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[REQ] Healing Revamp


Sabat9

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So there are already a couple sleeping/healing mods out there, a couple mods that make stimpacks rarer, a couple that make food the main source of heals, and a mod i can't seem to find again that had something about medic skills/perks/equipment....so thanks to all these modderfodders for thinking about it and working on it already, but more work needs to be done, and we all know it.

 

The sleeping and healing issue seems to be the main thing for most people, with the massive amounts of available stimpacks a close second. Then you also have doctors to look at, the infirmary kit for your house, purified water, and blood packs to contend with. Think that about covers it for healing methods...and most of these methods seem to work pretty well in terms of balance/realism/fun. (The relative rarity of blood packs and purified water seems to be just about right, if slightly too common, for instance. At least you have to do a couple quests to get the full benefits)

 

It seems people have the most beef with how "Limb Management" is handled. I would like to see a much more complex way of having to deal with serious injury to one's limbs. Healing your actual health points seems to be fairly balanced, with stimpacks functioning as "healing pots". The two areas of healing (limbs and health points) are kept separate in the vanilla game, and should remain so, and probably should be even MORE so.

 

More likely than not, someone is already working on something new for healing, but here are my main thoughts on the whole issue..

 

 

1. Sleeping and healing limbs: gotta get rid of the 1 hour = full heal thing. Fully damaged limbs (the stage right before they get blown off) should literally take days to heal from sleeping. This is still a game, so no one wants to wear a cast for 5 months, but c'mon. At the same time, removing healing from sleeping entirely is just a bit too heavy-handed for my taste, i think the potential for some really engaging gameplay is there, if a more complex solution is found.

 

SOLUTION: Levels of damage on limbs each have a minimum sleep time requirement to be healed. 8, 16, 24, 36, 48 hours. etc etc...this time can be shortened by using Splint&Bandage Kits (see below). Perhaps the healing effect is totally dependent upon the use of Splint&Bandage Kits, and if you sleep without one, lasting damage will occur (permanent limp for instance).

 

 

2. Stimpacks: Stimpacks work just fine for health point heals, an item to give a quick boost to your HP is standard fare in every video game that has HP. Giving them double duty to actually repair specifically damaged body parts is selling short the more complex system of having "limb management" as a gameplay feature in the first place.

 

SOLUTION: Keep stimpacks (although harder to come by) as they are, purely for Health Point heals, and require Splint&Bandage kits for "Limb Management Heals"(think this is what i saw in that mod that i can't find now...either way, this idea is not originally mine). These kits would be pretty common, and used only for healing limb damage. Perhaps you could research/invent/discover Splint&Bandage Kits imbued with antibiotics and cell regeneration properties for full fixes in the field, these kits being extremely rare.

 

 

I guess these are my two main concerns with the healing system as it is. The "Better Foods" mod and others that do the same thing are great, it sure beats the "easy mode" vanilla result of ending up with over 100 stimpacks at level 15....

 

I'd like there to be the risk of real permanent limb damage with lasting effects. To illustrate my point (this is where i get a bit more esoteric), I watched The Road Warrior the other night, and you know those medical braces you find around the D.C. wasteland?...Well Max was wearing one on his left leg, because he got effed up by some rabid punks at some point previous...so yeah, maybe your limbs don't heal right, and you have a weak leg, and wearing a brace will remove the movement penalties associated with your permanent limp....i guess head injuries might lower your intelligence, and arm injuries would keep you from using 2h melee weaps effectively. (ok, i'm done riffin')

 

 

Almost forgot this was a request post, but aside from simply requesting that someone make this mod, i'm really requesting that someone help ME make this mod. I've done some very preliminary poking around at the game files and various mods i mentioned using FO3Edit, but I'm really not sure where to begin with this kind of project.

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One thing that I've considered is that there need to be 2 versions of 'stims'. The 1st is the one in the game now and heals like you indicated ... base damage/wounds. The 2nd is a nanite based injector (limited compared to normal stims) that has toe ability to rebuild your body based on your DNA code etc etc. etc. Now it doesn't stay active based on the World Nanite treaty of ~2037 all nanite must contain a self destruct code that limits their life span to 10 sec. or less (this was after a couple Chernobyl like events due to control issues in various countries). Just an idea, and unsure if doable in the GECK ... but it's how I justify the stims now as being of the 2nd category not the 1st.
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