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

Post » Fri Oct 08, 2010 12:59 pm

Cool, thanks for your work.
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Rachel Hall
 
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Post » Sat Oct 09, 2010 1:16 am

Its Sunday here. Can i have it now? :D

I wonder how you've handled VATS perks Arwen. I know you dont use VATS much yourself, preferring bullet time as i do. There's a mod (VATS perks no more) that "convert" the vats perks to use bullet time instead. im also wondering how the balance will go with your perk per level balance changes.
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Imy Davies
 
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Post » Fri Oct 08, 2010 10:09 pm

The DLC packs are basically cheat items anyway, if you're concerned with balance you might as well disable the plugin.


I don't think you can. I've unchecked the caravan pack but the items always show up anyway.
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Milagros Osorio
 
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Post » Fri Oct 08, 2010 3:38 pm

Cool, thanks for your work.

You're most welcome . . . hopefully most users will find that the long wait was worth it.

Its Sunday here. Can i have it now? :D

Sure . . . but wouldn't you rather wait until it is actually finished? ;)
[And that won't be until late ons Sunday at best . . . my time . . . which means it will be early Monday, your time. I skied all afternoon, and am about ready to call it a day . . . but I'm going to get an early start on this in the morning.]

I wonder how you've handled VATS perks Arwen. I know you dont use VATS much yourself, preferring bullet time as i do. There's a mod (VATS perks no more) that "convert" the vats perks to use bullet time instead. im also wondering how the balance will go with your perk per level balance changes.

I haven't yet, but I'm not going to convert them to Bullet Time, as that would mean that they would only work for users that are also using Bullet Time (and it would mean that my Hard-Core module would have to have Bullet Time as a master). But, for those who are using Bullet Time, you could still install that Perk mod, and just load it after my Hard-Core module.

I don't think you can. I've unchecked the caravan pack but the items always show up anyway.

Just make a new folder (like "Caravan Pack" in your Fallout New Vegas folder, and move the three files from the Data folder into that one. [My pack is the Tribal Pack and the 3 files are TribalPack.esm, TribalPack.nam, and TribalPack.bsa.] That way you can easily move the files back, if you ever want to use them again.
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Michelle Serenity Boss
 
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Post » Sat Oct 09, 2010 2:00 am

Version 1.7 is now (finally) available! [url=http://www.newvegasnexus.com/downloads/file.php?id=34759]

Here are the major changes in v.1.7:

My download now includes my "NV Realism Tweaks User Guide" Word doc. (At this point this guide only covers my Realism Core's Option Menu, but I will be greatly expanding this in future versions.) I added this because I removed most of the details from the Options Menus in this update.

Hard-Core module [new module]:
  • Optional module, but requires that my Realism Core module is installed.
  • Expands the difficulty and challenge of the Realism Core module, and your character's stats will have a much greater impact on your game play.
  • Initial Skill Points: you will now have 5 less points to distribute in your SPECIALs, and will begin your game with about half as many skill points, and your skill points should increase roughly half as fast.
  • When you first install this module, my Hare-Core Quest will be initialized soon after my Realism Core is fully activated. When beginning a new game, or when loading a saved game in which you are still at level 1, my Hare-Core Quest will reset you number of SPECIAL points to 28 and you will have to remove any excess points; plus you will have to select your tagged skills and traits again (since you may want to reconsider these, after seeing the results of my Skill Points reductions).
  • Skill Books: are no longer "consumed," but are now replaced with a Read version (which you can sell). Without perks, you can now only read 5 skill books/skill, for a maximum of +5 points/skill from reading skill books. The Educated Perk permits 10 additional skill books/skill. And the Comprehensive Perk also permits 10 additional skill books/skill (for a maximum +25 points/skill).
  • Skill Magazines: now only give +5 skill point for 90 seconds (180 seconds with Retention Perk), and each now weighs 1 pound.
  • Perks: Can now select a Perk at each level up. For better balanced with my Realism Core, all 88 Regular Perks, a couple Challenger Perks, and half the Companion Perks were modified. I also added a few of my own unique perks (especially for lower-skilled characters), since perk requirements were generally increased.
  • Maximum Number of Implants: now only 1 implant permitted for every 2 points of Endurance.
  • Adds Gender bonuses/penalties, including gender-based weapon skill requirements.
  • Fewer HPs than with Realism Core [10 less HPs for females, and 25 less HPs for males].
  • Greatly reduced carrying capacity [for 1 to 10 STR: 45 to 135 pounds for females, and 50 to 185 pounds for males].
  • Decreased spawned loot: with the amount of loot now based on your Luck stat (each point of Luck increases the spawn rates by 5%). Luck is now a much more important stat.
  • Bartering Overhaul: Globally reduced the value of all items (this in on top of the Realism Core's reduced values for many of the weapons and armor). But merchants will charge LOT more for items, and you'll get a LOT less for what you trade with them (based on your Bartering skill) . . . making Charisma an important stat.
  • Repair Overhaul: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus), and merchants will now be MUCH better at repairing.
  • New Intimidation Spell: if you attempt to trade with a weapon out (unholstered), your Charisma will drop 5 points . . . which will really hurt your bartering skills.

Realism Core changes:
  • No PipBoy Access During Combat (can be disabled in Options Menu): Your PipBoy is now unavailable during combat and the default hotkeys (1-8) will not work. During combat you can cycle through your hotkey items, using the right/left arrow keys (by default). Note that the cycle up and down key will only work during combat (when the default hotkeys are disabled).
  • Stimpak Animation Effect: includes my Stimpak Injection Hotkey (H key by default). No more freezing combat while you take a timeout to give yourself a Stimpak injection. You can still give yourself an injection during combat, but you will be incapacitated for a few seconds, and the bullets will still keep flying. Plus each injection now damages your Fatigue (two rapid injections WILL knock you out), and your vision will now be messed up for the 30 seconds that your HP are being restored, and your Strength will take a major hit for 60 seconds. And it is a really a bad idea to attempt a hotkey injection while running (or even walking). Stimpaks now weigh 1/4 pound each.
  • Changes to other Chems: Buffout only restores 30 HP and weighs 0.2; Healing Powder slowly restores only 36 HP and weighs 0.1; and Hydra only restores 30% of your limb conditions, damages your Agility for 60 sec, and weighs 0.3.
  • Dynamic Stealth Quest: Reduced detection ranges, to prevent NPCs from seeing the player too soon (which was causing some quest issues). Also reduced my detection events for some of the player's actions.
  • Whacked & Blast Effects: fixed bug that sometimes caused player to be knocked unconscious when their Fatigue was less than 20% and they were Whacking someone else, or when a nearby actor got Blasted.
  • Added Perk changes: Here and Now Perk now works correctly with my Global XPR Multipliers. HitTheDeck Perk now results in 20% less Fatigue damage, when my Blast Weapon Effect is enabled. Stonewall Perk now results in 10% less Fatigue damage when my Whack weapon Effect is enabled.
  • Run Back Script: fixed bug that sometimes caused right leg to be crippled (if the leg's health was less than 5%)
  • Fixed a bug that inadvertently changed some dialog, that broke the 'Back in the Saddle' quest.
  • Reduced Excessive Gore: Much less chance of severed body parts spawning.
  • Localized Body damage changes: Increased head and torso damage by about 20 to 25%, and reduced damage to arms and legs by about 20% (from previous version: affects Player and most generic NPCs)
  • Edited Options Menus text, so entire menus should display, even when using the default UI.
  • Removed my NVSE check (my mod still requires NVSE) because this was randomly popping up for some users, even though they had NVSE installed and running.
  • Implant Regen default script (used by Implant Regen Perk) is now based on Game Time, instead of on Real Time (rate is 12 HP/game hour, which is same as default was at 30 Timescale)
  • GetHit imod: was still causing too much pause/stutter, so I reduced the duration to 15 sec [default=40; v.1.6.5=20], but v.1.7 also reduces the visuals quite a bit.


This update ended up being a real beast . . . to the very end.

Due to the shear number of new changes that are included in this version, I'm guessing that I probably missed a bug or two . . . so please just let me know of any that you happen to notice, so that I can fix them as soon as possible.

[I'll try to update my opening post in this thread tomorrow.]
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Rob Smith
 
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Post » Fri Oct 08, 2010 3:14 pm

finally! time for a new game when i get home...

EDIT: after a quick read of the readme i have a concern regarding the hotkeys disabled during combat. 2 of my hotkeys are for controlling companions and they're the hotkeys i use most often.

do healing powders give blurry vision like stims do? they're the ones that give -2 perception in vanilla so...
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Lance Vannortwick
 
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Post » Fri Oct 08, 2010 8:20 pm

Whoa! :blink: Those changes with IWS and World of Pain, i'll be damned if i complain that the game is too easy ever again :lmao:
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dean Cutler
 
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Post » Fri Oct 08, 2010 7:55 pm

Tojka, what IWS spawn frequency are you running?

Does it enhance the World of Pain spawn too? How's that mod btw, the screenshots looks a bit over the top to be fun
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Reanan-Marie Olsen
 
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Post » Fri Oct 08, 2010 5:39 pm

Congrats on the new release, one hell of an update.
EDIT: after a quick read of the readme i have a concern regarding the hotkeys disabled during combat. 2 of my hotkeys are for controlling companions and they're the hotkeys i use most often.

It is an optional feature so if it's troubling you then you can always disable it through the option menu.
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Matt Terry
 
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Post » Sat Oct 09, 2010 1:31 am

Tojka, what IWS spawn frequency are you running?

Does it enhance the World of Pain spawn too? How's that mod btw, the screenshots looks a bit over the top to be fun


Medium, might set it to low after including Arwen's mod, though. As for World of Pain, it adds building and tunnels filled with enemies and loot to rummage trough. Basically the pointless random dungeons that Bethesda's game have. I don't think IWS effects it, though i may be mistaken.
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{Richies Mommy}
 
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Post » Fri Oct 08, 2010 1:48 pm

Thanks so much for your latest release. I will be playing New Vegas again now after 3 months thanks to you.

One question: i want to use http://newvegasnexus.com/downloads/file.php?id=36903 - The Ultimate Weight Rebalancing Mod. Will this work with 1.7? Did you make any changes to the weight of misc items? The author does recommend it with Arwen's, but it hasnt been updated for months.
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Kate Schofield
 
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Post » Sat Oct 09, 2010 3:51 am

I think if you run Arwen's mod after TUWRM it should be fine. There may be some overlap, in which case it's more important that Arwen's changes are the ones that end up in the game.
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Sanctum
 
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Post » Fri Oct 08, 2010 9:17 pm

wouldnt the changes to stims make them less reliable for combat situations than other healing items now (healing powder, bitter drink)? the latter dont have the penalties stims do now.
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ladyflames
 
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Post » Fri Oct 08, 2010 10:46 pm

So after a big mod installation and successfully starting it :D, I've got a quick question.

So, with the hardcoe module I start with 5 SPECIAL points in every discipline, no extra points to spent, only when lowering other stuff?
ANd tag skills raises 5 points and doubles every spent point like f1.

Please confirm, I've to check the integrity of my game before I start it :brokencomputer: :brokencomputer:
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Curveballs On Phoenix
 
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Post » Fri Oct 08, 2010 7:16 pm

I got two questions:

-why are skill magazines still consumed and skill books not? And how do i see the difference between the two?

-how does healing work? can we still heal as much from sleeping as in vanilla? And how can i heal limbs and other body parts?

Also ive noticed i really need to hunt for food in the first hours of the game. Im hungry most of the time and raided the doc's house for food. Not necesarily a bad thing but im just saying theres not a lot of food around in the starting area. Unless i have steal a lot, which for roleplaying reasons i will not do (yet).

So after a big mod installation and successfully starting it :D, I've got a quick question.

So, with the hardcoe module I start with 5 SPECIAL points in every discipline, no extra points to spent, only when lowering other stuff?
ANd tag skills raises 5 points and doubles every spent point like f1.

Please confirm, I've to check the integrity of my game before I start it :brokencomputer: :brokencomputer:


Im still level 1 and got a total of 34 SPECIAL points (2x6 2x5 3x4), and i think youre right about tag skills.
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Michael Russ
 
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Post » Fri Oct 08, 2010 10:46 pm

Blackice, does the locked pipboy in combat work for you ?

When I try to change weapon with the arrow keys (default) im getting an app. crash, too bad that the normal hotkeys are locked too, now I have to disable this feature :cryvaultboy:
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Manuela Ribeiro Pereira
 
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Post » Fri Oct 08, 2010 8:14 pm

So after a big mod installation and successfully starting it :D, I've got a quick question.

So, with the hardcoe module I start with 5 SPECIAL points in every discipline, no extra points to spent, only when lowering other stuff?

That's why it's in the hardcoe module. With 30 SPECIAL points your character is truly 'average'. :D
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Taylor Tifany
 
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Post » Fri Oct 08, 2010 11:40 pm

That's why it's in the hardcoe module. With 30 SPECIAL points your character is truly 'average'. :D


How did i get 34 points when starting a new game? I use hardcoe mode and the hardercore module.

Also, yes locked pipboy in combat works for me (but i disabled it).

Are you sure your NVSE is working? Enter the console by pressing the ` button and type "GetNVSEVersion", without the quotation marks. See if you get an error or not.
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George PUluse
 
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Post » Fri Oct 08, 2010 8:02 pm

How did i get 34 points when starting a new game? I use hardcoe mode and the hardercore module.

I'm not sure, I think that happened to me too. But when you go outside Doc's house the SPECIAL screen pops up again with the correct number of SPECIAL points (So I had to remove the extra ones).
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Zosia Cetnar
 
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Post » Fri Oct 08, 2010 9:19 pm

I'm not sure, I think that happened to me too. But when you go outside Doc's house the SPECIAL screen pops up again with the correct number of SPECIAL points (So I had to remove the extra ones).


Thats exacltly what happened to me and i ended up with 34.
When you start in the house you have 5 points on all SPECIAL stats (thats 35). Then you can spend 5 points in the Vigor machine. After i got out i had to remove 6 points, leaving me with 35+5-6=34 points. Are you sure you didnt have 34 points as well?
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Melly Angelic
 
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Post » Fri Oct 08, 2010 2:30 pm

Hmm you're right, I also have 34. BTW what I said above is wrong. With 35 points you're average, not with 30. :P

By the way I assume there are skill requirements for weapons again? So does the Varmint rifle require a minimum gun skill of 30? Because during the intro quest with Sunny outside the saloon (where you're supposed to shoot at bottles) I believe one is supposed to be equipped onto you through script, but this doesn't happen for me. It is said to be added to my inventory, but it's not there. I just stand there with empty fists and inventory.

The whole quests seems to be acting oddly, so maybe this is unrelated to the mod..

Also Blackice I don't think any of the Hardercore modules are still (if they ever were) compatible with Arwen's tweaks.
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Jonny
 
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Post » Sat Oct 09, 2010 4:13 am

I got a 9mm pistol from sunny, with 5.56mm Ammo :D (+ exactly 35 special points + 1 from small frame)

Blackice, this command works, it says version 1. (beta 7)

probably another mod is interfering, but which one
FalloutNV.esmDeadMoney.esmIWR.esmIWS-Core.esmTales from the Burning Sands.esmAWorldOfPain(Preview)LowLoot.esmCommunity Bugfix Compilation Patch.espDarNifiedUINV.espIWR - Rebuilt.espReadius_NV.espExistence2.0.espCONELRAD 640-1240.espCasino Exchange All.espCompanionDe-Equip.espIWS-AS-LowSpawns.esppopulatedcasino-medium.espLFox Missing Ammo Recipes.espT3T_MiscItemIconsNV.espRealistic Death & Dismemberment Physics.espInterior Lighting Overhaul-Realistic Interiors-Full.espWeaponModsixpanded.espSideburns.espFood 'n Drink 1.1.espNew Vegas Strip CLEAN - NO GATES.espACF Brighter Days and  Darker Nights v5 - Medium .espLighten UP, New Vegas.espArwen_NV_Realism_Core.espArwen_NV_Hard-Core.espWMX-Arwen_NV_Realism.espNCR Rearmament v1.5 (Lore).esp01032011.esp  (merged patch)Total active plugins: 31Total plugins: 40

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Mackenzie
 
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Post » Fri Oct 08, 2010 4:08 pm

I thought it was called Hardercore, but its called Hard-core, i was talking about the module that is part of ART 1.7

I just did that part today and i had the gun equipped. I first wondered where it was since i didnt get a message, but it was magically right in my hands, just holstered. And that Sunny NPC was acting weird for me after that, when we were near the geckos she was running the wrong way and then running back. I had to lead the way or nothing would happen.

edit - Mr.Moe7, i dont know what mod could interfere with that and i am not familiar with all your mods. But what is WMX-Arwen_NV_Realism.esp and 01032011.esp? i dont have WMX-Arwen_NV_Realism.esp, i dont think its part of the newest version of Arwen's tweaks (v. 1.7).
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louise fortin
 
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Post » Fri Oct 08, 2010 11:32 pm

WMX-Arwen_NV_Realism.esp is the compatibility patch for wmx with arwens 6.5, there are no new weapon changes with 7.0 (not documented, and nvedit doesnt complain either*)
01032011 (current date ;p) is my merged patch from nvedit


* is it either or neither ?

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flora
 
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Post » Fri Oct 08, 2010 8:45 pm

wmx-Arwen is the compatibility patch made for ART. im not sure if its up to date tho. i just make my own patches to be sure. of course that takes quite some time due to the number of mods i have but its worth it in the end.

btw, since 35 is average does that mean the 34 points you guys are getting is the result of a bug?
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Crystal Clarke
 
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