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[WIP] Project Extend And Change Everything (PEACE)


antistar

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Hey,you know how you wanted to make your mods play nice with Sim Settlements? Yeah,throw any preliminary work you've done on that out. Kinggath released Sim Settlements 2,which is a from-zero rebuild of the mod.

Fortunately I don't make compatibility patches for any of my mods that aren't finished yet - for exactly this reason. Other mods can change in the meantime, and my unfinished mods certainly will change... being not finished yet. :wink:

 

But yeah, exciting times; I wasn't expecting a Sim Settlements *2* like that. It's one of the mods I'm most looking forward to trying.

 

 

Anyway; I got a bunch of work done on the butchery script earlier. (Details on the previous page, for anyone who missed it.) I put in all the logic for working out the time cost and predator spawn chance, plus those things being modified by having certain perks.

 

Surprisingly, that took more work than getting a random creature to spawn at a random point within a certain radius around the butchered corpse - without it appearing inside a wall, or under the ground or up in the air, I mean. Luckily, the MoveToNearestNavmeshLocation function exists.

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So with this butchery system, it will be possible to butcher humans, ghouls and super mutants - if you have the appropriate ranks in the Cannibal perk. I've added in raw human, ghoul and super mutant meat as new food items that you can cook with. (You can still also eat a raw corpse right off the ground with your bare hands as in the base game though... should you really want to.)

 

I've added in some new recipes. The human meat can be cooked into Mystery Bacon and Mystery Jerky. Super mutant meat can be cooked into "Super Mutant Mash" - think like a kind of hash. It reduces rads somewhat, like Mutant hound chops. As for what you can make with the ghoul meat?

 

... It's "Ghoulash."

 

I felt it was important to share that with you all.

 

 

 

(Oh, and I also added "Bone Glue" as a new item that breaks down into adhesive, like Vegetable Starch. Along with some water and acid, it's made with bone and leather, since you'll be getting a lot more bones and hides via butchery.)

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If the base game didn't have the Cannibal perk allowing the player to eat humans, ghouls and super mutants, I don't know that I would have included them in the butchery system. Maybe humans, since people would probably ask for that - given the post-apocalyptic survival type setting.

 

Ghouls and super mutants though seem a lot less sensible to eat - and that's even without the cannibalism aspect. Especially ghouls. It seems incredibly unhealthy. But the perk is there, so I added basic support - and I couldn't resist the name "ghoulash"; I think it fits the setting too well. ;)

 

In other words I'm not... super into eating ghouls as a concept, or anything - so thanks for pointing it out, but I'm not actually that interested in that mod. ;)

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I realised that I hadn't updated the draft "exhaustive features" list in the second post of the thread for a while, so I updated it just now. Check it out if you're interested in some of the nitty-gritty of the features I've been adding.

 

I think I'm around two thirds of the way through adding butchery support for all the animals in FO4. Working out how much meat (and bones, hides, etc) should be produced from each animal type is challenging. You can apparently get like 400-500 pounds of meat from an average cow, which would be a ridiculously massive amount if I just plugged it directly into the mod for what you get when you butcher a brahmin.

 

At this stage I'm typically using a bit less than half the average "realistic" meat weight for the different animals, but even that gives you a lot of meat, so, uh... that may be subject to change. It kind of fits in with other aspects of WARS and PEACE though (e.g. ammo scarcity), where it may be more about logistics than scarcity for some things. Sure, you can butcher a cow... but can you carry one home on your back?

 

It's a real shame that food spoilage would be so difficult to implement - otherwise it would be a good balance against this. E.g. you'd need fridges/freezers at your settlements to preserve the meat, and they'd require power, have space limits, etc.

 

Something I have done is set most vendors who specialise in something other than food (e.g. weapons, armour, medicine) to no longer buy food. I think it makes sense given their specialisation that they wouldn't be set up to deal in food, but crucially it's also to make it more difficult to make a fortune from butchering everything you see and selling all the meat to traders. (On top of dealing with the time cost, disease chance and predator chance associated with butchery.)

 

It's almost as if BGS basing the nutrition/hydration/etc value of a consumable directly on its value in caps was a clunky solution that led to problems in other areas. Almost.

 

 

Anyway... on a more personal note, there's been some better news recently re: my dad's cancer. He had a scan recently and it seems like the chemo did have an effect. He's got some surgery coming up sometime soon and will have to be monitored a lot, but at this stage it's apparently looking like he may not need any more chemo.

 

So that's seeming hopeful, which is quite a relief. Feels like the first good news in a long time. (Especially considering this year. This bloody year.) It's a little easier to concentrate on the mods now.

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Here's a quick video demo of the (now finished) butchery system in action:

 

- Butchery System 01

 

 

To recap:

 

Vanilla FO4 presents wild animals as if they all have pockets, in which they keep several caps, perhaps a random junk item, and a chunk of meat or two from their own body, somehow. PEACE removes all that, replacing it with a butchery system.

 

By butchering an animal, you'll get MUCH more meat (and hides, bones, organs, etc) than in the vanilla game, but there are some wrinkles to the process. Butchering an animal requires an equipped knife/machete/etc, takes time (more time the larger the animal is), may pose a disease risk, and the smell of blood may attract a predator...

Various parts of the system are influenced by certain perks, and can also be tweaked via PEACE's MCM menu.

Please excuse the weird graphical glitches (presumably from a weather type) at the end of that video; not sure what's causing that. I've been too busy working on WARS and PEACE to keep my installed mods in order, so there's a bunch of them that need to be updated or replaced with other mods.

Also the siren was just a coincidence. That doesn't happen every time you get ambushed by a predator while butchering something.


(Bonus outtake footage.)

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Here's a quick video demo of the (now finished) butchery system in action:

 

- Butchery System 01

 

 

To recap:

 

Vanilla FO4 presents wild animals as if they all have pockets, in which they keep several caps, perhaps a random junk item, and a chunk of meat or two from their own body, somehow. PEACE removes all that, replacing it with a butchery system.

 

By butchering an animal, you'll get MUCH more meat (and hides, bones, organs, etc) than in the vanilla game, but there are some wrinkles to the process. Butchering an animal requires an equipped knife/machete/etc, takes time (more time the larger the animal is), may pose a disease risk, and the smell of blood may attract a predator...

 

Various parts of the system are influenced by certain perks, and can also be tweaked via PEACE's MCM menu.

 

Please excuse the weird graphical glitches (presumably from a weather type) at the end of that video; not sure what's causing that. I've been too busy working on WARS and PEACE to keep my installed mods in order, so there's a bunch of them that need to be updated or replaced with other mods.

 

Also the siren was just a coincidence. That doesn't happen every time you get ambushed by a predator while butchering something.

 

 

(Bonus outtake footage.)

Sounds very immersive, maybe you can add some protective gears like gloves, facemask and full protective suit to prevent disease

And glad to hear your father got better!

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Thanks. :)

 

I'd be reluctant to try for something like that, since it'd likely be a can of worms re: supporting however many other potentially suitable clothing items from however many other mods - for a very minor benefit. I don't have the time, sorry! Too much else to work on. Speaking of which...

 

After the success of the predator spawning part of the butchery system (by "success" I mean I found a way to do it), I'm now working on a more general "sleep ambush chance" system. I.e. the chance that you might be attacked by creatures or other hostiles if you sleep in unsafe locations.

 

This came out of adding some simple camping features, which were talked about a little earlier in the thread; portable sleeping bags, tents, cooking pot, etc. I'm working on adding tiered portable beds - sleeping bag, makeshift tent, good tent ("canvas tent"?) - which are progressively heavier to carry, but let you sleep longer, as per the 3 hour, 5 hour, 24 hour bed type limits in Survival mode.

 

They'll also progressively reduce ambush chance, and initially I was thinking that the sleep ambush chance would be tied directly to using one of these portable beds, but pretty quickly I decided that it would make more sense for it to be a general system that could happen with any bed - but depending on other factors:

 

- Location

- Interior/exterior

- Defence value of settlement (if you're in a settlement, of course)

- Luck stat

- Tent quality level

 

These factors will all be customisable in the MCM menu. Like, by default I'll probably have being in a "safe" location drop the ambush chance by 100% so it's always safe, but hey - maybe you won't want that. Maybe you'd always like there to be the slight, niggling chance that you could get jumped by a deathclaw while sleeping way up on the Prydwen, or down in the Institute. ;)

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Thanks. :smile:

 

I'd be reluctant to try for something like that, since it'd likely be a can of worms re: supporting however many other potentially suitable clothing items from however many other mods - for a very minor benefit. I don't have the time, sorry!

Well, maybe just vanilla equipments like cleanroom suit, surgical mask and gas mask, and other people can make patch for their prefered mod themselves

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