[RELz][WIPz]Real Injuries/RI - Primary Needs, and RI_Hunger/

Post » Sat Feb 19, 2011 10:28 am

This mod doesn't seem to work as it should for me. I realize it's a beta, but I figure it should work better than this.

Sometimes when my character is tired, he suddenly doesn't need to sleep anymore. The same happens with eating and drinking. Also, when I was thirsty, I tried drinking a lot but I was still thirsty after drinking. Am I doing something wrong?


Hello,

Hmm, currently I am playing with latest beta every day and I did not recognize those issues.
Would be great, if I can have more information,

Which beta version are you using? Latest one? and using FOSE? or not.
And, would be nice if you can post your mods load order.

Edit:
he suddenly doesn't need to sleep anymore


Is that mean's quest objective said "You are not tired" or "You are well rested"? Or just disappear penalty effect?
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Sophie Louise Edge
 
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Post » Fri Feb 18, 2011 6:30 pm

Hello,

Hmm, currently I am playing with latest beta every day and I did not recognize those issues.
Would be great, if I can have more information,

Which beta version are you using? Latest one? and using FOSE? or not.
And, would be nice if you can post your mods load order.

Edit:


Is that mean's quest objective said "You are not tired" or "You are well rested"? Or just disappear penalty effect?

I'm using 1.1.5, which is a bit outdated now. I didn't update it because I didn't really need any of the fixes, but I'll make sure to update it later and see if that helps. I'm using FOSE.

The quest objective said "You are well rested."

Here's my mod load order:

Fallout3.esmMrSlackPants-Explosions.espMrSlackPants-AmmoChanges.espKillableKidsOptional.espSlower Degradation (-80%).espRobCo Certified.espradio_fix.espMPammo.espEnergy skill Gatling Laser.espContainers Respawn.espSupersledge Knockdown.espDarNifiedUIF3.espPowerArmorTraining.espMart's Mutant Mod - Tougher Traders.espMissingUniqueWeapons-Enhanced.espMaxLevelWorkaround-HP.espRadiationRevamp.espExplosive Explosives v1.3.espSGsUA - No Borders v.1.0-EN.espSlower Levelling - slow.espWastelandMastery.espEmpties.espMegaton Tweaks 1.28.espUPP - Pack 1.espEasier_hacking_5_8.espRI_DoctorCost.espPurified Megaton Player House Sink.espInebriation-FOSE.espRI_CrippledEffects.espRI_Base.espeye_hair_en.espWSG Improved.espRI_PNeeds.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMissingUniqueArmorClothing-Enhanced.espExplosive Entry.espGhoul Mansion v2.espTotal active plugins: 38Total plugins: 39


I have a lot of mods, so that probably has something to do with it.
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Britney Lopez
 
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Post » Sat Feb 19, 2011 11:03 am

I'm using 1.1.5, which is a bit outdated now. I didn't update it because I didn't really need any of the fixes, but I'll make sure to update it later and see if that helps. I'm using FOSE.


Thanks for update,

If you are using FOSE beta 3 or beta 4, you should use latest 1.1.7 (and Real Injuries 2.6.7 also) due to FOSE's op-code changes. All FOSE beta 2 scripts had to recompile with beta 3 or beta 4.

The quest objective said "You are well rested."


Looks like your quest state are resetted. I'll check current code this evening.

And your load order, I don't think there are conflict factor for RI - Primary Needs. However, RI_DoctorCost.esp really needs to load after RI_Base.esp. RI_DoctorCost.esp refer to RI_Base.esp. According your load order, I wonder why you are not getting CTD... But probably, all mods after RI_DoctorCost.esp will not load properly.

And another thing,

Purified Megaton Player House Sink.esp


I recommend this mod load after RI - Primary Needs.esp.
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 5:26 am

Well, I'm going to try updating Primary Needs, FOSE and Fallout (I haven't updated to 1.1 yet)

When I've updated and tested it, I'll tell you how it went.
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Rach B
 
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Post » Fri Feb 18, 2011 9:58 pm

Well, I'm going to try updating Primary Needs, FOSE and Fallout (I haven't updated to 1.1 yet)

When I've updated and tested it, I'll tell you how it went.


Thanks,

If you are not applied beth's patch yet, you can stay with FOSE beta 2. But using mods which for FOSE beta 3/4 with FOSE beta 2 might cause something.
If you want to update FOSE beta 4, make sure all mods which using FOSE are compiled with beta 3 or 4.
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Luis Longoria
 
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Post » Sat Feb 19, 2011 12:37 am

Real Injuries part
http://www.4shared.com/file/80386109/698e2de0/RI_300Beta42.html


First of all, thanks for this incredible mod. Makes Fallout 3 more real.

I'm trying to download the latest Real injuries beta files, but it seems that doesn't work. 4shared link says that "The file link that you requested is not valid.

It is possible to have another mirror?

Thanks in advance.
Shunk.

Edit:

I think I found in shared4 folder of the beta files the latest correct link. Correct me if not :)

http://www.4shared.com/file/80386109/698e2de0/RI_300Beta42.html
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 12:22 am

ive been trying to solve this crashing on save issue and ive narrowed it down to the loottweak and loottweaksv esps, everything else the game saves fine but if i turn these on it crashes on save, any ideas on what inside could be causing it? i tried moving it to the bottom of load order but that just causes the game to crash on starting.. im thinking conflict somewhere maybe?

edit: even after disabling all mods but RI it still crashes if the loottweaks are enabled, both together and on their own.
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 9:12 am

ive been trying to solve this crashing on save issue and ive narrowed it down to the loottweak and loottweaksv esps, everything else the game saves fine but if i turn these on it crashes on save, any ideas on what inside could be causing it? i tried moving it to the bottom of load order but that just causes the game to crash on starting.. im thinking conflict somewhere maybe?

edit: even after disabling all mods but RI it still crashes if the loottweaks are enabled, both together and on their own.


Hello,

I thought you are using current stable version. Beta LootTweak (both normal and SV) does not support 2.6.x. Those two files only works with 3.0.0 beta. And yes, those are causing CTD at start up if you are not using 3.0.0 beta due to missing master file. (Those are requiring RI_Core.esm).

Only LootTweak Alpha which state in a RI_Readme.html works with current 2.6.x.

Thank you,
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Rude_Bitch_420
 
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Post » Fri Feb 18, 2011 9:26 pm

Hello,

I thought you are using current stable version. Beta LootTweak (both normal and SV) does not support 2.6.x. Those two files only works with 3.0.0 beta. And yes, those are causing CTD at start up if you are not using 3.0.0 beta due to missing master file. (Those are requiring RI_Core.esm).

Only LootTweak Alpha which state in a RI_Readme.html works with current 2.6.x.

Thank you,


ive been trying various versions to see what works, the original problem started with current stable and loottweak alpha.

ive only used loottweak normal and sv with the 4.1 beta, and only used the alpha with the current stable version, i get the same thing with all 3 loottweaks with their corresponding versions, and both versions with both primary needs and real injuries including the extra esps all work fine, its only when i add the loottweaks for the versions ive tried does it this happen, i hope i explained it right.

the ctd at start up when i moved the loottweaks to the bottom of the load order was for the 4.1 beta versions with the .esm.
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Kara Payne
 
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Post » Sat Feb 19, 2011 10:23 am

ive been trying various versions to see what works, the original problem started with current stable and loottweak alpha.

ive only used loottweak normal and sv with the 4.1 beta, and only used the alpha with the current stable version, i get the same thing with all 3 loottweaks with their corresponding versions, and both versions with both primary needs and real injuries including the extra esps all work fine, its only when i add the loottweaks for the versions ive tried does it this happen, i hope i explained it right.


LootTweak alpha may cause CTD due to multiple ESP master. I had similar reports which always cause CTD when using ESP mastering module. (RI_StimpakReplacer.esp) that because I merged that one into RI_Base.esp. If LootTweak alpha for 2.6.x cause issues, I recommend just disable that one.

And those are another reason to create separate master (ESM) in 3.0.0. LootTweak itself has nothing complicated staff, that is just override loot form list which containing RI's items and placed water information. I have no idea why it causes CTD on your environment. I currently play testing with LootTweakSV, and make saves every ten minutes+ (using auto save util) without any problem. Anyway I'll check every record tonight. But it'll take some time. (There are around 500 records :P)

the ctd at start up when i moved the loottweaks to the bottom of the load order was for the 4.1 beta versions with the .esm.


Hmm? I could not get this part well... Sorry, you mean if you put the RI_LootTweakSV in middle of your load order, it worked for you?



And I would like to ask you to how you switch two versions? Just replace or uninstall and make clean save every time? Would be nice if I can have those information.

Thank you,
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Colton Idonthavealastna
 
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Post » Sat Feb 19, 2011 1:40 am

tested on a cleanish save, and then i switched by unticking the esps, deleteing and then using the newer versions back on the original cleanish save, like i said back when it first happen it works fine on a brand new save game, but in my current game it no longer does and i have no idea.

as for load order where it is now is in the middle of the order, by moving to the bottom of my list so it loads the loot tweak last causes a ctd on start up.

but yeah PI and RI current stable both work fine without the loottweak so im using that at the moment, im just wondering if its something in my save game or something that will happen overtime (since ive been using the mod for awhile and my save game time is pretty large now at 120hrs and i never had this problem before untill last week)
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Sweet Blighty
 
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Post » Fri Feb 18, 2011 11:57 pm

tested on a cleanish save, and then i switched by unticking the esps, deleteing and then using the newer versions back on the original cleanish save, like i said back when it first happen it works fine on a brand new save game, but in my current game it no longer does and i have no idea.

as for load order where it is now is in the middle of the order, by moving to the bottom of my list so it loads the loot tweak last causes a ctd on start up.


Gotcha. Probably different esp override LootTweaks records, if you can check which MODs override LootTweaks records, it may help narrowing down problems.

You can check conflict by using FO3Edit. And check which ESP is override the LootTweaks changes.

but yeah PI and RI current stable both work fine without the loottweak so im using that at the moment, im just wondering if its something in my save game or something that will happen overtime (since ive been using the mod for awhile and my save game time is pretty large now at 120hrs and i never had this problem before untill last week)


Yea, that I would like to know. Possibly your save data including invalid record refs which already deleted mod provides. Containers/corpse which placed area which you already entered may contain some non-vanilla item info that defined by mods.

EDIT: Also I would like to know your original problem which causes CTD when you saving is fixed? I saw save time CTD fix in Beth's latest patche's fix list.
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luis ortiz
 
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Post » Sat Feb 19, 2011 8:53 am

Beta 5 Uploaded (http://www.gamesas.com/bgsforums/index.php?showtopic=938887&view=findpost&p=13587054)

Changes and Fixes in beta 5

General
  • Remove quest running checks from most menu calling function for unexpected situation. You can reset those menu state by using activator again.
  • Remove debug codes.
  • Remove debug conditions.

Real Injuries part
  • Change: Stimpak can cure one wound.

RI - Primary Needs part
  • Fix: RI - Primary Needs initialization issue. May fail initialization with some condition
  • Change: Remove awakening/stimulate effect from Nuka-Colas and Mutfruits. Only Jet provides this effect.

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Phillip Brunyee
 
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Post » Sat Feb 19, 2011 7:07 am

Beta 5 Refresh (http://www.gamesas.com/bgsforums/index.php?showtopic=938887&view=findpost&p=13587054)

RI_Core.esm update
Fix unexpected behavior in Vendor Stock script cause from typo.
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Miguel
 
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Post » Fri Feb 18, 2011 10:16 pm

getting the same problem again where saving with RI running, even this new version is causing a CTD on save, my save isn't ideal either its been ran with earlier versions of the mod, so maybe that's what's causing the problems, ill report back if it does the same on a new game.


I got a something similar problem today.
My case was MMMF3, but I doubt it causes from Mart's mod. I spent few hours for checking this, but I had no luck for getting reason.

Just my solution was a back to one before save. That save is a 10 minutes old. I lost 10 minutes progress but it works fine. I think engine has some save related issue.
Fortunately, I am using my latest mod ASU :) Setting save slots 10 then, I can have 20 generations (including bak) save histories.
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Jynx Anthropic
 
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Post » Sat Feb 19, 2011 11:01 am

Real Injuries 2.6.8

Fixes in 2.6.8
  • Fix possible script issue
  • Re-Compile FOSE related script for FOSE beta 5


RI - Primary Needs 1.2.0

Changes and Fixes in 1.2.0:
  • Fix: Script condition issues.
  • Change: Initialize routine changed.
    RI - Primary Needs no longer ask options when first load, or after Quest Escape! finished. Just start with default settings.
  • Add "Use Water Treat Pot" to in-game menu.
  • New config option "Remove Config item".
    If you don't like config activator, use this option.
  • Vendor monitor script improved.
  • Re-Compile FOSE scripts for FOSE beta 5.


Edit: Both Real Injuries / RI - Primary Needs already updated for FOSE official 0001 release.
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Symone Velez
 
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Post » Fri Feb 18, 2011 10:59 pm

Beta 5 Refresh (5.2) (http://www.gamesas.com/bgsforums/index.php?showtopic=938887&view=findpost&p=13587054)

RI_Core.esm
Re-Compile FOSE related scripts by using official 0001 release.
No longer support Beta FOSE and Fallout3.exe 1.0.0.15.

RI_FOSE.esp
New Addon file for enabling FOSE features. All basics feature should work without FOSE. And if needs to enable FOSE features, should enable this addon.
This works for both Real Injuries and RI - Primary Needs.

RI_Base3.esp
Real Injuries boot strap routine improved.
Sleep heal behavior changes works without RI - Primary Needs. Preset is 2. Will provide customize method later.

RI_PNeeds2S.esp
Fix messaging mismatch. Status management is fine. Only message index was wrong.

Other progress:
Oven Cooking will defer to post RI3/PN2 release. Oven cooking features and related Quest module heavily require FOSE.
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Lisha Boo
 
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Post » Sat Feb 19, 2011 7:30 am

Test Request (Backpack/Sleeping bag test)

Update files from beta 5.2 files.

RI_Core.esm, RI_PNeeds2S.esp and RI_Core.bsa

1. Replace current RI_Core.esm and RI_PNeeds2S.esp
2. Put RI_Core.bsa to your data folder.
3. Delete or rename current backpack models and textures directories
  • Meshes/Armor/Blackwolf directory
  • Textures/Armor/Blackwolf directory

4. Adjust load order, if needed. Then launch game. If you don't have Backpack, use console command.
Player.AddItem XX000E02 1
XX depends your load order, if you are not enabling any other ESM other than fallout3.esm, XX should be 01.

5. Drop backpack to ground.
Check model appear correctly or not.

6. Enter the sneak mode, then activate backpack.
-> Should popup sleep menu.

Please report back here or PM me. I think this will not work 1.0.0.15. You have to have latest patch.
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 6:51 am

Hey, you may remember me. I posted earlier about the mod not working properly for me, but I fixed it by installing the latest updates.

Anyway, this time around, I have a request. I think it might be too much work, but I'll ask anyway.

Do you think you could make a version of this mod that doesn't give you penalties when you're hungry/tired/thirsty? I just want the mod to tell me when my character is hungry and stuff, as a roleplay thing. I don't need the penalties, I just find them annoying.

I tried to do this myself, but I don't understand a thing about the GECK. I understand if it's too much trouble for you to do this, but I'd really appreciate it if you did.

Thanks for this great mod.
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Beat freak
 
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Post » Sat Feb 19, 2011 9:03 am

Hey, you may remember me. I posted earlier about the mod not working properly for me, but I fixed it by installing the latest updates.


Glad to hear :)

Do you think you could make a version of this mod that doesn't give you penalties when you're hungry/tired/thirsty? I just want the mod to tell me when my character is hungry and stuff, as a roleplay thing. I don't need the penalties, I just find them annoying.

I tried to do this myself, but I don't understand a thing about the GECK. I understand if it's too much trouble for you to do this, but I'd really appreciate it if you did.


I think you can do by yourself easily by using FO3Edit. If you want tweak some small settings, I recommend FO3Edit for those purpose.

[http://img185.imageshack.us/img185/1446/pnpenaltiesqp1.jpg]

After you loading your mods, you can find [Actor Effect] group under RI_PNeeds.esp.
When you select each penalty, left pane shows up whats kind of penalties effect are there. You need to change "Magnitude" to 0. As sample image case, if you change magnitude to 0, Full (Over-fed) penalty gives you "Reduced Agility" -0.

And, DO NOT DELETE those penalties. Deleting records may cause bad things, or simply just stop working.
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chloe hampson
 
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Post » Sat Feb 19, 2011 1:04 am

Okay, thank you. I'll try doing that.

EDIT: That worked wonders. I ended up just changing the "Getting tired/Little thirsty/Somewhat hungry" to 0, because those are the ones I found the most annoying since my stats went down the instant I found out that my character needed something. I also set Full to 0. Now the mod works just the way I want it to, woo!

Once again, thank you for this awesome mod.
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Leilene Nessel
 
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Post » Fri Feb 18, 2011 6:51 pm

Okay, thank you. I'll try doing that.

EDIT: That worked wonders. I ended up just changing the "Getting tired/Little thirsty/Somewhat hungry" to 0, because those are the ones I found the most annoying since my stats went down the instant I found out that my character needed something. I also set Full to 0. Now the mod works just the way I want it to, woo!

Once again, thank you for this awesome mod.


Glad to hear :)

Little thirsty and Somewhat hungry are info message. PC should not receive penalties from that state.
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joseluis perez
 
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Post » Sat Feb 19, 2011 10:45 am

Beta 6 Uploaded (http://www.gamesas.com/bgsforums/index.php?showtopic=938887&view=findpost&p=13587054)

RI_Core archive is including RI_Core.bsa (Meshes/Textures), RI_FOSE.esp and RI_WWC.esp
Both Real Injuries and RI - Primary Needs documents ready.

Update Note:
Due to Global value changes, copy and paste following console commands to plain text. Then save as RIBeta6.ini.
Place this file into your directory. (NOT DATA DIRECTORY)
After updated the files, launch game then open console and type:

bat RIBeta6.ini

This will adjust your saved global values. Instead of creating bat file, you can type manually.

;; Real Injuries Settings											Set RIPatchHealAmount			to		 20; Healing amount of "Patch Limb(s)"Set RIHealMinorAmount			to		 40; Healing amount of "Heal Limb(s) Minor"Set RIWoundsThreshold			to		 25; Wounds Threshold (Percent); RI - Primary Needs SettingsSet RIDailyFoodReq				to		 24;


Fix and Changes in Beta 6:

File Changes:
  • RI_LootTweak.esp removed.
  • RI_LootTweakSV.esp removed. LootTweakSV is split out RI_LootTableRI.esp and RI_LootTablePN.esp.
  • Meshes/Textures now goes into RI_Core.bsa

Real Injuries:
  • Fix: Sleep healing conditional error.
  • Fix: Home Infirmary Menu of "Create Wounds Care Kit" did not work properly.
  • Fix: Main Config condition error.
  • Change: Patch Limbs, Heal Limbs (Minor/Major) heal amounts change.
  • Change: Uninstall option now remove and give back Medical Braces.
  • Change: Wounds chance calculation formula changed.

RI - Primary Needs:
  • New: Add sleeping bag feature to Backpack. (Drop Backpack, enter Sneak mode, then activate.
  • Fix: Raw Meats food points issue.
  • Change: Daily food points requirement raise to 24.
  • Change: Food points consuming rate during sleep reduced to 33%
    Check readme for more detail.


Beta 6 will be gamma. All feature implementation done. Needs bug hunt and balance adjustment.
And RI_WWC.esp will migrate into RI_FOSE.esp.
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Teghan Harris
 
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Post » Sat Feb 19, 2011 10:44 am

Glad to hear :)

Little thirsty and Somewhat hungry are info message. PC should not receive penalties from that state.

Really? I lost 1 S.P.E.C.I.A.L stat point on both, don't remember which, and when I opened it in FO3Edit it told me that they made you get penalties too.
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Samantha Jane Adams
 
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Post » Fri Feb 18, 2011 10:27 pm

a cool feature would be to take chems like psycho to stay awake
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Eve(G)
 
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