vTemporalZEROv Posted February 6, 2016 Share Posted February 6, 2016 (edited) Please keep in mind this post is mostly for me as a think-web type of thing, I am writing down to-do's, wants, and finished features. This is a personal combat tweak. -So my scope of this mod is to break Bethesda's broken game in a few ways that.. make sense. I like my Fallout experiences to be somewhat realistic, but keeping in mind it is an RPG FPS (Or TPS but I don't play in 3rd person). So there is perks and blah blah, not just an FPS. Some examples - Increased weapon weight and damage, that is a given. The ability to regenerate health over time similar to COD, crossed with something like Halo 3: ODST where you have a shield, without it actually being a shield, but we all know you had a shield in that game, they just didn't call it one. :wink: So, to overhaul the healing and combat health system, When you take damage:-It hurts your stamina, when your stamina is depleted you will obviously not be able to use it, but also when you are hurt further, you will start taking health damage, when health reaches 0, you are dead on the ground, duh. - Inspired by Skyrim's money or your life mod, COD, and ODST as well as even Borderlands a lil bit. Using a stimpak while you have no stamina left and are missing health will give you a TEMPORARY (20 secs) health boost, making it as if you have the health, but will wear off. So let's say your stamina is gone and you're almost dead, you use a stim and it will give health based on how much it would by vanilla standards with your perks and whatnot, BUT, will go down when your healing begins taking over (COD style healing). You get shot -> stamina depletes -> health low -> stim -> gives health -> if you take damage while your stamina is still depleted, it will take away from the temporary health, kinda like armor in doom or something. When you don't take damage for about 20 secs, your health begins regenerating and your temporary health wears off, leaving you vulnerable if you had low health before the stim. Your stamina does not regenerate coordinating with your health regen or regen rate, they are separate, so by the time your health starts regenerating on its own, your stamina should be partially filled already due to perks, base game feature, chems, whatever. With your health regenerating on its own and your stamina on its own, this will make it so if you get outa a fight and start regenerating health, and come across another bad guy, you can still be easily taken down due to your stamina being your only protection in this case, since your health is low and still regenerating, so if the new foe takes out your stamina, you can't sprint away or move (in power armor, which WILL be different than not in power armor), and you will most likely be killed cause you're a sitting duck since you can barely move and can't melee attack due to the fatigue (or stagger/fatigue/exhaustion IRL) of being shot and near death, you ain't gonna have a bunch of energy when you are dying IRL so.. ------- As a recap for people who didn't understand or didn't read it all ----------------- Health is not damaged by being hurt, your stamina is, when your stamina is depleted, THEN your health takes a hit. Using a stimpak while having no stamina will give you temporary health, and any new damage taken will take away from that health, but when the temporary health is depleted it will go back to your actual health (which are in the same pool). When you are in safety from combat for 20ish seconds, your temporary health will go away and the health you had before the stimpak will be there (unless you died or got more hurt) and your actual health will start to regenerate like COD. During this time your stamina will ALWAYS be able to regenerate, as it would in the base game, and this will give you something like a shield to your health, and when you take damage while you are healing, your health will stop regenerating.. like COD. This way since all the guns now do crazy damage (not crazy, but far better than base game), you are not ~super~ vulnerable, but also not OP, but you will be royally s*** on by raiders if you try to wrestle with them in a group obviously, so you have to be kinda smart. -- A list of other features that aren't such a big impact on gameplay -- Rebalanced radiation - Certain things heal your rads that can be found early on like glowing mushrooms, brain fungus, mutfruit, etc. Only by a small amount, though they can be made into Nuka Pura, an uber drink. Heavier weapons, no 2lb ass lil gump ass pipe gun BS.. All weapons come with a buff of some kind, and some come with a nerf of some kind for balance - Good example:--- Minigun now only holds 120 rounds in the mag, but it does like............. idk... 6x damage without perks. Also weighs like 50 something pounds. Railway rifle is a bit OP, but then again, its a damn spike launching heavy assault rifle...... so.. Broadsider got a big buff as well. ALL ENERGY WEAPONS ARE UNTOUCHED. These are also not necessarily realistic weights or damages, just felt the most balanced based on the weapon or specific gun *cough, Deliverer OP, cough* Does not change attachments for weapons. Certain misc items are now far better, in my opinion of course - Duct tape and Wonderglue now contain like 3x ish more adhesive than base game, you ain't gonna use glue once and toss it, wtf. Shipments of adhesive cost less, to adapt to the new system for it. Industrial and military grade version are more valuable and contain even more adhesive sine they're more rare. Soap and Toothpaste are worth something now, wow, who woulda thought people would care about being attractive and having personal hygiene in the post apocalypse world? -.- Cigars and cigarettes are very valuable now, everybody smokes, so there has to be a place they are getting them from... you now :smile: AMMO CHANGES - Ammo now is far more valuable than it was before. Major nerf to the OP ass beginning in Concord. The minigun is.. well.. a minigun, still, BUT, instead of 1200 free rounds of hell forged lead for an insane monster of a gun, its only 2 and a half clips worth, and keep in mind the minigun clip is now only 120 from 500 rounds, so you are given 300 rounds (120 + 120 + 60 = 2 and a half clips), but don't worry, the s*** is still OP as hell, also weighs a lot. There is far less ammo available in containers, most loot has been nerf'd, and also all gear is unleveled, so you can find level 1 raiders that will murder you with a molotov right in the beginning, btw molotovs WILL kill you.. they are insanely lethal, along with other thrown weapons, and all thrown weapons are also weightless, for RPG FPS reasons. Ammo still doesn't weigh anything, can't figure out how to do so, but am gonna add it. Caps will weigh something as well when I figure that out too, but then again I haven't even looked at caps yet so.. ha. -- POWER ARMOR IS GONNA BE VERY USEFUL, BUT NOT OP. -- Power armor in the base game is stupidly OP okay.. not the case in this. Keep in mind I haven't changed any values or even looked at the PA yet but this is a brainstorm so just stay with me on this. The stamina/shield situation is going to be NULL once you get into power armor, the way it will work is, when in power armor, all damage goes directly to the torso armor, when the torso armor is destroyed, you will become vulnerable, using the stamina/shield system again. The way this is gonna be a thing, is torso armor will have low health, but very very very high DT and DR mechanics, like armor and health in Warframe (if you have played it). The higher the armor, the more your health can absorb, acting like extra health, so let's say you have 100 armor, your health will be able to absorb maybe 10 damage per health point (0.1000 value for balancing), with 1000 armor, you will be able to absorb 100 damage per hit point, BUT keep in mind that weapon damage is now ~roughly an average of~ 30 - 80 per shot/shell/blast, so DR and DT on non power armor attire will take a major hit, armor is very important now, not just for looks. BUT on the torso of power armor will be something like an amount of health it has, but also how much damage it can take, like impact AND internal bleeding from a hammer to the face - The impact will knock you on your ass (the amount of dmg the torso can take), but also the internal bleeding from the hammer (the amount of health the torso's health pool has). Also you can carry a lot with PA, and you can now ragdoll enemies you melee :3 Everybody loves ragdolls. Ragdoll and physics are now decently realistic or immersive btw, excluding the PA ragdoll. -- PERK CHANGES - BIGGIE. -- Perks have been, and are being gone over multiple times to balance out with the new system of healing and damage and weight. The first perk of life giver now gives you +20 health AND the ability to regenerate health/lose stamina, without the perk (rank 1), the new health system is not applied. Strong back will now be increased a tiny bit since s*** is heavier. Things like the DT perk (can't remember the name off hand) and sneak perks are to be nerf'd for balancing, this is a difficulty mod, it is supposed to be kinda difficult, not make you a god with 50+ DT when naked like the base game... -- Ghoul changes. -- Ghouls are now essentially zombies, they take incredibly low limb and torso damage, but have an instaheadshot death, they still move quick, but have far reduced perception. They hit hard, shotguns work good. -- Deathclaw changes. -- Deathclaws are minibosses now, weapons do a lotta damage, but it is a damn deathclaw. They now are naturally armor plated with rough skin (some hopeful lore for you to back this up), and now take a lotta damage when shot in their big ass ugly face, but very little when shot in their bodies elsewhere, excluding the belly. -- Protectron changes. -- Protectrons are lore-wise, supposed to be very tough and durable, not to mention they still haven't been killed off 200 years after everything went to hell, they are now extremely durable, and weak in the legs due to wearing over the years, shoot them in the legs for best damage output. -- Yau Gui changes. -- Damn, nature.. you scary. These guys now take a lot less damage (not unreasonable amount though), when shot in the torso, aiming at the head and limbs do normal damage, head doing usually instakill. THINGS DONE: ///Radiation changes.///Weapon damage.///Weapon weight.///Weapon buffs/nerfs.///Combat perks adapted to new damage system, major nerfage happened, sorry.///Ammo pricing.///5mm ammo nerf in beginning at Concord.///Leveled lists edited - Unleveled items now all over.///Loot nerf.///PA Jetpack drain nerf.///Sprint AP drain nerf.///Dismemberment chance increase :smile:.///Ragdoll and physics changes.///Body data changed, headshots are lethal 95% of the time. Ghouls are zombies, Deathclaws are minibosses. Yau Guis take less damage to the torso, aim for the head and limbs. Protectrons are very tough, aim for the legs.///Ballistic Weave nerf big time, but still very useful.///Silencers have no range penalty except the Combat Shotgun. THINGS NOT DONE: ///New health system fleshed out and in working condition, perk not edited yet for it to take affect.///New armor/health system for PA not done yet.TO-DO's: ///Finish this s***, get help on it.///Start on the non combat perk nerfing and buffing.///Reevaluate finished version of the mod and check for stuff that isn't right with it, there will be problems at first, typos, values wrong, values too OP, values not good enough, etc. I REALLY NEED HELP FIGURING OUT HOW TO MAKE THE HEALTH/STAMINA SYSTEM IN WORKING ORDER, IT IS NOT A SIMPLE TASK. I NEED EVEN MORE HELP ON GETTING THE DT/DR SYSTEM FOR POWER ARMOR WORKING, IT IS ESSENTIAL TO THE MOD THAT POWER ARMOR IS OP BUT VULNERABLE ONCE THE TORSO BREAKS. Please keep in mind that I am not a professional in xEdit and have been working on this and figuring out which is what for about a week now, hours on end of just figuring the s*** out, help is appreciated and you will be given major credit at the top of the mod page when it is published for any help you put in. Edited February 6, 2016 by vTemporalZEROv Link to comment Share on other sites More sharing options...
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