Jump to content

[WIP] Field Medicine - Looking for beta testers


Mishaxhi

Recommended Posts

Field Medicine is an attempt to completely overhaul the way that limb damage and healing works in New Vegas.

 

The game tracks and stores four different kinds of damage independently. They are:

 

Ballistic Trauma - from regular firearms

Blunt Trauma - from blunt weapons and some creatures

Lacerations - from bladed weapons and some creatures

Burns - from fire damage

 

There are three different levels of wound you can receive, minor, moderate and major. You receive a minor wound when a limb hits 70%, moderate when it hits 35%, and major when it hits 0%. So, if your torso health hit 35%, and you'd taking a few bullets, you'd receive a moderate ballistic torso wound. If your right arm health hit 0%, and you were currently on fire, you'd receive a major burn to your right arm.

 

There are 72 different kinds of wounds, three varying levels of each kind of trauma for each limb. They're all different, provide unique effects and disabilities, and require different treatment. For instant, a broken jaw will make it difficult to talk, whereas a bullet to the ear will effect your hearing and sense of balance.

 

Wound treatment is completely overhauled. No more doctors bags, picking up a doctors bag now just gives you a random assortment of medical equipment. All wounds are tracked independently and require specific treatment. For example -

 

---------------------------

 

Shot Jaw

Moderate ballistic head trauma

 

You've taken a bullet to the jaw which has exited via your right cheek. Talking is quite difficult in this state. The wound is extremely painful, and has left you feeling dazed and cautious. The bleeding will probably stop itself, but there is a chance of infection.

Effects - CHA -2, Speech -15, Barter -15, Minor shock
The wound will heal naturally in about 40 hours time
The base chance of infection is 10%

 

[begin first aid]

The area around the wounds needs to be cleaned of dried blood and debris.

 

- Purified water | Infection chance -1%

- Spirits | Infection chance - 1%

- Saliva

 

The wounds now need to be closed.

 

- Sterilized thread | Infection chance -6% | Healing time -10 hours

- Wonderglue | Infection chance -3% | Healing time -5 hours

- Loose thread | Healing time -10 hours

 

All that's left is to cover the wounds.

 

- Clean rag | Infection chance -3% | Healing time -8 hours

- Rag | Healing time -8 hours

 

---------------------------

 

Doctors/Hydra/other healing sources are unchanged. Doctors will heal all wounds as well as limb damage and infections. Stimpaks will work as before, though this mod is really only designed for hardcore mod and makes little sense without it.

 

First aid/surgery is handled via menus. When you receive a wound, you're given an item, selecting that item in your pip-boy brings up the first aid/surgery menu for that specific wound.

 

All wounds have a base healing time, depending on their type and severity. You can just leave wounds and have them heal naturally over time, however, treating a wound lowers the stat/skill/unique penalties, lowers infection chance, and speeds up healing.

 

You can treat all wounds with no items whatsoever. The game assumes you have access to a few simple things, such as scrap rags to act as bandages, and hey, you can just dig the bullet out with your fingers! The free options barely have any benefits at all, rather than lowering the initial heavy penalties, and stopping bleed out. Untreated lacerations will always have some level of bleed out, so it's best to deal with them sooner rather than later, even if you don't have the best tools to do so.

 

Some major wounds need to be dealt with swiftly, less you black out. These are mostly major injuries to the head. When you receive a life threatening injury, you're given a boost of adrenaline which will help you quickly dispatch any remaining enemies so that you can tend to yourself.

 

Infection chance refers to your % chance of receiving an infection every day, and every wound (bar some blunt trauma) adds to your overall chance of infection. Uncovered/untreated lacerations and burns are especially susceptible to infections. Better treatment and sterilized equipment lowers your infection chance.

 

There are some stat checks during first aid/surgery, a high medicine skill may allow you to perform more advance and beneficial treatments, a high endurance allows you to operate without penalty whilst simply ignoring pain (as opposed to using med-x/alcohol), ect.

 

Limb damage now heals very slowly over time, as it should. Treating a wound doesn't actually restore your limb damage at all, but regular penalties for limb damage are completely gone. Limb damage now simply tracks how severe of a wound you get. Look after your limbs, and at most you'll be picking up minor burns and cuts. Push yourself too hard without giving your body time to rest and heal, and you'll be getting third degree burns and compound fractures instead.

 

------------------

 

Currently looking for beta testers. The mod is in a somewhat playable state (for testing.) The mod is huge and very script heavy, wouldn't recommend it whatsoever for a current game. It may and probably will break things. Message me if for some reason you're still interested.

 

PROGRESS

done + tested

in progress

not done

 

damage detection system (for specific test weapons)

natural wound healing

first aid and surgery menus

ballistic head wounds + treatment menus + effects

calculated overall infection chance

 

rest of ballistic wounds and treatment

custom items and crafting recipes

natural limb healing

 

burns

blunt trauma

lacerations

infections

custom effects (bleedout/blackout/tripping/visual and audio effects)

balance testing

stress testing

Edited by Mishaxhi
Link to comment
Share on other sites

  • 2 weeks later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...