[Relz] Arwen's Tweaks

Post » Sat May 28, 2011 3:00 am

I have tested mod, and i noticed that localized damage is better, and more polished than before. The mutants are more agressive indeed, i had fight with 2 of them with miniguns, and the other nicely flanked me :). However the problem with mutants quickly loosing weapon when shoot at, persists. Another thing i noticed, is that when u hide inside the building the mutants go after you, which is ok, but when mutant enters inside building, sometime it happens that they are just standing, facing your back toward you, and not attacking(4-5 seconds).
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Shae Munro
 
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Post » Sat May 28, 2011 6:50 am

ive noticied similar behavoir from raiders, another thing they will do is stand behind cover sometimes and crouch and stand while turning without shooting.
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ZzZz
 
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Post » Sat May 28, 2011 7:54 am

Having a wrench in your inventory increases your repair skill by 5 points

I'm using Repair Rethought Reborn which also does this for several items, probably the wrench too. Will using both RRR and your tweaks make only one of the two bonuses appear depending on the load order, or will they stack? If they stack then using both mods would be a bit unbalancing for me. :P
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Heather Stewart
 
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Post » Sat May 28, 2011 3:36 am

Everything is pretty awesome, however i cannot Vats target cars :/

I'n the default game only about 2/3s of the destructible vehicles had "VATS Targetable" enabled ... I enabled this for all of them.

According to the GECK WIKI: "If checked, this object can be targeted in VATS."

I just tested this in my on game and couldn't target vehicles in VATS either. Apparently this doesn't work.
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Robert
 
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Post » Fri May 27, 2011 11:39 pm

Version 2.7 is now available! This is another MAJOR update (the FULL esp jumped from 82KB to 291KB).
Arwen_Realism_Tweaks[/url]


First I want to say I love your website and your Reality mods.

I've been using the AI mod with FWE (MMM, WMK, and Phalanx) with good success.
Much better AI tactics. Much more believable.
It is nice when someone really runs off.

And the reduction in head shots is great too.

Trying your Stealth mod currently.

Thanks!
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City Swagga
 
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Post » Sat May 28, 2011 10:07 am

I just tested this in my on game and couldn't target vehicles in VATS either. Apparently this doesn't work.

I guess the feature was never fully implemented then? Shame. :(
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Code Affinity
 
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Post » Sat May 28, 2011 7:24 am

I'm using Repair Rethought Reborn which also does this for several items, probably the wrench too. Will using both RRR and your tweaks make only one of the two bonuses appear depending on the load order, or will they stack? If they stack then using both mods would be a bit unbalancing for me. :P


My Realism Tweaks are no longer compatible with Repair Rethought Reborn, mostly due to the changes in my Armor Module. I'm not really sure what would happen if you tried to use the two together, but my guess it that any items that RRR adds Repair Skill increases to, would likely stack on top of mine ... which would NOT be a good thing. I initially liked much of what RRR does, but I was finding that it made repairing items a bit too easy, which conflicted with own personal game tweaking goals. I'm planning to add some additional repair tweaks in my future updates ... I'm just not sure yet what this will consist of yet, as I'm playing around with a number of different approaches.
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Stephy Beck
 
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Post » Sat May 28, 2011 5:34 am

My Realism Tweaks are no longer compatible with Repair Rethought Reborn, mostly due to the changes in my Armor Module. I'm not really sure what would happen if you tried to use the two together, but my guess it that any items that RRR adds Repair Skill increases to, would likely stack on top of mine ... which would NOT be a good thing. I initially liked much of what RRR does, but I was finding that it made repairing items a bit too easy, which conflicted with own personal game tweaking goals. I'm planning to add some additional repair tweaks in my future updates ... I'm just not sure yet what this will consist of yet, as I'm playing around with a number of different approaches.

Okay that's good to know. And I see your point, it's way too easy to repair everything to the max of your abilities with simple scrap metal that can be found pretty much everywhere.
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Breautiful
 
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Post » Sat May 28, 2011 10:21 am

ive noticied similar behavoir from raiders, another thing they will do is stand behind cover sometimes and crouch and stand while turning without shooting.


Thanx for pointing that out, i can confirm too that this behavior is almost always noticable, especially if you are behind the raiders cover(2-3 steps from them)
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Deon Knight
 
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Post » Sat May 28, 2011 2:27 am

ive noticied similar behavoir from raiders, another thing they will do is stand behind cover sometimes and crouch and stand while turning without shooting.

I'm not sure if this is a game bug, or something that can be fixed. It happened all the time in CEP as well. This is not just confined to Raiders. It's like the NPCs can't quite target you. And at other times they keep poking their gun out from behind cover, swinging it back and forth, and then ducking back. Eventually they get their act together, but it can be frustrating. I'll try making a few changes in the SmarterAI module ... I have a guess at what might be cause. It could be that I have their random wait state set a bit high ... if so, it should be a pretty easy fix. I'm just a bit concerned that any changes might mess something else up ... as this module is extremely difficult to balance, since there are so many settings and many of them are connected ... some in some pretty obscure ways.
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Colton Idonthavealastna
 
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Post » Sat May 28, 2011 4:18 am

I'm not sure if this is a game bug, or something that can be fixed. It happened all the time in CEP as well. This is not just confined to Raiders. It's like the NPCs can't quite target you. And at other times they keep poking their gun out from behind cover, swinging it back and forth, and then ducking back. Eventually they get their act together, but it can be frustrating. I'll try making a few changes in the SmarterAI module ... I have a guess at what might be cause. It could be that I have their random wait state set a bit high ... if so, it should be a pretty easy fix. I'm just a bit concerned that any changes might mess something else up ... as this module is extremely difficult to balance, since there are so many settings and many of them are connected ... some in some pretty obscure ways.


No problem Arwen, you can try that fix, and test it out, or you can send the module here to us to give it a spin. :)
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 8:37 pm

I'm not sure if this is a game bug, or something that can be fixed. It happened all the time in CEP as well. This is not just confined to Raiders. It's like the NPCs can't quite target you. And at other times they keep poking their gun out from behind cover, swinging it back and forth, and then ducking back. Eventually they get their act together, but it can be frustrating. I'll try making a few changes in the SmarterAI module ... I have a guess at what might be cause. It could be that I have their random wait state set a bit high ... if so, it should be a pretty easy fix. I'm just a bit concerned that any changes might mess something else up ... as this module is extremely difficult to balance, since there are so many settings and many of them are connected ... some in some pretty obscure ways.


let us know what's up :)
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Patrick Gordon
 
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Post » Sat May 28, 2011 1:47 am

Version 2.7.1 SmarterAI module Beta Test esp is now available.

I needed a bit of time to test this out first (and I had to fit making dinner in there somewhere).

Anyhoo . . . my quick fix seems to improve at least the way that Raiders advance during combat and the no longer seem to be getting stuck in that decision making "should-I stay-here-or-go?" loop. Note that my changes only affect the Raiders.

If you would like to give this a try, it can be found with my http://www.fallout3nexus.com/downloads/file.php?id=7565 mod, under Miscellaneous ... "Arwen_Tweaks_SmarterAI_V2_7_1"
Install instructions and a bit more information is give in the Arwen_Tweaks_SmarterAI_V2_7_1.txt ReadMe file.

If you do try this out, please let me know what you think of my changes.
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Tasha Clifford
 
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Post » Sat May 28, 2011 12:32 am

Version 2.7.1 SmarterAI module Beta Test esp is now available.

I needed a bit of time to test this out first (and I had to fit making dinner in there somewhere).

Anyhoo . . . my quick fix seems to improve at least the way that Raiders advance during combat and the no longer seem to be getting stuck in that decision making "should-I stay-here-or-go?" loop. Note that my changes only affect the Raiders.

If you would like to give this a try, it can be found with my http://www.fallout3nexus.com/downloads/file.php?id=7565 mod, under Miscellaneous ... "Arwen_Tweaks_SmarterAI_V2_7_1"
Install instructions and a bit more information is give in the Arwen_Tweaks_SmarterAI_V2_7_1.txt ReadMe file.

If you do try this out, please let me know what you think of my changes.


I did extensive testing at the super duper mart and here is the report :) :

1.Good news: Raiders react faster, they take cover faster. also if they looose weapon they instantly run for another one.

2.Bad news: The raiders still stuck with that "looping sequence". Also raiders dont run that often when their health is too low.

3.Things that can be considered improving:

a)In 3 out of 10 occasion, the raiders dont take cover: especially the guy with the shotgun. Sometime he actually goes towards you, even if he has almost no health. The same thing ocassionaly goes for melle.

b )I dont know if it is possible to make raider some kind of health treshold to solve this problem. So, if you have assault rifle, and he runs and picks up a melle weapon, it would be natural for him to take cover, and not to attack you directly in line of fire. Or even run.
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Alan Whiston
 
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Post » Fri May 27, 2011 10:36 pm

hello arwen, can you post your load order just so i can see what mods you use? Please Also when do you think dlc will be supported?

thanks in advance
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Nice one
 
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Post » Sat May 28, 2011 10:03 am

Nero, just follow the links in her signature, everything you're inquiring on is there.
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tegan fiamengo
 
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Post » Sat May 28, 2011 7:16 am

Version 2.7.2 SmarterAI module Beta Test esp is now available.

My first attempt improved things a bit . . . but this new beta should be better in improving the way that Raiders advance during combat.
In my tests with this version, Raiders no longer seem to be getting stuck in that decision making "should-I stay-here-or-go?" loop.

Please Note that my changes only affect the Raiders (but NOT the melee Raiders, as I'm concentrating on fixing the small gun stuff).

If you would like to give this a try, it can be found with my http://www.fallout3nexus.com/downloads/file.php?id=7565 mod, under Miscellaneous ... "Arwen_SmarterAI_V2p7p2"
Install instructions and a bit more information is give in the Arwen_Tweaks_SmarterAI_V2_7_1.txt ReadMe file.

If you do try this out, please let me know what you think of my changes.

OH: this beta version also includes a little bonus that I will be adding to my Survival Module: NPCs will now all be a bit tougher ... only in that that will be able to restore a higher percentage of their health (this should help offset one of the problems that the lower HPs caused).


...Please Also when do you think dlc will be supported?

I will be at some point (but probably not until after the GOTY version is released). Right now I just need to focus on the default game, until I have all my modules to a semi-final state. (Trying to do DLC patches on top of all that would mean that it would take me forever to complete an update ... especially since I'm not using any DLC in my own game yet.)
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Emmie Cate
 
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Post » Sat May 28, 2011 4:20 am

last question do you know if the mods that you reccomand support dlc?
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Jennifer May
 
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Post » Sat May 28, 2011 6:57 am

last question do you know if the mods that you reccomand support dclc?

I might have misunderstood what you were asking. My Realism Tweaks mod will work in your game, even if you have DLC installed ... that is true for most mods that were not made specifically for DLC. My mod just won't make any changes to items or anything else that are unique to the DLC you are using. For instance my Armor Module will still alter the original game's armor and clothing ... it just won't make any changes to any new armor and clothing that is unique to the the DLC (and not in the original game). When a patch is made for a mod, it generally is done to make the same type of changes to the unique content that is in the DLC.

So, now that I've clarified some stuff: some of the mods in my mod list do have DLC patches ... I just don't know which ones have patches for specific DLC. If you're interested in a mod, just click on my download link button and you should be able to find out what DLC is supported by it.
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tannis
 
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Post » Fri May 27, 2011 7:53 pm

Does this alter followers in any way? Their Armor, Weapons, etc. For compatibility reasons, is why I ask.

Secondly, does this alter weapons at all in any way? I want to ensure my users compatibility with T3T_WT.
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yermom
 
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Post » Sat May 28, 2011 10:09 am

My Armor module makes changes to most of the armor/clothing in the game, including follower's armor ... although the changes are not all that much as far as AR and WT goes. I believe that the only AR change to any follower's clothing is Clover's "Dirty Pre-war Spring Outfit" (from 3 to 1).

My Realism Tweaks do not yet alter any individual weapons (but my next update will include a Weapons Module, which will likely only alter projectiles).
My Survival Module makes a number of global changes that affect weapons ... including increasing the damage from all weapons by a factor of 2.5.
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Vicki Blondie
 
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Post » Fri May 27, 2011 9:12 pm

hoping for some chinese pistol love :P
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 8:03 pm

Version 2.7.2 SmarterAI module Beta Test esp is now available.

I'm using Arwen_FULL_Tweaks.esp. Can I just load the V 2.7.2 of Arwen_SmarterAI.esp after Full_Tweaks or should I switch to the individual esps?

Also, should I load your tweaks before or after MMM (I'm using RC4.1).
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Avril Churchill
 
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Post » Sat May 28, 2011 4:06 am

I'm using Arwen_FULL_Tweaks.esp. Can I just load the V 2.7.2 of Arwen_SmarterAI.esp after Full_Tweaks or should I switch to the individual esps?

Also, should I load your tweaks before or after MMM (I'm using RC4.1).


You can load my beta version (v.2.7.2) of my SmartAI after the FULL esp (and if you don't like the changes, you can just delete it).

Load my Tweaks after MMM, if you want all my changes. I'm pretty sure that the only thing that my mod an MMM have in common are crippled effects, if you prefer MMM crippled effects, load MMM last.
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Trent Theriot
 
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Post » Sat May 28, 2011 10:27 am

Thanks for the information. If you need input on weapon modification, lemme know, I could give some advice, if you wanted.
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Yvonne Gruening
 
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