psycros Posted February 27, 2012 Share Posted February 27, 2012 (edited) We need a healing mod that can work by itself or get along well with as many other mods as possible. I primarily envision this as an override to the major overhauls that take healing to peculiar extremes which you often can't disable. Ideally it would be an FOMOD that integrates with MCM, allowing for somewhat believable healing (in the context of FONV). Please forgive my almost non-existent knowledge of modding! I hope I'm in the ballpark on my formulas and someone can understand what I'm trying to request... "Somewhat Realistic Healing (SRH)" You no longer heal completely while sleeping or when using a doctor's services. However, you DO heal a percentage of your END plus an amount equal to a percentage of your total HP continuously. The healing happens even while moving but NOT while performing actions (fighting, picking locks, etc). For reference, I imagine it taking about 72 hrs of game time to naturally heal from 1 HP to 100% health with a 5 END and no other factors such as sickness, etc - while running the entire time. If you're walking, the speed of healing increases by 20%. If you're sitting down, continuous healing is 30% faster. Sleeping increases this bonus to 50%. Stimpacks and other healing aids will supercede natural healing and are NOT cumulative with it, but natural healing will resume as soon as the effects wear off. Also, crippled limbs do NOT restore continuously by default - they must be fixed via doctor's bag or getting medical help. Other conditions also affect the healing rate. The negative percentages are added together and then applied to the current healing rate. Factors include: Sickness: healing rate drops by 10% per level of sickness (incl. dehydration, starvation, radiation, etc). If character has multiple sicknesses only the highest sickness level counts. Crippled: for each crippled limb healing rate decreases by 15%. Possible options Crippled limb continuous restoration (fast): Crippled limbs continuously restore at 75% of your adjusted continuous healing speed (i.e. the healing rate after sickness and other negatives are factored in). Crippled limb continuous restoration (medium): Crippled limbs continuously restore at 50% of your adjusted continuous healing speed (i.e. the healing rate after sickness and other negatives are factored in). Crippled limb continuous restoration (slow): Crippled limbs continuously restore at 25% of your adjusted continuous healing speed (i.e. the healing rate after sickness and other negatives are factored in). Hourly HP healing limit (high): You have a limit on how much you can heal per hour regardless of healing aids, doctors, sleep, etc. Suggested formula is [20% of your total HP (i.e. with perks and traits factored in)] + [your END x 3]. Restoration of crippled limbs would have about twice this limit, comparatively. Ideally, cooldown warnings would be implemented to remind the player to not waste healing items or money on doctor visits once the hourly limit was reached. Hourly HP healing limit (medium): You have a limit on how much you can heal per hour regardless of healing aids, doctors, sleep, etc. Suggested formula is [15% of your total HP (i.e. with perks and traits factored in)] + [your END x 2]. Restoration of crippled limbs would have about twice this limit, comparatively. Ideally, cooldown warnings would be implemented to remind the player to not waste healing items or money on doctor visits once the hourly limit was reached. Hourly HP healing limit (low): You have a limit on how much you can heal per hour regardless of healing aids, doctors, sleep, etc. Suggested formula is [10% of your total HP (i.e. with perks and traits factored in)] + [your END * 2]. Restoration of crippled limbs would have about twice this limit, comparatively. Ideally, cooldown warnings would be implemented to remind the player to not waste healing items or money on doctor visits once the hourly limit was reached. Food heals more naturally: total HP healed by food would be the same but would take four times as long to finish healing. This represents the fact that food is not a stimpack. (I'm guessing this could be done by simply cutting the HP/sec a certain percentage and and increasing the effect duration by an opposite percentage). Edited February 27, 2012 by psycros Link to comment Share on other sites More sharing options...
luthienanarion Posted February 27, 2012 Share Posted February 27, 2012 Arwen is the authority on realism around here. Their tweaks are pretty brutal. Link to comment Share on other sites More sharing options...
psycros Posted February 29, 2012 Author Share Posted February 29, 2012 Arwen is the authority on realism around here. Their tweaks are pretty brutal. I actually tried hers in conjunction with Project Nevada, but I felt like she went a little too far in some areas. Ironically I found the game easier because the damage was so deadly and I can always outsmart or out-range the enemies. I gave the med tech module a try and while its brilliant coding, it was just too much micromanagement for no real purpose. Also, I think her core stuff which can't be disabled interacts weirdly with PN..certain loot fell like rain, bizarre stats on certain things (some stuff becomes useless, other stuff becomes mega-uber), etc. Truthfully, PN meets about 80% of my needs although I wish it had FOOK's inventory sorting. Also just really want the real-time dynamic healing I've requested (which might be good name for it, if anyone made such a mod). If I had that I would play on masochist difficulty level because I'd know healing would be scaled to the world just like everything else. Well, I'd play like that if a couple other things were improved, too. I'd also like a better sneak than any I've seen so far. Why can I pickpocket some NPCs while standing beside them in broad daylight while most Powder Gangers can hear me 100 yards away, sneaking up from behind?? Another complaint about these "realism" mods I have is that some creatures like giant radscorpions are nigh indestructible. They would've easily devoured whole towns and nobody would've been able to stop them. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted February 29, 2012 Share Posted February 29, 2012 I actually tried hers in conjunction with Project Nevada, but I felt like she went a little too far in some areas. [...] I gave the med tech module a try and while its brilliant coding, it was just too much micromanagement for no real purpose. Also, I think her core stuff which can't be disabled interacts weirdly with PN..certain loot fell like rain, bizarre stats on certain things (some stuff becomes useless, other stuff becomes mega-uber), etc.Yep, we know it has this issue, and it's pretty much unavoidable due to the way Arwen implemented her stuff. Truthfully, PN meets about 80% of my needs although I wish it had FOOK's inventory sorting.Funnily enough, you've actually got that backwards. FOOK uses PN's inventory sorting system, which is integrated into the Core module, accessed via MCM. Other than that, I don't have much input except to ask if this mod might be what you're looking for. Yes, I know it's a Fallout 3 mod, but I've been considering converting it to FNV/MCM, I just haven't had much motivation. However, if that is indeed what you're looking for, you might persuade me to convert it sometime before the end of the world. Link to comment Share on other sites More sharing options...
betto212 Posted March 2, 2012 Share Posted March 2, 2012 Arwen is the authority on realism around here. Their tweaks are pretty brutal. I actually tried hers in conjunction with Project Nevada, but I felt like she went a little too far in some areas. Ironically I found the game easier because the damage was so deadly and I can always outsmart or out-range the enemies. I gave the med tech module a try and while its brilliant coding, it was just too much micromanagement for no real purpose. Also, I think her core stuff which can't be disabled interacts weirdly with PN..certain loot fell like rain, bizarre stats on certain things (some stuff becomes useless, other stuff becomes mega-uber), etc. Truthfully, PN meets about 80% of my needs although I wish it had FOOK's inventory sorting. Also just really want the real-time dynamic healing I've requested (which might be good name for it, if anyone made such a mod). If I had that I would play on masochist difficulty level because I'd know healing would be scaled to the world just like everything else. Well, I'd play like that if a couple other things were improved, too. I'd also like a better sneak than any I've seen so far. Why can I pickpocket some NPCs while standing beside them in broad daylight while most Powder Gangers can hear me 100 yards away, sneaking up from behind?? Another complaint about these "realism" mods I have is that some creatures like giant radscorpions are nigh indestructible. They would've easily devoured whole towns and nobody would've been able to stop them. well , the game lack a better area damage a scorpion of that size would be almost invunerable to small guns ,but in some places like in the eyes they would be pretty easy . a shotgun shot and its over Link to comment Share on other sites More sharing options...
psycros Posted March 3, 2012 Author Share Posted March 3, 2012 @Gribbleshnibit8: I do know that FOOK got the inventory system from PN but in FOOK there's actually a tag in front of every item - with PN there's none for weapons, armor and a few others. So I probably should have said I prefer FOOK's customizations of it. That auto-meds healing mod sounds pretty cool and I'd welcome a chance to use it in New Vegas, but that's not the main thing I'm hoping to see. What I want is a "regen" that slowly heals you over time at a dynamic rate. That rate would increase for positive effects like "well rested" and decrease due to sickness, being crippled, etc. You would also get a small adjustment for any END score below or above 5. An average first level character with no effects running would take about 3 game days to heal from the brink of death to full health, while running the whole time. Walking might speed it up a tiny bit, while sitting would boost it a fair amount and sleeping would double the the "regen"speed. From what I know of Oblivion and FO3 scripts I've dug around in I feel sure that most if not all of these things could be achieved. well , the game lack a better area damage a scorpion of that size would be almost invunerable to small guns ,but in some places like in the eyes they would be pretty easy . a shotgun shot and its over Probably true..even the legs would probably go off fairly easily with buckshot. Still, when it takes 8 grenades to take one out, while your little eyebot can pew-pew it to death in about 10 seconds, something is way outta whack. I play on normal/hardcore with PN installed, btw. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted March 3, 2012 Share Posted March 3, 2012 Sounds like you want IMCNNV then. Sure it has lots of other stuff about food and calories, but in the FO3 version all that stuff could be turned off if you like. He has a healing system based on food intake, activity level, calorie and protein levels, as well as endurance, etc. You can even tweak the regen rate via menu. I really can't think of any other mods that do it the way you're looking for. Most people either don't want regen, or want it fast. Link to comment Share on other sites More sharing options...
psycros Posted March 3, 2012 Author Share Posted March 3, 2012 Wow, that's very nearly what I'm looking for but they killed it by enforcing a 1:1 timescale while you're in the menus, playing caravan, etc.. :wacko: Link to comment Share on other sites More sharing options...
betto212 Posted March 3, 2012 Share Posted March 3, 2012 Wow, that's very nearly what I'm looking for but they killed it by enforcing a 1:1 timescale while you're in the menus, playing caravan, etc.. :wacko: other simple trick would be waste x hours if take doctor treatmentand time is money worse you condition ,more you will need to pay to be fixed Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted March 4, 2012 Share Posted March 4, 2012 Wow, that's very nearly what I'm looking for but they killed it by enforcing a 1:1 timescale while you're in the menus, playing caravan, etc.. :wacko:Well, I tried, right :smile:. Not sure what to say if you don't want it. I suppose if you're up to it, you could rip his healing system out, but that'd be a lot of work I'm sure. Otherwise I guess either do without or go with a 1:1 timescale in menus. I know it's personal preference, but I always found it annoying menus didn't pass time :shrug: to each his own, huh? Link to comment Share on other sites More sharing options...
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