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[WIP] Fallout 4 Realism


DoritoMan

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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 needs

    • Food, water, sleep

  • No fast traveling

  • Revamping 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 weight

  • Followers will have carry weight

  • Running drains AP

    • Will be dependent on revamped S.P.E.C.I.A.L.

  • Radiation sickness

    • Being exposed to large amounts of radiation will effect your character in various ways

      • Dizziness and disorientation

        • Aiming penalties

        • Vision will blur in and out

      • Weakness and fatigue

        • Melee damage will be reduced

        • Decrease base damage resistance

        • Total AP will drop

        • AP will drain faster

        • Limbs will break easier

      • Heal for less

        • All healing effects will be reduced drastically

    • Being exposed to extreme amounts of radiation will drain your health

  • Limbs stay broken until fixed

  • Followers stay downed until stimpaked

 

Combat

 

 

  • Realistic damage values

    • Dependent on type of enemy

      • Legendary enemies will still take a lot of damage and deal a lot of damage

      • Things like supermutants and deathclaws will still take a lot of hits to kill

  • Realistic locational damage values

    • Shots in the leg will not kill instantly while being shot in the head will

    • Armor will still effect your damage resistance

      • Wearing 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 body

      • Power armor will still significantly protect you

  • Kinetic weapons will have a higher chance of breaking limbs than energy weapons

  • No more grenade spam

    • NPC's will carry less grenades (and will be less accurate)

    • Grenades will weigh more so you can't grenade spam either

  • Add bleeding values

    • When being shot with a kinetic weapon, you will run the chance of bleeding

      • when bleeding you will slowly drain health

      • Won't stop bleeding till you bandage the wound or die

      • bleeding in certain areas will effect that area, similar to having a broken limb but less extreme

      • Followers and enemies will be effected as well

      • Bleeding will decrease your ability to sneak (enemies will “see” the blood trails)

  • Add burn values

    • When shot with an energy weapon, you will run the chance of burning

      • When burning your base damage resistance will decrease

      • Burning in certain areas will effect that area, similar to having a broken limb but less extreme

        • Your aim and melee damage will decrease

      • Followers and enemies will be effected as well

      • Burning, 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 weapon

        • Duration of the effect stacks (not the penalties)

  • Add bandages (see above)

  • Add Suppression

    • Weapons will “suppress” you if you're in a weapons “cone of fire”

      • Vision will blur

      • Aim will decrease

      • AP bar will slightly decrease with each nearby round

      • Being hit by a round will apply all effects immediately

        • AP bar will suffer a large blow

        • Vision will blur to a larger amount than the vanilla game

        • Aim will decrease by a large amount for a very short amount of time

    • NPC's will be “suppressed” if in your weapons “cone of fire”

      • NPC's aim will decrease

      • NPC's will have a morale system

        • Total amount of morale dependent on type of npc

          • Humans will have a base of 100

          • Supermutants will have base of 200

          • Total morale will increase/decrease based on how many allies/enemies nearby

            • This will be more effective with a increased followers limit mod

        • Being shot at will slightly drain an npc's morale

        • Being hit will heavily drain an npc's morale

        • The lower morale an npc has, the more likely they are to get in cover/stay in cover

        • If an npc's morale is completely drained, they will stay in cover until their morale bar is ¼'s full

          • npc's will have a chance of falling back if their morale is completely drained

          • npc's are very unlikely to fire back while having no morale

    • Amount 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 raids

  • The higher a settlements defense, the more enemies per raid

  • Enemies will be able to destroy turrets, guard posts, and fences

  • Add more jobs for settlers and more buildings (possibly more to come)

    • Doctor

      • Can go to if you need healing

      • Will double as a field medic during raids, and go heal you and other settlers

    • Armorer

      • Adds new “trade-post” like structure

      • Having it assigned will increase the defense and offense of your settlers, equipping guards with better gear

    • Radioman

      • Recruitment beacon will require a settler assigned to it

    • Gunner

      • Will add guard posts with mounted machine guns

        • Will not require power to operate

        • requires a settler to be assigned to it

  • Add sieges (will very likely interfere with any mod that expands the boundaries of a settlement)

    • A siege is very different from a raid

      • During a raid, enemies will just charge at your settlement

      • During a siege, enemies will actually lay siege to your settlements

        • Will create an instance where enemies will have guard posts and wire fences going around the settlement

        • Sieges will be prolonged engagements

          • Enemies will take out all your outer turrets and parts of your walls before actually going in

          • If the enemy cannot take out all of your turrets and walls, you can still lose by being starved out

          • You can deal enough damage to the enemy siege and force them to retreat

    • This feature will likely be optional

  • Hopefully 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.

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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.

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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.

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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.

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What do you think about these additional features?

 

General Gameplay

  • Breaking 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 Ammo
  • Different wild life depending on night and day.

Settlements

  • Settlements 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?
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What do you think about these additional features?

 

General Gameplay

  • Breaking 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 Ammo
  • Different wild life depending on night and day.

Settlements

  • Settlements 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.

 

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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 by madmongo
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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.

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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.

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