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

Post » Fri Oct 08, 2010 7:45 pm

Mr.Moe, cant help you there i wouldnt know whats causing your game to crash when using hotkeys. But maybe those keys are being used by two different actions now? (switching slots and something else)
Norbingel, i cant say if its a bug. Arwen said she decreased initial SPECIAL points but not by how many. But i think Arwen intentionally gave us 34 points (why not?), but you'll have to wait for her response.
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Emmie Cate
 
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Post » Sat Oct 09, 2010 12:12 am

actually it says "Initial Skill Points: you will now have 5 less points to distribute in your SPECIALs," but i cant remember how many points vanilla gave. :P

i also got the no varmint rifle from sunny issue that pov has.
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Tessa Mullins
 
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Post » Sat Oct 09, 2010 5:23 am

I also didn't get a weapon from Sunny.

Turns out the tutorial is using the CondNVVarmintRifleLoot list; the hard core module gives it a 70% chance none.
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Anthony Rand
 
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Post » Fri Oct 08, 2010 10:18 pm

It's late and I've very tired (it's been a very long day and I'm feeling more than a bit discouraged), so I can only address the biggest issues right now (I try to get to any others tomorrow).

1.) Version 1.7 definitely needs some balancing (especially in some of my increased perk requirements).
2.) Comprehension and Educated (perks) are broken in v.1.7, as the amount of placed skill books was reduced to 4/skill in NV (in the default game).
3.) Sunny's missing Varmint rifle (and other NPC's missing weapons) is not really a bug, but is due to the way that the NPC's weapons are also the same weapons are the found loot weapons. When I reduced the chances of Loot weapons, it also reduced the chances of the weapon spawning in the NPCs' inventory. So this is my fault for not figuring this out sooner. The safest way to fix this is just to remove my Chance mutipliers from the weapons . . . but this will also mean that the amount to weapon loot will not be reduced (and will no longer be based on the player's Luck). That's likey what I will do in v.1.8, but I'm going to look at each weapon and try to keep my chance multipliers on as many weapons as possible.
4.) You should end up with 35 points in your SPECIALs . . . assuming that nothing else is adding or removing points (such as the clothing you are wearing, or the Traits that you select). I just tested my own game (again, just to be sure) and my initial 40 points (33+7) was reduced to 35 (28+7) when my Hard-Core module kicked in (the bottom line in the SPECIAL points even said, "Distribute -5 points," meaning that I had to remove 5 points). 35 points results in an average character (5 points * 7 stats)

I'll be fixing all this in v.1.8, which will be released as soon as possible, but not until I'm fairly certain that all the major issues in v.1.7 have had time to surface.
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Sweets Sweets
 
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Post » Fri Oct 08, 2010 2:55 pm

LOL
I went from the doc sttaight tu sunny and had a 9mm in my inventory, where did that come from then :o
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Rachie Stout
 
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Post » Sat Oct 09, 2010 3:34 am

Something's wrong then since me and povuholo got 34 SPECIAL points. i can clearly remember it said -6 when ART kicked in. Can i safely (so things wont mess up) increase one SPECIAL point with the console?
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Causon-Chambers
 
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Post » Fri Oct 08, 2010 10:13 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.

Yes, and the food still heals too . . . because I haven't released my Med-Tec module yet. My stimpak changes will be moved to my Med-Tec module, once that module is finished. I just added the changes to the Realism Core is this release, as a way to temporarily balance the stimpaks (which are still the main way that HPs are restored).

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:

Have you tried assigning the cycle keys to different hotkeys (in the options menu)?

Something's wrong then since me and povuholo got 34 SPECIAL points. i can clearly remember it said -6 when ART kicked in. Can i safely (so things wont mess up) increase one SPECIAL point with the console?

I have no idea how you are ending up with just 34 points, unless you have something that is reducing one of your SPECIALs.
Open your console and type in:
Set SPECIALpoints 35
That is exactly what my Hard-Core quest does.

I realise that some users may not like the way my mod makes you remove 5 points, with a new game . . . so soon after you have selected them. But this seemed like the best way to permit my Hard-Core module to be used with older Level 1 saves. Plus my Realism Core only kicks in after you exit Doc's house, and my Hard-Cord module doesn't kick in until after my Realism Core's initiation quest has been completed.
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Spaceman
 
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Post » Fri Oct 08, 2010 7:10 pm

Something's wrong then since me and povuholo got 34 SPECIAL points. i can clearly remember it said -6 when ART kicked in. Can i safely (so things wont mess up) increase one SPECIAL point with the console?

Do you have a small frame trait? That would mean you have one extra special needed to be removed.
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Victoria Bartel
 
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Post » Fri Oct 08, 2010 1:45 pm

I dont know how it happened but i have 35 points now. I recounted it a couple times yesterday so im sure it was 34 then.

I did just notice a bug. I loaded a savegame in which my varmint rifle was out (unholstered). I had the Intimidate spell on me even when i holstered the weapon. Only when i unequipped the weapon the Intimidate spell would go away.

And now i changed to Broad Machete and the Intimidate spell persists even after i unequip it.

And i dont know if its this mod, but the NCR troopers in Primm dont have weapons..
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Kayleigh Mcneil
 
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Post » Sat Oct 09, 2010 2:16 am

i seem to be finding more loot than i did with the hardcoe module on FO3 (i have 3 luck).

and how many skill points are we supposed to have on level up? i got 12 with INT 4 (i think).
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Mylizards Dot com
 
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Post » Fri Oct 08, 2010 6:41 pm

Joe Cobb doesnt even have a weapon on him, same as the NCR troopers in Primm. Something is wrong with my game. I cant quite figure out whats causing this. Could it be ART?
Heres my modlist

FalloutNV.esm
TribalPack.esm
Active Wasteland.esm
Military Explansion Program.esm
CINEMATECH.esm
rePopulated Wasteland.esm
Lings.esm
AWorldOfPain(Preview)LowLoot.esm
ELECTRO-CITY - CompletedWorkorders.esm
Community Bugfix Compilation Patch.esp
headgearfix.esp
DarNifiedUINV.esp
Arwen_Camera.esp
Purge Cell Buffers.esp
TUWRM.esp
CorpseEquip.esp
CONELRAD 640-1240.esp
RNVExtended [100].esp
NewVegasBounties.esp
A Place to Stay in Goodsprings (2).esp
Active Wasteland - Vanilla Replacements.esp
HoverBoard.esp
populatedcasino.esp
Companion Sandbox Mode.esp
Comp_Idles_NV.esp
T3T_MiscItemIconsNV.esp
dD-Smaller Spatters Realistic.esp
dD-Smaller Wounds.esp
Minimalist Loadscreen - No Text and BG.esp
ReducedUndiscoveredCompass.esp
Jacobstown Expanded.esp
Better Binoculars High.esp
Oven Cooking.esp
Colored Piplight - Green.esp
PlasmaRifleAwesomefied.esp
PortableCampsite.esp
MedGrass.esp
Realistic_Repair_NV.esp
Arwen_NV_Realism_Core.esp
Arwen_NV_Hard-Core.esp
Fellout.esp
Interior Lighting Overhaul-Realistic Interiors-Full.esp
DYNAVISION 2 - Dynamic Lens Effect.esp
ELECTRO-CITY - Imaginator.esp

Please tell me if you have an idea, and if youre using ART 1.7 too, please check your own game if Joe Cobb (the Powder Ganger leader, standing near one of the last houses in Goodsprings, next to the road) has a weapon. He should have a .357 revolver. He has the ammo and the stealth boy, just not his weapon. Same with the NCR troopers in Primm, and probably more NPCS i will meet. Would be a shame to play on like this.
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Kellymarie Heppell
 
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Post » Sat Oct 09, 2010 4:01 am

Blackice, did you miss last night's post about this?

It's late and I've very tired (it's been a very long day and I'm feeling more than a bit discouraged), so I can only address the biggest issues right now (I try to get to any others tomorrow).

1.) Version 1.7 definitely needs some balancing (especially in some of my increased perk requirements).
2.) Comprehension and Educated (perks) are broken in v.1.7, as the amount of placed skill books was reduced to 4/skill in NV (in the default game).
3.) Sunny's missing Varmint rifle (and other NPC's missing weapons) is not really a bug, but is due to the way that the NPC's weapons are also the same weapons are the found loot weapons. When I reduced the chances of Loot weapons, it also reduced the chances of the weapon spawning in the NPCs' inventory. So this is my fault for not figuring this out sooner. The safest way to fix this is just to remove my Chance mutipliers from the weapons . . . but this will also mean that the amount to weapon loot will not be reduced (and will no longer be based on the player's Luck). That's likey what I will do in v.1.8, but I'm going to look at each weapon and try to keep my chance multipliers on as many weapons as possible.
4.) You should end up with 35 points in your SPECIALs . . . assuming that nothing else is adding or removing points (such as the clothing you are wearing, or the Traits that you select). I just tested my own game (again, just to be sure) and my initial 40 points (33+7) was reduced to 35 (28+7) when my Hard-Core module kicked in (the bottom line in the SPECIAL points even said, "Distribute -5 points," meaning that I had to remove 5 points). 35 points results in an average character (5 points * 7 stats)

I'll be fixing all this in v.1.8, which will be released as soon as possible, but not until I'm fairly certain that all the major issues in v.1.7 have had time to surface.

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Tasha Clifford
 
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Post » Fri Oct 08, 2010 4:13 pm

that's strange. i killed cobb but cant remember if he had any weapon. havent gotten to primm yet.

EDIT: i checked the levelled lists just in case Cobb's or the NCR troops in Primm's inventory were affected by ART's luck-based loot but that doesnt seem to be the case so it might be another mod.

EDIT 2: my mistake. its on the 2nd level of the levelled list so yes that could well be it

@Arwen
I like reduced running speed too but at the current settings it seems my backwards running speed is slower than my backwards walk speed. would you consider making the slowest backwards running speed at least equal to backwards walking?

also, how about giving a slight delay before the reduced back speed kicks in (like 1 second?) so that melee fighters can have a quick back step which is really important not to get hit in combat. thanks.
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Da Missz
 
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Post » Fri Oct 08, 2010 8:16 pm

Blackice, did you miss last night's post about this?


Oh i noticed this 'bug' today, after you posted that and didnt remember you said that but I was also asking about the intimidate spell, i see nothing in your post about that. So will my existing game be fixed when you fix it in a new release? (will Joe get his weapon back?) Or will it only fix future game events?

Its weird, i just started a new game with and without mods, and now Joe has a gun, think i was lucky...

hmm can i give him a weapon with the console? i dont see any commands for that in the wiki, NVM i found it in the fallout3 wiki, otherwise i should spawn a weapon on myself and give it to him via stealing. (lol i just did that and it gave me negative karma)
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Roberto Gaeta
 
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Post » Fri Oct 08, 2010 6:49 pm

So i just did the fight with Powder Gangers in Goodsprings, and they were all coming at me bare handed. Only weapons some had were dynamite sticks.
Is there any way i can fix this myself for the moment, i dont have any modding experience. (ie. remove the luck chance mulitplier from the weapons)
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Gen Daley
 
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Post » Fri Oct 08, 2010 3:30 pm

if you can use fnvedit just open the hardcoe module, and delete the Leveled Item entries (right click Leveled Item, click remove). that's just from a quick look at it in fnvedit though. i dont know if ART changed more than the Chance None entry.
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Daniel Holgate
 
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Post » Fri Oct 08, 2010 10:19 pm

if you can use fnvedit just open the hardcoe module, and delete the Leveled Item entries (right click Leveled Item, click remove). that's just from a quick look at it in fnvedit though. i dont know if ART changed more than the Chance None entry.


Thanks, i see it but i think i will just remove all the weapons entries and leave the other items. Thats better isnt it?
Also ive seen some conflicts with the bugfix compilation. Is it safe to add it as a master so i can add the changes in the bugfix to ART? like this: [Arwen_NV_Hard-Core.esp] Adding master "Community Bugfix Compilation Patch.esp"
Or do i just need to place the community bugfix after ART in the load order? The community bugfix needs to be as high as possible according to the author.
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Danel
 
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Post » Sat Oct 09, 2010 2:15 am

bugfix has to be as early as possible (least priority) and allow mods to overwrite it. DONT let anything in the bugfix overwrite anything in ART.
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Victoria Vasileva
 
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Post » Fri Oct 08, 2010 10:35 pm

bugfix has to be as early as possible (least priority) and allow mods to overwrite it. DONT let anything in the bugfix overwrite anything in ART.


Doesnt that mean for weapons, because ART has entries for most (if not all) weapons, that all bugfixes in the community patch for weapons will not be used, since ART uses the default NV values. Ive been going through the conflicts and i saw things like weapon sounds or bullet models that were fixed in the community patch would go back to defaults in ART. Can i change these real fixes in ART while leaving dmg modifiers and such alone?

BTW- i deleted all the cond[weapon name] entries in the Leveled Items list in the hardcoe module

update: so i started the fight in Goodsprings again after deleting those entries, and now they all had weapons! Thanks so much.
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Fiori Pra
 
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Post » Fri Oct 08, 2010 2:59 pm

I know this is unrelated, but I just want to say that ART and http://newvegasnexus.com/downloads/file.php?id=40340 go together very well. It's like Morrowind with guns and tumbleweeds. I remember being terrible at Fallout 3 using ART, but I've really progressed (both gameplay and understanding mechanics and the like) after long hours. So thanks, Arwen :happy:
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gemma
 
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Post » Fri Oct 08, 2010 3:25 pm

Unless another major bug/issue pops up, Version 1.8 should be available sometime tomorrow, since most of the changes are done now. So it is going to be a bit counter productive for users to make a bunch of changes to v.1.7.

Everyone: Progress on v.1.8

- Reduced SPECIAL stat requirements for perks (very few are now greater than 6).
- I've reset the amount of permitted implants back to the default (1 implant for each Endurance point).
- I've fix for the Comprehension and Educated Perks so that they are now more like they were in the default game.
- I'm removing all my Chance mutipliers from the weapons that the NPCs should be ending up with. But I'm going to keep my chance multipliers on as many spawning weapons as possible.
- I'm also removing my Intimidation spell, since there are times when it appears that it may break at least one of the default quests.

V.1.8 is more than a quick patch of v.1.7 . . . it will also include my new Endurance module (which I finished a few hours ago).

@ Blackice: I'll be making some compatibility patches for mods that end up on my NV mod list (if a patch is needed) . . . but that's not going to happen until after I have released all 4 of my main modules.

@ Mooguy: you're most welcome. :)
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R.I.P
 
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Post » Sat Oct 09, 2010 3:32 am

i think some of the levelled lists affected by luck are also vendor stock items. is luck also intended to affect vendor loot?

how many skill points are we supposed to get at level up? i got 12 at INT 4 but (if i understand what i saw in fnvedit correctly) we're supposed to get only 7 regardless of INT?
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Lillian Cawfield
 
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Post » Fri Oct 08, 2010 1:20 pm

i think some of the levelled lists affected by luck are also vendor stock items. is luck also intended to affect vendor loot?


Well i read this in the changelog:
- 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.


I had to make the changes in Leveled Items myself because i really wanted to play, and for me the Luck affected weapons are such a large problem (or nuisance) that i had to fix it before playing. I also combined some bugfixes, i like tinkering with that tool. But ill have to do it again in 1.8. I dont mind, this mod is worth it.

And i have to say, my game is so hard! Almost frustratingly hard at this particular point. Im level 2 now and i have to do Primm. Its almost impossible, im at the point where i have to attack the mobs in front of the hotel and near the buildings to the south. Its really hard to fight them all at once and i dont do much damage (theres like 6 enemies attacking you with guns). I'm not sure how im gonna defeat them, im a long way from level 3. Besides, they only give me 3xp (gecko hunters give 7, but i think ive killed them all in the area).
Got any tips for defeating those guys?
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Kay O'Hara
 
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Post » Sat Oct 09, 2010 2:26 am

Explosives like mines or dynamite are always useful, if you can get some. Even if your explosion skill is low it'll still knock them off their feet. Other than that, seek out cover whenever possible, aim for the head for the most damage (or you can try the arms first to make them drop their weapon, it's easier with ART than in the vanilla game) and make sure you use a weapon that breaks through their damage threshold.
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Damned_Queen
 
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Post » Sat Oct 09, 2010 4:49 am

dont know how i couldve missed that in the readme.

@Blackice
heh, that's hardcoe for you. but then i cant help you there as i made all damage a static 1.5x vanilla and skills just affecting accuracy. on the upside, i deal quite high damage but balanced by the enemies doing the same to me :D

i would suggest looking around for easier enemies first? clear critters around primm and if you have to fight enemies in primm, lure them to the NCR troops, use mines, grenades, etc. you cant just go rambo like in vanilla anymore, now you have to pick your fights carefully and think strategy thru more carefully.
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Nick Tyler
 
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