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

Post » Sat Feb 19, 2011 11:03 am

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.

Ah good, that sounds reasonable. Having to walk around overencumbered for a full minute every time you take a stimpak isn't very pleasant, but with -1 strength that's not a constant problem. :P

Have you had a chance to play around with a high level character and fight with high level (Broken Steel) enemies? Feral Ghoul Reavers and Albino Radscorpions are well balanced now, I don't know if I mentioned that before. One idea I still had was lowering the energy weapon skill of the higher level Enclave folk somewhat. Besides the maxed out energy weapon skill, they also have the best energy weapons. The combination of strong weapons plus the high skill = :ahhh:

Super Mutant Overlords, usually carrying Tri-beam laser rifles, are also especially nasty.

I might just make a little mod for that myself though.

(sometimes I feel like a yo-yo, bouncing back and forth between the two versions of my Tweaks)

:hehe:
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quinnnn
 
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Post » Sat Feb 19, 2011 8:14 am

I haven't had any real game time at all . . . in either Fallout game. All my game time has been spent play testing my mods . . . which are mostly done using a low level character. Once I release these two update, I'm hoping that both will be bug-free enough for me to take some time off, and just play the games for a while. I'll likely still release an occasional minor update, but v.5.5 should be my last major update for my Fallout Realism Tweaks.

I'm currently working on some balancing changes for my Med-Tec module. Version 5.4 of my Med-Tec module is a bit too harsh in some areas, which often makes the game more frustrating than more fun. So I'm reducing the amount of injury you receive a bit (from stuff like bullets). I also reduced the rate of blood flow by 25%, plus I'm increasing the benefit of treatments slightly (including bandaging wounds). I've balanced this out somewhat with things like the tourniquets only reducing the wound level temporarily, so your wound level will instantly increase again after they are removed (after 1 game hour). The end result should be that you won't need quite as many bandages in v.5.5.

I'm also expanding my Needs a little (from 3 stages to 4 stages each). And I've made your Water Need dynamic . . . you'll dehydrate 50% faster outside between 9 am and 6 pm, when it is sunny; and 50% slower while you are sleeping (as long as you now sleeping outdoors in the sun).
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matt
 
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Post » Sat Feb 19, 2011 1:05 pm

Alrighty. And yeah I thought you had been playing most of it with a fairly low level character. I must say that's my favourite part of the game, when you're not yet walking around in uber equipment and the enemies aren't walking around with the best equipment yet. At the higher levels it gets much harder, to the point where I'm now constantly using the bullet time feature from the dk_bullettime mod to stay alive.

Not long ago I changed the XP multiplier from 1/5 to 1/4 because I thought I didn't level fast enough... Now I wouldn't mind losing a few levels. :P

Anyway I'm almost done with my current character... 110 hours, wow! I've gone through so many versions of the Tweaks with him... I don't even remember when I started this character. It was a long time ago.

Hopefully after the next mod updates you'll finally get to play the FO games. They seem to be pretty fun, especially with the right mods. :D

Thanks again for the mod Arwen, my FO3 experience wouldn't have been the same without it. :tops:
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Greg Cavaliere
 
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Post » Sat Feb 19, 2011 6:18 am

Hi Arwen,

I certainly hope you won`t totally abandon ART for Fallout3. If not too late I`d like to make/repeat a few wishes of mine:

- have an option where NPC:s run out of ammo. I use a separate mod for this now. Don`t know if it works but being melee gang banged by an assortment of Mutant Masters, Brutes, Abominables and Floaters makes life even harder and shorter than when trying to fight from a distance. So you need not worry abt. fights getting easier, they just become different and use of mines and grenades much more important.

- increase availability of different energy cells somewhat. They are so scarce now that an energy specialist must also use the few points available on levelling to boost his small arms/big gun stats as actually useful backup weapons when out of cells. OTOH if you consider that a WAD for more challenge... Well, it`s your mod...

- would be nice if plasma grenades/mines where available from the start. They are expensive enough so I don`t think it unbalances the game.
My low lvl chars have no chance at all to survive Talons spawning on them in spite of having Dogmeat and Brisa as assistance. It`s those blasted flamers Talons always have that makes them impossible unless spawning at some distance so I can attack first with grenades.
I`d really appreciate some tips on dealing with Talons at all lvls, they`re tougher than 9 inch nails... Anyone... Please...

And thx yet again for your great work, Haldir
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liz barnes
 
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Post » Sat Feb 19, 2011 10:18 am

- have an option where NPC:s run out of ammo. I use a separate mod for this now. Don`t know if it works but being melee gang banged by an assortment of Mutant Masters, Brutes, Abominables and Floaters makes life even harder and shorter than when trying to fight from a distance. So you need not worry abt. fights getting easier, they just become different and use of mines and grenades much more important.

I don't know how that mod handles it, but NPCs aren't very accurate in their shooting, and don't mind shooting into walls while you're taking cover. Unless you give them an insane amount of ammo to begin with (which would be unbalancing if it could be looted), wouldn't they run out of ammo really fast?
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scorpion972
 
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Post » Sat Feb 19, 2011 5:47 am

Hi Arwen,
I certainly hope you won`t totally abandon ART for Fallout3. If not too late I`d like to make/repeat a few wishes of mine:
- have an option where NPC:s run out of ammo. I use a separate mod for this now. Don`t know if it works but being melee gang banged by an assortment of Mutant Masters, Brutes, Abominables and Floaters makes life even harder and shorter than when trying to fight from a distance. So you need not worry abt. fights getting easier, they just become different and use of mines and grenades much more important.
- increase availability of different energy cells somewhat. They are so scarce now that an energy specialist must also use the few points available on levelling to boost his small arms/big gun stats as actually useful backup weapons when out of cells. OTOH if you consider that a WAD for more challenge... Well, it`s your mod...
- would be nice if plasma grenades/mines where available from the start. They are expensive enough so I don`t think it unbalances the game.
My low lvl chars have no chance at all to survive Talons spawning on them in spite of having Dogmeat and Brisa as assistance. It`s those blasted flamers Talons always have that makes them impossible unless spawning at some distance so I can attack first with grenades.
I`d really appreciate some tips on dealing with Talons at all lvls, they`re tougher than 9 inch nails... Anyone... Please...
And thx yet again for your great work, Haldir

Haldir, I'm not going to abandon my Realism Tweaks after v.5.5 is released . . . I wrote: "I'll likely still release an occasional minor update," but with 5.5, my Tweaks has finally transform FO3 into the game that I wanted to play in the beginning. So there's not a lot more that I want to add/change . . . even though some users of mod would like me to include some things that I'm just not interested in (and remove some of the things that I personally like). As selfish as this may sound, my main motivation for modding has always been to improve my own game play . . . not to create a popular mod (if I wanted to make my mod popular, all I would have to do is include 1-headshot-kills).

I tried the NPCs Use Ammo mod, and initially really liked it, as it made it so NPCs would remove ammo from the ammo boxes, and from dead NPCs, which made ammo a bit scarcer (which is a good thing. The problem was that during combat, NPCs ALWAYS ran out of bullets and had to resort to melee attacks . . . which made them way to easy to pick off with my gun. The SmarterAI module part of my Realism Tweaks includes changes that improve how NPCs will search for better weapons (such as grenades, which will be consumed as they use them). One of the main things that my Less_Is_More module does is it greatly reduces the amount of ammo. And the NPCs will still pull out their melee weapons when you are close enough.

Personally I like the fact that some things (like plasma grenades/mines) do not appear until later in the game . . . that makes the game play more varied and adds incentive for leveling up.
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GRAEME
 
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Post » Fri Feb 18, 2011 10:31 pm

Hi Arwen,

I see your point even if I don`t fully agree. Technically speaking, will use of "NPCs run out of ammo mod" conflict with yours? Meaning it`s overridden by yours or be a source to crashes, freeze ups and the like?

I think we have some fundamentally different definitions of "realism". Realism mods in this forum are actually not realistic, they`re "increase challenge" mods, particularly for high lvl chars.

IMHO Bethesda are right, inadvertently or not, in challenge decreasing on high lvls. The better you get, the easier the fights. Logical and realistic, just like RL.
Of course you should run into very hard, even impossible fights on high lvl but rarely, not most always. Not knowing when this happens will actually add suspense and interest to your campaign.
Another example of lacking realism is the almost total absence of fighting between BoS and muties. Lore says a relentless war between these factions is being waged in DC only it`s not... The uncontested mutie presence at The Mall comes to mind first.
There are mods correcting this and they make life somewhat easier for the PC. So challenge is reduced but realism and lore are satisfied no end.

A way to provide challenge for high lvl chars is IMO to have difficult investigate/explore/implement missions where fighting is secondary. Think Puce Mooses mods or A&AT company. But this is even more and harder work than rebalancing needs and fighting I`m afraid...

Looks like I`m in a philosophic mood this morning, sorry that... Anyway you`ve done sterling work with ART, that`s for sure.

Rgds, Haldir
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Milagros Osorio
 
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Post » Sat Feb 19, 2011 2:33 am

Update on version 5.5:

I'm hoping to release this update sometime tomorrow. All I now have left to do is update my Med-Tec GOTY and MMM compatibility patches so that they will be balanced with my latest Med-Tec changes. And I'll have to spend some time doing some final play testing (and updating the fomod install script, and the rewriting all the documentation).

Version 5.5 has includes a LOT of changes, and should really improved the overall balance of my Realism Tweaks and hopefully will fix the last of the bugs (but one or two always seem to surface right after I release an update).

Every module has received some updates, and most received a bunch of changes . . . especially the Med-Tec module, which has received quite a make over.

And my Hard-Core module now includes a script that resets your stats when you first add it to a saved game (only if you are still at Level 1 or 2). This means that my Hard-Core module should now be compatible with alternate start mods that allow you to skip the tutorial (it worked perfectly with the Alternate Start mod that I tested it with). [I also made changes in my Realism Core's initialization script, so that the Options Menu will load correctly, even when you skip the tutorial.]
=====================================

@ Haldir: I don't think the NPCs Use Ammo mod will result in a crash, but all of my weapon changes will be overwritten, so the balance that I've worked so hard to improve, will be pretty messed up.

As far as my definition of "realism," I have explained it in my ReadMe: "My goal has always been to make FO3 more immersive and more realistic within the context of Fallout's alternate reality (which is a place where radiation causes mutations as often as death, and where injuries can be healed with a stimpack injection). Since FO3 is actually supposed to be a RPG and not a FPS, I also made changes to enhance the RPG aspects of the game. Your Skills and Stats are now much more important in how your game will play out for you."

In real life we don't have concrete skills and stats . . . so stuff like doing more damage with a gun, as your small gun skills improve is not very realistic . . . but it is an important aspect in a RPG. And how "realistic" is it for NPCs to use ammo, when they are not programmed to restock their ammo, or to conserve it, when they are running low. You view this as being more realistic, but I see it as putting the NPCs at a disadvantage (which is something that I've strived to correct).

And my mod does make the game more realistic in MANY ways, so I do feel that the name Realism Tweaks is very appropriate.
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Lizzie
 
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Post » Sat Feb 19, 2011 6:56 am

Version 5.5 has been delayed for one more day, and should now be released sometime tomorrow. I was hoping to released it by tonight, but there are a couple of minor issues/changes that still need a bit more work (and testing). This update is something that I've been working on for nearly two months, and it makes a LOT of changes (more than I remembered), so it is taking me a bit longer than I expected to get everything balanced (and to squash the bugs that always pop up at the last minute).
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Antony Holdsworth
 
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Post » Sat Feb 19, 2011 9:04 am

Version 5.5 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565

HHere are the major changes in v.5.5:
  • Updated my "Realism Tweaks User Guide" Word doc.
  • Better synced initialization of all 4 modules; with should now be more compatible with alternate start mods that allow you to skip the tutorial.

Realism Core:
  • Options Menu: My three Weapon Effects are now initially disabled, due to the way that my modules are now initialized. Combat Difficulty part: made it clearer (I hope) that disabling Crippled Penalties just allows you to equip two-handed non-melee weapons when an arm is crippled. (All my other Crippled Weapon penalties will still apply: No VATS, lower melee damage, and poor accuracy with pistols.)
  • Added another condition check to my RunBack script that should prevent any crippling/healing of legs.
  • Fixed Generic Script changes that were causing Intense Training Perk problems, for users who were not using my Hard-Core module.
  • No PipBoy During Combat now disabled by default, and I changed the cycle-down from right arrow key to C key, and cycle-up from left arrow key to X key (the arrow keys were conflicting with my Encumbrance Stain HUD display). To try to fix the CTD issue, I split off the cycle hotkey part into separate script. Turning off Auto-Saves will reduce CTDs, but this may still cause problems for some users (which is why I disabled it by default).
  • Weapon Effects: Minor improvements to Gunshot and Whack scripts. And, when "No PipBoy During Combat" is enabled, if blasted (or whacked) with a weapon out, it is now returned to your inventory instead of being dropped (allows you to access this weapon during combat, through the cycle keys).

Hard-Core module:
  • Weapon Ability Quest script: Fixed the conditional check so that Laser Pistol and Mesmetron can now be equipped, even if you have low energy weapons skills.
  • Fortune Finder Perk: your Luck stat now determines how many additional caps you will find.
  • Scrounger Perk: your Luck stat now determines the amount of additional ammo you will find.
  • Strong Back and Life Giver Perks: add gender differences to the bonus increases (for all three ranks of each).
  • Dynamic Respawn Rates for zones: now range from 24 to 108 hours, based on Timescale setting (default game respawn rate is 72). A 4 Timescale = 36 hour rate (every 1.5 days) and a 12 Timescale = 108 hour rate (every 4.5 days).
  • Added new initialization script: When beginning a new game, or when loading a saved game in which you are still at level 1 or 2, my Hare-Core Quest will reset you number of SPECIAL points to 35; plus you will have to select your tagged skills again (since you may want to reconsider these, after seeing the results of my Skill Points reductions). In a new game, this may be a bit of a pain . . . but this is the only way that I can make this work with older saved games (and with alternate start mods that skip the tutorial).

Encumbrance module:
  • Strain rates were rebalanced, using slower delay time (most noticeable when jumping and swinging a melee weapon).
  • Now if player collapses with weapon out, it is returned to your inventory, instead of being dropped (which was a pain if you were using my no-Pip-Boy-during-combat option).

Med-Tec module:
  • Fixed an error in the Doctor's Quest, that prevented crippled legs from receiving the correct percentage of healing.
  • Fixed the Sleeping bug that sometimes resulted in CDT and/or miscalculated the sleeping restoration (multiple 1-hour naps should now work correctly).
  • Bandages are now removed when Wound Level or Burn Level is less than 2 (when Bandage Time has dropped to 0 and the player is not in combat). Also reduced the additional bandage time when additional bandages are applied to wounds/burns.
  • To make the injuries a bit less confusing, Blood Loss and Moderate & Severe Wounds Effects were renamed: to Bleeding Wounds, Moderate & Severe Blood Loss.
  • Tourniquets can now only be used when you have a Bleeding Wound, only remain on for 1 game hour, and no longer heal the wound, but just temporarily reduce it by 3 Wound Levels. Once the hour is up, the tourniquet is removed (used up) and the wound increases by 3 Wound Levels (due to blood flow increase).
  • Changes to Additional Stats: No longer displays condition of limbs (which often didn’t work correctly), but now displays Burn Bandage Time, Tourniquet Time, and Crash Time.
  • Injuries are now a bit less harsh than in previous versions and healing is a bit quicker. Blood loss is now a bit slower and bandages are now more effective.
  • New dynamic self healing rate: based on your current Endurance: 5 END results in an average healing rate; 1 END is 40% slower; and 10 END is 50% faster.
  • HP Regen is now a bit faster, but no regeneration when Wound Level 2 or higher (like in v.5.4); NOR when Thirsty [Water Need 14], Hungry [Food Need 6], or Very Tired [Sleep Need 10].
  • Needs were rebalanced and Sleep and Water Needs were increased from three levels of degree, to four (added Dying Of Thirst, and Delirious). The penalties were altered somewhat, and the HP damage penalties are now dynamic (slowly continues to increase as thirst, hunger and sleep increases).
  • Water Need is now Dynamic: your basic requirement is 2 ounces/game hour (48 oz./day), but your rate will increase by 50% (3 oz/hr) when you are outdoors in the heat of the day (9am to 6pm, when sunny), and decrease by 50% (1 oz./hr) when you are sleeping . . . unless you are sleeping outdoors, in the heat of the day (2 oz/hr).
  • New Jolt Effect: is attached to Nuka Colas, which reduces your sleep by 1 or 2 hours each (up to a maximum of -6 hours Sleep). When the Jolt effect wears off, you Crash big time (your Sleep Need immediately increases by the full reduced sleep amount). Your Crash Time is displayed in your Med-Tec Scanner (under Additional Health/Needs Stats): this gives the remaining game hours before the Jolt effect wears off.
  • Bottle Refills were rebalanced (in ounces, RADs, and HP damage), including drinking directly from activators. Plus you should now be able to drink from most surface water (but will damage your health and is high in RADS). Added half bottles for Pure and Good Water . . . now you will only drink half the amount per use.
  • Eating fruit now includes +1 water (and still +1 Food).
  • Food Need is also now Dynamic: your personal Food Need is based on your Permanent Strength and Endurance. An average PC (5 STR, 5 END) requires 9.6 Food Units every 24 game hours (0.4 unit/hour). [A 4 STR, 4 END character requires 8.4 Food/day; a 6 STR, 6 END character requires 10.8 Food/day.]
  • New restock script, and additional placement, should hopefully result in more bandages being available from the Doctors and from most merchants (including the caravan traders).

Med-Tec GOTY Patch:
  • Adjusted the added beverages to the changes in my Med-Tec module.

Realism Core GOTY Patch:
  • Chinese Stealth Armor Rebalance: "Stealth Armor Enchantment Effect" (Operation: Anchorage): Damage Resistance is now reduced by 10 points while you are sneaking (when the Stealth Chameleon Effect is on).

I'll try to update my opening post in this thread tomorrow. My website should be updated in a few minutes.
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Lyd
 
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Post » Fri Feb 18, 2011 10:02 pm

That is wonderful!
Will start the reinstalling process straight away.:)

Across the board things have been toned down a tad, huh?
I actually kind of liked the dropping of weapons when falling, really added to the stress of being out of combat. But ohwel.

The Med-Tec changes are super, I love the caffeine jolt effect^^. Begs for living on cokes.
Oh, is there a chance of getting addicted to Nuka-Cola?

Thanks allot for this!
I'm afraid I'll have to do a reinstall of F3 soon since it's been incredibly unstable.
Or just mare a huge cut in my mods might do it.
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Mason Nevitt
 
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Post » Sat Feb 19, 2011 4:32 am

Alright, my old character is going out of retirement temporarily. :D


Time to go on a bandage hunt.


Edit: I've been modding Morrowind too much, I just installed ART on my Morrowind installation. :facepalm:
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Elisha KIng
 
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Post » Sat Feb 19, 2011 12:58 am

Sorry for not responding sooner, but my computer died yesterday (actually it died in it's sleep, as it wouldn't start). So I won't be able to play my own games for a while . . . but I'll still try to provide support here.

Across the board things have been toned down a tad, huh?
I actually kind of liked the dropping of weapons when falling, really added to the stress of being out of combat. But ohwel.

Not really. The amount of injury (wound level increase, and blood loss and such) was reduced a bit per bullet/whack (mostly on the low armor end . . . damage generally remains fairly close to what it was in 5.4 if you're wearing decent armor).

And injuries and the Needs penalties are now a LOT more dynamic. For instance, your blood loss is initially slower, but increases with the severity of the wound (faster at higher Wound Levels). With moderate blood loss, your health will begin to deteriorate, the greater your Blood Loss, the faster your health deteriorates. The idea was to make it a bit easier to initially survive combat injuries, and give you a bit of a cushion before the injury kills you . . . but ignoring a bleeding wound will still kill you. Plus Tourniquets can now only be used when you have a Bleeding Wound, only remain on for 1 game hour, and do not heal the wound, but just temporarily reduce it by 3 Wound Levels while it is equipped. Once the hour is up, the leather belt is removed (and consumed), and the wound immediately increases by 3 Wound Levels. So tourniquet use was beefed up . . . not toned down.

You still drop your weapons with Whack and Blast . . . unless you have my "No PipBoy During Combat" enabled. Returning your weapon to your inventory allows you to equip it again during combat. . . which was not possible when it was dropped.

The Med-Tec changes are super, I love the caffeine jolt effect^^. Begs for living on cokes.
Oh, is there a chance of getting addicted to Nuka-Cola?
Thanks allot for this!

I didn't make the colas addictive, since my Jolt effect comes with my Crash penalty . . . when the Jolt effect wears off, your Sleep Need immediately increases by the full reduced sleep amount.

You're most welcome. :)
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Epul Kedah
 
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Post » Sat Feb 19, 2011 1:25 am

I`ve been tempted to try this Mod several times, I love realism in my games, but I don`t know. I`d have to restart a new game- For the 4th time...
and would probably have to drop FWE.

Decisions... decisions...
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sunny lovett
 
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Post » Sat Feb 19, 2011 11:36 am

Sorry about your PC. I guess this post is bad timing then.

More adventures in the GECK, because bandages are still hiding from me. Big post incoming! :wacko:

I don't think those vendor chests in VendorChestsCell are doing what they're supposed to be doing. I checked Doctor Banfield at Tenpenny Tower, what he sells appears to be based solely on what he has in his inventory, and on the 'needs a key' first aid kit on his desk. Unless the vendor chests actually transfers its objects directly to Banfield's inventory (which I doubt), they're not doing anything.

I used removeallitems on Banfield's first aid kit. When I did, most of the supplies disappeared form Banfield's shop list, except for the few supplies left in his inventory. When I stole those he had nothing for sale. The other way around, If I add new objects to Banfield's first aid kit, like all my stimpaks, it'll show up on his selling list too.

The medical brace, bandages and surgical tubing are never sold by Banfield, even though he has some in his inventory. I think this is because on his AI Data tab, where it shows what the doctor can sell, the Miscellaneous checkbox is not ticked.

Also blood packs don't have the medicine checkbox checked on them, so they count as chems and not medicine. I suppose this is only an issue if there are doctors that sell medicine but not chems. I don't know of any.

Maybe the VendorsChestCell was never really used by Bethesda in the end. After all, if you'd sell stuff to for example Moira, kill her, take the key to her supply fridge in the store from her body and open it, you find all the stuff you've sold to her and that she had for sale, and your caps. When I bought all of Banfield's medical supplies, the first aid kit was empty except for all the miscellaneous stuff that the doctor didn't sell, and all the caps that I had paid.

So what I think has to be done here to fix the problem is pointing the restocking script at the supply chests in the shops themselves, instead of the ones in the VendorChestsCell. Probably with a check if the doctor/merchant is still alive, so it doesn't magically refill when he's is dead (the key required to unlock the supply chest can't be taken from a doctor without killing him). Or the restocking script can point at the merchants themselves and use a similar GetDead check.

Secondly, all merchants carrying bandages need to be able to sell miscellaneous items, unless you can move the bandages to the ingestible category and check the medicine checkbox on it, but you probably don't want people to be able to eat bandages accidentally.

I noticed that the script that deals with Moira's supplies already points to the vendor container in the shop itself, so if I'm right then Moira should already get her medical supplies restocked as intended. I'll have a look at that.

Also about the restock script, at the end of the restocking part you forgot the 'set restocking to 1' bit. The restocking variable is 0 all the time. So the chests are technically refilling themselves every 30 seconds (your script processing delay) between 9 AM and midnight. But the getitemcount conditions prevents any new supplies from actually being added after they've been filled once. However if the supplies are removed when the player buys them, they will refill again after 30 seconds because for example the 'getitemcount Stimpak < 3' condition is met. You get the idea.

I hope this is useful.
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Allison Sizemore
 
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Post » Sat Feb 19, 2011 12:14 pm

Thank Povuholo, your information WILL be very helpful . . . once I get my computer back (right now I cannot even play the game or use the GECK). I have no idea how long before I have my computer back . . . I took it to a friend of mine who owns a computer tech business, but my system needs a larger power supply than he had in stock, so he had to order it. So I'm currently in a holding pattern . . . and am NOT very happy about it.
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Scarlet Devil
 
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Post » Sat Feb 19, 2011 9:04 am

So I ticked the miscellaneous box on Banfield's service list, and that seems to have done the trick.

http://i.imgur.com/r53TG.jpg - http://i.imgur.com/pTPvu.jpg
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Lauren Graves
 
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Post » Fri Feb 18, 2011 11:29 pm

Hey Arwen,
sadly enough I haven't had time to play the new version yet as the refurbishing of Fallout is a daunting task at least.

But, while watching my neighbor play Mass Effect 2 yesterday I noticed a thing I've been wondering about for a while.
A blast effect. Simply fading out the sound to a muffle when being near to an explosion or knocked out. It increases the immersion só much!
Do you think such a thing would be possible, and if so, worth the hassle to implement it?

I'll get back top you once I've sorted out my game!
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Rhi Edwards
 
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Post » Sat Feb 19, 2011 5:53 am

Enjoying your mod, adds quite a bit to FO3. As I was doing the radiation quest for Moira I came across a problem. I got the rads to 600 and had to wait until morning until I could talk to Moira. So because of the sickness (rad level on scan was 17 or so) I of course couldn't take care of my thirst and hunger needs, which got pretty high. Once Moira cured me the Darnui showed my rads dropped to 0 but the scan still showed my rad level at 17 and I still couldn't eat or drink. I rescanned and used one of the rad cures which dropped the level to 9 on the scan. Shouldn't Moira's cure have dropped all levels to 0?

I know you increased to awareness of foes when I attack and sneak but it seems to a little too sensitive. When I was clearing Springfield School I killed a couple of raiders near the landing of the 2nd floor stairwell and I pulled the guard dog and raider who patrol inside the locked area of the library (no need to get the key or pick the lock). Another time I was walking from Megaton to Arfeu, it was daylight out, and was sneaking under the overpass with raiders patrolling on it and they came running to attack me. I had no problem sneaking by at night though.
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Rik Douglas
 
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Joined: Sat Jul 07, 2007 1:40 pm

Post » Sat Feb 19, 2011 9:00 am

So I ticked the miscellaneous box on Banfield's service list, and that seems to have done the trick.

Thanks, I'll be adding those changes to my next update. Who would have guessed that was the problem? BTW: I checked FONV, and all but like one doctor has misc. checked by default . . . which is partially why my bandages were easier to find in NV. :)

Hey Arwen,
sadly enough I haven't had time to play the new version yet as the refurbishing of Fallout is a daunting task at least.
But, while watching my neighbor play Mass Effect 2 yesterday I noticed a thing I've been wondering about for a while.
A blast effect. Simply fading out the sound to a muffle when being near to an explosion or knocked out. It increases the immersion só much!
Do you think such a thing would be possible, and if so, worth the hassle to implement it?

I don't know how to implement a sound fade out for explosions, or if it is even something that can be done in the GECK. My guess is that it would require a new sound file (for each explosion) that would have the fade as part of it. (but I'm totally guessing here)

Enjoying your mod, adds quite a bit to FO3. As I was doing the radiation quest for Moira I came across a problem. I got the rads to 600 and had to wait until morning until I could talk to Moira. So because of the sickness (rad level on scan was 17 or so) I of course couldn't take care of my thirst and hunger needs, which got pretty high. Once Moira cured me the Darnui showed my rads dropped to 0 but the scan still showed my rad level at 17 and I still couldn't eat or drink. I rescanned and used one of the rad cures which dropped the level to 9 on the scan. Shouldn't Moira's cure have dropped all levels to 0?

No, Moira's cure should just drop your RAD damage to 0. What is displayed when you do a Med-Tec scan is your internal Radiation Level, which is affected by your RAD damage, but totally separate from it. The only way that your Radiation Level will increase, is when your RADS are 100 or higher, AND your Digestive Level is above 0 (which happens after you eat). The last thing you should do before exposing yourself to high RAD damage, would be to eat . . . since that would make your situation worse, with you ending up with Radiation Sickness (which prevents your from eating or drinking anything). It is very easy to get through Moira's quest . . . just make sure that your Digestion Level is at 0, and don't eat anything until after you are cured.

I know you increased to awareness of foes when I attack and sneak but it seems to a little too sensitive. When I was clearing Springfield School I killed a couple of raiders near the landing of the 2nd floor stairwell and I pulled the guard dog and raider who patrol inside the locked area of the library (no need to get the key or pick the lock). Another time I was walking from Megaton to Arfeu, it was daylight out, and was sneaking under the overpass with raiders patrolling on it and they came running to attack me. I had no problem sneaking by at night though.

There is no way that I can set this so it is perfect for all users, at all sneak levels, and at all light conditions, for all NPCs (since Perception varies between them, and perception is what determines their ability to detect you). I've set this up in a way that I feel makes sneak more realistic, while increasing the effect of having better sneak skills. It is suppose to be very difficult to remain undetected during the day, but you will be able to sneak closer with a high sneak skill.
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Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Fri Feb 18, 2011 9:54 pm

No, Moira's cure should just drop your RAD damage to 0. What is displayed when you do a Med-Tec scan is your internal Radiation Level, which is affected by your RAD damage, but totally separate from it. The only way that your Radiation Level will increase, is when your RADS are 100 or higher, AND your Digestive Level is above 0 (which happens after you eat). The last thing you should do before exposing yourself to high RAD damage, would be to eat . . . since that would make your situation worse, with you ending up with Radiation Sickness (which prevents your from eating or drinking anything). It is very easy to get through Moira's quest . . . just make sure that your Digestion Level is at 0, and don't eat anything until after you are cured.


Ok but here is what happened when I reloaded a saved game just before I got cured. My radiation level was 17.7 by the scan, I had roughly 630 rads, my digestion was 1.87 and I had radiation sickness. I waited outside of Crate and Barrel for about 10 hours then talked to Moira. I got cured of the rads which dropped to 0 and I still had 17.7 radiation level but my digestive level dropped to 0. I took a scan and it said I had radiation sickness. The dialog box said that if the rad got below 100 or my digestive level got to 0 my radiation level would slowly drop. So I decided to wait and see if the levels would drop. I waited for 10 hours and no change to any stat including thirst, hunger or sleep. When I treated the radiation sickness with the scanner, the radiation level dropped and I got it below 5 with several treatments. But all the other stats were still locked up even after waiting for long periods of time.

I decided to uninstall the mod and then reinstall it in order to continue playing.
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Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Sat Feb 19, 2011 3:17 am

I'm loving this mod quite a bit. I found vanilla fun but after reaching the higher levels I was legitimately disappointed at how easy everything was. From combat to finding food and water to stockpiling huge amounts of ammo. Your mod fixes all of that, though.
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mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Fri Feb 18, 2011 9:35 pm

Ok but here is what happened when I reloaded a saved game just before I got cured. My radiation level was 17.7 by the scan, I had roughly 630 rads, my digestion was 1.87 and I had radiation sickness. I waited outside of Crate and Barrel for about 10 hours then talked to Moira. I got cured of the rads which dropped to 0 and I still had 17.7 radiation level but my digestive level dropped to 0. I took a scan and it said I had radiation sickness. The dialog box said that if the rad got below 100 or my digestive level got to 0 my radiation level would slowly drop. So I decided to wait and see if the levels would drop. I waited for 10 hours and no change to any stat including thirst, hunger or sleep. When I treated the radiation sickness with the scanner, the radiation level dropped and I got it below 5 with several treatments. But all the other stats were still locked up even after waiting for long periods of time.
I decided to uninstall the mod and then reinstall it in order to continue playing.

Thanks for the great feedback! It took me a while, but I figured out that the problem was caused by having the RADs reduced to 0, while your Radiation Level was above 0. The way I had the script set up, while the RADs remain at 0, the Radiation Level isn't reduced, even when your Digestion Level is down to 0 (which is obviously not what I intended). I've made a minor change in my script that should fix this in v.5.6. Thanks for pointing this out so clearly.. :)

I'm loving this mod quite a bit. I found vanilla fun but after reaching the higher levels I was legitimately disappointed at how easy everything was. From combat to finding food and water to stockpiling huge amounts of ammo. Your mod fixes all of that, though.

Thanks! I'm glad you are enjoying my mod. :)
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Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Sat Feb 19, 2011 11:30 am

Hey Arwen,
I'm going to have a try at a more purer ART experience and uninstall FOOK.:)
Anxious to see what it'll be like!
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evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Sat Feb 19, 2011 12:47 am

Version 5.5 is now available
And this post is based on ART 5.5.

There is a little problem regarding your GOTY patches. You see, one should use master file as a reference junction when making two or more patches to cooperate. Like you do that with "Repair*" FormID Lists in Arwen_GOTY_Realism_Core - those lists are defined in ESM (Fallout3.esm), and thus references never mislead (on a side note - four lists I mentioned should not be in GOTY_Realism_Core at all; you took special care in Realism_Core to ensure unique weapons are not destroyed to repair common weaponry, but placed DLC uniques right there for destruction).

Your GOTY patches try using things that are defined in your classic patches. There are "Whack" and "Gunshot" weapon Object Effects and various armor Object Effects (there are more, like explosion Object Effects, I don't list them all here) being defined in Arwen_Realism_Core and referenced by Arwen_GOTY_Realism_Core. Med-Tec GOTY and classic Med-Tec have the same relationship regarding Base Effects. I'm sure it can work in controlled environment; I'd expect at least random CTDs when being put into mix with other mods.

There is a good reason to not release your whole mod as ESM - it's usually OK if you like to get your data overridden (say, by Feminized PA mod), but no ESM can override ESP as those are loaded after master files (on a side note - at least Russian version of F3 GOTY has half of Broken Steel in ESP form - not those reference link points of course, but enough for one to want some overriding).

Fortunately, there's a middle road. You may stake out your common objects like effects or items in ESM placeholder module, then redefine (flesh out) them in ESP (maybe more than once, since it's safe and there can be good reasons) and reference from as many modules as you like. And if you're not against cooperation, some third party modder can also join the fun: say, some gourmand can create cooking mod producing great variety of food - and by referencing your effects that mod will instantly fit into Arwen's Realism realm.
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Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

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