[Relz] Arwen's Tweaks

Post » Fri May 27, 2011 9:04 pm

I would love a more modular version of these tweaks, if possible.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Sat May 28, 2011 7:05 am

Looks good, I think I'll use this for the next install. Arwen, will you be adding more changes to the mod? Like some realistic use of SPECIAL and the skills and maybe more but only using vanilla resources... and maybe getting everything in one ESP. If you're familliar with TIE for Oblivion, I think F3 lacks a mod of that kind for now and this looks like on its way there. (yes, XFO is somehow similar, but who knows when it will be updated). And thanks for the mod list on your website.


Thanks! I'll likely be updating this mod for a while, as I'm still learning how to mod more of the changes that I want to add. But the intent of this mod is just to supplement the other mods in my mod list, and never to became a huge overhaul. I originally just made this mod for myself, as I wanted to make some specific changes to gameplay.
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Fri May 27, 2011 8:38 pm

I would love a more modular version of these tweaks, if possible.

The main mod already consists of 3 esps, which are completely independent of each other (you can use just 1, or 2 of them, or all 3). The optional download is just a single combined esp that contains all my tweaks (for those that want all 3).
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Fri May 27, 2011 8:25 pm

I tried Lork's Spint mod, and found it pretty unrealistic . . . and it really made my game feel unbalanced, since it only affects the player character. I really don't recommend using it with my mod.
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Fri May 27, 2011 7:32 pm

The main mod already consists of 3 esps, which are completely independent of each other (you can use just 1, or 2 of them, or all 3). The optional download is just a single combined esp that contains all my tweaks (for those that want all 3).


I would still like a version that comes only with the durability fix, if you could isolate it.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Sat May 28, 2011 8:02 am

I would still like a version that comes only with the durability fix, if you could isolate it.

If you don't want any of my other changes, there are other mods that you can use that just increase durability.

Do a FO3 Nexus search under "Degradation" or "Durability.
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Sat May 28, 2011 6:17 am

I like most of your tweaks, the weight thing is a little too realistic for me! It is just too tedious to manage your inventory with that low weight limit.

I use a custom tweak file and I will be adding a couple from your mod to my own custom one. Thanks for posting
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Sat May 28, 2011 4:24 am

I like what you did to the power armor. Do you have any plans to add the power armor from the Pitt and BS?
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Sat May 28, 2011 8:04 am

Thanks! I will eventually add patches for DLC, but I only have the Expansion Pack for Operation Anchorage & The Pitt (which I haven't even installed yet), so it will be awhile.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Fri May 27, 2011 10:01 pm

Version 1.1 is now available, in both the Main modular file and the Optional single esp file.

This new version includes a couple more tweaks:

1.) Action Points take 4 times longer to recharge (this should add a bit more balance to VATS)
Now using VATS will become a bit more strategic, as you'll have to make your Action Points count.

2.) Spent shells from bullets last 4 hours before they begin to disappear (instead of only a few seconds)
This change was actually added to later versions of 1.0
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Fri May 27, 2011 8:41 pm

I tried Lork's Spint mod, and found it pretty unrealistic . . . and it really made my game feel unbalanced, since it only affects the player character. I really don't recommend using it with my mod.


I played Fallout 3 extensively on the xbox 360 and when I had NPC companions I noticed they had their own sprinting ability built into the game. I noticed when my companion was lagging behind and was far off, they would automatically move at a increasingly fast rate until they caught up with you. So in a way the NPC's do have their own sprinting ability, if you don't believe me, test it out yourselves, its happened many times to me in my game.
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Sat May 28, 2011 1:25 am

I played Fallout 3 extensively on the xbox 360 and when I had NPC companions I noticed they had their own sprinting ability built into the game. I noticed when my companion was lagging behind and was far off, they would automatically move at a increasingly fast rate until they caught up with you. So in a way the NPC's do have their own sprinting ability, if you don't believe me, test it out yourselves, its happened many times to me in my game.

I realize that; but that's just a way for companions to keep up and does not seem to affect any other NPCs. The imbalance that I found was that, when using the Sprint mod, I could easily outrun any enemy NPC. Plus the speed was totally unrealistic . . . no one can sprint that fast.

You can certainly use the Sprint mod with my tweak mod, as there there doesn't seem to be any actual conflicts . . . I just don't recommend using it, as it goes against the basic rationale that was behind all my tweaks.
The only problem that I see is that the latest version of my mod make Action Points take 4 times longer to regenerate (and you need Action Points to sprint).
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Sat May 28, 2011 1:19 am

I realize that; but that's just a way for companions to keep up and does not seem to affect any other NPCs. The imbalance that I found was that, when using the Sprint mod, I could easily outrun any enemy NPC. Plus the speed was totally unrealistic . . . no one can sprint that fast.

You can certainly use the Sprint mod with my tweak mod, as there there doesn't seem to be any actual conflicts . . . I just don't recommend using it, as it goes against the basic rationale that was behind all my tweaks.


well isnt it possible to tweak the sprint mod so you cant go too fast? Gears of war 2 had the perfect sprint speed
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Sat May 28, 2011 10:25 am

Arwen, considering the change in AP recharge time, can you please modify AG to give more AP, let's say at least 25% more? I forgot how many AP you get for each point of AG, but please consider this. Thanks.
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Sat May 28, 2011 1:08 am

well isnt it possible to tweak the sprint mod so you cant go too fast? Gears of war 2 had the perfect sprint speed

Yes, I could adjust the Sprint speed, but that still doesn't make the mod balance, as the enemy NPC cannot sprint.
Honestly, I just don't see the need to run faster. Like I wrote earlier in this thread, running speed would ideally be reduces as you carrying load increases, but I don't know how to script that into a mod.

Arwen, considering the change in AP recharge time, can you please modify AG to give more AP, let's say at least 25% more? I forgot how many AP you get for each point of AG, but please consider this. Thanks.

I just finished testing out my changes again, with my level 2 character, fresh from Vault 101. I was able to take on 6 Raiders (as many as 3 at once), using just the Overseer's 10mm pistol ... and having enough Action Points was not really that much of an issue. The only I noticed was that I had to keep a closer eye on how low my Action Points were, before switching to VATS combat. When my Action Points were low, I just stuck with normal combat.

But I will take a look at the relationship between AG and APs ... perhaps I can tweak things a bit.

Is there any particular reason why you need more Action Points? It is because another mod requires more APs?
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat May 28, 2011 4:11 am

The reason for my request is that I thought (F3 not installed yet) the 4x slower recharge time is a bit extreme so that could be compensated by bringing up the number of AP generated by AG. Plus, FWE has a component that does something similar and at the same time increases the number of AP - not by much - and I thought that gives that part some balance. I'm not saying you should follow what FWE is doing, i like the light-realism changes of your mod a bit more. So if you think, from your testing that the change is OK, then good. Then again, as I already said, I hope you'll consider some more light-realism changes to the SPECIAL system and maybe the skills. Cheers.
And something else. Since you know more about how mods affect the game, I have a question. If I start F3 and save just after I configure the looks of my character but BEFORE putting points in SPECIAL, then bring some mods in the game - including yours - I play the game a bit and after 1-2 days you upgrade your mod: would there be a big problem if I use the new version and start from that save game? I'd like to do this so I can avoid the starting sequence and visual configuration every time I try some new mods. Thanks
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Sat May 28, 2011 8:38 am

The reason for my request is that I thought (F3 not installed yet) the 4x slower recharge time is a bit extreme so that could be compensated by bringing up the number of AP generated by AG. Plus, FWE has a component that does something similar and at the same time increases the number of AP - not by much - and I thought that gives that part some balance. I'm not saying you should follow what FWE is doing, i like the light-realism changes of your mod a bit more. So if you think, from your testing that the change is OK, then good. Then again, as I already said, I hope you'll consider some more light-realism changes to the SPECIAL system and maybe the skills. Cheers.

You really should spend some time in the unmodded game before you add a bunch of mods. In my opinion, VATS in the unmodded game is a nearly god-like cheat ... it is very unbalanced. My mod is my attempt to make VATS more balanced (among other things). The default Action Point regeneration speed was so fast that I rarely had to even worry about having enough.

And something else. Since you know more about how mods affect the game, I have a question. If I start F3 and save just after I configure the looks of my character but BEFORE putting points in SPECIAL, then bring some mods in the game - including yours - I play the game a bit and after 1-2 days you upgrade your mod: would there be a big problem if I use the new version and start from that save game? I'd like to do this so I can avoid the starting sequence and visual configuration every time I try some new mods. Thanks

All of my mods are pretty basic. You can add them at anytime. You can even just uncheck an esp and then check it again, when you want to make it active. You can delete them from any saved game and they really shouldn't cause any problems at all (I've done this dozens of time, just testing them out). But this is not true for all mods, some do require a new game (or require that you follow some very specific steps, especially to uninstall them).

Most mods will work just fine if you install them before you leave Vault 101 (the tutorial part of the game), but a few do require that you start a new game. So if you save your game just before you leave the Vault cavern ... that way you won't usually have to repeat the tutorial part.
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Fri May 27, 2011 7:12 pm

I already finished it once when it came out and yes, it did feel a bit too easy. I guess my fear comes from the fact that last time I played I used XFO and that was a bit extreme, even considering I like to role-play a lot in Oblivion and Fallout. But now I'll keep in mind that your mod doesn't make such hard-core changes.
For the other part, I know pretty good how to handle mods, but I wasn't specific enough. Mainly, I wanted to know how to deal with your mod on new versions. Sorry for filling your thread with this and thanks for the answers.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Sat May 28, 2011 2:59 am

Sorry for not understanding your question (and thanks for filling me in):
My intent at this point is to keep this mod fairly simple, which means that updating is as easy as just replacing the old esp(s), with the updated version (and if for some reason you're not happy with my newest version, you can just replace the esp(s) with an older version).
Or you can use FOMM to uninstall and and reinstall.

I also tried XFO and FWE, and I found that their changes were not always all the ones that I wanted. So I started testing out the smaller mods, and eventually put together http://amito.freehostia.com/Fallout/FO-mods.htm (which are the ones that I'm using in my own game). My own mods (I've only created 3 so far) are just what I made to compliment all the other mods that I'm using, but they are totally independent from any other mod.
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Fri May 27, 2011 8:00 pm

I'm nearly done with a major update, which will include the addition of at least two new esps (to keep my Realism Tweaks modular):

My new sneak.esp changes the way that sneak works. I'm still testing this one, but basically it will make sneaking more effective (easier in some conditions, and harder in others)

My new combat.esp addresses weapons (and armor) in a global way (instead of making changes to individual weapons)

- Melee damage will be based more on strength than skill. I'm also trying to increase the penalty when an arm is crippled, but haven't really figured that part out yet. All I have learned is that "MeleeArmConditionPenalty = BaseWeaponDamage * (fDamageArmConditionBase - 1 + fDamageArmConditionMult * ArmCondition) / 2" AND that in the vanilla game, damage is at most only reduced 10% when arms are crippled. I just haven't figured out exactly how to change the values to reduce the effect of being crippled.
Any help here would GREATLY be appreciated!.

- Gun damage will be affected less by skill; but accuracy will be skill based (and damaged weapons do less damage, be less accurate, jamb more frequently, and have a much slower fire rate).

My new version will also make the game much more deadly, but I'm doing this a bit differently. Again, global changes seem to be the way to keep things simple, while being more compatible with mods that add/change weapons and armor.
My approach to combat changes is similar to my VATS.esp, in that it attempts to add more balance between NPCs and the player. Instead of making weapons do more damage, my mod just decreases the health base, for both the player and for the NPCs). Other mods also use this approach, but they weren't very compatible with Real Injuries (which I highly recommend). My mod should be more compatible, while keeping things more balanced with all my other tweaks. Although it does look like my next project will be a compatible patch for RI and the Better Chems mod, to make all three mods more compatible.

I will probably just add the health changes to the main esp (which will also make radiation 4 times more deadly), as it is an important balancing part of my realism tweaks.

There's also a number of additional changes, which should hopefully balance everything out (which I'm still tweaking).
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Fri May 27, 2011 8:41 pm

I just made version 2.0 available today, which is a pretty MAJOR update.

Changes (7/27/09) - I added a LOT more tweaks:
- Modified crippled penalties
- Modified more movement speeds/penalties
- Less agility when wearing Power Armor (in Arwen_Tweaks_PowerArmor.esp)
- Increased crippled arm penalty in VATS (in Arwen_Tweaks_VATS.esp)
- New Sneak module (Arwen_Tweaks_Sneak.esp) [see below for details]
- New Survival module (Arwen_Tweaks_Survival.esp ... this one is a BIGGIE) [see below for details]

My goal has been mostly to increase immersion ... by increasing realism a bit, but not so much that the game becomes overly frustrating, and is no longer fun to play. And I've spent a great deal of time on balancing ... which is definitely the hardest part of any major gameplay modification. If you install my Tweaks, you'll instantly have a game that requires you to use a LOT more strategy (especially if you use my Sneak and Survival modules). For me, my mod makes Fallout both more immersive AND more fun.

The 5 Modules (esps) - [see my ReadMe for more details]:

1.) Main Tweaks (Arwen_Tweaks_Main.esp):
- All the changes are global ... they affect your player character, NPCs, and Creatures.
- Greatly reduces the weight that your character can carry.
- Reduces fall height damage.
- Walking speed is faster than default with weapon holstered; but slower than default when weapon is drawn.
- Decreased running speed a bit (running is roughly 10% slower than default, and much slower with weapon drawn).
- Slows down walking speed a bit more when encumbered (when your load exceeds your carrying capacity).
- Modified crippled effects; Adjusted Combat Knockdowns; Tweaked the character's jump settings a bit.
- Repairs now cost a bit less (from 2.0 multiplier to 1.5).
- Doubles the intensity of the PipBoy Light.
- Spent shells from bullets will now last 4 game hours before they begin to disappear (instead of only a few seconds).

2.) Power Armor Tweaks (Arwen_Tweaks_PowerArmor.esp):
- Power Armor only weighs 10 pounds when worn (when carried, there is no weight reduction).
- Reduced Agility Effect by 1 additional point for all default Power Armor (less agility when wearing Power Armor ... to add some balance).

3.) VATS Tweaks (Arwen_Tweaks_VATS.esp):
- Playback delay was cut in half (so your character has a bit more time to make defensive moves).
- While in VATS, your character suffers the same damage as in regular combat (default damage was only 1/10 as much).
- While in VATS your weapons are damaged twice as much as when used in normal combat (default was 5 times as much).
- Action Points take 4 times as long to recharge.
- Increased crippled arm penalty in VATS (melee attacks with crippled arms will cause much less damage).

4.) Sneak Tweaks (Arwen_Tweaks_Sneak.esp):
- Makes sneaking both more effective and more difficult than default:
- Easier to remain hidden in darkness/shadows; but more visible when out in the open, during daylight, in lit areas, and when your PipBoy light is on.
- Easier to be stealthy when wearing light armor; but much more difficult when wearing heavy armor.
- If you fire a gun, anyone nearby will know exactly where you are (no more picking off enimies one at a time, while they all just stand there).
- Sneak warning messages were removed (for more immersion) - no more [Hidden], [Caution], [Detected], or [Danger] psychic alerts appearing on your screen.

5.) Survival Tweaks (Arwen_Tweaks_Survival.esp)
This one is makes some MAJOR GLOBAL changes! It will make your game MUCH more challenging, so survival will become much more difficult. We all know that the default weapon damage is too low . . . it really shouldn't take 6 bullets to kill a Mole-Rat. The solution has usually been to add mods that make the default weapons more powerful, but that causes compatibility issues with add-on weapons. My solution is different. Now that you've been warned, I can tell you what this mod actually changes:
- Base health was greatly reduced GLOBALLY (less HPs) ... this affects the playercharacter, all NPCs, and all Creatures.
- But with a bit less HP reduction for NPCs than for the player (for starting balance).
- Reduced additional HP per level for the player (from 10 to 5); and increased additional HP per level for NPCs (from 5 to 8). This makes higher levels much more challenging.
- Increase Damage Resistance for All armor GLOBALLY (armor now absorbs 50% more damage than in the default game ) ... this helps to offset reduced HP changes.
- Radiation exposure is now 4 times more deadly (but no radiation increase for consumption of food and water).
- Gun skill affects accuracy more than how much damage a gun does (low skill = poor accuracy, increased spread at lower skills).
- Gun Skill has a bit less impact on how much damage a gun does (but is still a factor); Gun Condition now has more impact on how much damage it does.
- Damaged Guns are a bit less accurate (more spread when damaged):
- Damaged Guns will not fire as fast; Damaged Guns have a great chance of jamming after reloading; Maximum Gun Range Reduced a bit.
- Strength has greater impact on melee damage (wimps do much less damage).
- Decreased melee damage when arms are crippled (cannot hit as hard).
- Block Skill increased by a factor of 2; Unarmed Damage greatly increased.
- Armor and Weapon Deterioration were tweaked (they should deteriorate at a reasonable rate. (Many factors affect the speed, but most should find it slower than the default rate.)
- Decreased shooting accuracy when arms are crippled; Reduced shooting accuracy when running; Increased shooting accuracy when crouching.
- Reduced damage bonus during sneak attacks.
WARNING! do NOT activate this esp if your character has low health (low HP), as they may not survive the reduction in HP.

The download also includes Single esp version (Arwen_Tweaks_FULL.esp (this is the all-or-nothing esp)
- Included only for convienance. Do not use this unless you want ALL the tweaks; and use this esp INSTEAD of using ANY of the other esps.
- This is just a merged esp of the 5 other esps (Arwen_Tweaks_Main.esp, Arwen_Tweaks_PowerArmor.esp, Arwen_Tweaks_VATS.esp, Arwen_Tweaks_Sneak.esp, Arwen_Tweaks_Survival.esp).

Download link: http://www.fallout3nexus.com/downloads/file.php?id=7565
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Sat May 28, 2011 2:24 am

This definitely sounds awesome...I'm definitely going to be downloading this. I'll let you know what I think on your nexus page :D
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Sat May 28, 2011 2:13 am

This definitely sounds awesome...I'm definitely going to be downloading this. I'll let you know what I think on your nexus page :D

Thanks! I could really use some feedback on this mod. I spent a LOT of time testing and tweaking it, but there's no way that I could test everything. So it would be really helpful to find out what others think, after using my Tweaks mod.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Sat May 28, 2011 10:13 am

This is just the mod I was looking for!
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Fri May 27, 2011 10:47 pm

Hi Arwen. I like all the changes you've incorporated in your mod, I'm giving the full version a tryout. One thing I noticed is the sneak is a little different than what I've been using which is xfo's sneak harder. A good place to try the sneak settings out I think is in the vault with the two armed guards at the end of the corridor in the Atrium. They should be able to see me coming towards them before I get too close to the corrider. Its the setting fsneakmaxdistance which I feel isn't quite right. I'm not sure about the running speed yet, but I'd like to give the settings in the mod a decent try before making up my mind about that.

Thanks for the work you've put into this.
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

PreviousNext

Return to Fallout 3