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Everything posted by VagueAbond
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Hardcore/Survival Healing, Survival oriented Doctor's Bag
VagueAbond replied to Jeffman12's topic in Fallout 4's Mod Ideas
I've been hoping for something like this since this game has come out...but no such luck so far. This is something like what i'd like to see, ripped from my last post; "Been playing a ton of the new survival mode and loving it, making a list of things I would love to see. One of the things that struck me as odd is the absence of any kind of wound system. I love the disease system they implemented, even though it needs a little fine tuning. However, the implementation of these mechanics, geared towards greater realism and difficulty, just kinda makes what's always kind of bothered me about healing in Fallout all the more glaring; Magical, bullet-hole-closing, gash-mending, limb-restoring stimpaks. Sadly, I don't think it will really be addressed by the time the beta is done, so I'm guessing it'll be up to mods. I imagine a stimpak like a really advanced version of epinephrine or adrenaline, with some basic treatments like analgesic and coagulants thrown in as well. They will help get you through a fight, help heal smaller wounds, and help temporarily keep your body going trough heavy trauma....but you're still going to need proper treatment eventually. I would really like to see a similar group of status effects and de-buffs that we get for primary needs and diseases, except for injuries. Like with diseases, say, every time you take damage, there's a chance of getting an injury debuff...maybe the chance and how bad the debuff having to do with how big the hit was? Or maybe you could have a 'stage' system, just like thirst/hunger/fatigue progression. An invisible 'injury meter' keeps track of all the damage a player has taken since last 'medical treatment' (more on that later), and a player's condition and de-buffs worsen the more damage they take, regardless of current HP and the use of stims or other healing items. A few ideas/examples; Lightly wounded; Food will no longer heal your HP or apply buffs (like the effect of being hungry). Neither will sleeping. Small fatigue damage applied to AP, maybe small stat de-buffs Moderately wounded; As above, but larger fatigue damage, and stimpak-restored hp is only temporary. You cannot get sleep until treated. Severely wounded; Bigger stat-damage. Stims and other healing items will not effect you until treated. Bleeding; Not like the super-fast legendary bleed-out effect applied to weapons in the game, much slower, but constant until treated. Periodic damage applied until treated. Maybe different levels or stages of this, too? As for treatment, a doctor would be ideal (that being said, one that charges more that 15 measly caps. Really, Bethesda?). Or, with the appropriate perk levels you could craft or use a first-aid kit in the field. I imagine it working like 'waiting' in a chair; You couldn't do it in combat or while enemies are around. And you would select how much time to pass and devote to treating your wounds, then you heal a certain amount of 'injury meter' damage, and maybe actual hp as well, per hour. Sort of like how sleeping in a bed works now. Of course, this wouldn't count as sleeping, and you'd still take regular 'damage' to your fatigue/thirst/hunger meters as time passes (maybe even more?), so you couldn't just hunker down somewhere and heal up indefinitely without worry. Also, maybe there could be a few stop-gap emergency solutions...maybe some alcohols will lower your injury meter a little bit, or maybe some med-x could let you ignore the pain and effects just for a little bit. I imagine my ideal situation something like this; Our lone survivor is on his way back home to sanctuary from a long two-day scavving expedition. He's travelling a route he knows pretty well but, perhaps overly excited to get back and sample some of the more refreshing spoils of his expedition, carelessly turns the corner of a building too fast only to be surprised by 4 raiders. A firefight ensues, with our wanderer coming out on-top, but just barely. He took a couple hits early, and had to shoot two stims during the firefight to keep him going. This leaves him with a few... but he's bleeding from a sizable hole in his leg that they can't deal with. Almost immediately light-headed and getting weaker, and alarmed at how fast he's losing blood, he limps off the road into the shelter of a blasted out house, pulls out his medkit and manages to stem the bleeding and stabilize himself pretty quickly. He's not dying anymore, but he's not out-of-the woods...the sun's going down fast, and his injuries have left him weak...too weak to get home with the gear he set out with, let alone the generous spoils of the last two days. And he knows if he DOES try to limp home in the dark, all it would take is one small unexpected encounter to end him; he's too weak to fight properly, and even just another small injury will most likely send him right into shock. Being an experienced wastelander, he decides to err on the side of caution. He stashes most of the loot he was coming back with in a relatively out-of-the way dumpster, and begins looking for supplies. He's got his med kit with him, and knows how to use it...enough to know that with how shot-up he is, it's going to take at least a couple of days of work to get back to snuff. Not perfect, but good enough to pop a couple of stims and let them do the rest so he can head back with his spoils confident he'll be ablt to defend them. So he's going to need some provisions. Shooting himself up with some med-x to keep the pain at bay for a bit, he carefully begins scouring his immediate area for anything that will keep him alive for a couple of days... water, pre-war food, small, easily managed animals, empty bottles to fill up with water from a largish puddle he saw about a quarter-mile back...anything. After a couple hours, and just as the sun starts to set, he's satisfied with his meager findings and retreats to his impromptu shelter, med kit splayed out in front of him, but gun never far from his hand. He slams back a much-needed mouthful of the whiskey from his newly-found treasure, the full flask on his hip, then withdraws it from his mouth... pauses...then with an exp and sets it down, staring at it with a bitter half-smile. "That would have tasted so much better at home." Just a few thoughts. What do you think? Any other ideas? Would love to see something like this implemented through a mod when survival mode is finally launched." I'm hoping something good comes along soon, or i may have to get into some scripting haha -
How do I modify Automatic weapon damage with Geck?
VagueAbond replied to Locusthorde300's topic in Fallout 4's Discussion
I think in order to do this, you would have to edit all of the automatic receivers (mods). I think how it works is that the base damage is written itself in the weapon ID, and applies to single shot, semiauto use... then the automatic receivers apply the nerf afterwards as one of the mod effects. You'd have to open the file for each particular receiver and remove that effect. Kind of a pain in the ass, but that's the only way I've found. -
Yeah, the systems for rad removal could use a little TLC, too. I like that they added a few drawbacks to the radaway in survival, but it still doesn't feel like enough, personally. Especially given how common and powerful radaway is...like with stims, usually by mid game I have more than enough to not worry about it anymore. That, and the price to get your rads removed is so cheap, like everything with the doctors. Maybe jack the doc price way up and have no repercussions for that, but for radaway have a pretty steep debuff on top of what's already there. Maybe endurance and strength to effect max hp and carryweight, two things seemingly important to most everybody. I would actually love to see stat debuffs based on rad levels make a return, too (like in FNV and FO3) on top of the diminished max hp. Especially in early game; I find that combat early on is so often an 'all or none' affair (you do well and don't take any damage, or you screw up a little and die)...so much so that just the max hp hit rads give you isn't really enough to make me want to treat it. Now if i was scavenging, got radiated, and all the sudden my carry weight or vision blurred, or movement speed dropped, etc....i'd be more concerned. I feel rads should be more dangerous. Personally, I would think the blood type thing would maybe be a bit too much for myself and maybe others...but that's just my opinion. I'm sure there are lots out there who would love it if you implement it. Maybe make it an option? Even if it isn't, either way, if even a bit of this stuff happens, I wouldn't mind dealing with it to experience any of these planned changes. This is great, genuinely super excited to see your work! :)
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Has anybody found a way to do this yet? I can't find any references to the healing effect of beds, or barely any references to beds and sleeping period in the creation kit. So sick of playing in 'survival' mode where I can sleep off any wound and crippling injury in an hour on a dirty mattress.
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I made another post awhile ago with more details on the kinda medical stuff I personally would love to see; https://forums.nexusmods.com/index.php?/topic/3992655-survival-mode-and-wounds/&do=findComment&comment=36466915
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I love this idea...the game, especially on survival mode is in vast need of a medical and wound-treatment overhaul. Love your medical kit idea. I've been playing around with similar ideas since fallout 3, but have never been able to implement them as well as i'd like. My 'vision' (lol) is to have like you described, a reuse-able medical kit (or various medical kits of various quality) that would almost behave like a portable bed, or piece of furniture you would 'wait' on. This way, you would have to realistically find a safe place out of combat to start. The player drops it and interacts with it, chooses how much time to spend healing or tending his wounds, and heal 'so much' an hour, depending on factors like perks, endurance, quality of tools, how many resources he's willing to use, etc. Time would pass as if you were waiting, so the player would still get hungry, tired and thirsty... which would create an interesting mechanic if you're really banged up of having to make sure you have enough food/resources to spend time healing up properly, or breaking your healing up to carefully scavenge around. I also imagine this being the only way to heal crippled limbs outside of a doc visit (which by the way, should be more expensive, also). and it should take a fairly long time. No more foolish bed healing. As well, if you want to get really hardcore, it would be cool if stims were temporary. They keep you going in combat, but after awhile the health they give you starts to wear off, and you have to get somewhere safe to heal properly while the effect wears off and your hp drops. There are just WAAAAAY too many stims in the game for you to be in any real danger, even early mid-game. If you could make even ANY of this happen, you would be my hero haha :)
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Been playing a ton of the new survival mode and loving it, making a list of things I would love to see. One of the things that struck me as odd is the absence of any kind of wound system. I love the disease system they implemented, even though it needs a little fine tuning. However, the implementation of these mechanics, geared towards greater realism and difficulty, just kinda makes what's always kind of bothered me about healing in Fallout all the more glaring; Magical, bullet-hole-closing, gash-mending, limb-restoring stimpaks. Sadly, I don't think it will really be addressed by the time the beta is done, so I'm guessing it'll be up to mods. I imagine a stimpak like a really advanced version of epinephrine or adrenaline, with some basic treatments like analgesic and coagulants thrown in as well. They will help get you through a fight, help heal smaller wounds, and help temporarily keep your body going trough heavy trauma....but you're still going to need proper treatment eventually. I would really like to see a similar group of status effects and de-buffs that we get for primary needs and diseases, except for injuries. Like with diseases, say, every time you take damage, there's a chance of getting an injury debuff...maybe the chance and how bad the debuff having to do with how big the hit was? Or maybe you could have a 'stage' system, just like thirst/hunger/fatigue progression. An invisible 'injury meter' keeps track of all the damage a player has taken since last 'medical treatment' (more on that later), and a player's condition and de-buffs worsen the more damage they take, regardless of current HP and the use of stims or other healing items. A few ideas/examples; Lightly wounded; Food will no longer heal your HP or apply buffs (like the effect of being hungry). Neither will sleeping. Small fatigue damage applied to AP, maybe small stat de-buffs Moderately wounded; As above, but larger fatigue damage, and stimpak-restored hp is only temporary. You cannot get sleep until treated. Severely wounded; Bigger stat-damage. Stims and other healing items will not effect you until treated. Bleeding; Not like the super-fast legendary bleed-out effect applied to weapons in the game, much slower, but constant until treated. Periodic damage applied until treated. Maybe different levels or stages of this, too? As for treatment, a doctor would be ideal (that being said, one that charges more that 15 measly caps. Really, Bethesda?). Or, with the appropriate perk levels you could craft or use a first-aid kit in the field. I imagine it working like 'waiting' in a chair; You couldn't do it in combat or while enemies are around. And you would select how much time to pass and devote to treating your wounds, then you heal a certain amount of 'injury meter' damage, and maybe actual hp as well, per hour. Sort of like how sleeping in a bed works now. Of course, this wouldn't count as sleeping, and you'd still take regular 'damage' to your fatigue/thirst/hunger meters as time passes (maybe even more?), so you couldn't just hunker down somewhere and heal up indefinitely without worry. Also, maybe there could be a few stop-gap emergency solutions...maybe some alcohols will lower your injury meter a little bit, or maybe some med-x could let you ignore the pain and effects just for a little bit. I imagine my ideal situation something like this; Our lone survivor is on his way back home to sanctuary from a long two-day scavving expedition. He's travelling a route he knows pretty well but, perhaps overly excited to get back and sample some of the more refreshing spoils of his expedition, carelessly turns the corner of a building too fast only to be surprised by 4 raiders. A firefight ensues, with our wanderer coming out on-top, but just barely. He took a couple hits early, and had to shoot two stims during the firefight to keep him going. This leaves him with a few... but he's bleeding from a sizable hole in his leg that they can't deal with. Almost immediately light-headed and getting weaker, and alarmed at how fast he's losing blood, he limps off the road into the shelter of a blasted out house, pulls out his medkit and manages to stem the bleeding and stabilize himself pretty quickly. He's not dying anymore, but he's not out-of-the woods...the sun's going down fast, and his injuries have left him weak...too weak to get home with the gear he set out with, let alone the generous spoils of the last two days. And he knows if he DOES try to limp home in the dark, all it would take is one small unexpected encounter to end him; he's too weak to fight properly, and even just another small injury will most likely send him right into shock. Being an experienced wastelander, he decides to err on the side of caution. He stashes most of the loot he was coming back with in a relatively out-of-the way dumpster, and begins looking for supplies. He's got his med kit with him, and knows how to use it...enough to know that with how shot-up he is, it's going to take at least a couple of days of work to get back to snuff. Not perfect, but good enough to pop a couple of stims and let them do the rest so he can head back with his spoils confident he'll be ablt to defend them. So he's going to need some provisions. Shooting himself up with some med-x to keep the pain at bay for a bit, he carefully begins scouring his immediate area for anything that will keep him alive for a couple of days... water, pre-war food, small, easily managed animals, empty bottles to fill up with water from a largish puddle he saw about a quarter-mile back...anything. After a couple hours, and just as the sun starts to set, he's satisfied with his meager findings and retreats to his impromptu shelter, med kit splayed out in front of him, but gun never far from his hand. He slams back a much-needed mouthful of the whiskey from his newly-found treasure, the full flask on his hip, then withdraws it from his mouth... pauses...then with an exp and sets it down, staring at it with a bitter half-smile. "That would have tasted so much better at home." Just a few thoughts. What do you think? Any other ideas? Would love to see something like this implemented through a mod when survival mode is finally launched.
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Seconded! Number one reason I can't wait for the official tools to come out.
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Only modding and minor scripting I've done is in FO3/FNV...so I'm not sure how different this would be...but I'm hoping it probably wouldn't be too hard to make a script to both open up their inventory (without 'pickpocketing') and subdue/restrain pacified NPCs. Hell. there are handcuffs already littered throughout the game, and the animations for NPC's on their knees with hands bound exist and are used in the engine. Just the matter of what to do with them once the player exits the cell. Regardless, I don't think we'll see much development on this front until the official tools come out unless someone thinks of a clever stop-gap or workaround.
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I posted this as a separate thread in this forum, but figured I'd paste it here since it's of the same nature and in line with what I'd like to see; I would love to see a mod or series of mods that gives a few more pacifist options. I'm thinking of a couple of things in particular. 1. Something like a few of the mods for NV that mod the existing fatigue damages, add a much more in depth scripting adding the effect to weapons allowing for perks and character build, allowing loot-able unconscious NPC's, and even rewarding experience points. It basically fixed the hastily-implemented to just plain broken fatigue damage methods used in New Vegas, making knocking out creatures and NPCs via unarmed, melee, or even ranged combat (via beanbag rounds or stun guns) viable and fun. 2. Also, it would be great to have something like Project Ultimatum. This, among other things, allowed you to sneak up and hold-up unaware NPCs, have them surrender, make them fight for you, craft and use slave collars on them, and even a few different drugs, I think. You could also make NPC's surrender while in combat, depending on a number of factors, like respective levels, weapons, armor worn, etc. I know this kind of runs in with the intimidation perk (Level 10 Charisma perk tree) in FO4, which brings me to my next point... 3. Re-worked intimidation perk. Love the idea, but I feel it you should be able to make enemies surrender in certain situations without having to sink 10 points into charisma. The inciting to attack and giving orders I definitely understand, but I'd love to see the surrender aspect re-worked. Maybe without the perk, you can try to pacify enemies, but it's heavily situational? Like say, you won't have much luck pacifying a raider higher level than you, wearing full power armor, surrounded by his friends fresh out of the Vault with your vault suit and 10mm. On the other hand, if you're dressed in tricked out power armor with a Gatling laser staring down low-level raiders that can't scratch your paint... depending on a charisma-based perk to get them to surrender seems a bit silly. Should be dependent on Character vs NPC level, DR, DPS, etc. Even factoring in enemy remaining hitpoints, so that the lower their HP, the more likely surrender...that would keep you from just easily strolling in and holding up an entire area w/o firing any shots. 4. Make pacifying/ knocking out hostiles viable for quest completion. Was so pissed when I watched a play through of someone trying so hard to help out the minutemen by making all of the raiders surrender, only to get to the door and learn that you actually have to kill them. Pacified NPC's should (unless it's specifically an assassination-like "kill this guy/creature" mission) count as 'dealt with' from a quest perspective...or at least have other options after surrender to deal with them. Maybe you could enslave them like in project ultimatum above, tie them up, or with high enough charisma, rob them and scare them away... or even get them to join your community as a settler. 5. It would also be cool to be able to get hostile NPC's into a 'wounded' state. If anyone here has played Metal Gear Solid 5, you'll know what I mean; having enemies defeated and incapacitated, but not yet dead. Basically like what happens to your injured companions and other essential NPCs when their HP is gone. From there you could loot them, maybe even stabilize them (with the right medical-related perks and/or chems) and again, even recruit them. 6. Making enemy disarming more viable. I know you can target weapon arms, but I'm talking more from an Unarmed or Melee build character. It would be awesome to be able to take an enemies melee weapon away with a properly-timed block, or while unarmed, rush up and take the gun from a raiders hand only to turn it on him and his buddies.
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Would love to see an in-depth healing and treatment mod for FO4. For the really hardcore play-through, I like the idea of making stimpaks temporary. You know...something to keep you going through traumatic injuries through combat and a little after...but you're going to have to do some tending to your wounds before they wear off. I'd love to have the doctors bag or first aid kits of previous Fallouts return. Not just for limb healing, but actual hp restoration...maybe you'd have to have the right perks to craft/use them effectively, and even then you'd probably require a few hours of bed-rest afterwards. I'd love to see a scenario where you struggle though a rough battle, pumping stim after stim to keep you going, then limping off to look for a bed and scrounge for supplies to "macGyver" up viable treatment, or without the proper knowledge, get to a doctor...pumping stimpaks the whole way as they wear off to keep yourself from bleeding out. It would also make the seemingly kinda-useless and boring medical perk a little more useful.
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I would love to see a mod or series of mods that gives a few more pacifist options. I'm thinking of a couple of things in particular. 1. Something like a few of the mods for NV that mod the existing fatigue damages, add a much more in depth scripting adding the effect to weapons allowing for perks and character build, allowing loot-able unconscious NPC's, and even rewarding experience points. It basically fixed the hastily-implemented to just plain broken fatigue damage methods used in New Vegas, making knocking out creatures and NPCs via unarmed, melee, or even ranged combat (via beanbag rounds or stun guns) viable and fun. 2. Also, it would be great to have something like Project Ultimatum. This, among other things, allowed you to sneak up and hold-up unaware NPCs, have them surrender, make them fight for you, craft and use slave collars on them, and even a few different drugs, I think. You could also make NPC's surrender while in combat, depending on a number of factors, like respective levels, weapons, armor worn, etc. I know this kind of runs in with the intimidation perk (Level 10 Charisma perk tree) in FO4, which brings me to my next point... 3. Re-worked intimidation perk. Love the idea, but I feel it you should be able to make enemies surrender in certain situations without having to sink 10 points into charisma. The inciting to attack and giving orders I definitely understand, but I'd love to see the surrender aspect re-worked. Maybe without the perk, you can try to pacify enemies, but it's heavily situational? Like say, you won't have much luck pacifying a raider higher level than you, wearing full power armor, surrounded by his friends fresh out of the Vault with your vault suit and 10mm. On the other hand, if you're dressed in tricked out power armor with a Gatling laser staring down low-level raiders that can't scratch your paint... depending on a charisma-based perk to get them to surrender seems a bit silly. Should be dependent on Character vs NPC level, DR, DPS, etc. Even factoring in enemy remaining hitpoints, so that the lower their HP, the more likely surrender...that would keep you from just easily strolling in and holding up an entire area w/o firing any shots. 4. Make pacifying/ knocking out hostiles viable for quest completion. Was so pissed when I watched a play through of someone trying so hard to help out the minutemen by making all of the raiders surrender, only to get to the door and learn that you actually have to kill them. Pacified NPC's should (unless it's specifically an assassination-like "kill this guy/creature" mission) count as 'dealt with' from a quest perspective...or at least have other options after surrender to deal with them. Maybe you could enslave them like in project ultimatum above, tie them up, or with high enough charisma, rob them and scare them away... or even get them to join your community as a settler. 5. It would also be cool to be able to get hostile NPC's into a 'wounded' state. If anyone here has played Metal Gear Solid 5, you'll know what I mean; having enemies defeated and incapacitated, but not yet dead. Basically like what happens to your injured companions and other essential NPCs when their HP is gone. From there you could loot them, maybe even stabilize them (with the right medical-related perks and/or chems) and again, even recruit them. 6. Making enemy disarming more viable. I know you can target weapon arms, but I'm talking more from an Unarmed or Melee build character. It would be awesome to be able to take an enemies melee weapon away with a properly-timed block, or while unarmed, rush up and take the gun from a raiders hand only to turn it on him and his buddies.