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Realism mod


avianmosquito

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If it needs to be carried over multiple hits and needs to be a continuous effect based on how many times you actually got hit by a bullet. Then take a look at cazador venom it's a good place to start.

 

As for everything else, like I said, just ask the question (be sure to describe the details of it) and I'll do my best to answer.

 

I'm waiting for the GECK to start up, but I suspect that Cazador venom is not a script effect all the way through.

 

EDIT:

 

Great. Steam decided to delete half of my games. Now I have to redownload New Vegas and all of the downloads. This is why I hate Steam.

No it's not, I just meant that it's a good place to start your search.

 

The script, with notes where I need help, is located here. It should do everything I need it to do once the missing steps are filled in, and I'm so straightforward you couldn't possibly miss what I'm asking.

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Jeez all this talk of bleeding stabbing and shooting, what about bludgeoning? eh? we forgot about the ol' kaibosh did we?

 

But yes I agree this would be well worth the effort, what about realistic unconsciousness, realistic drug,poison effects (applied to weapons and creatures, with visual effects and animations etc) and how would you do healing? The idea of stimpacks has gotta be some kind of BS right? Also the vanilla fire damage is pathetic IMO, with no after effects either... Also lasers and plasma.. My god man wtf would actually happen to a guy if he was hit with a blob of plasma at 250 mph?

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Jeez all this talk of bleeding stabbing and shooting, what about bludgeoning? eh? we forgot about the ol' kaibosh did we?

 

But yes I agree this would be well worth the effort, what about realistic unconsciousness, realistic drug,poison effects (applied to weapons and creatures, with visual effects and animations etc) and how would you do healing? The idea of stimpacks has gotta be some kind of BS right? Also the vanilla fire damage is pathetic IMO, with no after effects either... Also lasers and plasma.. My god man wtf would actually happen to a guy if he was hit with a blob of plasma at 250 mph?

 

I'll have to number these, don't take that as rude, I'm just keeping organized.

 

1. Blunt wounds do bleed, so this will work as well.

2. Loosing health will trigger diseases, which lower your stats. If a stat reaches 0 the game punishes you for it. IE: 0 strength makes you collapse.

3. Already working on the drugs.

4. The poison has good status effects, but not animations.

5. Stimpacks give a temporary health boost. It only alleviates symptoms, it doesn't heal. Blood packs, however, will slowly restore your health. (There are conditions, however.) Bandages and doctor's bags reduce the bleeding. Doctor's bags also cancel cripple effects, and limbs restore a little from food and sleep. (It takes ages to work.)

6. All energy weapons will do thermal damage, which will cause limb damage over time and bleed you very little and very slowly. Great for crippling, but not as good at killing. The exception is the gauss rifle, which is a projectile weapon in denial.

 

EDIT:

 

What this means is that blood can be regained during play, but if you want crippled limbs to return to normal it will take days or weeks of time waiting, sleeping and keep up your basic needs. Just like in real life, who would've guessed it!

Edited by avianmosquito
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Sounds like you've got your bases covered there mate. Like I said I like the idea.

 

And what kind of man takes offense to an organized response? :D

 

I have already gone through and scaled back heaps of stuff in my game personally, like removing the ridiculous healing from food and sleeping as well as adding first aid kits and bandages (yes they are a great freaking idea, why aren't they in the vanilla!?) both scaling from medicine in effects and consumption time (I made them and doctors bags reduce all combat skills and AP, strength drastically, while being "used" for a minute or so, I unfortunately am not good enough to do or add animations myself), I also toyed with the idea of making their usage limited to standing still or crouching, where you could "break free" from all the effects (good and bad) if you started moving or pulled a weapon out. And yeah, i also went with blood pack as, you know a source of blood as opposed to the Bethesda idea of wolfing it down as an afternoon snack.. Which just says some things about them really. Plus, I changed super stimpacks to restore 30ish health each second for 4 seconds, then had them drain 1 hp per seconds for 60 seconds, while damaging the chest (as with regular stimpacks, but without the hp drain) But personally you idea of them giving "fake" temporary health bonuses and such sounds much better.

 

It would definitely be good to see more effects that happen AFTER combat from wounds, infections, poisons, trauma etc. But you would have to take into account the sleeping and waking up dead thing.. Not allowing the player to rest while bleeding, or having them "wake up" while resting before they die in certain circumstances. And I still think crippled limbs need to be treated much harsher. It's really not like the doctors bag is going to immediately cure the pain of a shattered bone (without the aid of some crazy drugs you'd be hobbled for a long while) so maybe a rework of the whole resting and waiting system in general, to account for immediate, trauma causing injuries and the dangers of resting or waiting without treating them, but also to cater for "resting off" the more niggling, over time injuries.. It shits me to no end every time my guy wakes up and falls over dead.. I can understand how it could be applicable through concussion and the like, but seriously, I don't think I'd ever wait myself to death. And the fridge is 5 damn feet from the freaking bed..

 

Anyway, rant over.. I'm happy to bounce ideas and stuff here, as for lending a hand, I can't script, but I know my way around the geck, and i've been amateur modding for a while.. Mostly shortcutting with my lack of script knowledge. But if you need any kind of help with work that you think i might be capable of i'll be happy to help.

 

EDIT; And this is all of course with guns that don't do more damage as you gain skill points (small amounts or extra crits is understandable, but I focused on sway, spread reload speed etc as priorities for the gun type skills) and also with the health per level removed (to give realistic health totals for everyone including the pc)

Edited by adman85
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Sounds like you've got your bases covered there mate. Like I said I like the idea.

 

Thank you.

And what kind of man takes offense to an organized response? :D

 

Far too many.

I have already gone through and scaled back heaps of stuff in my game personally, like removing the ridiculous healing from food and sleeping as well as adding first aid kits and bandages (yes they are a great freaking idea, why aren't they in the vanilla!?) both scaling from medicine in effects and consumption time (I made them and doctors bags reduce all combat skills and AP, strength drastically, while being "used" for a minute or so, I unfortunately am not good enough to do or add animations myself), I also toyed with the idea of making their usage limited to standing still or crouching, where you could "break free" from all the effects (good and bad) if you started moving or pulled a weapon out. And yeah, i also went with blood pack as, you know a source of blood as opposed to the Bethesda idea of wolfing it down as an afternoon snack.. Which just says some things about them really. Plus, I changed super stimpacks to restore 30ish health each second for 4 seconds, then had them drain 1 hp per seconds for 60 seconds, while damaging the chest (as with regular stimpacks, but without the hp drain) But personally you idea of them giving "fake" temporary health bonuses and such sounds much better.

 

Well, even then it's scripted so that if you take your max health in damage you die. So they'll only delay symptoms of blood loss like a real stimulant would.

 

It would definitely be good to see more effects that happen AFTER combat from wounds, infections, poisons, trauma etc. But you would have to take into account the sleeping and waking up dead thing.. Not allowing the player to rest while bleeding, or having them "wake up" while resting before they die in certain circumstances.

 

Most people die in their sleep. As for infections, I can set up some diseases that you would have a random chance of aquiring for doing certain things under certain conditions. (Like drinking contaminated water or being bitten or attacked hand to hand.) That's easy.

 

And I still think crippled limbs need to be treated much harsher. It's really not like the doctors bag is going to immediately cure the pain of a shattered bone (without the aid of some crazy drugs you'd be hobbled for a long while) so maybe a rework of the whole resting and waiting system in general, to account for immediate, trauma causing injuries and the dangers of resting or waiting without treating them, but also to cater for "resting off" the more niggling, over time injuries.. It shits me to no end every time my guy wakes up and falls over dead.. I can understand how it could be applicable through concussion and the like, but seriously, I don't think I'd ever wait myself to death. And the fridge is 5 damn feet from the freaking bed..

 

In this, sleeping will not heal everything instantly. It will heal you for a certain amount based on how long you slept, and it won't be much. (Think 1*End3 health and 1*End2 for all limbs each hour, when health is End*1000, and limb health is a percentage of that.) Also, every point of dehydration would take 1% off blood regeneration, (down to 0) and every point of starvation would do the same for limb regeneration, making it so the player would need to take care of themselves to heal. For days or weeks of in-game time.

 

Anyway, rant over.. I'm happy to bounce ideas and stuff here, as for lending a hand, I can't script, but I know my way around the geck, and i've been amateur modding for a while.. Mostly shortcutting with my lack of script knowledge. But if you need any kind of help with work that you think i might be capable of i'll be happy to help.

 

Can't think of anything except... can you work NIFSkope? That would be great if you could. I have a lot of mindless clicky busy-work ahead of me, and that would be one less thing for me to do.

 

EDIT; And this is all of course with guns that don't do more damage as you gain skill points (small amounts or extra crits is understandable, but I focused on sway, spread reload speed etc as priorities for the gun type skills) and also with the health per level removed (to give realistic health totals for everyone including the pc)

 

Interesting. I also removed health per level and skill improved damage. I had skill affect spread, and cut out critical hits in favour of realistic shot placement.

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How did you manage to link it to shot placement? Through auto aim? I removed the auto aim aspect entirely, I also disliked the vats system.. (don't hate me).. Mostly because of how ridiculously OP it was. But I use project nevada and its bullet time mod so I cant really talk.

 

Unfortunately I cannot work NIFscope, sorry, mundane clicky work I certainly am capable of though.

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How did you manage to link it to shot placement? Through auto aim? I removed the auto aim aspect entirely, I also disliked the vats system.. (don't hate me).. Mostly because of how ridiculously OP it was. But I use project nevada and its bullet time mod so I cant really talk.

 

Unfortunately I cannot work NIFscope, sorry, mundane clicky work I certainly am capable of though.

 

That's what the organ models are for. I want to use them as body parts and use the body part data section of the GECK to manipulate the effects of hitting them. That way, shot placement will be done more realistically.

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I'm sorry, if I seem a little thick, I should be asleep, but this whole idea is quite interesting considering i've been attempting to replicate similar things.

 

Do you mean targeting particular organs in VATS mode? or would the organ models actually be floating inside the torso to be shot in realtime?

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It appears this may actually be very worth while to keep up to date with. Be sure to let us know how far you get. And the fact that this was well thought out from the beginning and that you are willing to do at least some of it yourself (unlike some other people who request mods) that's a definite plus. You earned kudos for thinking a genius idea, making it well planned out, and for putting forth some effort into it.
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I'm sorry, if I seem a little thick, I should be asleep, but this whole idea is quite interesting considering i've been attempting to replicate similar things.

 

Do you mean targeting particular organs in VATS mode? or would the organ models actually be floating inside the torso to be shot in realtime?

 

They'd be floating inside the torso so you can shoot them at will. And, of course, they could be targeted (once perks are gained that allow it) in VATS. I'm not really one for VATS, but that'll work fine.

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