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Realism mod


avianmosquito

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So I was thinking more and more about this mod and thinking of certain problems it could have (because I want to see it done right) And I find that there is one loophole for bleeding effects, currently the game does damage over time effects regardless of armor resistances, therefore a bleeding effect from a bullet would keep stacking, and stacking, and stacking and just keep you bleeding, even if you had armor that the bullet didn't even penetrate through enough to do damage. Example: Ranger Veteran Armor vs. 9mm bullet, in this circumstance, the bullet most likely won't even penetrate the DT and yet would still give off a bleeding effect, this would have to be fixed for it to work properly, or for instance, the bullet penetrates, but not enough to cause massive bleeding like it would normally do, these are two major things that need to be fixed with a bleeding effect before anything else.

 

I have bleed as a multiple of limb damage. Armour reduces limb damage. As such, the 9mm would probably only cause the gun's concussive damage, (ignores armour) not the bullet's puncture damage, (DR only) and the concussive damage is minimal, doesn't bleed much and takes forever to cause what little blood loss it causes.

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Search "Recoil" on the Nexus for some examples of how to do it. I haven't tried this mod, but here's an example. You could always see if independent mods would lend their work for this purpose if you were interested. In the end you'll need to be an experienced NVSE scripter or have one on your team to accomplish a lot of this, though I imagine that's already been stated. Edited by NorthWolf
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Search "Recoil" on the Nexus for some examples of how to do it. I haven't tried this mod, but here's an example. You could always see if independent mods would lend their work for this purpose if you were interested. In the end you'll need to be an experienced NVSE scripter or have one on your team to accomplish a lot of this, though I imagine that's already been stated.

 

If he/she's willing, I could probably break that mod down and redo it in a manner dependent on ammunition velocity and wieght, countered by weapon wieght and actor strength. That would work, thank you for the link.

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  • 1 year later...
maybe include take cover system, make chems more dangerous i.e you use 10 psycho at once and you get a bloodlust or killed by chem, make radiation more dangerous i.e you get killed if you get 500 rad poisoning, make some armor bulletproof and the others don't i.e combat armor bulletproof while leather armor not bulletproof and power armor can only damaged by heavy weapon, make bullet more dangerous like instant killed by .50MG round and any grenade except 25mm grenade, deadlier penalty, insta-killed by a deathclaw. that's my idea and i wish i could help by more than idea and sugestion.
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maybe include take cover system, make chems more dangerous i.e you use 10 psycho at once and you get a bloodlust or killed by chem, make radiation more dangerous i.e you get killed if you get 500 rad poisoning, make some armor bulletproof and the others don't i.e combat armor bulletproof while leather armor not bulletproof and power armor can only damaged by heavy weapon, make bullet more dangerous like instant killed by .50MG round and any grenade except 25mm grenade, deadlier penalty, insta-killed by a deathclaw. that's my idea and i wish i could help by more than idea and sugestion.

 

1. Congrats on the necro. It's an old one. A year in the grave, and you brought it back to life. Too bad it came back... wrong.

2. Not working on this anymore, it's easier in Fallout 3.

3. Already have a good Fallout: New Vegas mod.

4. Those ideas are not realistic in any way, shape or form. The closest is the OD idea, the rest are f***ing rediculous and you thinking they are realistic makes you an idiot.Let's get into your idiocy in detail.

A: Cover doesn't work in this engine, sorry to say.

B: The player has no reason to take more than one of a chem, they don't stack. Even if they did, the amount required to OD would vary from one person to another and mixing chems would be more dangerous than taking a lot of one. Also, OD is not an instant death. It's slow, agonizing and humiliating. Likely it'd just be that you'd get increasing negative effects when taking more than one or mixing chems, which would be countered by your poison resistance, and these might prove fatal. That said, far from the dumbest idea here.

C: In what universe is 500 rads fatal? Check out my verisimilitude mod, it's pretty close to reality when it comes to needs and radiation.

D: DT already does that. Damage has to penetrate DT to cause damage to the armour. Also, ALL armour would be damaged by ALL forms of damage. There's NOTHING special about bullets.

E: There is no such thing as an instant death bullet. A bullet is a speedy bit of metal, not the killing curse. It doesn't emit some magical force to make your heart stop beating and your brain stop thinking, it just rips a hole in your chest. A .50 BMG is a big bullet, so it just rips a big hole in your chest. You die faster, but it's still not instant. It's a minutes-long ordeal, even with that behemoth.

F: Same goes for explosives. It's mostly incision, as the damage is mostly from the shrapnel. The rest is just blunt force trauma, and it's not nearly as deadly as people think.

G: A deathclaw wound would also be far from instantly fatal. Closer than a .50 or a hand grenade, but still not instantly fatal.

H: You are not helping. You are too stupid to help. Quit trying.

Edited by avianmosquito
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