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

Post » Fri Oct 08, 2010 9:01 pm

The only problem with the canteen is that it is always full and you automatically take a sip from it periodically. The rest of the items in the "Classic Pack" - the Armored Vault 13 Jumpsuit, the Weathered 10mm Pistol, and 5 Stimpacks - don't feel, to me, like much of a cheat, if any at all. But the Vault 13 Canteen does. Thanks for answering my questions, I do appreciate it. I will look for a stand-alone Canteen mod. Also, once you have settled things a bit, I may ask you what stat changes need to be made to the Armored Vault Suit and the Weathered 10mm Pistol to make it fall in line with your mod. Perhaps eventually others can work with you to develop a set of Compatibility Patches for each of the Pre-Order bonus packs to fall in line with your mod changes.

As to the other mod, the modder borrowed the fade-to-black script from another FO3 modder and isn't completely familiar with the mechanics of it, so while it will get fixed eventually, it probably won't be for a while. Thanks again.
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sw1ss
 
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Post » Fri Oct 08, 2010 7:48 pm

Quick question about the perception based accuracy, does it work by having no aim assist (100% player skill) when in percetion range and an 'anti-aim-assist' when shooting further?
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sophie
 
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Post » Sat Oct 09, 2010 4:42 am

Double posted by mistake.
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Mel E
 
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Post » Fri Oct 08, 2010 6:02 pm

Hi Arwen,

There's a change to the Dialog for Sunny in 'Back in the Saddle' quest which breaks it in v1.6.5 (the wrong PNAM record is used).
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Lynne Hinton
 
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Post » Fri Oct 08, 2010 4:27 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.

Thanks Nemesis, that would be great!
I cannot make the compatibility patches for these Special Packs, since I do not have them. Although I do qualify for the Tribal Pack (I guess I should probably download it from Steam, and take a look at it). I'll just add the patches as an optional file download so that they will be available to others.

I'm thinking that your blackout issue must have something to do with the way my script briefly disables the players controls (which was done to prevent a default animation bug). But I still have no idea how the affect could be applied to a conscious player, since it is inside a conditional statement, and should only be able to be applied after the player is unconscious. One other user has had your blackout issue, but it only happened once after an explosion knocked him out.

The only problem with the canteen is that it is always full and you automatically take a sip from it periodically. The rest of the items in the "Classic Pack" - the Armored Vault 13 Jumpsuit, the Weathered 10mm Pistol, and 5 Stimpacks - don't feel, to me, like much of a cheat, if any at all. But the Vault 13 Canteen does. Thanks for answering my questions, I do appreciate it. I will look for a stand-alone Canteen mod. Also, once you have settled things a bit, I may ask you what stat changes need to be made to the Armored Vault Suit and the Weathered 10mm Pistol to make it fall in line with your mod. Perhaps eventually others can work with you to develop a set of Compatibility Patches for each of the Pre-Order bonus packs to fall in line with your mod changes. The problem is that game was never designed to do many of the things that my mod is forcing it to do . . . perhaps the game engine is just freaking out a bit. :)

Thanks for clarifying that. I had no idea what the Packs contained or how the canteen worked (which is definitely a game cheat). I mean, why use hardcoe mode and then use an enchanted canteen that virtually nullifies one third of the Needs? I'll be adding water bottles to my Med-Tec module (and making good water a much scarcer commodity). I'm also thinking about adding the option to drink just a portion of you water, rather than down 16-24 ounces in one gulp.

Quick question about the perception based accuracy, does it work by having no aim assist (100% player skill) when in percetion range and an 'anti-aim-assist' when shooting further?

The auto aim is virtually disabled. The player's gun skill is still needed, since there is still a spread penalty when you use a weapon that is beyond your skill level. You perception is what affect the amount of gun drift and the distance you can hit what you aim at.

Hi Arwen,
There's a change to the Dialog for Sunny in 'Back in the Saddle' quest which breaks it in v1.6.5 (the wrong PNAM record is used).

Oops! I have no idea how that got in there . . . as I didn't mean to make any Dialog changes (and wasn't aware that v.1.6.5 had one). I've removed it from v.1.7. Thanks! :)
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GEo LIme
 
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Post » Sat Oct 09, 2010 3:36 am

The DLC packs are basically cheat items anyway, if you're concerned with balance you might as well disable the plugin.
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Eileen Müller
 
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Post » Fri Oct 08, 2010 1:27 pm

Thanks for clarifying that. I had no idea what the Packs contained or how the canteen worked (which is definitely a game cheat). I mean, why use hardcoe mode and then use an enchanted canteen that virtually nullifies one third of the Needs?


That was sorta my thought when I found out what it did. When I Pre-Ordered, I figured that it was just a larger canteen than normal - but you would still have to refill it, etc. For your convenience:

http://fallout.wikia.com/wiki/Classic_Pack:
*http://fallout.wikia.com/wiki/Armored_Vault_13_Jumpsuit
*http://fallout.wikia.com/wiki/Weathered_10mm_Pistol
*http://fallout.wikia.com/wiki/10mm_round_(Fallout:_New_Vegas)
*http://fallout.wikia.com/wiki/Vault_13_canteen
*http://fallout.wikia.com/wiki/Stimpak_(Fallout_3,_Fallout:_New_Vegas)


http://fallout.wikia.com/wiki/Caravan_Pack:
*http://fallout.wikia.com/wiki/Lightweight_leather_armor
*http://fallout.wikia.com/wiki/Sturdy_caravan_shotgun
*http://fallout.wikia.com/wiki/20_Gauge_Round
*http://fallout.wikia.com/wiki/Weapon_repair_kit
*http://fallout.wikia.com/wiki/Binoculars


http://fallout.wikia.com/wiki/Mercenary_Pack:
*http://fallout.wikia.com/wiki/Lightweight_metal_armor
*http://fallout.wikia.com/wiki/Mercenary%E2%80%99s_grenade_rifle
*http://fallout.wikia.com/wiki/40mm_grenade_(Fallout:_New_Vegas)
*http://fallout.wikia.com/wiki/Super_stimpak_(Fallout:_New_Vegas)
*http://fallout.wikia.com/wiki/Doctor%27s_Bag_(Fallout:_New_Vegas)


http://fallout.wikia.com/wiki/Tribal_Pack:
*http://fallout.wikia.com/wiki/Tribal_raiding_armor
*http://fallout.wikia.com/wiki/Broad_Machete
*http://fallout.wikia.com/wiki/Bleak_venom
*http://fallout.wikia.com/wiki/Throwing_Spears

I hope that helps. Some of those weapons/armors are unique to those packs. They come fully repaired and thus give the starting player an advantage over a non pre-order player. When I ordered my game, I knew that I wanted to play hardcoe Mode - I LIKE the idea of survival - I used Primary Needs in FO3. I figured a canteen right off the bat would be a nice little advantage. I didn't expect it to be a cheat!

Thanks for all your hard work. I hope that I have provided some useful feedback/assistance/references for you.
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Emily Rose
 
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Post » Sat Oct 09, 2010 3:40 am

Any update on when the next module will be released?
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Stephanie Kemp
 
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Post » Fri Oct 08, 2010 3:32 pm

i posted on the FO3 forums where Arwen updated her FO3 tweaks. she said she's working oh the hardcoe module right now. i think she's prioritizing the FO3 version but the good news is all the updates on that one will be carried right over to the NV edition. hopefully not long now, I've been holding off making a new character till hardcoe arrives. still feeling OP right now. level 10 and almost 3 skills maxed, not to mention lots of high attributes :P
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Sara Lee
 
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Post » Fri Oct 08, 2010 2:03 pm

Version 1.7 will be release as soon as I complete my Hard-Core module. I've put way more effort and time into my NV Tweaks (but I did take a week or so to focus on a long-overdue update for my FO3 Tweaks). My Hard-Core Module is huge . . . so it requires a lot of work. It already contains changes to over 500 records. My stats and skills reduction is finished. And the Less-Is-More portion is done (my reduction to found loot . . . which is based on your Luck stat). My Bartering Overhaul portion is pretty much done, but still needs some balancing adjustments. Right now I'm working on the Perks, then I plan to tackle the traits. Then there's the skill books and magazines that need some tweaking.

Version 1.7 will also include my new Stimpak Animation Effect (real-time injections, with a Stimpak Hotkey) and increased combat restrictions (no Pipboy access during combat). These are both totally completed (and have been thoroughly play tested in my own game), and will be part of my Realism Core.

I'm about a week behind now, due to some real life issues/obligations (including a minor medical procedure that I went through yesterday), but I'm hoping to finish all the Perks and Traits in the next few days. Then I'll have a much better idea on when I might be able to release v.1.7.
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loste juliana
 
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Post » Fri Oct 08, 2010 6:32 pm

Sweet!

Looking forward to it.
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Alexis Acevedo
 
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Post » Fri Oct 08, 2010 3:56 pm

Well, it's almost a competition from my point of view. Which gets released first? Project Nevada balance module or Arwen's mod? :hehe: (Don't take this as a "hurry up" comment, that is not my intention :))
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Chris Ellis
 
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Post » Fri Oct 08, 2010 6:16 pm

Hi Arwen, I really like your mod and i have been using it from the start but i have a problem with the stealth mechanics. In the latest version of your mod i can sneak right up to the face of an enemy without being noticed and its really taking the fun out of the game for me.
Although i have no idea how the game is unmodded since i started using your mod on my first playthrough. I also think the noise from unholstering your weapon should be removed, i mean it cant be that hard to bring up your weapon without alerting everyone in the same building.
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Grace Francis
 
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Post » Sat Oct 09, 2010 5:09 am

I think the problem is that the noise/detection things from this mod are based on key presses. So if you use the Left mouse button to get your weapon out it would run the same script as it would when you press the left mouse button to shoot. At least, I think that's how it works?

Anyway I'm now always using R to get my weapon out.
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Nancy RIP
 
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Post » Sat Oct 09, 2010 3:15 am

Ah thanks alot that works but you still cant place mines silently.
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Mashystar
 
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Post » Fri Oct 08, 2010 4:11 pm

Hi Arwen, I really like your mod and i have been using it from the start but i have a problem with the stealth mechanics. In the latest version of your mod i can sneak right up to the face of an enemy without being noticed and its really taking the fun out of the game for me.
Although i have no idea how the game is unmodded since i started using your mod on my first playthrough. I also think the noise from unholstering your weapon should be removed, i mean it cant be that hard to bring up your weapon without alerting everyone in the same building.

Thanks so much for your feedback. I will ever be able to make my stealth changes perfect, due to the way that stealth is implemented (I had the same problems in my FO3 Tweaks, but the quests were not nearly as touchy to game changes.) It seems that everyone has their own idea of how stealth works, because others have complained that my stealth changes make sneaking too difficult and that my increased detection distance had caused issues with some of the quests (do to the touchiness of some of NV's default quests). Plus there's the fact that LOS (line-of-sight) does not work the way it should in both NV and FO3 (the NPCs seem to have x-ray vision). So I'm very limited in how much I can change. But I have made some changes to v.1.7, which will hopefully improve stealth (for some users).

Part of the problem is that it is impossible to make stealth work 'correctly' for all users, at all skill levels, for all light conditions, with all the various armor weights . . . just way too many factors involved.

My detection events are not as realistic as I would like, but they do allow me another way to make stealth more challenging. I did however reduce my detection events for some of the player’s actions (the problem with placing mines is not something I can totally fix, as it seems to be tied in with misc. detection events).
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Rachel Briere
 
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Post » Sat Oct 09, 2010 12:38 am

Version 1.7 progress:

Realism Core changes/additions are complete and have all been play tested. Includes:
- ?Dynamic Stealth Quest improvements
- fixed unconscious/blackout bug in Whack and Blast Weapon Effects
- fixed Run Back script bug; fix dialog bug-
- rebalanced localized damage for player and most NPCs
- added optional ?No PipBoy access During Combat
- Added user-defined cycle weapon keys (cycle up and down through items that are assigned to the default hotkey slots)
- New Stimpak Animation Effect (real time injections)
- reduced amount of text in Options Menu).

Hard-Core module:
- Perks are roughly 50% done (there are 88 regular Perks, plus I'm adding some new ones . . . so this is pretty involved)
- You will get to pick a perk at every level up (to help balance out my increased requirements, slower leveling up speed, and skill point reductions).
- Skill Books changes are totally done.
- Skill Magazines changes are totally done.
- Skill Point reductions are done (both for initial points and when leveling up).
- Initial SPECIAL points reductions are done.
- ?Reduction of found loot [Level Items] is done . . . includes Ammo, Weapons, Caps (and currency), Chems (and other medical items), Food (including meat and eggs from kills), Drinks (including water), and Misc. Stuff (‘trinkets,’ animal hides, lock picks, skill magazines, Stealth Boys). The amount that you find is determined by how much Luck you have.
- Scrounger (perk) increased loot is also based on your Luck stat.
- Some vendor items were also reduced, but items that are available only through (or mostly through) vendors will only be reduced if you have a low Luck stat.
- My Barter overhaul is about 50% done (still needs balancing).
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Bambi
 
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Post » Fri Oct 08, 2010 10:53 pm

when i saw the last post was by Arwen i thought the Hard Core had finally arrived! :D still, the update is good news.
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D IV
 
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Post » Fri Oct 08, 2010 10:56 pm

Sorry about that. I'm doing the best I can . . . there's just been a TON to do in this module. NV just has so much more of everything, that it takes forever to make all the edits. My NV Realism Core + NV Hard-Cord module (which is still unfinished) already contains way more record changes, than the entire 4 modules of my FO3 Realism Tweaks [over 3000 records have been changed so far; compared with 2100 in my FO3 Tweaks].

I realize that the release of v.1.7 is way overdue, and that users are getting impatient, but my modding time has been quite limited for the past few months. Plus I'm not going to totally abandon my FO3 Tweaks, which I set aside for a couple of months, when I started working on my NV Tweaks. And I am only one person.

Anyhoo, I'm getting there:
- I finished my Barter overhaul part today, along with Skill Requirements for Weapons, and my Gender Bonuses, and I added my Repair changes (which are also now done, at least for v.1.7). All the latest changes have now been balanced (which took like half the day). I was having some major leveling issues with the way the NPCs level up with the player, and the economics and repair are both a bit different than in FO3 (which is why this has been way more involved than I had planned). My latest play testing finally resulted in things working the way they are all suppose to (which is way better than my previous play testing, where a number of things were broken, or way out of balance).

So I'm pretty much down to just having to finish up the rest of the Perks and Traits . . . which are now about 60% done.

Ok, this basically means that it looks like I still need at least a couple more good days to finish this beast . . . and that will all depend on how much free time I have in the near future. I may (emphasis on the "may" part) be able to wrap this up in time for a late weekend release. That is my current goal. I may or may not have the time to actually do it, but I'm going to try my best.
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Jessica Phoenix
 
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Post » Sat Oct 09, 2010 4:25 am

i think most people understand that a lot of work goes into making such an extensive overhaul. my own big mod (all of 6 kb :D) on the survival skill already took up more of my time than my clients would appreciate if they knew. i can only imagine what it takes to tweak over 3000 (!) records. and anyway, experience says the wait will be worth it.
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[ becca ]
 
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Post » Fri Oct 08, 2010 5:59 pm

Has anyone tried ART with the dead money DLC?
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Danger Mouse
 
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Post » Sat Oct 09, 2010 4:37 am

Will this work with Powered Power Armor, WMX, Imp's needs and Project Nevada?
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Nadia Nad
 
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Post » Fri Oct 08, 2010 10:17 pm

Imp's might have conflicts, but the rest will work with no problems.
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GEo LIme
 
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Post » Fri Oct 08, 2010 7:18 pm

Version 1.7, which I'm hoping to release in a few days will likely be less compatible . . . simply because it affects nearly twice the amount of records as v.1.6.5 . . . and it includes my NV Hard-Core module (which is totally optional).

I'm not sure about Project Nevada (Kai Hohiro has said the the PN's Core module and my NV Realism Core are fully compatible), but the other 3 mods WILL have compatibility/balancing issues, because my Realism Core makes changes to some of the same things. The only way to ensure 100% compatibility is with a compatibility patch. And WMK is the only one of these 3 that I know of that there's been a patch released for.
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Spaceman
 
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Post » Fri Oct 08, 2010 2:59 pm

Version 1.7 progress:

Last night I finally solved some major perk issues I was having between my Realism Core module and my Hard-Core module (in order to keep my Hard-Core module optional).

And I also semi-solved an issue with my reduced initial stat/skill points that I had never been happy with in the FO3 version of my Hard-Core module. If you started a new game with my Hard-Core module, everything worked great . . . but if you added my Hard-Core module to an existing game, the initial stat/skill point reductions were never included. I wrote that I semi-solved this because my fix only works if you have not progressed beyond Level 1 (in order not to totally nerf your progress).

So this is my fix: when you use my Hard-Core module for the first time in an existing saved game (after you have completed the character build tutorial, and left the Doc's house . . . but are still at Level 1), you have to rebuild your character. This involves removing 5 points from your SPECIAL points, reselecting your Tagged Skills (since you may want to rethink these after you see what my reduced skill points look like), and reselecting your two Traits (since my Hard-Core module changes all the traits). You do not have to redo you character's appearance.

This will allow users to add my Hard-Core module to an existing game (since many users save their game soon after they enter the Wasteland, so that they don't have to go through the tutorial again). You may still not want to add it to a game where you have progressed beyond Level 1, as you would not really have the full effect of my changes (since you will have already acquired plenty of caps and obtained much better equipment, and have more skill points than would have been possible if you had been playing with my Hard-Core module from the beginning part of the game).

I still have roughly 25% of the Perks to finish, but that's about it. Unfortunately I won't have much free time until tomorrow . . . but I may still be able to release v.1.7 late on Sunday.
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Cheville Thompson
 
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