[RELZ] Arwen's NV Realism Tweaks [thread #4]

Post » Tue May 17, 2011 7:48 am

Is this because of some kind of difference between Fallout 3 and New Vegas? I noticed New Vegas already uses fatigue in a way (http://fallout.wikia.com/wiki/Boxing_gloves_%28Fallout:_New_Vegas%29), did Fallout 3 not use fatigue at all?
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Adrian Powers
 
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Post » Tue May 17, 2011 10:32 am

There are a LOT of little undocumented differences between FO3 and FNV, which is why I cannot simple port my FO3 Realism Tweaks into FNV . . . plus the end result would not be very balanced. FO3 used Fatigue to make characters unconscious . . . and not for much else.

But I have figured out a way to get my Gunshot Effect working this morning, by making some minor changes to the effect's Base Effect . . . so it will now be part of v.1.5 after all. :)

I'm still hoping to have this ready by mid day (it is 9 am here now).
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Ria dell
 
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Post » Tue May 17, 2011 9:26 am

I just spent the last 3 hours trying to fix the Gunshot script . . . yes I know, I wrote that I had been able to get it working. It was indeed working, but for some unknown reason, the fatigue damage was being applied to both the shooter and the shootee . . . which was NOT what I had in mind (sort of the equivalent of shooting yourself in the foot).

I did finally manage to fix this, but now I'm a couple of hours behind schedule (again). I'm pretty much done play testing, but I still need to clean up my mod and add the documentation. So it's going to be a couple of hours yet.

Sorry.

(but I'm really glad that I discovered the bug)
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Tiff Clark
 
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Post » Tue May 17, 2011 1:57 am

Ah well it's done when it's done, I don't put too much value on any mod ETAs. Good to hear you managed to fix it, that would've been a very annoying bug. :gun:
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Mimi BC
 
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Post » Tue May 17, 2011 10:26 am

Take your time Arwen! For each extra minute it takes, there's an extra hour of fun in NV.
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Lizbeth Ruiz
 
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Post » Tue May 17, 2011 3:38 pm

And an hour less of shooting ourselves in the foot.
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sunny lovett
 
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Post » Tue May 17, 2011 6:36 am

I'm curious...

1) What does this Gunshot effect actually do? Is it something to do with slowly bleeding out, causing the victim to becomes fatigued and pass out?

2) Are you also having energy weapons able to cause someone to be Gunshot? That would seem a little odd. ;)

You could do an identical effects for energy weapons, but call them "laser burns" and "plasma burns". (And I guess "electrical burns" for pulse gun or tesla cannon, though in the vanila game the enemy won't be using those against the player. What about gauss weapons? Gunshot? Or maybe Gaussshot! Heh.)

Some might argue that an energy weapon would cauterize a wound and prevent bleeding, so it shouldn't have a Gunshot effect. But you mentioned that you've got flamers causing people to suffer from burns for a long time after the actual flames have gone out, and in Star Trek and Babylon 5 medics are often treating people with phaser burns and plasma burns.

Perhaps a laser burn and a plasma burn could have different effects. Maybe the laser would be a small bullet-sized wound, while a plasma wound would be spread over a large area but not so deep? Also plasma would cause ionisation damage, similar to electricity.

I recall an old episode of Doctor Who, in which they examine a dead solider, he has no external injuries, but the Doctor feels his chest and then says "Ah... massive internal displacement. Definately a projected energy weapon." I'm not sure what the scientific logic is behind that though, and Doctor Who was notorious for having completely made-up bad science. But then a critical kill with a laser in New Vegas causes someoen to completely disintegrate... the only explanation is that the critical hit penetrates deep inside the target and incinerates them from the inside out, a chain reaction of some sort. (Otherwise it wouldn't just be criticals that had this effect.) Crazy SCIENCE!
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Susan
 
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Post » Tue May 17, 2011 2:05 pm

Version 1.5 is finally available http://www.newvegasnexus.com/downloads/file.php?id=34759

Here are the major changes in v.1.5:

*** This version Requires New Vegas Script Extender (NVSE) [v.1.0 beta or later. It will NOT work correctly without NVSE.

*** Realism Core changes:
- Includes a number of minor fixes and tweaks.
- Your PipBoy Light is Now a decent light which will now enable you to find your way, even on the darkest night. The light is now 3 times brighter and is yellowish (instead of greenish), but it has much less glare (so you will not be blinded by an indoor light that is way too intense). I created this especially for Fellout NV's darker nights.

*** 10 custom NVSE Scripts were added (as part of the Realism Core module):
1.) Crippled Weapon Quest Script: prevents the player from using some weapons when one or both arms are crippled; decreases accuracy for pistols when right arm is crippled; reduces Melee damage when one or more arms are crippled; and disables VATS when an arm is crippled (prevents a VATS bug when arms are crippled, and prevents restricted weapons from being used in VATS).
2.) Damage Loot Quest Script: damages NPC's equipped weapon and body armor on death; does not damage weapons that are flagged 'dropped' or helmets (equipped slots does not work for helmets).
3.) Eye FX Quest Script: Adds a bit of immersion when wearing sunglasses and reading glasses. This is done by attaching unique visual Effects (my own ImageSpace Modifiers) to all the default eyewear.
4.) Imod Spell Quest Script: image modifiers are applied with loss of AGL and PER (mainly due to weapon effect penalties)
5.) Jump Quest Script: Jump height and distance is now based on your Agility, how encumbered you are, and if a leg is crippled. (This will likely end up being moved to my Encumbrance module.)
6.) Needs Quest script: alters the hardcoe modea??s Needs rates to be a bit more realistic and the rates automatically adjusts rates based on the player's Timescale. [Replaces my Sleep Quest script, that was used in my previous versions.] The default rates increases (over 24 game hours, at 30 Timescale), as near as I can figure: +288 Water/day; +96 Food/day; +48 Sleep/day. My new rates increases (over 24 game hours, for all Timescales): +720 Water/day (Minor Dehydration after 6.7 hours; and this rate is 2/3's slower when you are sleeping); +400 Food/day (Minor Starvation after 12 hours); +300 Sleep/day (Minor Sleep Deprivation after 16 hours).
7.) Dynamic Stealth Script: Uses separate stealth values for interiors vs. exteriors, time of day now dynamically affects your ability to avoid detection (finally makes it just as hard for the NPCs to see you in the dark), and weather conditions now dynamically affects your ability to avoid detection. You will be a bit harder to spot when it is cloudy, and even harder to spot when it is raining or snowing, and very hard to spot on a rainy/snowy night (my mod does not add rain or snow, but this script should be compatible with mods that do). Your PipBoy Light will now make you very visible; and other player actions (such as jumping and opening doors) will now alert your enemies.
- Three custom Weapon Effects: When enabled, fatigue is damaged by some weapons (applies to both player and NPCs):
8.) Whack: attached to most non-bladed melee weapons; victim is knocked out when fatigue < 25 and health is less than 25% (attacker must meet Strength and Melee skill requirements for the effect).
9.) Blast: attached to most explosions; victim is knocked unconscious if they are hit by an explosive blast while their fatigue < 50%. When this happens, their armor also receives increased damage (based on armor DT).
10.) Gunshot: attached to most small guns (excluding energy weapons and automatic weapons). Victim is knocked down for a few seconds when fatigue < 15, dropping their equipped weapon.

- The in-game Options Menu was expanded: the Weapon Effects can each be toggle on or off individually; Crippled Weapon Penalties can be toggle on or off; each of my Visual FXs (Eye FX and Imod penalties) can be toggle on or off separately; and you can now adjust the global Threshold Reduction percentage (from 0 to 30%, in 5% increments).
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Emily Graham
 
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Post » Tue May 17, 2011 10:27 am

I'm curious...
1) What does this Gunshot effect actually do? Is it something to do with slowly bleeding out, causing the victim to becomes fatigued and pass out?
2) Are you also having energy weapons able to cause someone to be Gunshot? That would seem a little odd. ;)
. . . Perhaps a laser burn and a plasma burn could have different effects. Maybe the laser would be a small bullet-sized wound, while a plasma wound would be spread over a large area but not so deep? Also plasma would cause ionisation damage, similar to electricity.

My Gunshot Weapon effect causes a percentage of the victim's fatigue to be reduced on every hit. This affects the PC, the NPCs, and most creatures (but not Robots). When your fatigue is reduced to 15 or less, the next bullet will cause you to pass out briefly, fall to the ground, and drop your equipped weapon.

It is only attached to most small handguns (pistols and rifles), and is not attached to automatic weapons or to energy weapons. I may eventually add an Energy Weapon effect, to those weapons that do not already have an effect attached to them . . . probably some kind of bur effect.
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Spooky Angel
 
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Post » Tue May 17, 2011 9:48 am

YAY!!! :celebration:

I'll be sure to update my game to 1.5 whenever I play it again.

Also, loving the NVSE additions. Can't wait to try them out or experience them in game.
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Rachell Katherine
 
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Post » Tue May 17, 2011 1:09 am

Thanks for the update.
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Bonnie Clyde
 
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Post » Tue May 17, 2011 3:16 pm

Hello, thank you so much for your great mod, my joy from this already good game went up significantly! :)
Now, about explosions and knockdowns - they became a show-stopper for any melee creature\combatant!
I was able to clear out a cave full of deathclaws with a half-broken grenade rifle at level 8 with explosives skill of 20 and only spent around 25 40mm grenades
Not a single hit was scored on me, even the legendary deathclaw could not do anything but squirm helplessly at my feet while i chewed away his hitpoints with my 10mm smg...
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Eileen Müller
 
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Post » Tue May 17, 2011 7:53 am

Thanks for the feedback!

Version 1.5 contains a ton of new stuff . . . most of which is being implemented through 10 new NVSE scripts. So there are going to likely be a bunch of things that my need fixing or balancing.

Soon after releasing v.1.5, I discovered an issue with the Gunshot Effect that caused geckos to be rendered unconscious indefinitely (this appears to be caused by a vanilla game bug that results in the unconscious animation getting stuck). I stayed up until 1 am before I was able to fix this in the Gunshot Script.

As far as the explosive knockdowns go, I intended that the Radscorpions and Deathclaws would only suffer a short unconscious state, like the SuperMutants do. Apparently that isn't working correctly (Now I'm wondering if the same default animation bug that was messing up the geckos is the cause). The other thing is that I probably should not have attached the Blast Effect to the grenade launchers, for the same reason that I didn't attach my Gunshot Effect to the automatic weapons.

I'll fix this in v.1.6.
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maria Dwyer
 
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Post » Tue May 17, 2011 9:41 am

As far as the explosive knockdowns go, I intended that the Radscorpions and Deathclaws would only suffer a short unconscious state, like the SuperMutants do. Apparently that isn't working correctly (Now I'm wondering if the same default animation bug that was messing up the geckos is the cause). The other thing is that I probably should not have attached the Blast Effect to the grenade launchers, for the same reason that I didn't attach my Gunshot Effect to the automatic weapons.

I'll fix this in v.1.6.


May I suggest to tie knockdown chance to amount of hp lost relative to target's max hp? So if explosion barely scratched you, there would be no knockdown, and if there was a blast for like 50% of your hp, and especially took your leg or two in process, knockdown is certain :)
So it will be OK to drop down a deathclaw to ground with something that almost killed him anyway, but will not allow you to pin them down with random farts and whistles :)
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Zach Hunter
 
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Post » Tue May 17, 2011 9:47 am

Good job but i prefer version 1.4.2 over version 1.5, to much is changed in the game with 1.5 so i stick with 1.4.2.


EDIT: One thing tho, what did you change to give the Pip-Boy a better light?, want to add that to your 1.4.2 version of mine.
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lolly13
 
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Post » Tue May 17, 2011 5:32 am

The thing I'm not to thrilled about,a priori, is jumping and opening doors affecting stealth. But I think I can live with that; heck, I might even like it, still haven't tested it. STALKER:Call of Pripyat and RL keep dragging me away from NV XD
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phil walsh
 
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Post » Tue May 17, 2011 2:41 am

STALKER:Call of Pripyat and RL keep dragging me away from NV XD

I know how that is, good sir. :laugh:

I know once Lost Alpha is released for SoC, I probably won't even be touching NV or any other game for a long while.

Back on topic, I guess from the slight issues I'm seeing, it would be wise to hold off on upgrading for now?
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Justin
 
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Post » Tue May 17, 2011 3:19 pm

Good job but i prefer version 1.4.2 over version 1.5, to much is changed in the game with 1.5 so i stick with 1.4.2.


EDIT: One thing tho, what did you change to give the Pip-Boy a better light?, want to add that to your 1.4.2 version of mine.


It sounds like you can turn off almost all of the new changes via the options menu, the only exception that I saw is the needs quest scripts. I would suggest upgrading to 1.5 and just shutting off the new features you find to be too different. Saves you from having to mod her mod to get the new light and and will net you some bugfixes in the process.

@Arwen Thanks again for your great work. FONV wouldn't be nearly as interesting without your Realism Tweaks. I probably won't get a chance to play around with 1.5 for awhile but I'm looking forward to it.
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Pat RiMsey
 
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Post » Tue May 17, 2011 3:47 pm

Just got back home from a long windy/rainy drive to my medical center, and it is really great to see all the feedback here. Now if I can just catch up. :)

May I suggest to tie knockdown chance to amount of hp lost relative to target's max hp? So if explosion barely scratched you, there would be no knockdown, and if there was a blast for like 50% of your hp, and especially took your leg or two in process, knockdown is certain :)
So it will be OK to drop down a deathclaw to ground with something that almost killed him anyway, but will not allow you to pin them down with random farts and whistles :)

Thanks for the suggestion, II may end up doing something like that eventually, if my current approach doesn't work. Currently my 3 Weapon Effects are all based on Fatigue, which is a nearly unused stat, so I would really prefer to keep this separate from a highly used stat like Health (HP), as I have more flexibility this way (and I'm going to need room to expand the importance of HP, when I add more injuries in my Med-Tec module). Plus, by being fatigue based, my three effects all work together and build off each other. For instance, unless my fatigue has been reduced below 50%, an explosion is not going to knock me out . . . but if I get shot up enough, and then a stick of dynamite goes off close enough, I will be knocked out. Plus low Fatigue is not something you can fix by injecting a stimpak . . . you have to give it time to regenerate. And, unlike HPs, you don't know what your current fatigue level is . . . which makes things a lot more unpredictable (which I feel is a good thing).

Good job but i prefer version 1.4.2 over version 1.5, to much is changed in the game with 1.5 so i stick with 1.4.2.
EDIT: One thing tho, what did you change to give the Pip-Boy a better light?, want to add that to your 1.4.2 version of mine.

This is an overhaul mod . . . it is suppose to make a LOT of changes to the game. That's sort of the whole idea. The main difference between v.1.4.2 and 1.5 are the 10 new NVSE scripts that I added . . . and 6 of these can be toggled off in the Options Menu. My previous Smarter AI and Stealth changes are not even complete without the addition of my Dynamic Stealth script, which the most complex NVSE script that I added to v.1.5. And my new Needs Script is a LOT more comprehensive than my old Sleep quest (which I just added as a temporary fix until the NVSE was ready).

There's no simple way to explain my changes to the Pip-Boy light . . . that involved several different small changes in a number of places, plus I created a new Base Effect, and had to add a couple of lines in my Dynamic Stealth script. If you just want to make the light brighter, all you have to do is increase the magnitude under Actor Effect/Ability/PipBoyLight.

The thing I'm not to thrilled about,a priori, is jumping and opening doors affecting stealth. But I think I can live with that; heck, I might even like it, still haven't tested it. STALKER:Call of Pripyat and RL keep dragging me away from NV XD

Why do have anything against the addition of detection events? Making stealth and that AI more realistic is probably the most requested item users have asked me for (right up there with reduced loot, and overhauling energy weapons). And detection events are one way to do this. You really should give my changes a chance . . . as you wrote, you may like them.

Back on topic, I guess from the slight issues I'm seeing, it would be wise to hold off on upgrading for now?

The only issues I'm aware of so far are minor ones with my Weapons Effects, but all three seem to work fairly well in most cases . . . all they really need is a bit more fine tuning. Plus you can turn each one on or off in my Options Menu, if you feel that these minor issues are too bothersome. After playing with version 1.5, there's no way that I would want to go back to v.1.4.

It sounds like you can turn off almost all of the new changes via the options menu, the only exception that I saw is the needs quest scripts. I would suggest upgrading to 1.5 and just shutting off the new features you find to be too different. Saves you from having to mod her mod to get the new light and and will net you some bugfixes in the process.
@Arwen Thanks again for your great work. FONV wouldn't be nearly as interesting without your Realism Tweaks. I probably won't get a chance to play around with 1.5 for awhile but I'm looking forward to it.

You're most welcome. The 4 new NVSE scripts that you cannot turn off are: the Needs Quest script, the Dynamic Stealth Quest script, the Damage Loot Quest script, and the Jump Quest script. The last one will likely be moved to my Encumbrance module, once I release it; and the other three are sort of important, and they are all tied into too many other settings/changes.
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Laura Mclean
 
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Post » Tue May 17, 2011 1:31 am

So far, I am really enjoying this. I haven't found any noticeable bugs and it's just difficult enough for me to be really challenged and not get too aggravated. Can't wait to drain some more hours away in Arwen's wasteland. I know this has probably been asked before, but how's progress on any other module?
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Becky Palmer
 
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Post » Tue May 17, 2011 11:34 am

I saw this with an other mod, dynamic needs, when the desert sun burning the hottest (noon, afternoon I guess) the water need rate is going up, when its morning, night or being in a snow zone the rate goes down.

Is something like that planned for ART?

Haven't played the new update, but 700+ water per day, its realistic yeah, but probably a pain in the [censored] to keep it at normal level.


LOL AR and SE gets censored, isnt that already the nice version? :D :D :D
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Katy Hogben
 
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Post » Tue May 17, 2011 10:00 am

LOL AR and SE gets censored, isnt that already the nice version? :D :D :D

And ass doesn't. :P
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Marine x
 
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Post » Tue May 17, 2011 2:32 am

I don't know if you've tweaked this but while I was running around at night, I found a bunch of mean fellows who were shooting me. And I couldn't see them it was so dark, I saw their muzzle flashes, but only a bit of their silhouette. And they had really good aim, mind you. It may be because my pipboy light was on, but it was like it was in the middle of the day they shot so well. So, do NPCs aim or perception go down around 8 or so, and I was just having bad luck? Or are they the same throughout the day?
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Nicole Elocin
 
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Post » Tue May 17, 2011 3:14 am

This is totally my doing. :)

When your Pip-Boy light is on, you're lit up like a beacon . . . just asking to get shot.

This is my Illuminate spell.
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An Lor
 
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Post » Tue May 17, 2011 1:11 am

So, played an hour with the new update and so far it runs smoothly and the new pipboy light looks great.
I feared the higher need rates but actually they incline much much slower then in 1.4x
As far as I can tell no other mod I'm running interferes with those values
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The Time Car
 
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