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

Post » Tue May 17, 2011 12:24 pm

Arwen's New Vegas Realism Tweaks:

My Fallout New Vegas Gameplay Overhaul, focused on making the New Vegas Wasteland/Desert a much harsher place, where your stats and skills are MUCH more important.

Previous thread: http://www.gamesas.com/index.php?/topic/1137132-arwens-nv-realism-tweaks-thread-3/

Current Version: 1.6 (December 09, 2010): Requires New Vegas Script Extender (NVSE). If you do not want to use NVSE, you are limited to version 1.4.2 (and earlier).

With v.1.6, My Realism Core is now essentially finished (and perhaps now bug free). But it is still just one of four planned main modules (plus my Camera module). If you want a preview, go to my Fallout 3 website and take a look at my http://amito.freehostia.com/Fallout/FO-mods04.htm. There will be some differences, but my two overhauls will be quite similiar.

IMPORTANT! PLEASE follow my installation/update instructions carefully, EVEN if you are updating from v.1.5! If you do not uninstall correctly or reinstall correctly, you could severely mess up your game.

This mod was balanced for NORMAL Difficulty. If you normally play the game on Hard or Very Hard difficulty, PLEASE set your difficulty back to NORMAL and give my mod a chance before complaining about the balance. 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.

Please do no make requests that I remove any skill damage increases, as that is totally contrary to my goal of making New Vegas a better RPG. My goal has NEVER been to make this a better FPS, so don't even try to convince me . . . I'm not budging on this. The default game includes skill damage increases . . . I just altered it a bit. The way my mod handles weapon skill is that you gain a weapon damage BONUS as your weapon skills increase. Even at 10 Skill, DAM is 9% greater than default. In the default game, any weapon that you use will not do its full DAM until your weapon skill (for that type of weapon) is at 100 (100%). With my Tweaks, a weapon will do its full DAM once your weapon skill reaches 50 (above 50 skill, the DAM will continue to increase, reaching a 1.5X DAM BONUS at 100 skill).


Here are the major changes in v.1.6 (Realism Core):
  • Eye FX Quest Script: Adjusted when the night time darker Imod kicks in (remove your sunglasses at night, or in poorly lit interiors).
New Time Passes Quest Script (formerly Needs Quest script):
  • Rates same as v.1.5 (based on game hours, and automatically adjusts for Timescale).
  • Timescale temporarily reset to default while sleeping, waiting, and fast traveling (formerly Sleep Quest script)
  • Menu Time: The game clock no longer stops while in most menus (includes Pip-Boy, Dialog, Trade, Repair, Crafting, and Gambling). The actors will still freeze while you are in menu mode, but the sun will now advance and your Needs will now increase. Default Menu Time equals your Timescale rate (can be reduced in Options Menu).
Overhauled Weapon Effects (applies to all 3 effects):
  • Effects are disabled by default . . . enable them in the options menu. (I got tired of uses asking me to remove these, when they can simply turn them off.)
  • All three scripts were totally rewritten and rebalanced, and AGL and PER penalties were reduced in both magnitude and duration (Gunshot now only -2 AGL for only 2 real minutes).
  • Companions should no longer drop their unique weapons, and Creatures will no longer become stuck in the game's unconscious animation bug (at least not due to my Effects).
  • Player will now yelp in pain when hit if their fatigue < 30 (warning that next hit will likely knock you out).
  • New Fatigue Display: Player's fatigue amount is displayed briefly whenever it drops, and also every 30 seconds when it is below 50%. This is just a simple message display, so there is lag when fatigue is being damaged rapidly. Disabled by default.
  • Armor DT is now factored into fatigue loss (roughly half as much lost per hit with 25 DT than with 0 DT)
  • Your attacking enemies should no longer act like you disappeared when you are knocked out.
Whack Effect (melee weapons):
  • Knocked out victims only drop their weapon when health is below 40% (or less than 50 HP).
Gunshot Effect (ranged weapons):
  • When victim is knocked out, equipped weapon is now removed to inventory instead of being dropped (with hot key still set).
  • Radscorpions and Deathclaws will no longer be rendered unconscious when shot.
Blast Effect (explosives):
  • Effect was removed from grenade launchers.
  • You now drop your weapon when you are knocked out, but this happens just before getting back up, so your weapon will not be blasted away (it should be right beside you).
  • Radscorpions and Deathclaws will still have fatigue reduced by an explosion, but much less than NPCs and other creatures.
My in-game Options Menu was further expanded:
  • Menu Time Rate added: My default Menu Time Multiplier is 1.0 [time passes at the same rate as the rest of the game]. This works well for my default Timescale of 4, but you may want to use a slower rate with faster Timescales. Selectable rates are from 10% (90% slower than Timescale) to 100% (same as Timescale).
  • Fatigue Display added (under Weapon Effects): briefly displays the player's fatigue amount when hit, or when less than 50%. Disabled by default.


The Modules (esps): (The full details on all my changes are listed in the Realism Tweaks section my http://amito.freehostia.com/FalloutNV/FNV-mods04.htm) Major changes from the default game:

1.) Realism Core (Arwen_Realism_Core.esp):
  • Required Core Module - Global tweaks that affect PC, NPCs, and Creatures. For more immersive and better balanced game play, with improved role-playing aspects.
  • is added to your inventory, (located in PipBoy, under "Aid"), where you can select Timescale, Menu Time Rate, Reduced XPR Multiplier, and Threshold Reduction percentage. You can also toggle on or off each of my three Weapon Effects, my Fatigue Display, my Crippled Weapon Penalties, and my Visual FXs.
  • Time Passes Quest Script (formerly Needs Quest script) enables you to use a slower Timescale with the game's hardcoe mode. The Needs (food, water, sleep) increase at much more realistic rates and automatically adjusts to the player's Timescale. The game clock no longer stops while in most menus (default is the same as your Timescale rate, but can be reduced in the Options Menu).
  • My Global XPR Multiplier slows down how fast you level up by reducing ALL experience points rewards. Your current total XPR will NOT be reduced, just the amount of points you receive from this point forward.
  • Strength is now a much larger factor in carrying capacity: Base Weight Capacity was reduce to 50 pounds (from 150), but with each STR point now adds 20 pounds (default was 10).
  • Equipped armor and helmets now weigh 50% less than when carried (Power Armor weighs 75% less when worn).
  • Endurance is a much greater factor in determining your Base Health. HPs were increased for NPCs and most creatures, while HPs were reduced for the PC. The NPCs now receive 3 additional HPs/level, while the PC doesn't receive any. So, for equal Endurance, NPCs will now always have more HPs than the player (in the default game, the PC always had 20 to 45% more HPs).
  • Increased Holstered Weapon Speed Bonus (from 10 to 20%), so walking is now 9% faster (than default) when your weapon is holstered. Think of your this as a sprint toggle . . . as long as you remember to holster your weapon, you should now be able to outrun most enemy NPCs.
  • RunBack effect slows down your speed when running backward (since you should not be able to run as fast backward as forward), and your backward running speed is determined by your Agility level.
  • Modified Crippled Speed Penalties: now 40% slower walking/running with one crippled leg and 60% slower with both legs crippled.
  • Jump height and distance is now based on your Agility, how encumbered you are, and if a leg is crippled.
  • Pain now has greater effect on player - you will now feel like you're actually in pain.
  • Radiation Accumulation Rate is now twice as fast, while exposure to radioactive water (swimming and wading) is now 4 times more deadly. (But rad amounts in food and water remain at default).
  • More immersive and more balanced VATS: much quicker VATS playback speed, so you have a bit more time to make defensive moves; but you'll now receive normal damage receive while using VATS; and weapons deteriorate twice as fast in VATS as they do in normal combat.
  • New Action Points formula: Your agility level is now a greater factor in determining your total number of Action Points, with a greater range in points. Range [AG:1-10] = 42-105 points (default was only 68-95).
  • Smarter AI: combat is now more challenging, and detection is more realistic. I have spent a great deal of time trying to balance out all the Combat AI and Stealth settings to mesh together with all my other changes. The end result is a unique set of tweaks that totally changes the way NPCs react during combat. If you are used to the default combat, it will actually feel like the NPCs have suddenly become much smarter.
  • NPCs will be a bit more alert to your presence, will stay alert longer, will spend more time looking for you, and will search a much greater area for you (up to 4 times further than in the default game). NPCs will detect you if they get close. Doubled the detection of noise that you make while sneaking. Running makes 3 times more noise than when walking - unless player has Silent Running perk (default was only 50% more). But it is now easier to avoid detection while hiding in the shadows, and easier to be stealthy when wearing lighter armor. Plus NPCs will now sleep a bit sounder - they will not wake up quite as easy when you are nearby.
  • My Dynamic Stealth Script uses separate stealth values for interiors vs. exteriors; time of day now dynamically affects your ability to avoid detection; and weather conditions now dynamically affects your ability to avoid detection. Your PipBoy Light will now make you very visible; and other player actions (such as jumping and opening doors) will now alert your enemies.
  • Balances armor/clothing values, weight, damage threshold, and "enchanted" effects. Helmets now account for a much larger portion of the total armor's protection, and my improved Threshold Resistance global modifier makes all armor more effective.
  • Localized Damage changes were made to all the default body types. Greater health damage from Head and Torso injuries; and much less health damage from limb injuries.
  • Increased the Weapon Skill DAM multiplier: at 10 Skill, DAM is 9% greater than default; at 100 Skill you will inflict 50% more damage than default (1.5X DAM).
  • The condition of the gun has less effect on how much damage it does, but Damaged Guns are a bit less accurate (more spread when damaged).
  • Damaged Guns will not fire as fast, are less accurate (more spread when damaged), and have a greater chance of jamming after reloading. And Automatic Weapons now take a bit longer to cool down.
  • All default weapons were rebalanced to mesh better with my other changes:
  • Underpowered weapons were improved and overpowered weapons were reduced in DAM/sec. Skill and weight requirements were increased for many weapons.
  • Energy weapons received a major overhaul: increased DAM, decreased ammo use, increased fire rates, and DT reductions were added to the ammo.
  • Melee Weapons generally had their DAM reduced (but a few were increased).
  • The values for most weapons were decreased (often 50% and more). This was done to bring the prices more in line with my earlier changes to the value of armor/clothing (both are necessary for my future bartering overhaul, which will be part of my Hard-Core module).
  • Weapon Skill Requirement Penalty increased: you should now see a noticeable gun sway when using a weapon that beyond you skill level.
  • 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).
  • My own custom Weapon Effects adds fatigue damage, with knockouts (applies to both player and NPCs). "Whack" is attached to most non-bladed melee weapons, "Blast" is attached to most explosions, and "Gunshot" is attached to most small guns (excluding energy weapons and automatic weapons). Includes my optional Fatigue Display. Note: Weapon Effects must be activated in the Options Menu or they will not be in your game.
  • Removed the zoomed-in view when aiming most non-scoped pistols.
  • Burns (from weapons like Flamers) will now continue to damage HP after the flames stop (for up to 50 seconds), along with my new Agility penalties.
  • Poison from creature attacks was increased, and your health is now damaged slower . . . for up to 80 seconds), along with my new Agility penalties.
  • Projectiles: many small balancing changes; for instance Bloatfly Darts and Centaur Spit now have much less range; plus the impacts for many of the projectiles were increased. And BBs and Buckshot will no longer have the same range as a .357.
  • Explosions: rebalanced explosive force, damage, and radius; most explosions now knock you down. For example, dynamite explosions now do 33% more damage, plus have a larger damage radius. And frag grenades now do 33% more damage, take 1 second longer to detonate, and can be disabled . . . if you are fast enough.
  • Improved Grenade physics: much less bounce and will now longer slide like on ice (increased friction). I'm now able to throw a grenade much more accurately, without it bouncing and sliding like crazy.
  • More realistic Death Force physics: this was impossible for me to get exactly right, since different bodies react very differently, but most bodies should now fly much less unrealistically through the air upon death.
  • Immersive visual changes: Increased Impact Shader Maximum Distance by 4 times the default distance, so you will now see bullet damage effects much further away. Spent shells from bullets now last 4 game hours before they begin to disappear (instead of only a few seconds). Fixed the default game "Get Hit" lag by cutting the effect's duration in half. Custom Visual FXs now add a bit of immersion when wearing sunglasses and reading glasses, and others are applied with loss of AGL and PER. Note: Visual FXs must be activated in the Options Menu.
  • Improvements were made to NPC's armor and weapons, across all levels, resulting in more challenging enemies. But the improved body armor (and sometimes their equipped weapon) is now damaged upon the NPC's death.
  • More Caps for Merchants - all merchants now have twice as many caps (Wasteland currency).

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


Installing (and Updating): IMPORTANT! If you do not uninstall correctly or reinstall correctly, you will likely severely mess up your game.
*** Make sure that you have NVSE installed, as my Realism Tweaks will no longer work correctly without it!

Note: if you are planning on starting a new game, you only need to do steps 5, 6 & 7, if they apply.
Part A.) Prepare your Saved Game & Uninstall Previous version
1.) Start the game and load the save you want to continue from.
2.) Unequip ALL clothing, hats, helmets, & eye wear. Ensures that your stats are not being altered by "enchanted" clothing.
3.) Make sure your SPECIALs are not being reduced (-) or increased (+) by any effects. If they are, wait for the effect to wear off.
4.) Save your game to a new save slot (do not overwrite an earlier save) and quit the game.
5.) Delete any previous version of my Realism Tweaks. [Or uninstall with the NVMM, if it was used to install.]

Part B.) Installation of my Realism Tweaks:
6.) Unzip my archive file and put the Arwen_NV_Realism_Core.esp in your FO:NV Data directory (default is "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Data"). And make sure that you activate it (by checking it) before playing the game. [Or install with the NVMM.]
7.) Start the game and load your previous saved game, and continue playing from this point only.


Credits:
  • Bethesda and Obsidian for making Fallout New Vegas and releasing the GECK, so that we can mod the game.
  • The New Vegas Script Extender Team for making NVSE


Download link: http://www.newvegasnexus.com/downloads/file.php?id=34759
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Kelly John
 
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Post » Tue May 17, 2011 11:36 am

After playing with this a bit more I started to miss the zooming on the rifles lol XD

Maybe remove zoom from pistols, slight zoom with smgs and shotguns and normal zoom for rifles?

Also your weapon edits are working great. Baddies are definitely harder to kill now but without becoming tedious. Any advice on what to look after when testing out the rifles for bugs?
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Helen Quill
 
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Post » Tue May 17, 2011 12:45 am

MAJOR bug in 1.4, baseball bat has a base dmg of 202 ;) i changed it back to 22 in my own game.

Edit: didn't see you already knew, sorry.


"Update: I have figured out a way to keep some of the non-scoped weapons from zooming, and still have the correct zoom when a modded scope is added, so I may keep the non-zoom changes for the pistols . . . if this is what others want. "

Sounds fine with me.



Ta'Lyn
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Alexandra walker
 
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Post » Tue May 17, 2011 10:34 am

Thanks, I'm aware of that bug. Here's my post from earlier today (in the previous thread):

I'll be releasing version 1.4.1 later today . . . just as soon as I feel that all the major issues for v.1.4 have been reported and fixed.

The baseball bat really got messed up in a few settings, the huge DAM increase being the biggest error. I'm not sure what happened, but I'll fix it.

Version v.1.4.1 will also restore all the default FOV settings to the ranged weapons. I tested my changes with every weapon and tried a few with their mod kit scopes, which seemed to work ok, but apparently changing the FOV also reduces the zoom on all the more powerful scopes. The non-zoom FOV is not all that important . . . it was just something that I personally liked, but I would never have added it if I knew that it might mess up the added scopes. Oh well, at least it is an easy fix that will just take me a couple of minutes to do.

PLEASE let me know of anything at all that seems to be unbalanced or any other issues at all, as I want to fix everything as soon as possible. Version 1.4 was a major update, as it included a TON of changes . . . so I'm not surprised to discover that it needs some patching this morning.

Update: I have figured out a way to keep some of the non-scoped weapons from zooming, and still have the correct zoom when a modded scope is added, so I may keep the non-zoom changes for the pistols . . . if this is what others want.
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FoReVeR_Me_N
 
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Post » Tue May 17, 2011 1:28 pm

I just tossed on your HC file for this toon im playing and noticed the non zoom for pistols. I like it that way myself. In fact on my last toon i was playing, i was useing a simular script to do the same thing. If theres no scope, then ya shouldnt be able to zoom in, is how i feel. Just tossing my thoughts out on it.

Been using your mod suggestions and mods themself for ages. Keep up the good work!
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phil walsh
 
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Post » Tue May 17, 2011 6:49 am

There hasn't been much feedback on v.1.4 yet, so I'm going to wait overnight, just in case some other bugs pop up.

I'll likely be releasing version 1.4.1 as a patch/update sometime tomorrow. What v.1.4.1 will fix:
1.) the huge Baseball Bat DAM error.
2.) the default FOV (zoom on aim) will be restored to most rifiles.
3.) I'm working on a way to keep the non-scoped pistols from zooming the view in (as in my v.1.4 changes), while restoring the correct zoom amount when the modded scopes are added.
4.) Weapon DAM at lower skill levels will be increased a bit.
5) some ranged weapons are being rebalanced a bit, because of the above Weapons Skill DAM increase.
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Dean Ashcroft
 
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Post » Tue May 17, 2011 1:01 pm

were there changes made to HTS settings i didnt see anything in the FAQ and it looks like your planning on releasing a hardcoe addon at some point. i figured id ask just in case cause my HTS settings have zeroed out now and are not going up anymore. thanks for any assistance.

the mods i updated yesterday were nevada skies.........your mod the 1.4 version first time install so upgrade issues shouldnt be a problem......new vegas reanimated and ghouls revenge. ive disabled those mods but it still is the same.
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Jonathan Montero
 
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Post » Tue May 17, 2011 12:49 pm

Would you consider making the zoom in/out changes optional? I mean, sure, it's a neat idea and all, but it kinda breaks apart from the whole idea of focusing on your opponents - in the end, it ruins the so-called "immersion" of aiming and firing by removing the player-side effect of it and merely making it a statistical chance that changes depending on your character's animation as opposed to something that both seems "realistic" in that focusing on your opponents tends to make you more accurate and gives the player better aim as well as a side-effect of being focusing.
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SaVino GοΜ
 
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Post » Tue May 17, 2011 11:55 am

Thanks for the update :)
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alicia hillier
 
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Post » Tue May 17, 2011 7:45 am

were there changes made to HTS settings i didnt see anything in the FAQ and it looks like your planning on releasing a hardcoe addon at some point. i figured id ask just in case cause my HTS settings have zeroed out now and are not going up anymore. thanks for any assistance.

the mods i updated yesterday were nevada skies.........your mod the 1.4 version first time install so upgrade issues shouldnt be a problem......new vegas reanimated and ghouls revenge. ive disabled those mods but it still is the same.

Is that the one that adds sand storms? Didn't people report some conflicts with mods that change the time scale (such as ART)?
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Dewayne Quattlebaum
 
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Post » Tue May 17, 2011 6:01 am

Is that the one that adds sand storms? Didn't people report some conflicts with mods that change the time scale (such as ART)?


ill have to check that out. wasnt aware of that and i do use Imps timescale adjustor set to 5. thanks.
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xxLindsAffec
 
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Post » Tue May 17, 2011 4:07 am

Would you consider making the zoom in/out changes optional? I mean, sure, it's a neat idea and all, but it kinda breaks apart from the whole idea of focusing on your opponents - in the end, it ruins the so-called "immersion" of aiming and firing by removing the player-side effect of it and merely making it a statistical chance that changes depending on your character's animation as opposed to something that both seems "realistic" in that focusing on your opponents tends to make you more accurate and gives the player better aim as well as a side-effect of being focusing.

Apparently it's a setting tweaked on each individual weapon, so there wouldn't be a way to make it optional.
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Harinder Ghag
 
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Post » Tue May 17, 2011 7:47 am

My load order, a few of the mods i have change abit not much to suit each other.


FalloutNV.esm
FOOK - New Vegas.ESM
BugFixes.esp
DarNifiedUINV.esp
Purge Cell Buffers.esp
FOOK - New Vegas.esp
Nevada Skies.esp
Arwen_NV_Realism_Core.esp
Arwen_Camera.esp
Pointiac.esp
Realistic Death & Dismemberment Physics.esp
aaaJNFSniperZooming.esp
Casino Exchange All.esp
Casino UnBanner.esp
Kobu's Sortable Crafting Backpack.esp
Primm_Rumor_Fix.esp
1-Day Vendor Refresh.esp
Realistic_Repair_NV.esp
dD - Enhanced Blood Main NV.esp
dD-Smaller Wounds.esp
Colored Piplight - Amber.esp
RefinedCasinoFigures.esp
psychoelfs char editor.esp
JumpHigher.esp
ClutterWeight.esp
LootOverhaul.esp
Food&DrinkDontHeal.esp
Survival Expansion.esp

EDIT, i play with TS of 10
Ta'Lyn
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lacy lake
 
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Post » Tue May 17, 2011 2:25 pm

I think the range at which people can get knocked down from frag grenades is a bit too large.

http://img151.imageshack.us/img151/2116/screenshot77p.jpg, I threw a frag grenade at the wall, and it ended up right against the wall before it exploded, where my cursor is. I didn't get damaged much, but the explosion still knocked me off my feet. To me it felt like I should've been far away enough to avoid that.
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Mandi Norton
 
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Post » Tue May 17, 2011 1:04 pm

You have some mods that I'm not familiar with, but I pretty sure that the following mods are not compatible with my Realism Tweaks:

FOOK (many of the same game settings are altered, but generally in very different ways . . . using both mods will mess up game play balance)
BugFixes (for the same reasons as above, but to a lesser extent)
Nevada Skies (timescale changes are incompatible)
Realistic Death & Dismemberment Physics (I already do both in my mod)
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Penny Flame
 
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Post » Tue May 17, 2011 1:08 am

im also using nevada skies as well........maybe thats why my rates have dropped. im running your mod and then nevada skies and the last mod im running is imps timescale adjustor. would imps timescale adjustor simply overwrite your scale. im using a setting of 5 which is only 1 different than yours which is 4. guess ill have to wait for a later version of nevada skies.

FalloutNV.esmMercenaryPack.esm1-Day Vendor Refresh.espArmyMen.espBetter Binoculars High.espBetterRepairKits2.espCanteen.espCasino Exchange All.espCharisma Based Follower Limit.espComp_Idles_NV.espCompanion Sandbox Mode.espDarNifiedUINV.espEDE.espFollower Home Marker.espIIWR 2.0.7.espkfk_Lucky38crafting.espLFox Missing Ammo Recipes.espMilitary Explansion Program.espNV Ghouls Revenge - Increased Numbers.espNV Ghouls Revenge - Resurrection.espOven Cooking.esppopulatedcasino.espProject13 - Populated Wasteland.espReadius_NV.espRealistic Death & Dismemberment Physics.espSensible Dismemberment.espSensible Dismemberment Mercenary Pack.espSimpleStripMarkers21603.espT3T_MiscItemIconsNV.espAdvanced Recon Armor.espAdvanced Recon Armor-Stealth With Drawn Weapon.espAdvanced Recon Gear.espAdvanced Recon Gear-Power Armor.espAdvanced Recon Armor-Location Doc Mitchell.espAdvanced Recon Gear-Locations Doc Mitchell.espArwen_NV_Realism_Core.espNevada Skies.espFellout.espImp's Timescale Adjuster.espTotal active plugins: 39Total plugins: 39


@povulo........in reality if you were standing that close to a grenade you would be injured at the least. they have a kill range of several meters and can still seriously injure you even beyond that. ideally you throw the grenade and run around a corner or hide behind something. i kind of wish they did the ringing in the ears or blurred vision thing like you see in other games. makes it more visceral and real.
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Mark
 
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Post » Tue May 17, 2011 1:02 am

Squeekers: You're using ART, nevada skies and Imps timescale adjustor? That's 3 mods changing the timescale, that doesn't sound good.


Something for the Med-Tec module, or possibly hardcoe. I noticed that water sources like sinks, toilets and pools reduce your H2O demand by a whole lot. I was in the North New Vegas sewers and drank from the water once (9 rads), and my H2O demand was reduced by 200, which is 3 times as much as bottled water. Same for the toilet/sink in the Prospector Saloon in Goodsprings (which didn't have any radiation at all). It makes carrying bottled water around pretty much useless, and the amount of radiation is a joke.
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Nauty
 
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Post » Tue May 17, 2011 10:08 am

You have some mods that I'm not familiar with, but I pretty sure that the following mods are not compatible with my Realism Tweaks:

FOOK (many of the same game settings are altered, but generally in very different ways . . . using both mods will mess up game play balance)
BugFixes (for the same reasons as above, but to a lesser extent)
Nevada Skies (timescale changes are incompatible)
Realistic Death & Dismemberment Physics (I already do both in my mod)



You are right. Out of the box thos mods do conflict, but I have made some changes so I don't have any problems, about Nevada sky, just load it before Arwen mod and there shouldn't be any problems.


Ta'Lyn
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Chris BEvan
 
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Post » Tue May 17, 2011 12:51 am

as far as the timescale thing is concerned though that isnt that only one setting. shouldnt the last one simply override the previous ones. the only reason i use imps is because it lets me increase the hunger and thirst rates. i took out nevada skies for now but i dont want to go back to how vanilla HTS was which was almost nonexistant. does arwens increase these by 50% or more cause then i could just use ART.
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Nicole M
 
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Post » Tue May 17, 2011 3:54 am

@ Ta'Lyn
Isn't the general rule to load weather mods right before the bashed patch?
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Kay O'Hara
 
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Post » Tue May 17, 2011 8:21 am

You have some mods that I'm not familiar with, but I pretty sure that the following mods are not compatible with my Realism Tweaks:

FOOK (many of the same game settings are altered, but generally in very different ways . . . using both mods will mess up game play balance)
BugFixes (for the same reasons as above, but to a lesser extent)
Nevada Skies (timescale changes are incompatible)
Realistic Death & Dismemberment Physics (I already do both in my mod)


The BugFix plugin does nothing else but fixing vanilla bugs, like floating statics and ownership bugs. The other plugins of MMAT are much more likely to conflict with Arwens.

JumpHigher.esp = changes GMST to jump higher
ClutterWeight.esp = overhauls the whole clutter section of misc items
LootOverhaul.esp = overhauls almost all containers and container leveled lists
Food&DrinkDontHeal.esp = overhauls almost any food&drink item

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Nicole Elocin
 
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Post » Tue May 17, 2011 11:36 am

@ Ta'Lyn
Isn't the general rule to load weather mods right before the bashed patch?



Well knight, only rule i play by is "break all the rules" :P , anyway my load order with my changes to the different mods, seems to work out just fine for me dosnt mean it will work for anyone else :P
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NeverStopThe
 
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Post » Tue May 17, 2011 2:42 am

Version 1.4.1 is now available: http://www.newvegasnexus.com/downloads/file.php?id=34759

Version 1.4.1 is patch/update that was released mostly to correct some weapon issues with version 1.4.

Changes from v.1.4:
  • Fixed the huge Baseball Bat DAM error (due to an extra 0).
  • Restored the default FOV (zoom on aim) to most rifiles, and to some of the energy pistols that do not have a 1st person aim animation.
  • The remaining non-scoped pistols were left at the v.1.4 settings (no zoomed in view when aiming), but zooms were correct for the modded scopes (for the 9mm and the 44 revolver).
  • Restored default spread penalties for firing when standing, walking, running, and for not aiming. My changes caused the dumb NPCs to miss too often.
  • Weapon DAM at lower skill levels were increased a bit, so that even with low weapon skills, the weapon DAM is now high than in the default game.
  • Some ranged weapons were rebalanced a bit, because of the above Weapons Skill DAM increase.
  • Slightly diffent Base Health formulas for PC and NPCs; to correct some balancing issues for both the lowest and the higher level characters. [PC: 5 END = 150HP +/-25HP/END; now HP increase/level] [NPC: 5 END = 160 HP, +/-15HP/END; +3 HPs/level.]


After some extensive play testing today, I feel that this version has the most balanced combat yet . . . combat should now be much more intense than in the default game.
If you normally play the game on Hard or Very Hard difficulty, PLEASE set your difficulty back to NORMAL and give my mod a chance, before complaining about the balance.

*** NOTE: If you are updating from version 1.4, you can simply replace the older Arwen_NV_Realism_Core.esp with the new one.
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CORY
 
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Post » Tue May 17, 2011 12:23 pm

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
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MR.BIGG
 
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Post » Tue May 17, 2011 1:04 pm

Thanks Ratix! :)

I just uploaded version 1.4.2:

Corrects an error in v.1.4.1, where my 50% DT reduction effect that is attached to Micro Fusion Cells (was causing a 50% reduction is DAM).
This bug was in v.1.4, but no one noticed it until after I had uploaded v.1.4.1.

So if you downloaded v.1.4.1, you should update to v.1.4.2, so that the plasma guns work as I had intended.

if you are updating from v.1.4 or 1.4.1, you can simply replace the older Arwen_NV_Realism_Core.esp with the new one.

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:
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Alberto Aguilera
 
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