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I'm having a lot of crashes when trying to collect a squad to go to Pripyat. Is this a common issue?
I don't think it's a conflict, because the problem was in place even when I only had this mod installed. I'll try reinstalling it to see if that helps.
Understandable, but the issue begins at around 5-10 meters(if that). Just wanted to alert you to a potential bug/see if you had a fix.
All of the weapons. I don't have any problems when I'm using a weapon, but when I'm being fired at over any sort of distance, there's no report. The only clue I have is that I'm being hurt or bullets landing around me.
Thanks. I've also noticed that weapons fire is completely silent at more than a few meters. Is that a known bug, or just something on my end?
I've noticed that something is preventing me from setting a global time modifier. I've been using a bullet time mod to try and replicate the effects of adrenaline in combat, but it randomly cuts out. Do you have a script in place to return SGTM to 1?
Fair mention that V10 prevents you from using alien weapons, due to a bug in the Max Ammo feature causing the max ammo of alien cells to be 0.
I tried playing with it for as long as I didn't starve to death. So far, I've not noticed any performance hits, except that one time I threw a grenade in Moriarty's saloon, and all the alcohol exploded at once. THAT was a massive framerate drag. Worth it though.
I also set my friend up with Reborn V9 so I could test it a bit more, and he hasn't had any problems at all so far. Been about 3 days.
Have you considered adding the Destruction mod to yours? I tried to add it seperately, but the data values in Destruction that make items breakable stem from the base game, and overwrite yours. Of course, this means that the replenishing effect for food and drink dissapears. Just seems like something that should be in a realism mod.
Is there any way to disable the dreadnaughts? I keep having the same problem: Even when I've been forced to drop the difficulty down to Easy, the enemy's ability to produce massive numbers of dreadnaughts without the same supply cost that standard capitals require always ends with me being overrun within 20-30 minutes of the game starting.
V10 is the no-noob version. V9 has all the features, but highly customizable. I prefer V10 because it keeps me from being tempted to change everything to make it easier. Call me a masochist, I guess.
Oh, and I happened across something you might wanna add into your suggested mods list, in the readme. I was always bugged by the fact that the AI completely ignored someone's head exploding right next to them, so I set about finding a mod that would fix that.
Arwen's AI mod changes it so that when you fire an unsilenced weapon, any enemies in the cell immediately respond to it. Really amps the realism and challenge.
I hate to keep saying the same thing over and over, but maybe you could go with a dual release one with IS, on without?
I'm going to miss Ironsights. What'll we do without Ironsights though? We don't exactly have a crosshair anymore. Didn't much like it to begin with anyway.
Yeah, I remember Spread. Ugh >.< Didn't help that vanilla didn't have any ironsights. Made hitting anything at range difficult. Eh, I guess I'll just get down on a hill with an M82 and blow 'em away with some real accuracy. On that note, did you ever think about adding a ballistics system to the game? It's render is pretty impressive (at least compared to NV), and I keep missing because I adjust for distance and motion.
I know that, and it's a trick I use frequently, but for a realism mod it seems a little silly to not be able to sleep when you can't hold your eyes open because there isn't a matress laying nearby.
I noticed a bug in The Pitt: When you ask for a pistol, you are given a glock and the rounds for it. But whe you walk through the gate, it turns into a DE and gives me .300 Win Mag rounds. If it were me, I'd leave it as a DE, because the stockroom that the foreman locked himself in (in the yard) has quite a bit of .50AE in it. But maybe fix the ammo to load up as .50AE from the start?
One more thing I've noticed: The enemy seems to be on a level of marksmanship usually reserved for Armed Forces Sharpshooters. It's a little odd when any ragtag raider can pick up a poorly-maintaned rifle and become DeadEye ****. Just a thought I happened to have about improving future releases :3
You have no idea how much I appreciate that. Thanks!
What editor are you using to get into the RGD? Do you have a link for a download of it?
I'll give it a shot. Thanks for the help.
Where would I find the tuning file? And what's the name/extension of the file I'm looking for?
But there's no code modifications I can make to lower their capacity to cheat?
Is there a way to cut the enemy's income in Skirmish? They always seem to build up far too quickly with lots of heavy armor and steamroll me.
I've also noticed that beds are in short supply when you really need them. You may consider adding something to allow a character to sleep anywhere, so long as there aren't any enemies nearby.
Thanks. Also: I have a little input on your planned features, but feel free to skip it.
I like the idea of a hold-up system, but I don't think that reducing the amount of weapons/ammo is a good plan, especially since you're planning on increasing the amount of weapons. A dynamic weather system is something that Fallout 3 has desperately needed forever, so if you can get it working it'd be quite possibly the best thing yet. And in regards to the blood loss system, it could make sense to have Blood Packs help to restore it. But if all else fails and you still feel like reducing weapons, you could release a side-by-side (RV11A and RV11B) one with reduced weapons, and one without, for those of us that love all the new features but still think of Fallout primarily as a FPSRPG.
How could I go about changing how the weapons are labeled for slots? I have a character that carries an MP5 as a primary, but that means I can't carry a pistol (besides the Jayhawk, but I really prefer repeaters.)
Is there any way I can play through the original missions with all the new units using your MC.exe?
Could I have the code changes that affect the weapons damage? I'd like to modify NV to have realistic damage while I use FOOK until your Reborn gets the weapon skin updates, if you decide to work on it again.
I really liked Lonesome Road and Old World Blues. I think the problem was that it was more a Western than anything else; they took away the ruins that I loved to play in and discover new things. Those two expansions gave me all that back.
Quick suggestion for V11, if you decide to keep working on it: Bump up Sydney's health a bit. She tends to die in the first volley when defending the rotunda.