Ekayne Posted May 25, 2016 Share Posted May 25, 2016 This isn't a request so much as a "This is what I plan to do, talk about it please" So, as I was working on a mod, I had an idea for a slight medical overhaul, particularly for a hardcore game, but more role-play oriented. it seems... silly to me that the sole survivor would operate without re-usable medical supplies. by that I mean that If I personally was going out into the nuclear wastes, I wouldn't trust there to be a bottomless supply of the medical miracle that is stimpacks. I would have slower, more natural methods, like needle and thread, since Stims probably cause cancer in the long run, as if the radiation and asbestos lined suit wasn't enough. Enter the surgery kit! a portable, reusable way for a budding survivor to make sure that he's looking forward to better days. with a massively slow, but ultimately superior healing ability to the one time use of stimpacks, it's what you'll end up using in this new world without doctors! I figure that I'm going to set it up so the slow long heal is actually interrupted by combat. after all, if you do strenuous activity you'll rip out your stitches/open old wounds. I figure I could make a few versions that are sterilized in various ways. done at a chem bench. right now I'm thinking Fire sterilized, nuclear sterilized and Chemically sterilized. I'd like to just chat about what all kinds of medical things you would want to see in game, Personally I'd like to see some core changes, like diseases and wounds that slowly work toward killing you, but that's the kind of thing I'd have to learn about, and learning makes for slow mod making. Link to comment Share on other sites More sharing options...
arkano649 Posted May 25, 2016 Share Posted May 25, 2016 I don't know if its really medicine related but id like to see scars on my character, since my bones seem to get broken all the time but never leave a mark, it could even be that things like burns and bullet wounds can go untreated and cause scars and the more scars you have the lower your charisma Link to comment Share on other sites More sharing options...
VagueAbond Posted May 25, 2016 Share Posted May 25, 2016 I love this idea...the game, especially on survival mode is in vast need of a medical and wound-treatment overhaul. Love your medical kit idea. I've been playing around with similar ideas since fallout 3, but have never been able to implement them as well as i'd like. My 'vision' (lol) is to have like you described, a reuse-able medical kit (or various medical kits of various quality) that would almost behave like a portable bed, or piece of furniture you would 'wait' on. This way, you would have to realistically find a safe place out of combat to start. The player drops it and interacts with it, chooses how much time to spend healing or tending his wounds, and heal 'so much' an hour, depending on factors like perks, endurance, quality of tools, how many resources he's willing to use, etc. Time would pass as if you were waiting, so the player would still get hungry, tired and thirsty... which would create an interesting mechanic if you're really banged up of having to make sure you have enough food/resources to spend time healing up properly, or breaking your healing up to carefully scavenge around. I also imagine this being the only way to heal crippled limbs outside of a doc visit (which by the way, should be more expensive, also). and it should take a fairly long time. No more foolish bed healing. As well, if you want to get really hardcore, it would be cool if stims were temporary. They keep you going in combat, but after awhile the health they give you starts to wear off, and you have to get somewhere safe to heal properly while the effect wears off and your hp drops. There are just WAAAAAY too many stims in the game for you to be in any real danger, even early mid-game. If you could make even ANY of this happen, you would be my hero haha :) Link to comment Share on other sites More sharing options...
FrankFamily Posted May 25, 2016 Share Posted May 25, 2016 (edited) Getting diseases from injecting random stimpacks and stuff found in the wasteland without cleaning them would be cool. Edited May 25, 2016 by FrankFamily Link to comment Share on other sites More sharing options...
VagueAbond Posted May 25, 2016 Share Posted May 25, 2016 I made another post awhile ago with more details on the kinda medical stuff I personally would love to see; https://forums.nexusmods.com/index.php?/topic/3992655-survival-mode-and-wounds/&do=findComment&comment=36466915 Link to comment Share on other sites More sharing options...
Snipa299 Posted May 26, 2016 Share Posted May 26, 2016 I would seriously love something like this. Maybe rather than using the usual health-restore mechanic, couldn't you make stimpaks give something more like an effect cause by other drugs? For example, it could heal at a rate of 6 pts per second for a minute, and removes health at the rate of 3 pts per second for two minutes. That way, you'll have an effective rate of 3pts per second for a minute and then after that all the health the stimpak gave will fade away after that minute. However, you'd end up really screwed over if you have to spam the stimpaks to survive, since after the time is up you'd be losing health extremely and it doesn't seem like bandages and stitches would be able to compensate. Link to comment Share on other sites More sharing options...
Ekayne Posted May 26, 2016 Author Share Posted May 26, 2016 (edited) Good stuff ladies and gents! thanks for the replies! I like the idea of stimpacks having a chance to be dirty, so I'll look into making some diseases using the addiction system. like a 1-3% chance that vanilla stims give a random "Addiction" that is curable by antibiotics. I'll see if I can adjust that chance due to medical skill, that way it starts at like 5% and weans to near 0% at medicine 4 I Reaally like the idea of the Stims having diminishing returns, and the idea that they're meant to only temporarily keep you alive. all in all, I think they should still heal some amount of health, and hopefully I can figure a way to set it up so that higher medic skill gives more actual health in the long run. Allow me to take a moment and direct the conversation, does Rad Away need some similar TLC? Disease, and or a visual effect to recommend against it's use in combat? and if I figure out the "Dirty Drug" thing should I take the time to make other injectables have a chance to be dirty/infectious? and If I'm feeling particularly ambitious, should I make a Blood type thing as related to my medical overhaul? With the Blood type thing, I have no idea how to actually implement it, but my knee jerk reaction is to make a consumable that models the average likelihood of each section of blood-type by way of addiction, an addiction that won't show on the pipboy, and has no effects (I hope) then a second consumable will with a script (which I've never written script in my life) will detect the addictions you and come back with a window saying "You are BLOOD TYPE X" So for example the PC starts as AB+ and can receive any blood. but for added challenge there's a chem that you can pick up that will set your blood type to a random, based on real world chances. this would use real world blood type logic, like an A+ can receive O+ O- A+ or A- without negative effect. my plan is to look into the leveled lists and just add the different blood packs in equal chance, (As this is easy) even though that's probably not the most realistic of circumstances... the Blood would probably have to be Nerfed relative to the Stimpacks, but I don't know...We'll cross that bridge when we get to it? I'm going to work on the surgery kits and stuff first. I'll post here when those are done, my other point is that I've never set up an NMM fileset thing where you have tick boxes and stuff...I wanna look like a professional and have those, and set up so that my different features can be changed up Via it, but I want to know how much of a priority that really is, and if I should release these files separately or as all one thing?in the wise words of our favorite protagonist, "Your thoughts?" Edit: Dirty Drugs seem to be at least 50% easier to make than I thought. thanks to harcore mode's HC_DiseaseRisk Keyword. I'll probably release the dirty stims file along with my med-kit mod and we'll see what comes next Edited May 26, 2016 by Ekayne Link to comment Share on other sites More sharing options...
VagueAbond Posted May 26, 2016 Share Posted May 26, 2016 Yeah, the systems for rad removal could use a little TLC, too. I like that they added a few drawbacks to the radaway in survival, but it still doesn't feel like enough, personally. Especially given how common and powerful radaway is...like with stims, usually by mid game I have more than enough to not worry about it anymore. That, and the price to get your rads removed is so cheap, like everything with the doctors. Maybe jack the doc price way up and have no repercussions for that, but for radaway have a pretty steep debuff on top of what's already there. Maybe endurance and strength to effect max hp and carryweight, two things seemingly important to most everybody. I would actually love to see stat debuffs based on rad levels make a return, too (like in FNV and FO3) on top of the diminished max hp. Especially in early game; I find that combat early on is so often an 'all or none' affair (you do well and don't take any damage, or you screw up a little and die)...so much so that just the max hp hit rads give you isn't really enough to make me want to treat it. Now if i was scavenging, got radiated, and all the sudden my carry weight or vision blurred, or movement speed dropped, etc....i'd be more concerned. I feel rads should be more dangerous. Personally, I would think the blood type thing would maybe be a bit too much for myself and maybe others...but that's just my opinion. I'm sure there are lots out there who would love it if you implement it. Maybe make it an option? Even if it isn't, either way, if even a bit of this stuff happens, I wouldn't mind dealing with it to experience any of these planned changes.This is great, genuinely super excited to see your work! :) Link to comment Share on other sites More sharing options...
Ekayne Posted May 28, 2016 Author Share Posted May 28, 2016 (edited) http://www.nexusmods.com/fallout4/mods/14275/? Phase one is complete! I'll make a stimpack nerf and or stimpack and or Rad away infection rate type thing next. and upload a separate ESP. since radiation is all to deal with stuff in the marrow of the bones, what do you all think about limb and torso damage from rad away? actually... discuss it on my mod page thingy please. Edited May 28, 2016 by Ekayne Link to comment Share on other sites More sharing options...
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