[mod] XFO -- Fallout 3 Balance Overhaul! #6

Post » Tue May 11, 2010 7:02 am

Good to hear from you, thanks!
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Philip Rua
 
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Post » Mon May 10, 2010 8:19 pm

This is more out of curiosity than anything, but why (and how) are you doing a total redo? Is it just to cut down on clutter now that you've gotten better at it?
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RaeAnne
 
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Post » Mon May 10, 2010 9:34 pm

This is more out of curiosity than anything, but why (and how) are you doing a total redo? Is it just to cut down on clutter now that you've gotten better at it?


That's the gist. XFO started as pure hex editing with no marked subrecords, and slowly developed from there. Now if I start over from scratch with FO3Edit and GECK, scripting knowledge, and an awareness of the big mods with which I should be shooting for compatibility, I can do a lot better. I also have some ideas to implement ingame troubleshooting and customization.
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Irmacuba
 
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Post » Mon May 10, 2010 5:35 pm

Also, some generic replies, copy-and-pasted from the nexus forums:

*PATCHES*

XFO *should* (AFAIK) be compatible with all of Bethesda's official patches. Typically, mods are incompatible with Beth's patches when the latter introduces new scripting terminology and that is included in the mod in question. I don't think I used any functions not included in the base.

This will NOT be the case with the next version, but I will make that clear.


*PERCEPTION*

Sneak is a misnomer for the real formula that goes on in the game, which is just perception. Everyone is actively "looking" for everyone else all the time. If their perception of you reaches a threshold, you appear on their "radar" (they know you're there). Sneaking costs them like a -40 to their points to see you, but it's always happening. The difference between Sneak Mild and Harder is that in Harder, I lower the ending number to beat to "see" someone (which applies both when sneaking and when not). As such, you also see THEM more easily. Since enemies rarely sneak or hide in the shadows or even stand still, you'll tend to see them on the very edge of the visibility range; hence, their marks will appear on your compass way out there. This is also why people running the "harder" sneak rebalance may notice that they're getting sniped from ridiculous distances. Harder sneak is only for the realism-obsessed, really, and the mild is recommended. But really, why wouldn't a trained sniper sitting at a window with an open wasteland in front of him NOT see you, or NOT hit your head when he shoots? IRL, you would NEVER want to be "out in the open" in a hostile wasteland! :o

*GLOWING ONES*
The MMM-XFO compatibility patch is LONG since deprecated: ie, don't use it ;) Mart includes a patch on his side, and so does FOIP. The Glowing Ones are *broken* in it. This was a bug: if you look through closely, you can see that all ghouls had their HP hugely increased, but their head damage also hugely increased, to the point of usually a one-shot to the head. I liked the "zombie" feel. Unfortunately, I apparently forgot to boost the head damage to the Glowing Ones. Oops! :P I never fixed it because mart released his own XFO patch soon thereafter, so mine became moot.

*THIRST*
This is a long-standing bug that (1) I can't replicate, and (2) I can't find anywhere in the thirst script. THirst should never take more than about 8 purified waters. I have no idea, I'm afraid, but the newest version will fix this. Come over to the forums and I can tell you specifically how to fix the thirst bug from the console. (And as for that promise, I'll get to it later ;))
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Naughty not Nice
 
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Post » Tue May 11, 2010 8:49 am

I have a problem, food is not giving me any health at all, is this intended? I also can't sleep, it says I'm not tired enough, so no health there neither, not even at 8 hours of sleep.


My energy levels go down, 44% I see it being, but I cannot raise it by any means. Should I just remove Necessities?
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Your Mum
 
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Post » Mon May 10, 2010 4:46 pm

Looks like the mod have some compatibility issues with broken steel (probably caused by the pacing plugin.. not 100% sure yet though)
The game simply freezes upon hitting level 20 more precisely after i have set up all the skill points, chosen perks etc and the freeze occurs when i hit the "done" button. When i removed the pacing plugin i leveled up 3 times in a row.. but at the last level up the game froze again. So my game s pretty much broken right now.. I'd appreciate if you'd look into BS compatibility.
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Vicki Blondie
 
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Post » Tue May 11, 2010 3:15 am

Just a quick question:

If I am using weapskill_damage_not_accuracy_mild, will this affect all of other new weapon mods that I am using? Currently I am using the 20th Century weapons, lightsaber, and 15th century sword mods and I was just wondering if the damage for these weapons will be automatically modified with XFO using that esp? If load order matters, I tried loading all of the XFO stuff first and the lightsaber and the extra weapons/swords afterward. Is this the right way to go?
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The Time Car
 
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Post » Tue May 11, 2010 6:25 am

I have a problem, food is not giving me any health at all, is this intended? I also can't sleep, it says I'm not tired enough, so no health there neither, not even at 8 hours of sleep.


My energy levels go down, 44% I see it being, but I cannot raise it by any means. Should I just remove Necessities?



"Working As Intended."
1: food won't give you health when you are full. You will become un-full after two game hours (depends on your timescale setting, but in the standalone, IIRC, that should be like half an hour RL?), and start to get hungry after four game hours. You will continue to get hungrier, but unlike Thirst, the amount of food required to fill you up is always the same: four pieces of food. They don't have to be consumed together; the script will remember until you hit #4 and then you will be full again. This is done for balance in order to prevent food becoming infinite health. Food is plentiful, while I made stims rare. It would negate the rarity of stims if food just became the new stims. So four pieces of food at a time, once every half hour or so, seems balanced to me (and realistic). Also, food WILL disappear if you eat it while full, it just won't heal you.
2: You can only sleep when your energy is below 60% (try a drink of booze or, even stronger, a Med-X, if you can't sleep). Even then, you will only STAY asleep until your energy would be 120% (but it won't actually go over 100%; the game will auto-wake you) -- how much you heal when you do sleep is dependent on how tired you are when you go to sleep. At 0% (it goes down to -100%), you will have to sleep for eight hours to heal to full. At 44%, you should be able to sleep. Alcohol and Med-X will continue to make you tireder, as will time passed (about 16 hours to go from 100 to 0, about 48 to go from 100 to -100). If you want to "cheat," you can always just "wait" for about 16 hours.
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^~LIL B0NE5~^
 
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Post » Mon May 10, 2010 5:24 pm

Looks like the mod have some compatibility issues with broken steel (probably caused by the pacing plugin.. not 100% sure yet though)
The game simply freezes upon hitting level 20 more precisely after i have set up all the skill points, chosen perks etc and the freeze occurs when i hit the "done" button. When i removed the pacing plugin i leveled up 3 times in a row.. but at the last level up the game froze again. So my game s pretty much broken right now.. I'd appreciate if you'd look into BS compatibility.



Honestly, I don't have BS, and I had yet to hear a solid Yay or Nay, so it's at least good to know that it doesn't work. I don't know what's wrong with the guys at Beth, since all I did for pacing was changed the formula THEY gave us. My guess is that they've got some script to break through that 20 barrier (even though the only problem before was the lack of karma titles post-20, since the 20 limit was otherwise soft-coded). I don't know; I'll have to check. That's pretty irritating, though. I'm worried that I'll have to make XFO either BS compatible and NOT compatible with not-BS, or not-BS compatible and NOT compatible with BS. :/
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Peetay
 
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Post » Mon May 10, 2010 9:02 pm

Honestly, I don't have BS, and I had yet to hear a solid Yay or Nay, so it's at least good to know that it doesn't work. I don't know what's wrong with the guys at Beth, since all I did for pacing was changed the formula THEY gave us. My guess is that they've got some script to break through that 20 barrier (even though the only problem before was the lack of karma titles post-20, since the 20 limit was otherwise soft-coded). I don't know; I'll have to check. That's pretty irritating, though. I'm worried that I'll have to make XFO either BS compatible and NOT compatible with not-BS, or not-BS compatible and NOT compatible with BS. :/



the standalone will most likely be the problem, most of the parts I have used work with BS. the thing is, I don't use any of the leveling aspects except the slower xp gain, and had to stop that because I was leveling just as quickly.
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WYatt REed
 
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Post » Tue May 11, 2010 8:26 am

Hi there can somebody who has a bit of knowledge please check my load order..URGENT help needed please..im using patch 1.4 0 6

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
FakePatch_v1.5.0.22c.ESM
CALIBR.esm
FOOK.esm
Mart's Mutant Mod.esm
Sharing and Caring Companions.esm
Mole Rat Maze.esp
xrepair-custom-only.esp
xrepair-scrap-only.esp
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - Anchorage hotfix.esp
FOOK - The Pitt.esp
merc.esp
BoS Armor.esp
BoS Armor - Anchorage.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Enemy_rebalance (no MMM or FOOK).esp
XFO_food_water_changes.esp
XFO_barter_fix_harder.esp
XFO_Gore_fixes.esp
XFO_rarity_drugs_high.esp
XFO_Karma_changes.esp
XFO_Playstyles.esp
XFO_misc_tweaks.esp
XFO_Pacing_Epic.esp
XFO_Pacing_Extra_Levels.esp
XFO_Immersion_Necessities.esp
XFO_Perk_Flaws.esp
XFO_Perk_paths.esp
XFO_Perk_rebalance.esp
XFO_Radiation_changes.esp
XFO_rarity_ammo_high_FOOK.esp
XFO_Weapskill_dmg_and_accuracy_mild_FOOK.esp
XFO_Sneak_Rebalance_mild.esp
XFO_SPECIAL_DnD.esp
XFO_Speed_increase.esp
XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
XFO_Stat_changes.esp
XFO_Timescale_med.esp
XFO_VATSdmg_50.esp
XFO_Weapon_Jamming.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
AmplifiedCrippledEffectsV1-3.esp
ALIEN INVASION 2.esp
ALIEN INVASION.esp
Ammo_Dispenser.esp
NotSoFast.esp
BetterHeadshots.esp
ModBetterBigGuns.esp
CALIBRxMerchant.esp
The Car Fort With Quests.esp
Broadway_cinema.esp
Dead Space.esp
Death Canyon v3.esp
DK_BulletTime.esp
DTOMRC3.esp
Echo_BatteryCharger.esp
Echo_EnergySMG_TEN.esp
FalloutShelterSpringvale.esp
firelance-quest.esp
FlareGunBasic.esp
radio_fix.esp
JSF v.1.esp
KORsVaultHome.esp
wtbOxfordPonds.esp
Krigos2SVD.esp
LaterSunset.esp
LEXVault74 1.1.esp
Meet the Devs.esp
MaxLevelWorkaround-HP.esp
Mighty Mouse Alternative 4.esp
My_Megaton_House.esp
NoTracers.esp
noautoaim.esp
Old Military Bunker 1.3.esp
Owned!.esp
Pirata.esp
Portable Distilling Lab.esp
Quantum Fridge Maker.esp
RRR+ANCH 1.0.esp
Realistic Ammunition Names.esp
UPP - Pack 1.esp
Fellout-Full.esp
10-Year-Respawn.esp
RobCo Universal Battery Charger Kit.esp
RobCo Certified.esp
Trophies - Megaton.esp
SecretOfParadise.esp
Trouble.esp
FOOK - Free Play After MQ.esp
japanese_menace.esp
Existence2.0.esp
RTS.esp
WeaponModKits.esp
CRI-Squad-new.esp
ClassicEnclaveAPA-Better-APA-english.esp
NightvisionGoggles(Powered).esp
MoreMapMarkers.esp
Treasure Maps_Bobblehead Edition.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_Underground.esp
Springvale_Raider_Camp.esp
telescope_quest_fdt.esp
TheMissingScientist1_V1.21.esp
CC.esp
NecronomiconExMortis.esp
Treasure Maps_A Fist Full of Caps.esp
Vault74hotfix.esp
Vault74eng.esp
Location 2 (Fort Constantine).esp
Vault 89 (player home) V1-26.esp
vaultquest1.0.esp
WastelandMastery.esp
KillableKidsNormalHealthOptional.esp
Wasteland Mercs 2.0 - no child left behind edition.esp
WeightRebalance.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - Tougher Traders.esp

Total active plugins: 130
Total plugins: 203

Also when i use xfo it works great but when i sleep i only need 1hr to give me 100% energy no matter what...

Im at arlington library looking for the INK...my problem is whenever i go into the media archives and up the stairs...there is a door that i cannot open...but it should open as the INK is beyond this door..also the door has changed to a brown metal door that i cannot open at all..here is picture..can anybody help please

http://i51.photobucket.com/albums/f381/cptpfsuk7/Fallout32009-06-1101-15-20-87.jpg
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lolli
 
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Post » Mon May 10, 2010 5:46 pm

Hi there can somebody who has a bit of knowledge please check my load order..URGENT help needed please..im using patch 1.4 0 6

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
FakePatch_v1.5.0.22c.ESM
CALIBR.esm
FOOK.esm
Mart's Mutant Mod.esm
Sharing and Caring Companions.esm
FOOK.esp
FOOK - Anchorage.esp
FOOK - Anchorage hotfix.esp
FOOK - The Pitt.esp

XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Enemy_rebalance (no MMM or FOOK).esp
XFO_food_water_changes.esp
XFO_barter_fix_harder.esp
XFO_Gore_fixes.esp
XFO_rarity_drugs_high.esp
XFO_Karma_changes.esp
XFO_Playstyles.esp
XFO_misc_tweaks.esp
XFO_Pacing_Epic.esp
XFO_Pacing_Extra_Levels.esp
XFO_Immersion_Necessities.esp
XFO_Perk_Flaws.esp
XFO_Perk_paths.esp
XFO_Perk_rebalance.esp
XFO_Radiation_changes.esp
XFO_rarity_ammo_high_FOOK.esp
XFO_Weapskill_dmg_and_accuracy_mild_FOOK.esp
XFO_Sneak_Rebalance_mild.esp
XFO_SPECIAL_DnD.esp
XFO_Speed_increase.esp
XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
XFO_Stat_changes.esp
XFO_Timescale_med.esp
XFO_VATSdmg_50.esp
XFO_Weapon_Jamming.esp

FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Free Play After MQ.esp




Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - Tougher Traders.esp

Total active plugins: 130
Total plugins: 203

Also when i use xfo it works great but when i sleep i only need 1hr to give me 100% energy no matter what...

Im at arlington library looking for the INK...my problem is whenever i go into the media archives and up the stairs...there is a door that i cannot open...but it should open as the INK is beyond this door..also the door has changed to a brown metal door that i cannot open at all..here is picture..can anybody help please


have you updated all these mods since you put in the fake 1.5 patch?


and if necessary, use the tcl console command, walk through the door, and then enable tcl again
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maya papps
 
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Joined: Mon Aug 07, 2006 3:44 pm

Post » Mon May 10, 2010 6:09 pm

have you updated all these mods since you put in the fake 1.5 patch?


and if necessary, use the tcl console command, walk through the door, and then enable tcl again

i dont use the patch 1.5, i use the 1.4.06,seems to work ok,what patches would you be using if you was me?Oh yes and thank you for the console commands they work great,i can now get into these rooms...thanks so much
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Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Tue May 11, 2010 9:06 am

i dont use the patch 1.5, i use the 1.4.06,seems to work ok,what patches would you be using if you was me?Oh yes and thank you for the console commands they work great,i can now get into these rooms...thanks so much


I meant updated the mods you are using, and no prob on the command, had to look it up when I fell in a hole and couldnt get out.
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Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Mon May 10, 2010 8:25 pm

Hi there this is my load order and everything is working good except for when i sleep in xfo,it will only allow me to sleep for 1 hr then it will give me 100% health no matter what...so i have to end up waiting instead of sleeping if i want to pass some time...does anybody know how to fix this?Im using patch 1.4.0 6.


Fallout3.esm
FakePatch_v1.5.0.22c.ESM
Anchorage.esm
BrokenSteel.esm
ThePitt.esm
FOOK.esm
CALIBR.esm
Sharing and Caring Companions.esm
Mole Rat Maze.esp
Mart's Mutant Mod.esm
xrepair-custom-only.esp
xrepair-scrap-only.esp
Meet the Devs.ESP
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FOOK - Anchorage hotfix.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
Mart's Mutant Mod - XFO (not FOOK).esp
XFO_barter_fix_harder.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_food_water_changes.esp
XFO_Gore_fixes.esp
XFO_Immersion_Necessities.esp
XFO_Karma_changes.esp
XFO_misc_tweaks.esp
XFO_Pacing_Extra_Levels.esp
XFO_Pacing_Epic.esp
XFO_Perk_Flaws.esp
XFO_Perk_paths.esp
XFO_Perk_rebalance.esp
XFO_Playstyles.esp
XFO_Radiation_changes.esp
XFO_rarity_ammo_high_FOOK.esp
XFO_rarity_drugs_high.esp
XFO_Sneak_Rebalance_mild.esp
XFO_Speed_increase.esp
XFO_SPECIAL_DnD.esp
XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp
XFO_Stat_changes.esp
XFO_Timescale_med.esp
XFO_VATSdmg_75.esp
XFO_Weapon_Jamming.esp
XFO_Weapskill_dmg_and_accuracy_med_FOOK.esp
10-Year-Respawn.esp
KillableKidsNormalHealthOptional.esp
Wasteland Mercs 2.0 - no child left behind edition.esp
WastelandMastery.esp
vaultquest1.0.esp
DK_BulletTime.esp
CALIBRxMerchant.esp
CC.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-Full.esp
JSF v.1.esp
Fellout-pipboylight.esp
Fellout-SOTD.esp
Mighty Mouse Alternative 4.esp
RRR+ANCH 1.0.esp
noautoaim.esp
NoTracers.esp
WeightRebalance.esp
Mart's Mutant Mod - Broken Steel.esp
Treasure Maps_Secrets of the Wasteland.esp
Mart's Mutant Mod - FOOK.esp
Mart's Mutant Mod - XFO + FOOK.esp
WeaponModKits.esp
Treasure Maps_A Fist Full of Caps.esp
WeaponModKits - FOOK.esp
Location 1 (Megaton-V101).esp
Location 2 (Fort Constantine).esp
Vault 89 (player home) V1-26.esp
UPP - Pack 1.esp
RobCo Certified.esp
firelance-quest.esp
RobCo Universal Battery Charger Kit.esp
ALIEN INVASION 2.esp
ALIEN INVASION.esp
Ammo_Dispenser.esp
BetterHeadshots.esp
Death Canyon v3.esp
GalaxyNewsRadioFix[S].esp
telescope_quest_fdt.esp
TheMissingScientist1_V1.21.esp
NecronomiconExMortis 5.5.esp
MX_Vault74fix.esp
MX_Vault74_eng.esp
wtbOxfordPonds.esp
DTOMRC3.esp
Echo_BatteryCharger.esp
KORsVaultHome.esp
MoreMapMarkers.esp
Existence2.0.esp
Trouble.esp
TroubleCheat.esp
NightvisionGoggles(Powered).esp
Vault 1.esp
Vault010.esp
Old Military Bunker 1.4.esp
japanese_menace.esp
Krigos2SVD.esp
My_Megaton_House.esp
ClassicEnclaveAPA-Better-APA-english.esp
merc.esp
The Car Fort With Quests.esp
Trophies - Megaton.esp
Pirata.esp
Treasure Maps_Underground.esp
Treasure Maps_Bobblehead Edition.esp
NecronomiconExMortis.esp
MaxLevelWorkaround-BS.esp
MaxLevelWorkaround-HP-BS.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - Tougher Traders.esp
FalloutShelterSpringvale.esp

Total active plugins: 124
Total plugins: 142
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Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Tue May 11, 2010 5:34 am

"Working As Intended."
1: food won't give you health when you are full. You will become un-full after two game hours (depends on your timescale setting, but in the standalone, IIRC, that should be like half an hour RL?), and start to get hungry after four game hours. You will continue to get hungrier, but unlike Thirst, the amount of food required to fill you up is always the same: four pieces of food. They don't have to be consumed together; the script will remember until you hit #4 and then you will be full again. This is done for balance in order to prevent food becoming infinite health. Food is plentiful, while I made stims rare. It would negate the rarity of stims if food just became the new stims. So four pieces of food at a time, once every half hour or so, seems balanced to me (and realistic). Also, food WILL disappear if you eat it while full, it just won't heal you.
2: You can only sleep when your energy is below 60% (try a drink of booze or, even stronger, a Med-X, if you can't sleep). Even then, you will only STAY asleep until your energy would be 120% (but it won't actually go over 100%; the game will auto-wake you) -- how much you heal when you do sleep is dependent on how tired you are when you go to sleep. At 0% (it goes down to -100%), you will have to sleep for eight hours to heal to full. At 44%, you should be able to sleep. Alcohol and Med-X will continue to make you tireder, as will time passed (about 16 hours to go from 100 to 0, about 48 to go from 100 to -100). If you want to "cheat," you can always just "wait" for about 16 hours.


See, this is a problem, because it seems to defeat the purpose to have to tire yourself to be able to sleep or eat and thus heal. While limbs should only be able to be patched up by a doctor (and the scarcity of stimpacks makes it harder even), health in this game goes down like candy so you should try and balance it out with more straight up healing items thrown around like bandages, bloodpacks or what not.


On another topic:

Big Guns. Since there is no current modification, I was thinking, how about a perk that gives you an aura effect that increases if you don't move, increasing every second for up to 10 seconds, that raises damage and accuracy? The last rank could be that as you get hit, your damage with Big Guns rises, since you should have high Endurance. You would be compelled to stand still unload all your ammo on enemies like a turret, which sounds like a great idea in my head. Another issue with Big Guns is the initial scarcity, so it could be patched up by creating a couple of easy-to-get schematics requiring common weapons like guns or what not?
Another good idea is to make you take less damage from your own explosions.

Comprehension. Change it to double the bonus for books already read so players don't have to stock up before doing so.

Shotguns. Possibly another PER perk path? What a Shotgun character needs is the ability to move faster to their enemies, to survive while running towards their enemies, and possibly piercing two enemies in one shot since they have low ammo.

Companions. Don't make them essential. Some of us like to fly solo.

Ideas for the LUK perk path. How about making Favoured have a random chance of allowing you to "lie" while in dialogue: you get dialogue options as if you had Cannibalism or high Intelligence or great Medical knowledge or as if you were a Child at Heart etc., but not all the time. There's also a problem with Destined: if you wake up in Megaton or what not, it may autosave and ruin your past save slot. How about just giving it a good chance to avoid damage?

I like the skill-bleed you did between Science and Energy Weapons, how about doing more of that? As a matter of fact, that could be a good idea to balance getting a skill past 100 - the bleed from the skill could benefit others.

And regarding books - how about, instead of making them give you points, just make them give you a perk that tops at 5 ranks so you don't have to go around looking for the 25 of them?

Last point, Armor. I think players should get more benefit for not using Power Armour if it doesn't fit their specialization.
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Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Mon May 10, 2010 6:23 pm

See, this is a problem, because it seems to defeat the purpose to have to tire yourself to be able to sleep or eat and thus heal. While limbs should only be able to be patched up by a doctor (and the scarcity of stimpacks makes it harder even), health in this game goes down like candy so you should try and balance it out with more straight up healing items thrown around like bandages, bloodpacks or what not.

Actually, the Immersion section is compatible with everything, so you are perfectly free to use other mods in addition which add these things, such as
http://fallout3nexus.com/downloads/file.php?id=1745 (which adds "Tribal Healing Powder" as a sort of non-addictive, lesser Stimpack, as well as adding many other useful chems, like.... aspirin :) );
http://fallout3nexus.com/downloads/file.php?id=834 (which also adds a "Healing Powder" item, "Quick Blood Packs" to heal severe wounds, and allows creation of "Super Stimpaks", among other changes. Admittedly the drug rarity module conflicts, but that can be solved via http://fallout3nexus.com/downloads/file.php?id=637's Merged Patch function);
http://fallout3nexus.com/downloads/file.php?id=3251 (adds.... bandages... that regen a moderate amount of health after you're out of combat).

There's also the idea that you could change your playstyle and learn to run about with less health, or indeed go "hide" for a few in-game hours so that your energy goes down enough to eat. You can also try drinking instead. Or, indeed, you don't have to use the Immersion module if it makes things just too tough.

I do get what you're saying, but there are many alternatives under your control, rather than telling Xodarap777 to change the mod because you can't adapt. It's not unreasonable to modify food so that it isn't a major healing item (since food kind of isn't, or shouldn't be, one's main source of healing if you're seriously injured), or to minimize sleep as a preferred source of healing. Sure, if you're hurt, you need rest, but laying in your own bed with multiple gunshot wounds, eating can after can of Pork and Beans ought not to make you "all better"-- in that situation, you need a doctor, and you should go see one.

On another topic:

Comprehension. Change it to double the bonus for books already read so players don't have to stock up before doing so.

Again with the powergaming. The only reason players "have to" stock up is because we know what the Comprehension perk does, so we munchkins (hey, I do it too, doesn't make it right) don't read any books until we get it. This is clearly in contravention of the 'balance' principle, both because it encourages powergaming and because it's just plain overpowered anyway. This explains what I see in the Standalone; the Comprehension perk has been made non-selectable on level-up, which was "threatened" as a "to do" in previous versions, and apparently has now been done. So I kinda doubt that Xodarap777 is going to make a perk that is objectionable on the grounds of balance, even more unbalanced by 1) putting it back in, and furthermore 2) making it even easier to use as a way to supersize yourself as early as possible.

Companions. Don't make them essential. Some of us like to fly solo.

I don't even get this. If you like to "fly solo", you're not going to hire any companions anyway, are you? So what difference does it make? But even so, as far as I can see (looking at the mod in TESsnip) XFO doesn't touch companions, their packages, or the followers quest at all, so I don't even know where you're getting this from..... oh, are you using the enemy rebalance, then? Sorry, I'm an MMM kind of player, so I don't. But from the readme, the only companion it changes is Dogmeat, and that only by making him "harder to kill", not essential. Other companions are planned for the future, but not currently implemented, as far as I know. In any case, I find it outside the scope of the mod to touch companions, whether they're just strengthened or made outright essential. Let other mods focussed on the companion issues do that.

And regarding books - how about, instead of making them give you points, just make them give you a perk that tops at 5 ranks so you don't have to go around looking for the 25 of them?

You mean like http://fallout3nexus.com/downloads/file.php?id=3323?
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[Bounty][Ben]
 
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Post » Mon May 10, 2010 7:40 pm

I do get what you're saying, but there are many alternatives under your control, rather than telling Xodarap777 to change the mod because you can't adapt. It's not unreasonable to modify food so that it isn't a major healing item (since food kind of isn't, or shouldn't be, one's main source of healing if you're seriously injured), or to minimize sleep as a preferred source of healing. Sure, if you're hurt, you need rest, but laying in your own bed with multiple gunshot wounds, eating can after can of Pork and Beans ought not to make you "all better"-- in that situation, you need a doctor, and you should go see one.


Then we are on the same page. XFO wants to make the mod immersive and realistic, so continuously fast travelling from enemy town to a doctor, waiting in-game hours to sleep, etc., those are immersion breakers.

Any mod that changes the healing methods should also revise the damage intake. The game right now plays itself like World of Warcraft - tons of healing all over because damage is steep.
The only feasible way of surviving in the FO3 environment with severely nerfed healing is sneaking around and using explosives and rarely some actual gunfights, that would make sense in real life, but what that actually does is limit the playability of the game. It truly makes it "sneak and don't get shot", which is already a viable playstyle, but with harder repercussions if you fail.

Not to change XFO's design ideals, just putting my own out there: if you want to make a mod to make healing less powerful, you need to make damage less so too because you are tanking shots 90% of the game.

Again with the powergaming. The only reason players "have to" stock up is because we know what the Comprehension perk does, so we munchkins (hey, I do it too, doesn't make it right) don't read any books until we get it. This is clearly in contravention of the 'balance' principle, both because it encourages powergaming and because it's just plain overpowered anyway. This explains what I see in the Standalone; the Comprehension perk has been made non-selectable on level-up, which was "threatened" as a "to do" in previous versions, and apparently has now been done. So I kinda doubt that Xodarap777 is going to make a perk that is objectionable on the grounds of balance, even more unbalanced by 1) putting it back in, and furthermore 2) making it even easier to use as a way to supersize yourself as early as possible.


Comprehension is IN, as part of the Intellect tree. And how does it supersize you more than the current version? Wait till 16, then boom with magazines. Same with my idea of comprehension, except you don't hoard them until you hit the perk.

In any case, it could be changed to something radically different too.

I don't even get this. If you like to "fly solo", you're not going to hire any companions anyway, are you? So what difference does it make? But even so, as far as I can see (looking at the mod in TESsnip) XFO doesn't touch companions, their packages, or the followers quest at all, so I don't even know where you're getting this from..... oh, are you using the enemy rebalance, then? Sorry, I'm an MMM kind of player, so I don't. But from the readme, the only companion it changes is Dogmeat, and that only by making him "harder to kill", not essential. Other companions are planned for the future, but not currently implemented, as far as I know. In any case, I find it outside the scope of the mod to touch companions, whether they're just strengthened or made outright essential. Let other mods focussed on the companion issues do that.


Check the "Plans" section. It's the first on the to-do list.

k) Make companions essential (and raise incap time to one minute)


You mean like http://fallout3nexus.com/downloads/file.php?id=3323?


Thanks for the recommend. Not too happy with the perks that author provides though, they seem rather arbitrary and I'm not too crazy about using FOSE for just one mod.
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Scarlet Devil
 
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Post » Tue May 11, 2010 12:34 am

Then we are on the same page. XFO wants to make the mod immersive and realistic, so continuously fast travelling from enemy town to a doctor, waiting in-game hours to sleep, etc., those are immersion breakers.

That depends on what you consider immersive. I personally don't find it immersive to have to sleep when I'm not "tired", but in the middle of the day, and then again five minutes later to regain health from my recent fight. That to me is exploitation of the loopholes the game allows. I also find it normal to have to decide whether I'm going to take my battered self out of a partially-cleared area and find a doctor (on foot; I try to refrain from fast travel, but I might use it more once I install http://fallout3nexus.com/downloads/file.php?id=3280), or hide in the toilet of the Super Duper Mart until I can eat something, to give me enough energy to fight my way to the area where there might be some medical supplies. And I say this as the player who is using Better Living Through Chems with the stimpack addiction active, so popping stimpacks willy-nilly isn't so much of an option either.

But then again, I'm trying to play an RPG here, not an FPS. I don't have any need to roar through the game leaving a trail of as many bodies as possible behind me. I consider myself, as a Vault Dweller, a weak and inexperienced newcomer to a very dangerous world, and I prefer to act accordingly. Your immersion level may vary.

The only feasible way of surviving in the FO3 environment with severely nerfed healing is sneaking around and using explosives and rarely some actual gunfights, that would make sense in real life, but what that actually does is limit the playability of the game. It truly makes it "sneak and don't get shot", which is already a viable playstyle, but with harder repercussions if you fail.

Well, of course, you don't have to use the drug rarity module if you don't like it. But "sneak and don't get shot" is not the only viable alternative, if you're being creative as if this was a roleplaying game. You could give up the whole "flying solo" thing. You could take the Wasteland Whisperer perk and send animals in as meat shields. You could travel from town to town with the caravans so that you'd have some protection (and also a convenient merchant who might have stimpacks). You could stay in a town (or near it) and do quests and explore in small steps, to get stronger so that you'd be more competent to explore more widely. You could use other chems or alcohol to boost you up so that you can do something useful (like kill everybody as fast as possible and take less damage, or boost your strength so that you could fast travel while normally over-encumbered and get the heck out of the danger zone so that you could heal and get better prepared for the challenge you couldn't face successfully). You could use.... strategy... such as cover, "safe houses", "picking the enemy off", if in a group, or leading them away from each other in ones and twos, so that you can.... pick them off... easier, and pauses (meaning clear an enclosed part of an area, leave, heal up or rest or whatever, then come back and clear the next section) to move forward with the game in a safer manner.

Myself, I find these restrictions cause me to constantly re-evaluate my playstyle and try different things to see if they're more successful, whereas the Vanilla game doesn't make this necessary. Therefore I find it very re-playable, because each time I'm playing a different way than I "normally" would, and that is what's interesting to me. Funny enough, last time I played, I had started a new game with the standalone and BLTC, both new to me (I hadn't tried the standalone before, and I had never used BLTC before). All I did was play through Escape!, and it was radically different for me. For one thing, I didn't take the gun from Amata, which enabled me to avoid one fight entirely (because she finished it before I got there). It turned out that I didn't miss the gun (got several before I got to her again, plus its a waste of ammo I might need, just to kill radroaches, who squash just fine with a bat), and she gives it back to you anyway, afterwards. In the meantime, I did get into several fights (with the guards), and I got fairly beat up. I was able to backtrack and drink from the water fountain by the classroom (which I hadn't noticed in previous playthroughs, but now I was seriously paying attention to where HP-restoration possibilities existed), which meant that my health was OK (couldn't eat, because I was full), but my head was crippled. Unfortunately, I couldn't use a stimpack, because I got a warning that I would poison myself if I did. So I did the whole last third of the dungeon with a concussion, which (because BLTC adds visual effects) meant that I had to stop every few feet until my vision cleared, and very, very slowly (because I was overencumbered and might have had a crippled leg, but if you're basically crawling along, who notices if you're crawling along slightly slower or not)? Fortunately a good chunk of that is a "safe" area (and in fact, I probably should have sat with Amata for a while, till I could sleep in her bed or the Overseer's, for a couple of hours, but honestly, I just wanted to get out of there, as a wanted person and all, so I didn't), but I sure had to use VATS just to make the final run to the exit door (because I couldn't run from those last two guards, and my condition was not such that I could take any hits at all-- one blow to the head would have been it for me).

In vanilla, I never would have thought, "OK, this concussion is annoying, but the area I'm passing through is relatively safe, so I don't really have to heal myself right now-- I can manage, if I'm careful, to complete the area and get myself to a safe place where I can at least rest, and from there make my way to a doctor". I never would have thought "how can I use what I know about this situation to my advantage, given my limitations?" and let Amata keep the gun. I never would have noticed that water fountain by the classroom and backtracked to have some lovely Purified water after Chief Security Officer what's his name got the drop on me (because I wasn't paying attention-- if I had been, I would have seen that you can see him on the upper level before he knows you're around, and you can either lay in wait for him, or avoid his attention). And this was just the tutorial. I can't wait to see what kind of creative solutions I'm forced to come up with to overcome later game obstacles. I'm sure it will go beyond "sneak and don't get shot", though.

Not to change XFO's design ideals, just putting my own out there: if you want to make a mod to make healing less powerful, you need to make damage less so too because you are tanking shots 90% of the game.

Well, if that's the way you play, then yeah, but I don't find that immersive, balanced, or fun. And even in Vanilla, there are only so many kinds of shots that I can even tank-- there's one abandoned suburb that I don't even know the name of, but it's pretty close to Greyditch, because I keep winding up there instead of Greyditch if I go "overland" instead of following the road, and this place is full of Raiders with Big Guns, and a turret that barely lets me get in the town (and noplace near the map marker, wherever it is, or else I'd know what town it was) before I get blown away. If I manage to get past the turret somehow, I then have to try to sneak-kill a Raider with a damn rocket launcher before he sees me-- I can't take even one hit from those, full stop. I ran back into Marigold Station from the Falls Church end like three separate times before the BoS showed up and killed those Super Mutants for me (I didn't know at the time that those Super Mutants are relatively nerfed in comparison with the ones you'll find further inside DC proper.... but then again, I've added MMM since that time, so that may no longer be true). There's a lot of ways to implement "sneak and don't get shot" that are more "roleplay-friendly" than simply sneaking and not getting shot because otherwise you'd have to tank every kind of damage that's thrown at you.


Comprehension is IN, as part of the Intellect tree. And how does it supersize you more than the current version? Wait till 16, then boom with magazines. Same with my idea of comprehension, except you don't hoard them until you hit the perk.

Oh yeah, I see it, in the Jack of All Trades series. Having a big boost in your skills at level 16 is very different than having it at the default level 4. By level 16 you've likely played through a much greater portion of the original game and already overcome many very difficult and significant challenges without the benefits of that skill boost (since you've not read the books yet), whereas at level 4, most of the game-- and the books-- remain to be discovered, and therefore you have the potential to meet later challenges with much improved capabilities. But since I use Book Perks (which removes the whole skill-points-from-skill-books thing anyway), as well as Four-Eyes Perk (which also adds a Comprehension clone perk automatically, as part of the idea that you're a glasses-wearing geek who reads a lot), I had already changed Comprehension itself, as well as all cloned/alternate versions from mods, to add general skill points on level up rather than doubling the amount of targeted skill points a book gives (I'm not sure I'm happy with that as a reward either, but it was a "for personal use" hackaround to make the mods work together rather than something that had to be "correct" right now). For the Jack of All Trades perk series, I think I just won't take the Comprehension variant (unless I think of something better to change it to that conforms to Book Perk's changes).

Check the "Plans" section. It's the first on the to-do list.

Plans may well have changed, since the mod is now being re-written from the ground up.

Thanks for the recommend. Not too happy with the perks that author provides though, they seem rather arbitrary and I'm not too crazy about using FOSE for just one mod.

Well, I won't start on the FOSE issue, nor even suggest that, if you potentially have one mod using FOSE, that then frees you to add more mods that also use it (insofar as once you've installed it, there is no extra cost to add additional mods that utilize it). I will say that it's not too surprising if the perks seem "arbitrary".... there's not that much really available to add as an alternative to the targeted skill points, if you are still trying to give an "appropriate" perk. I will also say.... if you don't like it, change it. That's why we have modding tools freely available. The author was not, naturally, in your brain, so it's no big surprise to discover that the author's idea of what would be an appropriate and balanced alternative would not necesserily be the same as yours. It's a single player game (so no need to worry about matching the "server"), and modifiying a mod for your own personal game is perfectly well allowed.
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Rachael Williams
 
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Post » Tue May 11, 2010 8:32 am

Hello

Can someone please tell me how to fix the thirst bug by using the console ?
I've found nothing yet on this thread ...
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FLYBOYLEAK
 
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Post » Mon May 10, 2010 6:06 pm

Thirst bug? If you mean you drink a lot of water and you still seem EXTREMELY THIRSTY, the game remembers how much you need to drink. I waited for about 5 days without drinking or eating but whereas I only had to eat 4 times to be full, it took roughly 30 or so bottles of water before my thirst was quenched. If this is not what you are referring to, then I am afraid I don't know what the thirst bug is.
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Arnold Wet
 
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Post » Tue May 11, 2010 6:43 am

Ok, so maybe I should try this way =) Thx

edit : I was also refering to this :


*THIRST*
This is a long-standing bug that (1) I can't replicate, and (2) I can't find anywhere in the thirst script. THirst should never take more than about 8 purified waters. I have no idea, I'm afraid, but the newest version will fix this. Come over to the forums and I can tell you specifically how to fix the thirst bug from the console. (And as for that promise, I'll get to it later wink.gif)

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Avril Louise
 
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Post » Tue May 11, 2010 4:11 am

Has XFO pretty much died now?
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Connie Thomas
 
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Post » Tue May 11, 2010 2:40 am

Has XFO pretty much died now?

Not as far as we are aware-- if you went back a page, you'd find this post from the author (note the date):

Where am I and where's the new XFO?
The new XFO is a complete rethinking of the mod, and will be radically different. As such, though, it's moving into ground I've not yet covered, and I'm not a computer programmer. So it's been running into difficulties. None of them terminal, I'm sure, but time-consuming. I've received offers for help, and I'm not ignoring them. I will probably need them. But I'm only like a quarter of the way through the "skeleton" of the new mod, so things are going slowly. RL has its bumps and wrenches, too... ;)

Patience is a virtue.....
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STEVI INQUE
 
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Post » Tue May 11, 2010 9:57 am

I understand that, but it was a similar state of affairs a few months back too.

I know that is time consuming and everything, but when XFO was first being developed Xod was posting several times a day for several months.

I hope that we hear from him soon, even if he says that he hasn't progressed any further.
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OJY
 
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