Arwen NV Tweaks
Arwen NV Tweaks
0 Date: April 8, 2011 Category: Gameplay Effects and Changes Requirements: Fallout New Vegas Author: Arwen_Eve (Arwen) Source: http://www.newvegasnexus.com/downloads/file.php?id=34759 Forum: http://arwen.freeforums.org/index.php Website: http://amito.freehostia.com/FalloutNV/FNV.htm *** Requires New Vegas Script Extender (NVSE)[http://nvse.silverlock.org/; v.1.0 beta or later]. If you do have NVSE, you can only use version 1.4.2 and earlier of my Realism Tweaks. - Can be installed in an existing game, but works best with a new game, where al l the changes will have the greatest effect. - My Hard-Core module may cause some issues when used with saved games that have progressed beyond the first few levels (due to major skill point reductions and the perk changes). Here are the major changes in v.2.0 (04/08/11): =============================================== *** Some minor changes and fixes were made to the Realism Core and the Hard-Core modules (including the Intense Training perk issue). *** Med-Tec module changes: - Fixed the Food Poisoning and Sleeping CTD bugs - Added the penalty where if you eat when you have Food Poisoning, you will just get sick (the food will be consumed, and your Digestion Level will increase a b it, but your Food Need will not be reduced). - Removed drinking from surface water from my main Needs/Injuries/Healing script . This is now done through a separate DrinkSurfaceWater script, which is attache d to the surface water activators. (This give me a bit more flexibility, and sho uld further reduce the chance of the Food Poisoning bug from popping up - The Tanning Recipes (for tanning the hides) should now work as intended (altho ugh not as I originally planned). Tanning now requires a large, sharp knife (a c ombat-type knife), so you have to have one equipped (can remain holstered) for t he tanning recipes to be visible. (I tried applying an inventory check condition in v.1.9, but this does not seem to work with the recipes). I also edited the d efault Help notes for Crafting, to include this explanation. - I had a couple of complaints that my Cook Kit was too expensive to purchase at the beginning of the game. So I added a few new basic "Pan Fried" recipes that require only 15 Survival, a Metal Cooking Pan in your inventory (looks like a fr y pan), and you'll also have to have a large, sharp knife equipped (for these ne w recipes to be visible). - HP Regen is now a bit faster, but no HP Regeneration with a Wound Level 2 or h igher (like in v.1.9), nor when Thirsty, Hungry, or Tired. - To make my injuries a bit clearer: I renamed Blood Loss and Moderate & Severe Wounds Effects, to Bleeding Wounds, Moderate & Severe Blood Loss. - HPs are no longer damaged with bleeding wounds until Blood Loss is Moderate (L evel 8 or higher). HP damage due to Blood Loss is now dynamic (HP damage slowly increases as Blood Loss becomes greater). Also Blood Loss increases 50% slower a nd blood replenishes 25% faster (then in v.1.9) - Tourniquets can now only be used when you have a Bleeding Wound, only remain o n for 1 game hour, and no longer heal the wound, but just temporarily reduce it by 3 Wound Levels while it is equipped (the wound increases by 3 Wound Levels on ce the hour is up). Tourniquet Time is tracked under Additional Stats. - Adjusted my Dynamic Water Needs (Based on 48 ounces of water needed every day] : Outside between 9am and 6pm, Need 3 ounces/hour; Indoors or outside during eve nings and nighttime, Need 2 ounces/hour; When asleep (indoors, or outside betwee n 6pm and 9am), Need 1 ounce/hour. - Harvesting plants is now based on your Survival skill. If you lack the require
d skill (knowledge) you will not be able to harvest the plant. Higher survival s kills also result in increased harvest amounts. This was done to strengthen the Survival stat and to make it a bit more difficult to find food. Description =========== My Realism Tweaks are my efforts to make game play much more realistic, more cha llenging, and more balanced. These are changes that I created for my own game, w hich were designed to complement the other mods that I'm using (which are all co vered at: http://amito.freehostia.com/FalloutNV/FNV-Mods.htm). IMPORTANT: This mod was balanced for NORMAL Difficulty. Using a Hard or Very Har d difficulty setting will just make the NPCs and Creatures even more difficult t o kill (it will take more bullets), and your character will even be easier to ki ll. My Realism Tweaks already does both, so you will just be multiplying these t wo things . . . which will likely have negative effects. My Realism Core's tweaks are mostly activated at the very beginning of the game (or whenever you install and active it). But the mod does not fully kick in unti l after you exit the Doc's house. After a brief delay, so that you have some tim e to get your bearings, my pop-up welcome message will be displayed; my Options Menu, my Realism Tweaks Note, and a small gift will be added to your inventory; and all future XPRs will be reduced to 25% of their default amount; and the Time scale will be set to 4. [If you are using the optional modules, they will be ini tialized soon after the Realism Core has been initialized.] The 5 Modules (esps): ===================== NOTE: The full details on all my changes are listed in the Realism Tweaks sectio n my Fallout New Vegas Journal: http://amito.freehostia.com/FalloutNV/FNV-mods04 .htm. My Realism Tweaks are meant to be used together. My FULL Tweaks are only e xperienced when you install all my modules (and enable everything in my Options Menu), and game balancing was done with all my modules loaded. My Realism Core i s require, and my other modules will not work correctly without it (the only exc eption is the Camera module, which is totally independent). 1.) Realism Core (Arwen_NV_Realism_Core.esp): ============================================= - [Arwen's Option Menu]: for in-game change of Timescale, Menu Time, XPR Multipl ier, Weapon Effects, Visual FX, Perception Based Accuracy, Fatigue Display, PipB oy Access During Combat, Hotkeys, Threshold Reduction percentage, and Crippled W eapon Penalties. - Timescale related changes: enables use of a slower Timescale with the game's h ardcore mode, with the Needs increasing at much more realistic rates. The game c lock no longer stops while in most menus. Implant Regen (used by Implant Regen P erk) is now based on Game Time, instead of on Real Time. - Global XPR Multipliers: slow down how fast you level up by reducing ALL experi ence points rewards. - Reduced Carrying Capacity: with Strength now a much larger factor, but equippe d armor and helmets now weigh much less than when carried. - Reduced Base Health: Endurance is now a much greater factor, and your HPs now longer increase when you level up. For equal Endurance, most NPCs will now have more HPs than the player. - Movement Speed: increased holstered weapon Speed Bonus, slower speed when runn ing backward (Agility based), and greater Crippled Speed penalties. - Pain now has greater effect on player, and swimming or wading in radioactive w ater is now 10 times more deadly (but Radiation Accumulation rate remains at def ault).
- More immersive and more balanced VATS; and new Action Points formula (with Agi lity being a greater factor). - Smarter AI: combat is now more challenging, and detection is more realistic. - Dynamic Stealth: detection changes for interior vs. exterior cells, time of da y, and weather conditions. Your PipBoy Light will now make you very visible; and other player actions (such as jumping and opening doors) will now alert your en emies. - Balances armor/clothing values, weight, damage threshold, and "enchanted" effe cts. - Localized Damage changes were made to all the default body types. - Increased the Weapon Skill DAM multiplier (a Bonus multiplier, not a penalty r eduction). Weapon skill requirement penalties were increased (more gun sway when using a weapon that is beyond your skill level). - Condition of a ranged weapon now has less effect on how much damage it does, b ut damaged weapons are less accurate, will not fire as fast, and have a greater chance of jamming after reloading. Automatic Weapons now take a bit longer to co ol down. - All weapons rebalanced: underpowered weapons were improved and overpowered wea pons were reduced in DAM/sec. Skill and weight requirements were increased for m any weapons. Energy weapons received a major overhaul (and DT reductions were ad ded to the ammo). Melee Weapons generally had their DAM reduced (but a few were increased). - Removed the zoomed-in view when aiming most non-scoped pistols (and a couple o f the rifles), but scopes added with mod kits will still zoom correctly. - Crippled (arm) Weapon Penalties: cannot equip some 2-handed weapons (optional) , decreased pistol accuracy when right arm is crippled, reduced Melee damage, an d disabled VATS. - Perception Based Accuracy (optional): disables Auto-Aim, with aiming accuracy based on player's current Perception. - Custom Weapon Effects adds fatigue damage, with knockouts (applies to both pla yer and NPCs). - No PipBoy Access During Combat (disabled by default): and the default hotkeys (1-8) will not work during combat, but you can still cycle through your hotkey i tems. - Burns: continue to damage HP after the flames stop, and now include new Agilit y penalties. - Poison: increased and slower HP damage, and now include new Agility penalties. - Projectiles: more balanced (and a bit more realistic) - Explosions: rebalanced explosive force, damage, and radius; most explosions no w knock you down. Improved Grenade physics, and more realistic Death Force physi cs. - Immersive visual changes: Spent shells now last 4 game hours. Removed most of the "Get Hit" lag. Optional custom Visual FXs when wearing sunglasses and readin g glasses, and for loss of AGL and PER. - Improvements were made to NPC's armor and weapons, across all levels, resultin g in more challenging enemies. - More Caps for Merchants - all merchants now have twice as many caps (Wasteland currency). 2.) Hard-Core module (Arwen_NV_Hard-Core.esp): ============================================== - Optional module, but requires Realism Core module. - Expands the difficulty and challenge of the Realism Core module, and your char acter's stats will have a much greater impact on your game play. - Initial Skill Points: you will now have 5 less points to distribute in your SP ECIALs, and will begin your game with about half as many skill points, and your skill points should increase roughly half as fast. - When you first install this module, my Hard-Core Quest will be initialized soo n after my Realism Core is fully activated. When beginning a new game, or when l oading a saved game in which you are still at level 1, my Hare-Core Quest will r
eset your number of SPECIAL points to 35; plus you will have to select your tagg ed skills and traits again (since you may want to reconsider these, after seeing the results of my Skill Points reductions). - Skill Books: are not "consumed," but are now replaced with a Read version. You now gain just 2 points from each Skill book that you read (3 points with the Ed ucated Perk). - Skill Magazines: only give +5 skill points for 90 seconds (180 seconds with Re tention Perk, and +10 skill points with Comprehension Perk) and each now weighs 1 pound. - Perks: Can now select a Perk at each level up. All 88 Regular Perks, a couple Challenger Perks, and half the Companion Perks were modified. I also added a few of my own unique perks (especially for lower-skilled characters), since perk re quirements were generally increased. - Adds Gender bonuses/penalties, including gender-based weapon skill requirement s. - Fewer HPs than with Realism Core [10 less HPs for females, and 25 less HPs for males]. - Greatly reduced carrying capacity [for 1 to 10 STR: 45 to 135 pounds for femal es, and 50 to 185 pounds for males]. - Decreased spawned loot: with the amount of loot now based on your Luck stat (e ach point of Luck increases the spawn rates by 5%). Luck is now a much more impo rtant stat. - Dynamic Respawn Rates for zones: now range from 24 to 108 hours, based on Time scale setting (default game respawn rate is 72). A 4 Timescale = 36 hour rate (e very 1.5 days) and a 12 Timescale = 108 hour rate (every 4.5 days). - Bartering Overhaul: Globally reduced the value of all items (this in on top of the Realism Core's reduced values for many of the weapons and armor). But merch ants will charge LOT more for items, and you'll get a LOT less for what you trad e with them (based on your Bartering skill) . . . making Charisma an important s tat. - Repair Overhaul: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus). 3.) Encumbrance module (Arwen_Encumbrance.esp): =============================================== - Optional module, but requires Realism Core module (balanced to be used with my Hard-Core module, but can be used with just my Realism Core). - You now suffer from Strain (similar to fatigue), which increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbranc e). - Strain is based on game time, so Strain increases faster with faster Timescale s. - The higher your encumbrance limits, the shorter distance you will be able to t ravel, and the more you will hurt yourself if you reach your limit. - With an encumbrance of less than 60%, you will be able to run for roughly 24 G AME MINUTES before your Stain reaches 100%, but at 100% encumbrance, you'll only be able to run for about 5 game minutes. - When walking with 110% encumbrance, you will last about 12 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 3 game minutes. - Strain increases faster when you are injured. And jumping and melee attacks (s winging a melee weapon) will both increase Strain. - If your Strain exceeds 100% you will collapse, injure yourself, and your unhol stered weapon will return to your inventory. - Using Jet or Ultra Jet will immediately clear your Strain (resetting it to 0), which can be a lifesaver during combat. - HUD Strain display: movable by holding down the grab key for 2 seconds, and th en by using the arrow keys to move it. When your Strain is over 45%, your charac ter will start breathing hard. Your Strain percentage will turn red when your St rain reaches 70% and your character will start breathing harder. At 85% Strain,
the text starts flashing, warning that you are near your limit. Note: the Strain meter will not be displayed unless you follow my Stain HUD Setup instructions e xactly. - Your current Health is factored into your Strain increase rate (25% slower at 100% Health; 50% faster at 25% Health). - Strain decreases when you rest (when you stop running, or when you stop walkin g with over 100% encumbrance), and while you are in menus. How fast your Strain decreases depends on how encumbered you are. Plus your Strain will decrease 60% faster when you are sitting or crouching (non-moving sneak mode). - During combat your Strain will only be reduced when you are not moving. And wi ll not be reduced during combat when in menu mode. - Dynamic Jump: based on your Agility and Encumbrance. You will not be able to j ump when your AGL is really low, when you are over-encumbered, or when a leg is crippled. - Dynamic movement speeds: the more you are encumbered, the slower you move. You also gain a running speed bonus when your encumbrance is low, as long as your h ealth is fairly good. - Increased Armor Encumbrance: you will now move noticeably slower when wearing heavier armor. - My Encumbrance notes are also added to your inventory, for easy reference. 4.) Med-Tec module (Arwen_Med-Tec.esp): - Optional module, but requires Realism Core module (balanced specifically to be used with my Full Realism Tweaks). - A complete Needs & Injuries Overhaul, made to work with and enhance the defaul t hardcore needs (should still work if the hardcore mode is not enabled). - Med-Tec Quest begins 10 game minutes after leaving Doc's (or after being initi alized in a saved game). - Med-Tec Scanner tracks 22 stats and expands self-treatment; Quick Scan Hotkey [M] monitors your most vital stats during game play; automatic scan whenever you are injured. *** The Injury Part: - Adds Wounds, Burns, Blood Loss, Trauma, and Infections (and their treatment). Injuries are based directly on degree of injury, type of weapon, and Armor Level . - Moderate injuries slowly heal, based on your Endurance. Severe injuries requir e medical treatment, where self-treatments are based on your Medicine skill. - Your Health slowly Regenerates, but only when your Wound Level is less than 2, and when you are not receiving penalties for being Hungry, Thirsty, or Very Tir ed (20 Sleep Need). - Wounds increase in severity up to Level 10, with Moderate Wounds beginning at Level 2 (when your health regen stops), and Severe Wounds beginning at Level 5 ( where you suffer from loss of blood). Wounds higher than Level 3 will slowly bec ome infected. Once an infection reaches Level 6, it damages your health, and the only cure requires an injection of Antibiotics. - Bleeding is treated using your Med-Tec to apply bandages, or target a Stimpak injection to speed up clotting. A leather belt can be used to temporarily reduce blood flow. Bleeding stops once your Wound Level drops below 5. - Blood Level is tracked in units of Blood Lost: if your Blood Lost reaches 8, y our health will deteriorate. Blood slowly regenerates on its own, but you may ne ed a Blood Transfusion to recover after excessive blood loss. - Burns increase in severity up to Level 12, with Severe Burns beginning at Leve l 8 (Third-Degree Burns). - Trauma injuries (bruising and tissue damage) increase in severity up to Level 10, with Severe Trauma beginning at Level 7 (Torso Trauma) - Damaged limbs slowly heal, but only if the limb is not crippled (a Medical Bra ce is then require to heal). Braces can be used multiple times if your medical s kills are high enough. - Doctor's Bags require 25 Medicine, only non-crippled limbs are treated, and He ad and Torso injuries will be healed 20% (even if crippled). The Doctor's Bag is
no longer consumed, but is replaced with an Empty Doctor's Bag (used to craft a new Doctor Bag). - Doctors no longer fully heal moderate or severe injuries. What you get for you r caps is treatment, not instant health restoration (you will often leave splint ed and bandaged). - Your personal infirmary can only be used to treat your injuries. - Bandages, Tourniquets, and Splints all have penalties while they are equipped, and are automatically removed when they are no longer needed. - Stimpak Animation Effect (with Hotkey): You can still give yourself an injecti on during combat, but this now happens in real time, while you will be incapacit ated for a few seconds. Each injection also damages your Fatigue, messes up your vision, and reduces your Strength. - Most other chems were also rebalanced, and medical supplies for doctors and ge neral merchants are restocked daily. *** The Needs Part: - My Med-Tec Needs are synced with the default needs when this is first activate d. The default needs will then be deactivated, but the default display will stil l function and will be kept in sync with my Med-Tec Needs. - Water Need is now Dynamic: basic requirement is 40 ounces/day, but increases 5 0% while outdoors in the heat of the day, and decreases 50% while sleeping. - Beverages no longer have any healing effect, but most will reduce your Water N eed, with the greatest amounts coming from the purest types of bottled water. - Liquor dehydrates you, and hard liquor now restores your Fatigue (instead of g iving a Strength boost). - Empty water bottles can be refilled, but you can only fill a water bottle when the bottle and the activator water types match. You can still drink from surfac e water, but cannot fill your water bottles from it. All but Purified Water cont ain some radiation and bacteria, and surface water is high in both. - Nuka Colas (and other stimulants) use my Jolt effect to reduce your Sleep Need , but your Need jumps back up when my Jolt effect wears off. - Food no longer has any healing effect, and Food Need is now based on your Perm anent Strength and Endurance. An average PC (5STR,5END) requires 24 Food Units e very 24 game hours (1 unit/hour). There are 10 Food Levels, from Food+1 through Food+10. Uncooked food is now higher in Rads, but Fresh Fruit and Vegetables wil l now reduce your Rads. - Cooking is more necessary: meat taken from dead animals is now Raw Meat (high in bacteria and RADS). Raw Meat and some of the packaged food will be less nouri shing unless it is cooked. Includes new recipes for all this raw meat and for th e packaged food. - A Cooking Kit is required for most of the campfire recipes; and a Mess Kit mak es eating meals much more sanitary (lower in bacteria). Both Kits can be purchas ed from most merchants, or crafted if you have the skill. - New basic "Pan Fried" recipes do not require the full Cook Kit . . . just a Me tal Cooking Pan (in your inventory) and a large, sharp knife (that must be equip ped for these new recipes to be visible). - Eating causes your Digestion Level to increase (will slowly decrease when you are not eating). Eating when you are not hungry makes you sick, gaining no benef it from the food. But your Digestion Level will still increase a bit (because yo u now have indigestion). - When your RADS are 100 or higher, your Radiation Level will increase while you are digesting food; and will slowly decrease once your Digestive Level returns to 0, or whenever your RADS drop below 100. You get Radiation Sickness when your Radiation Level reaches 5, and you no longer gain any benefit from eating or dr inking (you will just get sick). Radiation Sickness lasts until your Radiation L evel drops back down below 5. - Bacteria Level: Uncooked meat and open sources of water (cisterns, puddles, st reams, etc.) are high in Bacteria. The only water that is free of Bacteria is pu rified bottled water. Having a Mess Kit in your inventory when you eat most food will reduce the amount of Bacteria. If your Bacteria Level reaches 5, you will become sick with food poisoning. There is no treatment for Food Poisoning, you j
ust have to wait until your bacteria level drops below Level 5. You will gain no benefit from eating when you have Food Poisoning, you will just get sick. - You require 1 hour of Sleep for every 2 hours that you are awake. When your Sl eep Need is 0, you won't need to sleep for 16 hours before becoming Sleepy; afte r 20 hours you'll be Very Tired; after 24 hours you'll be Exhausted. You heal wh ile you are sleeping, but at exactly the same rate as when you are awake, and wi th the same restrictions. You cannot sleep or wait when you have excessive bleed ing; you cannot take a nap until your Sleep Need is greater than 1 hour; and the longest you can sleep is the amount of your Sleep Need (rounded up). - Tanning Hides now requires a large, sharp knife (a combat-type knife). You hav e to have one equipped for the tanning recipes to be visible. - [Med-Tec Options menu]: Pause/Resume the injuries and needs; Prepare to uninst all; Restart the Med-Tec Quest; Change the Med-Tec Scan hotkey; change the Stimp ak Injection hotkey. 5.) Camera module (Arwen_Camera.esp): ===================================== - Optional, totally 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-sh oulder 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 Chase Camera's maximum distance is 3 times further away, so that you can n ow view you entire character. Plus you can now zoom out 3 times further when you 're in vanity mode. Installing/Updating & Uninstalling: =================================== IMPORTANT! If you do not uninstall correctly or reinstall correctly, you will li kely severely mess up your game. *** Make sure that you have NVSE installed, as my Realism Tweaks will no longer work correctly without it! *** My Hard-Core module is best used in a new game. If you use this module in an existing game, your skills are going to take a major hit and some of my other s kill changes might cause problems (it would depend on what perks and skill books you have used). The other thing is that the spawn loot will not be reduced with a saved game (the work-around for this is to go to an interior cell and wait fo r 4 days). If you're above Level 2 (or 3 at most), and you don't want to start a new game, you should not use my Hard-Core module. Part A.) Prepare your Saved Game & Uninstall Previous version: Note: if you are planning on starting a new game, you only need to do step 6 (if it applies) and then install. 1.) Start the game and load the save you want to continue from. 2.) If you are using my Med-Tec module, opened the in-game Med-Tec Options menu, and click on "Prepare to Uninstall." 3.) 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 ef fects. If they are, wait for the effect to wear off. 4.) Also make sure your PipBoy Light is OFF (or you'll mess up your sneak skills ). 5.) Save your game to a new save slot (do not overwrite an earlier save) and qui t the game. 6.) Delete any previous version of my Realism Tweaks. [Or uninstall with the FOM M, if it was used to install.]
Part B.) Installation of my Realism Tweaks with FOMM: 1.) Open the Package Manager, click the "Add New" button, and select Arwen_NV_Re alism_Tweaks_1_9.7z (or the current version) 2.) After the fomod is created, find and select "Arwen's NV Realism Tweaks" and click on the "Activate" button. 3.) The "Arwen's Realism Tweaks Setup" will appear. The Realism Core module will already be checked. Check any additional modules you want in your game (Note: c licking on the module/patch name will give you information about it.) Then click on the "Install" button. 4.) Put the esps in their correct load order (see Load Order section below). 5.) If you are using my Encumbrance module, follow my "Strain HUD Setup" instruc tions, to display your Strain on your HUD. 6.) Start the game and load your previous saved game (or begin a new game), and continue playing from this point only. Strain HUD Setup (requires Encumbrance module) ============================================== Same instructions for both DarN UI and default UI: 1.) You must edit your existing hud_main_menu.xml file for my Strain Meter to be displayed in your HUD readout. 2.) The hud_main_menu.xml file is found under data\menus\main. Make a backup cop y before editing (comes in handy when you uninstall my Tweaks). [If there is no hud_main_menu.xml file, you can just add my edited version, found under data\men us\prefabs\Arwen\main. Just copy and paste it into data\menus\main.] 3.) Open up the hud_main_menu.xml file in a text editor (such as Notepad++) 4.) Just above the last line, paste the following line of code: <include src="Ar wen\Strain_HUD.xml"/> Note: the last two lines should look like: <include src="Arwen\Strain_HUD.xml"/> </menu> 5.) Save and close the file. 6.) Your Strain stat should now appear in your HUD, below all your other stats, as: "Strain: xx%." 7.) The Strain stat is movable: just hold down the grab key (z by default) for 2 seconds, and use the arrow keys to move it. After you move it to where you want it, save your game (so that you don't have to do this again). You can move it a gain any time. 8.) Note: If you install any mods that overwrite the hud_main_menu.xml, and my S train meter disappears, you will have to add my line of code again. Load Order: =========== - In order to insure that all my Tweaks are being applied (and that other mods a re not overriding any) put the esps near the end of your load order (generally a fter any mods that make changes to same portions of the game). - Load order of the modules: --> Arwen_NV_Realism_Core.esp [required] --> Arwen_NV_Hard-Core.esp [optional] --> Arwen_Encumbrance.esp [optional] --> Arwen_Med-Tec.esp [optional] --> Arwen_Camera.esp [optional] Incompatibilities (without specific compatibility patches): ====================================================== - Do NOT include any of my modules if you create a Bashed or Merged patch. My Tw eaks include a LOT of custom scripts, many of which will not be Bashed or Merged correctly.
- Many of my Game Setting changes are made by my scripts, so many incompatibilit ies will not show in FONVEdit. - My Realism Tweaks will overwrite any mods that make any of the changes I have listed here. - Do NOT use my Realism Tweaks with other balancing mod that make changes to the same game elements, as this will unbalance the game play (by making some things too easy, while making others too difficult). - My Realism Tweaks are not compatible with mods that alter the specs of default armor/clothing, weapons or projectiles; or that make changes to the Timescale - My Med-Tec module is not compatible with ANY mods that alter injuries, treatme nts, or needs (or that modify food, beverages, or chemicals/medicine). - My Med-Tec module is currently not compatible with Project Nevada. 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 - 'DarN', for making the "DarNified UI F3" mod - 'Imp of the Perverse', for his "HUD Counter Template" modder's resource, and f or personally helping me add my Strain stat to DarN's UI. - All the users who have given me such great feedback, and have helped chase dow n all those pesky bugs. History: ======== - Version 1.9 (3/29/11) - Med-Tec module: Initial release. Realism Core and Hard -Core modules: mainly rebalancing changes and a couple of minor bugs were fixed. . - Version 1.8 (3/04/11) - Encumbrance module: Initial release. Hard-Core module: include a number of bug fixes and a bunch of rebalancing changes. - Version 1.7 (2/28/11) - Hard-Core module: Initial release. Realism core: No Pi pBoy Access During Combat; Stimpak Animation Effect. - Version 1.6.5 (1/24/11) - Fixed the Needs Rates so that they remain constant w hile sleeping and waiting; Reduced Sleep Deprivation Rate; Radiation rates reduc ed from previous version; New Perception Based Accuracy; Fatigue Damage balances to all three of my Weapon Effects; rewrote Dynamic Stealth Quest; Improved my S marter AI. - Version 1.6 (12/09/10) - New Time Passes Quest Script (includes new Menu Time, where time passes while in menus); Overhauled all 3 Weapon Effects; New Fatigue Display; Armor DT is now factored into fatigue loss. - Version 1.5 (11/30/10) - PipBoy Light was improved, Options Menu was expanded, and 10 new NVSE scripts added: Crippled Weapon Quest, Damage Loot Quest, Eye FX Quest, Imod Spell Quest, Jump Quest, Needs Quest, Dynamic Stealth Quest, Whack, Blast, and Gunshot Weapon Effect scripts. - Version 1.4 (11/28/10) - Rebalanced all the default weapons; Underpowered weap ons were improved and overpowered weapons were reduced in DAM/sec; Skill and wei ght requirements were increased; Removed the zoomed in view when aiming most non -scoped range weapons; a number of minor fixes and balancing tweaks. - Version 1.3 (11/07/10) - Rebalanced default armor and clothing; a larger perce ntage of total armor DT now comes from the helmets; Projectiles and Explosions r ebalanced; fixed the default game 'Get Hit' lag; new Action Points formula; Radi ation Accumulation Rate now only twice as fast as default (was 4 times). - Version 1.2 (10/30/10) - Rebalanced all armor/clothing; Improved Threshold Res istance globally; more Localized Damage changes; Class changes (to rebalanced my global HP changes for a few types of NPCs); Fixed a bug in my Backward Running script. - Version 1.1 (10/24/10) - Rebalanced the HPs for both the player and the NPCs; Added my Localized Damage changes to all the default body types; Decreased my Sk
ill-Based Weapon Damage multiplier. - Version 1.0 (10/22/10) - initial release. Licensing/Legal: ================ Whatever . . . but I'm not responsible for any bad karma that this mod may cause . So if you want to use it, you have to agree not to blame me for anything (as I just could not handle that). You do have my permission to credit me (and my mod ) for any good karma that you may receive. I hope that you enjoy my mods, as I do this solely as my gift to spread my own e njoyment of RPGs to other gamers. ~ Arwen ~