Arwen's NV Realism Tweaks [thread #3]

Post » Fri Apr 08, 2011 2:05 am

Leveling seems very slow, which I kinda like since it feels all the more rewarding to level up. But I wonder if it hurts the game balance. Are there even enough quests to get a lvl 30 guy?
At the moment I'm trying to squeeze out every little bit of XP I can by going to sleep in my apartment before completing quests :P.

If you feel like you are not leveling fast enough, just open the Options Menu and change to a higher XPR Multiplier. You can change this as often as you like.

Thanks for a great mod. I'm a balance freak and also prefer extra challenge, and this mod is exactly what I was looking for.
I just found an issue with the NCR quest Flags of Our Foul-Ups. During the grenade training, the misfits are standing too close to the range for the increased explosion radius. I reloaded a few times, and misfits don't always die, but it does happen. The funny thing is that, besides a chance of having the entire group blown off their feet during training, the dialogue doesn't reflect any issue with the fact that members of the misfits just died.
It looks like they should either be moved back a few feet, or maybe the grenades they carry could be gimped to prevent this?

This quest issue was pointed out on my mod's Nexus thread a few days ago, and I've been able to correct it, so it will be fixed in my next update.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri Apr 08, 2011 2:04 am

Just like Arwen said right now Imp's More Complex Needs is working quite well with ART as long as loaded after. On top of that several people are running ART and IMCN together quite sucessfully ,including Imp himself as he recommends usage of ART alongsides of his mod.




Just to be sure, in which order do you use them? ART comes first right? I am having some minor problems with them like reseting every scale back to zero time to time. I wonder if I am using them in right order or some other mods causing that.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Fri Apr 08, 2011 4:30 am

Update on v.1.4:

I had to spend yesterday at a state conference that I had forgotten was being held (from 8:30 to 4:30) . . . so I haven't had nearly as much time to work on completing v.1.4 this weekend as I had hoped. I did work on this last night and all morning, but I probably won't be able to complete it until at least Monday.

Besides the individual weapon changes (which will greatly improve the energy weapons, along with many other weapon changes), I'm rebalancing a LOT of things.
The NPCs are getting another health boost, and the PC is getting another health reduction.
I've also rebalanced much of my Localized Damage settings, and shifted my Weapon Skill Damage: now less than default DAM when skills are lower than 25; and greater when above 25 skill. At 100 Skill = 1.5 times weapon DAM [default is 1.0] so that you will now only gain a 50% maximum DAM increase (instead of 100%). I'm doing this for two reasons:
1.) combat becomes too easy at higher skills
2.) I'm increasing some of the lower level ranged weapons (like the 9mm and the laser pistol)

The end result is that the balance has shifted quite a bit, in favor of the NPCs . . . so v.1.4 should be quite a bit more challenging than v.1.3.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Fri Apr 08, 2011 6:46 am

I just noticed something: Bullet shells only appear when the person who shoots is very close to you. If you go in third person and zoom out all the way (with vanilla settings) then you already won't get bullet shells anymore when you shoot. Zoom in a little, and then they start popping out of your gun again.

Would it be possible to increase the range at which bullet shells are created?
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Thu Apr 07, 2011 9:57 pm

Just to be sure, in which order do you use them? ART comes first right? I am having some minor problems with them like reseting every scale back to zero time to time. I wonder if I am using them in right order or some other mods causing that.


Tricky.. First make sure to load IMCN after ART. This way IMCN will overwrite pretty much everything it needs. The issue with scales might be cause by IMCN as it counts time differently then ART. From my understanding ART uses in game mechanic while IMCN uses different way, on top of it different activities have different time scales associated with them, thus according to IMCN the time WILL always pass even in menu mod -> Dialogs, Pipboy inventory, Playing cards. During those screens it sets the scale to 1, therefor lowering it drastically (4 - default ART). This is in fact an intended feature in IMCN and not a bug. The scales will readjust once you return to normal activities. Do not worry about it and it should be working quite well. However if it is not working this way it might be cause by a different mod. Are you running any other mod that might be dealing with time scales?


Arwen, a small question about your vision of repair skill. What do you think repair represents and how should it affect the game-play? In FO3 the repair skill was how well you can repair and you could repair items up to the % equal to your skill. In NV this is not the case, and I am finding it hard to comprehend how come a character that has a only basic understanding (30 skill) can repair anything up to best of condition(full)? In my opinion it reduces the value of that skill and what I am looking for is to empower the skills so that none of them would feel useless and any of them would be a valid choice based on the vision of your character rather than on value.

I've put my energy, science, medicine character on hold till the the re-balancing of the weapons comes into play. During this time I've started a new play-through more focused on resolving things without conflict. On numerous occasion I've found myself a point or two short on skill based solution, this got me thinking to the way that Fallout 1,2 and 3 used to work. Rather than having a milestone skill check it would represent a 100% percentage mark. This way you wouldn't have to be a number nazi wouldn't need to force yourself into the incrementation of 5, which could result in a more balances all around character development. A practical example of what I mean. A skill check that requires guns 70 would have roughly 70% to succeed if you have guns 50, 100% if you are at 70 higher and 50% if at 35. As I write this I am aware that this system could be abused, but a person who wants to cheat will cheat anyway. In any case would like to hear you thoughts about it.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Fri Apr 08, 2011 8:44 am

Arwen are you planning on releasing your Reduced Quest XP as a separate mod? like in Fallout 3..
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Thu Apr 07, 2011 6:54 pm

Tricky.. First make sure to load IMCN after ART. This way IMCN will overwrite pretty much everything it needs. The issue with scales might be cause by IMCN as it counts time differently then ART. From my understanding ART uses in game mechanic while IMCN uses different way, on top of it different activities have different time scales associated with them, thus according to IMCN the time WILL always pass even in menu mod -> Dialogs, Pipboy inventory, Playing cards. During those screens it sets the scale to 1, therefor lowering it drastically (4 - default ART). This is in fact an intended feature in IMCN and not a bug. The scales will readjust once you return to normal activities. Do not worry about it and it should be working quite well. However if it is not working this way it might be cause by a different mod. Are you running any other mod that might be dealing with time scales?



No, I am not using any other mod that alters time scale or needs. Funny thing is the error is completely random. It sometimes happens when I use fast travel, sleep or use an item. Also I sometimes play 2-3 in game days without a problem. Anyway, The problem is not a game breaker and I am waiting for Arwen's other modules for those changes. I am also planning to begin a new game with the near-finished version of ART. Thanks for the help though ;)
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Fri Apr 08, 2011 3:48 am

I just noticed something: Bullet shells only appear when the person who shoots is very close to you. If you go in third person and zoom out all the way (with vanilla settings) then you already won't get bullet shells anymore when you shoot. Zoom in a little, and then they start popping out of your gun again.
Would it be possible to increase the range at which bullet shells are created?

I'm not aware of a specific setting for that. It could be base on the Distant LOD settings (in the NV settings, or in the ini file). Are yours set to maximum in the options?

Arwen, a small question about your vision of repair skill. What do you think repair represents and how should it affect the game-play? In FO3 the repair skill was how well you can repair and you could repair items up to the % equal to your skill. In NV this is not the case, and I am finding it hard to comprehend how come a character that has a only basic understanding (30 skill) can repair anything up to best of condition(full)? In my opinion it reduces the value of that skill and what I am looking for is to empower the skills so that none of them would feel useless and any of them would be a valid choice based on the vision of your character rather than on value.

I honestly haven't had a chance to look into repair, but I will after I complete my Realism Core (my Repair changes will be part of my Hard-Core module).

Arwen are you planning on releasing your Reduced Quest XP as a separate mod? like in Fallout 3..

I really don't have time to work on separate mods right now . . . my focus is on my Realism Tweaks, and there is way more work than I can keep up with right now. Eventually I may consider releasing some mod spin offs (BTW: the separate Reduced XPR mod that I made for FO3 is not the same, or as complete, as the XPR reduction that is included in my Realism Tweaks).
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Fri Apr 08, 2011 7:52 am

I'm not aware of a specific setting for that. It could be base on the Distant LOD settings (in the NV settings, or in the ini file). Are yours set to maximum in the options?

It's all max, I don't think it's related to those. It's not like the distance at which they stop appearing is very far.
Maybe it's hardcoded then, too bad.
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Fri Apr 08, 2011 4:28 am

*bump*
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Thu Apr 07, 2011 11:21 pm

I'm guessing that the bump was a polite way of asking when v.1.4 is going to be ready. The delay is not because I'm not trying, but because real life keeps demanding too much of my time. I didn't have as much free time as I had hoped to have today (I just barely got home after a very late meeting). But I'm current working of trying to complete all the weapon balancing. The pistols and rifles are all done, and I should have the rest of the melee changes done tonight before going bed (no mater how late I have to stay up), but I still need to get through all the other weapons. I'm going to try my best to release v.1.4 tomorrow, but I cannot promise anything at this point. If things go well, and I have enough free time, it will be ready . . . but probably not until later in the day. This is the pokey part of my mod . . . trying to get though hundreds of changes, while rebalancing everything. Creating my Realism Core is by far the most tedious parts of my mod, but a very necessary part, as the other modules build on this core base. The other modules should go way faster.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Fri Apr 08, 2011 6:34 am

Just don't over-work yourself; it's a hobby not a job. Personally I don't mind waiting more if necessary, take your time :)
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Thu Apr 07, 2011 10:31 pm

I'm going to try my best to release v.1.4 tomorrow, but I cannot promise anything at this point.

As HellKnight said, take your time! You're already working on this and the FO3 version simultaneously all in your free time so we don't have to expect that you meet the posted ETA every time. It's not a paid job with a strict deadline after all.

Or as the popular saying goes, it's done when it's done! :user:
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Fri Apr 08, 2011 5:55 am

Arwen, I've tried sending you a PM however the system notifies me that the user is unable to receive any new messages.
There were several requests on the forum regarding the issues that you've handled in ART but without most of it complexity. It is understandable that you do not have to fulfill request and do have time restriction.
If you permit it I'd like to extract the request features - AI tweaking and reduced XP and have them as separate mod. Granted a with all the credit given to you as the creator.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Fri Apr 08, 2011 1:12 am

actually i was just bumping it, so it wouldn't drift off into the ether (was on page 4), while i'd like 1.4 as soon as possible i'm not one to pester and keep asking :)
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Thu Apr 07, 2011 10:23 pm

Arwen, I've tried sending you a PM however the system notifies me that the user is unable to receive any new messages.
There were several requests on the forum regarding the issues that you've handled in ART but without most of it complexity. It is understandable that you do not have to fulfill request and do have time restriction.
If you permit it I'd like to extract the request features - AI tweaking and reduced XP and have them as separate mod. Granted a with all the credit given to you as the creator.

Sorry about that . . . my inbox was full again.
I appreciate your offer, but I do have plans to release my separate Reduced XPR mod, just as soon as I get caught up on my latest Realism Tweaks updates (for both NV and FO3). This won't take me all that long, and I want to release it for both games.

The Smarter AI part is not something that I want to release on its own . . . at least not at the moment. For one thing, what my NV Realism Tweaks current has is not even complete. I've made some new changes in v.1.4, and it is still missing my Dynamic Stealth script, which also alters the way that the NPCs detect their enemies (which won't be released until v.1.4, when I'll be including my NVSE scripts).

==============================================

To Everyone: I wasn't able to totally wrap up v.1.4 tonight . . . but I am very close. All the weapons are pretty much done, other than a little bit more balancing that I need to spend an hour or so on. Then I need to run through some final play testing, and update the documentation. With any luck at all (meaning that I don't turn up any new bugs) . . . version 1.4 should be available by mid day.

I've tried my best to balance all the weapons, but it isn't practical for me to play test every single weapon in combat . . . as that would take forever. So I'm sure that there are going to be at least a few that will need some further tweaking. I also expect that some of my changes are not going to be very popular, especially if you have a favorite weapon that I've reduced the DAM on. But overall, I think that most of the current users of my mod will be mostly happy with version 1.4 . . . as my Realism Core will now be mostly complete (all that is left is the addition of my missing NVSE scripts . . . which will be added in v.1.5).

I'm sorry that this update is taking me so long to complete, but I'm doing my best. Thank you for understanding . . . hopefully the improvements will be worth the wait. :)
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Fri Apr 08, 2011 3:13 am

Sorry about that . . . my inbox was full again.
I appreciate your offer, but I do have plans to release my separate Reduced XPR mod, just as soon as I get caught up on my latest Realism Tweaks updates (for both NV and FO3). This won't take me all that long, and I want to release it for both games.

The Smarter AI part is not something that I want to release on its own . . . at least not at the moment. For one thing, what my NV Realism Tweaks current has is not even complete. I've made some new changes in v.1.4, and it is still missing my Dynamic Stealth script, which also alters the way that the NPCs detect their enemies (which won't be released until v.1.4, when I'll be including my NVSE scripts).

This is your creation that required lots of hard work, those people would just have to respect that and gather some more patience.

To Everyone: I wasn't able to totally wrap up v.1.4 tonight . . . but I am very close. All the weapons are pretty much done, other than a little bit more balancing that I need to spend an hour or so on. Then I need to run through some final play testing, and update the documentation. With any luck at all (meaning that I don't turn up any new bugs) . . . version 1.4 should be available by mid day.

I've tried my best to balance all the weapons, but it isn't practical for me to play test every single weapon in combat . . . as that would take forever. So I'm sure that there are going to be at least a few that will need some further tweaking. I also expect that some of my changes are not going to be very popular, especially if you have a favorite weapon that I've reduced the DAM on. But overall, I think that most of the current users of my mod will be mostly happy with version 1.4 . . . as my Realism Core will now be mostly complete (all that is left is the addition of my missing NVSE scripts . . . which will be added in v.1.5).

I'm sorry that this update is taking me so long to complete, but I'm doing my best. Thank you for understanding . . . hopefully the improvements will be worth the wait. :)

Woohoo. 1.4! Back to plasma weapons for me :D. Any teasers of what we should be looking for in 1.5?
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Thu Apr 07, 2011 8:27 pm

take your time Arwen. Dont letit take the fun away from modding for you. Ive pretty much put off NV till youre done with the hardcoe Module because its just not the same without it. Messing around with TW2 (now there's a game in need of mods too), Divinity 2 and Drakensang in the meantime (best of the 3 imho) and even a little Fort Zombie so i have things to tide me over till then :)
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Fri Apr 08, 2011 12:26 am

I have a question: what did you modify to make the camera zoom out that much and what was the original value? It zooms out too much for my taste. Is it fChaseCameraMax? But NVEdit doesnt't list it as a edited Game Setting, it's listed as a new one inlcuded with your mod.
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Thu Apr 07, 2011 7:56 pm

at this point is it safe to use this mod without starting a new game for the next version or are you still working on any settings that will require a new game for the next update? thanks for all you hard work. :)

edit: just to clarify i mean starting a new game after starting a new game to use the mod for the first time if that makes any sense.
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Fri Apr 08, 2011 5:20 am

Woohoo. 1.4! Back to plasma weapons for me :D. Any teasers of what we should be looking for in 1.5?

Energy weapons are fun again! :)
I gave them a pretty major overhaul . . . across the board. Some received increased DAM, some received decreased ammo use, some were given a boost in fire rates, and DT reductions were added to all the energy ammo types (excluding the bulk ammo). On the surface you may notice that the DAM was reduced quite a bit for some energy weapons (as much as 50%), but this is because the ammo use was reduced . . . plus they are now MUCH more effective against armor.

I have a question: what did you modify to make the camera zoom out that much and what was the original value? It zooms out too much for my taste. Is it fChaseCameraMax? But NVEdit doesnt't list it as a edited Game Setting, it's listed as a new one inlcuded with your mod.

I'm pretty sure that is the Game setting I changed (I don't have my notes available right now), but it is much less in v.1.4 (3 times default, where v.1.3 is 5 times default).

at this point is it safe to use this mod without starting a new game for the next version or are you still working on any settings that will require a new game for the next update? thanks for all you hard work. :)
edit: just to clarify i mean starting a new game after starting a new game to use the mod for the first time if that makes any sense.

Yes, you do NOT have to start a new game at this point (or with v.1.4).

=============================
To Everyone:

Version 1.4. is finished. I just ran through a final game play test, and everything seems to work as I hoped. :)
I still need to write my updated ReadMe, and zip up the file before uploading it. Un fortunately I have to leave for a meeting in just a few minutes, so it's going to be a while yet. But I will wrap it up as soon as I return home. It's been a crazy week for me. :wacko:
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Fri Apr 08, 2011 9:22 am

cool............im just gonna sit here and keep refreshing nexus until it shows up. :)

edit: my finger is getting kind of sore now.
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Thu Apr 07, 2011 9:05 pm

Version 1.4 is now available (finally!): http://www.newvegasnexus.com/downloads/file.php?id=34759

Here are the major changes in v.1.4:

Realism Core:
  • Fixed bugs that were messing up a couple of quests (some key NPCs were not surviving long enough).
  • Fixed Helmets that would not let you also wear glasses (Metal Helmet, Reinforced Metal Helmet, Motorcycle Helmet, Explorer Hood, Centurion Helmet,)
  • Removed the annoying, immersion breaking "Press V to Enter VATS" warning/message.
  • Further improved sneak: should make it a bit easier to remain undetected when in hiding in poorly lit areas, or in the shadows.
  • HPs are now calculated differently than in my previous versions: the NPCs received another health boost (4% at 2 END up to 25% at 10 END), and the PC's health was reduced by 20% . . . but you now gain +3 HP/level.
  • Rebalanced my Localized Damage settings for many body types, with the player now receiving even greater damage, and the NPCs receiving a bit less
  • The end result is that the balance has shifted quite a bit, in favor of the NPCs . . . so v.1.4 should be quite a bit more challenging.
  • Shifted my Weapon Skill DAM multiplier: now a bit less than default when skills are lower than 25; and greater when above 25 skill. At 100 Skill you receive a 1.5X BONUS weapon DAM increase. This was done to keep combat more balance at higher PC skills, and to balance out my increases to some lower level ranged weapons.
  • Balanced all the default weapons: Underpowered weapons were improved and overpowered weapons were reduced in DAM/sec. Skill and weight requirements were increased for many weapons.
  • Energy weapons received a major overhaul: increased DAM, decreased ammo use, increased fire rates, and DT reductions were added to ammo.
  • Melee Weapons generally had their DAM reduced (but a few were increased).
  • The values for most weapons were decreased (often 50% and more). This was done to bring the prices more in line with my earlier changes to the value of armor/clothing (both are necessary for my future bartering overhaul, which will be part of my Hard-Core module).
  • Weapon Skill Requirement Penalty increased: you should now see a noticeable gun sway when using a weapon that beyond you skill level. (This was suppose to be included in v.1.3, but did not make it into the final release.)
  • Spread penalties were increased for shooting while standing (not crouching), walking, running and for not aiming (shooting from the hip).
  • Removed the zoomed in view when aiming most non-scoped range weapons (most 2-hand handle and launchers were left at default). This applies to both 1st and 3rd person views.
  • Burns (from weapons like Flamers) will now continue to damage HP after the flames stop (for up to 50 seconds), along with my new Agility penalties.
  • Poison from creature attacks was increased, and your health is now damaged slower . . . for up to 80 seconds), along with my new Agility penalties.

New bonus Camera module (totally optional):
  • I really didn't like the default over-the-shoulder camera, because of how far off center it was.
  • My version is MUCH tighter (closer to center), resulting in a true over-the-shoulder view, making it easier to aim when in 3rd person.
  • The Kill Camera mode (if you have this enabled) happens less often and is now a second shorter in length, making it much less distracting during combat.
  • The Player Death camera now lasts 10 seconds (instead of 5).
  • The Chase Camera's maximum distance is 3 times further away, so that you can now view you entire character (this is also part of my Realism Core, which has been reduced quite a bit from v.1.3).
  • Plus you can now zoom out 3 times further when you're in vanity mode.


IMPORTANT: make sure that you follow my install/update instructions carefully if you want to use this update with an existing saved game.

Enjoy. :)
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Thu Apr 07, 2011 11:13 pm

yeah...........to bad i have to wait for my finger to recover from the constant mouse clicking. thanks for the improvements to energy weapons especially.

quick question on the energy ammo modifications. for regular microfusion cells it says .50 damage. does that mean normal damage times .5 meaning its reduced or is that supposed to mean a 50% increase in damage. the next step up overcharge, has the .50 along with 1.20 damage as well, does that mean 170% increase or is it weapon damage times .5 and then times again by 1.2. its a bit confusing.
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Fri Apr 08, 2011 4:50 am

Great, a new version! And it even fixes energy weapons, too! One thing, though...
? Removed the zoomed in view when aiming most non-scoped range weapons (most 2-hand handle and launchers were left at default). This applies to both 1st and 3rd person views.
Err... why? What's wrong with aiming?
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

PreviousNext

Return to Fallout: New Vegas