Arwen's Fallout New Vegas Journal

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(updated November 18, 2013)

Arwen's Mod List
part Four

Tweaks: Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc.

Arwen's NV Realism Tweaks (my own Fallout New Vegas Overhaul)

Version 5.0 was released on October30, 2013. This is a Major update that fixes some minor bugs, further improves game play balance (especially at higher levels) and adds some new features. The Realism Core esp now includes my former Hard-Core and Endurance modules, in a single, more optimized core module (esp). My One Life module's were rewritten, and code was added that seems to solve most of the pesky stability issues.  I also created a separate "Lite" version of my One Life module, that should work for everyone . . . including users who have never been unable to use previous versions of One Life.

My Realism Tweaks is a Fallout New Vegas Overhaul.  This mod is a tightly balanced collection of tweaks, with edits to 2200 records , and adds 100 custom scripts that combine to make game play a very different experience.

My NV Tweaks includes 4 modules, which allows each user to install the entire mod, or just part of it.

This mod is my attempt to share my vision of what Fallout New Vegas might have been if the focus had been on creating a truly immersive RPG, instead of a RPG/FPS hybrid.

Warning! My Realism Tweaks are not for the casual gamer. This is an Extreme Realism mod, so it will make your game MUCH more difficult. My Tweaks will also make your game world much more realistic, immersive, and challenging. This changes the game way more than just turning on the New Vegas 'hardcore' mode! This is my vision of what hardcore game play is really like. With my Full Tweaks installed, you will will actually have to learn how to survive . . . and you will have to use a LOT more strategy.

Are you up ready for a real Hard-Core role-playing experience?

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc
My Vision of The Wasteland

When I first played Fallout New Vegas, the game felt extremely unbalanced. This game was way too easy!  And I was playing on what was called 'hardcore' mode.  This game was obviously targeted at casual gamers, and because of this focus, the player character was given a huge advantage over the NPCs. Sure, you may have to struggle a bit when you first head out into the Mojave Wasteland  (for like the first 10 minutes), but it really doesn't take long to end up with an over-powered character, with an arsenal of over-powered weapons, and more ammo than you could ever possibly use. I was seriously bummed out, as Bethesda had once again released a RPG that it was only a shadow of what I felt it should have been.  Well, I can't totally blame Bethesda, because they are just the publisher this time . . . but I had hoped that Obsidian would have done a better job at turning Fallout 3 into a more challenging RPG.

Obsidian did make some big improvements, and the game is a much better RPG than Fallout was . . . but it is hardly hardcore.  The Wasteland should be a very harsh, unforgiving place, where survival is difficult.

My character is in a totally unfamiliar hostile environment, where she should have to struggle just to survive.

She should have to search just to find enough food and water to keep herself alive for one more day. Ammo should not be lying all over the place, where she could just pick it up for free, but should be scarce and expensive . . . she should have to watch every single bullet she used. When I make bad choices, I expect real consequences for my poor decisions. When my character gets hurt, I wanted to feel like I was in real pain. If I'm surprised by a bunch of enemies, I should to have to fight for my life . . . and, if I did mange to survive the attack, I should to have to limp back home, bleeding, and staggering in pain and exhaustion, as I crawl to safety.

It has taken me 3 years of updates to get to Version 5.0 of my NV Realism Tweaks [v.1.0 was released on 10/22/10].  I may still release an occasional update, but v.5.0 should be my last major update. My next NV project is to release a compatibility patch for the DLC.

Creating an entire Overhaul on my own was not an easy task, as I had to make thousands of edits and write hundreds of lines of scripts to make the game play the way I felt it should . . . but the end result is totally worth it! I have succeeded in remaking the Mojave Wasteland into what I had hoped it would be.

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc
Version 5.0 - My Latest Version (and Changes)

Arwen's NV Realism Tweaks v.5.0 [requires NVSE] (1030/13) - by Arwen:

This is how my mod is currently packaged:


Core Master (Arwen_NV_Core.esm) Required Master (esm).  The six modules:

1.) Realism Core module (Arwen_NV_Realism_Core.esp):
- Global tweaks that affect PC, NPCs, and Creatures.
- More immersive and balanced game play, with improved role-playing aspects.
- Includes Smarter AI, Tougher and More Deadly Combat, Dynamic Stealth.
- Stats/Skills point reductions: rebalanced Perks, Skill Books, and Magazines; Gender bonuses/penalties; tougher economics.
- Includes my own unique Perks and character Traits.
- Greatly reduced ammo, guns, food, and caps (based on your LUCK stat).
- Optional Dynamic Timescale, custom Weapon and Visual FXs, Weapon Ability Penalties, Skill-Based Accuracy, and Reduced XPR (for slower leveling).
- Optional Strain (a new stat that I created), which increases when walking with more than 100% encumbrance, whenever you are running (at any encumbrance). Your Strain limits how far you will be able to travel before you need to rest. Strain also increases when you Jump or swing a melee weapon. Also adds my own FastRun (sprint).
- Adds my own Fatigue HUD display (optional).

Optional modules (but requires Core Master and Realism Core module):

2.) Med-Tec module (Arwen_Med-Tec.esp) - (balanced specifically to be used with my Full Realism Tweaks).  Overhauls Injuries, Treatment, and Needs (eat food, drink water, and sleep) to make survival more realistic. You will now sustain Wounds, Burns, Blood Loss, Trauma, and Infections. Based on my vision of true hardcore game play. Even if you survive combat, you can now easily die from your injuries.

3.) One Life module (Arwen_NV_OneLife.esp): Does not require my Med-Tec module, but was coded to work with my Injuries and Needs. This is my own unique concept, where your character's "death" now has some real in-game consequences. You no longer die, instead you pass out and are left for dead. And while you were unconscious you were looted, and then your body was tossed aside. When used with Med-Tec module, adds Rescue feature (when your injuries are severe, and you are out of medical supplies).

Optional/Independent module:

4.) Camera module (Arwen_Camera.esp) - totally optional/independent module: Moves the default 3rd person view much closer to center . . . giving you a true over-the-shoulder view. Also increases the maximum zoom out distance for the chase and vanity camera, longer death camera, and quicker Kill camera.

IMPORTANT: My Realism Tweaks have been balanced for NORMAL Difficulty.  Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures more difficult to kill (it will take more bullets), and your character will be easier to kill.  My mod already does both (but in an entirely different way), so you will just be multiplying these two things . . . which will likely have negative effects.

Please do no make requests that I remove my skill damage increases, as that is totally contrary to my goal of making Fallout NV a better RPG. One of the main elements of a RPG has always been that the amount of damage you do is ALWAYS determined by your skill level. Remove that, and you pretty much negate any reason to ever advance your skills. The way my mod handles weapon skills is that you gain a weapon damage BONUS as your weapon skills increase. This is just like the way that Perks give you bonuses. Even at 10 Skill, DAM is 60% 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 20 (above 20 skill, the DAM will continue to increase, reaching a 2X DAM BONUS at 100 skill).

Major Changes in Version 5.0:

Realism Tweaks - Overall Changes:
- This is a Major update that further improves game play balance (especially at higher levels), fix minor bugs, and adds some new features. Many of my scripts were edited to work better together, which greatly improved the optimization of my Full mod.
- Version 5.0 has been restructured and includes so many changes that it requires that you begin a new game (even it you are using an earlier version of my Tweaks).
- The Realism Core esp now includes my former Hard-Core and Endurance modules in a single, optimized core module. [This will also make it much easier for me to add a single patch for all the NV DLC (in a future, optional file).]
- Initialization Quests are now more synchronized, regardless of the number of modules you are using.
- My Full mod has been rebalanced, across all levels. In most cases, my Tweaks are now a bit less harsh at the beginning of the game, but should be more challenging at higher levels than in previous versions.
- Expanded in-game Options Menu: You can now disable/enable Strain and select between More Difficult or Less Difficult Hard-Core settings (affects Carrying Capacity, Endurance, Barter, and Self-Repair). The Less Difficult setting gives you generally the same results as with v.4.1's Realism Core (without Hard-Core module). So, even though these modules are now part of my Realism Core, most of what they add/change is still optional. If my One Life module is active, you can now toggle it on and off at any time, and there's an option to display messages when One Life saves are made and Revival Points are set. You can now also alter your character's height, select between more or less Weapon Ability Penalty messages (under Other Settings), and increase/decrease the chances of Dismemberment. The Options Menu now runs faster.
- My "Realism Tweaks User Guide" Word doc has been updated to version 5.0, and now includes a new section on SPECIALs (and how my mod alters them), which should help users in their character builds.

Realism Core changes:
- Health Points: Adjusted for both PC and NPCs, to keep the game challenging at high Endurance, but also so that you wouldn't die quite so easily at lower END (which was often a problem when my One Life module was active).
- Threshold Resistance: Set to game default 20% ( a minimum of 20% of weapon's DAM penetrates any armor, even when the armor DT > weapon DAM), and is now adjustable from 0 to 40%.
- Damage Threshold was increased for Baby DeathClaws, regular RadScorpions, and BarkScorpions [unchanged for the adult DeathClaws and the Giant RadScorpions].
- Tougher NPCs (now under VisualFXs, in Options Menu): my default setting is "Normal NPCs," which still have 20% more HPs than in the default game (the "Tougher NPCs" setting should ONLY be used if you find that the NPCs are too easy to kill).
- Fatigue script rewritten: passout/revival imods now works smoother and fatigue changes are better integrated across all modules.
- Weapon Effects: Improved to mesh better with my latest changes to Fatigue and Armor Level (see Med-Tec changes).
- Weapon Ability Penalties: script is now better optimized and Penalties have been completely rebalanced (every perk has been redone). No strength penalty with range weapons when you are receiving a skill penalty; and no skill penalty with melee weapons when you are receiving a strength penalty. I also increased VATS and Critical Chance/DAM reductions, and decreased Weapon Dam reductions in my low weapon skill and strength perks. Unarmed has now been added to my Weapon Abilities.
- Dynamic Stealth: your enemies will not be able to see you from so far away; you will now be much less visible when crouching than when you are standing; and your Perception now increases by 1 point when you are sneaking (only when your Health is greater than 50%).
- Pip-Boy Locked during Combat: Once the "No Pip-Boy during combat" message is displayed, your Pip-Boy only remains locked for 30 seconds, even if you are still flagged as being in combat, but your weapon must remain holstered and you must remain in Sneak mode. (Gives you a chance to put on a helmet or bandage a wound while your enemy is still searching for you.)
- Repair: Made some minor changes that now permit you to repair some weapons and armor with other weapons and armor. Also rewrote my Repair script, so that your Intelligence stat has more of an impact on your Self-Repair ability (also gender-based).
- New Rookie Penalties: Option added at end of Hard-Core Quest (now part of Realism Core), which will initially make your game VERY difficult. If selected, your initial SPECIALs are reduced to a minimal amount (based on your stats), and your character will actually have put their skills and muscles to use for their stats to slowly increase back to the non-penalized amounts. Most Rookie Penalties will last for at least a couple of game days, but could last for much longer, depending on how you progress. When my Weapon Ability Penalties are also enabled, you will be able to use most weapons, even when your skills are very low (until Rookie Penalties are no longer being applied).
- You now only receive 7 Skill points to distribute at Level Up (was 8 points in v.4.1; default was 13 points). But your Tagged Skills still receive my 2X multiplier with odd level ups.

Med-Tec changes:
- Needs and Injuries have been rebalanced quite a bit. Bandages are a bit more effective at treating Wounds, and Stimpaks now increase clotting effect, even with the Stimpak hotkey. Plus both Bandages and Stimpaks will now reduce your Infection Level a bit, but only before the Wound has become badly infected (Level 6+).
- Improved Sleep Quest Script: Your HPs will no longer drop more than 10% while sleeping. Slower healing while sleeping or waiting than while awake. [This removes the sleep/wait cheat, where sleeping/waiting for a few hours could completely heal most of your injuries.]
- Armor Level now increases faster at lower DT, and slows down as DT increases, and there are now 12 Levels (were 10). The difference now between 1DT and 11DT is a +5 Armor Level increase, while the difference between 24DT and 34DT is only a +2 Armor Level increase. Wearing Power Armor (when your DT is greater than 23) now gives an Armor Level bonus. A brief message is now displayed whenever your Armor Level changes.
- Weapon Injury Script: the balance between your Armor Level and weapon hit injuries has been improved. Bullet weapon hits were split into two separate form lists ... High DAM and Low DAM. New Creature Hits form list: Bloatfly darts, Ant spit, and Centaur spit now increase your Wound Level.  When my default "More Difficult Hard-Core" is enabled, a percentage of your HPs are now also damaged by this script (for both types of bullet hits, for creature hits, and for cutting and trauma injuries); with 1 AL (2 DT) a single High-DAM bullet will damage your HP by at least 60%; with 6 AL (15 DT) the HP damage is reduced to 30%.
- The number of bandages available was added to the Wound Treatment message.
- Reduced amount that your Wound Level immediately increases when your Wounds become badly Infected.
- Your drawn weapon is now holstered before you do Full Scan or do a Hotkey Stimpak injection (prevents animation issues).
- You Need 25% more Water per hour when your Encumbrance is greater than 70% (except while you are sleeping/waiting).
- Now drinking from a pure water source reduces your Water Need by 4 oz (was 2), Bacteria Level still only increases +1 for each drink.
- Any water bottle can now be filled at both Purified and Good water sources. A Pure or Good water bottle both yields a bottle of Good water, at either source (since the bottle is used). A Dirty water bottle always yields a bottle of Dirty water (from any source, since the bottle is dirty).
- Drinking water when you have Radiation Sickness or Food Poisoning will no longer quench your thirst, but now increases you Water Need by +0.5 (due to dehydration effect when getting sick).
- You now have the option of drinking bottled water from the Med-Tec scan menu. Added a new Needs Menu (replaces the "Additional Stats" menu), which is similar to my Bottle Water menu, where your Bacteria, Digestion, and Radiation Levels are shown (along with 6 other stats). This should lessen the chances of getting Food Poisoning (by drinking from water bottles when your Bacteria Level was too high) ... as long as you check your stats and watch what you drink.
- Added drinking animations to all bottled water (similar to my stimpak and bandage animations, where you'll not be able to use a weapon until the animation ends). The standing animation only lasts a few seconds (and you can still walk and run). The sitting animations last quite a bit longer and may be a bit off when sitting in some chair types (as these are the unaltered default animations).
- The Needs menu also gives the maximum Food Units you can safely eat (based on your current Bacteria, Radiation, and Digestion Levels). If you pay attention to this and never eat food that has more Food Units than your current safe maximum amount, you should never get sick from eating too much. You must leave the Needs Menu to eat anything, but you have the option of opening your PipBoy directly from the menu.

One Life changes:
- I put a LOT of time and work into One Life in this update, and it is now MUCH improved. This module should now be more stable for everyone; and it should now remain stable, even after you've been using it in your game for a while. For the first time (I could never get this part working right in earlier versions), the respawn points are now disabled after use, and then deleted after you quit each game session.]
- One Life is initially enabled (at the end of the One Life Quest), and you can now disable (and enable) it at any time [Options Menu/Other Settings]. After disabling, you should delete all the OneLife saves and save your game manually. [For best results: quit your game, start again by loading your manual save, and make a new save soon after the game has fully loaded. This ensures that all the Revival Markers have been removed from your future saves.]
- Less chance now of being attacked when you are unconscious (which often happened just before you revived,while your Fatigue was still above 100%).
- You are now looted of 50% to 90% of your caps, based on your Luck stat (was always 90% of your caps).
- After Near Death player’s armor is now removed and returned to inventory (prevents coming to in a different armor than what you "died" in). Player now holds onto their equipped weapon (instead of the weapon returning to their inventory), and your ammo is now only looted if you have more than 10 ammo for your equipped weapon.
- If you suffer a Near Death with poison still in your system, there is now a chance you might survive.
- When Rookie Penalties are enabled and you also have less than 4 Endurance: Near Death will be triggered when your HPs drop below 20 points; and your Med-Tec injuries will not increase as much when you are revived. Once Rookie Penalties have all been removed, or your Endurance is higher than 3, the Near Death trigger and Med-Tec injuries at revival will revert back to normal.
- New optional One Life - Lite esp (if my regular One Life module seems to increase your CTDs). The "Lite" version has pretty much the same Normal Death and Near Death penalties as the regular version; the main difference is the way Near Death revives the player. In the Lite version you are not moved, but are revived right where you died. Unfortunately this means that your enemies may still be waiting for you, which may result in you dying again (probably a Normal Death this time). Also your Normal Death revival locations are MUCH less random than with the regular version. So this is definitely a lite version, but it should work for all users without increasing their game CTDs.

Camera module changes:
- Moved the 3rd person viewpoint in a bit closer (to the PC) and a little lower, to improve perspective and aiming while in 3rd person.

Continue below for the full details:

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc

Arwen's NV Realism Tweaks
Realism Core Quest (and core changes)

Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

My Core Master esm and Realism Core Module are BOTH Required!
  IMPORTANT! My Realism Tweaks were designed to be used when starting a new game. This is especially true after version 5.0 (when my Hard-Core module was integrated into my Realism Core module). If you add my Tweaks in an existing game, your skills are going to take a major hit and some of my other skill changes might cause major 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 for 4 days). You should not add my Realism Tweaks to any older saves where you had advanced higher than Level 2.
  Unless otherwise noted, all my changes are in reference to the default game (not including any DLC).
  My Core module makes a ton of changes (as you'll soon see). Here are the major results:



My Realism 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 until after you exit the Doc's house  (or after loading a saved game in which this module was not installed) and are in an exterior cell, and are not in combat. After a very brief delay, so that you have some time to get your bearings, my pop-up welcome message will be displayed. This is when my mod is fully initialized.
- Then my Options Menu, my Realism Tweaks Note, and a fashionable pair of sunglasses will be added to your inventory; and all future XPRs will be reduced to 25% of their default amount; and the Timescale will be set to 8. You'll also soon discover that your Vault Jumpsuit (that Doc gave you) was replaced with something a bit more appropriate for the Mojave (that old blue Vault suit is just sooo Fallout 3).
- [Arwen's Option Menu] (located in PipBoy Items, under "Aid"): in-game selection of features and settings that enable you to customize how my mod affects your game play. Most of my optional features are enabled by default, so you have to disable the ones you do not want.
- NOTE: If you have been out in the Wasteland for at least 15 game minutes and my Option Menu is still not in your inventory (and you are sure that you installed it correctly), open your console (~ key) and type in: StartQuest ArwenInitQuest.


Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

Main Tweaks
- Note: [adjustable] and [optional] settings are changed in the [Arwen's Options Menu]
- Timescale Settings [adjustable]: a special script enables slower Timescales with the game's hardcore mode [or with my Med-Tec Needs]. With my mod, your Needs (food, water, sleep) now increase at much more realistic rates and my rates automatically adjusts to the Timescale you selected.
- Dynamic Timescale [optional]: Timescale will be 50% slower in interior cells, during combat, or when your health is less than 25%. For example, an 8 Timescale will be reduced to 4 during combat, or when your health is low, or when you are in an interior cell. This was added because interior cells are more realistically scaled than exterior cells (when considering distance over time factors); and to automatically slow down the effects of your Med-Tec Injuries during combat and when your health is low.
- Menu Time Setting: The game clock no longer stops while in most menus (my default rate is 50% slower than your Timescale setting . . . game time will pass half as fast when in menus), but is easily changed in my Options Menu.  My default 0.50 multiplier works well with my default Timescale of 8, but you may want to use a smaller multiplier with faster Timescales, and a larger multiplier for slower Timescales.
- XPR Multiplier [adjustable] slows down how fast you level up by globally reducing ALL experience points rewards. Your current total XPR will NOT be reduced . . . just the amount of points you receive from this point forward.  [Initially set to 25% default amount].
*** The following changes only affect the player character:
- RunBack effect slows down your speed when running backward (since you should not be able to run as fast backward as forward). Backward speed is determined by your Agility level, which I carefully balanced with my movement speed changes, to increase immersion, without being overly restrictive. Even with the maximum speed penalty (at AGL=1), you will still be able to run backward 50% faster than you can walk backward. With an AGL of 10, there is only a 10% speed penalty.
- VATS combat is more balanced (now less of a game cheat). Much quicker VATS playback speed, so you have a bit more time to make defensive moves. You'll now receive normal damage receive while using VATS (default was only 50% normal damage). Weapons will deteriorate twice as fast in VATS than when used in normal combat (since VATS was basically a cheat the way it is implimented in the default game, and there should be some penalty for using it all the time) Note: In Fallout 3, weapons deteriorated 5 times as fast in VATS (so my 2x rate is quite moderate).
- 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).
*** The following changes affect the player character, NPCs, and Creatures :
- Greatly Reduced Carrying Capacity, and is now gender based. In the default game, my character (STR=4) could carry 190 pounds of gear! This is now reduced to 90 pounds, which is still a lot of weight for a person to carry. [With my default Hard-Core settings: the player's carrying capacity is 65 to 200 for a male character; and 60 to 150 for a female PC. If you select my Less Difficult HC setting (in my Options Menu), the player’s carrying capacity is 70 to 250 (for either gender).]
- Walking is now 9% faster when your weapon is holstered [and the same as default, when your weapon is drawn]. Think of your this as a fast jog toggle . . . as long as you remember to holster your weapon, you should now be able to outrun most enemy NPCs (but there are still many creatures that are faster).
- Decreased the running multiplier, from 4 to 3.65. Both my walking and my running speeds are much closer to real life movement speeds (and my top running speed is the same as default). My Realism Tweaks result in a walking speed of 3 mph  (equals the average real walking speed), and a running speed of 10.8 mph (the average jogging speed is ~6 mph, so my running speed is a pretty good running pace).
- Reduced safe fall height distance to 14 feet (in default game your character can fall 28 feet without being hurt at all). I also increased the chance of crippling a leg when taking falling damage.
- Modified Crippled Speed Penalties: now 40% slower walking/running with one crippled leg and 60% slower with both legs crippled (default was 15% and 25%)
- Increased Crippled Torso Stagger Chance to 90% . . . so bullets will now appear to hurt you (and be a bit disabling).
- More Caps for Merchants - all merchants now have twice as many caps (Wasteland currency).

Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX


Smarter AI & Stealth

- If you are used to the default combat, it will actually feel like the NPCs have suddenly become much smarter. I have spent a great deal of time balancing 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. Combat will now be MUCH tougher.
- NPCs are much more likely to take cover during combat, will reload under cover, search for cover while moving towards you, and will often fire from cover. They will now dodge much more realistically (are much less able to dodge bullets). They will now open ammo boxes and containers to equip themselves with better weapons and explosives. You'll now be competing more with the NPCs, so these items will now be much harder to come by.
- Many NPCs and Creatures will flee/retreat to survive (much less likely to make suicidal attacks). NPCs will still be really aggressive during combat, and the ones that do flee should attempt to take cover further away (instead of just cowering in front of you) and they should remain hidden for quite a bit longer . . . but they should eventually get up enough courage to return to combat. And Super Mutants are less likely to flee now and are even more aggressive . . . in sort of an extreme type-A personality way.
- NPCs are now much less predictable. For example, snipers will now wait longer before firing (up to 3 times longer). So just because it seems quiet out there, you can no longer be sure that an NPC is not just waiting patiently for you to walk out into the open.
- Most NPCs and Creatures are now more likely to stop attacking after their victim is rendered unconscious . . . which means they will now focus more on conscious enemies like former Vault Dwellers. The exceptions are the Super Mutants . . . who are all now more likely to attack unconscious victims.
- Followers' combat behavior was improved, to be less suicidal. [But I recommend that you do NOT use any companions. I didn't alter individual companions in any way, so they are generally compatible with my mod, but they REALLY have an impact on the balance (they will make combat too easy, and using them will unbalance my mod quite a bit).]
- 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.
- 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 (they will no longer stand right in front of you without seeing you). And when you are hiding in the shadows, the enemy will detect you if you move when they are nearby.
- 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 be stealthy when wearing lighter armor (under 17 pounds), while it is now much more difficult to be stealthy when wearing heavier armor (over 17 pounds). Plus NPCs will now sleep a bit sounder - they will not wake up quite as easy when you are nearby
- NPCs will now respond to explosions from much further away (2.5 times the distance in the default game). And if you fire a gun, anyone nearby will know exactly where you are (no more picking off enemies one at a time, while they all just stand there). But guns with silencers will not give away your location, unless NPCs are very close (they will focus their search on where the bullet hit, which you can use to distract them).

Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

- Includes some MAJOR GLOBAL changes which will make your game MUCH more challenging, so survival will become much more difficult. We all know that the default weapon damage is too low . . . it really shouldn't take 6 bullets to kill a Mole-Rat. The solution has been to make the individual weapons more powerful, but that can cause compatibility issues with add-on weapons. My solution is different:
- Endurance is a much greater factor in determining your Base Health. Your HPs are 20 to 40 points lower than the default game's Level 1 amount. The biggest difference is that you no longer gain HPs when you level up (default was +5 HPs per Level Up).
- The NPCs now start out with more HPs than they had in the default game (at Level 1). But they now receive only +2 HPs/level (default was +5 HPs). For equal Endurance, at the Lower level, the average NPC will still have less HPs than the player, but now only 18% less at Level 1 (in the default game they had 40% less HPs). By Level 20 (with equal END) the average NPC will have a bit more HPs than the Player has (in the default game, the NPCs had 45% less HPs than the player).
- Healthier/Tougher NPCs: their combat reduced health will now be restored back up to 80% (default was only 60%). Also increased Low-level NPC base health multiplier (making them much healthier, and harder to kill). Made some Class changes, for tougher enemies, due to their improved stats.
- Your adversaries are now much better equipped (their weapons and armor are now in MUCH better condition). But the NPC's armor (and sometimes their weapon) is now damaged upon their death.
- Pain now has greater effect on player - you will now feel like you're actually in pain.
  Radiation Exposure is More Deadly: Swimming or wading in radioactive water is now 10 times more deadly (but Radiation Accumulation rate remains at default).
- Increased Head Cripple Penalty: perception is reduced a lot more when you are suffering from a concussion . . . you'll actually now black out for a few seconds.
- Radiation Accumulation Rate is twice as fast as default, while exposure to radioactive water (swimming and wading) is 4 times more deadly.  (But rad amounts in food and water remain at default).
- Regen Implant [Monocyte Breeder]: Health Regen rate is now based on your Timescale, at +12 HP/game hour. [In the default game this is based on real time, at +6 HP / real minute. Note that the rate is exactly the same if you have your Timescale set to 30, since at 30 TS, 2 minutes = 1 game hour (2minutes * 30TS = 60 game minutes).]


Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

Localized Damage

- Changed the way that individual body parts react to damage to make this a bit more realistic. For instance, with humans (and human types), damage to the head does LOT more damage (loss of more HPs) than damage to arms or legs. And torsos damage is much greater than arm or leg damage, but quite a bit less than head damage. It also greatly reduces the chance that body parts will explode or be dismembered.
- Tweaks ALL the unique body types (affects every single body in the original game).
- Changes the localized body damage effects . . . in a way that balances out game play, while making strategic hits more effective (such as crippling shots).
- Reduces the chance of the PC receiving head shots by 50% (the frequency was set way too high in the default game).
- Super Mutants are now VERY hard to kill!  Unless you have mid level weapon skills, or a fairly powerful weapon . . . do NOT trying to kill a Super Mutant (or some of the other tougher creatures), unless you have explosives (it will take a LOT of 9mm bullets, when your small guns skill is low . . . even with head shots).
- Greatly reduces the probability of exploding body parts and dismemberment.
- Robots were also tweaked so that you will now have a greater chance of disabling parts of a robot. It is now possible to destroy just the targeting chip in turrets (which will then target nearby NPCs).

Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX


- Armor Deterioration was increased by 30%. But weapon deterioration is unchanged from default.
- Threshold Resistance [adjustable]: In the default game, you did a minimum of 20% damage when hitting an armored target, even when the target's Damage Threshold (DT) was greater than your weapon's DAM. I've increased this to 25%, to balance with my changes in HPs and armor. This is adjustable from 0 to 40%, in 5% increments. Setting this to 0 means that no HPs will be loss when the DT is greater than the DAM.  Affects all armor worn by the player and by the NPCs, as well as the DT protected Creatures (Deathclaw and Rad scorpions) .
- To balance out the above, the Damage Threshold was increased from 5 to 7 for the Baby DeathClaws, from 5 to 8 for the regular RadScorpions, and from 2 to 5 for the BarkScorpions [unchanged for the adult DeathClaws and the Giant RadScorpions]. Note that these creatures’ DT will NOT change when you select a different Threshold Resistance percentage.
- I went through every single piece of armor and clothing to improve the balance. DT was increased for some armor and increased for a few types of armor. Value of armor is now based much more on its DT (how much it protects you), but I also factored in armor health, uniqueness, and any bonuses it provides.
- DT was increased for most helmets, while reduced for the associated body armor. Generally the helmet DT will now equal 50% of the body armor's DT (default was usually 25% or less), with the total DT (armor + helmet) still close to default . . . this will make wearing helmets MUCH more important.
- New Armor wearing bonus: Armor (including helmets) will now weigh only about 50% as much when worn (when carried, there is no weight reduction).

Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

Weapons (and combat related)
<> Optional Combat Settings [in my Options Menu]: I highly recommend that you keep all these enabled.
- Weapon Ability Penalties: you will be increasingly less effective when your skills are lower than a weapon's skill requirement, or when your Strength is lower than a weapon's strength requirement (much harsher than default penalties). If your stats are too low, you will not be able to use some weapons (less than 30% of skill requirement, or more than 3 points below strength requirement).
- Tougher Crippled Arm Penalties: when an arm is crippled, your Strength and Weapon Skills are reduced and you cannot use VATS. Penalties are greater for a crippled right arm than for a left arm, and even greater when both arms are crippled. But does not directly prevent you from using any weapon.
- Skill Based Accuracy: aiming accuracy is based on your Guns or Energy Weapon skill (also dynamically improves Auto-Aim, as your weapon skill increase). This also increases the spread penalty when you do not aim (shooting from the hip), when you are shooting while walking or running, and when your are shooting while standing (greater accuracy bonus for crouching).
- PipBoy Locked during Combat: No more combat timeouts to change into better armor, repair weapons, or take a lunch/beverage break. But the default Hotkeys (1-8) still work while you are flagged as being in combat, so you can still access any hotkeyed item. Once the "No Pip-Boy during combat" message is displayed, your Pip-Boy will be unlocked after 30 seconds, even if you are still flagged as being in combat, but your weapon must remain holstered and you must remain in Sneak mode. [For times when an enemy is just searching for you, and you might actually have time to put on a helmet or bandage a wound.]
<> For All Weapons:
- 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.
- The values for most weapons were decreased (often 50% and more). This was done to bring the prices more in line with my changes to the value of armor/clothing (part of my mod's bartering overhaul).
- Weapon damage has been increased through weapon skills calculations (which affect all weapons globally, including weapons that are added through other mods). But I did this in a way that makes the damage increase with higher weapon skills a bonus, instead of increasing the default low skills penalty. Even with a Small Gun Skill of only 10, DAM is 9% higher than in the default game at this level . . . and this is before factoring my other DAM increases.
- Weapon Skill Bonus: 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%); and your weapon is in good condition. 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, with a 1.5X DAM result at 100 skills).
- 50% less damage bonus during sneak attacks, but still 50% more than non-stealth damage.
<> For Ranged Weapons:
- Energy weapons received a major overhaul: increased DAM, decreased ammo use, increased fire rates, and DT reductions were added to the ammo.
- Condition of a ranged weapon now has a bit more effect on how much damage it does, and damaged weapons will not fire as fast, and have a greater chance of jamming after reloading. Automatic Weapons now take a bit longer to cool down.
- 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.
- Removed the zoomed-in view when aiming most non-scoped pistols (and a couple of the rifles). But scopes added with mod kits will still zoom correctly.
<> For Melee Weapons:
- Melee Weapons generally had their DAM reduced (but a few were increased).
- Strength is now a much greater factor in how much damage a melee weapon does. And Weapon Condition is now a greater penalty in how much damage a melee weapon does.
- Block Skill increased by a factor of 2 (to add balance to Melee and Unarmed combat changes)
<> For Explosive Weapons:
- 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 (this was needed so I could bring my next actor effects into the game, and have semi-realistic results).

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.


Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

Unique Weapon Effects
- I created my own unique Weapon Effects, for added immersion and more realism. All three effects work by damaging the actor's Fatigue (which is an invisible stat). Your fatigue is then partially restored and regenerates at about 1 point per second. Works by added fatigue damage, with knockouts to weapons (applies to both player and NPCs).
- My Weapon Effects are enabled by default, but each can be toggled on or off in my in-game options menu. I highly recommend leaving all three enabled.
- Player will now yelp in pain when hit if their fatigue < 30 (warning that next hit will likely knock you out).
- All three effects can result in temporary damage to you character's Agility and/or Perception.  My Dynamic Visual FXs are applied dynamically whenever your Agility or Perception stats are damaged (see my Visual FX section below).
- My Fatigue HUD: displays your fatigue as a percentage (how fatigued you are). When you reach 100% fatigue, you pass out. When your Fatigue is over 70%, the text turns red and your character starts breathing hard. At 90% Fatigue, the text flashes and the breathing sound increases.  [My Fatigue Hud will not be displayed unless you follow my HUD Setup instructions exactly.]
Whack Effect is attached to most non-blade melee weapons, and relies on the player's strength and their melee skills.
- Actors will not be able to knock out opponents who have more than +1 point of Strength than them, unless they have a melee skill of 50 or more, then they will be able to knock out opponents with up to +2 points more Strength.
- Under the above conditions, every hit reduces the victim's fatigue, and when their fatigue is less than 20%, they are knocked out briefly.  Actors with a crippled arm may still be able to knock out their victim, but it will take more whacks to do so.
- Knocked out victims only drop their weapon when their health is below 40% or less than 50 HP (for low HP actors). The dropped weapon can then be picked up and used by other actors. [When "No PipBoy During Combat" is enabled, the weapon is returned to your inventory instead of being dropped . . . allows you to access this weapon during combat, through the cycle keys.]
- If knocked out, the victim's Agility will be reduced (-2 points) for 135 seconds; and their Perception will be reduced be reduced (-3 points) for 150 seconds.
- My Whack effect does not work against Super Mutants; but it does effect robots. 
Blast Effect is attached to most explosions (excluding grenade launchers).
- Anyone within the splash radius will be knocked off their feet and, if not killed by the blast, their current fatigue will be damaged.
- If the victim's fatigue is less than 50% when they are hit with an explosive blast, they will be rendered unconscious (most victims will remain unconscious for 15 seconds, but Super Mutants will only be knocked out for 5 seconds, and robotic creatures will only be stunned for a moment).
- Radscorpions and Deathclaws will also suffer fatigue damage, but much less than NPCs and other creatures.
- If knocked out, the victim's Agility will be reduced (-3 points) for 3 minutes; and their Perception will be reduced be reduced (-2 points) for 3 minutes.
- Plus the player's armor will suffer increased damage, from 5 to 25% (with higher DT armor receiving less damage).
- Your equipped weapon is returned to your inventory when you are knocked out, and will still retain its hotkey slot. [In earlier versions I made you drop your weapon . . . which is more realistic.  The problem was that the ground's surface (and other objects) are not always solid . . . so the your dropped weapon often disappeared.]
Gunshot Effect: attached to most small guns (excluding automatic weapons, and energy weapons).
- Every bullet from these weapons will reduce the victim's remaining fatigue.
- When their fatigue < 20, they are knocked to the ground (and forced unconscious for 3 seconds), and will suffer from a loss of Agility (-3 points) for 2 minutes.
- Radscorpions and Deathclaws will not be rendered unconscious when shot.
- When victim is knocked out, equipped weapon is returned to inventory (with hot key still set).
Changes to Default Weapon Effects:
- 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.

Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

visual FX:
Eyewear FX:
- Adds a bit of immersion when wearing sunglasses and reading glasses. This is done by attaching unique visual Effects (my own ImageSpace Modifiers) to all the default eyewear.
- As a bonus, you can now wear eyewear in combination with most default helmets and hats.
- Shades FX: Simulates wearing real sunglasses by reducing the harshness of the lighting when you equip a pair. The effect works as long as your character is wearing sunglasses. The cool thing is that these work like real auto-tinting sunglasses, so they also work indoors, by reducing glare, without reducing the overall lighting. The effect only works fully if you have HDR enabled in your game. Attached to Lucky Shades, Three Dog's Glasses, Tinted Reading Glasses, Tortiseshell Glasses, and Biker Goggles. (Made to compliment Nevada Skies' environmental lighting changes.)
- Focus FX: Simulates putting on a pair of reading glasses with blurriness and double vision. The effect only lasts for 20 seconds, when your character puts on the following eyeglasses: Eyeglasses (Blackrimmed), Doctor Li's Glasses, and Reading Glasses.
Dynamic Visual FX:
- Applied dynamically whenever your Agility or Perception stats are damaged more than 25% (the graphic effects increases at 50% damage, at 66% and again at 80%).   With loss of Perception, you will suffer from a loss of Depth of Field (distant objects will be out of focus). With a loss of Agility, your eyes will be more sensitive to light and you will suffer from Tunnel Vision (only the center of your vision will be in focus). These vision penalties are combined when both of these stats are damaged. I created my Dynamic Visual FX specifically for my Weapon Effects, but they are not required.  I did my best to simulate effects that would represent the negative vision effects that might be experienced after a person has been knocked out.
- My effects are totally separate from the default "Concussion" effect (which is altered by my Tweaks).
- Note: All my Visual FX are disabled by default (for compatibility), so you must open my in-game Options Menu and enable the ones you want, for have any of these effects present in your game.
Misc. Immersive Visual Changes::
- Increased Impact Shader Maximum Distance by 4 times the default distance (from ~234 to ~937 feet), so you will now see bullet damage effects much further away.
- Fixed the default game "Get Hit" lag by cutting the effect's duration in half.
- Spent shells from bullets now last 4 hours before they begin to disappear (instead of only a few seconds).

Realism Core: Initialization | Main Tweaks | Smarter AI & Stealth | Survival | Localized Damage | Armor | Weapons  | Weapon Effects | Visual FX

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc

Arwen's NV Realism Tweaks
Encumbrance Quest (and changes)
(part of Arwen_NV_Realism-Core.esp)

My Encumbrance changes are now integrated into the Realism Core module (since v.5.0)

But you can disable my Strain in my Options Menu (under "Other Optional Settings"), which would remove most of these changes.

If it had been possible, I would have just altered Fatigue, but too much of Fatigue is hard-coded into the game. So I had to create my own stat, which I called Strain, since it increases the fastest when you are working the hardest. In the default game you can run forever without getting tired, and the only penalty for exceeding you Carrying Capacity was that you could no longer run. My Strain was created to fix both of those issues, and my Strain is also tied in with how injured you are, and allows you to FastRun (sprint).

- My Encumbrance Quest will be initialized about about 1 minute after the Realism Core Quest has finished (the quest will pause when you are in an exterior cell or in combat). This quest is finished after my Encumbrance message pops up. After that happens, you should see your Strain increase when you run. [If you have installed my Strain HUD display correctly. See Strain HUD Setup.]
- You now suffer from Strain (similar to fatigue, but totally separate from the default fatigue).
- Your Strain increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance).
- The more encumbered you are, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit (exceed 100% Strain).
- Strain is based on game time, so Strain increases faster with faster Timescales.
- Note that times listed below are in GAME minutes [divide game time by your Timescale setting for real time]
- With an encumbrance of less than 50%, you will be able to run for roughly 46 GAME MINUTES before your Strain reaches 100%, but at 99% encumbrance, you'll only be able to run for about 15 game minutes.
- When walking with 110% encumbrance, you will last about 16 game minutes, but at 150% encumbrance you will need to rest every 4.5 game minutes.
- But Strain increases faster when you are injured: 30% faster when one leg is crippled, 60% faster when both legs are crippled, and 30% faster when your torso is crippled (in addition to the cripple leg penalty).
- And your current Health is factored into your Strain increase rate (25% slower at 100% Health; 50% faster at 25% Health).
- Strain also increases when you Jump, or when you Swing a Melee Weapon. So make your melee attacks count, as just whacking away can now work against you. (Be careful NOT to hold down the jump or attack keys/buttons, or your Strain will rapidly increase).
- Audio Warnings: When your Strain is over 50%, your character will start breathing hard; at 75% Strain your character will breath harder. (Integrated with Fatigue breathing SoundFX.)
- If your Strain exceeds 100%, you will collapse, injuring yourself, and your equipped weapon will be returned to your inventory (but will still be hot-keyed).
- The amount of HPs you lose when you collapse is based on your current Strain/second.
- Using Jet or Ultra Jet will immediately clear your Strain (resetting it to 0), which can be a lifesaver during combat.
- So pay attention to your Strain level, and rest before you collapse.  It is very easy to keep track of your Strain level:
- Strain will be displayed on your HUD, as: "Strain: xx%."  Your Strain percentage will turn red when your Strain reaches 75%, and when it reaches 85% Strain, the text starts flashing, warning that you are near your limit. The Strain meter is movable by just holding down the grab key for 2 seconds, and then by using the arrow keys to move it.
You must edit your existing hud_main_menu.xml file for Strain to be displayed. See Strain HUD Setup.
- Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance), and while you are in menus (50% slower). How fast your Strain decreases depends on how encumbered you are. Plus your Strain will decrease 33% faster when you are sitting or crouching (non-moving sneak mode).
- During a walking rest (after running, or when in menu mode) it takes about 9 game minutes at 50% encumbrance for Strain to decrease from 100% to 0%, but over 11 game minutes at 99% encumbrance. When sitting (or non-moving crouching), it takes about 5 game minutes at 50% encumbrance, but 6 game minutes at 99% encumbrance, for Strain to decrease from 100% to 0%.
- During combat your Strain will only be reduced when you are not moving (as in hiding). And Strain will not be reduced during combat when in menu mode.
- 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 health is fairly good. As Strain increases above 70%, your running speed will progressively begin to slow down (since you are getting tired), but the speed will that your Strain increases will also slow down (since you are exerting yourself less).
- FastRun: when your Strain is less than 70%, holding down the Activate key while running gives a 50% speed increase, but your Strain will increase 5 times as fast. At 50% Encumbrance (at 100% Health) you will be able to FastRun for about 6 game minutes (from 0 to 70 Strain); but at 99% Encumbrance you can only FastRun for about 1 game minute. If your weapon is out, you will FastRun a bit slower (just like with normal running). If you are crouching, you will stand up and FastRun.
- Dynamic Jump: how far and how high you can jump now changes, based on your character's current Agility AND on their Encumbrance. The default game's jump height is roughly 3 feet. At 25% ENC + 5 AGL (or 80% ENC + 7AGL) you can jump the default jump height. My mod's jump range extends from not being able to jump at all (with 1 AGL or when either leg is crippled), up to a maximum height of 5.4 feet (at 25% ENC + 10 AGL).
- I also added my Encumbrance notes to your PipBoy, for easy reference.
- You have the option of disabling Strain [my Options Menu,under "Other Optional Settings"], but only AFTER the Encumbrance Quest has been completed. You can then enable or disable Strain at any time.

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc

Arwen's NV Realism Tweaks
Hard-Core Quest (and changes)
(part of Arwen_NV_Realism-Core.esp)

My Hard-Core settings are now integrated into the Realism Core module (since v.5.0)

My default "More Difficult Hard-Core" setting makes your game truly hardcore. Your character's stats now have a much greater impact on your gameplay; plus I overhauled to economics of the game world. (You have the option to change this to the "Less Difficult Hard-Core" setting at anytime.)

The concept behind the Hard-Core name: (Note: this was not based on the default game's hardcore mode, but is based on my Fallout 3 Realism Tweaks' Hard-Core module, which I first released nearly a year before Fallout New Vegas was released.) In the default game, it is way too easy to soon have an abundance of caps . . . to the point that you no longer have to worry about being able to afford more than enough supplies. Most food, weapons, and ammo are very easy to come by, as you can literally just pick them up everywhere for free.

My goal in creating this module has been to make changes that will make it a LOT more difficult to find loot, AND to have enough funds to purchase supplies. If I have been successful, you will actually have to be careful in how much ammo you use. If you also install my Med-Tec module, having enough food to survive may actually be somewhat of a challenge (as it should be).

This module is also based on my belief that game play is much more rewarding when you have to continue to struggle in order to survive. This concept has always held true for me for every single computer game that I ever became hooked on. And this is one of the reasons that I always seem to enjoy the earliest levels so much more than the higher levels. This module will make the game much more challenging . . . even at higher levels.

Initialization Quest
My Hard-Core Quest will be initialized about 1 minute after the Med-Tec Quest has finished. [If my Med-Tec module is not installed and active, the Quest will begin about 1 minute after the Encumbrance Quest has finished.] Note: the quest will pause when you are in an exterior cell or in combat.
- When beginning a new game, or when loading a saved game in which you are still at level 1 or 2, my Hard-Core Quest will reset your number of SPECIAL points to 35; plus you will have to select your tagged skills and traits again, and you have the option of enabling my Rookie Penalties.
- In a new game, this may be a bit of a pain . . . but this is the only way that I can make this work with older saved games. Plus this method should now be compatible with alternate start mods that allow you to skip the tutorial.
Reduces the abundance of stuff
Makes many essential items much more scarce:
- I created my own global reducers (modifiers) which I applied to many Leveled Items in order to reduce the amount of these items that are randomly added to containers and spawn points. The end result is:
- Reduced abundance of all ammo (bullets, energy cells, microfusion cells, railroad spikes, and flamer fuel).
- Reduced abundance of some weapons (guns, grenades, and mines)
- Reduced the abundance of free food, and non-vendor caps.
- Reduced the abundance of chems (including stimpaks), and bottled water.
- Melee weapons were reduced, but by a smaller amount . . . this automatically increases the percentage of weapons which are melee weapons, which in turn increases their use.
- You should now find that you are using melee weapons more, in order to save your ammo for when you really need it.
- Dynamic Respawn Rates for zones: is set at the beginning of the game at a random amount (every 4 to 8 days; default was 3 days), and is reset whenever you level up.

stats & skills have Much greater impact on game play
- SPECIALS: You now receive 5 less initial points to distribute (from default 40 to 35). So now you begin the game with an average amount of stat points (5 points/stat). This will also help to balance out gaining SPECIAL points later in the game for Implants (which are mostly unchanged from the default game).
- Skill Points: You will start out with roughly 50% less points for all skills (because you get 5 less SPECIAL points, and your 3 tagged skills now only get a 5 point bonus, instead of the default 15 point bonus). This was done to balance out game play by keeping the game more challenging, even at higher levels.
- LUCK: now results in no bonus skill points. But LUCK is still an important stat . . .  the amount of spawned loot is now based on your Permanent Luck stat. For each point of Luck less than 10, the average amount of found loot decreases by 3% (this is in addition to my reduced chance changes and my loot reduction).
- Traits: There are 7 new Traits: 4 are Fallout 2 Traits (one of which I changed quite a bit) and 3 are my own unique Traits. There are only 11 Traits in the original game, and not all of them worked well with my Tweaks. My new Traits were picked/designed to expand character build diversity, in a way that will have a major effect on your game play (especially early in the game). I also changed the Small Frame Trait, to match the FO2 version (since my mod already made it easier to get crippled limbs).
-  Rookie Penalties: Option added at end of Hard-Core Quest, which will initially make your game VERY difficult. If selected, your initial SPECIALs are reduced to a minimal amount (based on your stats), and your character will actually have put their skills and muscles to use for their stats to slowly increase back to the non-penalized amounts. Most Rookie Penalties will last for at least a couple of game days, but could last for much longer, depending on how you progress. When my Weapon Ability Penalties are also enabled, you can still use most weapons, even when your skills are very low (until Rookie Penalties are no longer being applied).
- Leveling Up: You now receive 6 fewer skill points to distribute when you level up, but your Tagged skills now receive a 2X bonus on Odd Level Ups (Level 3, 5, 7, etc.), when they gain 2 points for every skill point you spend on them (my tagged bonus is now spread over many levels, instead of getting it all in Level 1). You also get to pick a perk at every level now (default game is every other level) . . . this is offset by my increase requirements for most perks, along with my reduced bonuses for some of the overpowered perks.
- Perks:  For better balanced with my Realism Core, 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) and you can now select a Perk at every level up, since perk requirements were generally increased.
- Skill Books: are no longer consumed when you use them, but are replaced with a "Read" version, with a lower value that you can sell or collect.  You now gain just 2 points from each Skill book that you read (3 points with the Educated Perk).
- Skill Magazines: are no longer consumed when you use them, but are replaced with a "Read" version, with a lower value that you can sell or collect.  You now gain just 2 points from each Skill book that you read (3 points with the Educated Perk).
- Bartering: I radically altered the settings that determine how much items will cost the player. You will now have to pay a LOT more for supplies (and you'll receive a LOT less in trade). Your Bartering skill now plays a MUCH larger factor into how much items will cost and how much you will receive in trade. Your gender now has an impact . . . as female characters receive a 15% buy bonus, and males receive a 5% sell bonus (for equal Barter skill ).
- Repair: items used for repairs will now improve the weapon or armor a bit less, your repair limit is now gender-based (male bonus), and based on your Intelligence stat, Merchant repair costs were significantly reduced, and are now based on your Barter skill. This should make paying for repairs a more viable option.

Gender Bonuses/Penalties
- Even though this may appear to be a bit sexist, it is generally true that males and females are different, so I felt that there should be some actual differences in game play, based on which gender your character is. Please note that my bonuses are not meant to be taken totally seriously, but are just another way that different character builds can result in differences in how the game plays. In the default game there is no meaningful skill differences between genders . . . now there are some noticeable differences.
- Female Bonuses: Endurance (more HPs) and Barter Sell (receive more caps)
- Male Bonuses: Strength (greater carrying capacity), Barter Buy (less caps needed),  and Repair (a bit more effective repairing own items)
  Option to switch from my default "More Difficult Hard-Core" setting to the "Less Difficult Hard-Core" setting (also removes most of the Gender Differences). You can switch back and forth between these settings at any time.


For more detailed information on all the stat changes that my mod makes, including the difference between my "More Difficult Hard-Core" and "Less Difficult Hard-Core" settings, and all the Perk changes; jump over to my: Hard-Core Quest and Settings Details page.

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc

Arwen's NV Realism Tweaks

Med-Ted Module (Arwen_NV_Med-Tec.esp)

My Med-Tec module is Optional, but it does require my Realism Core module.

This is my own Injuries/Needs/Treatment Overhaul.

Works best when default hardcore mode is NOT enabled. While my Med-Tec Needs was initially designed to work with the hardcore mode, you will get a LOT of message spam when it is enabled. All the default needs messages will be displayed, along with my Med-Tec Needs messages (and this can be both annoying and confusing, as the default messages often give wrong information about your Needs). Having the default hardcore mode enabled will also increase stuttering, along with the chances of the death bug or CTD after sleeping. The only real downside of not using the hardcore mode is that your ammo will not have any weight, which is pretty minor, since my mod greatly reduces your Carrying Capacity.

WARNING! My Med-Tec module takes survival to a whole new level. Even when you survive combat, you can now easily die from your injuries (just like in real life). Also taking care of your Needs (thirst, hunger, sleep) is no longer as easy (mine are based on realistic rates), and the penalties for neglecting your Needs are much more severe.

Treatment is often required after combat, as just sleeping will no longer heal your injuries. Doctors will now treat your wounds, blood loss, infections, burns, trauma, and radiation sickness (in addition to the default injuries). But doctors will not fully heal your more severe injuries. What you get for your caps is treatment, not instant health restoration. You will now often leave a doctor's office bandaged up, with braces on your fractured limbs. To balance things out, your health (HPs) slowly regenerates (as long as your wounds are minor, and you have not neglected your Needs too much), and minor injuries will slowly heal on their own.

My Med-Tec module is NOT compatible with other Injuries or Needs mods.

Initialization Quest
- My Med-Tec Quest begins about 2-1/2 real minutes after the Realism Core Quest has finished; or after being initialized in a saved game. This quest is a bit more complex and has a number of stages (quest objectives), so it is important that you pay attention while it is running and follow the quest’s instructions. [Once the quest begins, it is best to remain outside and avoid combat until it has finished, since either will pause the quest.]
- You will be notified when the quest begins, and it will be listed as an active quest while it is running.
  After the Med-Tec Scanner is fully initialized (during the quest), you will receive the following supplies (if you did not already have these items in your inventory): 1 Medical Brace, 2 Bandages, 1 Antibiotic Injection, 1 Stimpak, and a 16 ounce Bottle of Purified Water.
- The default needs will been deactivated, (if you have the default game's hardcore mode enabled), but the default display (in the Pip-Boy Stats menu) will still function and will be kept in sync with my Med-Tec Needs. The default Needs messages (for Dehydration, Starvation, and Sleep Deprivation) will still appear, but are now based on my Med-Tec Needs.
- Your initial Med-Tec Needs (Water, Food, and Sleep) will then be calculated, based on how much game time has passed since 6 am. If many hours have passed, you will likely receive a message that you are dehydrated (which is why you were given a 16 ounce Bottle of Purified Water).
- Your initial injuries (just Wound Level and Blood Lost) are based on your character’s current HP percentage (how much your HP is damaged). Fore example: If your character’s Permanent (maximum) HP is 160 and their current HP is 80, their HP is damage by 50%. (50% HP damage results in a Wound Level of 2.5 and a Blood Lost of 4.0. 90% HP damage results in Wound Level of 4.5 and a Blood Lost of 7.2.)
- [Med-Tec Options] is also added to your Pip-Boy (under Aid) gives the following: Prepare to uninstall; Change the Quick Scan hotkey; change Full Scan hotkey, and change the Stimpak Injection hotkey.
- The entire Med-Tec Quest should take about 3 real minutes, but the quest’s timer will be paused while you are inside or during combat (when the combat flag is on).
- No Fast Travel when very tired (20 hours without sleep), thirsty (14 ounces water needed), or hungry (15 food units needed), or Health is less than 40%.


Full Scan Menu

Your Med-Tec Scanner:

- Monitors 26 stats (your Injuries & Needs), and greatly enhances self-treatment. The 25 stats (just in case you were wondering): Antibiotic Healing Time, Armor Level, Bacteria Level, Bandage Time, Burn Bandage Time, Blood Lost, Burn Level, Clot Level, Crash Time, Digestion, Fatigue, Food Need, Head Heal, Heal Rate, Infection Level, Left Arm Heal, Left Leg Heal, Radiation Sick Level, Right Arm Heal, Right Leg Heal, Sleep Need, Torso Heal, Tourniquet Time, Trauma Level, Water Need, Wound Level.
- Assists in self-treatment of any injuries (such as precisely targeting injections, and applying sterile bandages to burns).
- Use the Quick Scan Hotkey [M] to monitor 9 of your most vital stats during game play (available even during combat).
- Full Scan Hotkey [Rt Ctrl] for diagnosis and treatment of injuries, while not in combat (see the above image).
- Med-Tec assisted treatments are not available during combat, but you can still perform basic First-Aid (inject Stimpaks, apply bandages, and inject morphine and antibiotics).
- The combat permitted treatments all use my Animation Effects, so you'll have to make sure you are in a safe spot before using these items, as you will be vulnerable during all these treatments.
- Whenever you are injured an automatic Quick Scan is displayed, so you can keep track of your condition during combat. [Gives Wound Level, Blood Lost, Trauma Level,  Burn Level and Infection Level].
- Food, Water, and Sleep Needs are also available when you do a Full Med-Tec Scan (see image below).


Additional Stats Menu

The Injury and Treatment Part:

- This module greatly expands the injuries that you will suffer and the treatment of injuries.  No longer will you be able to just shake off being shot, burned, whacked, or chewed upon.  And just sleeping will no longer heal your injuries.
- You will now sustain Wounds, Burns, Blood Loss, Trauma, and Infections.
- Your Medicine skill is factored into how effective self-treatments are (when using your Med-Tec, your Infirmary, or a Doctor's Bag).  Note: when a percentile range is given below for the effectiveness of a treatment, it is based on this Medicine skill range.
- Injuries are not random, but are based directly on how much you were injured, type of weapon used, and on your Armor Level . Animal bites will result in a different injury than a bullet wound, which is different than what you receive from a laser or plasma weapon.
- Now it really pays to invest in better Armor (and it pays to keep your armor in top condition). Armor Level is based on your armor's DT, and goes from 0 (for non-armored clothing) to 11 (for the best Power Armor).  For instance, a bullet hit with a 0 AL increases your Wound Level by 0.90, while a bullet hit with a 11 AL increases your Wound Level by only 0.12.
- All Injuries are done by Levels (with Level 0 being no injury): this makes injuries easier to monitor and treat.  Most moderate injuries will slowly heal on their own (without any treatment).
- Dynamic self healing rate for injuries: based on your current Endurance: 5 END results in an average healing rate; 1 END is 40% slower; and 10 END is 50% faster.
- Dynamic Health Regeneration: Your regen rate restores your Permanent HP amount every 10 game hours.
- But Your Health Stops Regenerating whenever your Wound Level is above 2, or when you are Very Thirsty (Water Need 24), or Famished (Food Need 20), or Exhausted (Sleep Need 12).
- Sleep Penalty: Your Health Regeneration and Self Healing rates are now both slower while you sleep. Plus your digestion rate now slows down during sleep. This is to balance things out, and to prevent an unrealistic amount of healing when you are asleep for a long period of time.
- 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 (below Level 7 slowly heal on their own. Average healing rate is -1 Wound Level every game hour, assuming that you receive no new injuries (with 5 END).
- Infections: Wounds higher than Level 4 will slowly become infected.  Once an infection reaches Level 6, it will damage your health, and the only cure will require an injection of Antibiotics (either by a doctor, or by using your Med-Tec).  Antibiotic Healing Time increases with higher Medical skills. [Note: Wounds must be at least at Level 2 to self-inject Antibiotics.]
- Bleeding Wounds: Wounds above Level 5 result in Blood Loss which increases with the severity of the wound (faster at higher Wound Levels).  Your health with slowly decrease when you have a bleeding wound (and you'll cry out in pain when this happens).
- Your blood level is tracked in Units of Blood Lost, with 8 units lost being moderate, and 12 units lost being severe (maximum Blood Lost is 18 units). With moderate blood loss, your health will begin to deteriorate (and you'll cry out in pain), the greater your Blood Loss, the faster your health deteriorates.
- Your blood slowly regenerates on its own (average rate is +1 unit every game hour), but you may need a Blood Transfusion (+6 Units of Blood) to recover from excessive blood loss (requires a Blood Pack and a some Surgical Tubing). Eating some types of cooked red meat will restore a small amount of your blood.
- To stop Bleeding: apply bandages, which immediately reduces your Wound Level by 30 to 70% (based on your Medicine skill).  If no bandages are available, a Med-Tec Stimpak injection can be used to speed up clotting (-1 Would Level/15 minutes), reducing your Wound Level by as much as 2 (based on your medical skill).  Note that you only increase your Clotting Level, when a Stimpak is injected from the Med-Tec Wound Treatment menu. 
- Bandages can also be applied during combat (from inventory or if added to a hotkey slot); but only for bleeding wounds (not for burns, which can still only be treated during the Full Scan). Bandage application is animated, which disables player movement for several seconds (so make sure you are in a safe place).
- Bandages can be crafted [Campfire Crafting]:requires Cook Kit, Abraxo Cleaner, and CLEAN Pre-War clothing or Settler Outfit (like the one Doc gave you). The idea is that some types of clean clothing can be torn up and sterilized to create 2 rolls of bandages.
- A Leather Belt can be used as a tourniquet (less effective than a bandage). Tourniquets can only be used when you have a Bleeding Wound, only remain on for 1 game hour, and do not heal the wound, but just temporarily reduce it by 3 Wound Levels while it is equipped.  Once the hour is up, the leather belt is removed (and consumed), and the wound immediately increases by 3 Wound Levels. [Note: only one tourniquet can be used at a time.]
- Burns increase in severity up to Level 12, with Severe Burns beginning at Level 8 (which requires treatment to heal). Your Med-Tec Scanner can replace damaged skin with synthetic skin (requires a stimpak, a full bottle of purified water, plus bandages to cover the area), reduces Burn Level 50 to 80%. If no purified water is available, a bit less effective treatment consists of a stimpak injection and applying a bandage (reduces Burn Level 30 to 60%).
- Bandages have penalties while they are applied and remain on for a minimum of 4 game hours (up to 12 hours, with multiple bandages). Bandage Time is calculated separately for Burns and Wounds, and both are displayed in stats (under Additional Health/Needs). Bandages will automatically be removed once Bandage Time returns to 0, but only if your Wound Level (or Burn Level) is less than 2, and only when you are not :in combat.
- Tourniquets also have penalties and remain on for one game hour. (Bandages and Tourniquets will not be removed while you are in combat.)
- Trauma injuries (bruising and tissue damage) increase in severity up to Level 10, with Severe Trauma beginning at Level 7 (Torso Trauma, which requires treatment to heal). Use your Med-Tec to inject a stimpak into the bruised soft tissue, which will reduce Trauma Level 25 to 75% (based on your Medicine skill).
- Damaged limbs slowly heal, but only when the limb is not crippled. Crippled Limbs need a Medical Brace applied in order to heal (either through your Med-Tec, or by paying a doctor).
- Once a brace is applied, the limb will require time to heal fully before the brace can be removed, and penalties will be imposed while you are wearing any brace (specific to each limb).  It takes roughly 12 hours for a limb to heal completely.  But a limb cannot be crippled while it has a brace. Braces can be used multiple times if your medical skills are high enough (one use for every 10 Medicine Skills).
- A Crippled Head (concussion/skull fracture) or Crippled Torso (fractured ribs/spine) can be treated through your Med-Tec under treat fractures. This requires a Med-Tec targeted Morphine injection (injecting morphine has less effect, and will only be applied to the one that is damaged the most).
- Doctor's Bags now require 25 Medicine to use and weigh 2 pounds. Only non-crippled limbs are healed (12 to 50%), and if you have one or more crippled limbs, you will also receive a Medical Brace (use in your Med-Tec scanner to splint one crippled limb). Head and Torso injuries will be healed 20% (even if crippled). After use the Doctor's Bag is no longer "consumed," but is replaced with an Empty Doctor's Bag (which is now a necessary ingredient in the Doctor Bag Recipe).
- Doctors no longer will fully heal you if you have moderate or severe injuries. What you get for your caps is treatment, not instant health restoration.  But they will treat your wounds, blood loss, infections, burns, trauma, and radiation sickness (in addition to the default injuries). You will now often leave a doctor's office bandaged up, with braces on your fractured limbs.
- You will no longer be able to instantly heal yourself will your personal infirmary, but can now only treat your injuries (and only the same injuries as with the default infirmary).
- Nearly all the default Chems were rebalanced for this module and all now have weight: for example, Buffout only restores 30HP, Healing Powder slowly restores only 36HP, and Hydra only restores 30% of your limb conditions.

Animated Stimpak Injection (I HATE needles!)
- Stimpaks have been totally overhauled and include my Stimpak animation effect, along with my Stimpak Injection Hotkey (H, by default, but you can change this in my Med-Tec Options Menu).
- No more freezing combat while you take a timeout to give yourself a Stimpak injection. You can still give yourself an injection during combat . . . but you will be incapacitated for a few seconds, and the bullets will still keep flying.
- Injecting a Stimpak will improve your Health by +1 HP for 30 seconds (for 36 seconds, if you have the Fast Metabolism Perk) and any non-crippled limbs will gain +5 health. Your Clotting Level will also increase when you inject a stimpak (which will slowly reduce your Wound Level).
- Each injection now damages your Fatigue (two rapid injections WILL knock you out), and your vision will now be messed up for the 30 seconds that your HP are being restored, and your Strength is reduced by 1 point for 60 seconds (until Stimpak Effect wears off). Stimpaks will not restore your Health higher than 75% (this is balanced by my Health Regen).
- It's really a bad idea to attempt a hotkey injection while running, or even walking (hey, I warned you).
- Note: you have to be in 3rd person to view the injection animation correctly, but the stimpak effects will still be applied.
- Morphine and Antibiotic injections also use the injection animation (but no hotkeys). Morphine injections also include a visual penalty and damage Intelligence.

- Restocked Medical Supplies: Med-Tec supplies for doctors and some general merchants are restocked daily (time of stocking varies, based on your Luck stat . . . high Luck stat means earlier restocking).

The Needs Part:

- If the default harecore mode is enabled, my mod's Needs are synced with the default needs [H2O, FOD, SLP] when this module is first activated (so this should work fine with most saved games), but from that point on, my Med-Tec Needs will take over. The default needs display will still function, and will be kept in sync with my mod's Needs, but I also overhauled the default penalty levels.
- The default penalties like Minor Dehydration are still applied, but not at the static rate (every 200 Needs), and the specific penalties are now somewhat different (see The Penalties section).
- Dehydration: Minor: Water Needed 14 to 23.9 ounces [H20 210 to 359]; Advanced: Water Needed 24 to 31.9 ounces [H20 360 to 479]; Critical: Water Needed 32 to 39.9 ounces [H20 480 to 599]; Deadly: Water Needed 40 or more ounces [H20 600 to 999]
- Starvation: Minor: Food Needed 15 to 19.9 units [FOD 300 to 399]; Advanced: Food Needed 20 to 24.9 units [FOD 400 to 499]; Critical: Food Needed 25 to 34.9 Units [FOD 500 to 699]; Deadly: Food Needed 35 or more units [FOD 700 to 999]
- Sleep Deprivation: Minor: Sleep Needed 8 to 9.9 hours [SLP 200 to 249]; Advanced: Sleep Needed 10 to 11.9 hours [SLP 250 to 299]; Critical: Sleep Needed 12 to 15.9 hours [SLP 300 to 399]; Deadly: Sleep Needed 16 or more hours [SLP 400 to 999].
- My Need Rates are based on my Realism Core's more realistic Needs Rates, but goes way further (as you will soon see).

Water Need:

- Water Need is now Dynamic: your basic requirement is 2 ounces/game hour (48 oz/day), but your rate will increase by 50% (3 oz/hr) when you are outdoors in the heat of the desert day (from 9am to 6pm), and decrease by 50% (1 oz/hr) when you are sleeping . . . unless you are sleeping outdoors, in the heat of the day (2 oz/hr). When your encumbrance is less than 70%, your rate will decrease by 25% (when your are not sleeping).
- Most Beverages (and fruit) give you some water benefit (from 1 to 16 ounces of water), with the greatest amounts coming from the purest types of bottled water (which are now consumed only half a bottle at a time).
- With the exception of Purified Bottled Water, beverages no longer have any Healing effect, contain Rads, and will damage your health a bit.
- Purified Bottled Water restores some Health, but only when you have less than 70 HP (the lower your HP, the more it heals), and only if your Water Need is greater than 0. When your Water Need is less than 8 oz, the amount of healing is proportional to your Water Need.
- Liquor will not quench your thirst, but dehydrates you (increases your Water Need by 1 or 2); and hard liquor no longer gives you a Strength boost, but now restores your Fatigue (which can be a live saver if you have my Realism Core's Weapon Effects enable).
- Water Bottle Refill: Any water bottle can now be filled at both Purified and Good water sources. A Pure or Good water bottle both yields a bottle of Good water, at either source (since the bottle is used). A Dirty water bottle always yields a bottle of Dirty water (from any source, since the bottle is dirty).
- Bottled water now has realistic weight (1 fluid ounce water weighs 1 oz.) which includes the weight of the empty bottle (which is now less than a full bottle).
- You cannot bottle Bad or Terrible Water, but can only drink directly from these type of water activators. You are first given a warning message, as these water types are now high in both Rads and Bacteria amounts.
- You can still drink from surface water, but cannot fill your water bottles from it, and it only reduces your Water Need by 1 per sip (-1 ounce).  There are three new types of surface water (Semi-Clean, Stagnant, and Dirty), which contains various amounts of radiation and bacteria . . . so drinking it will damage your health (more on Bacteria below, with Food Need).
- New Jolt Effect: is attached to Nuka Colas (and other stimulants), which reduces your sleep by 1 to 3 hours each (up to a maximum of -6 hours Sleep). This is similar to the default game, except when my Jolt effect wears off, you Crash big time (your Sleep Need immediately increases by the full reduced sleep amount).  Your Crash Time is displayed in your Med-Tec Scanner (under Additional Health/Needs Stats): this gives the remaining game hours before the Jolt effect wears off.
- Drinking and Radiation Sickness (see under Food Need for more): You cannot drink anything when you have Radiation Sickness (when your internal Radiation Level is 5 or higher); drinking will just make you sick (you'll gain no Water benefit, and you'll just make your Radiation Sickness worse).
Animated Drinking (water bottles only)

Food Need:

- Food Need is also Dynamic: your personal Food Need is now based on your Permanent Strength and Endurance. An average PC (5 Strength and 5 Endurance) requires 24 Food Units every 24 game hours (1 unit/hour). 
- There are 10 Food Levels (displayed with the food item in your PipBoy): from Food+1 through Food+10.
- Food no longer has any healing effect, and uncooked food is now higher in RADs; while Fresh Fruit and Vegetables will now reduce your RAD Damage.
- Cooking and Survival skills are now more necessary: Meat taken from dead animals is now Raw Meat (and should be cooked before eating). Raw meat has more RADs, is high in bacteria, and is less nourishing. Eating some types of cooked red meat gives you the added bonus of reducing your Blood Loss (by 1 or 2 Level points).  And some of the packaged food will not have much nourishment unless it is cooked (like the box of Mac & Cheese).
- New Recipes: for all this raw meat, and for the packaged food. This include my basic "Pan Fried" recipes, which do not require the full Cook Kit; but you must have both a Metal Cooking Pan and a large, sharp knife in your inventory for these new recipes to be visible. [A minimum Survival Skill of 15 is required to "cook" these basic recipes.]
- New Cooking Kit: now required to make most of the recipes that use campfires (since you need pots and other utensils to mix and cook the items).  I also added a Mess Kit, which makes eating meals much more sanitary. The Kits can be purchased from most merchants, or crafted if you have the skill.
- Digestion Level & Overeating: Eating causes your Digestion Level to increase (will slowly decrease when you are not eating). Your Digestion Level is displayed whenever it increases or decreases by 0.5 Level points (it can also be checked when you do a full Med-Tec scan, under [Additional Health/Needs Stats]). Your Digestion Level also affects your Radiation Level (see below).
- If you eat anything when you are not hungry, you will get sick, gaining no benefit from the food. But your Digestion Level will still increase a bit (because you now have indigestion), so now you have to wait even longer before eating again, even if you are a bit hungry.
- You can only butcher an animal (access their inventory) if you equip one of the following specific knives: Knife, Combat Knife, or Chance's Knife (unique Combat Knife).
- Dead animals will now only have usable meat for 6 game hours after they are killed. (This does not seem to apply to animals that were killed before you entered that cell.)
- Raw Meat Limit: You can only remove meat from animals if you have less than 4 chunks of raw meat in your inventory; plus you only have room to carry 4 chunks of raw meat (you will drop any additional raw meat).
- Radiation Level (displayed in your scanner): When your RAD damage is 100 or higher, eating will cause your (internal) Radiation Level to increase while you are digesting food. The higher your RAD damage, the faster the rate of increase. Your Radiation Level will slowly decrease when your Digestive Level returns to 0, or whenever your RAD damage drops below 100. You get Radiation Sickness when your (internal) Radiation Level reaches 5. You will gain no benefits from eating or drinking when you have Radiation Sickness. You will just get sick. Your Radiation Sickness will last until your (internal) Radiation Level drops back down below 5. Important: Radiation Sickness is unique to my Med-Tec module . . . it is not in the default game . . . it is NOT the same thing as Radiation Damage (RAD damage) or Radiation Poisoning.
- Radiation Sickness can be totally prevented if you just keep your RAD damage low. Whenever your RAD damage approaches 100, use  your Med-Tec Scanner to treat your radiation (it can target RadAway at radiated tissue much more effectively than just swallowing the pills). With the Med-Tec Scanner, RadAway treatment reduces BOTH your RAD Damage AND your Radiation sickness (taking RadAway outside of the scanner just reduces your RAD Damage).  Note: you can still have Radiation Sickness even if your RAD Damage has be totally removed, as it takes it a while for your Radiation Level to drop (decreases by 1 point per hour).
- Bacteria Level: Uncooked meat and open sources of water (cisterns, puddles, streams, etc.) are high in Bacteria. The only water that is completely free of Bacteria is bottled Purified water. Not having a Mess Kit in your inventory will result in an increase in your Bacteria Level when you eat most food (all but snacks and finger-food). Your Bacteria Level will slowly drop on its own (assuming that you are not increasing it).
- Food Poisoning: If your Bacteria Level reaches 5, you will become sick with food poisoning. There is no treatment for Food Poisoning, you just 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.

Sleep Need:

- You require 1 hour of Sleep for every 2 hours that you are awake. When your Sleep Need is 0, you won't need to sleep for 16 hours before becoming Sleepy (Minor Sleep Deprivation); after 20 hours you'll be Very Tired (Advanced Sleep Deprivation); after 24 hours you'll be Exhausted (Critical Sleep Deprivation).
- You will slowly heal while you are sleeping, at exactly the same rate as when you are awake (with the same restrictions).  Which means that if you go to sleep when your Wound Level is 2 or higher, your health will not regen at all.
- Sleeping Limitations: Your Sleep Need must be at least 1 hour before you are tired enough to sleep at all.  And you can only sleep as long as you Sleep Need (but this is rounded up, so if your Sleep Need is 7.1, you will be able to sleep up to 8 hours).  If you set your Sleep amount higher, your sleep duration will instantly drop to the maximum allowed hours. You cannot sleep when you have excessive bleeding (since you would likely bleed to death).

Survival (and other improvements):

- Tanning Hides now requires a large, sharp knife (a combat-type knife). You have to have one equipped for the tanning recipes to be visible.
- Harvesting plants is now based on your Survival skill. If you lack the required skill (knowledge) you will not be able to harvest the plant. Higher survival skills 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.


- "By a Campfire on the Trail" Quest: Changes to Healing Powder Recipe will make it impossible to complete this tutorial quest, if your Survival stat is less than 15 (plus you will now need to purchase a Cooking Kit). Personally I do not consider this to be a bug, because you really should not install an overhaul mod until you have first played the game. Besides, if you do not have the necessary skills and items, you can just postpone this quest until you have the required skill and items (which should not be a big deal, and it actually makes this quest more immersive . . . and a bit more realistic).
The Penalties (when injured or neglecting your needs)





Penalty 1 Penalty 2 Penalty 3 Health Other
  Moderate Blood Loss BloodLost 8 Female: -5 CarryWt Male: -10 CarryWt -1 Intelligence HP Dam  
  Severe Blood Loss BloodLost 12 Female: -10 CarryWt Male: -20 CarryWt -2 Intelligence HP Dam  
  Bleeding Wound Wound 5 -1 Endurance   No Sleep HP Dam No Regen
  Infected Wound Infection Level 6 -2 to -15 DamResist (based on DT)   HP Dam  
  Tourniquet (when used) -2 DamResist -15 AP      
  Bandaged Wound Bandaged Time -1 DamResist -10 AP      
  Bandaged Burn Bandaged Time -1 DamResist -10 AP      
  3rd Degree Burns Burn Level 8 -5 HP   -1 Strength    
  Torso Trauma Trauma level 6 -2 to -15 DamResist (based on DT) -10 AP    
  Left Arm Brace Splint -4/-16 Melee Weap -4/-16  Energy Weap -4/-16 Guns   see note 1
  Right Arm Brace Splint -5/-20 Melee Weap -5/-20 Energy Weap -5/-20 Guns   see note 1
  Left Leg Brace Splint -2 Agility -5 Carry Weight      
  Right Leg Brace Splint -2 Agility -5 Carry Weight      



Need Effect


Penalty 1 Penalty 2 Penalty 3 Health Other
  Minor Dehydration Water Need 14 -1 Endurance   -10 Poison Resist HP Dam No Regen
  Adv. Dehydration Water Need 24 -2 Endurance -1 Intelligence -20 Poison Resist HP Dam No Regen
  Crit. Dehydration Water Need 32 -2 Endurance -2 Intelligence -30 Poison Resist HP Dam No Regen
  Deadly Dehydration Water Need 40 -3 Endurance -3 Intelligence -40 Poison Resist HP Dam No Regen
  Minor Starvation Food Need 15 -1 Strength     HP Dam No Regen
  Adv. Starvation Food Need 20 -2 Strength -1 Agility   HP Dam No Regen
  Crit. Starvation Food Need 25 -3 Strength -2Agility -1 Perception HP Dam No Regen
  Deadly Starvation Food Need 35 -3 Strength -3Agility -2 Perception HP Dam No Regen
  Minor Sleep Dep. Sleep Need 8 -1 Perception   -1 Intelligence HP Dam  
  Adv. Sleep Dep. Sleep Need 10 -1 Perception -1 Luck -2 Intelligence HP Dam No Regen
  Crit. Sleep Dep. Sleep Need 12 -2 Perception -2 Luck -2 Intelligence HP Dam No Regen
  Deadly Sleep Dep. Sleep Need 16 -3 Perception -3 Luck -3 Intelligence HP Dam No Regen


  Food Poisoning Bacteria Level 5 -1 Intelligence -10 Carry Weight -3 Dam Resist    

Note 1: amount these weapon skills are reduced is based on Permanent Actor Values for the skill (reduced least when skills are < 25, and  greatest amount when skills are > 50).

Arwen's NV Realism Tweaks discussion thread #6 on the Official Fallout NV mod Forum.

Arwen's NV Realism Tweaks

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc

Arwen's NV Realism Tweaks
One Life Module

This module is Optional, but it does require my Realism Core module.

My One Life module was balanced to be used with my Full Realism Tweaks. It does not require my Med-Tec module, but it was coded to work with my Med-Tec Injuries and Needs.

Important! Auto-Saves need to be disabled when this module is active, and please do not use Quick-Saves or Quick-Loads (or any mod that alters the default saves or adds automatic saves). This module relies on my scripted One Life saves, and if the most recent save is not a One Life save, the module will not function correctly.

- You no longer die; instead you now pass out and are left for dead. When you finally do come to again, you discover that you have been looted. This is my own unique concept, where your character's "death" becomes a major penalty, instead of just an inconvenient reload.
- There are now two different ways that will result in your "death":
  1.) Normal Death happens when your HPs are reduced to zero faster than my Near Death can save you. This should result in an automatic reload of my OneLife_Death save, along with my added penalties for "dying."
  2.) Near Death kicks in just before your HPs bottom out. You immediately pass out and are revived, usually without an automatic reload (the penalties are mostly identical to Normal Death).
- Your character is generally revived at your last Revival Point, and your Stats are saved in special One Life scripted saves (these are updated shortly after loading a saved game).
- When you come to, you discover that you were unconscious for hours (1.8 to 6 game hours, based mostly on your character's Endurance, but with Strength also factored in). If you were wearing sunglasses when you die, they are returned to your inventory (prevents my Shades effect from making it too dark to see). On Near Death, your equipped body armor is damage a bit on each Near Death (to simulate the damage it took when you were injured), and removed to your inventory (prevents you from "dying" in one armor, and coming to in another).
- You are looted of 50% to 90% of your caps (Luck based), 50% of your Stimpaks, and 50% of your equipped weapon's ammo (if you have more than 10 ammo for that weapon). Your equipped body armor is looted on Normal Death, if its Armor Level is more than 2 (but you can buy it back from the merchant who ended up with it). Your equipped weapon is also damaged (when your Luck was really low, your weapon is looted).
- Your stimpaks will not be looted if my Med-Tec module is also active. This will give you a better chance of surviving after your revival, since Med-Tec injuries generally increase when you "die." (Your Needs will also increase, based on how long you were unconscious.)
- Rescue feature: only kicks in if my Med-Tec module is also active when you trigger a One Life death (works with both Normal Death and Near Death), AND only when your injury levels are high, AND when you have no stimpaks or bandages left. You will then revive at a safer location, where your injuries have been treated (but you may still be in pretty rough shape; and "safer" is a relative term). This was done to prevent a death/revival/death endless loop, since you should now be able to recover (as long as you avoid combat while your injuries heal).
- But being rescued (from what was likely certain death) comes with even greater penalties than my other One Life revivals, so this should be something to avoid (basically you failed to survive on your own, and there is always a price for failure).
- One Life saves are timed to update about every 6 real minutes (if you are not in combat and your health is greater than 15%), or when you move between interior and exterior cells. Changing armor, equipping a different weapon, and an end to combat will trigger a One Life save (after a brief delay).
- One Life saves are done as pairs: the OneLife_Death save automatically revives your character after they die (Normal Death); Loading a OneLife_Alive save will restore your game at the last OneLife autosave(without penalties).
- There are 3 rotating OneLife_Alive saves (older saves are overwritten by newer ones), so you may want to do an occasional manual save. But if you die before my scripted save is updated, the default death/reload will be triggered. [Hint: after you make a manual save, equip a different weapon and the next One Life save will happen sooner.]
- Do NOT load the OneLife_Death save, as doing so will initiate a death-reload (as if your character died), with all the penalties of "dying." [If, however, the game crashed after your character "died," or during the One Life restoration sequence, loading the most recent OneLife_Death save will generally restore your "dead" character correctly.]
- IMPORTANT: When you are finished with a game session, you should always make a manual save before you quite the game.
- Warning: Some users have experienced increased CTDs when using this module. I've done my best to optimize my scripts, and I've added code that minimizes demand during save and reload as much as possible. But if this module seems to make your game less stable, just stop using it (uncheck the esp in FOMM).
- New "Lite" version (can be selected during install): use the Arwen_NV_OneLife_Lite.esp if my regular One Life module seems to increase your CTDs. Has nearly the same Normal Death and Near Death penalties as the regular version; the main difference is the way Near Death revives the player. In the Lite version you are not moved from where you died, but are revived right where you died. Unfortunately this means that your enemies may still be waiting for you, which will often result in you dying again (probably a Normal Death this time). Also your Normal Death revival locations are MUCH less random than with my regular version. Note: Only have one of the One Life esps active at a time.

Tips on how to reduce the chances of CTDs when using my One Life module.
- The game was never designed to do what my One Life module does, so it can cause some issues, if you do not follow my instructions below:
1.) First of all, it is REALLY important that you make a manual save before you quite the game. My One Life saves were never intended to replace manual saves. Yes, they can be used to reload your game . . . but this should only be done if your crashes during game play.  After all, the whole intent of One Life is to play the game, while accepting the consequences  . . . including "death."
2.) Do NOT hit ESC to stop a One Life Death . . . doing so could corrupt your game. My One Life scripts are a bit complex . . . they actually interact with each other, and once an action (like the death trigger sequence) begins, you really need to just let it run through its completion. When your character "dies," the best thing you can do to lessen the chance of a script crash, is to take you hands of your mouse and keyboard.  Moving the curser around or entering commands while before the death/revival is completed is a really bad thing to do.
3.) When you start a new game session, do NOT load a One Life save.  Load your last manual save (see #1 tip).  The game apparently doesn't like loading One Life Saves from an earlier game session, or using earlier Reset Points (which are in the save). These saves may load ok, but there's a good chance that they won't.
4.) When you are playing the game, if you want to load an earlier save, don't just hit ESC and load a save . . . quit back to the main menu, and then select "Load Game" from there. (For some reason, this seems to work better . . . perhaps it clears out the memory or something),
5.) If you’re having trouble loading a saved game, after you have been playing the game for awhile, start a new game and then load your saved game from the new game. Then save the game with a new name, and play only from this save forward (this seems to clean up stuff that slowly accumulates in the game as you make saves . . . the stuff that cause game bloat . . . which will make the save files larger than they should be.)
- If none of the above tips helps (you game still keeps crashing), use my new "Lite" version (Arwen_NV_OneLife_Lite.esp). Note: Only have one of the One Life esps active at a time.


Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc

Arwen's NV Realism Tweaks

Camera Module (Arwen_Camera.esp)

This is a little bonus module that I created just for myself, but it works so well in my own game that I decided to release as my mod's 5th module . . . it is totally Optional.

I really didn't like the default over-the-shoulder camera . . . because of how far off center it was.  The default camera is not even close to being over my character's shoulder.  There's a couple of mods that change the camera to center, but I didn't really want that, as a center camera can make it really difficult to aim at your target, as your character is blocking your aim.  So I decided to see if I could figure out a way to move the camera a bit closer to center. 

NOTE: the images below were with an earlier. In version 5.0 the camera is a bit closer to your character, and a bit lower.

Screenshot (above) with the Default Camera

Screenshot (above) with my Camera module loaded

Zoomed in closer using the Default "Over-the Shoulder" Camera

Zoomed in closer using my true "Over-the Shoulder" Camera  module

My Camera module makes the following camera changes:
- My version is MUCH tighter, so it is much easier to aim when in 3rd person (well, much easier for me).
- The Kill Camera mode (if you have this enabled) doesn't happen as often and it's a second shorter, making it much less distracting during combat (the default length totally messed up immersion for me).
- 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 (this is also part of my Realism Core)
- Plus you can zoom out even further when you're in vanity mode.

Arwen's NV Realism Tweaks discussion thread on the Official Fallout NV mod Forum.

Arwen's NV Realism Tweaks

Tweaks: | Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc

Arwen's NV Realism Tweaks - Installation

Installation (and Updating):
  IMPORTANT!  If you do not uninstall correctly or reinstall correctly, you will likely severely mess up your game.
  Version 5.0 really requires that you start a new game, and I STRONGLY advise against trying to use this version with an older save. [I left my Clean Save instructions in just for future updates.] Note: If you were using a previous version, you do not have to do the HUD Setup part again.
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 7 (if it applies) and then install the new version.
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.
4.) Make sure your SPECIALs and skills are not being reduced (-) or increased (+) by any effects. If they are, wait for the effect to wear off (or delete the save games with any penalties, and only continue from a save, where there are no penalties being applied).
5.) Also make sure your PipBoy Light is OFF (or you'll mess up your sneak skills).
6.) Immediately save your game to a new save slot (do not overwrite an earlier save) and quit the game.
7.) Uninstall any previous version of my Realism Tweaks. [Open the FOMM, open Package Manager, select "Arwen's NV Realism Tweaks," and click the "Deactivate button. Then right click on "Arwen's NV Realism Tweaks," and pick delete.]
8.) If you are not going to immediately reinstall my Realism Tweaks (or when a Clean save is required), you MUST also remove any edits that you made to the hud_main_menu.xml file [see "HUD Setup" below].
- Note: When a Clean save is required, you have make a SECOND new save AFTER uninstalling the previous version. This is the CLEAN save, since it does not include any part of my mod.
Part B.) Installation of my Realism Tweaks with FOMM:
1.) Open the Package Manager, click the "Add New" button, and select (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: clicking on the module/patch name will give you information about it.) Then click on the "Install" button.
4.) The esps should be their correct load order  (see Load Order section below).
5.) Follow my "HUD Setup" instructions, to add my Fatigue and Strain HUD displays.
6.)  Start the game and load your previous saved game (or begin a new game), and continue playing from this point only.
HUD Setup (Same instructions for both DarN UI and default UI):
1.) You must edit your existing hud_main_menu.xml file for my Fatigue and Strain Meters to be displayed in your HUD readout (the two meters are independent of each other).
2.) The hud_main_menu.xml file is found under data\menus\main. Make a backup copy 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\menus\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="Arwen\Fatigue_HUD.xml"/>
5.) If you are using my Encumbrance module, also add the following line: <include src="Arwen\Strain_HUD.xml"/>
  Note: For both Fatigue and Strain meters, the last three lines should look like:
  <include src="Arwen\Strain_HUD.xml"/>
  <include src="Arwen\Fatigue_HUD.xml"/>
6.) Save and close the file.
7.) Your Fatigue stat should now appear in your HUD, below all your other stats, as: "Fatigue: xx%."
Your Strain stat should now appear in your HUD as: "Strain: xx%."
[Note: you will likely have to move one or both displays (see next step) and they will not work correctly until the modules have been initialized.]
8.) Move the Fatigue HUD by holding down the Sneak key (Lf-Ctrl by default) for 2 seconds, and using the arrow keys to move it. Move the Strain HUD by holding down the grab key (z by default). After you have move the displays where you want them, save your game (so that you don't have to do this again). You can move them any time.
9.) Note: If you install any mods that overwrite the hud_main_menu.xml, and my Fatigue and/or Strain HUD displays disappear, you will have to add my line(s) of code again.
Restoring Lost Perks (after doing a clean save):
- When you do a clean save, and are higher than Level 1, you will lose any Perks that you have chosen when leveling up. To restore any perk that was removed when you updated, you have to open your console and type player.addperk (followed by the Form ID for the perk and the rank).  [Note the Form IDs can be found by using the GECK or FONVEdit.]  For example, to restore Trigger Discipline type: player.addperk 00135EC8 1

Load Order:  In order to insure that all my Tweaks are being applied, and that other mods are not overriding any, put the esps near the end of your load order (generally after any mods that make changes to same portions of the game).

1.) Arwen_NV_Core.esm [required] (if possible, this should be the last esm loaded, to ensure that it is not being overwritten)
2.) Arwen_NV_RealismCore.esp [required] (put as low as possible in your load order)
  3.) Arwen_NV_Med-Tec.esp [optional]
  4.) Arwen_NV_OneLife.esp OR Arwen_NV_OneLife_Lite [optional]
  5.) Arwen_Camera.esp [optional]
  See my Load Order Section for more details.

Uninstall: see "Part A.) Prepare your Saved Game & Uninstall Previous version:" of the above "Installation (and Updating)" section:

Known Issues :
- Unconscious PC: If you load a game which was saved while your character was unconscious, your character will likely have to endure all sorts of really weird and humiliating graphic effects (such as their body melting, stretching, falling through the game mesh, or being launched through the air). If they somehow manage to survive this ordeal, their body should return to normal. I know of no way to correct this, as it seems to be a game bug.
Work around: don't load a game that was saved while your character was unconscious.
- "By a Campfire on the Trail" Quest: My Med-Tec module's changes to Healing Powder Recipe will make it impossible to complete this tutorial quest, if your Survival stat is less than 15 (plus you will now need to purchase a Cooking Kit). Personally I do not consider this to be a bug, because you really should not install an overhaul mod until you have first played the game. Besides, if you do not have the necessary skills and items, you can just postpone this quest until you have the required skill and items (which should not be a big deal, and it actually makes this quest more immersive . . . and a bit more realistic). If you really want to complete the quest, just find one of the Lad's Life magazines.
  If you disable “Tougher Crippled Arm Penalties”  while either of your arms are crippled, your Unarmed Penalty will be remain (even after your arm is no longer crippled). The solution to this is to only disable “Tougher Crippled Arm Penalties” when your arms are NOT crippled. You can also fix this by opening your console and entering:
player.RestoreAV Unarmed 100
This will be fixed in v.5.1.
Changes that I'm working on in Next Release (version 5.1):
- This will mainly be just minor bug fixes and further minor balancing improvements.

- I've attempted to make my Realism Tweaks as compatible as possible, but this is a Overhaul mod, so there are a LOT of mods that are not going to be compatible (simple because any Overhaul makes so many changes to the default game). Unless other wise noted, my Realism Tweaks and all my mods are completely compatible with the mods on my mod list (also see my Load Order Section for load order details). Here are some of the mods that are currently compatible with my NV Tweaks:
- Community Bugfix Compilation Patch: fully compatible if loaded before my Tweaks.
- Fellout: fully compatible.
- Nevada Skies: The only issue between Nevada Skies and my Realism Tweaks is that Nevada Skies was made to be used with the default 30 Timescale and my mod is made to use with a much slower Timescale (otherwise my Med-Ted Needs and injuries will require attention way too often).
- Project Nevada: Only PN's Core.esm and Cyberware module are fully compatible with my Full Realism Tweaks.
- If you're using my Encumbrance module, you need to toggle off PN's Sprint option and Slower Backpedaling.
- My Med-Tec module is also now compatible (v.3.0 and later), but you may want to you may want to turn off PN's optional Immersive Primary Needs (Needs Sound effects), as my Med-Tec module has it's own sound FXs; and perhaps PN's Health Visuals (for the same reason).
- You should not use PN's Rebalance module, as it conflicts with a LOT of my Realism Core's changes.
- And I don't recommend using PN's Equipment module, as there will also be a lot of balancing issues. Also none of my weapon effects will be applied to the PN weapons, and none of the damage inflicted by these weapons will be specifically applied to my Med-Tec Injuries (just the overall damage will be factored in).
- New Vegas DLC: I have not yet created any patches for the DLC (I hope to release my DLC patch before the end of 2013, and add them to my optional files).
- In general, my Tweaks should work fine with any DLC. The main issue will be that some of items added by the DLC (like armor and weapons) are going to be somewhat unbalanced compared with the changes that my mod makes to the rest of the game (because my mod doesn't adjust these new items). And, if you are using my Med-Tec module, any added food and beverages are not going to reduce you Food and Water Needs.
- Until I release my own, I'm recommending that you use JackArbiter's ArwenTweaks patches (Note: the current version is not fully compatible with v.5.0.)

Incompatibility (does NOT apply to the above mods that are listed under "Compatibility"):
- In general, my Realism Tweaks are not compatible with mods that alter the specs of any of the same game elements (or game settings).
- My Realism Tweaks are not compatible with mods that make changes to the Timescale.
- My Realism Tweaks are not compatible with mods that alter the specs of default armor/clothing (but may be compatible with mods that ONLY add cosmetic changes).
- My Realism Tweaks are not compatible with mods that alter the specs of default weapons or default projectiles . . . although it should be compatible with mods that only make cosmetic changes to weapons (the exceptions are non-blade melee weapons, shotguns, and the few ranged weapons that my mod alters).
- My Med-Tec module is not compatible with ANY mods that add injuries, treatments, or needs (or that modify food, beverages, or chemical/medicine).
- My Realism Tweaks are NOT really compatible with FOOK (even though your game may appear to run ok; as this will unbalance the game play, by making some things too easy, while making others too difficult).

Arwen's NV Realism Tweaks discussion thread #8 on the Official Fallout NV mod Forum.

Arwen's NV Realism Tweaks
Russian Translation (v.3.2): Link

Tweaks: Intro | My Vision | Latest Version | Realism Core | Hard-Core | Encumbrance | Med-Tec | One Life | Camera | Install & Misc.

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