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

Post » Sun Jun 20, 2010 3:27 am

That would all make sense to me, and something moderately difficult would be something like...A plate or a pressure cooker...I don't know, something that doesn't have 12,000 unique uses but not something that has 12.

Will v2 just be a bug patch (since you've released all modules that I know of) or something a bit bigger?
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Nick Swan
 
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Post » Sat Jun 19, 2010 5:56 pm

v.2.0 will be just a minor update . . . to patch the 3 bugs (Food Poisoning, and Sleeping CTDs, and Tanning skins). Actually I'm surprised that v.1.9 does not appear to have more bugs, since it is my initial release of my Med-Tec module (which is a large mod all by itself). I'm also including a number of balancing improvements (some of which I am still working on).
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Blackdrak
 
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Post » Sat Jun 19, 2010 11:13 pm

Progress on version 2.0:

I was finally able to put in a long play testing session today, which I felt I needed to do before I could be satisfied that my fixes were all working as they should. No CTD or freezes or any glitches at all. I'm still working on a few little things, but v.2.0 is very close to being done. So, if you're seeing any other issues (besides v.1.9's Sleeping and Food Poisoning CTD) please let me know really soon . . . because v.2.0 is probably going to be my last update for a while.

===================================
That would all make sense to me, and something moderately difficult would be something like...A plate or a pressure cooker...I don't know, something that doesn't have 12,000 unique uses but not something that has 12.

I decided to keep the Big Spoon in the items needed to craft the Cooking Kit, as nothing else makes sense. But what I did was add the Big Spoon to most of the merchants, so you should now be able to buy one if you cannot find one. I've also added a couple of "Pan Fried" recipes . . . which do not require a Cook Kit, but you'll need a Metal Cooking Pan in your inventory, and you'll have to have a knife equipped (but it can remain holstered). This seems like a fair compromise, as the pan looks just like a frying pan, and a knife (Knife. or one of the Combat Knives) could also serve as a basic cooking tool.
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michael flanigan
 
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Post » Sat Jun 19, 2010 9:59 pm

Version 2.0 is now available: [url=http://www.newvegasnexus.com/downloads/file.php?id=34759[Arwen's NV Realism Tweaks[/url]

Here are the major changes in v.2.0:

Minor changes and fixes were made to the Realism Core and the Hard-Core modules (including the Intense Training perk issue).

Med-Tec module changes:
  • Fixed the Food Poisoning and Sleeping CTD bugs
  • Added the penalty where if you eat when you have Food Poisoning, you will just get sick (the food will be consumed, and your Digestion Level will increase a bit, but your Food Need will not be reduced).
  • Removed drinking from surface water from my main Needs/Injuries/Healing script. This is now done through a separate DrinkSurfaceWater script, which is attached to the surface water activators. (This gives me a bit more flexibility, and should further reduce the chance of the Food Poisoning bug from popping up.)
  • The Tanning Hide Recipes should now work as intended. Tanning now requires a large, sharp knife (a combat-type knife), so you have to have one equipped (can remain holstered) for the tanning recipes to be visible. I also edited the default Help notes for Crafting, to include this explanation.
  • Added a few new basic "Pan Fried" recipes that do not require the Cooking Kit . . . just a Metal Cooking Pan (in your inventory) and a large, sharp knife (must be equipped for these new recipes to be visible).
  • HP Regen is now a bit faster, but no HP Regeneration with a Wound Level 2 or higher (like in v.1.9), nor when Thirsty, Hungry, or Very Tired (20 Sleep Need).
  • To make my injuries a bit clearer: I renamed Blood Loss and Moderate & Severe Wounds Effects, to Bleeding Wounds, Moderate & Severe Blood Loss.
  • HPs are no longer damaged with bleeding wounds until Blood Loss is Moderate (Level 8 or higher). HP damage due to Blood Loss is now dynamic (HP damage slowly increases as Blood Loss becomes greater). Also Blood Loss increases 50% slower and blood replenishes 25% faster (then in v.1.9)
  • 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 while it is equipped (the wound increases by 3 Wound Levels once the hour is up). Tourniquet Time is tracked under Additional Stats.
  • Adjusted my Dynamic Water Needs (Based on 48 ounces of water needed every day]: Outside between 9am and 6pm, Need 3 ounces/hour; Indoors or outside during evenings and nighttime, Need 2 ounces/hour; When asleep (indoors, or outside between 6pm and 9am), Need 1 ounce/hour.
  • Harvesting plants is now based on your Survival skill. If you lack the required skill (knowledge) you will not be able to harvest the plant. Higher survival skills also result in increased harvest amounts. This was done to strengthen the Survival stat and to make it a bit more difficult to find food.


I'll update my opening post in this thread (and my website) tomorrow.

Enjoy. :)
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Janeth Valenzuela Castelo
 
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Post » Sat Jun 19, 2010 5:50 pm

Great update, thanks!
One question: Can i use the Realistic Repairs mod? I noticed you made minor changes to the repair script.
One suggestion: Can you add metric system option (liters instead of ounces, etc.)
One bug report: Im using Med-Tec for the first time. The quest popped up and i got all the goodies. After i finished the quest (using the Med-Tec scanner) i DIED! I tried it again after loading and this second time it worked fine.
Also, some recipes are missing a description: Baked Potato, Hot Chili, Mashed Potatoes
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Kitana Lucas
 
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Post » Sat Jun 19, 2010 10:48 pm

You're welcome. :)
1.) not without some conflicts and imbalances.
2.) No, that would be WAY too much work.
3.) If you load an old save, it calculates your health and penalties based on the amount of game time that has passed since your last loaded game. When you reload, the calculates are reset from your last game (where you just died).
4.) I don't know why the Effects are missing from my new recipes, as they are in the created recipe itself.
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Susan
 
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Post » Sat Jun 19, 2010 11:53 pm

thanks, by the way did you fix that thing where NPCs dont have a weapon because of loot chance?

And you didnt change the healing effect (just 1HP), and the weight of Gum Drops (0008C564)
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Sophh
 
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Post » Sun Jun 20, 2010 9:00 am

The missing weapons and armor was fixed back in v.1.9, so it didn't need fixing again in v.2.0.
I didn't change the bubblegum either . . . nor a bunch of other things, that I feel were all that important.
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Tanika O'Connell
 
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Post » Sat Jun 19, 2010 8:28 pm

yea i didnt try 1.9 so i missed that, im asking because im at the boulder city ruins right now and 2 of the 5 rangers have a knife equipped while they have ammo in their inventory but no gun. and youre right about the foodstuffs but i thought maybe you could add a special effect or something to make them not entirely useless

edit: yep it seems those weapons are randomly dispersed to the rangers. I loaded another save and now still 2 of 5 have a knife, but now different Rangers than before, maybe this is normal i dont know.. All the Great Khans have knives too so this will be an easy fight - i think the 'CondXxxLoot' weapons in the 'Leveled Item' list in the Hard-Core module are the culprit (Chance none). But forgive if im wrong im a real noob when it comes to modding.

edit2: its not normal, same as before 1.9 actually. I removed all the CondXxxLoot entries and now everyone has guns again.
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NIloufar Emporio
 
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Post » Sun Jun 20, 2010 7:37 am

HI there,

I purchased Fallout New Vegas through Steam, and while I used your modifications in Fallout 3, I'm finding it somewhat daunting again to use the Realism module for NV because I'm not sure what I'll need to install stuff here.

As it stands, I currently have your mod downloaded, and have not done much else.

Can you offer me some help as to how to go about installing this? Should I use the new Fallout Mod Manager, even though the creator of it appears to be working on a new Mod Manager?

What else will I need?

Thank you for your time. :)
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Valerie Marie
 
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Post » Sat Jun 19, 2010 8:04 pm

I highly recommend using the Fallout Mod Manager (the current version will work fine), as my mod includes a fomod installation script, which makes it really easy to install (and uninstall). You also need to install the New Vegas Script Extender (NVSE). You might want to take a look at the mod section of http://amito.freehostia.com/FalloutNV/FNV-Mods.htm. I haven't had a chance to finish updating my site since releasing v.2.0 last night, but the install install instructions and my mod help section is unchanged since v.1.9.
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Benji
 
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Post » Sun Jun 20, 2010 7:09 am

yea i didnt try 1.9 so i missed that, im asking because im at the boulder city ruins right now and 2 of the 5 rangers have a knife equipped while they have ammo in their inventory but no gun. and youre right about the foodstuffs but i thought maybe you could add a special effect or something to make them not entirely useless
edit: yep it seems those weapons are randomly dispersed to the rangers. I loaded another save and now still 2 of 5 have a knife, but now different Rangers than before, maybe this is normal i dont know.. All the Great Khans have knives too so this will be an easy fight - i think the 'CondXxxLoot' weapons in the 'Leveled Item' list in the Hard-Core module are the culprit (Chance none). But forgive if im wrong im a real noob when it comes to modding.
edit2: its not normal, same as before 1.9 actually. I removed all the CondXxxLoot entries and now everyone has guns again.

If you reload a saved game the spawned loot will not instantly change . . . you have to give everything time to respawn, which will take as long as 4 game days. This is true of any mod that alters spawned items. This was fixed in v.1.9 . . . many uses have reported that the NPCs are now receiving their correct weapons are armor.
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Setal Vara
 
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Post » Sun Jun 20, 2010 11:12 am

I waited more than 4 days (on God Mode), then entered Boulder City Ruins, and still some guys are missing their guns... I dont notice any missing armor

Also, enemies seem to have a lot of ammo on them that you cant loot. They will shoot you for a long time, it doesnt seem they run out of ammo before the fight is over. BUT, when i steal all their lootable ammo (just 4 rounds or whatever small amount i can steal) and then attack them, they will switch to their melee weapon.
And the guy inside the building in Ruins has a shotgun and ammo in his inventory but he will use his knife to fight.
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Anna S
 
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Post » Sun Jun 20, 2010 3:27 am

Is your Luck stat really low? Because there is a still a 20% chance that some of the weapons will not spawn (and that chance will increase the lower your Luck is) . . . I did this in order to make attacks more random (and more unpredictable). Using a melee weapon is not necessarily a handicap . . . especially if you have my Weapon Effects enabled (which my mod was balanced for).

NPCs do not use ammo. The amount that you are finding on them was reduced by my Hard-Core module, and is based on how much Luck you have. One of the main goals of that module was to decrease the amount of lootable stuff (like ammo).

The NPCs will switch to melee weapons when you are close, or if the melee weapon will do more DAM then their ranged weapon (such as when their ranged weapon is in poor condition).
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Siobhan Thompson
 
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Post » Sun Jun 20, 2010 4:18 am

Is your Luck stat really low? Because there is a still a 20% chance that some of the weapons will not spawn (and that chance will increase the lower your Luck is) . . . I did this in order to make attacks more random (and more unpredictable). Using a melee weapon is not necessarily a handicap . . . especially if you have my Weapon Effects enabled (which my mod was balanced for).

NPCs do not use ammo. The amount that you are finding on them was reduced by my Hard-Core module, and is based on how much Luck you have. One of the main goals of that module was to decrease the amount of lootable stuff (like ammo).

The NPCs will switch to melee weapons when you are close, or if the melee weapon will do more DAM then their ranged weapon (such as when their ranged weapon is in poor condition).


Thanks for the quick reply. My Luck is 4. I loaded this scenario a few times and one time only 1 out of 4 Khans had a weapon (10mm machinegun). While melee weapons can cause a lot of wounds and bleeding, the guns do much more damage than their lousy switchblades and my DT of 17 will ensure almost no HP damage will occur. For me this chance modifier makes the game too easy and in the case of quest scenario's like this a bit unrealistic too. I would atleast give them stronger melee weapons when they dont have guns. Just my opinion.

My point about the ammo was that NPCs will ALWAYS use melee weapons when you steal their ammo, while they should have ammo loaded in their weapons. This is an easy way 'cheat' if you ask me. I wont steal their ammo again :biggrin:

It didnt seem the guy was using his knife because i was at melee distance. Also it seems he would never switch to using his shottie even when the distance between us increases. He doesnt have anything equipped at first, but he will always choose his lousy switchblade. Maybe this NPC is an exception though.
(His name is Jessup)
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Becky Cox
 
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Post » Sun Jun 20, 2010 9:02 am

My game still crashes when I try to cycle thru my weapons in combat (same issue I had with 1.8) :sadvaultboy:

But you did a great job with the medicine module !

Now its time for finishing new vegas (108 hours played, and not thru with it :whistling: ), a fresh start ofc..
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Melung Chan
 
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Post » Sun Jun 20, 2010 4:27 am

Thanks!

I'm sorry that you're still getting crashes . . . have done all I can do to improve the way the Cycle hot key items script, but this seems to be an issue with the way the game is coded, or with my inability to figure out a more crash proof way of doing this. This is why I now have my "No Pip-Boy During Combat" disabled by default. But I have been able to use this is my own game, consistently without it resulting in a CTD, by doing the following:
1.) Turn off Auto-Saves.
2.) After you add an item to a hot key slot (or move items around), use the hot key default (numbers 1-8) to equip the item . . . BEFORE using my up/down Cycle Keys. It seems that new items need to be initially equipped with the default keys, before they will equip with my Cycle Keys.
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Sudah mati ini Keparat
 
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Post » Sun Jun 20, 2010 2:51 am

I highly recommend using the Fallout Mod Manager (the current version will work fine), as my mod includes a fomod installation script, which makes it really easy to install (and uninstall). You also need to install the New Vegas Script Extender (NVSE). You might want to take a look at the mod section of http://amito.freehostia.com/FalloutNV/FNV-Mods.htm. I haven't had a chance to finish updating my site since releasing v.2.0 last night, but the install install instructions and my mod help section is unchanged since v.1.9.


Hi again.

I just installed your mod using the FOMM and NVSE, and I was wondering.... I got this message that says Fallout.ini is read only or some such, and was asking through FOMM if I would like to have it set to not read only. What should I do? Does that interfere with anything?
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c.o.s.m.o
 
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Post » Sun Jun 20, 2010 7:37 am

My mod doesn't make any changes to the Fallout.ini, so it wouldn't have any effect as far as my mod goes.

And my NV journal is now updated for v.2.0 of my Tweaks.
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k a t e
 
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Post » Sat Jun 19, 2010 9:31 pm

I think GetHotkeyItem has issues in NVSE.
There have been some changes to the hot keys in the game executable. Others have had issues with CTD, using this command under certain conditions - just couldn't identify what those conditions are. We traced the CTD to GetHotkeyItem - and it was just a simple sorting script.
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MatthewJontully
 
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Post » Sun Jun 20, 2010 9:27 am

I found the police pistol for sale in camp mojave (Dead Money weap), it does 50% more damage then my standard .357 gun but according to GECK both have damage 30 (my weaponskill is 20ish)

What changes has to be made so that they may have the same ingame damage values, is it just the "Object Effect" field, or are there other changes to be made too?
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Manny(BAKE)
 
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Post » Sun Jun 20, 2010 5:28 am

I found the police pistol for sale in camp mojave (Dead Money weap), it does 50% more damage then my standard .357 gun but according to GECK both have damage 30 (my weaponskill is 20ish)

What changes has to be made so that they may have the same ingame damage values, is it just the "Object Effect" field, or are there other changes to be made too?


Weapon damage can be found in the 'Weapon' list in FNVEdit in FalloutNV.esm or the mod's .esm, then to DATA - Base Damage
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Prue
 
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Post » Sun Jun 20, 2010 5:54 am

I got a problem. When i eat something, the UI says i have radiation sickness, which i dont have (162). When i drink Purified Water Full, it doesnt lower my thirst and doesnt give me a Purified Water Partial either.
I just wanted to inform you that something went wrong here. I think it started after i went to sleep with about 190 radiation poisoning. Before i went to sleep made some Rat Burgers and some Baked Potatoes. I ate the Baked Potatoes (2). After i woke up this stuff didnt work anymore. I also tried taking RadAway before eating.
Luckily i save a lot, when i load a savegame before i went to sleep, everything is normal again even after i have slept.
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D LOpez
 
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Post » Sun Jun 20, 2010 6:02 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.


//////


Anyone using this mod ? Variable Merchant restock
http://newvegasnexus.com/downloads/file.php?id=37344

I would like to set the restock timer to 24h, this should be compatible when I load it before Arwen's right ? It modifies the ammo quantity too, or so it says in the readme
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NEGRO
 
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Post » Sun Jun 20, 2010 9:31 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
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Sheila Esmailka
 
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