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[REAL] Ideas for mods to improve realism


ercete

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Hi there,

I'm Bear Grylls and you're watching Born Fallout Survivor !

I am french fan of FO3 loving to turn FO3NV into a realistic postapocaliptic simulator, in this idea I wish I could create these kind of mods :

I'm pretty sure non of these request mods can work without or FOSE/NVSE, but these are plans for future work by me or by anyone here.

 

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Real Fast Travel

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Creating a fast travel (with waypoints) that works like the old fallout,

- automove to the destination

- dodging buildings/mountains/etc maybe using the IA

- increase game speed during travel (wasting time is not the point)

- stopping the travel when spotting an enemy/an enemy spots you/you're loosing life/you press a button

- add a key to run the same fast travel again (travel may stop frequently for every gecko...)

- Adding random enemy spawn based on luck, survival and sneaking

 

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Real Crafting / Sleep / Wait

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Adding a real cinematic event when waiting / sleeping and using campfires, workbenches, and reloading benches

- crafting requires time (abstractly about 1 or 2 hours, depends on how many objects are created)

- increase game speed during craft (wasting time is not the point)

- Add random enemy spawn (especially when sleeping) based on luck, survival and sneaking

- Stop the craft if an ennemy appears

 

 

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Hygiene

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Taking a bath increase CHA for 1 day.

From 3 to 10 days, CHA is normal

Past 10 days CHA is down by one, then another one for each 5 days.

Pooping ideas has been discussed here "http://www.thenexusforums.com/index.php?/topic/250644-bathroom-needs-in-hardcore/"

 

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Real dinner, real chems

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Using a stimpack, eating food, drinking water during a fight ? No problem ! just click and ... tadaaa !

You ate a giant deathclaw civet and drinked a beer in 0,3 seconds, beware of the poop (see above) !

Using stimpacks may be used quickly, just as eating mentats or inhaling a jet, but it takes time anyway.

But using a doctors bag need to be longer, almost like crafting.

 

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Real save

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- One save a day

- Only save when sleeping

- Better : No save, like the old Mario Bros !, no ? okay, okay

 

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Real carry

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- incredibely reduce (and recalculate) the carry limit (a ciment bag is like 70 pds, can you run 5 kilometers with a ciment bag in bag ? no ? me neither !

- decrease speed and sneaking over weight (moving with a machinegun makes some noise)

 

Bags :

- You need bags to put your stuff in it, bags simply limit your max carry

- torso hit from behind cause damage to your bag

- if you carry more than your bag can handle, his state decrease quickly

- if your bag is broken, all your stuff falls down ! (damn this should be really funny)

- bags are buyable somes are cheap, somes are expensive, they're all craftable and repairable

- adding also thread and needle needed for crafting and repairing

- no bags ? ok you have pockets... 15pds max, gniark gniark !

- I wish I could create some volume limits for bags and items but I think I'm day-dreaming

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Okay, that's it for now.

You think about something I missed ?

You think about a [REAL] <ModName> that should be interesting ?

Say it, I will keep this topmost topic updated.

You think you can do it ? Well, then... do it :)

You think I can do it ? then, help me !

 

Bye all ! and good game

- Ercete -

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  • 2 weeks later...
lmao, some of these are funny, deathclaw civet, watch your poop, haha, but seriously i really like the idea for fast traveling, i currently have it off because you can travel without accidently bumping into anything, lame, fast travel to a general location would be great
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Navigation:

 

The first two Fallout games didn't spoon feed the player quest answers and made exploring to find clues part of the game. FO3 and FNV take that away with quest arrows and marking the position of unexplored locations.

 

I think Fallout players would be, given the chance, smart enough to figure out a military grid map system. Given quests and locations are marked on the HUD but given as four or six digit map grids, or locations using the grid ("To find Old Joe, go to the big radio tower at 342253 and then walk south 200 meters down the paved road.")

 

Make grid number notes appear in the Pip-boy for locations instead of marking them on the map.

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I've created topics with these already but it fits here as well.

 

Real map - complementing what AccidentalOppenheimer said:

 

a mod to mark your map with your own notes..

Ex: You found an item/body/place you want to come back to later, them you enter your pip-boy > map and enter a red circle (or words or something similar) so you'll know where it is.

Would work wonders if you have to stash things because you got overemcumbered and forget where easily. Or you've found one of those smaller unnoted quests and want to remember it for later (for when you dont have the required skills yet).

 

And if possible, remove all marks from the normal map given to you by dialogue with npcs.

For the hardcore mode.

 

Real Radio:

 

It would be a nice addition to the game if there where usefull news pertaining the world for the player.

Like, instead of only saying stuff about quests or the story in general, sometimes it could work like traffic news:

 

-Good Morning New Vegas!

-We've received reports that there is a pack(or something) of geckos attacking wastelanders on the way to primm.

or

-Raiders are attacking a trader just outside the saloon.

or

-Today a cloud of radiation is hovering over the desert(dont know, someplace).

 

Then if the player goes there he either have to run from all the geckos/raiders or shoot'em all. Or in the case of the cloud he would get irradiated/poisoned or avoid the place altogether.

 

Then, if the player is trying to get items(gecko meat) for recipes he shoud only dare to fight a bunch of critters.

 

 

- dodging buildings/mountains/etc maybe using the IA

Another option is to show you going from one place to the other only in pipboys map, to really feel like old fallout. And when an enemy appear you'd simply leave pipboys to start the fight.

 

 

- incredibely reduce (and recalculate) the carry limit (a ciment bag is like 70 pds, can you run 5 kilometers with a ciment bag in bag ? no ? me neither !

70 pds is 32 kilos, the military usually carry on their backpacks 50 kilos or 110 lbs. So it is feasible.

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Hmmm, some excellent ideas here. I don't agree with the "save game" limitation though, often i have to stop the game more or less randomly and when you can't save then it sucks.

 

 

But the rest are good ideas... Some easy to integrate, some very hard to do...

 

 

I like the "old style fast travel", i really miss that a lot from Fallout 1 & 2... Would probably hard to make that but definitely worth doing.Also the reduced weight is a MUST. Ridiculous how the player can carry so much.

 

 

Also i would love to have "time" being an important factor. In Fallout 1 time was sooooo tight and you really had to watch not to waste too much time here and there. It left you like "hmmm, can i have that surgery? I dont have that many days left". it was always a ticking time bomb.

 

 

In Fallout 3/NV time is measured somehow, but noone gives a s**t, it doesnt play any role if you take a week or 50 years to "get through".

 

 

Another part of realism should be that guns, stimpaks and ammo are much harder to get... Like 200 years ago after the war you might have found a stimpak around every corner, but as the industry died down it is quite unlikely that every second person will sell them to you for 35 caps. Also like every third fiend got a Laser RCW - wtf? Where do these damn junkies get these in such large quantities? Also i get pissed when i see merchants "dump" a laser gun for 40 caps, seriously WTF?

 

 

I also think guns should last a bit longer, at least some. It's quite ridiculous that a rifle is "broken" after like 100 shots, what kinda rifle is that? Maybe instead get weapon cleaning kits, clean the barrel once and its like new?

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IRL marines can carry up to 300lbs of equipment at any given time. sometimes traveling for days without sleep. Keep in mind that ppl in fallout are not like average people today. They are fit, they are in shape, and they are used to harsh environments. They can and will outperform us. As such you should be basing any realism off of a RL survival expert or military training.
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IRL marines can carry up to 300lbs of equipment at any given time. sometimes traveling for days without sleep. Keep in mind that ppl in fallout are not like average people today. They are fit, they are in shape, and they are used to harsh environments. They can and will outperform us. As such you should be basing any realism off of a RL survival expert or military training.

 

 

lmao, but only when they wear power armor XD 300 lbs... SURE...

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I've got some realism ideas, for TL;DR skip all the way to the bottom of the post for them.

 

 

IRL marines can carry up to 300lbs of equipment at any given time. sometimes traveling for days without sleep. Keep in mind that ppl in fallout are not like average people today. They are fit, they are in shape, and they are used to harsh environments. They can and will outperform us. As such you should be basing any realism off of a RL survival expert or military training.

 

Average load for an infantryman expecting a fight is 100-120lbs. Most soldiers don't carry more that 80lbs, most of that is in body armor, the weight of which is getting reduced drastically because it makes movement very difficult, causes back problems, and can't be used on patrol where speed is supposed to be maintained.

 

Most the weight is in the body armor which is worn close to the body, and therefore causes less stress than if it were being worn of the back. (Which is not to say it's light, but given the choice between putting body armor in a backpack or wearing it, wearing it is easier.)

 

Most soldiers are operating out of air assault assets or are moved to patrol areas be vehicles; the units that do dedicated LRRP mostly switched away from heavy body armor years ago and they are the people carrying the lightest variants of equipment.

 

For backpacks, a weight of about 25-35lbs could be carried indefinitely by someone in good shape without too much strain of slowdown. An additional, perhaps 10 pounds could be carried in a belt or load bearing equipment. Plus a slung weapon, maybe another 7-10 pounds. Toss in another 5 pounds to cover cloths. That's 60 pounds. Someone could reasonably trek long distances at a good pace with this loadout, and run for short distances if they needed to.

 

Once you start adding weight, fatigue hits. Someone can easily carry a 45 or 65 pound backpack, but they can't do it and maintain a fast pace indefinitely. A little bit of weight after a certain point makes a big difference.

 

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Realism ideas:

 

-Slow down the day/night cycle a lot.

 

-Fatigue from lack of water or food lowers perception and endurance much sooner.

 

-Make that blurry concussion effect happen if a player is dehydrated or hungry; with increasing frequency the hungrier or thirstier they become.

 

-Instead of water bottles, give the player character a camelback (maybe 2, one clean water and one dirty.) and have the player fill them up at water sources by crouching, similar to how an already existing mod works. Maybe have a script where the player character automatically drinks water and the player is notified when his water goes below certain thresholds ( 3/4 full, half full, a quarter full.)

 

-Make water consumption dependent on two extra factors: The total weight that the player is carrying and the time of day that the player is outside in the wasteland. I think it would be great to have the player consume much more water/become dehydrated faster if they are in the "outside" portion of the wasteland during the day.

 

-Make night more dangerous by adding more critters. Perhaps have deathclaws roaming around in more areas, but with much reduced aggro areas at night. This coupled with water consumption means the player has to choose between possibly becoming dehydrated or having to sneak past predators.

 

-A bedroll so the player can sleep where ever they need to outside. Perhaps make this give the player character a large stealth field, but still with the possibly of getting mauled to death in their sleep- to discourage poorly thought out sleeping locations.

 

-Simplify crafting to lower the 'Survival Skill' needed for many foods and decrease the amount of ingredients in some recipes, but also remove many pre-war foods from the wasteland.

 

-Better binoculars. I know mod exists which makes them view more of the screen when zoomed, but I would like the mto zoom in much further.

 

-Remove clothing from the majority of loot drops; only leave rare or valuable clothes as loot drops. This reduces inventory fiddling required and it deprives the player of a huge income source.

 

-Make barter rates much more difficult with merchants.

 

-Make radiation much more dangerous when encountered without a radiation suit, massively bad to encounter. Make radiation suits block radiation almost entirely.

 

-Remove most skill bonuses from clothes. Leave Speech bonuses with suits and Barter with merchant clothes, everything else not so much.

 

-Allow a player to create their own campfire to craft or cook food; perhaps with "Campfire Kits" or something. After being activated the kit only burns for so long (reasonable time), but the fire increases the aggro rates of anything hostile in the area.

 

-Deserts get cold at night. Make a mod that tracks local temperature, there are daily and nightly temperatures outside, perhaps with a little bit of variant from day to day. Night time gets cold and windy, if a character gets stuck in an uncomfortable temperature, endurance drops. Make indoors environments, caves, and (if you're able) sheltered alcoves all have comfortable temperatures. Alone with this give different clothes 'Warmth' values to represent how warm they keep the player at night, and make players warm up if they are near an active campfire.

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