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

Post » Tue May 17, 2011 10:25 am

Thanks Awen, clears things up. And you did it pretty well. I avoided the nights until I started a new character, so awesome job. I too like the new needs but want the Med-Tec instead of hardcoe. I tried using that sorter mod...I forgot what it's called...But apparently it changes the base ID of each item so it sorts things out in the pipboy, i.e. magazine would go with magazines, and food would go with food, no matter that name seen in the pipboy. It says it conflicts with mods that change items, and I was wondering if it would conflict with ART since, you did change specific items, correct? I know that was on your to-do list, at least for weapons (which you've gotten to) but when I used it, leveling up took a lot longer, like there was a confliction going on. Any idea?
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Captian Caveman
 
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Post » Tue May 17, 2011 3:20 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

Thanks for the feedback! My Pip-Boy light changes made it into the update at the last minute (well last hour . . . literally). And I'm really glad that I remembered that I wanted to include them when I added my Dynamic Stealth script to my Tweaks. The Needs rates in v.1.4 were still the default rates, so they increased as you slowed down the Timesscale. My Med-Tec module will balance out the amount of food and water benefits in the ingestibles, and my Hard-Core module will reduce the abundance of found loot, so I'm probably going to wait until those are added before trying to fine tune the Needs rates.

Thanks Awen, clears things up. And you did it pretty well. I avoided the nights until I started a new character, so awesome job. I too like the new needs but want the Med-Tec instead of hardcoe. I tried using that sorter mod...I forgot what it's called...But apparently it changes the base ID of each item so it sorts things out in the pipboy, i.e. magazine would go with magazines, and food would go with food, no matter that name seen in the pipboy. It says it conflicts with mods that change items, and I was wondering if it would conflict with ART since, you did change specific items, correct? I know that was on your to-do list, at least for weapons (which you've gotten to) but when I used it, leveling up took a lot longer, like there was a confliction going on. Any idea?

I changed a LOT of the default items (and I'm going to changing a LOT more), so were talking major conflict here.
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Brittany Abner
 
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Post » Tue May 17, 2011 10:41 am

mooguy--if you're willing to try other sorting options:I had the MUSE (Murmur's) sorter working with Arwen 1.4.2 (took some work), but I switched to using the sorting option from WryeFlash, which I don't like as much, but is less work to keep updated as my modlist changes. I haven't played with ART 1.5 yet, but I'm pretty sure that Wrye's will work with it.

In general, Wrye's helps a lot with compatibility issues, and FNVedit can easily verify that the mod you prefer "wins" when there are conflicts.
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STEVI INQUE
 
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Post » Tue May 17, 2011 4:51 am


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).


My only question is, what was you're thinking behind this? Unless I misunderstood what you were doing here (and it sounds like any weapon/armor an NPC has equipped on death, loses durability), isn't implementing this a bit excessive? I thought NPC items already lose durability as they are being shot? At least I know weapons do, as many times I've sniped weapons out of enemy's hands (before your 1.5 change) and gone to pick them up, only to find that I nearly destroyed them in the process.

TheDamned
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clelia vega
 
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Post » Tue May 17, 2011 4:33 pm

I played some vanilla NV very hard hardcoe at a mates place and I must say I can't wait to give this a shot. Steam dl is at 68% and I got everything waiting and ready to install.

I saw that Nevada Skies wasn't compatible. Anyway we could get some weather in this mod as well? If it's already implemented my apologies but in my defense that's a whole lot of text to go through :P
Fellout is compatible though right?

Cheers for your time on this. The time I had to play NV was short but even at that very hardcoe didn't give me the feel I was hoping for, I would have done some tweaks myself but after seeing this and how much detail you put into it you save me a little time and add a whole lot more then what I could have come up with.

Again, Cheers to you.

LR
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Donald Richards
 
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Post » Tue May 17, 2011 1:32 am

@ Arwen

Thanks for the Pip-Boy light info.

I know that a lot of stuff can be turned on/off i your menu, but not everything. With a mod like this that makes such a change to the game that would be preferred.

Just take this with the food/cocking, i was cocking some coyote meats to stakes and the stats changed to +3 radiation for 3 sekonds?...nothing that reduces hunger??

EDIT: It's the game that acts stupid, even when i start a new game and chose "hardcoe" with Doc's menu i have to go in to settings in the game and enable "hardcoe" ???
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Baylea Isaacs
 
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Post » Tue May 17, 2011 7:12 am


I saw that Nevada Skies wasn't compatible.



Where'd you saw that? I play with ART and NSkies, no problems at all
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Sandeep Khatkar
 
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Post » Tue May 17, 2011 5:55 am

I think you nerfed the unique follower's lab coat too much. Maybe the original +10 med +10 sci was too much, but now it's just +1 CHA which is pretty much useless. How about some sort of compromise? +5 med +5 sci? Or just +10 med? That would make it similar to the stealth armor (+10 sneak), although that's much easier to get.
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Judy Lynch
 
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Post » Tue May 17, 2011 11:46 am

I think you nerfed the unique follower's lab coat too much. Maybe the original +10 med +10 sci was too much, but now it's just +1 CHA which is pretty much useless. How about some sort of compromise? +5 med +5 sci? Or just +10 med? That would make it similar to the stealth armor (+10 sneak), although that's much easier to get.


Explain to me using logic, how a lab coat gives you +5 med and +5 sci? Last time I checked it takes years of experiences to get better at these things. In terms of fallout, it would take more effort than putting on a clothing item. And that is the reason Arwen changed that stat, she has said so before.
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Ells
 
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Post » Tue May 17, 2011 1:48 pm

Explain to me using logic, how a lab coat gives you +5 med and +5 sci? Last time I checked it takes years of experiences to get better at these things. In terms of fallout, it would take more effort than putting on a clothing item. And that is the reason Arwen changed that stat, she has said so before.

Well, maybe the coat has little medical tools in its pockets that make the job easier, or maybe it comes with Oxford's Clinician's Pocket Reference that the PC can consult. Whatever. It's not mentioned in the game because F3/NV have no object descriptions any more, but it's not hard to come up with some reasonable explanation why wearing a lab coat would help with you science or medical skill. It's certainly easier to imagine than say, the Naughty Nightwear helping you convince Lanius not to fight you (really, if anything, it should anger him more).

If you think about it, levelling in Fallout makes no sense at all. You kill geckos with your gun, and then you level up and suddenly you're 15 points better at science? So using guns makes you better at science? Really? The ES series, for all its faults, had a much more reasonable system where the skills you used increased ...

Skill magazines aren't realistic either. How does reading a magazine help you do some damage with guns and hold them steadier? And why do you forget it a minute later?

I'm not complaining about these things, but keeping them in mind, having reward items that give you a small skill bonus obviously isn't the biggest problem with the NV stat system. If anything, it's kind of nice.
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Catharine Krupinski
 
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Post » Tue May 17, 2011 9:26 am

Some feedback on 1.5:

1) Repeatable crash on trying to rest for 12+ hours while timescale set to 1. Setting timescale to 4 resolved this issue.

2) Repeatable crash on first hidden valley bunker entrance, right after surrendering arms and armor. Unequipping weapons and armor from pc and companion solved this issue.

3) This is MAJOR imo: Companions drop their personal firearms(Boone's scoped rifle etc...) on knockout and unable to retrieve them, neither pc can pick them up to give it back to companions.
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Chris Ellis
 
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Post » Tue May 17, 2011 4:23 am

My only question is, what was you're thinking behind this? Unless I misunderstood what you were doing here (and it sounds like any weapon/armor an NPC has equipped on death, loses durability), isn't implementing this a bit excessive? I thought NPC items already lose durability as they are being shot? At least I know weapons do, as many times I've sniped weapons out of enemy's hands (before your 1.5 change) and gone to pick them up, only to find that I nearly destroyed them in the process.
TheDamned

The NPCs' armor is damaged on their death, both to add a bit of realism and for balance. If a person is shot up or whatever enough to kill them, then it stands to reason that their armor would often be damaged pretty badly in the process. Armor is damaged in the game, but this damage is very moderate. I increased this some, but to do so to a realistic degree would be frustrating and require constant repairs (realistic perhaps, but way too much micro-management for most users). So this is a compromise.

Now to the balance part: You have to remember that I also improved the condition of all the NPCs' Armor and Weapons . . . considerably in some cases. While this put the NPCs' equipment more in-line with that of the PC, it also made looted armor and weapons more valuable . . . and it is already way too easy to get wealthy in this game. Damaging the armor puts it roughly back to the condition it would have been if I had not improved it. In addition, if my Blast effect is enabled, the player's armor is now damaged more when you are caught within the radius of an explosion (the percentage of damage depends of the current DT of the armor). This only affects the player's armor, so I had to do something similar to the NPCs' armor, but in a way that would not nerf them (as they do not seem to repair their armor). My script does also attempt to damage equipped weapons upon death, but because of the way that equipped weapons are often unequipped upon death, this only happens like 20 or 25% of the time.

I played some vanilla NV very hard hardcoe at a mates place and I must say I can't wait to give this a shot. Steam dl is at 68% and I got everything waiting and ready to install.
I saw that Nevada Skies wasn't compatible. Anyway we could get some weather in this mod as well? If it's already implemented my apologies but in my defense that's a whole lot of text to go through :P
Fellout is compatible though right?
Cheers for your time on this. The time I had to play NV was short but even at that very hardcoe didn't give me the feel I was hoping for, I would have done some tweaks myself but after seeing this and how much detail you put into it you save me a little time and add a whole lot more then what I could have come up with.

Just remember that my Tweaks are meant to be played on Normal difficulty: "Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures even more difficult to kill (it will take more bullets), and your character will even be easier to kill. My Realism Tweaks already does both, so you will just be multiplying these two things . . . which will likely have negative effects."
I don't know if my mod is compatible with Nevada Skies . . . I have heard that my Timescale changes make the two incompatible . . . which doesn't make sense to me, but I haven't tested this. Fellout is 100% compatible, in fact, I used Fellout's darker nights when I was improving the Pip-Boy light . . . both for making what I felt was a realistic (playable) range, and in the light's color changes.

I know that a lot of stuff can be turned on/off i your menu, but not everything. With a mod like this that makes such a change to the game that would be preferred.
Just take this with the food/cocking, i was cocking some coyote meats to stakes and the stats changed to +3 radiation for 3 sekonds?...nothing that reduces hunger??
EDIT: It's the game that acts stupid, even when i start a new game and chose "hardcoe" with Doc's menu i have to go in to settings in the game and enable "hardcoe" ???

I cannot possibly make every single change in my mod optional . . . my Realism Core makes hundreds of changes. Everything that I add to my Options Menu requires quite a bit additional work, and Menus are limited to 10 choices (0-9), so I would have to make a LOT more menus. Plus removing most of my changes individually would totally mess up the game balance that I have worked so hard to improve. I have made the changes toggable that I felt were the ones that most users would want to be able to add/remove, and none of these changes upset the game balance to any great degree.

My Med-Tec module will be altering the effects of ingestibles . . . and hopefully this will include the way crafting (cooking) changes food.

Well, maybe the coat has little medical tools in its pockets that make the job easier, or maybe it comes with Oxford's Clinician's Pocket Reference that the PC can consult. Whatever. It's not mentioned in the game because F3/NV have no object descriptions any more, but it's not hard to come up with some reasonable explanation why wearing a lab coat would help with you science or medical skill. It's certainly easier to imagine than say, the Naughty Nightwear helping you convince Lanius not to fight you (really, if anything, it should anger him more).
If you think about it, levelling in Fallout makes no sense at all. You kill geckos with your gun, and then you level up and suddenly you're 15 points better at science? So using guns makes you better at science? Really? The ES series, for all its faults, had a much more reasonable system where the skills you used increased ...
Skill magazines aren't realistic either. How does reading a magazine help you do some damage with guns and hold them steadier? And why do you forget it a minute later?
I'm not complaining about these things, but keeping them in mind, having reward items that give you a small skill bonus obviously isn't the biggest problem with the NV stat system. If anything, it's kind of nice.

I removed most of the skill-based bonuses from armor/clothing because this weakens the need to improve these skills. My Hard-Core module (which I'm hoping to include with my next update) will do two main things:
1.) Reduce the abundance of found loot (and add a very basic overhaul of the NV economy).
2.) Make stats and skills MUCH more important, with 5 less initial SPECIAL points, much less skill points to disperse at level up, an overhaul of books, traits, and perks.

The initial release my Hard-Core module may not include my complete overhaul of books, traits, and perks, but it should have all the rest . . . and it may include some of these changes as well.
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Jodie Bardgett
 
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Post » Tue May 17, 2011 12:42 pm

I removed most of the skill-based bonuses from armor/clothing because this weakens the need to improve these skills.


I'm not sure that's for the best. Without (even slight) bonuses, there's no point in using anything except combat/power armor, since clothing is reduced to a matter to DR/DT only.
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Lindsay Dunn
 
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Post » Tue May 17, 2011 6:48 am

Some feedback on 1.5:
1) Repeatable crash on trying to rest for 12+ hours while timescale set to 1. Setting timescale to 4 resolved this issue.
2) Repeatable crash on first hidden valley bunker entrance, right after surrendering arms and armor. Unequipping weapons and armor from pc and companion solved this issue.
3) This is MAJOR imo: Companions drop their personal firearms(Boone's scoped rifle etc...) on knockout and unable to retrieve them, neither pc can pick them up to give it back to companions.

Thanks for the feedback!

First of all, are you using any other mods that might also be causing these issues?

1.) This happens in the default game. I just tested it without any mods checked and my game crashed at the end of the sleep duration. So I don't see anyway to correct this . . . but is it really necessary to sleep more than 12 hours?

2.) I really don't see how my changes could cause this, so I don't see how I can prevent this. I looked at the three HiddenValley scripts and I cannot see anything that might cause this . . . "weapon" is not even a term that appears in the scripts.

3.) The NPCs should pick up dropped weapons . . . this happened to me all the time in FO3 once I added my Weapon Effects . . . the NPCs were always stealing my dropped weapon.

I'm guessing that this is only happing when they are shot or whacked (and not during an explosion). Since you are unable to pick up the dropped weapon, that the weapon must be a unique-companion-only weapon. If so, the problem might be that these weapons are tagged as un-droppable, and my script is forcing them to be dropped. I can try to exclude the unique-companion-only weapons from being dropped, since these are actually all in a default Form List. I'll just have to add a couple of lines to my Gunshot and Whack scripts . . . that way I won't have to mess with the individual companions. That way my mod should be more compatible with companion adding/altering mods.
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Daniel Brown
 
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Post » Tue May 17, 2011 12:44 am

I'm not sure that's for the best. Without (even slight) bonuses, there's no point in using anything except combat/power armor, since clothing is reduced to a matter to DR/DT only.

I didn't just remove effects attached to armor/clothing . . . I added new/different enchantments. For instance, the default enchantments for the Lab Coat (Doctor Coat) was +5 Science & +10 Medicine. I changed this to +1 Charisma and +1 Carry Weight. ALL the armor still add some bonuses when worn.
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Amanda savory
 
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Post » Tue May 17, 2011 12:14 am

3.) The NPCs should pick up dropped weapons . . . this happened to me all the time in FO3 once I added my Weapon Effects . . . the NPCs were always stealing my dropped weapon.

The companion weapons are something special though. They can't be taken out of the companion's inventory because they're set as unplayable. Because of that it's also not supposed to be possible for the companions to drop them (the 'Can't drop' tickbox for the weapon is already grayed out and ticked if it is set as unplayable) or to have them shot out of their hands.

So it wouldn't surprise me if your forced weapon drop on weapons that are not supposed to be able to get dropped could cause some issues. I haven't noticed it myself yet. If there's an issue I imagine there would be a similar issue in Fallout 3? I think Jericho had a personal assault rifle...

I tried using that sorter mod...I forgot what it's called...But apparently it changes the base ID of each item so it sorts things out in the pipboy, i.e. magazine would go with magazines, and food would go with food, no matter that name seen in the pipboy.

:blink:

That's a really really bad way to do things. I assume it would cause issues with any quests or scripts that do a GetItemCount check for the changed items, or do anything with those items basically. Because the base ID (Editor ID?) is changed it probably won't be able to find the right item, which means you end up with broken quests and scripts. Unless I'm misunderstanding what he has done. Can you link to the mod? To me it sounds like he's just changing the name of the items instead.

Yeah if he just changed the names that would make a lot more sense, so I assume that's what he did. :P
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Ashley Hill
 
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Post » Tue May 17, 2011 2:42 am

Where'd you saw that? I play with ART and NSkies, no problems at all


First page, post 15.
Is it working? I might have to try it out myself, maybe it was just a user error. What load order do you have?

Just remember that my Tweaks are meant to be played on Normal difficulty: "Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures even more difficult to kill (it will take more bullets), and your character will even be easier to kill. My Realism Tweaks already does both, so you will just be multiplying these two things . . . which will likely have negative effects."
I don't know if my mod is compatible with Nevada Skies . . . I have heard that my Timescale changes make the two incompatible . . . which doesn't make sense to me, but I haven't tested this. Fellout is 100% compatible, in fact, I used Fellout's darker nights when I was improving the Pip-Boy light . . . both for making what I felt was a realistic (playable) range, and in the light's color changes.


Thanks for the quick reply. Enjoying this very much.

Cheers.

LR
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Greg Cavaliere
 
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Post » Tue May 17, 2011 1:51 pm

First page, post 15.
Is it working? I might have to try it out myself, maybe it was just a user error. What load order do you have?


FalloutNV.esm
Tales from the Burning Sands.esm
Compiled Patch.esp
DarNifiedUINV.esp
Readius_NV.esp
MedGrass.esp
////////////////////////////////////////////// Nevada Skies.esp //////////////////////////////////////////////
Sideburns.esp
Realistic Death & Dismemberment Physics.esp
populatedcasino-medium.esp
Casino Exchange All.esp
LFox Missing Ammo Recipes.esp
Arwen_NV_Realism_Core.esp ///// 1.5
Food 'n Drink + barter v1.1.esp
FO1TAG.esp
Existence2.0.esp
CONELRAD 640-1240.esp
NewVegasBounties.esp
reward.esp
Charisma Based Follower Limit.esp
damage_kit.esp
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Steph
 
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Post » Tue May 17, 2011 2:26 pm

I found the mod! http://www.newvegasnexus.com/downloads/file.php?id=34950 is the clever name for this mod. I know I saw a sorter where you can pick up briefcases and use them as storage bags like in the original Fallouts. I assume it's a container that you can pick up and carry around, which would be really nice for roleplaying and sorting.
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Gwen
 
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Post » Tue May 17, 2011 10:09 am

Cheers Mr.Moe7, I'll give this a shot later. Just doing a vanilla play through to get some achievements first.
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Eve Booker
 
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Post » Tue May 17, 2011 3:06 pm

First of all, are you using any other mods that might also be causing these issues?

No, not a one another mod is used.

is it really necessary to sleep more than 12 hours?

Yes, when your timescale is set to 1, it is too scary outside after 7 p.m. so I sleep until it is 8 a.m. in the morning.

I really don't see how my changes could cause this, so I don't see how I can prevent this. I looked at the three HiddenValley scripts and I cannot see anything that might cause this . . . "weapon" is not even a term that appears in the scripts.

Maybe a vanilla issue then? But I couldn't progress without ctd before stripped myself and Boone of everything.
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Kellymarie Heppell
 
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Post » Tue May 17, 2011 1:38 am

Some feedback on 1.5:

1) Repeatable crash on trying to rest for 12+ hours while timescale set to 1. Setting timescale to 4 resolved this issue.

2) Repeatable crash on first hidden valley bunker entrance, right after surrendering arms and armor. Unequipping weapons and armor from pc and companion solved this issue.



These were both bugs I saw early on with my timescale adjuster. The engine doesn't seem to like it when you a. wake up with a timescale other than the default after an extended period of sleep or b. set the game clock ahead a significant amount with a timescale other than default. The timescale adjuster gets around a. by setting the timescale back to 30 whenever you sleep, though you have to wait about 100 frames after waking before resetting it to your custom value or you'll still CTD (not sure if 100 is really necessary, but 10 is too little). The second problem's a little tricky, but in all of the quests that set the clock ahead, its done at the end of dialog between the player and an NPC, so if you set the timescale back to 30 during every dialog you should be safe. Imp's More Complex Needs, on the other hand, seems to somehow avoid problem b. entirely - the only difference between the two as far as timescale goes is that IMCN has a feature that continues to advance the clock during most menus. Not sure what engine changes have made custom timescales such a problem, but it definitely turned my timescale adjuster into something of a necessity rather than a joke of a project to get me familiar with the new GECK (definitely wasn't expecting it to be plugged by PC Gamer magazine).



*Edit - Oh, also about that sorter mod. It just changes the item names, not the base IDs, but since any change to the item causes it to override all of the changes made by other mods, it's prone to conflicts. Jerom put together a sorters compatibility patch for IMCN, and it's pretty easy to maintain, but I've been meaning to figure out how to use Wrye Bash, I'm guessing a bashed patch of the two mods could quickly produce a compatibility patch.
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Tammie Flint
 
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Post » Tue May 17, 2011 12:31 am

Just a fun fact, If you open Fallout.ini and change bAllowHavokGrabTheLiving=0 to bAllowHavokGrabTheLiving=1 you'll be able to grab knocked out NPCs and throw them around. :D

I like throwing them over tables...
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Lilit Ager
 
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Post » Tue May 17, 2011 12:48 am

XD

About the sorter mods: load the sorter mod before ART, tag it with "names" and build a bashed patch with Wrye Flash. Works just fine that way :)
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alyssa ALYSSA
 
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Post » Tue May 17, 2011 4:33 pm

Speaking of Bashed Patch, the Object Effects added by ART to some weapons aren't imported to the patch, does anyone what i should tag the mod with to import those? "Stats" doesn't seem to do it, and none of the other tags sound fitting.
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Julie Ann
 
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