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Hyper realistic Mod


Zulkiers

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Reworks all creature models to be realistic in functionality.

HP will be blood level.

Watch your vitals. Oxygen, Blood Pressure, toxicity levels, and radiation levels, among other things.

Reworks contact effects between each object and material. This also reworks how damage is done.

Also reworks reflection and durability/brittleness.

 

By slashing or piercing something, it will bleed, and dismemberment causes various effects and massive bleeding. Syringes repair wounds and reduce or stop bleeding.

Food will be altered for hunger and thirst instead of HP.

Chems won't really be altered any.

 

Armor will be altered. They will have movement effects caused by physics, and physics based protections.

First is reflection and glance-ability, then absorption and armor damage taken, then damage you suffer. Watch the holes in the armor, they may aim for that to ignore your armor.

 

Anatomy is required for every creature. Use real animals as bases and refit into the models.

Anatomies come with organs, which play a role in blood flow and other vitals statistics. Damage can pierce through the flesh and damage organs. Some bullets can pierce multiple targets, if their armor is lacking or if the bullet is strong enough.

 

Current damage will be reclassified and will be force power.

Damage types:

Slashing: cuts or rips, making streaks of damage or even dismemberments

Piercing: makes holes in the target, can pierce all the way through and beyond them

Bludgeoning: can bruise through armor, but normally lacks bloody potential. If strong enough, can cause splatters and even bloody combustions, like heads exploding.

Fire & Acid: eats away at the target/victim, different types have other slight variations of the effects

Electricity: stuns and pains

And yes, every damage has a pain/flinch factor. Sustained damage reduces flinch from that damage, like fire and acid.

 

Anatomy Requirement: everything is gendered. Hit the tenders for a lengthy crippling effect.

 

Anatomy Bonus: with gendered animals comes breeding, and rare random interactions. Also some common ones in predator-prey relationships.

Predator-Prey: tend to go after the males a lot more than females, and with pinned prey they like to eat the balls first. Quite a painful way to go if it's not dead yet.

 

Looting Rework: when hunting, you must take the animal to a skinning station to extract its hide, head, meat, and other materials/parts. All creatures can be butchered here.

 

Dragging Rework: everything can be carried by hand. No more levitating objects or bodies. Can now drag heavy critters, but you will be overencumbered in doing so. In some cases you can activate magic bag and store entire corpses in your bag, overencumbering you in most cases, but you might be able to sell some corpses. The more damaged a corpse, the less valuable it is.

Helps with getting things like Deathclaws to your skinning station.

 

Robots: they don't bleed, but their wires are a prime target.

They'll take visible damage, and they are hard to kill, but slicing or frying their wires is one of the best ways to deal with them. Piercing, not so much. They don't have blood to bleed. They do have various systems that are measured by location and integrity/damage.

 

Anatomy Bonus clarified: the rare thing is wild breeding, which in turn with time make younglings, which in time grow, and with time become adults that can do it all over again. Creatures tend to flee and won't be shown mating unless they are clueless to player/enemy presence or they are stuck until finished (Canines: dogs, wolves, jackals, etc).

 

Pheromones would be a great way to cause wild (and domesticated) auto interactions, probably just an rng thing.

 

 

Recap: less flatly numbers based, more calculated physics, more realisticness, inevitable nsfw due to realistic physics - mostly animal based

It's not like people will actively try to graze the garments off their foes... Ok, there might be some perverts out there, but whatever...

Maybe a few reactions to perversions, just to discourage that a bit.

 

Mindscapes will be uneffected by most physics... I can only think of the one instance though.

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