Version 4 of Simple Realism has been released! I have tweaked and adjusted everything that I thought needed fixing in the game and my work is now finished. This mod has been a labor of love with all of the fun and anxiety that that entails. No more updates are planned, this is the final version. Everything has been playtested extensively and ready to be used with a new playthrough. I will not be making any compatibility patches.
Thank you to everyone that has shared their kind words, support, and critique throughout the life of Simple Realism! I appreciate each and every one you :)
does anyone else get "You cannot wait while taking health damage" and "You cannot sleep while taking health damage" when affected by radiation poisoning? I think it might be because the modified radiation poisoning effects reduce max HP. does anyone know of a workaround?
I don't know if this has been said, if you use NPC and Creatures without the Gunplay option enabled Protectrons won't shoot and they will only walk up and try to melee. I'm using the modular version, is there a fix to this as I enjoy NPC and Creature overhaul.
Hey, I still play FO3 and your mod is still my most favourite way to play. Recently I am doing a run with only melee and explosives and I noticed something.
It's specifically about "wired reflexes" perk. The mod mentioned it reduces the AP cost by 25 percent. It is not. The AP requirement and the number of attacks (and also the AP consumed per shot) is exactly the same, before and after the perk gain. (It should allow me to have 3 attacks in VATS with shishkebab, it still does two. 28 cost, 81AP). Why is this happening?
I don't know if you'd still reply. If you see this in the future, I love your mod.
Edit: I went through FO3 edit and checked the perk entry. It looks perfect. It should work. It does not. I then changed the values to 50 percent and still nope. There's no in game effect.
I have two questions, though: 1. Is it possible to configure it? For example, the damage multiplier and such. 2. Is it goes well with Fugacity? Do they compliment each other or it is better to use pure SR?
If anyone is getting a missing mesh for the scotch bottle when using this mod.
1. Download FO3edit v4 and unzip and run FO3EditQuickAutoClean.exe. 2. When prompted to choose a module, select simple realism and click ok and wait for it to load. 3. Expand the ingestible section and select scotch. 4. Double click "UF3P\whiskeybottle02full.nif" on the MODL - Model Filename line. 5. Copy the text in the "unofficial fallout 3 patch.esm" tab in to the "Simple Realism.esp" tab and click save. e.g. copy "Clutter\LiquorBottles\WhiskeyBottle03.NIF" over the top of "UF3P\whiskeybottle02full.nif" 6. click the hamburger button on the FO3edit window and choose save, click ok on the new window. 7. Close FO3edit and test the game.
Thanks for the help man. You've saved me a ton of time and stress by posting this. I did what you suggested here on the Simple Realism.esp as well as for the HardcoreNeeds-SimpleRealism Patch.esp and it got rid of that annoying exclamation mark and restored the correct texture/model that was missing. Thanks again! Legend!
Edit: 23/01/2021
I noticed that the Toughness perk wasn't active even though it says in the mod description's change log that it is meant to be available. So it's also necessary to go into FO3Edit and look for the section that says: "playable" and switching it from "No" to "Yes" in order to get it to show up in "Perks" once you level up. Also bear in mind that any other perks you may want to use that were previously locked out through this mod can be reactivated this way too if you want to use the mod and still have access to those perks.
I use only drops and loot, combat and stealth and NPCs and creatures modules, but for some reason when NPCs and creatures is enabled protectrons cant fire their laser weapons and only use melee and mr gutsy just runs away without attacking. Does anyone know a fix?
475 comments
Thank you to everyone that has shared their kind words, support, and critique throughout the life of Simple Realism! I appreciate each and every one you :)
A must have mod
10/10
It's specifically about "wired reflexes" perk. The mod mentioned it reduces the AP cost by 25 percent. It is not. The AP requirement and the number of attacks (and also the AP consumed per shot) is exactly the same, before and after the perk gain. (It should allow me to have 3 attacks in VATS with shishkebab, it still does two. 28 cost, 81AP). Why is this happening?
I don't know if you'd still reply. If you see this in the future, I love your mod.
Edit: I went through FO3 edit and checked the perk entry. It looks perfect. It should work. It does not. I then changed the values to 50 percent and still nope. There's no in game effect.
Thank you for such a great mod!
I have two questions, though:
1. Is it possible to configure it? For example, the damage multiplier and such.
2. Is it goes well with Fugacity? Do they compliment each other or it is better to use pure SR?
Thank you.
1. Download FO3edit v4 and unzip and run FO3EditQuickAutoClean.exe.
2. When prompted to choose a module, select simple realism and click ok and wait for it to load.
3. Expand the ingestible section and select scotch.
4. Double click "UF3P\whiskeybottle02full.nif" on the MODL - Model Filename line.
5. Copy the text in the "unofficial fallout 3 patch.esm" tab in to the "Simple Realism.esp" tab and click save.
e.g. copy "Clutter\LiquorBottles\WhiskeyBottle03.NIF" over the top of "UF3P\whiskeybottle02full.nif"
6. click the hamburger button on the FO3edit window and choose save, click ok on the new window.
7. Close FO3edit and test the game.
To the author, thank you for a great mod.
Edit: 23/01/2021
I noticed that the Toughness perk wasn't active even though it says in the mod description's change log that it is meant to be available. So it's also necessary to go into FO3Edit and look for the section that says: "playable" and switching it from "No" to "Yes" in order to get it to show up in "Perks" once you level up. Also bear in mind that any other perks you may want to use that were previously locked out through this mod can be reactivated this way too if you want to use the mod and still have access to those perks.
Never mind. Mixed it with Fugacity. My mistake.