[Relz] Arwen's Realism Tweaks

Post » Sat May 28, 2011 3:46 am

I removed my sneak message changes (which made them invisible) is v.3.0, but neglected to put that in the ReadMe. I was getting too many complaints about their removal, and I guess there are some mods that require them. Most people who use my mod also use the DarNified UI F3 mod, which makes it pretty easy to to turn off the sneak messages. And I also have links to the KTs_Overcamo mod, which centers the 3rd person camera view, and removes the sneak messages.

I came to the conclusion that the sneak messages were a personal thing ... and did not need to be an integral part of my mod. And I try not to force my own gameplay choices on other gamers unless there's a really good reason to do so. That's the same reason why my mod doesn't change the Timescale, even though the default setting of 30 is horrid. I have my Timescale set at 4 in my own game, and I considered adding that change to my mod, but haven't done so, as I have mixed feelings about it.

DarN was nice enough to add a handy little Combat Indicator at my request (which you have to enable) . . . that's what I'm using in my game and I LOVE it! If anyone wants to know more about Darn's Combat Indicator and how to enable it (and how to disable the sneak messages), go http://amito.freehostia.com/Fallout/FO-mods01.htm#DarNified.

As I said before, you always explain the rational for your changes. Thanks for the pointer to the DarN UI tweak. I'll be giving that a try. BTW, your web page is amazing.
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Sammi Jones
 
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Post » Sat May 28, 2011 3:43 am

I just installed MMM v.5.0 and checked it for compatibility with my Realism Tweaks. From what I can tell, the two mods are still totally compatible.

In my Main Tweaks Module:
The only settings that we both touch are the following, under 'Game Setting':
- fMoveTwoCrippledLegsSpeedMult = 0.40 [MMM=0.70]
- fMoveOneCrippledLegSpeedMult = 0.60 [MMM=0.80]
- iCombatCrippledTorsoHitStaggerChance = 90 [MMM=65]

My Tweaks will just result in being able to walk/run much slower when you have crippled leg(s), and you'll have a much greater chance of staggering when your torso is crippled.

In my Survival module:
These settings are that ones that I changed, in order to make my mod run better with MMM:
- iRemoveExcessDeadComplexCount = 3 [MMM=6]
- iRemoveExcessDeadComplexTotalActorCount = 20 [MMM=30]
- iRemoveExcessDeadCount = 20 [MMM=30]
- iRemoveExcessDeadTotalActorCount = 25 [MMM=35]
- iNumberActorsGoThroughLoadDoorInCombat = 4 [MMM=6]

Note that 'better' in this case refers only not overloading a system as much . . . if you have a top-end system, you probably don't need my changes. I also see that some of these values have been reduced since MMM v.4.x.x, so the two mods now use the same or closer values. Mine are set lower due to the increased load that my mod puts on combat . . . which is even higher, now that I have added my knockout scripts. Those settings shouldn't cause any real conflicts, but mine may prevent some crashes on some less-than-top-end systems.

Just adjust your load order for which mod's values you want in your game (esps that are later in FOMM's load order will load after the ones above them, and will over write the earlier esps values).


I just enabled the MMMzCombatDetection Global, but haven't yet play tested this in my game. I doubt that it will cause any problems at all . . . In fact, I'm expecting that MMM's change, and my SmarterAI module will compliment each other.
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Lauren Denman
 
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Post » Fri May 27, 2011 9:16 pm

My Tweaks will just result in being able to walk/run much slower when you have crippled leg(s), and you'll have a much greater chance of staggering when your torso is crippled.


I can attest to this. Earlier my character, along with two shopping carts, was blown into a wall at Super Duper Mart. Luckily the raiders left her for dead and wandered off celebrating and laughing. When she came to, she had cracked ribs and a crippled left leg. So she cripple sneaked out of the building and started back to Megaton. Very, very slowly. And very, very gingerly. It was funny watching her actually stagger and limp very slowly in 3rd person as she made her way back to Megaton.
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Jason Wolf
 
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Post » Sat May 28, 2011 6:48 am

i wonder how often beth come around to look at there stock games being tweaked to such a degree all the time making this better. anyone having a fully customized morrowind even makes fallout look a little behind the times =)

amazing ideas float around as games should be like this. hope things keep up with modding for ten years here like morrowind. hard to imagine so long ago and people still mod it. here hoping for fallout as well.

it'd be amazing to see some map expansions and the like.
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Darlene DIllow
 
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Post » Fri May 27, 2011 8:22 pm

i wonder how often beth come around to look at there stock games being tweaked to such a degree all the time making this better. anyone having a fully customized morrowind even makes fallout look a little behind the times =)

amazing ideas float around as games should be like this. hope things keep up with modding for ten years here like morrowind. hard to imagine so long ago and people still mod it. here hoping for fallout as well.

it'd be amazing to see some map expansions and the like.


I agree. Fallout needs extended life, it has soo much modding potential with geck and everything. I realy as many here(including you) expect some new locations(map expansions).
When that happens, i dont think i would need any other game(except maybe Fallout 4 :D )
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 5:03 am

I've just started using Real Injusries, Primary Needs, and Better Living Through Chems. I used Arwen's excellent web site to locate all the pieces and establish the load order. I've used the FWE integrated RI and PN but that is very simple compared to this one. I have a couple questions that I think can be answered here.

I'm trying to understand the purpose and differences among the various health-related items. First, if the Wound System is enabled it looks like my player will suffer a wound if her health falls below a certain treshold. If wounded she will suffer a STR penalty and continue losing health until the would is fixed. Is this correct? It looks like I can use a Wound Care Kit to cure wounds regardless of her Medical skill, but to use a Blood Pack, Bandage combo she need's a Medical skill of at least 50. Are tourniquets also used to cure wounds? If so when are these used?

Regarding limb damage it looks like I can use a stimpak to heal minor (not sure what minor means) limb damage and a super stimpak to heal major damage. I can also use a medical brace to recover an arm or leg to a certain percentage (say 50%) and a bandage to recover the head to a certain percentage (say 50%). Is this correct? Can torso heal be recovered using either of these?

Finally, I can't seem to fill my empty water bottles.
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Soraya Davy
 
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Post » Fri May 27, 2011 8:54 pm

I've just started using Real Injusries, Primary Needs, and Better Living Through Chems. I used Arwen's excellent web site to locate all the pieces and establish the load order. I've used the FWE integrated RI and PN but that is very simple compared to this one. I have a couple questions that I think can be answered here.

Thanks for plugging my website . . . I try my best to keep my mod list up to date, but I'm afraid that I'm still a bit behind after spending most of my fee time on getting v.3.0 of my Tweaks released (and then the 3.0.1 update/patch). I just installed the GOTY edition of the game last night, which was both easier and harder than I had hoped (I ran into a major install issue, but the fix was easy, once I found the solution). I have my FO3 --> FO3 GOTY update instructions on my site now, in http://amito.freehostia.com/Fallout/FO-tips.htm section (just in case anyone else is trying to do this).

I'm trying to understand the purpose and differences among the various health-related items. First, if the Wound System is enabled it looks like my player will suffer a wound if her health falls below a certain treshold. If wounded she will suffer a STR penalty and continue losing health until the would is fixed. Is this correct? It looks like I can use a Wound Care Kit to cure wounds regardless of her Medical skill, but to use a Blood Pack, Bandage combo she need's a Medical skill of at least 50. Are tourniquets also used to cure wounds? If so when are these used?

In my opinion, RI/PN is still the best mod of its kind. I've been using it in my game since nearly the beginning, and cannot imagine playing FO3 without it. But I guess I need to try to explain this wonderful mod a bit better in my mod list (it is pretty complex).
First of all, I'm guessing that you did also install Orfevs' Real Injuries Patch (if not, you should).
I think that you are mostly correct, except that, if I recall correctly, the Wounds system is built on a chance percentage . . . where you chance of getting wounded increases as your health decreases. Being wounded means that you are losing blood, which increases with more severe wounds (3 stages). Tourniquets are used to stop blood flow (to treat wounds), but unlike the Wound Care Kit, they don't restore your health. You need to use 1 tourniquet to stop blood flow with a slight wound, 2 for a moderate wound, and 3 for a severe wound.

Regarding limb damage it looks like I can use a stimpak to heal minor (not sure what minor means) limb damage and a super stimpak to heal major damage. I can also use a medical brace to recover an arm or leg to a certain percentage (say 50%) and a bandage to recover the head to a certain percentage (say 50%). Is this correct? Can torso heal be recovered using either of these?

Yes. And I'm pretty sure that the medical brace can also be used on crippled torsos.

Finally, I can't seem to fill my empty water bottles.

You have to be in sneak mode. Then I think you just have to select your empty water bottle in the inventory, and then activate a water source. (Something like that, I'd have to go into my game an do it to be sure, in the game I don't even think about it, as I've been doing this so long . . . I do know that Orfevs' Real Injuries Patch made it a bit easier to do.)
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C.L.U.T.C.H
 
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Post » Fri May 27, 2011 6:19 pm

I'm using RI + PN +BLTC, as well as the RI patch, with Arwen's FULL tweaks and the XPR tweak to slow down levelling. I believe I've applied the brace to my character's torso in the past but I can't be 100% sure. I'm still in the learning stages on how these all work, and I am usually forced into the trial and error method, but it sure makes the game so much better when combined with Arwen's tweaks. I have to really pay attention to what I am doing, as when my character started suffering addiction problems right when she was in an area where it wasn't really a good idea to get all dizzy and start hallucinating. I also learned early on to set the timescale to move much more slowly. I think I have it on 3 or 4 at the moment which seems to work pretty well.

I, too, used the heck out of Arwen's website for load order assistance and it has served me well. It's an excellent resource for anyone. I also found mods there I had never heard of so that was a bonus. Fallout 3 is a much better experience for me as a result.
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Aman Bhattal
 
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Post » Fri May 27, 2011 6:42 pm

I agree with all that has been spoken here. :) I have not installed Real Injuries and the other mods yet, only because they looked a little to complicated and I was just starting to learn the whole modding process. Now that I "think" I know what I am doing with mods, my next new game start will have those included as well. I am actually looking forward to it. Right now I have my time scale set to 10 which is ok for now but it looks like from what Arwen wrote on her website and from what other people have mentioned a time scale of 4 or 5 is a must.
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Rachie Stout
 
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Post » Sat May 28, 2011 3:46 am

Closed for post limit.
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Jessica Raven
 
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