roguehallow Posted May 20, 2009 Share Posted May 20, 2009 Players & modders ~ This is a message to everyone who enjoys Fallout 3 mods. I am currently working on a "needs" mod - hunger, thirst, fatigue, that sort of thing - called NOMADD (check it out here... http://www.fallout3nexus.com/downloads/file.php?id=6387). After a suggestion from one of my beloved playtesters, I've decided to remove the "Healed Limbs" effect from sleep. In doing so I realized that I could also easily remove the "Heal" effect from sleep altogether. Sleep would then only reduce fatigue and give the "Well Rested" bonus, nothing else. My question is, would you as a player be more likely to use a mod that: a) does not heal health or limbs at all;b) heals some health but not limbs;c) heals ALL health but not limbs;d) heals health and limbs to a limited extent; ore) heals health and limbs fully, as in the vanilla game? I'd love to get some feedback on this. Thanks! Rogue Hallow Link to comment Share on other sites More sharing options...
BadPenney Posted May 20, 2009 Share Posted May 20, 2009 I buy, loot and steal all the stimpacks I can, so I don't depend on sleep for healing and it wouldn't bother me much. If you removed the healing effect of stimpacks or the player house medical station and caused the player to be laid up for 6 weeks of gametime to heal then I wouldn't use it though. I've noticed that some people say they want lots of realism, tougher enemies, hardcore PC damage effects and the like, while others want uber weapons and armor and basically god mode. You can't please everyone. Make what you think is interesting. Link to comment Share on other sites More sharing options...
Phoynix Posted May 20, 2009 Share Posted May 20, 2009 Already mods that do this stuff, that isnt to say DONT make this mod im just suggesting you do it better then the other mods(lol just looked at your mod, its one of the ones I was thinking about when I said had already been done, teach me to look first next time.). Its great so far but I still think my suggestions can still help. Example.Remove the instant heal effect on stims, make them heal over time.Add a "pain" factor to the player as an effect when they suffer damage, the more damage the more pain the more there skills are reduced, trying to hack a computer with 4 disabled limbs and your guts bleeding out everywhere isnt gonna be easy.Make stims resist this effect, call'em morphine etc, make them additive so people are less likely to abuse them. Add bandages, which turn limbs from critical to normal, but dont heal damage.Make it so you can cut up at a workbench clothes and dirtyclothes to make bandages and dirty bandages. Add diseases like rabies to wild dog attacks, sewer fevor to murks, ahve them require drugs as a cure, use some already in game or add more. Make the wastelands a nasty vinditive female dog that the player has to use all there skills just to live long enough to actually get the chance combat living foes. This has the added advantage of making money and items far more important, rather then ending up not picking everything up cause you have enough cash and cant be stuffed. If you do decide to do something like that I wouldnt mind helping you with models and textures. Link to comment Share on other sites More sharing options...
TGBlank Posted May 20, 2009 Share Posted May 20, 2009 Phoynix, the mod adds hunger/sleep/thirst.... not injuries. There are other mods for that. As for the option, i'd have to go with: f) lets you choose which one. Both for compatibility and for customization. Link to comment Share on other sites More sharing options...
roguehallow Posted May 20, 2009 Author Share Posted May 20, 2009 Phoynix ~ I've made some of the changes to Stimpaks that you suggest - they heal part of the total amount instantly, then require a few seconds to reach their full effect. They heal slightly more, but are proportionally more expensive. There is also a small chance of Stimpak addiction that reduces your healing rate. Now, those are definitely changes that are found in plenty of other mods... maybe it means they're good changes, so they're goin' in mine too. A lot of people also change Med-X back to Morphine (I believe they originally made that switch because the game was banned in Australia). I decided not to do that because I feel that Med-X is in keeping with the "cutesy meets oppressively dark" air affected by Fallout 3. Med-X sounds innocuous; I can actually see the Vault Boy injecting some with a smile on his face. The fact that it's just morphine makes it ironic and weird, which I think works. I'm also making a "Kits Mod" that has lots of separate specialists' kits to assemble - a Doctor's Bag, a Utility Belt, Thieves' Tools, a Tobacco Pouch, and Camping Gear. The reason I mention it is that the Doctor's Bag allows you to cut rags and clothing into bandages, as well as repair braces and bonesaws into healing items. I'm also working on a mini-alchemy system using the Doctor's Bag's "Custom Chems" function and the Camping Stove's "Cooking Skill" function. (If anyone's interested, this mod should be available for download on the Nexus within a couple of weeks.) I really like the disease idea. Fallout 3 is such a cinematic game that I think it really adds something when the player is affected by visual maladies as well as statistical ones - blurred vision, swimming spots, strange colors, stuff like that. Lots of things in the wasteland reduce stats; custom diseases would be a chance for the Imagespace Modifiers to really shine. Thanks for the advice. I also appreciate the offer for modeling help, I may take you up on that in the future. I'm using a 64-bit system and Blender hasn't quite caught up with its export scripts yet. Link to comment Share on other sites More sharing options...
roguehallow Posted May 20, 2009 Author Share Posted May 20, 2009 TGBlank ~ Thanks for the input, I actually hadn't even thought of adding a custom setting for that. Good call! By the way, your mods look great. I'm going to check them out right now. ~ RH Link to comment Share on other sites More sharing options...
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