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

Post » Sun Jun 20, 2010 2:08 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.

Thanks! I'm glad that you're enjoying my Tweaks so much . . . that's why I made them. :)

There is something in the Med-Tec module's scanner entry that causes both Wrye Flash and FNVEdit throw fits. FNVEdit says:
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:
Regardless i get the functions and right values by placing the esp as the very last on my load order.

As my ReadMe states (under "Incompatibilities"
"Do NOT include any of my modules if you create a Bashed or Merged patch. My Tweaks include a LOT of custom scripts, many of which will not be Bashed or Merged correctly."

And there are a LOT of things that FONVEdit flags as errors that are not errors. Try running an error check on FalloutNV.esm (and be prepared for a long wait, while pages of errors are listed).
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Elizabeth Lysons
 
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Post » Sun Jun 20, 2010 7:38 pm

And yet another RTFM for me, this is getting embarassing :blush: Well, loading it after the patch seem to have it working correctly, so no problems with that. Played the start, and these tweaks make New Vegas very different experience. Getting killed for being shot two minutes after it happened was something new. Nice work :goodjob:
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Kat Ives
 
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Post » Sun Jun 20, 2010 1:51 pm

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.

That's how the game was for me most of the time with my first play through without mods, unless I was using a scope. Maybe it was because I didn't have the actor distance set far enough.

As my ReadMe states (under "Incompatibilities"
"Do NOT include any of my modules if you create a Bashed or Merged patch. My Tweaks include a LOT of custom scripts, many of which will not be Bashed or Merged correctly."

And there are a LOT of things that FONVEdit flags as errors that are not errors. Try running an error check on FalloutNV.esm (and be prepared for a long wait, while pages of errors are listed).

Is it okay to use bash stats with the bashed patch if the mod isn't checked when building the patch? I'm wondering what bash stats is there for. Basically I want to know if import stats is supposed to be used for the realism core esp, even though the mod's not checked when building the patch.
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N3T4
 
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Post » Sun Jun 20, 2010 8:51 am

I decided to use import stats with it anyway since I didn't have it loaded when building the patch and it made sense to use it.

I have another question now. Does the encumbrance module only effect the PC, or are NPCs included as well?
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Ryan Lutz
 
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Post » Sun Jun 20, 2010 8:14 am

The Encumbrance module just effects the player character . . . the NPCs are not smart enough to apply Strain to them, they would just run until they collapsed.

I don't know what the bash stats does, so I cannot know if using it might cause problems.

As far as the default game's sneak: My Dynamic Stealth script changes sneak in a bunch of ways, but the two most noticeable are when you sneak at night and when you are in interior cells. In the default game, the NPCs can detect you at midnight exactly the same as they can detect you at noon. With my changes, you'll have to be very close when it is dark for them to detect you. Here's a http://amito.freehostia.com/Fallout/Images/SneakCompare.jpg. [These were done in Fallout 3, but NV is pretty much the same.] The top two are with the default game, where you are detected at the exactly the same distance, at 9:00 am and at 8:00 pm. The botton two are with my Tweaks, where you are detected further away at 9:00 am (than default at 9:00 am), but you can now sneak much closer at 8:00 pm.
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Nicole Kraus
 
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Post » Sun Jun 20, 2010 7:19 am

Seeing as you're talking about detection I might bring up the issue of NPCs not reacting to gunfire. I was killing the Powder Gangers in Primm outside at night. I have Increased Wasteland Spawns installed so I had a bunch of NPCs grouped in the area. I could gun down some NPCs about 5 or so meters away from a group and not be detected by them. They would sit there as though nothing was happening. If you could fix it this it would be a great addition to your tweaks improving realism and combat at night.
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Eilidh Brian
 
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Post » Sun Jun 20, 2010 9:47 am

Whoops, wrong thread :blush:
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Charlie Sarson
 
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Post » Sun Jun 20, 2010 10:57 am

Hey everyone. This is a question directed at either Arwen, or users of the mod generally. In Fallout 3 I was dissatisfied with the lack of RP elements, and really liked the difficulty and features that Arwen's mods added to it. I just got New Vegas and am getting ready for my first play through. Normally I like to make my first pass through a new game mod-free so I can see what the standard game is like... but it sounds like New Vegas gameplay is almost identical to Fallout 3, just with different setting. So, I was wondering, is the vanilla New Vegas experience really similar enough to the vanilla Fallout 3 experience that if I preferred Arwen's modules in the old one I won't miss out by just plugging them in right away in the new one? Thanks, and also, very grateful for all your hard work on these mods :)
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Silvia Gil
 
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Post » Sun Jun 20, 2010 2:21 pm

The most important difference between FO3 and NV I think is the damage threshold system for armors in NV, whereas FO3 uses only damage resistance. Definitely something to keep in mind. Arwen's mod makes the effect of DT even stronger.
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Hilm Music
 
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Post » Sun Jun 20, 2010 3:25 pm

Hey Caveat, Sorry for not responding sooner.

You really should play the game without my Tweaks first (or any other game play changing mods) . . . at least for a while. Play though the tutorial part at least, (in Goodsprings), as my Tweaks will make some of the tutorial impossible to complete until you gain more skills (in Guns and and in Survival). I would recommend getting a feeling for the default game play, before you install my Tweaks . . . then give them a go.
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Karine laverre
 
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Post » Sun Jun 20, 2010 5:46 pm

Version 2.2 is now available: http://www.newvegasnexus.com/downloads/file.php?id=34759

Here are the major changes:
  • Expanded my "Realism Tweaks User Guide" Word doc.
  • Realism Core module changes: Rebalanced weapons (mostly ranged weapons) due to 1.3 patch changes (but in a way that retains my mod's weapon balance).
  • Hard-Core module: Fixed PlasmaSpaz perk, so that plasma weapons do 15% more damage, like I had intended (instead of 0.15 * DAM)
  • Med-Tec module changes: Fixed bug that prevented Radiation Level from dropping while RAD damage was at 0.
  • Removed the pause and restore options in the Med-Tec config/option menu (which is no longer necessary).
  • NOTE: This is a minor update, and it should work just fine with any saves that were made with v.2.0 or v.2.1 of my Realism Tweaks (all you'll have to do is uninstall my Tweaks with FOMM, and then install v.2.2). For all others: you need to follow my Installing/Updating instructions carefully (see the ReadMe).

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Alyesha Neufeld
 
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Post » Sun Jun 20, 2010 4:41 pm

Hey arwen, Do you have any idea when the next "major" update will come out? Im debating whether or not to reinstall NV and play with your mod but i was trying to put it off until it was as complete as possible. Thanks in advance for all your hard work I appreciate it.
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Lizzie
 
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Post » Sun Jun 20, 2010 3:53 pm

I encountered something weird: when I tried to swim in rad free water I always get lots of radiation for some reason. I am pretty sure it is part of Core Module which increases radiation on contact, but why does rad free water emits strong radiation? It really baffled me.
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Nicholas
 
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Post » Sun Jun 20, 2010 10:33 am

Hey arwen, Do you have any idea when the next "major" update will come out? Im debating whether or not to reinstall NV and play with your mod but i was trying to put it off until it was as complete as possible. Thanks in advance for all your hard work I appreciate it.

Version 2.0 was my last major update, since it is my "final" version. My NV Tweaks is essentially compete/finished . . . but I'll still be doing minor updates for a while longer. I just released v.2.2 a few days ago, so it will be quite a while (probably 2 to 4 weeks) before my next update. (I'm currently working on v.5.6 of my FO3 Tweaks.)

I encountered something weird: when I tried to swim in rad free water I always get lots of radiation for some reason. I am pretty sure it is part of Core Module which increases radiation on contact, but why does rad free water emits strong radiation? It really baffled me.

I didn't change and of the default water, just the swimming and wading Radiation Damage multipliers . . . and the effects when drinking various water types. So I don't see how my changes would add radiation to non-irradiated water. Has anyone else had this issue? And, if so, in what game water area?
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rebecca moody
 
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Post » Sun Jun 20, 2010 9:11 pm

Thanks for the reply. I went back and ran around to do a few things with the standard game before continuing with your tweaks. From what I saw I think I would have liked vanilla New Vegas better than vanilla Fallout 3 a bit at least. But I still prefer it with your tweaks.

So far really enjoying it. With the hardcoe module I had to make some tough choices, wanting to make a smart character but not wanting to be toooo weak. I started with 3 strength but ended up going back and changing it to 4- only being able to carry 75 pounds, and typically not even wanting to go all the way up to 75 lest I accumulate too much strain, necessitated some changes in how I loot and what kinds of things I carry. I was so happy when I could take the pack rat perk :)

I didn't change and of the default water, just the swimming and wading Radiation Damage multipliers . . . and the effects when drinking various water types. So I don't see how my changes would add radiation to non-irradiated water. Has anyone else had this issue? And, if so, in what game water area?


So far I've only set foot in some small lake up by New Vegas and a puddle in a cave. Both claimed to be rad free and really were, so I haven't encountered that issue. But 2 bodies of water is a pretty small sample size. However, I have noticed one odd somewhat related discrepancy. The source at goodsprings and the pipes by the New Vegas pump station both can be used to refill my pure water bottles. When I drink from those taps directly, I get 1 point of bacteria, but when I use the source to fill a bottle, and then drink the resulting pure water bottle, I get no bacteria. I'm not sure which is the intended behavior- should both be giving me bacteria, or neither?

Also, I was reading the comments on your nexus page (or maybe it was this thread, I don't remember) and saw someone saying that they were encountering enemies who only had knives who should probably have guns. You answered this was due to low luck causing them to not spawn guns. My luck is 5, and I still occasionally come across traders, mercenaries, NCR troopers, and gangers with only a plain knife. Sometimes they have ammo, but no gun. It's rare, but still occasionally happens- again not sure if this was the intended effect or not.

Not complaining in the least though, just letting you know if you are looking for reports. The mod is good fun and I'm enjoying it greatly, so thanks a bunch for all your work :)
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Bad News Rogers
 
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Post » Sun Jun 20, 2010 9:39 am

So I'm experiencing a bit of a problem (still using 2.1), it seems the food/drink/sleep script(s) have stopped running... as in I can rest for hours and hit 'M' and my food/drink/sleep levels never increase...

I haven't added/subtracted any mods or done anything I can think of to cause this, I'm thinking it may have something to do with my saving over the same save file repeatedly (sometimes that can corrupt things atleast it did with Oblivion/Morrowind)... or something may have gotten corrupted since I'm up to savefile #410... (I know Morrowind used have issues if you had too many savefiles..)

Is there a way I can restart the scripts? Since I don't know which ones are still running/not running is there an easy way to find out? Do you think upgrading to 2.2 would restart the scripts?
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Benito Martinez
 
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Post » Sun Jun 20, 2010 12:50 pm

Thanks for the reply. I went back and ran around to do a few things with the standard game before continuing with your tweaks. From what I saw I think I would have liked vanilla New Vegas better than vanilla Fallout 3 a bit at least. But I still prefer it with your tweaks.
So far really enjoying it. With the hardcoe module I had to make some tough choices, wanting to make a smart character but not wanting to be toooo weak. I started with 3 strength but ended up going back and changing it to 4- only being able to carry 75 pounds, and typically not even wanting to go all the way up to 75 lest I accumulate too much strain, necessitated some changes in how I loot and what kinds of things I carry. I was so happy when I could take the pack rat perk :)

You are most welcome . . . I'm glad that you are enjoying my Tweaks. :) Thanks for the great feedback!

My intent was to make your Level 1 character average (an average of 5 points per stat), and to increase the consequences when any stats are below average (less than 5 points). It sounds like this is working just fine. :)

So far I've only set foot in some small lake up by New Vegas and a puddle in a cave. Both claimed to be rad free and really were, so I haven't encountered that issue. But 2 bodies of water is a pretty small sample size.

Thanks for posting your swimming/wading experiences! It is good to know that my changes are working as intended . . . at least for some of the unradiated surface water.

However, I have noticed one odd somewhat related discrepancy. The source at goodsprings and the pipes by the New Vegas pump station both can be used to refill my pure water bottles. When I drink from those taps directly, I get 1 point of bacteria, but when I use the source to fill a bottle, and then drink the resulting pure water bottle, I get no bacteria. I'm not sure which is the intended behavior- should both be giving me bacteria, or neither?

This is as I intended it to be, and is more a game limitation than a discrepancy. Only purified bottled water is free from bacteria, but any unbottled water (including purified) has some bacteria. The idea is, if you are not drinking the water out of a water bottle, you are using your hands or a less-than-clean cup . . . so you're going to take in some bacteria. This is not perfect, but it does increase the need to carry bottled purified water . . . instead of just drinking directly from any purified water source.

Also, I was reading the comments on your nexus page (or maybe it was this thread, I don't remember) and saw someone saying that they were encountering enemies who only had knives who should probably have guns. You answered this was due to low luck causing them to not spawn guns. My luck is 5, and I still occasionally come across traders, mercenaries, NCR troopers, and gangers with only a plain knife. Sometimes they have ammo, but no gun. It's rare, but still occasionally happens- again not sure if this was the intended effect or not.
Not complaining in the least though, just letting you know if you are looking for reports. The mod is good fun and I'm enjoying it greatly, so thanks a bunch for all your work :)

The default Level Lists are pretty messed up . . . where NPCs weapons are randomly mixed in with the found spawn loot. My Hard-Core module reduces the amount of found loot, based on your Luck stat. If your Luck is very low (like a 2), there's a very good chance that some of the NPCs will not have their default weapon. And even when your Luck is average (5), there's still a chance that this will happen. I will try to fix this (probably in v.2.3), but I'm not sure that I want to spend days overhauling all the Level Lists that contain weapons, so I might just remove my Luck chance modifiers from all the weapons. This would be the easiest solution by far, but it would also reset all the spawned weapons to their default game abundance. I may end up with a compromise between these two solutions (assuming that I can figure out one).
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Nick Pryce
 
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Post » Mon Jun 21, 2010 2:10 am

Alrite I found a bug:

I went into vault 34 (the radioactive vault) and got Radiation Sickness...
I leave and fast travel to New Vegas Medical Clinic and pay the doctor there to clear my Radiation...


After doing this, the script(s) for my food/drink/sleep never run again... essentially my food/drink/sleep level is stuck at the values it was at when I had radiation sickness, the values never increase again (although they can be decreased into the negative numbers by eating/drinking... although I never get food sickness either if eat too much...)
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Farrah Lee
 
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Post » Sun Jun 20, 2010 7:58 pm

So I'm experiencing a bit of a problem (still using 2.1), it seems the food/drink/sleep script(s) have stopped running... as in I can rest for hours and hit 'M' and my food/drink/sleep levels never increase...
I haven't added/subtracted any mods or done anything I can think of to cause this, I'm thinking it may have something to do with my saving over the same save file repeatedly (sometimes that can corrupt things atleast it did with Oblivion/Morrowind)... or something may have gotten corrupted since I'm up to savefile #410... (I know Morrowind used have issues if you had too many savefiles..)
Is there a way I can restart the scripts? Since I don't know which ones are still running/not running is there an easy way to find out? Do you think upgrading to 2.2 would restart the scripts?


Alrite I found a bug:
I went into vault 34 (the radioactive vault) and got Radiation Sickness...
I leave and fast travel to New Vegas Medical Clinic and pay the doctor there to clear my Radiation...
After doing this, the script(s) for my food/drink/sleep never run again... essentially my food/drink/sleep level is stuck at the values it was at when I had radiation sickness, the values never increase again (although they can be decreased into the negative numbers by eating/drinking... although I never get food sickness either if eat too much...)


Darkflame, I don't know why you are having problems with my Med-Tec module. My guess is that either your saved game is corrupt, or you're using another mod that is causing a conflict. Are you using any other mods that alter ingestibles, or a mod that alters the Timescale (like Nevada Skies)?

I just tested my own game: I gave my character Radiation Sickness (Radiation Level 6.0), went to the New Vegas Medical Clinic, paid the doctor to heal my injuries, and my Radiation Level was reduced by 4 points (which is exactly as this is supposed to work). And I could eat and drink just fine after (and both my Food Need and my Water Need were correctly reduced). So I'm not getting any bug that you described.

Are you perhaps confusing Radiation Sickness (when your Med-Tec Radiation Level is 5 or higher) with RAD damage (or Radiation Poisoning, when your RAD damage is 200 or higher)? Because the two are NOT the same thing.

EDIT: Ok, I reread your first post again, and notice that you're still using v.2.1 . . . you need to update to v.2.2. There was a bug in v.2.1 which prevented Radiation Level from dropping while RAD damage was at 0 (which is exactly what happens when you pay a doctor to heal your RAD damage).

Since you're using v.2.1, updating to v.2.2 is very simple . . . just use FOMM to uninstall v.2.1 (Deactivate it in the Package Manager, and then right click on it and select Delete); and then immediately install v.2.2 (before you run the game). This should fix everything (unless your saved game is corrupt, or you're using another mod that is causing a conflict).

If this does not fix things, use my [Med-Tec Option] "Prepare Med-Tec for Uninstall" (this will reset all your Med-Tec stats to 0), immediately save your game to a new save slot, quite your game, and uninstall my Tweaks, and then reinstall v.2.2 again.
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Trista Jim
 
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Post » Sun Jun 20, 2010 10:49 pm

Hi Arwen - Thanks a ton for your help! I updated to 2.2 and everything is working correctly again. :celebration:
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Jarrett Willis
 
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Post » Sun Jun 20, 2010 9:43 pm

I found a sort-of bug. There's a quest in Freeside where you following the bodyguard Orris around, and it involves what seems to be a scripted sequence where he shoots someone. However, if he doesn't have his gun, at the appropriate point in the quest he instead just pulls out his knife and stands there forever, breaking the quest. Not really a bug in the sense that this is presumably the same behavior as the default game- except in the default game he always has a gun so this doesn't happen, whereas with the luck-based loot in the hardcoe module he may spawn without one, which he did in my game. I know you said it was a bit too much work to overhaul all those looted gun lists (I took a peek at them in the CS, it really would be a lot), but perhaps just adding one gun to that guy manually to ensure that quest works. Or a note in the readme or something to let people know about that issue.
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Rik Douglas
 
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Post » Sun Jun 20, 2010 12:01 pm

Thanks for the feedback, but in order to really fix the NPC-missing-guns issue, I need to fix it for as many of the NPCs as possible . . . that's why I'm going to try to do something a bit more global.
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^~LIL B0NE5~^
 
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Post » Sun Jun 20, 2010 2:02 pm

Glad to see you are back at it.

Hope you had some time to enjoy your mod.

Thanks for sharing :)
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Damien Mulvenna
 
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Post » Sun Jun 20, 2010 10:57 pm

Hello Arwen!

First of all, thank you for this wonderful mod! It's thanks to devs like you that PC gamers can enjoy a more fleshed out experience.

My question is this: I've been playing the game for a bit with all modules on, and I'm not sure if all the added injuries are for me. It just seems so cumbersome to end every battle bleeding, traumatized, and dying, with little to no tools of restoration. Perhaps I'm not fully understanding everything, but do you have any recommended ways to effectively deal with all these injuries? I'm tempted to remove that aspect of the mod but I hate to do that because I like the idea of it. I'm just becoming frustrated.

I am one for challenge, so don't think I'm asking for an "easy button".
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jadie kell
 
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Post » Mon Jun 21, 2010 1:54 am

Well I'm not Arwen, but I had to get used to the injuries in the Med-Tec module too when I first started, so I can maybe give you some suggestions. First, to prevent yourself from getting so injured in the first place, are you wearing decent armor? When I first started out I was ending every gunfight bleeding, but that was because I was wearing damaged leather armor and a hat. Now, with reinforced leather armor and a combat helmet, I can take more bullets before bleeding too much. Still just light armor, but it seems to help quite a bit with reducing the injuries. If you use the med-tec scanner in the game it will show you your "armor rating" for the purposes of Arwen's mod. So I would say try to wear more armor if you aren't currently. If that doesn't go with your character, i.e. you're stealthy or something, then try other ways to prevent taking damage. Lure enemies into mines if you like explosives, sneak up on them so they can't shoot you first if you sneak, get a companion to help if you have all passive skills. Anything to get shot/hit less.

You also mention "little to no tools of restoration." for fixing your injuries. Are you carrying enough healing items? I find that by far the most common injury I get is the 'bleeding wound' variety, so I typically carry 4 or 5 bandages with me when I head out into dangerous area so I know I can patch those up. Not that I typically use all 4, but sometimes you have to. Leather belts are cheap, but only work temporarily. I had to get used to carrying so many bandages but now that I do, I find I can deal with most injuries.

Hope that helps :)
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Rich O'Brien
 
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