[RELZ] Arwen's NV Realism Tweaks [thread #6]

Post » Sun Jun 20, 2010 11:40 am

you have to ignore all the default needs + rad O meter, its all handled by the med scanner [m], dont just drink the rad away, apply it with your medic tool from the inventory, when rad. sickness drops below 5, you can eat and drink again.


You're saying the defaults needs in the Pipboy can be different from the needs shown with the Med-Scanner? I didnt know that. That's something to pay attention to then, thanks.
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Esther Fernandez
 
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Post » Sat Jun 19, 2010 11:27 pm

My Med-Tec Needs (that show up during the scans) are the only Needs that affect the game . . . the default hardcoe Needs that are displayed now reflect my Med-Tec Needs (they are synced with mine). What is different now is that the penalties (like dehydration) are now longer static . . . in the default game they increase in increments of 200. So you might not receive a penalty when H2O hits 200, but it will show up at 210 (or 360, or whatever my Water Need 14 translates into).

Mostly you're confusing the default game's Radiation Poisoning with my mod's Radiation Sickness. The two are NOT the same thing.

Whenever your Digestion Level is 1 or higher, and your Rad Damage is 100 or greater, your Rad Sickness Level will slowly increase. The higher your current Rad damage, the faster your Rad Sickness rate, and if it reaches Level 5, you will develop Radiation Sickness. You cannot eat or drink when you have Radiation Sickness, so keep your Rad Damage low (take RadAway) and keep an eye on your Rad Sickness Level. Once you get your Rad Damage below 100 again (using Rad Away, or with a doctor's treatment), your Rad Sickness Level will decrease on its own.

Using the Med-Tec Scanner to lower your RADs with RadAway also lowers your internal Radiation Level (what appear in the scans), which is what causes your Radiation Sickness.
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Natalie J Webster
 
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Post » Sun Jun 20, 2010 1:32 am

I decided I wanted to get back into playing New Vegas, and re-make my sniper character. I did, and I chose these stats: S - 4, P - 7, E - 4, C - 3, I - 7, A - 3, L - 7. I also turned on perception based accuracy, so I figured this would be a good starting point. When he aimed with the Varmint Rifle while crouching, there was a fair amount of sway, but not an unreasonable amount. He also has the Trigger Discipline trait and a guns skill of 12.

Then I made another character, with there stats: S - 4, P - 4, E - 6, C - 6, I - 5, A - 6, L - 4. Likewise, I turned on perception based accuracy. When he aimed the Varmint Rifle while crouching down, there was no sway that I could notice. Presumably because of his stats, he started with a guns skill of 18.

What I want to know is this: Is there something about the SPECIAL of the sniper that puts him at a distinct disadvantage when compared to the other character, or is it mainly the skill point difference that's making him worse? Should I just reroll the sniper, or after a little leveling, will he be fine? If I need to redo him, what stats should I change? (That is, other than the high intelligence, because that's a roleplay thing I won't budge on.) I'm mainly confused because I'd think the higher perception would give the sniper a better aim.
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mimi_lys
 
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Post » Sun Jun 20, 2010 4:53 am

There are two things that add movement to the guns when you aim them (actually there are 3, if the strength requirement works now):
1.) weapon skill requirement: if your guns skill is lower than the required skill for the ranged weapon you are trying to aim, you'll get gun sway . . . the further you ability is from the weapon's skill requirement, the greater the sway.
2.) Gun drift: this is what my Perception based accuracy adds. Your accuracy (in the default game) is based mostly on your Guns Skills. I lowered this part a bit, and made perception play greater part. So your accuracy is now based on both, instead of on just the small guns skill (or just your Energy Weapons skill). [Note: this is NOT compatible with any other auto-aim mods.]

Since Perception was the same for both builds, #2 above is going to be different, due to your Agility differences (since it affects your Guns skill). And #1 is also going to be a factor, when your Guns skill is lower than the required skill for the weapon.

My Perception based accuracy also affects maximum accuracy (no bullet rise) distance (which is not visible in any way, such as in your gun movement) . . . the higher your PER, the greater your accuracy distance. I tested this in my own game and lowering perception did affect gun drift AND the ability to hit things that are further away. When your PER is damaged, your aim will be off a bit (depending on how great the penalty is).
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jennie xhx
 
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Post » Sun Jun 20, 2010 4:49 am

Max implant number is END - 1? Is this supposed to be, or wasnt it END/2 in an older version of ART?
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Kerri Lee
 
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Post » Sun Jun 20, 2010 5:00 am

Thanks for the response. I wasn't aware that the Varmint Rifle had a skill requirement, but I upped the sniper's guns skill with the console to test and he does have less sway than the other character (which is to say virtually none). Still, just for clarification, the two do not have the same perception, the sniper's perception is three higher and he also has Trigger Discipline. I suppose I'll just have to level him up and owe the sway at level one to his brain damage. c:
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Breautiful
 
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Post » Sun Jun 20, 2010 12:44 am

Arwen, I just wanted to thank for your mods. You work so hard on them and I love them. Fallout and New Vegas are much better RPGs with your work. I tried XFO a few months ago and my character was just to overpowered. With your mod, on very hard, my level 51 character will still die in 3 or 4 hits, so I have to pay attention to what I'm doing. Thanks



I'll second that.

I'm having a great time with 2.0
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Daniel Lozano
 
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Post » Sun Jun 20, 2010 12:20 pm

I have a problem with Med-Tec module - just after Med-Tec quest finishes my character drops dead for unknown reason. But after reloading and doing quest again it works fine. Then it happens every time I'm loading a game for a first time after launch - my char dies, and after reloading same save it works again. It's a fresh game and only other mods I'm using are DarnUI, some texture mods and Dead Money, but after disabling all of them problem persists anyway.
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Rinceoir
 
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Post » Sun Jun 20, 2010 1:47 am

Sorry for not being able to provide much support lately. I've been without my gaming computer for a week (power supply died), and just got it back today, but haven't had a chance to even fire up the game yet.

Davos, some users have had this problem with the Med-Tec module and I haven't yet been able to figure out exactly why.
I do know that if you jump back and forth between saves, you'll end up with problems, since my health script works by looking at the amount of game time that has passed since the last time the script ran. So if you're in a save where it is 8am and then load a save were the time was 8pm, the script will treat this as 12 hours of time passing (which can result in death if your character is injured).

When you launch the game and immediately load your last save (and the Med-Tec module was active in this save), it should still work fine.
During all my play testing (which was considerable in v.1.9 and v.2.0) my character NEVER died when the Med-Tec Quest finished (or when I loaded my last save).

There are a couple of minor bugs that seem to be causing more problems for some users than others (that I'll be fixing as soon as possible), so this could be the case here.
I'm going to be away all day tomorrow, but I should have some time on Friday or Saturday to do so script edits and play testing.
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Star Dunkels Macmillan
 
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Post » Sun Jun 20, 2010 6:05 am

I just started playing Fallout: New Vegas two weeks ago, so far without mods, and almost done with my first play through. As soon as I start a new game, it'll be with mods, I'll try this out.
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Marcus Jordan
 
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Post » Sun Jun 20, 2010 3:52 am

Now that my computer is back (with a brand new 850 watt power supply), I'm working on v.2.1 again.

This next update is mostly just a bug fix for v.2.0. After today's edits, all the bugs and issues that I had on my change list are now fixed.
But I still need to put in some lengthy play testing . . . to make sure that everything is working as is should with my latest changes.
Unless I run into some major bugs, v.2.1 should be released sometime tomorrow (Sunday).
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Shae Munro
 
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Post » Sun Jun 20, 2010 3:29 pm

I recently started a new playthrough (currently at level 4).

Is it recommended to start a brand new game after installing Arwen's Tweaks?
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kitten maciver
 
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Post » Sun Jun 20, 2010 2:50 am

@ BootySweat: you won't really experience the full impact of my Realism Tweaks unless you begin a new game . . . especially if you are planning on using my Hard-Core module, as that has a major impact on early character progression (such as fewer initial skill points, slower leveling, less loot, and much less wealth).
=================================

Version 2.1 is now available: http://www.newvegasnexus.com/downloads/file.php?id=34759

Here are the major changes in v.2.1 (04/24/11):
*** Expanded my "Realism Tweaks User Guide" Word doc.
*** Realism Core module changes:
  • Legion Vexillarius Armor value error (was mistakingly set at 80, now set to 800 caps).
  • Rebalanced the weight and strength requirements of the Caravan and Single shotguns (the requirements appeared to have been mismatched in the default game).
  • Fixed the Generic Script's Fortune Finder odds (which should now be correctly based on the player character's Luck stat).

*** Med-Tec module changes:
  • Removed the pause and restore options in the Med-Tec config/option menu (which is no longer necessary).
  • Fixed the prepare-to-uninstall option in the Med-Tec config/option menu (was being re-initialized as soon as you exited the menu).
  • Fixed changes to Coyote Tobacco Script, that prevented the plant from being harvested, even when you had the required Survival skill.
  • Fixed the penalties for wearing splints.
  • Fixed waiting/load bug that was caused by a delay in my Arwen Health Quest Script, that caused problems for some users at the completion of the Med-Tec quest (where their character ended up with a severe Needs increase, that sometimes resulted in death).
  • Fixed the out-of-sync Needs (default needs display and penalties now remain in sync with the Med-Tec Needs).
  • Made some minor changes to Doctors’ and merchants’ inventories (so that more merchants and doctors will have bandages and other medical supplies).

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rheanna bruining
 
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Post » Sun Jun 20, 2010 2:52 am

http://www.gamesas.com/index.php?/topic/1181744-balance-changes-in-the-new-fnv-patch/ :)
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Tessa Mullins
 
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Post » Sun Jun 20, 2010 11:01 am

Hey Povoholu,

Thanks, but I was aware of the patch, which was one on the reasons that I wanted to get v.2.1 released last night. I don't seen anything on the patch's change list that should cause any problems with my Tweaks . . . in fact, my Tweaks already make many of the same types of changes to many of the same weapons (but I'll likely be balancing things again, once I have my own game patched). The only issue that I see with the upcoming patch is the fact that my Tweaks requires the NVSE, so you won't be able to use my Tweaks until a patch-compatible version of the NVSE is available. So users may want to prevent the game from automatically updating. To do this:

1.) Start Steam, and navigate to your installed games (Games tab / View Games Library).
2.) Right-click on Fallout: New Vegas, and select Properties.
3.) Go to the Updates tab, and set it to "Do Not Automatically Update This Game" (drop down automatic updates menu), and close the properties window.
4.) Then set Steam to Offline Mode (under Steam Tab).

Then just play Fallout NV in offline mod until you're ready for the patch (at which point, you just reverse the above changes).
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John Moore
 
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Post » Sun Jun 20, 2010 2:13 pm

supposedly they have a working NVSE now. i took a month off from new vegas and i come back to a new patch, GECK not working on old mods. :rolleyes: so much for a relaxing game of new vegas. cant wait for the 2.1 version. :)
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Rachel Hall
 
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Post » Sun Jun 20, 2010 7:32 am

Has anyone been able to test Arwen's Tweaks v2.1 + NVSE beta 9 + the new steam patch?

Can't wait to try this.
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JUDY FIGHTS
 
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Post » Sun Jun 20, 2010 11:38 am

There's suppose to be an update patch for the GECK soon (tomorrow?), so I'm not going to install the steam patch until after that happens.
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Alexxxxxx
 
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Post » Sun Jun 20, 2010 4:59 am

I just updated my game with the patch and the updated NVSE and the updated GECK. After a lengthly play test, version 2.1 seems to work perfectly. I haven't had a chance to go through all the patch's weapon changes, but this shouldn't cause any real unbalance, since my Tweaks modified most of the weapons anyway. In v.2.2, I'll likely include some weapon changes that will perhaps be more inline with the patch changes.
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Kara Payne
 
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Post » Sun Jun 20, 2010 7:50 am

I feel like I just woke up from a coma. Patches and updates are everywhere...Glad their updating the GECK finally, may be usable now? I don't see the reason for updating the game, no bug patches just tweaks. Silly Obsidian. Hopefully I can actually get some spare time in and play again...I've missed this mod.
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Emma-Jane Merrin
 
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Post » Sun Jun 20, 2010 3:37 pm

I've lost my med tec module while updating to the newest version, how can I cheat another one in my inventory?
missed the serial number on that :confused:
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c.o.s.m.o
 
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Post » Sun Jun 20, 2010 3:17 pm

Just deactivate my Realism Tweaks (with FOMM's Package Manager) and then activate it again. That should fix everything.
You don't have do anything else at all (such as a clean save), since you're not changing versions.
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courtnay
 
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Post » Sun Jun 20, 2010 6:52 pm

I feel like I just woke up from a coma. Patches and updates are everywhere...Glad their updating the GECK finally, may be usable now? I don't see the reason for updating the game, no bug patches just tweaks. Silly Obsidian. Hopefully I can actually get some spare time in and play again...I've missed this mod.


i know how it feels, i'm away from FO but i try to keep my modlist updated..
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Eileen Collinson
 
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Post » Sun Jun 20, 2010 1:17 pm

Just wanted to say this is a fantastic mod and thanks very much for making it. I just started playing the game and after leaving Goodsprings found it too easy so I came here and tried out your mod, the depth it adds to gameplay is phenomenal and honestly these features should have come with the default game. Enemies can realistically spot me as soon as I spot them so every step I take is carefully considered, and exploring interior mazes full of hard-hitting enemies in the dark is absolutely terrifying.

It would be very good if the developers would check out this mod as it adds so much adrenaline to the game that without this mod is next to absent. This is how exploring post-apocalyptic chaos is supposed to be. Very well done.
:rock: :rock: :rock: :mohawk: :rock: :rock: :rock:
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Josh Sabatini
 
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Post » Sun Jun 20, 2010 10:28 am

There is something in the Med-Tec module's scanner entry that causes both Wrye Flash and FNVEdit throw fits. FNVEdit says:

Error: record BOOK contains unexpected (or out of order) subrecord YNAM 4D414E59
Errors were found in: ArwenMedScanKey "" [BOOK:01139E19]
Contained subrecords: EDID OBND FULL ICON SCRI DESC YNAM DATA


Wrye Flash's bashed patch creation crashes when trying to import stats from the Med-Tec module (which would be preferrable to having to import them manually :hehe:) with complaining about the same:

Loading: 01139E19..ArwenMedScanKey..BOOK.YNAM..4..
...
bosh.ModError: Arwen_NV_Med-Tec.esp: Unexpected subrecord: BOOK.YNAM


It is of course possible that is an user error :blush:

Regardless i get the functions and right values by placing the esp as the very last on my load order.
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benjamin corsini
 
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