[RELZ] Arwen's NV Realism Tweaks [thread #5]

Post » Fri Oct 08, 2010 7:24 pm

Good to hear, Arwen :)
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REVLUTIN
 
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Post » Sat Oct 09, 2010 12:58 am

I just noticed that you increased the damage of some creature poisons via duration, so I'm wondering if you found a fix for the companion poison damage bug?
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louise tagg
 
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Post » Sat Oct 09, 2010 12:32 am

Here's another brief update on v.1.7. progress:
- This has not been a good week for me, in that I haven't had nearly as much free time to work on the update . . . so I've been plugging away, but haven't made as much progress as I had hoped.
- I'm currently nearly done with the reduction of ammo in found loot . . . which, like my FO3 Tweaks, is based on your Luck stat.
- The script and my globals are all done, and I've attached most of the ammo to my globals, but still need to play test and balance it some.
- Once I get through all the ammo, I still have to do the chems, food and drinks
- The SPECIAL point reduction, initial skill point reduction, and reduced level up skill points are all done.
- And I've overhauled Bartering.
. I still have to tackle the Perks, skill books, and mags, and Repairs, and my Weapon requirements.

So I'm working on this . . . but it is going to be awhile yet . . . my Hard-Core module is pretty huge. It looks like I should have a fair amount of time to work on this this weekend (since it is going to be sub-zero and windy here, so I'll probably not be doing any skiing).

===================================
@ Running_Blind: all I did is adjust the Actor Effects and Object Effect for the creature poisons. I haven't even looked a any companion specific stuff yet. (Sorry)
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Karen anwyn Green
 
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Post » Fri Oct 08, 2010 1:23 pm

Here's another brief update on v.1.7. progress:
- This has not been a good week for me, in that I haven't had nearly as much free time to work on the update . . . so I've been plugging away, but haven't made as much progress as I had hoped.
- I'm currently nearly done with the reduction of ammo in found loot . . . which, like my FO3 Tweaks, is based on your Luck stat.
- The script and my globals are all done, and I've attached most of the ammo to my globals, but still need to play test and balance it some.
- Once I get through all the ammo, I still have to do the chems, food and drinks
- The SPECIAL point reduction, initial skill point reduction, and reduced level up skill points are all done.
- And I've overhauled Bartering.
. I still have to tackle the Perks, skill books, and mags, and Repairs, and my Weapon requirements.

So I'm working on this . . . but it is going to be awhile yet . . . my Hard-Core module is pretty huge. It looks like I should have a fair amount of time to work on this this weekend (since it is going to be sub-zero and windy here, so I'll probably not be doing any skiing).

===================================
@ Running_Blind: all I did is adjust the Actor Effects and Object Effect for the creature poisons. I haven't even looked a any companion specific stuff yet. (Sorry)


I haven't played much of NV since it came out because I'm waiting for mods like this and Project Nevada to release, but while I wait I'm running through Dragon Age Origins: Ultimate Edition (since DA2 is coming out soon and I haven't fully finished the original DA yet), followed by The Witcher Enhanced Edition (since Witcher 2 is due out) and Dead Space (I actually beat this one but I wanna run through it again before I play 2), so I've got plenty to keep me busy while I wait...I've also started neglecting my Lord of the Rings Online character and my payments for my house are waaay overdue lol. Anyway, take your time because perfection shouldn't be rushed!
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Thomas LEON
 
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Post » Sat Oct 09, 2010 4:30 am

Here's another brief update on v.1.7. progress:
- This has not been a good week for me, in that I haven't had nearly as much free time to work on the update . . . so I've been plugging away, but haven't made as much progress as I had hoped.
- I'm currently nearly done with the reduction of ammo in found loot . . . which, like my FO3 Tweaks, is based on your Luck stat.
- The script and my globals are all done, and I've attached most of the ammo to my globals, but still need to play test and balance it some.
- Once I get through all the ammo, I still have to do the chems, food and drinks
- The SPECIAL point reduction, initial skill point reduction, and reduced level up skill points are all done.
- And I've overhauled Bartering.
. I still have to tackle the Perks, skill books, and mags, and Repairs, and my Weapon requirements.

So I'm working on this . . . but it is going to be awhile yet . . . my Hard-Core module is pretty huge. It looks like I should have a fair amount of time to work on this this weekend (since it is going to be sub-zero and windy here, so I'll probably not be doing any skiing).

===================================
@ Running_Blind: all I did is adjust the Actor Effects and Object Effect for the creature poisons. I haven't even looked a any companion specific stuff yet. (Sorry)


I was just curious, it's a vanilla bug that been irritating me for a while.
By the way, congratulations on the mod, it keeps on going from strength to strength.
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sharon
 
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Post » Fri Oct 08, 2010 3:12 pm

I'm guessing that it is going to take me at least another week to finish my Hard-Core module.

However, I could release an interim update that does not contain my Hard-Core module, as I've made quite a few changes to my Realism Core since releasing v.1.6.
Changes so far (in my Realism Core):
?- Fixed the Needs Rates so that they remain constant while sleeping and waiting (were reverting to default rates).
- Reduced Sleep Deprivation Rate a bit, so that [Minor Sleep Deprivation would kick in after 16.7 hours (v.1.6: ~13 hours).
- ?Adjusted my setting that made Radiation more deadly (now is only higher than default when you are wading or swimming in radiated water).
- ?New optional Perception Based Accuracy: disables Auto-aim and your maximum accuracy distance is based on your Perception.
- Fatigue Damage balances to all three of my Weapon Effects.
- ?Dynamic Stealth Quest: Rewrote much of my script, so that detection/stealth is much improved (more realistic in the way it works) and the Player’s sneak skill is now a much greater factored in being able to avoid detection.

So, which do you guys prefer as my next update?
A.) Release v.1.7, including my Hard-Core module (won't be for at least another week)
B.) Release v.1.6.5, as soon as late today, with all the above changes to my Realism Core (but without my Hard-Core module).

Either way works for me.
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Flash
 
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Post » Sat Oct 09, 2010 3:08 am

i vote for B only if it wont delay A :D Im really looking forward to Had-Core since the game is too easy now even with all my other "hardcoe" mods

btw, forgive me for being dense but im a bit fuzzy about what "your maximum accuracy distance is based on your Perception" means. :tongue:
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butterfly
 
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Post » Sat Oct 09, 2010 2:16 am

I vote "Do what you think is best" :P

I always wanted to try ART for F3, but never got round to it - so when I finally got around to playing NV (And after an hour's play realising it has all the same problems as FO3 did) I jumped at the chance to try ART. So, you're doing a great job, and keep it up!
(Though, (While I know that you disagree) I wouldn't mind higher early-game damage. I realise that in RPG-terms me being able to kill somebody with a few headshots with a starting weapon and a level 1 character is absurd, being caught in a crossfire between two groups of enemies should result in my death!)

Speaking of damage, though, is it feasable to keep this 9mm pistol for a long time? Because I really like the look of it.
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Bee Baby
 
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Post » Fri Oct 08, 2010 4:15 pm

i vote for B only if it wont delay A
I vote for this too :)
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Vera Maslar
 
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Post » Sat Oct 09, 2010 1:44 am

An interim release would be nice but as I'm waiting for the hardcoe module to be completed before playing it won't make much difference to me personally.

Just want to say thanks for all your work on this Arwen :).
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Sun of Sammy
 
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Post » Sat Oct 09, 2010 1:02 am

I vote A, but that's me.
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Facebook me
 
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Post » Sat Oct 09, 2010 2:08 am

Well, B might be better as it means you might get people to tell you some more bug reports before the next release. However, that might also cause you to take longer to the next release, because you'd also want to fix bugs in the core module.

Really you should just do what you think is best. I'm not even playing New Vegas currently, I bought Minecraft a few days ago and that's svcked up damn near all of my time.
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Christine Pane
 
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Post » Fri Oct 08, 2010 3:59 pm

Thanks for all the votes. :)

v.1.6.5 it is . . . but I decided to tweak my sneak and AI a bit more, by tackling the Combat Styles settings (like I did in my FO3 Tweaks).

I should be able to release v.1.6.5 tomorrow (hopefully by mid day. Don't worry, this release will only set back v.1.7 by about and hour (as I was going to add all these changes to that release) . . . Besides, I feel better about have my Realism Core totally finished (and as bug free as possible) before releasing another main module.
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willow
 
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Post » Fri Oct 08, 2010 11:15 pm

Thanks for all the votes. :)

v.1.6.5 it is . . . but I decided to tweak my sneak and AI a bit more, by tackling the Combat Styles settings (like I did in my FO3 Tweaks).

I should be able to release v.1.6.5 tomorrow (hopefully by mid day. Don't worry, this release will only set back v.1.7 by about and hour (as I was going to add all these changes to that release) . . . Besides, I feel better about have my Realism Core totally finished (and as bug free as possible) before releasing another main module.


This is good to hear. New Vegas nirvana is sure to come...
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Brandon Wilson
 
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Post » Fri Oct 08, 2010 6:16 pm

Version 1.6.5 is now available.

Major changes:

- Fixed the Needs Rates so that they remain constant while sleeping and waiting (were reverting to default rates)
- Reduced Sleep Deprivation Rate a bit, so that Minor Sleep Deprivation would kick in after 16.7 hours (v.1.6: ~13 hours)
- Adjusted my setting that made Radiation more deadly (now is only higher than default when you are wading or swimming in radiated water).
- New optional Perception Based Accuracy: disables Auto-aim and your maximum accuracy distance is based on your Perception.
- Fatigue Damage balances to all three of my Weapon Effects.
- Dynamic Stealth Quest: Rewrote much of my script, so that detection/stealth is much improved (more realistic in the way it works) and the Player’s sneak skill is now a much greater factored in being able to avoid detection.
- Improved my Smarter AI by adjusting Combat Styles for most of the NPCs and Creatures (the ones that needed combat tweaking).
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Ally Chimienti
 
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Post » Fri Oct 08, 2010 12:58 pm

Version 1.6.5 is now available.

Major changes:

- Fixed the Needs Rates so that they remain constant while sleeping and waiting (were reverting to default rates)
- Reduced Sleep Deprivation Rate a bit, so that Minor Sleep Deprivation would kick in after 16.7 hours (v.1.6: ~13 hours)
- Adjusted my setting that made Radiation more deadly (now is only higher than default when you are wading or swimming in radiated water).
- New optional Perception Based Accuracy: disables Auto-aim and your maximum accuracy distance is based on your Perception.
- Fatigue Damage balances to all three of my Weapon Effects.
- Dynamic Stealth Quest: Rewrote much of my script, so that detection/stealth is much improved (more realistic in the way it works) and the Player’s sneak skill is now a much greater factored in being able to avoid detection.
- Improved my Smarter AI by adjusting Combat Styles for most of the NPCs and Creatures (the ones that needed combat tweaking).

I REALLY like what I see. Especially the Perception based accuracy.

Will download and update my current installation immediately.

Can't wait for 1.7!
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Peter P Canning
 
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Post » Sat Oct 09, 2010 3:42 am

Hi! Has anyone had the issue where the hud just fades to black and stays there? The hud elements are still on screen and I can still bring up my pip-boy, but the rest is black and I can't move. I can hear the npcs, but it is weird. I wait for every and it doesn't go away. Seems to happen when fighting in melee (or fighting in general), Never seen this before??

Mahalo,
Nemesis.
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Laura Samson
 
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Post » Sat Oct 09, 2010 12:25 am

Maybe when running out of stamina? Sound like a bug, you usually collapse to the ground, screen fades to black and time passes when running out of stamina.
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Lakyn Ellery
 
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Post » Fri Oct 08, 2010 11:28 pm

I decided to give 1.6.5 a try - just started a new game - so far, so good. Looking forward to the next update. Thanks Arwen.
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maddison
 
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Post » Fri Oct 08, 2010 8:07 pm

Is there any way we could get some sort of setting to temporarily disable the food/water/sleep needs? I ask this because there are certain quest mods which have cut-scenes that end up killing your character while those scripts are running. I know that you don't want to make any compatibility mods yet, and I completely understand. I also don't want to take time away from further development of your mod. I know that I could go in to the console and toggle god mode, but I really would rather not do that. It's no biggie. I plan to post in those mods about adjusting their cut-scenes to take into account the player's timescale settings.

Also, with your Hard Core Module - will you be doing anything to deal with those who got the pre-order packs? I got the Classic Pack - not realizing that the Vault 13 Canteen would basically be a cheat item. Now, I can get other mods to fix this, but I was wondering if you planned to deal with it yourself, or leave that to other mods?

Thank you.
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Andrea Pratt
 
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Post » Fri Oct 08, 2010 6:03 pm

Hi, I am here again to bug everyone. So I am really interested in this mod, but do I still have to pull off 13 headshots to kill a mercenary?
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Kristian Perez
 
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Post » Sat Oct 09, 2010 5:14 am

Is there any way we could get some sort of setting to temporarily disable the food/water/sleep needs? I ask this because there are certain quest mods which have cut-scenes that end up killing your character while those scripts are running. I know that you don't want to make any compatibility mods yet, and I completely understand. I also don't want to take time away from further development of your mod. I know that I could go in to the console and toggle god mode, but I really would rather not do that. It's no biggie. I plan to post in those mods about adjusting their cut-scenes to take into account the player's timescale settings.

Are these cut scenes making time pass for days, while you cannot eat, drink, or sleep? My Tweaks just alter the rates of the default Needs (to a more realistic rate), with the rates being based on the Timescale. If not, then the solution is as you have already suggested: those mods should be factoring in the player's timescale. At this point, I really don't want to spend time trying to mess with the Needs/rates again . . . I may have to make some changes to them when I make my Med-Tec module . . . so I'd really like to wait and see how that all works out, rather than do this twice (My FO3 Med-Tec module has an on/off option for the Needs).

Also, with your Hard Core Module - will you be doing anything to deal with those who got the pre-order packs? I got the Classic Pack - not realizing that the Vault 13 Canteen would basically be a cheat item. Now, I can get other mods to fix this, but I was wondering if you planned to deal with it yourself, or leave that to other mods?

I have no plans of doing anything about the bonus items in the pre-order packs. I don't even know how to address an item that is not in the default game, since I'm not using any of these packs. Are these bonus items applies like a mod (as an esp), or is the FalloutNV.esm different?

Hi, I am here again to bug everyone. So I am really interested in this mod, but do I still have to pull off 13 headshots to kill a mercenary?

Only if you are a very bad shot. :)
If you enable my Perception Based Accuracy, you do actually have to aim. . . as the auto-aim will be disabled. (And having a very low PER means that you won't be a very good shot).
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Emmi Coolahan
 
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Post » Fri Oct 08, 2010 11:58 pm

[quote name='Arwen' timestamp='1296044673' post='17066932']

Are these bonus items applies like a mod (as an esp), or is the FalloutNV.esm different?


They are Esm files with Bsa's. Essentially similar to FO3 DLC's

Nemesis.
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Chloé
 
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Post » Fri Oct 08, 2010 2:15 pm

Thanks, Nemesis. :)

Since the user can easily disable any of these bonus items, I really don't feel that I need to do anything about them.
That would be like me trying to prevent other mods from being used with mine, just because I feel that they would make the user's game too easy.
But I'll likely be adding my own canteen/water bottle, as I have plans to make good drinking water much more difficult to find.
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Tasha Clifford
 
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Post » Fri Oct 08, 2010 8:23 pm

It would kind of be like your Fo3 GOTY patch I suppose. The NVDlc's are a slight cheat, in that the armor and weapons are better than anything you would get for several levels, and of course the canteen. I could easily make a compatibility patch for the Pre-order pack (DlC), but I respect your wishes Arwen.


Mahalo,
Nemesis.
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Yama Pi
 
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