[Relz] Arwen's Tweaks

Post » Sat May 28, 2011 1:04 am

Arwen's Realism Tweaks:

Updated 09/20/09: Version 2.7
is another MAJOR update (the FULL esp jumped from 82KB to 291KB).

IMPORTANT!!! This mod works best with a new game . . . but a new game is not required, as long as you carefully follow my Update/Install (and Uninstall) procedures.
My instructions MUST be followed, due to changes in Object Effects and my new scripts (see Installation section of my Readme).
If you do not follow my Install/Update (and uninstall) procedures, you can permanently mess up you character's stats.
(Also be aware that some mods, even after being deactivated, can leave behind changes which will remain in your saves, which can still alter your game play balance. In most cases, installing to a clean save will correct this.)

Major changes (and fixes) in Version 2.7:
1.) New Armor module (see Module #2, below). Replaces my Power Armor Module (now addresses ALL the default armor and clothing, rather than only the Power Armor).
2.) Super Mutants are now a bit tougher (Localized Damage module); Super Mutants are now more aggressive (Smarter AI module).
3.) Repair changes (Main & Armor modules): Increased Repair cost a bit then in earlier versions (but still 10% less than default); Having a wrench in your inventory increases your repair skill by 5 points, but wrenches now weigh 2 pounds (instead of 1), and all "enchanted" clothing that added 5 points to repair skill in the default game now only adds 1 point.
4.) Bartering Skills (Main module): Bartering Skills are now a bit more of a factor in determining prices; Merchants have 2 to 4 times more Caps.
5.) Vehicles are more durable (Survival module): destructible vehicles will not be damaged as easily - doubled the Health for most vehicles (and all are now VATS Targetable).
6.) Created some new Visual FXs in order to add a bit of immersion (and fun) when wearing any of the default eyewear and many of the full-face helmets (and masks).

My Realism Tweaks are my efforts to make game play much more realistic, more challenging, and more balanced. These are changes that I originally created just for my own game, which were designed to compliment the other mods that I am using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). This summer I decided to begin sharing my own personal mods with others (now that mod modding skills have become a bit better).

Why I Created this Mod: From the first time I played Fallout, there were a number of things that did not feel right to me. I found mods that fixed many things, but there were a number of little changes that I just wanted to combine into a separate mod, which I could tweak just the way that I wanted. My Realism Tweaks are the result of those efforts. This mod is deceptively small . . . it actually includes a LOT of code and it makes some rather dramatic changes to the game. My goal has been mostly to increase immersion, by increasing realism a bit . . . but not so much that the game becomes overly frustrating and no longer any fun to play. I have also put a great deal of effort into balancing out the gameplay. For me, this mod makes Fallout both more immersive AND more fun. My Armor module actually adds some unique visual effects that I created as a little bonus . . . to add some immersive fun into your game.

Do NOT install this mod unless you want the Wasteland to be a harsher place . . . where you will have to struggle just to survive. If you install my Tweaks, you'll instantly have a game that requires you to use a LOT more strategy.

I made this modular: it now contains 7 different esps (plus a Full/Merged esp), which are all meant to be used together for the full tweaks to take effect. But the esps are totally independent, so you can use all 7, just 1, or any combination.

The 7 Modules (esps) - [see my ReadMe for more details]:

1.) Main Module (Arwen_Tweaks_Main.esp):
- All the following changes are global ... they affect your player character, NPCs, and Creatures:
- Greatly reduces the load that your character can carry.
- Reduced the minimum height that your character can fall without being hurt;increased the chance of damaging a leg when falling.
- Walking speed is up to 19% faster than in the default game.
- Decreased the running speed multiplier ... but the net result is that the maximum running speed is only 8% slower than in the default game.
- Modified crippled speed penalties: 40% slower walking/running with 1 crippled leg and 70% slower.
- Increased stagger chance when crippled in torso; increased Head Cripple penalty; adjusted Combat Knockdowns.
- Tweaked the character's jump settings a bit; increased tuning speeds for both characters and creatures.
- Decreased swimming speed multipliers (due to increased Base Speed)
- Repairs now cost a bit less.
- Having a wrench in your inventory increases your repair skill by 5 points, but wrenches now weigh 2 pounds.
- Bartering Skills are now a bit more of a factor in determining prices.
- Merchants now have 2 to 4 times more Caps.
- Doubled the intensity of the PipBoy Light, and light now turns on faster.
- Spent shells from bullets will now last 4 game hours before they begin to disappear.

2.) Armor Module (Arwen_Armor.esp):
- Power Armor only weighs 10 pounds when worn (when carried, there is no weight reduction) - this is meant to offset the Main module's reduced carry weight.
- Maintains 8AR/5WT ratio (AR/1.6=WT) for most armor (exceptions are Power Armor, helmets, and non-armor clothing).
- AR*10=value used for most armor/clothing . . . for some price consistency [But some items have higher value, due to rarity and high health (better made), and their bonus effects.]
- Most armor AR values were left at default (but I reduced the AR for most non-armor clothing; increase the AR for most vault clothing; and modified a few pieces of armor that I felt was inconsistently high or low).
- Adjusted or modified most "enchanted" clothing effects. Skill improvements gained, from just wearing a piece of clothing, for Small Guns, Big Guns, Energy Weapons, Melee Weapons/Damage, Repair, Science, and Medicine were mostly reduced considerably. Some new bonuses were added, such as Fire resistance. And some bonuses were increased, such as Barter, Perception, Charisma, Agility, and Radiation Resistance.
- Added new visual effects (my own ImageSpace Modifiers), when wearing all default eyewear (from the original game), and many of the full-face helmets. (Some effects are only visible if you using HDR.)
- Most eyewear can now be worn in combination with most helmets/hats.

3.) VATS Module (Arwen_VATS.esp):
- Playback delay was cut in half.
- While in VATS, your character suffers the same damage as in regular combat.
- While in VATS your weapons are damaged twice as much as when used in normal combat.
- Action Points take 4 times as long to recharge, so use them wisely.
- Increased crippled arm penalty in VATS.

4.) Survival Module (Arwen_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 make the individual weapons more powerful, but that can cause compatibility issues with add-on weapons. My solution is different:

- Base Health was greatly reduced for the player character; while HPs were increased for NPCs and most creatures. At level 2, HPs for PC and NPCs should now be nearly equal (default settings gave PC ~100 more HPs).
- Reduced additional HP per level for the player; increased additional HP per level for NPCs (makes higher levels much more challenging).
- ALL weapons now do 2.5 times more damage.
- Increase Damage Resistance for All armor; increased Armor DR cap from 85% to 95%.
- Radiation Exposure is now 4 times more deadly (but no radiation increase for consumption of food and water).
- Pain now has greater effect on player.
- Gun Skill affects accuracy more than how much damage a gun does, and 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 a gun does; and damaged guns will not fire as fast, are less accurate, and have a greater chance of jamming after reloading.
- Maximum Gun Range reduced a bit.
- Automatic weapons now take longer to cool down.
- Melee Damage: Strength now has greater impact - skill is no longer a factor, but perks are sill factored in. Also decreased melee damage when arms are crippled.
- Unarmed Damage greatly increased, and Block Skill increased by a factor of 2.
- Weapons now deteriorate 50% slower (except for melee weapons), and armor now deteriorates 30% slower.
- Decreased shooting accuracy when arms are crippled (this now also affects NPCs as well as the player); doubled the NPC maximum gun wobble, when their arms are crippled.
- Reduced shooting accuracy when walking or running, and increased shooting accuracy when crouching.
- Reduced damage bonus during sneak attacks (to offset weapon damages increase).
- Destructible vehicles will not be damaged as easily - doubled the Health for most vehicles (but all are now VATS Targetable).

5.) Localized Damage Modules (Arwen_Localized_Damage.esp):
- Changes the localized body damage effects . . . in a way that balances out game play, while making strategic hits more effective (such as crippling shots).
- Tweaks ALL 32 unique body types (affects every body in the original game).
- Equalizes the body parts damage effects between the PC and the NPC.
- Super Mutants are now a bit tougher.
- Damage to an arm or leg will now decrease your health much less than damage to head or torso.
- VATS Hit Chance for each body part now more consistant between similar body types.
- Reduced the high chance of the PC receiving head shots.
- Greatly reduces the probability of exploding body parts.
- Robots were also tweaked so that you will now have a greater chance of disabling body parts.

6.) Stealth Module (Arwen_Stealth.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.
- Now possible to re-hide in the shadows after being detected, but it is still difficult to hide once the enemy locks on to you.
- NPCs are more alert to your presence, stay alert longer, will spend more time looking for you, and will search over a much greater area.
- When you are hidden, nearby enemies will detect you if you move, and will not need to get as close to see you.
- Doubled the detection of noise that you make while sneaking; and When running, player naow makes 3 times more noise than when walking
- It is easier to be stealthy when wearing light armor (< 15 pounds); but much more difficult when wearing heavier armor (> 15pounds).
- If you fire a gun (or make any other noise), anyone nearby will know exactly where you are; NPCs will be respond to explosions from much further away.
- Sneak warning messages were removed (for more immersion).

7.) Smarter AI Module (Arwen_SmarterAI.esp):
- This module was initially based on Taylorsd's Combat Enhanced Package (CEP), but I pretty much rewrote the entire mod for compatibility with my other Realism Tweaks.
- This module is as large as the other 5 modules combined, so I can possibly cover here, but here are some of the major results:
- NPCs are much more likely to take cover during combat, will reload under cover, search for cover while moving towards you, and will often fire from cover.
- NPCs now dodge much more realistically (are much less able to dodge bullets).
- NPCs open ammo boxes and containers to equip themselves with better weapons and explosives. You'll now be competing more with the NPCs, so these items will now be much harder to come by.
- Most NPCs will now attempt to flee/retreat to survive (much less likely to make suicidal attacks). This also applies to mutants, wild dogs and mole rats.
- NPCs are now much less predictable. For example, snipers will now wait up to 35 seconds before firing (increased from an 11 sec. maximum wait in the default game).
- NPCs (and some creatures) are now much more likely to stop attacking after their victim is rendered unconscious.
- Super Mutants are now a bit more aggressive.

The download also includes Single esp version (Arwen_FULL_Tweaks.esp (this is the all-or-nothing esp)
- Included only for convenience. 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 7 other esps (the 7 modules).

Download link: http://www.fallout3nexus.com/downloads/file.php?id=7565
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Jason King
 
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Post » Sat May 28, 2011 1:37 am

I agree with all the above changes except for the running part. You already run or jog at a slow rate so decreasing it would make it more unrealistic, thank the lord for the sprint mod though, i still dont understand to this day why bethesda did not include it in the vanilla game.
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Sun of Sammy
 
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Post » Sat May 28, 2011 5:07 am

I agree with all the above changes except for the running part.


Agreed. I can run a mile in five or six minutes at full pace. Now, I can't run two miles at that speed, and I'm pretty damned tired at the end of it (see utterly exhausted), but I'm not in amazing shape, or running for my life by any means. If I was the resident bad-ass of the wasteland, I'd probably be able to make pretty good time. If you ran across the wastes it's a bit unrealistic, but I only run in sprints (ala S.T.A.L.K.E.R. if you're familiar), but that also comes with a self restraint, so the running speed seems fair enough to me.

Your other tweaks are very good, and I've already done personal versions of them for my game, but I'd consider making the speed tweak a separate .esp as well to further expand your mods fan-base. Also, one all-in-one esp would be nice for those that want them all but don't want separate .esps to track. That will help with people teetering on the max 255 mod limit, which will happen fairly soon for most mod users, and 2 months ago for the rest of us.
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Jeneene Hunte
 
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Post » Sat May 28, 2011 12:39 am

The weight you can carry isn't measured in pounds, it's measured in ounces I think.
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alyssa ALYSSA
 
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Post » Sat May 28, 2011 2:16 am

The weight you can carry isn't measured in pounds, it's measured in ounces I think.

An AK-47 weighs 9 pounds. A 'chinese assault rifle' has a Weight of 7 units. FO3 weight units are close enough to pounds.
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lisa nuttall
 
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Post » Fri May 27, 2011 11:02 pm

- Reduces the weight that your character can carry. In the default game, my character (with a Strength of 4) can carry 190 pounds of gear! This is now reduced to 70 pounds . . . which is still a lot of weight for a person to carry.
You know this is going to make big guns characters unplayable?
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Motionsharp
 
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Post » Sat May 28, 2011 5:01 am

You know this is going to make big guns characters unplayable?


It's already stupid that you can carry a rocket launcher, fat man, gatling gun, and minigun already. A little overkill in my opinion.
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Miguel
 
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Post » Sat May 28, 2011 9:16 am

I agree with all the above changes except for the running part. You already run or jog at a slow rate so decreasing it would make it more unrealistic, thank the lord for the sprint mod though, i still dont understand to this day why bethesda did not include it in the vanilla game.

Here's my rationale for slowing down the running speed:

I just spent the past two years as a member of a nationally ranked university sailing team. We were not all fast runners, but we were all in good shape, and we did a LOT of cardio training. 80% of our team could run 3 miles in just under 20 minutes, but even the best times were just over 18 minutes, or 6 minutes per mile . . . so even a person in really good shape only runs 3 times as fast as they walk, and they can run that fast just for a few miles.

Now strap an 8 pound rifle to your back, put on some leather armor, and a pack full of ammo, food, and stuff . . . and how fast do you think even a top athlete would be able to run those same 3 miles?

My speed changes also slows down the NPCs, which I always felt moved unrealistically fast (and moved more like high-speed skaters than runners) . . . this fixes that somewhat . . . and it is still balanced.
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Michelle Smith
 
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Post » Sat May 28, 2011 9:12 am

Your other tweaks are very good, and I've already done personal versions of them for my game, but I'd consider making the speed tweak a separate .esp as well to further expand your mods fan-base. Also, one all-in-one esp would be nice for those that want them all but don't want separate .esps to track. That will help with people teetering on the max 255 mod limit, which will happen fairly soon for most mod users, and 2 months ago for the rest of us.

Thanks! It is my understanding that any mod that alters VATS settings should load early (but that may not really be necessary) . . . and my other Tweaks should load late, and I know that a lot of people are using a Power Armor mod that will not want to use my PowerArmor esp. I can easily combine my mods into a single esp, and will see how it works first for me. If it works ok, I'll release a single esp version. Thanks so much for the feedback!
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Josephine Gowing
 
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Post » Sat May 28, 2011 10:31 am

You know this is going to make big guns characters unplayable?

They won't be unplayable . . . but gameplay WILL be much more realistic. If you're going to play as a big-guns-character, you really need to build your character with a Strength of 7 or so, which will give you 85 pounds of carrying capacity with my mod.

Even my level 2 character, with a Strength of 4, can carry a Fatman, which weighs 30 pounds, and still have 40 pounds left over for other gear (but I didn't design my character to haul around heavy guns). I gave my character a Strength of 4, because she's only using small guns (like +90% of the time), and she does just fine . . . and I'm using AnT01's Ammo Weight mod as well, and Real Injuries, which damages your strength when you are wounded.

If you need to carry more weight, buy a backpack (which can add up to 50 pounds to your carrying capacity) . . . just add the http://www.fallout3nexus.com/downloads/file.php?id=2553 mod (which are also included with http://fallout3nexus.com/downloads/file.php?id=2125).

These are realism tweaks. They WILL make your game more challenging . . . so they will not be appealing to everyone. But give my mod a try, even though you may hate it at first.
I can guarantee that you WILL become very selective in what you pick up, but that is realistic. You'll suddenly find that you'll need to use more strategy to survive in the wasteland, plus you'll now find that having enough caps is no longer as easy as it was.
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clelia vega
 
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Post » Sat May 28, 2011 10:38 am

Here's my rationale for slowing down the running speed:

I just spent the past two years as a member of a nationally ranked university sailing team. We were not all fast runners, but we were all in good shape, and we did a LOT of cardio training. 80% of our team could run 3 miles in just under 20 minutes, but even the best times were just over 18 minutes, or 6 minutes per mile . . . so even a person in really good shape only runs 3 times as fast as they walk, and they can run that fast just for a few miles.

Now strap an 8 pound rifle to your back, put on some leather armor, and a pack full of ammo, food, and stuff . . . and how fast do you think even a top athlete would be able to run those same 3 miles?

My speed changes also slows down the NPCs, which I always felt moved unrealistically fast (and moved more like high-speed skaters than runners) . . . this fixes that somewhat . . . and it is still balanced.


Unless your in the army or preferably, the navy SEALS, those guys can run long distances with 100 pounds on them!!
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Ryan Lutz
 
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Post » Fri May 27, 2011 10:37 pm

Unless your in the army or preferably, the navy SEALS, those guys can run long distances with 100 pounds on them!!

:D

...
Still, it's pretty realistic.. Also taking the strong back perk (also adds 50 pounds) along with the backpack is together 100 pounds, which is a little more than we carried but I don't mind being portrayed as a superman :bigsmile:
-we usually humped between 60 and 80 pound packs and we only did "double time" when others were watching :D or we were being shot at :unsure:


Nice.
:goodjob:
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Angela
 
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Post » Sat May 28, 2011 5:11 am

. . . I'd consider making the speed tweak a separate .esp as well to further expand your mods fan-base. Also, one all-in-one esp would be nice for those that want them all but don't want separate .esps to track. That will help with people teetering on the max 255 mod limit, which will happen fairly soon for most mod users, and 2 months ago for the rest of us.

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.
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Add Me
 
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Post » Sat May 28, 2011 2:44 am

Awesome ideas, Arwen. I made more than one plugin for Oblivion along these same lines. What is the saying? Two peas in a pod? Ah! I remember... Great minds think alike! ;)
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NAkeshIa BENNETT
 
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Post » Sat May 28, 2011 5:19 am

I've decided to bin FWE till it gets fixed up, and I'm picking and choosing my tweaks more carefully. I agree with all your tweaks here, so it's going in my modlist! :tops:
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kristy dunn
 
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Post » Sat May 28, 2011 2:02 am

This sounds good, but if you want to get to it, wouldn't more agile players be able to run faster?
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Jonathan Montero
 
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Post » Sat May 28, 2011 6:54 am

This sounds good, but if you want to get to it, wouldn't more agile players be able to run faster?

Agility (in the game) has no affect on your character's speed (as far as I can tell). According to the Survival Guide: "Agility affects your Small Guns and Sneak skills, and the number of Action Points available for V.A.T.S."

My mod is based on making the game a bit more realistic (not changing the way that SPECIAL works), and the default running speed is unrealistically fast (and I've explained my reasoning already). I really don't understand why so many seem to feel that the default running speed is slow, when NPCs zip around like they are high-speed skaters. The Fallout Game World isn't all that big . . . and slowing down the running speed to a more realistic pace (along with not using fast travel) makes the game world feel larger.

Ideally speed would decrease as you add weight, but the game doesn't do this on a sliding scale . . . there's one walking speed and the running speed is based on a multiplier of that . . . and when you exceed your maximum carrying weight, you can no longer run.
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Madison Poo
 
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Post » Sat May 28, 2011 9:00 am

Agility (in the game) has no affect on your character's speed (as far as I can tell). According to the Survival Guide: "Agility affects your Small Guns and Sneak skills, and the number of Action Points available for V.A.T.S."

My mod is based on making the game a bit more realistic (not changing the way that SPECIAL works), and the default running speed is unrealistically fast (and I've explained my reasoning already). I really don't understand why so many seem to feel that the default running speed is slow, when NPCs zip around like they are high-speed skaters. The Fallout Game World isn't all that big . . . and slowing down the running speed to a more realistic pace (along with not using fast travel) makes the game world feel larger.

Ideally speed would decrease as you add weight, but the game doesn't do this on a sliding scale . . . there's one walking speed and the running speed is based on a multiplier of that . . . and when you exceed your maximum carrying weight, you can no longer run.


Ok I agree with that Arwen, but dont you think that when you are being attacked by enemies that you constantly run at the same speed? Dont you think if you were there and bullets were flying by your adrenaline would be pumping and you would MAKE your body move faster to avoid death and get cover?
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Leilene Nessel
 
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Post » Sat May 28, 2011 5:44 am

http://www.fallout3nexus.com/downloads/file.php?id=1854

;)
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Andres Lechuga
 
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Post » Sat May 28, 2011 2:50 am

Ok I agree with that Arwen, but dont you think that when you are being attacked by enemies that you constantly run at the same speed? Dont you think if you were there and bullets were flying by your adrenaline would be pumping and you would MAKE your body move faster to avoid death and get cover?

That's currently beyond my modding ability, but I'm going to take a look at Nessh's suggestion, and see if Lork's Spint mod works with my Tweaks. At first glance, I'm guessing that I'll end up tweaking Lork's SprintSpeedMult and SprintAPMult a bit to make this work correctly in my own game (if so, I should be able to release a compatibility patch.)

If I was better at modding (I haven't even tried using scripts yet), I would attempt to make a mod that completely overhauled running and jumping, and Action Points. I really like that your carry load is factored into how fast you can sprint, and that it requires Action Points (the closest thing that we have to simulate fatigue in FO).

Does the Sprint mod also enable the NPCs to sprint? If not, it might make the game a bit unbalanced.
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Del Arte
 
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Post » Fri May 27, 2011 9:41 pm

That's currently beyond my modding ability, but I'm going to take a look at Nessh's suggestion, and see if Lork's Spint mod works with my Tweaks. At first glance, I'm guessing that I'll end up tweaking Lork's SprintSpeedMult and SprintAPMult a bit to make this work correctly in my own game (if so, I should be able to release a compatibility patch.)

If I was better at modding (I haven't even tried using scripts yet), I would attempt to make a mod that completely overhauled running and jumping, and Action Points. I really like that your carry load is factored into how fast you can sprint, and that it requires Action Points (the closest thing that we have to simulate fatigue in FO).

Does the Sprint mod also enable the NPCs to sprint? If not, it might make the game a bit unbalanced.


As far as i can tell, it doesn't allow NPC sprinting. I'm using it, and so far it does feel a bit fast in combination with my other mods (FWE, FOOK, MMM), which raises the player speed somewhat anyway. Raiders move around as if they were on crack, which is due to FWE setttings. It's an attempt to make combat more visercal, I suppose, but ultimately it it feels as if I'm far more mobile than I should be. Whenever I take fire, I can just sprint away and hide behind cover. If you're injured, or carrying to much, you can't sprint, which is somewhat better at least. I think how much you're carrying, and specifically how heavy your current armor is should play a role in how fast you move. Lighter armor types/weights should allow for greater flexibility and speed at the cost of protection and durability, whereas heavy armor should protect better, but slow you down. Ideally, things like backpack weights and sizes (specifically the small Blackwolf backpack abd large version), would also play a role in speed.

Right now I can run around in heavier armor with a blackwolf backpack, and it just doesn't feel right.
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Tom
 
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Post » Fri May 27, 2011 8:00 pm

Mmmph. I LOVE alot of those tweaks, but I can't get past the weight reduction thing. The least I ever, ever carry, no non-essential(quest) loot, weapons, or armor included (Besides four stimpaks) is about 130 pounds of equipment. At my current Strength 10 (Yay AlmostPerfect!), this'd still leave me very little space to pick up any of the heavy artillery my current foe is using and transport it back to a shop.


However, Im sure that appeals to some folks, and I know it's chronically unrealistic to carry around 500 pounds without the aid of strongback and a backpack.

All your other tweaks look excellent, however. Especially the one about weapon degradation; It becomes extremely annoying if you have a perk that requires you to keep a weapon in top (90%+) condition to deal good damage and it degrades to 80% in a single fight. Especially when it is a weapon with very few things to repair it with. Anyhoo, enough of my ranting.

Excellent looking mod!
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Nina Mccormick
 
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Post » Fri May 27, 2011 7:13 pm

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.
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Richard Thompson
 
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Post » Sat May 28, 2011 1:02 am

Mmmph. I LOVE alot of those tweaks, but I can't get past the weight reduction thing. The least I ever, ever carry, no non-essential(quest) loot, weapons, or armor included (Besides four stimpaks) is about 130 pounds of equipment. At my current Strength 10 (Yay AlmostPerfect!), this'd still leave me very little space to pick up any of the heavy artillery my current foe is using and transport it back to a shop.

Thanks for your nice comments about my mod. As far as my carry weight reduction, I really don't see how that would not work with your character. With a Strength of 10, your character's weight limit would be 100 pounds, and my mod reduces the weight of Power Armor to just 10 pounds (while it's equipped). Just add a backpack, and you should be fine . . . although you'll likely still have to be a lot more selective about what you pick up . . . which is my intent. :)
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Andrew
 
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Joined: Tue May 08, 2007 1:44 am

Post » Fri May 27, 2011 6:11 pm

Well heck, this seems like just the mod for me!

This will definately be at the top of my priority list when I finally get the game for PC.

Make an xbox360 version!!! :P:P
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Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

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