DoritoMan Posted December 2, 2015 Share Posted December 2, 2015 Description As the title dictates, this is a realism mod I plan on making once the modding tools are released. This mod aims to add a much more challenging and realistic set of gameplay features and changes. Below is a list of all the currently planned features (NOTE: All of these features are subject to change as we learn more about Fallout 4 and its capabilities. I do not want to add anything that it potentially game breaking.) General Gameplay Basic needsFood, water, sleepNo fast travelingRevamping of S.P.E.C.I.A.L. And some perks (will be expanded on at a later date)Realistic Carry weight“Pocketed” armors will still increase carry weightFollowers will have carry weightRunning drains APWill be dependent on revamped S.P.E.C.I.A.L.Radiation sicknessBeing exposed to large amounts of radiation will effect your character in various waysDizziness and disorientationAiming penaltiesVision will blur in and outWeakness and fatigueMelee damage will be reducedDecrease base damage resistanceTotal AP will dropAP will drain fasterLimbs will break easierHeal for lessAll healing effects will be reduced drasticallyBeing exposed to extreme amounts of radiation will drain your healthLimbs stay broken until fixedFollowers stay downed until stimpaked Combat Realistic damage valuesDependent on type of enemyLegendary enemies will still take a lot of damage and deal a lot of damageThings like supermutants and deathclaws will still take a lot of hits to killRealistic locational damage valuesShots in the leg will not kill instantly while being shot in the head willArmor will still effect your damage resistanceWearing a combat helmet can protect you from a headshot kill while not wearing a helmet won't protect you, same applies to all parts of the bodyPower armor will still significantly protect youKinetic weapons will have a higher chance of breaking limbs than energy weaponsNo more grenade spamNPC's will carry less grenades (and will be less accurate)Grenades will weigh more so you can't grenade spam eitherAdd bleeding valuesWhen being shot with a kinetic weapon, you will run the chance of bleedingwhen bleeding you will slowly drain healthWon't stop bleeding till you bandage the wound or diebleeding in certain areas will effect that area, similar to having a broken limb but less extremeFollowers and enemies will be effected as wellBleeding will decrease your ability to sneak (enemies will “see” the blood trails)Add burn valuesWhen shot with an energy weapon, you will run the chance of burningWhen burning your base damage resistance will decreaseBurning in certain areas will effect that area, similar to having a broken limb but less extremeYour aim and melee damage will decreaseFollowers and enemies will be effected as wellBurning, unlike bleeding, cannot be “patched up”, and you will suffer the penalties until the effect wares off, or you see a doctor.Duration of the effect is dependent on the base damage of the weaponDuration of the effect stacks (not the penalties)Add bandages (see above)Add SuppressionWeapons will “suppress” you if you're in a weapons “cone of fire”Vision will blurAim will decreaseAP bar will slightly decrease with each nearby roundBeing hit by a round will apply all effects immediatelyAP bar will suffer a large blowVision will blur to a larger amount than the vanilla gameAim will decrease by a large amount for a very short amount of timeNPC's will be “suppressed” if in your weapons “cone of fire”NPC's aim will decreaseNPC's will have a morale systemTotal amount of morale dependent on type of npcHumans will have a base of 100Supermutants will have base of 200Total morale will increase/decrease based on how many allies/enemies nearbyThis will be more effective with a increased followers limit modBeing shot at will slightly drain an npc's moraleBeing hit will heavily drain an npc's moraleThe lower morale an npc has, the more likely they are to get in cover/stay in coverIf an npc's morale is completely drained, they will stay in cover until their morale bar is ¼'s fullnpc's will have a chance of falling back if their morale is completely drainednpc's are very unlikely to fire back while having no moraleAmount of suppression is dependent on weapon type/class and round (will add a list of all the weapon/bullet/class at a later time; there's a lot to list)Will add a suppression value that can be seen when modding a weapon Settlements Increase the effectiveness of raidsThe higher a settlements defense, the more enemies per raidEnemies will be able to destroy turrets, guard posts, and fencesAdd more jobs for settlers and more buildings (possibly more to come)DoctorCan go to if you need healingWill double as a field medic during raids, and go heal you and other settlersArmorerAdds new “trade-post” like structureHaving it assigned will increase the defense and offense of your settlers, equipping guards with better gearRadiomanRecruitment beacon will require a settler assigned to itGunnerWill add guard posts with mounted machine gunsWill not require power to operaterequires a settler to be assigned to itAdd sieges (will very likely interfere with any mod that expands the boundaries of a settlement)A siege is very different from a raidDuring a raid, enemies will just charge at your settlementDuring a siege, enemies will actually lay siege to your settlementsWill create an instance where enemies will have guard posts and wire fences going around the settlementSieges will be prolonged engagementsEnemies will take out all your outer turrets and parts of your walls before actually going inIf the enemy cannot take out all of your turrets and walls, you can still lose by being starved outYou can deal enough damage to the enemy siege and force them to retreatThis feature will likely be optionalHopefully add more things to construct for settlements Please add any feedback you might have about this mod and its features, and any features you'd like to see added. Please not again that these are all subject to change. If you want to help out with this mod (I could surely use it), just send me a PM. Link to comment Share on other sites More sharing options...
JarinArenos Posted December 3, 2015 Share Posted December 3, 2015 While I would request that you make features optional as often as possible, I am really looking forward to seeing this developed. Link to comment Share on other sites More sharing options...
DoritoMan Posted December 3, 2015 Author Share Posted December 3, 2015 While I would request that you make features optional as often as possible, I am really looking forward to seeing this developed.I will probably make a lot of them optional. I'm hoping there's another feature like MCM in skyrim, will make it much easier. Link to comment Share on other sites More sharing options...
Khormin Posted December 3, 2015 Share Posted December 3, 2015 With regards to the 'field of fire', could add a custom high-spread diminish accuracy debuff to all weapons?I can adjust the weight of grenades, that's not a challenge; give me a couple days to patch it into FRUMP and IWN.One issue; "Realistic weapon damage" + "Legendaries harder to kill". Two separate points. One is adjusting weapon damages (doing so atm to reflect trauma from caliber + muzzle energy), the other is adjusting mobs, and I would debate the latter as a 'realism' effect.Far higher SPECIALs (so higher accuracy, etc), immunity to effects (can't be suppressed, for above example), better items, night vision, stealth detection, unlimited grenades, etc, would be a more 'realistic' effect. Just adding on meat is a bullet train to numbercrunchville a la Borderlands. Link to comment Share on other sites More sharing options...
DoritoMan Posted December 3, 2015 Author Share Posted December 3, 2015 With regards to the 'field of fire', could add a custom high-spread diminish accuracy debuff to all weapons?I can adjust the weight of grenades, that's not a challenge; give me a couple days to patch it into FRUMP and IWN.One issue; "Realistic weapon damage" + "Legendaries harder to kill". Two separate points. One is adjusting weapon damages (doing so atm to reflect trauma from caliber + muzzle energy), the other is adjusting mobs, and I would debate the latter as a 'realism' effect.Far higher SPECIALs (so higher accuracy, etc), immunity to effects (can't be suppressed, for above example), better items, night vision, stealth detection, unlimited grenades, etc, would be a more 'realistic' effect. Just adding on meat is a bullet train to numbercrunchville a la Borderlands. Well the reason legendary enemies are still going to take several hits to kill is because they would be too easy to fight with realistic weapon damages. This only really applies to the big, tougher enemies in the wasteland. Legendary enemies like raiders will still take real weapon damage, because they can (likely) shoot back at you and don't have to engage in melee. When it comes to SPECIAL, I was planning on tweaking them so they fit better with the new/changed features. For example: Higher agility will reduce the amount of AP drained while running, so you can run longer as someone with high agility. Link to comment Share on other sites More sharing options...
Channu Posted December 4, 2015 Share Posted December 4, 2015 What do you think about these additional features? General GameplayBreaking locks with melee attacks. - Effectiveness can depend on melee perks.Destroy doors with explosives. - It's really frustrating that you can't destroy wooden doors with explosives.Custom names for legendary enemies. - Just seeing a legendary -X- enemy is not very immersive. e.g for a "legendary glowing deathclaw" a better name would be "Glowing Horror" or something like that.Weight should determine how fast / slow your character moves. - a character with just one rifle should move faster that a character with 4 rifles.Craft-able AmmoDifferent wild life depending on night and day.SettlementsSettlements should be able to defend themselves. - Where is the point of building a lot of defense if you have to help them anyway during an attack? Link to comment Share on other sites More sharing options...
DoritoMan Posted December 4, 2015 Author Share Posted December 4, 2015 What do you think about these additional features? General GameplayBreaking locks with melee attacks. - Effectiveness can depend on melee perks.Destroy doors with explosives. - It's really frustrating that you can't destroy wooden doors with explosives.Custom names for legendary enemies. - Just seeing a legendary -X- enemy is not very immersive. e.g for a "legendary glowing deathclaw" a better name would be "Glowing Horror" or something like that.Weight should determine how fast / slow your character moves. - a character with just one rifle should move faster that a character with 4 rifles.Craft-able AmmoDifferent wild life depending on night and day.SettlementsSettlements should be able to defend themselves. - Where is the point of building a lot of defense if you have to help them anyway during an attack? I don't think I'll add the breaking locks feature, unless a lot of people want it Destruction of doors will (at first) only apply to the doors in your settlement, may expand to other types of doors outside your settlement later in development Don't think I'd be able to do custom names for legendaries, seeing how they spawn randomly, but it's a cool idea. I considered the 'speed based on weight' feature, but I thought it would hinder gameplay TOO much. If anything, it will be an optional feature. There's already mods that have craftable ammo. See this one, I'm hoping to make the mod (settlement wise) very compatable with this one, since it adds a lot of things that should be in the game anyway. Interesting idea, shouldn't be too hard to do either. The only problem with that, is I don't know how fallout works when your settlement is under attack and you're not there. I don't know if it just waits for you to get there or not, but once I know I will try to make it how you suggested. Also your settlements can be sieged while you're not there, giving you an opportunity to attack them from behind, where they'll have no defenses. Link to comment Share on other sites More sharing options...
madmongo Posted December 4, 2015 Share Posted December 4, 2015 (edited) Before reading this, I had already decided that if no one else made a mod like this that I would make it myself. But I figured someone else was likely to do it. I do have to say that i am very much looking forward to it. I really hate the "shooter game" realism (or lack or realism) that they made standard for FO4. I'd like to see an option for broken limbs to heal on their own, just very slowly. I'd also like to see the breaking locks feature. I'd like to see radiation affect NPCs as well. It's kinda silly that you're sweating it out in a hazmat suit outside of Virgil's cave while Piper is standing next to you with no protection whatsoever and is suffering no ill effects from it. Edited December 4, 2015 by madmongo Link to comment Share on other sites More sharing options...
DoritoMan Posted December 5, 2015 Author Share Posted December 5, 2015 Before reading this, I had already decided that if no one else made a mod like this that I would make it myself. But I figured someone else was likely to do it. I do have to say that i am very much looking forward to it. I really hate the "shooter game" realism (or lack or realism) that they made standard for FO4. I'd like to see an option for broken limbs to heal on their own, just very slowly. I'd also like to see the breaking locks feature. I'd like to see radiation affect NPCs as well. It's kinda silly that you're sweating it out in a hazmat suit outside of Virgil's cave while Piper is standing next to you with no protection whatsoever and is suffering no ill effects from it. Once I make a main release of the mod, there's going to be a mod installer in NMM. Here, you will be able to select which features you do and do not want. Including things like broken bones healing. Giving companions radiation sickness is something I do plan on doing. Link to comment Share on other sites More sharing options...
Khormin Posted December 5, 2015 Share Posted December 5, 2015 Given that people have different ideas on some of these functions; may I suggest breaking it down into portions? I normally don't advise doing so with the amount of .esp files you can result from this, but with the amount of changes you're aiming for, it would probably be necessary.This way, if I'd rather use my own damage adjustments (working on YABBA, so no idea why I might be biased on that), I don't have to load the one from your list, but I might want the one from your settlement adjustments and the eating one.Edit - For some reason, yesterday's posts weren't loaded when I wrote this. Going to assume my cache wasn't updated. Link to comment Share on other sites More sharing options...
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