well deserved rest),

Rgds, Haldir
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Penny Wills
 
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Post » Sat Feb 19, 2011 8:22 am

Are you not finding any bandages with the merchants as well? Or are they just not respawning? I figured out a way to link the respawn rate (for zones) with the timescale, which I'm testing out in my NV version . . . which might also help solve the hard-to-find-bandages issue.

I think they sometimes do have new bandages (1-3) after I've been away for over 3 days, but even that seems to be rare. Meanwhile they do have lots of stimpaks, and also plenty of rad-x, rad-away, morphine and antibiotics. It's only the bandages that seem to be missing every time.

And yes you do deserve a break, I wouldn't call it selfish. Modding a game is fun but not if you never actually get to play the game normally. And sometimes too much time goes into a project. Which is why my plans for releasing another large update for my Oblivion quest mod have been changed. I've been working on it for too long. Now it's just one bugfix release I'm planning, and after that I really want it to be done. No more modding until Skyrim. :P

Edit: Oh yeah, I thought the strength draining effect of the stimpak lasts a bit too long. It's a bit too much of a penalty for the stimpak I think.
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Craig Martin
 
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Post » Fri Feb 18, 2011 11:07 pm

It's weird that there are plenty of antibiotics, but not enough bandages . . . because the two are placed nearly identically.

I'm concentrating mostly on completing v.5.5, now that I've released v.1.9 of my NV Tweaks (sometimes I feel like a yo-yo, bouncing back and forth between the two versions of my Tweaks). I'll see what I can do to increasing the amount of bandages that the merchants have.

The strength reduction only lasts 1 (real) minute, which I feel is fine . . . the problem was that it knocks your STR down to 1 (no matter what your STR is). In v.5.5 a stimpak injection will only reduce your STR by 1, for 60 seconds.
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Hairul Hafis
 
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