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

Post » Tue May 17, 2011 2:07 am

You seem to have made a small mistake with microfusion cells. What's supposed to be a DT modifier is actually DAM modifier, which makes plasma weapons do very little damage.

Screenshot from in-game
http://i55.tinypic.com/2wg7gy0.jpg



yeah i noticed that earlier. overcharge had .5 and 1.2 damage modfiier. :)
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Jhenna lee Lizama
 
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Post » Tue May 17, 2011 1:57 am

Well, if you had noticed it, it would have been nice if you had told me. Then I could have fixed it before I released v.1.4.1. Now users have to update twice.
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Amy Siebenhaar
 
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Post » Tue May 17, 2011 9:56 am

Thanks for the update, Arwen, now i can use my scoped hunting rifle again :) Keep up the good work on balancing, the feeling in the game is much more immersive since i installed ART.
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Daniel Lozano
 
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Post » Tue May 17, 2011 3:10 pm

Well, if you had noticed it, it would have been nice if you had told me. Then I could have fixed it before I released v.1.4.1. Now users have to update twice.


It probably would also have been nice to double check before you have made the 1.4.1 release, so users wouldn't have to update twice... :rolleyes:
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Jade MacSpade
 
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Post » Tue May 17, 2011 3:02 pm

Well, if you had noticed it, it would have been nice if you had told me. Then I could have fixed it before I released v.1.4.1. Now users have to update twice.



i actually did post about it in the last thread if you check back. it was near the end though so you might have missed it with the thread change. sorry, i shall endeavor to be more annoying about stuff i see in the future. :)

its probably nothing but i downloaded a mod awhile back called energy weapons denerfed or something and it had a -5.00 DT effect and more for the overcharged and max charged ammos i think it scaled to -10.00 and -15.00. i noticed that your mod uses a multiplier. correct me if im wrong but doesnt the .5 multiplier have a greater impact the higher the armor rating. for example it woudl take away 10 DT from a legion guy wearing 20 DT armor but it would take away 15 DT from a radscorpion or deathclaw that had 30 DT armor. was that a design decision to have it scale upwards instead of a set amount being subtracted, essentially making the weapon more effective the harder the enemy? just curious.
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Sammygirl
 
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Post » Tue May 17, 2011 3:15 pm

It probably would also have been nice to double check before you have made the 1.4.1 release, so users wouldn't have to update twice... :rolleyes:


Well I pretty much never post here, but this kind of blatant lack of respect for the hard (and 100% voluntary) work the fantastic mod community puts in to improving our collective gameplay experience has made me revoke my lurker status.

So you think that Arwen should go through the 100s of balance changes she makes two, three or four times before each and every release just to make absolutely certain that she hasn't made the smallest error? The very least we as the users of her mod can do is to civily report any issues we discover, which you will note, based on past evidence, she corrects astonishingly quickly given this isn't (in case you didn't realise) her full-time job.

Although given how "updating twice" is as difficult as downloading a file a few kb in size and then copying and overwriting a *single* file in your data folder I can see how you have cause for your incredulous anger....:rolleyes:

Arwen, please put him on ignore (pity you can't block users from downloading your work), and take no notice of his comments. I am fairly confident that they in no way represent the level of respect and admiration the vast majority of the community has for your work. And thank you for the very speedy update. And for the record my view is just release updates as and when issues come up (regardless of how close together) as updating is so trivial for small changes like this it isn't like it matters.
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Pants
 
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Post » Tue May 17, 2011 1:13 pm

Now now, theres no need for name calling. Lets not go thru that again, as no one wins. Lets just assume no one meant to offend anyone and leave it at that. :angel:

I tweak settings or mods myself too and the things are change are nowhere near as many as ART touches yet i still occasionally miss something so i understand how Arwen can fail to notice something. Actually its amazing that she misses so few considering the volume of the work she does.
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naana
 
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Post » Tue May 17, 2011 2:40 pm

Agreed with Norbingel. It's very easy to miss tiny things such as these especially when they don't exactly jump out at you (unlike programing XD). Thanks for the quick bugfix, Arwen.
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Minako
 
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Post » Tue May 17, 2011 12:20 am

Well I pretty much never post here, but this kind of blatant lack of respect for the hard (and 100% voluntary) work the fantastic mod community puts in to improving our collective gameplay experience has made me revoke my lurker status.

So you think that Arwen should go through the 100s of balance changes she makes two, three or four times before each and every release just to make absolutely certain that she hasn't made the smallest error? The very least we as the users of her mod can do is to civily report any issues we discover, which you will note, based on past evidence, she corrects astonishingly quickly given this isn't (in case you didn't realise) her full-time job.

Although given how "updating twice" is as difficult as downloading a file a few kb in size and then copying and overwriting a *single* file in your data folder I can see how you have cause for your incredulous anger....:rolleyes:

Arwen, please put him on ignore (pity you can't block users from downloading your work), and take no notice of his comments. I am fairly confident that they in no way represent the level of respect and admiration the vast majority of the community has for your work. And thank you for the very speedy update. And for the record my view is just release updates as and when issues come up (regardless of how close together) as updating is so trivial for small changes like this it isn't like it matters.


It's always funny to read how people want to recognize certain emotions in written words on the internet.

1. Good for you that you took out the insult, you know why, didn't you?
2. I was merely reacting to the fact that Arwen was indirectly making @squeekers1234 responsible she had to upload a second update, and users are forced to download the second update, because of a bug she missed in the first update...read carefully:

Well, if you had noticed it, it would have been nice if you had told me. Then I could have fixed it before I released v.1.4.1. Now users have to update twice.


3. You didn't even understand what I was up to. Not with a single word I disrespected the hard work that Arwen has put into her mod or any other modder of the community. Nor did I showed a single negative emotion (which is extremely difficult in front of a PC monitor) against her. I merely tried to notice her of the fact, that she indeed wasn't very "gentlemany" responding to one of her customers.

Now, if I started another drama, where Arwen disappears for a copple of days stating she abandones her mod efforts cause of the rude mod users, I'm very sorry. My honesty to blame. But you kid, with you uber skillor hexor name, are very funny.

Lection in smiley usage:

:rolleyes: usually means, come on, don't act so picky. Any more questions, or emotions or anything else?

@Arwen

I hope you don't get too irritated about this post. I really respect your work, but some of your customers sound like they just recently emerged from Kindergarten. And now get back to topic and your work.
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Lloyd Muldowney
 
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Post » Tue May 17, 2011 9:17 am

Well Hello,

This is first time I play with Arwens mod, I finished FNV on Very hard with hardcoe before, and now I am trying it again on normal (as suggested) with unarmed brawler. But games seems trivial so far. Its just just my feeling and things get tougher as I move on? I am quite HC gamer myself so I am just wondering :)

Thanks Korthag
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BethanyRhain
 
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Post » Tue May 17, 2011 5:34 am

It probably would also have been nice to double check before you have made the 1.4.1 release, so users wouldn't have to update twice... :rolleyes:



Maybe you shouldn't throw stones when you live in a glass house, your mods, nice as they are, have a lot of errors in them, I even offend to send you update file's with corrections but no responds, and as a modder you should know how easy it is to miss a small line in all that code.
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Cheville Thompson
 
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Post » Tue May 17, 2011 11:34 am

Maybe you shouldn't throw stones when you live in a glass house, your mods, nice as they are, have a lot of errors in them, I even offend to send you update file's with corrections but no responds, and as a modder you should know how easy it is to miss a small line in all that code.



Hm if i did mods i wouldnt liked that. That you pick my files appart and correcting them and sends them back to me corrected.

Arwen is still learning this, so i think it would be better if you post your findings here so she can modify the files hereself.

But i don`t know the modders so good, so maby you have an open deal and do it that way ?
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Jessie Butterfield
 
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Post » Tue May 17, 2011 8:03 am

Digidice, you misunderstood him. He sent SirDrinkAlot some fixes for his (SirDrinkAlot's) mods because they had bugs and he didn't respond. Personally I wouldn't mind if people sent me fixed files, I'd be more grateful to them for going so far as to actually fix the bug.
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matt oneil
 
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Post » Tue May 17, 2011 12:43 am

Digidice, you misunderstood him. He sent SirDrinkAlot some fixes for his (SirDrinkAlot's) mods because they had bugs and he didn't respond. Personally I wouldn't mind if people sent me fixed files, I'd be more grateful to them for going so far as to actually fix the bug.


Aha ok :)

Could work if they putted info with the fixed file for what they corrected :thumbsup:
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Horror- Puppe
 
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Post » Tue May 17, 2011 3:38 am

Maybe you shouldn't throw stones when you live in a glass house, your mods, nice as they are, have a lot of errors in them, I even offend to send you update file's with corrections but no responds, and as a modder you should know how easy it is to miss a small line in all that code.


Bla bla bla. If you are @Cashano at the Nexus then this was your message and my respond to it...

Hi,

I have made a few changes to the names in LootOverhaul.esp so it is in English insted of German ;) do you want the file? and I have fixed a lot of errors in Food&DrinkDontHeal.esp and change a lot of the weight so it is more inline with IR, remember everything is in Pound's not in KG.


Cashano.


Sure, just upload it somewhere and send me the download link. Really appreciate your help, thanks a lot. I'll put you in the credits list.


So either one of us two is talking BS or my input has honestly created a paradoxon. Btw. the only bugs my mod have is inside the NoWeaponZoom.esp, which are there for a reason cause I'm still experimenting with it. Oups...I notice...it's in here too and taken off with the latest update. Shame on me.

However, in Arwens interest it's better to get back to topic and her mod.
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Samantha Pattison
 
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Post » Tue May 17, 2011 5:52 am

It probably would also have been nice to double check before you have made the 1.4.1 release, so users wouldn't have to update twice... :rolleyes:

I do my best to check my changes, I even view my mods in FNVEdit after making making my changes in the GECK. And then I play test my own game, in an effort to catch anything that I miss. But I cannot possibly checked every single change that I make in the GECK to ensure that it is functioning exactly correctly in the game . . . if I tried to do that, my updates would be months apart, instead of weeks apart. Do users really want to wait until the new year for my next update, in order for me to better ensure that I made no errors? I am only one person, not a mod team. The error is one of words, or actually letters: where I selected "Damage Mod" instead of "DT mod" when I created my custom Ammo Effect. I have major language issues and am unable to even think words . . . so it is nearly impossible for me to notice errors like this particular one, since I have to translate words into images to process them. In this case, I translated the words wrong. Even if I had taken days to rechecked every change a dozen times, I still probably would not have found this error

i actually did post about it in the last thread if you check back. it was near the end though so you might have missed it with the thread change. sorry, i shall endeavor to be more annoying about stuff i see in the future. :)
its probably nothing but i downloaded a mod awhile back called energy weapons denerfed or something and it had a -5.00 DT effect and more for the overcharged and max charged ammos i think it scaled to -10.00 and -15.00. i noticed that your mod uses a multiplier. correct me if im wrong but doesnt the .5 multiplier have a greater impact the higher the armor rating. for example it woudl take away 10 DT from a legion guy wearing 20 DT armor but it would take away 15 DT from a radscorpion or deathclaw that had 30 DT armor. was that a design decision to have it scale upwards instead of a set amount being subtracted, essentially making the weapon more effective the harder the enemy? just curious.

Sorry, I missed that post, and I wasn't upset with you, I just wanted to let you know that this is the sort of stuff that I really NEED to know about. My Baseball bat DAM error was reported over and over, and so was the issue with the FOV changes on some of the modded scopes . . . but I was not aware of this issue at all. In the future feel free to pester me until I get that you are trying to let me know about a possible error that I made.

I chose to make my DT reducers a multiplier because it seemed to fit the way energy weapons should work . . . and it also makes them more effective against higher DT armor.

2. I was merely reacting to the fact that Arwen was indirectly making @squeekers1234 responsible she had to upload a second update, and users are forced to download the second update, because of a bug she missed in the first update...read carefully:

Perhaps you should also read what I write more clearly, instead of jumping to conclusions about what you 'think' I mean. Did you totally miss what I had written just a post or so above?
Sorry about that. This is why I held off from updating yesterday, as I wanted to give time for any other bugs to show up . . . I guess I should have waited a bit longer. :facepalm:


This is first time I play with Arwens mod, I finished FNV on Very hard with hardcoe before, and now I am trying it again on normal (as suggested) with unarmed brawler. But games seems trivial so far. Its just just my feeling and things get tougher as I move on? I am quite HC gamer myself so I am just wondering :)
Thanks Korthag

I don't know what you are expecting from my mod, but I am not a game designer, and I cannot work miracles. I can and have made a LOT of little improvements to the way that game plays, but it is still the same game. Most users of my mod feel that it makes the game much tougher then just playing the default game on Very Hard difficulty. You also have to understand that this is still just one of four modules . . . so things will get tougher, as I complete more and more of my Realism Tweaks. It has taken me this long to get what I feel is now a good balance in my Realism Core . . . this is the toughest part, as everything else builds on this module's foundation.
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Wayne Cole
 
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Post » Tue May 17, 2011 4:49 am

concerning melee and unarmed combat.....both are waaaaay overpowered in this game. i gave my last character some melee skills as a back up but i found myself able to to mad amounts of damage even at 50. im not sure how much arwens mod changes melee/unarmed but it would have to be alot since they were so OP in the vanilla game. personally i just stay away from them anyways, someone with an axe should always lose to someone with a gun. the ONLY weapons that look like they would make damage in the world of SCIENCE! would be weapons like the super sledge, thermic lance, displacer glove, ballistic fist, and power fist and maybe the shishkabob. weapons like machetes, knives, brass knuckles etc should all be given damage value of 1 unless they are against unarmed or very lightly armed opponets. not sure if there were any other special melee weapons since i just used knock-knock after i found it.

a bit OT but this is exactly what ruined Fallen Earth gameplay for alot of people including me. you had a bunch of ninjas running around slicing and dicing, often doing more damage than their range counterparts..........and to top it off they didnt have to craft or carry around ammo as well. im sorry but seeing guys with swords owning people with machine guns is just stupid and a really dumb game mechanic decision and had no business in that setting. if someone wants to play "swords" with their best buddy then they should go play WoW. closest thing to stalker and fallout MMO and it gets ruined. (end rant) :banghead:
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Lew.p
 
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Post » Tue May 17, 2011 6:12 am

someone with an axe should always lose to someone with a gun.

2 things:
1) in close quarters, it might be a little hard to shoot very well with someone hacking away at your face with an axe. i used an FO3 mod that made ranged fighters inaccurate when in melee range vs a melee attacker to simulate this
.
2) this is a game and balance has to be taken into consideration. otherwise, melee and hand to hand would be useless skills. and making each skill matter is one of the goals of ART. besides, in my ART FO3 experience, melee and unarmed were at a great disadvantage. one on one you might stand a chance, but with many enemies at a time, i could barely take any enemies with decent guns out. perhaps when the other modules are finished, itll be that way again, though i hope not.
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CRuzIta LUVz grlz
 
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Post » Tue May 17, 2011 7:26 am

Balance is NOT at all easy to achieve in an overhaul mod, as everyone has their own idea of what balance means. One of the main goals of my mod is making all the stats and skill have a greater effect on how your game plays out. (This will become MUCH more apparent when I release my next module.) The hardest part is trying to make balancing changes that make the game more enjoyable for all types of character builds.

Melee weapons are a bit overpowered in NV, but not every melee weapon is too powerful . . . some like the Machetes were underpowered. In v.1.4 I reduced the DAM of some melee weapons by 30% and more, in attempt to make the damage more realistic/in-line when compared with the ranged weapons. If one shot from a BB rifle does 4 damage, a whack from a machete wouldn't be very realistic if it only did 1 DAM. My weapon DAM rebalancing isn't perfect, but I think that it is quite a bit better than what you have with the default game.
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Ben sutton
 
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Post » Tue May 17, 2011 2:14 pm

Since I'm not getting any bug reports on v.1.4.2, I'm assuming that it is working ok for everyone (but there has been very little feedback since v.1.4.2 was released, in fact it has been nearly 24 hours since any has posted in this thread).

Whatever the case, I've begun working on v.1.5, which will pretty much be v.1.4.2 + my NVSE scripts . . . which means that my Realism Tweaks will now require NVSE, beginning with v.1.5.

My first NVSE script is my Needs Quest script, that changes the game's Needs (if you are using the game's hardcoe mode) so that they are based on the Timescale, instead of on real time. This will replace my current Sleep Quest script.

My Needs script also changes the rates of all three Needs to what I feel is a bit more realistic (and a lot harsher).

The default rates (increases over 24 game hours, at 30 Timescale) [as near as I can figure]
- Water: +288/day
- Food: +96/day
- Sleep: +48/day

My new rates (increases over 24 game hours, for all Timescales):
- Water +720/day [Minor Dehydration after 6.7 hours]
- Food: +400/day [Minor Starvation after 12 hours]
- Sleep: +300/day [Minor Sleep Depravation after 16 hours]

In addition, when you are sleeping your water rate slows down to 2/3 of awake rate (sleeping for 8 hours = +160 water; waiting for 8 hours = +240 water).

My changes to the Needs rates seem about right to me, but I would be interested in what others think.
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Siobhan Thompson
 
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Post » Tue May 17, 2011 7:19 am

Make sure you balance the water and food requirements with the amount of food and water available within the world please :D

Good so far, I'm really enjoying 1.4.2, thanks for putting this together.
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Pants
 
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Post » Tue May 17, 2011 9:06 am

I can't say anything about the needs honestly although they seem OK. I'll have to test and see.
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Bryanna Vacchiano
 
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Post » Tue May 17, 2011 12:18 am

Ok first of all I need to ask you that are those rates going to be adjustable by your in game settings?

As a comment on the numbers:

1- Sleep rate sounds good. ( what the hell is that default rate anyway :glare: )

2- Food rate also sounds ok but could be a little bit lower. Of course we need to consider the amount of food we are going to find. I don't know if you are going to do something like an item rarity mod. I think cooking our food is a good addition to the game and considering there are campsite / campfire mods already, we don't need to find dozens of pre-war food everywhere. :celebration:

3- Water rate is a little bit off I think. If I can remember correct, one bottle of water decreases 65 points of water-need for a level 1 character with very low skills. If we think that one bottle = 0.5lt then we need to drink more than 5 lt water everyday and even for desert conditions it is an unnecessary amount. I know we can gain water from some food like fruits and our skills/level increases the points we are taking from food and water sources but It still doesn't sound ok to me.

Of course my opinions are purely based on looking at the numbers here. We should test them in the game for an healthier assessment.

Take care!
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David John Hunter
 
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Post » Tue May 17, 2011 3:19 am

thanks for increasing the HTS. since i had to stop using imp's ive been stuck with the panzy rates in oblivion. one thing you might want to consider is upping the amount of hydration given when you get moderate levels of dehydration in vanilla. i find myself chugging several bottles of water. unless they are using those stupid mini-bottles for kids i cant see chugging 4 or 5 bottles of water after just 8 hours. this would be a bit more realistic since hydration happens more often and you drink a bottle of water every couple of hours instead of waiting half a day and then chugging a tanker of water.
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Allison Sizemore
 
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Post » Tue May 17, 2011 3:33 pm

concerning melee and unarmed combat.....both are waaaaay overpowered in this game.
But if melee combat wasn't so useful, how the hell did Caesar's Legion grow so powerful?
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Your Mum
 
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