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

Post » Sun Jun 20, 2010 6:07 pm

Hello Arwen!

First of all, thank you for this wonderful mod! It's thanks to devs like you that PC gamers can enjoy a more fleshed out experience.

My question is this: I've been playing the game for a bit with all modules on, and I'm not sure if all the added injuries are for me. It just seems so cumbersome to end every battle bleeding, traumatized, and dying, with little to no tools of restoration. Perhaps I'm not fully understanding everything, but do you have any recommended ways to effectively deal with all these injuries? I'm tempted to remove that aspect of the mod but I hate to do that because I like the idea of it. I'm just becoming frustrated.

I am one for challenge, so don't think I'm asking for an "easy button".


The issue with injuries is actually what makes me very much want to try this mod. The fact that I consider power armor to be stylish, and like wearing it just seems like a helpful thing in my favor in this regard. I like the idea of it all. If I take a shotgun blast to the stomach and survive it, I want to need serious medical attention or bleed out and die on the road.

I do have one question that this has reminded me of, though. With the injuries module, if I run out of ammo, but have severely wounded an enemy (provided I'm evasive enough, and in good enough condition myself) would it be possible to wait for them to bleed out so I could take their ammo?
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Marilú
 
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Post » Sun Jun 20, 2010 7:56 pm

Glad to see you are back at it.
Hope you had some time to enjoy your mod.
Thanks for sharing :)

You're most welcome. Actually I have been too busy doing other things the last few weeks . . . such as working on updates for both of my FO3 and FONV Tweaks, and updating my website (and getting back into kayaking, now that the weather here has finally warmed up).

Hello Arwen!
First of all, thank you for this wonderful mod! It's thanks to devs like you that PC gamers can enjoy a more fleshed out experience.
My question is this: I've been playing the game for a bit with all modules on, and I'm not sure if all the added injuries are for me. It just seems so cumbersome to end every battle bleeding, traumatized, and dying, with little to no tools of restoration. Perhaps I'm not fully understanding everything, but do you have any recommended ways to effectively deal with all these injuries? I'm tempted to remove that aspect of the mod but I hate to do that because I like the idea of it. I'm just becoming frustrated.
I am one for challenge, so don't think I'm asking for an "easy button".

Thanks! And you're very welcome. :) Caveat did an excellent job of answering your question. When you use my Full Realism Tweaks, the biggest mistake that users make is not changing their combat strategy from how they played the default game. Your really have to plan things a LOT more, and you need to pick your battles, as you're not going to win every combat encounter now. And, as Caveat suggested, make sure that you don't go too far without having enough medical supplies in your inventory. Armor is MUCH more important than in the default game (and so are helmets).

Well I'm not Arwen, but I had to get used to the injuries in the Med-Tec module too when I first started, so I can maybe give you some suggestions . . .

Thanks for jumping in with some really excellent suggestions for Xenoslayer33.

I do have one question that this has reminded me of, though. With the injuries module, if I run out of ammo, but have severely wounded an enemy (provided I'm evasive enough, and in good enough condition myself) would it be possible to wait for them to bleed out so I could take their ammo?

My Med-Tec injuries do not affect the NPCs, as they just do not have a good enough AI to handle the necessary treatment they would need to survive . . . many would be dead before you even ran into them. However, the NPCs are affected by my Weapon Effects, so if your have these enabled, you can sometimes knock them out and steal their equipped weapon (this works best with melee attacks, as long as the NPC isn't much stronger than you).
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Aman Bhattal
 
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Post » Mon Jun 21, 2010 2:39 am

Thanks, Arwen.

I got around to starting up a new game with your tweaks, and so far, I'm very impressed. I even got a little cocky, and decided I was going to infiltrate the powder gangers early, so I took my hundred caps, and off I went. At least, until I got punished for not paying close attention, and hit a powder charge. Once I regained consciousness, I counted my blessings for getting so lucky, used my only medical brace on the remnants of my left leg, bandaged up, and hobbled back to Goodsprings to spend my money on more medical braces. Currently sitting on the Saloon porch with Easy Pete, right arm and left leg locked tight in braces, body wrapped in bandages, gingerly eating some pan-fried gecko. Gonna be there at least until my tunnel vision fades.

I love it. First time I've felt like I actually had an adventure in the game, and I'm only level one! Fantastic work!
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Lauren Denman
 
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Post » Mon Jun 21, 2010 1:14 am

Edit: Nevermind for now.
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Nathan Hunter
 
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Post » Mon Jun 21, 2010 3:39 am

Guys, THANK YOU for the kind responses! I'm gonna give it a another shot, this time adjusting my playstyle.

Got another question: has anyone tried this mod while also using A World Of Pain? Does it break the game as far as Arwen's tweaks goes?
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Jade MacSpade
 
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Post » Sun Jun 20, 2010 8:58 pm

I'm having trouble changing the weapon switching hotkeys (X and C) to something else (I want something else on X and C and don't want to use the hotkeys at all). I can select a key, it'll say 'hotkey set' when I press it, but it doesn't actually change the hotkeys.

I have no trouble changing the stimpak hotkey though.
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flora
 
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Post » Sun Jun 20, 2010 5:06 pm

I'll make one suggestion on good mods to use with Arwen's NV Realism Tweaks.

I've had very good luck with Classic Companion Configurator while using Arwen's NV Realism Tweaks if you want to have companions with you.


It does a lot of nice things, but my top two are:

One you have to heal up your companions now. They don't instant regenerate after combat.

Nothing like almost dying and holding your insides together with bailing wire and looking over and seeing Veronica at 100% and looking for more.

Really helps on the immersion factor and makes planning a lot more important.


And two you can hot key them in to a true Passive where they won't attack which makes stealthing around a lot easier and more fun.
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Beulah Bell
 
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Post » Sun Jun 20, 2010 7:42 pm

Thanks, Arwen.
I got around to starting up a new game with your tweaks, and so far, I'm very impressed. I even got a little cocky, and decided I was going to infiltrate the powder gangers early, so I took my hundred caps, and off I went. At least, until I got punished for not paying close attention, and hit a powder charge. Once I regained consciousness, I counted my blessings for getting so lucky, used my only medical brace on the remnants of my left leg, bandaged up, and hobbled back to Goodsprings to spend my money on more medical braces. Currently sitting on the Saloon porch with Easy Pete, right arm and left leg locked tight in braces, body wrapped in bandages, gingerly eating some pan-fried gecko. Gonna be there at least until my tunnel vision fades.
I love it. First time I've felt like I actually had an adventure in the game, and I'm only level one! Fantastic work!

Thanks for that great mini-review . . . makes me feel like all my work in making my Med-Tec module was totally worth it. :)

Guys, THANK YOU for the kind responses! I'm gonna give it a another shot, this time adjusting my playstyle.
Got another question: has anyone tried this mod while also using A World Of Pain? Does it break the game as far as Arwen's tweaks goes?

If I recall correctly, that mod is not compatible with my Realism Core module (and perhaps other modules).

I'm having trouble changing the weapon switching hotkeys (X and C) to something else (I want something else on X and C and don't want to use the hotkeys at all). I can select a key, it'll say 'hotkey set' when I press it, but it doesn't actually change the hotkeys.
I have no trouble changing the stimpak hotkey though.

The Cycle Hotkey changes won't do anything unless you also have the "No PipBoy Access During Combat" enabled. When you go to the hotkey manu, it should give you the numerical value of the assigned cycle hotkeys along with the default cycle hotkeys (X & C, and their numerical values).

I'll make one suggestion on good mods to use with Arwen's NV Realism Tweaks.
I've had very good luck with Classic Companion Configurator while using Arwen's NV Realism Tweaks if you want to have companions with you. . . .

I'm not currently using any companions, but when I do, I'll definitely give this mod a try. Thanks! Good to know that it is compatible.
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mishionary
 
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Post » Mon Jun 21, 2010 12:03 am

The Cycle Hotkey changes won't do anything unless you also have the "No PipBoy Access During Combat" enabled. When you go to the hotkey manu, it should give you the numerical value of the assigned cycle hotkeys along with the default cycle hotkeys (X & C, and their numerical values).

Pressing X and C still does makes my character switch weapons even without that option enabled.
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Mackenzie
 
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Post » Sun Jun 20, 2010 5:12 pm

It shouldn't, as my ArwenHotKeyCycleScript includes the following condition at the beginning:

if ArwenNoPipBoyTog == 0 ; (this is the default value, with the option disabled)

The rest of the script will only run if ArwenNoPipBoyTog == 1 (this is the global that enables/disables the option).
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Dezzeh
 
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Post » Mon Jun 21, 2010 3:46 am

Weird. I'll see if I'm running an outdated version of NVSE or something like that. Does that script use NVSE functions?
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bonita mathews
 
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Post » Mon Jun 21, 2010 2:01 am

Yes, it uses a couple of NVSE commands.
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Louise Andrew
 
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Post » Sun Jun 20, 2010 11:59 pm

It seems that there's compatibility issue regarding to "stronger radiation on Contacting H20" especially for AWOP. Any non radiated body of water added by mod emits magic radiation for some reason. Is there a way to turn the whole feature off at least?
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Joie Perez
 
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Post » Mon Jun 21, 2010 1:19 am

My Realism Tweaks are not compatible with AWOP, in several ways. But my mod does not change any non-radiated water to radiated water, so this is a problem of the mods that are adding/changing water. I cannot fix what I didn't make any changes to.
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Charlotte Henderson
 
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Post » Mon Jun 21, 2010 1:18 am

Well I don't know what went wrong the last time, but the hotkeys seem to be working correctly now. :)
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Jennifer Rose
 
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Post » Mon Jun 21, 2010 3:36 am

Arwen, as a suggestion it'd be great if your mod were comparable with AWOP. It's kind of an essential mod with so much that it adds...
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Jessica White
 
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Post » Mon Jun 21, 2010 3:31 am

...also, Arwen, I know this is a stretch, but I'd your mod comparable with any of the mods that add food and recipes? There's a nice looking one on the forums here that looks so attractive!
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Miranda Taylor
 
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