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

Post » Sat Jun 19, 2010 6:39 am

Ah thats good to hear, i didnt know your med-tec module included weight changes as well.
I guess ill just keep using TUWRM for the misc items, which it has covered almost completely
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Chenae Butler
 
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Post » Sat Jun 19, 2010 1:17 pm

Don't worry about the Survival stat, I'm going to do my best to make it a much more valuable skill (but this will likely have to wait until v.2.0). Version 1.9 will include the first release of my NV Med-Tec module, which is my most complex module. Jjust getting all my injuries, treatments, and Needs changes working correctly is proving to be a challenge.


Its good to hear about survival skill. I took my tanned gecko hide prices from fallout http://fallout.wikia.com/wiki/Tanned_gecko_hide, guess they were wrong, sorry about that.

Seeing how food healing will stay until version 2.0 I think you should at least remove or reduce healing on Sunset Sarsaparilla in v.1.9. Its very cheap and common item and heals 2 hp for 25 seconds, so its almost twice as good as stimpack.
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Laura Tempel
 
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Post » Sat Jun 19, 2010 10:48 am

Does this work with the new DLC?
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Sasha Brown
 
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Post » Sat Jun 19, 2010 11:07 am

Yes. My Realism Tweaks should be fully compatible with any NV DLC. Most of my global changes will alter the DLC, but it won't alter/balance any of the specific items that the DLC adds . . . that would require a compatibility patch (which is what I released for my FO3 Tweaks, after all 5 DLC had been released).
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Mariana
 
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Post » Sat Jun 19, 2010 5:56 pm

i have been too busy to play much lately so this is a late bug report. I messed around with ART with zombie apocalypse and the encumbrance module really outs atmosphere into the whole zombie horde thing. shooting them is safer but costs bullets. melee is cost effective but strain increases quickly. delicious!

however, after i ran into Chet's and bought stuff, i noticed my strain was stuck at 61%. uninstalling and installing fixed it but then it would get stuck again after a while.

I'm having a similar issue, my strain is getting stuck at 0%.
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ANaIs GRelot
 
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Post » Sat Jun 19, 2010 9:51 am

There's nothing that I can see in my encumbrance script that should result in the Strain getting stuck. Every time the script runs, the Strain is reset to 0 and and then recalculated again. So if your Strain amounts are not increasing as you are running (or not decreasing when your are not moving) then my guess is that they script is not running, which probably means that the mod has become corrupted somehow. You can try just coping the Arwen_NV_Encumbrance.esp from the archive into your data directory (overwriting the installed esp).

When you have a very light load (your encumbrance is very low) your Strain will increase very slowly when you are running.
There's also the possibility that another mod install has messed up your HUD display, so that the Strain meter is no longer working (even though your Strain is still increasing). Can you still move the Strain display (holding down the grab key, while pressing the arrow keys)?

I have not experienced any problems with my Strain amount not updating in my own game . . . and I buy things all the time at Chet's, as most of my play testing ins done in Good Springs.
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Vickey Martinez
 
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Post » Sat Jun 19, 2010 7:15 am

It was working beautifully for around 20 hours of gameplay (I am really enjoying 1.8, thank you :)), but now even with an encumbrance of over 90% it stays at zero while running.

I tried disabling the plugin, reinstalling and then reenabling it. That worked for a few minutes, but then it dropped back to zero again.
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Stephanie Valentine
 
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Post » Sat Jun 19, 2010 5:21 am

I'm sorry that you are having problems with this. It could be that your save is corrupted. Try loading an earlier save (where it was working ok), and play from there for a while to see if it continues to work.


===============================

To anyone who is experiencing CTDs when trying to use 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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Danial Zachery
 
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Post » Sat Jun 19, 2010 7:55 am

I think I figured it out.

On line 17 of the encumbrance script, it's checking that the player has a pair of sunglasses - I assume this is to make sure that realism core has already finished initializing. The problem is that this check is running on every pass, so if you don't have a pair of sunglasses in your inventory then nothing happens.

I only started having problems after I gave my sunglasses to Veronica, and I also gave them to her again when I was testing a clean save. If I take them back, everything works perfectly. I guess I'll just keep them in my inventory for now :)
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Ashley Campos
 
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Post » Sat Jun 19, 2010 10:09 am

Oops, I had forgotten that I had put that line in there when I was beta testing that module, and the version (v.1.9 beta) I was looking at had long since been updated. In v.1.9 you won't have to keep your sunglasses in your inventory (and you won't even have to have my Realism Core installed). Sorry about that, but I've written so many lines of code in the past few weeks, that it is difficult to keep track of everything that I've changed since my last version was released.
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SamanthaLove
 
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Post » Sat Jun 19, 2010 3:45 pm

Heh, no worries. I'm having a lot of fun with this playthrough, looking forward to 1.9 :cool:
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John Moore
 
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Post » Sat Jun 19, 2010 8:03 pm

It looks like the crippled weapon script is still partly running, regardless of whether it's turned off. I can hold my rifle again, but the cripple messages keep popping up and VATS is still disabled.
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helliehexx
 
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Post » Sat Jun 19, 2010 9:59 am

The Disable Crippled Penalties option was never meant to totally disable the weapon penalties for being cripple . . . it just allows you to use two-handed non-melee weapons when an arm is crippled. This is why I wrote in the Options Menu: "Crippled Penalties: unable to equip two-handed non-melee weapons when an arm is crippled." VATS will still be disabled when an arm is damaged, and melee weapons will still not do as much damage (which is not even part of my script); and you still won't be able to shoot a pistol very well when your right arm is crippled (which is actually hard-coded into the game . . . i just increase the penalty and display the crippled message).

I guess I should have be clearer about this (but there's only so much that I can fit in the Options message.
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Nikki Lawrence
 
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Post » Sat Jun 19, 2010 2:10 pm

Going from what you said, I think the options message is fine, actually; the reason I assumed it disabled the other things was because the documentation put all of that under the same point.
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Pawel Platek
 
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Post » Sat Jun 19, 2010 7:41 pm

Hi,
I've a problem. Limbs get crippled regardless of their health. They get marked as crippled while still having 80-90% of their health (This is caused mainly by explosions, I think).

Plugins list (the extra plugins are not merged, I don't use them):
Spoiler

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] FOOK - New Vegas.esm
[X] FOOK - New Vegas DLCs.esm
[X] Active Wasteland.esm
[X] EVE-900.esm
[X] ELECTRO-CITY - CompletedWorkorders.esm
[X] NVStripOpen.esm
[X] AmmoSpreadEffectFixer.esm
[X] dangame.esm
[X] AWorldOfPain.esm
[X] Lings.esm
[X] New Vegas Redesigned.esm
[X] Project Nevada - Core.esm
[X] Community Bugfix Compilation Patch.esp
[X] BetterGamePerformanceV4.esp
[X] Vault24.esp
[X] NewVegasStripOverhaul.esp
[X] FewPoses (+).esp
[X] NiptonRevisited.esp
[X] dD - Enhanced Blood Main NV.esp
[X] LibrarianOfTheWastes.esp
[X] Readius_NV.esp
[X] Bobblehunt.esp
[X] Companion Sandbox Mode.esp
[X] CyberEve.esp
[X] UHNV.esp
[X] UHNV-Bobblehunt.esp
[X] AEVegas.esp
[X] DarNifiedUINV.esp
[X] NewVegasBounties.esp
[X] FOOK - New Vegas.esp
[X] FOOK - New Vegas DLCs.esp
[X] +Plugins_Merge.esp
[X] FNNsysNV.esp
[X] RustTown.esp
[X] New Ammunition Reloading.esp
[X] WeaponModsixpanded.esp
[X] WMX-DeadMoney.esp
[X] WMX-ModernWeapons.esp
[X] Redesigned FOOK.esp
[X] Arwen_NV_Realism_Core.esp
[X] Project Nevada - Cyberware.esp
[X] WMX_Arwen.esp
[X] +My_Stuff.esp
[X] Nevada Skies - URWLified.esp
[X] ELECTRO-CITY - Imaginator.esp
[X] +Tweaks.esp
[X] MERGED.esp

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Alexandra walker
 
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Post » Sat Jun 19, 2010 9:53 pm

This should not happen and doesn't happen in my own game.
But I'm not using mods that are not compatible with my Tweaks (like FOOK), and I'm not using a merged patch on my mod (which I have stated will cause problems).

I've stated over and over again that my Realism Tweaks is an Overhaul mod, and, as such, it is NOT going to be compatible with a LOT of other mods. You cannot just make a merged patch to magically fix all the incompatibilities (nor can you make it compatible with FNVEdit by edit the records) . . . many of my changes are done through scripts.
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Justin Bywater
 
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Post » Sat Jun 19, 2010 7:36 am

I've stated over and over again that my Realism Tweaks is an Overhaul mod, and, as such, it is NOT going to be compatible with a LOT of other mods.

Yes, you did.
I like to tinker with things and adjust what I like to my own needs. And when things crash I don't go complaining, just asking for advice :).
Actually, FOOK work rather well together with your overhaul, the two are very different and mainly deal with different aspects of the game. FOOK hardly touches AI, settings and globals and the like. Items and effects can be handled with a patch.

Anyway, right now I can't repeat the said problem (or perhaps it is caused only by enemy explosions :shrug:) so... I keep on tinkering. It's part of the fun.
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Eric Hayes
 
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Post » Sat Jun 19, 2010 10:03 pm

But if you're going to do the very things that I have stated will cause problems, you really shouldn't post your problems in my mod's thread, looking for advice.
My advice is to listen to my advice, so that you will not have problems; and not to tinker with my mod . . . then perhaps it will work as it was intended to.
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Amber Hubbard
 
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Post » Sat Jun 19, 2010 7:05 pm

Progress on Version 1.9:

I'm getting close to wrapping up my NV Med-Tec module . . . and this one is a biggie! I had to do things a bit differently, due to the way that NV's hardcoe mode works . . . plus there's a LOT more food, drinks, and chems in NV than there were in FO3. In FO3 I had just 4 Food Levels . . . in my NV version, I have 10 Food Levels; plus I increased the amount of drink levels (and types). And I've completed all the Survival Recipes, and added a few new items of my own to make Survival a more important stat (you didn't really need it all that much in the default game).

All the food, drinks, chems, and recipes are now finished. And all my main scripts are done. I've just got to add a few more small scripts, try to balance out the Survival stat a bit more, and put in a few more hours of final (I hope) play testing.

I'm still hoping on a weekend release . . . perhaps as soon as late Friday (but this all depends on how much I get done today and if no major bugs pop up during my final play testing).
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Hussnein Amin
 
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Post » Sat Jun 19, 2010 10:38 am

Hey Arwen, I love this mod! I have one suggestion though. If you could make the whole no scopeless zooming thing an option, this mod would be perfect. I understand that it's more realistic, but I'm so used to the game zooming in when I aim that it's hard to adjust to it not doing that. So if you could make this an option to toggle from the menu, I'd be very grateful. Thanks. :tops:
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Jennie Skeletons
 
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Post » Sat Jun 19, 2010 4:57 pm

Thanks, but that is not something that I can just toggle on and off . . . it involves edits to every single weapon that I have removed the unrealistic zoom from. I would have to release yet another module . . . just for the scopeless zooms, which is way too much work . . . and I'm trying to keep my modules down to a bare minimum (I was planing on just 4 modules, but with v.1.9, I'll be up to 5 already). Besides, most users of my Tweaks seem to like this change (and it is more realistic and all, so it does really belong in my Realism Core module).

========================================

Progress on Version 1.9:

I spent most the day trying to wrap this up, but the a couple of my final "little" scripts turned out to be much more challenging than I had expected. One took me forever, as the little svcker just refused to play nice with the rest of my mod . . . but I finally figured out a way to make it do what I needed it to (but not in the way that I had originally planned to do it). So the first three-quarters of my day was not a lot of fun . . . but then I got to spend several hours play testing (which made it all worth the effort).

The update is now ~98% done (I thought it was 100% done until my last play testing proved me wrong). So I still need to tweak a few more things, and improve the balance on a couple of minor issues. After tonight's lengthy play test, I'm quite happy with the way my Injuries and Needs have totally changed the strategy of the game play (beyond the changes of all my previous modules). It has been a LOT of work, but with the addition of my Med-Tec module, my game is finally truly hardcoe. It is now pretty tough to survive as a Low-Level character in a hostile environment (that now actually feels dangerous). Personally I love it, but I'm feeling that this may be quite a bit more of a challenge than what most users want . . . so I'm not really expecting that this is going to be a very popular module. Hopefully some users will really enjoy my changes, and be able to appreciate all the work that went into this final module (and now understand why I saved this one for last).

I'm going to finish my check list (from my last play testing) first thing in the morning. But I want to put in at least a couple more hours of play testing before I consider this version done. And once the mod itself is done, I'll still have to spend several hours writing the docs (which is like my least favorite part, since I'm so slow at writing). So, even if all goes really well, I'm afraid that version 1.9 probably won't be available until late tomorrow (possible late afternoon, at the earliest).

BTW: In addition to being the first version of my NV Tweaks to include my Med-Tec module, v.1.9 also includes changes to all my previous modules (with the exception of my little Camera module), so this is one of my biggest updates yet (my Med-Tec module alone, changes nearly 800 records and adds over 50 custom scripts to my full Realism Tweaks).
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OJY
 
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Post » Sat Jun 19, 2010 4:41 pm

Hi,
I have a couple of suggestions for leveled lists before you get 1.9 out the door, feel free to ignore them if you disagree :)

The FoodWhiteGloveNV100 and GenaroGrub75 lists are only used by one vendor each, I think it would make sense to revert these. Genaro only sells low-tier food and has a bunch of it laid out on his table, it seems odd that he has so little for sale. As for the White Gloves, the Gourmand having such a small stock is inconsistent with the story IMO.

Also, I'm seeing a lot of Fiends running around in their underwear.
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Chloé
 
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Post » Sat Jun 19, 2010 1:25 pm

Thanks for the feedback . . . but you're cutting it a bit close. :)

My Hard-Core module never made any change to the FoodWhiteGloveNV100 Level List, so I'm not the one to blame for their skimpy menu (the default game only gave them 9 items).

The other two were fixed weeks ago (along with a LOT of other Level List changes) . . . back when I was doing the bug fixes for my Hard-Core module.

=========================================
Version 1.9 update:

I'm still not done with my v.1.9 Beta play testing, as I uncovered a couple of minor bugs and a few more balancing issues that I need to fix. I'm running out of free time today, so it looks like v.1.9 will not be released until sometime tomorrow (hopefully). My Med-Tec module is my most complex module, so finding and fixing bugs and rebalancing the changes is taking me longer than I had hoped (I had hoped that today's play testing was not going to uncover any more issues . . . but that is exactly why I felt that more play testing was needed before I released this). I'm not expecting v.1.9 to be totally bug free, just because of the hugh number of additions and changes that my Med-Tec module contains, and there's just no way I can play test the way my changes affect everything in the game. . . but I'm going to try to make it as bug-free as possible.
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Talitha Kukk
 
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Post » Sat Jun 19, 2010 7:25 pm

Huh, my copy of Arwen_NV_Hard-Core.esp from the 1.8 package does edit the FoodWhiteGloveNV100 list, giving it a 70% chance none and the ArwenMult30 global.

As long as it isn't in your version, all is well :)
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Terry
 
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Post » Sat Jun 19, 2010 9:27 pm

Sorry, but I was looking at my current version and my Hard-Core notes on both v.1.8 and v.1.9, and had nothing written down on it (I can generally depend on my notes, but I guess I missed recording that change). Anyhoo it is not touched in v.1.9, so we should be good.
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мistrєss
 
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