[Relz] Arwen's Tweaks

Post » Fri May 27, 2011 10:39 pm

I think the running speed is fine, at least for me it is. Makes the world feel bigger.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri May 27, 2011 10:52 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.


Hey Katnap,

Thanks so much for your feedback! I'll try adjusting some of the values a bit . . . I'm guessing it might be due to my lighting detection changes, as that part of the atrium is not very well lit. Sneaking has been one of the most difficult things for me to balance . . . it is very difficult to find settings that work well for both the open, well-lit outdoors and with dark interiors. There are a LOT of sneak modifier, but next to no documentation on what any of the modifiers actually do . . . so I'm mostly using my I-wonder-what-this does? approach. But I'll see what I can do.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Fri May 27, 2011 8:50 pm

Done. I aim to please. :)

I just a uploaded an optional file: Arwen_Tweaks_Full.7z, which has all my realism tweaks in a single esp (Arwen_Tweaks_Full.esp) - just download and instill this archive INSTEAD of the Main file.


I'm confused. I thought you created a separate esp for the speed adjustments? But I d/led the file and I don't see anything like that. What happened? Thanks.
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Fri May 27, 2011 10:17 pm

I'd like the speed and weight tweaks as separate esp's myself. Yes, your adjustments are more "realistic" but in gameplay terms, annoying. At the current speed it takes long enough to get across the wasteland as it is, I sure don't want it slowed down. Same thing for weight - all it's going to do is require people to make more trips to sell stuff which is what a lot are going to do.

I'd rather these be choices for the player, but that's just me.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Sat May 28, 2011 12:37 am

I'm confused. I thought you created a separate esp for the speed adjustments? But I d/led the file and I don't see anything like that. What happened? Thanks.

In version 2.0 I put everything in a single download. The download contains my 5 modules (separate esp), plus a merged esp (Arwen_Tweaks_FULL.esp). I did not make a separate esp just for the speed adjustments ... that is part of the Arwen_Tweaks_Main.esp.

I'd like the speed and weight tweaks as separate esp's myself. Yes, your adjustments are more "realistic" but in gameplay terms, annoying. At the current speed it takes long enough to get across the wasteland as it is, I sure don't want it slowed down. Same thing for weight - all it's going to do is require people to make more trips to sell stuff which is what a lot are going to do.

I'd rather these be choices for the player, but that's just me.


Just don't use the Arwen_Tweaks_Main.esp. The only things other than the movement and weight changes in the my Main esp is fall height damage, PipBoy light change, repair costs, and spent shell changes. I can't possibly make a separate esp for every change that my mod makes.

Besides, the speed and weight changes are what I consider to be the core part of what my mod does. I made it clear that my mod is not for everyone. The Wasteland is supposed to be a harsh place, where you have to struggle to survive.

1.) As far as the speed part goes, your character will actually walk a bit faster with my mod; and the running speed is only 10% slower that in the default game. The Wasteland is not all that big. I'm pretty sure that with my speed changes that my character can still run from the southern border to the norther border in about 10 minutes. So what's the big rush?
2.) The carrying capacity is a core part of bringing the need for more strategy into the game play. You really don't NEED to pick up everything that you stumble across, especially when it is so easy to have way more caps than you can spend with the default settings. The idea is to pick and choose carefully, which will keep your character in need a lot longer, and being in need of caps is part of what makes a game like this more challenging. No, your character won't become Uber very fast if you use my mod, but that is part of what makes the game fun. Besides, you can purchase a backpack which will let you carry a bit more, and my mod also makes it so when you wear PowerArmor that it only weighs 10 pounds. I'm playing with a character that only has a STR of 4 and I'm using the weighted ammo mod, and I'm doing just fine.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sat May 28, 2011 9:34 am

I'm nearly finished with a minor update, which will hopefully correct some minor problems:
- melee was a bit too powerful now, so I've reducing the strength multiplier a bit
- the same is true for unarmed, so I've change that as well
- I've spent a great deal of time tweaking sneak, which is extremely difficult to balance between darkened interiors and sunlit outdoors. With version 2.1, detection happens a bit sooner inside, while I've been able to keep the outside detection close to what I had it in v.2.0.

I finally figured out how to make it possible to re-hide in the shadows, after being detected. But it is still really difficult to hide, once the enemy locks on to you (when the Danger flag goes up), unless you can get far enough away from them, or they get distracted (lock on to someone or something else).

With version 2.1, you'll be able to avoid detection fairly close in the dark/shadows, even when they are searching for you (but have not locked on to you), as long as you don't move . . . if you move, you'll be spotted much easier than with the default settings.

I still have to test a few more settings, so it may still be another day or so before the update will be ready.

So I would really appreciate it if anyone has discovered any other bugs or balancing issues, so that I can fix as much as possible with this update.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Sat May 28, 2011 5:50 am

How much is a bit, with minimum skill (strength 5) i was running train on anything with my baseball bat.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Fri May 27, 2011 7:11 pm

How much is a bit, with minimum skill (strength 5) i was running train on anything with my baseball bat.

The will depend on your character.

The formula is for Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus

The Melee Damage Strength Multiplier will be half what it was with Version 2.1, which will probably cut your player's damage with melee weapons roughly in half. Melee damage will still start out much higher than in the vanilla game, but it will not improve nearly as fast as you (an the NPCs) level up. It's meant to be a survival weapon when your player first emerges from Vault 101, before obtaining better weapons and enough ammo for you guns. And it is also meant to make melee combat more deadly (which is why my mod makes Block much more effective with higher skills).
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Sat May 28, 2011 8:20 am

The will depend on your character.

The formula is for Melee Damage = PerkModifiers(BaseWeaponDamage * DamageMultiplier * MeleeConditionPenalty * SkillBonus + MeleeDamageActorValue + MeleeArmConditionPenalty) + CriticalDamageBonus

The Melee Damage Strength Multiplier will be half what it was with Version 2.1, which will probably cut your player's damage with melee weapons roughly in half. Melee damage will still start out much higher than in the vanilla game, but it will not improve nearly as fast as you (an the NPCs) level up. It's meant to be a survival weapon when your player first emerges from Vault 101, before obtaining better weapons and enough ammo for you guns. And it is also meant to make melee combat more deadly (which is why my mod makes Block much more effective with higher skills).


Awesome =D.
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Sat May 28, 2011 1:00 am

BTW guys 2.1 is up on FO3Nexus, thanks Arwen =D.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Sat May 28, 2011 3:55 am

Thanks for letting me (us) know Road. Time to download. :)
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sat May 28, 2011 6:09 am

I just updated my opening post in this thread to reflect version 2.1's changes.

(Thanks RoadReaction for posting about my update.)
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Sat May 28, 2011 5:06 am

Thanks for the update Arwen.

I think the run settings are just right, it took a little while to get used to it but I like the speed changes from the default speed. With the sneak settings in the update after a quick try out in the supa dupa market the gun fire didn't seem to attract their attention at all. Hiding again was no problem after killing one of the npcs's, my characters sneak skill is 45 perhaps it may have been too easy to rehide when I was so close to them. One of the things with the lighting in fallout is I think, it's difficult to tell when it's dark to an npc so it's a bit hard to judge whether or not it should be dark enough to hide.

Just a bit of feedback there, it's a good mod and goes a long way to making the game better.

/edit after spending a bit more time in my favourite supermarket, the main thing I think needs adjusting is they're being able to walk right up to you and not see you when your sneaking. I feel this should only be a possibility when using a stealth item.

It must not have been easy testing this Arwen, sometimes they see you sometimes they don't. It makes things a little unpredictable which I like.
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Sat May 28, 2011 6:29 am

Thanks Katnap! Sneak is driving me nuts! I've spent hours and hours trying to get this right, and thought that I had pretty much got the balance where it should be. I'm guessing that it is the areas where it is semi-dark that will be the toughest to adjust this for, and then there's trying to get it balanced for all skill levels. My sneak module works better in my own game than any other sneak mod that I've tried, but I'll do some more testing and see if I can tweak things a bit more so that it will work better with higher sneak skills.
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Sat May 28, 2011 7:43 am

Hi Arwen,

first of all, thank you for this great mod.

There's just one thing I'd like to point out: I thought your mod could finally replace a lot of modules I'm currently using to increase weapon damage. In fact, what I'd like to see is more or less something in the range of 3x or even 4x the normal damage (yes, that's a LOT of damage, both for me and my opponents).

What you did sounded amazing (at least when I read your readme), because you worked from another angle: instead of increasing the weapon damage, you decreased the HP of everything.

However, I tried in one of my saves (currently level 6), and took a couple of magazines to down a Raider - Skill around 60, and no, not a lot of misses. He also was shooting at me, and I handled a lot of hits (currently wearing a DR 28 Combat Armor).

What could I change to make the game more "deadly"? I looked at your changes in FO3Edit, but couldn't find anything significant.

Should I augment the "Body Parts" data to take 2x or 3x more damage by changing the default DamageMult?

Thanks in advance.
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Fri May 27, 2011 9:50 pm

You could just go back to the default armor DR. Just edit my esp's "fArmorRatingMax". The default value (which is a multiplier) = 1.00. I changed the value to 1.50, which gives all armor 50% more DR. That should make things more deadly.

The problem may also be related to the increase gun spread at low small guns skill levels ... try using the default value for "fGunSpreadSkillMult", which is -0.005 (make sure you include the minus sign). I had this set too low in version 2.0 and bumped it back up quite a bit, so I know that the default value will decrease gun spread at lower skill levels. (v.2.1 uses -0.05 which may still be a touch too low.)

I didn't receive much feedback between versions, so I've had to rely mostly on my own testing, so things likely still need a bit more tweaking before I can find values that work the best for most players.
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Sat May 28, 2011 7:36 am

Thanks Arwen,

actually I worked it out simply with a
setgs fDamageWeaponMult 2.0


This make everything much more deadly.
I removed the additional HP you gave to leveled creatures (a couple of variables that I can't remember right now), but this is just personal taste.

Another thing: before your mod, I found out that my Sniper Rifle wasn't much snipey, maybe 'cause my Small Gun skill wasn't high enough or whatever - but the crosshair when zooming was swinging. This wasn't exactly useful for my character, but I found it extremely realistic (I thought that for higher skill level the swing will decrease).
With your mod, there's no swinging at all. It's like Unreal. I just point, zoom, bang, headshot.

I use this mod: http://www.fallout3nexus.com/downloads/file.php?id=5351 [Zooming Scoped Weapons]
So maybe there's some conflict.

Just FYI.

Thanks again for a great mod Arwen ;)
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Sat May 28, 2011 9:22 am

My mod doesn't alter the swing effect of weapons at all, so I'm guessing that came from the Zooming Scoped Weapons mod.

I'm thinking of increasing the value of fDamageWeaponMult with the next update. I'm playing around with a 1.5 multiplier, which will sort of balance out the 50% additional DR of the armor.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Sat May 28, 2011 12:35 am

Arwen, does your mod make 1 point of Strenght add only 5 weight units? I'm also using Minibalance (I load your tweaks after it) and I don't know which one of the mods does this. If it is yours, can you please change it to at least 10 or 12 units, because this makes the Strenght attribute almost useless and not only to the guys relying heavily on the Ranged weapons skill. Apart from that, with Minibalance and your mod, I'm at level 9 and still have to be careful around raiders, which is great. Thanks.
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Sat May 28, 2011 3:36 am

The carrying capacity reduction is a core part of my Arwen_Tweaks_Main.esp
I reduced the Carry Weights Base from 150 to 50 (33%) and reduced the Carry Weight Multiplier from 10.0 to 5.0 (50%) [STR*5]. For my player, with STR = 4: 50 + (4*5) = 70 pounds carrying capacity.

The carrying capacity is a core part of bringing the need for more strategy into the game play. You really don't NEED to pick up everything that you stumble across, especially when it is so easy to have way more caps than you can spend with the default settings. The idea is to pick and choose carefully, which will keep your character in need a lot longer, and being in need of caps is part of what makes a game like this more challenging. No, your character won't become Uber very fast if you use my mod, but that is part of what makes the game fun.

Besides, you can purchase a backpack which will let you carry a bit more, and my mod also makes it so when you wear PowerArmor that it only weighs 10 pounds. I'm playing with a character that only has a STR of 4 AND I'm using the weighted ammo mod, and I'm doing just fine.

I'm not going to change this part of my mod, but I made my Tweaks modular, so that people can pick what modules they want to use. Just don't use the Arwen_Tweaks_Main.esp (or the Arwen_Tweaks_FULL.esp). The only things other than the movement and weight changes in the my Main esp is fall height damage, PipBoy light change, repair costs, and spent shell changes.
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Fri May 27, 2011 11:09 pm

Yes, I know about the modification of the base carrying capacity - which is a very good choice - but the change in how Strenght affects CC is a bit to drastic. And yes, I know I don't NEED to pick up everything I find, that's one of the reasons I'm using your mod, for realism and role-playing purposes. BUT, for role-playing purposes, if I want to increase my Strenght just to be able to carry more, that's really not viable. So the fact that Strenght becomes useless is not a really good "design" choice, since your mod catters to does who want some more "role" than "action" in their F3. And, again, I know your tweaks come in a modular package and I want the other changes in the "Main" esp so, anyway...
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Sat May 28, 2011 9:40 am

My mod does not make Strength useless, as having more STR points still increases your carrying capacity ... it just does so by half as much as in the default game, but the percentage increases per point of STR are actually greater.
With my mod, a character with STR of 4 can carry 70 pounds (50 + 5*4); and with a STR of 7 can carry 85 pounds (50 + 5*7) ... that's a 21% increase.
With the default game a character with a STR of 4 can carry 190 pounds (150 + 10*4); and with a STR of 7 can carry 220 pounds (150+ 10*7) ... that's only a 16% increase.

Plus your character's strength has a much greater impact on melee damage with my mod, which means that stronger characters will now have a greater advantage over weaker characters in melee combat.

Yes it is true that my mod caters to role-players, which is why my tweaks are called Realism Tweaks. And I'm using my mod in my own game, as I originally just made it for my own personal use ... so I'm not going to change my tweaks in any way that is contrary to my own game play preferences.

If you feel that you really need the default carrying capacities, just use FO3Edit to make the following edits to my Tweaks esp:
fAVDCarryWeightsBase = 50 --> 150
fAVDCarryWeightMult = 5.0 --> 10.0
fMoveWeightMax = 50.00 --> 150.00

That way you can customize my Tweaks just the way that you want them.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Fri May 27, 2011 11:10 pm

Yes, I got all this. I didn't want a change in the base CC MADE BY YOUR MOD, I consider your choice perfect here (so I agree with it), just in the way Strenght affects it in the course of the game. And I said that your mod catters to role-players as a compliment, that's the reason I'm using it and until now, in conjunction with Minibalance, F3 is just great, better than before. I might try FO3Edit, just to see what it can do. Anyway, thanks for answering to all this.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Sat May 28, 2011 6:45 am

You're very welcome.

You should NOT use Rhoark's MiniBalance mod with my Tweaks, as the two mods are not compatible, since they change many of the same things in different ways. Using the two together will make the game unbalanced (making some things too easy, while making others too difficult). I've worked really hard to balance my mod (and I'm sure Rhoark has as well), so you (and others) need to decide which one works best for you and then use only that one in your game. (This is true for any balancing mods.)
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Fri May 27, 2011 8:27 pm

My mod doesn't alter the swing effect of weapons at all, so I'm guessing that came from the Zooming Scoped Weapons mod.


Actually, I think it does - maybe it's just me forgetting something however.
You know what? It's not a problem at all :coolvaultboy:
In fact, I'm so happy with this new sniper mode that I won't go back :P It's already so damn hard to survive out there...

Just FYI, when I got my arm crippled (read also: every other fight...) the crosshair when zooming was swining SO BADLY!.
Very very nice, since that's what I expected!

Dunno exactly what interacts with Zooming Scoped Weapons, but anyways, I'd like the way it works right now ;)
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

PreviousNext

Return to Fallout 3