Arwen's NV Realism Tweaks [thread #3]

Post » Fri Apr 08, 2011 4:39 am

I've decided that my next update will not include my NVSE scripts, so it will not require the the user have the NVSE installed.
Version 1.4 will include my bug fixes, some minor balancing tweaks, and my tweaks to individual weapons (which I'm currently working on).
It will also include little bonus: my own Camera module, which is going to be included as a separate esp (my 5th module, even though it will be my 2nd released module). I created this for myself, as I didn't like the default over-the-shoulder view, since it was sooo far off to the side. My version is MUCH tighter, so it is much easier to aim when in 3rd person (well, much easier for me). It also does a number of other things, like speed up the ?Kill Camera (if you this enabled), the Player Death camera lasts 15 sec (instead of 5), and you can zoom out further when you're in vanity mode. I didn't intend to release this, as the 3rd person view seems to be such a personal thing (everyone wants something a bit different) . . . but it works pretty well, so I thought others might want to try it.

I have more information on this new module on my Website: http://amito.freehostia.com/FalloutNV/FNV-mods04.htm#Camera
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Bethany Short
 
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Post » Fri Apr 08, 2011 5:35 am

I'm interested! :)
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Janine Rose
 
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Post » Thu Apr 07, 2011 11:04 pm

Sounds good, I'll give it a shot for sure.

Is the camera angle a bit different in New Vegas compared to FO3 or is this just the first time you thought of tweaking it? I usually play in first person so I don't know if there's a difference.
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Joanne
 
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Post » Fri Apr 08, 2011 7:29 am

I think the two default camera angles are pretty much the same. With FO3, I initially tried a number of mods that altered the camera angle, but eventually ended up with my own personal camera mod (that I never released, as there were plenty of FO3 camera mods by then). The big difference in the 3rd person camera is that NV doesn't let you zoom out enough to even view your entire character. That was one of the first things that I fixed in my NV Realism Tweaks . . . and I've slowly been adding these other camera changes to my own game.
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Crystal Clear
 
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Post » Thu Apr 07, 2011 6:54 pm

Hey Arwen, I just noticed something interesting. I ran into a group of deathclaw's at lvl 13. I had 4 followers with me and was utterly destroyed... I litterally did like 0 damage to them? Is this intended? Am I supposed to use specific weapons against them? I am playing on Normal.
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sas
 
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Post » Fri Apr 08, 2011 12:24 am

At what level? How many deathclaws and what weapons were you using? If you bumped into the legendary deathclaw then that's normal at low levels XD

Keep in mind that they are waaaaaaay more deadlier than FO3, they're more in-line with the ones from the original games. When you saw one you were supposed to run unless you had some advanced armors and a lot of firepower.
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darnell waddington
 
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Post » Fri Apr 08, 2011 4:41 am

At what level? How many deathclaws and what weapons were you using? If you bumped into the legendary deathclaw then that's normal at low levels XD

Keep in mind that they are waaaaaaay more deadlier than FO3, they're more in-line with the ones from the original games. When you saw one you were supposed to run unless you had some advanced armors and a lot of firepower.


I am wearing Ranger Veteran armor and I used the named laser rifle, a sturdy caravan shotgun, grenade rifle, 10mm submachine gun all were useless.
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Miragel Ginza
 
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Post » Thu Apr 07, 2011 8:50 pm

Drag0ntamer, prepare for the fight, reload AP ammo, set up some mines and initiate the fight, dont let them ambush you

I dont know the grenade rifle, but all other are low tier weapons, got anything with more punch like a hunting rifle?

--


When I change the time scale to 12 or higher, my food and water consumption will be tripled ?
Ingame days take much too long atm, but the food/water/sleep values are pretty well balanced, dont want to change that...
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Katie Louise Ingram
 
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Post » Fri Apr 08, 2011 7:34 am

Hey Arwen, I just noticed something interesting. I ran into a group of deathclaw's at lvl 13. I had 4 followers with me and was utterly destroyed... I litterally did like 0 damage to them? Is this intended? Am I supposed to use specific weapons against them? I am playing on Normal.

This is the way the default game was designed, but my tweaks makes them a bit more deadly, not directly, but through the way it alters combat and reduces the player's HP. Deathclaws are a Level 20 creature, with very high combat skills and a base combat damage of 100. I reduced their DT down to 12 (from 15), to keep them balanced with my Threshold Resistance change (from 20% to 15%). So, unless you have a weapon that does more then 12 DAM, only 15% of the dam will penetrate their tough hides. And weapon DAM depends on your skill with that type of weapon, on the weapon's condition, and on the type of ammo that you are using. The base damage on a Laser Rifle is only 15 . . . with a DAM of 15, you're only going to decrease a Dealthclaw's HP by 3 points.
When I change the time scale to 12 or higher, my food and water consumption will be tripled ?
Ingame days take much too long atm, but the food/water/sleep values are pretty well balanced, dont want to change that...

The Needs Rates are based on Real Time, not Game Time. This means that the slower the game time (Timescale setting), the more you will have to consume in a game day. I didn't change the way this works (this is how Obsidian made it). Once the NVSE gets out of beta, I'll be adding my NVSE script that changes this so that the Rates are based on game time.
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Jesus Lopez
 
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Post » Fri Apr 08, 2011 9:17 am

The Needs Rates are based on Real Time, not Game Time. This means that the slower the game time (Timescale setting), the more you will have to consume in a game day. I didn't change the way this works (this is how Obsidian made it). Once the NVSE gets out of beta, I'll be adding my NVSE script that changes this so that the Rates are based on game time.


Does this mean, that your mod is basically incompatible with mods like Imp′s More Complex Needs, or did you not change that system ? If you do change it in future, could you maybe put in some sort of settings to enable/disable it or maybe a compatibility patch ? :)
Other then that i like your mod of course and use it ;)
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Manuela Ribeiro Pereira
 
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Post » Thu Apr 07, 2011 11:22 pm

One issue I've noticed is Glowing Ones being knocked to the floor by their own radiation burst attack, I'm liking the changes otherwise, enemies are starting to go down too easily on Normal difficulty at level 10 though.
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Laura-Jayne Lee
 
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Post » Fri Apr 08, 2011 12:14 am

I used to get my ass kicked by deathclaws till I got the Gobi... then it was payback time. Keep in mind that energy weapons are pretty weak ATM.
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Mason Nevitt
 
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Post » Fri Apr 08, 2011 9:17 am

I need some help, there is something wrong with the explosion kickback in your mod. It might be my set-up or it might be ART. The kick-back by explosions is like really far, and the body seems to float back for a while before finally landing. I made a video of it http://www.youtube.com/watch?v=2N_QclQ68kU
I know it has something to do with ART because when i turn off ART i dont get any kickback from the dynamite. Also happens with mines, so i guess its any explosion.
You can see my mod list http://img600.imageshack.us/img600/1796/fnvmods.png

What can i do to fix this? Or is this a bug in ART?
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kasia
 
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Post » Thu Apr 07, 2011 10:53 pm

That's really weird, it doesn't happen in my game. The knockdowns do, that's a new feature in ART, but they happen the normal way and not that glitchy. What other mods are you using?
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Cody Banks
 
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Post » Thu Apr 07, 2011 11:47 pm

I know, i have been using ART 1.3 for a while but i never noticed this before. I posted a screenshot of the mods i use in my post before this one. I dont think im using any mods that could interfere with ART. I did change my agility by using the console once (lowered it by 1) but i doubt that has something to do with it.
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xx_Jess_xx
 
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Post » Fri Apr 08, 2011 1:03 am

dD- reduced ragdoll force


I'd try removing that, see if it makes a difference. ART has it's own physics tweaks anyway.
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Trista Jim
 
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Post » Fri Apr 08, 2011 12:04 am

good idea, but it didnt help

Strange, when i reload an earlier save i dont get this bug
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GEo LIme
 
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Post » Fri Apr 08, 2011 2:33 am

Alright i know what caused it. ART 1.3 with http://www.newvegasnexus.com/downloads/file.php?id=35615's head bobbing will mess with the knockback. Either disable ART 1.3 or the head bobbing (which is optional) and its fixed. Ill post a comment on the py DoF page.
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Chloé
 
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Post » Fri Apr 08, 2011 5:56 am

Does this mean, that your mod is basically incompatible with mods like Imp′s More Complex Needs, or did you not change that system ? If you do change it in future, could you maybe put in some sort of settings to enable/disable it or maybe a compatibility patch ? :)
Other then that i like your mod of course and use it ;)

Not yet, but later versions may not be . . . and my Med-Tec module won't be at all compatible, as both are Needs overhauls (plus mine will also be overhauling injuries).

One issue I've noticed is Glowing Ones being knocked to the floor by their own radiation burst attack, I'm liking the changes otherwise, enemies are starting to go down too easily on Normal difficulty at level 10 though.

My changes should make the game more difficult than default at all levels, but the difficulty factor will continue to increase as my mod is updated. My 2nd module is my Hard-Core module . . . which will make a number of things quite a bit more challenging.
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helen buchan
 
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Post » Thu Apr 07, 2011 11:15 pm

Does this mean, that your mod is basically incompatible with mods like Imp′s More Complex Needs, or did you not change that system ? If you do change it in future, could you maybe put in some sort of settings to enable/disable it or maybe a compatibility patch ? :)
Other then that i like your mod of course and use it ;)


Not yet, but later versions may not be . . . and my Med-Tec module won't be at all compatible, as both are Needs overhauls (plus mine will also be overhauling injuries).



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.

I hope that just like in FO3 where FWE ruled supreme Imp created compitability patches. When we look at the NV field ART is pretty much uncontested on the overhual balance issues. If this situation remains the same in teh future I am sure Imp will do the same, or at least give a persmission to have one created.

I've looked through the FO3 survival modules and from my quick overview the only problematic part might be chem effects , yet again judging from the fact that FWE had similar changes I am positive that the compitability could be worked out.
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Sharra Llenos
 
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Post » Thu Apr 07, 2011 8:34 pm

I've been enjoying this mod but I'm wondering how badly it could conflict with FOOK, there's a lot of tempting features and fixes in it and I'm eager to give it a go, anyone tried?
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Danger Mouse
 
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Post » Fri Apr 08, 2011 3:37 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.
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Stacey Mason
 
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Post » Fri Apr 08, 2011 1:08 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.


I don't know if there are enough quests and what does it matter if you get to max level or not? it is about enjoying the journey there, not about reaching max level. Besides why would you need to reach max level and how could it possibly unbalance the game? I know that on my first playthrough I finished the game on level 24, I was playing unmoded on hardcoe, never had any trouble, in fact always thought that it was too easy. in that playthrough I haven't used a single stimpack and only one chem when I was clearing deathclaws in the quary on level 15.
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Ricky Meehan
 
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Post » Thu Apr 07, 2011 6:51 pm

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.


My character is at level 10 using the xp reduction, there's still an unholy amount of quests to do yet, so yep, I reckon there's enough :)
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Lucky Boy
 
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Post » Thu Apr 07, 2011 10:48 pm

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?
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Flash
 
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