[RELz] Arwen's Realism Tweaks [Thread No.8]

Post » Thu Oct 14, 2010 10:03 pm

That's great news Arwen...
Guess I will have to wait until you release 4.7 to get a serious play in....a minor issue for me...whereas yourself...you hardly get to play at all..which is sad but..your contribution to making the game a better experience for all is greatly appreciated.
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Amber Ably
 
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Post » Fri Oct 15, 2010 1:53 am

That's great news Arwen...
Guess I will have to wait until you release 4.7 to get a serious play in....a minor issue for me...whereas yourself...you hardly get to play at all..which is sad but..your contribution to making the game a better experience for all is greatly appreciated.

Why wait? Arwen's already said there's no need for a new game every version update.
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David John Hunter
 
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Post » Thu Oct 14, 2010 10:51 pm

Why wait? Arwen's already said there's no need for a new game every version update.

But version 4.7 is looking like it is going to be a pretty major update (even though this was not exactly what I had originally planned).

I'm not sure yet if v.4.7 will require a new game (but I'm guessing that it may not be required . . . at this point).

In v.4.7, my modules are going to be repackaged (yet again), which I'm doing to make my upcoming GOTY patches a bit simpler.
1.) Arwen_Realism_Core.esp (required) - now includes my new reduced XPR script (which replaces my Reduced Quest XPR module & my Reduced XPR mod)
2.) Arwen_Hard-Core.esp (optional) - basically my former Less-Is-More module, a few new changes and additions (the Less-Is-More name never did justice to the the changes this module makes)
3.) Arwen_Encumbrance_DarN.esp OR Arwen_Encumbrance_Non-DarN.esp (optional) - expanded a bit from v.4.6, and includes a new version of Jump Quest script, which is now based on both agility AND encumbrance (and no longer gender-based)

For the first time my Realism Core will contain a config menu (providing I can get this working).
I have not yet decided how much will be user configurable, but for v.4.7 it will likely only allow the user to:
- select the Timescale
- select my new reduced XPR global multiplier (from 10% to 100%), which you can increase or decrease at any time, as much as you like.

I'm also hoping to add all my compatibility patches to both my archive and to my install menu. Plus I'll be adding some of my other mods as optional plugins . . . such as my VisionXF mod (which is overdue for an update).
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Heather Stewart
 
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Post » Fri Oct 15, 2010 5:10 am


3.) Arwen_Encumbrance_DarN.esp OR Arwen_Encumbrance_Non-DarN.esp (optional) - expanded a bit from v.4.6, and includes my Jump Quest script, which is now based on both agility AND encumbrance (and no longer gender-based)



I'm planning on making an Arwen's Tweaks compatibility patch for Powered Power Armor, and it sounds like this will be the only .esp that it will need to reference as a master. So I've got sort of a vested interest in there only being one version of that .esp. I know the DarN version will require FOSE, but if you're planning on having the non-DarN version also require FOSE (which it should if it alters jump height), I can alter your HUD .xml file in such a way that you only need the DarN version of the .esp. With everything out the door now I've finally got some time to work on it (it wouldn't take very long).
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Raymond J. Ramirez
 
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Post » Thu Oct 14, 2010 7:19 pm

Hey Imp, that would be perfect! It would be much simpler to have just one Encumbrance esp in my Tweaks . . . and simpler is nearly always the best way to go. So, as long as you have the time, I would really appreciate that!
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Sabrina garzotto
 
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Post » Fri Oct 15, 2010 2:05 am

The xml changes are almost done - I got around a CTD issue by making an explicit copy of DarN's meter template, hope he doesn't mind the blatant plagiarism. Do you want the non-Darn version to display Encumberance? It's left out of the DarN version, since that's one of DUI's options.
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jennie xhx
 
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Post » Thu Oct 14, 2010 11:58 pm

Yes, it would be really nice if Encumbrance could be displayed for the non-Darn users. And that would be a nice addition, since this is after all an Encumbrance overhaul.

Thanks so much for doing this!
I've been struggling trying to get my new config menu working . . . but I'm nearly there. Just have to clean up a bunch of stuff and merge it into my Realism Core.
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jasminε
 
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Post » Fri Oct 15, 2010 5:07 am

After a LOT of attempts, I finally managed to get my in-game options menu working! :celebration:

For now, you will only be able to change the Timescale and my new Reduced XPR Multiplier.
I also selected my nine XPR Multipliers:
  • 100% (FO3 default=default leveling up speed)
  • 75% (3/4, meaning that you level up 25% slower)
  • 66% (2/3, meaning that you level up 33% slower)
  • 50% (1/2: it takes you twice as long to level up)
  • 33% (1/3: it takes you 3 times as long to level up)
  • 25% (1/4: it takes you 4 times as long to level up)
  • 20% (1/5: it takes you 5 times as long to level up) (this will be my default setting)
  • 10% (1/10: it takes you 10 times as long to level up)
  • 5% (1/20: it takes you 20 times as long to level up)

Note that the increases in leveling up time are merely rough estimates, and that actual leveling up speeds will be reduced somewhat less than the listed amounts . . . since, the minimum XPR received is 1 point, no matter which XPR Multiplier is selected (which is why my selection goes way down to 5%, as the end result would likely be a leveling up speed that is closer to 10 times slower than default)
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CSar L
 
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Post » Fri Oct 15, 2010 8:41 am

Here's that HUD .xml file. For the .esp side of it, just use the quest/script from Arwen_Encumberance_DarN.esp and it will work fine for both DarN and non-DarN users, provided they have FOSE installed. I didn't have to make any changes there.

*Edit - I'm also about done with a temperature mod - it calculates an air temperature based on DC weather statistics. I plan on using as an optional .esm to effect heating/cooling in my power armor mod, and rate of dehydration in my needs mod. It seems like it might also be something that effects strain - you get tired more quickly on really hot days.

	 &true; 													
2
<!-- --> 255 <_StrainHUDFont> 3 &false; 600% <!-- shorten or lengthen depending on expected num. digits --> &false; SN: <!-- replace with longest Counter label --> <_pctWidth> <_lblWidth> <_containerWidth> 2 40 0 10 <_containerHeight> 0 <_elementCount> 2 <!-- set equal to the total number of elements --> <_meterX> 10 <!-- needs a unique name --> &true; 0 0 <!-- hides both Counters when not in gamemode --> <!-- hides individual Counter if set to 0 by user --> SN: <!-- edit Counter label displayed on screen --> <!-- you can experiment with fonts 1 through 8 --> &hudmain; 255 100 100 100 2 2 0 &right; <!-- this is your Counter's value input --> <!-- you can experiment with fonts 1 through 8 --> &hudmain; <!-- determines Counter color --> 0 &hudalt; <!-- determines Counter color --> 1 255 100 100 100 0 &right; % <!-- this is your Counter's value input --> <!-- you can experiment with fonts 1 through 8 --> 255 100 100 100 <!-- Explicitly copied from DarN's hudmeter.xml to prevent CTDs when DUI is not installed --> <_Value> <!-- The meter value: ranges from 0.0 to 1.0 --> <_SolidMeter> &false; <!-- If true, meter shows up as a solid bar; otherwise, uses tick-mark image --> <_ShowBackground> &false; <!-- If true, a slightly dimmer background shows up behind the meter to denote how wide the meter is when it's full. --> 24 600 255 &left; &true; <!-- Meter background --> solid.dds Interface\InterfaceShared.tai 1
4
0
2
¢er;
&right;
&true; <!-- Main meter image --> 2 &true; <!-- Switch texture based on _SolidMeter --> Interface\InterfaceShared.tai <_filename_0>Interface\HUD\hud_tick_mark.dds <_filename_1>Interface\Shared\solid.dds <!-- --> <!-- Explicitly copied from DarN's hudmeter.xml to prevent CTDs when DUI is not installed --> <!-- determines Counter color --> 3 40 11
2
0 &true; <_SolidMeter> &true; <_ShowBackground> &true; <_Value>
100
1
<!-- Strain_Counter1Container --> <!-- needs a unique name --> &true; 0 0.50 <!-- hides Counters when not in gamemode --> <!-- hides individual Counter if set to 0 by user --> &true; 3 EN: <!-- edit label displayed on screen --> 3 <!-- you can experiment with fonts 1 through 8 --> &hudmain; <!-- determines Counter color --> 0 &hudalt; <!-- determines Counter color --> 1 255 100 100 100 2 &right; <!-- this is your Counter's value input --> 3 <!-- you can experiment with fonts 1 through 8 --> &hudmain; <!-- determines Counter color --> 0 &hudalt; <!-- determines Counter color --> 1 255 100 100 100 &right; % <!-- this is your Counter's value input --> 3 <!-- you can experiment with fonts 1 through 8 --> &hudmain; <!-- determines Counter color --> 0 &hudalt; <!-- determines Counter color --> 1 255 100 100 100 <!-- Strain_Counter2Container -->

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Susan
 
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Post » Thu Oct 14, 2010 5:28 pm

I hope a new game isnt required. it was a long and painful road to level 5 (that's right, level 5!) for me and i would hate to see it go to waste.
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NAtIVe GOddess
 
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Post » Fri Oct 15, 2010 12:35 am

Here's a link to the temperature mod if you want to check it out.

http://www.fallout3nexus.com/downloads/file.php?id=13430
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Kim Bradley
 
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Post » Thu Oct 14, 2010 8:13 pm

Here's a link to the temperature mod if you want to check it out.

http://www.fallout3nexus.com/downloads/file.php?id=13430

Thanks . . . I definitely want to check it out. :) I worked with Duke Patrick a little (mostly as a lore researcher and beta tester) in the creation of some of his Oblivion mods . . . one of which was his Hypothermia mod . . . so I'm already seeing some interesting immersion potential that might be possible with your temperature mod.
And thanks so much for posting the new Stress xml code! I really appreciate your help with that, since xml is still like a foreign language to me (and my brain has a hard enough time with my native language.)
I've been gone most of the day . . . out kayaking in 90 degree weather (which is extremely hot for a northern girl like me), but I'll try to check out both sometime tomorrow.

I hope a new game isnt required. it was a long and painful road to level 5 (that's right, level 5!) for me and i would hate to see it go to waste.

A new game won't be required, since you've been using mu Less-Is-More module in your game . . . I've made my changes in a way that won't require that.
The only except is still for users who are higher than level 3 or so, and would like to add my Hard-Core module, AND had NOT been using my Less-Is-More module.
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Donatus Uwasomba
 
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Post » Fri Oct 15, 2010 4:51 am

My play testing tonight went extremely well (after finally solving a tricky issue that I was having using my new version with older saves).
So I'm hoping to release version 4.7 in a few days.

My XPR Multiplier is now totally finished and is now part of my Realism Core (since it can totally be disabled by setting the multiplier to 1, in my new options menu).

My Realism Tweaks are mostly activated at the very beginning of the game (or whenever you install and active it), but my XPR Multiplier (and my Options Menu) are not active until the beginning of the Escape (from Vault 101) quest.

And my updated Encumbrance module is nearly finished (just need to add and test out Imp's xml file):
?1.) Using Jet or Ultra Jet immediately restores Strain to 0% (which can get you out of a high-strain issue during combat).
?2.) Now includes my updated Jump Quest script (was previously part of my Realism Core):
Slightly higher minimum ‘jump’ heights; plus jump height/distance is also now based on Encumbrance plus Agility (and jump is no longer gender-based).
?3.) Strain now also increases when you Jump, Block, and Swing a Melee Weapon (so make your melee attacks count, as just whacking away can now work against you).

The biggest things I have left to do is add my compatibility patches (like my MMM patch), and some of my other mods (like my VisionFX) to my FOMM installation, do some final game play testing, and write the updated ReadMe (and all the other documentation).
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Phillip Hamilton
 
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Post » Fri Oct 15, 2010 9:17 am

Kayaking, I'm jealous. It was nice out here in Cali though, I barbecued, got some cycling in, and spent most of today hanging out by a pool. I'm looking forward to seeing how temperature gets incorporated into stuff. Also, no problem with the .xml file - at this point its mostly ctrl-C and ctrl-v.
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Jennie Skeletons
 
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Post » Fri Oct 15, 2010 12:40 am

Looking forward to this new update...
Question though Arwen...You indicate that the new 4.7 won't require a new start but..what I'm wondering..how would an existing game with the old XPR module integrate?Champing at the bit to start a new game tbh(Tried another very good overhaul mod but...somehow it didn't feel the same..and missed the strain factor too).
So am wondering if I was to start a new game now with the 4.6..xpr..and reduced quest xpr...and then wished to switch to 4.7..how would that impact my game?

Regarding heat...an interesting concept by the way..
I guess ultimately ..if it could be done..heat could potentially have an effect on many aspects of the game...overheating weapons..especially energy based/full auto types...then there's the enviromental issues of walking around in baking temperatures..dependant on armour/clothing type.....(Probably would have to be linked to primary needs/weather mods/both really...which would be a rather large undertaking no doubt..in terms of work and cross-compatibility.)
Not checked out your mod yet Imp......so not sure how you have handled it or how Arwen will use it..but..a useful direction in terms of realism.
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luke trodden
 
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Post » Thu Oct 14, 2010 7:09 pm

Kayaking, I'm jealous. It was nice out here in Cali though, I barbecued, got some cycling in, and spent most of today hanging out by a pool. I'm looking forward to seeing how temperature gets incorporated into stuff. Also, no problem with the .xml file - at this point its mostly ctrl-C and ctrl-v.

Kayaking is a passion of mine . . . generally I paddle hundreds of miles over the Spring-Summer-Fall season (basically, from the time the ice is off the lakes in April, until it freezes over again in November). But this spring I had some health issues that prevented me from going until just recently . . . so I'm way behind at the moment.) I live where weather can be pretty extreme, with winter temps normally dropping down to -20F and summer temps get up into the 90's (like what we're dealing with this week. Plus weather can change really fast here (especially up in the nearby mountains), plus I do a lot of outdoor recreation. So not having weather have an impact in a RPG is something that just seems like a major omission to me.

Looking forward to this new update...
Question though Arwen...You indicate that the new 4.7 won't require a new start but..what I'm wondering..how would an existing game with the old XPR module integrate?Champing at the bit to start a new game tbh(Tried another very good overhaul mod but...somehow it didn't feel the same..and missed the strain factor too).
So am wondering if I was to start a new game now with the 4.6..xpr..and reduced quest xpr...and then wished to switch to 4.7..how would that impact my game?

Trust me, the transition is extremely seamless. Since my mods (including both my Reduced Quest XPR module and my Reduced XPR mod) only alter the amount of XPR that you receive, your current accumulated XPR points will remain exactly the same (as long as you're not using any other mods that alter XPR). Only new XPR points that you receive after installing v.4.7 will be affected. You're simply switch from a static, pre-set XPR mod, to one that you can change as often as you like. If you find that my default 20% XPR setting is too slow, just select 25% or 33%. Or if you prefer using a different XPR mod, just select 100% (which is the vanilla FO3 setting) . . . you can even keep using v.4.6 of my Reduced Quest XPR module (but I think most users will much prefer my newer menu selectable approach).

Again . . . my new Hard-Core module is the only part of my Tweaks that you might need to start a new game to use . . . and that is ONLY if you are NOT using a recent version of my Less-Is-More module in your current game, and you are past level 2 or 3 (and even then a new game is not absolutely required . . . but is only recommended, due to the way that this module alters skills, stats, and perks).
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Naomi Ward
 
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Post » Fri Oct 15, 2010 12:32 am

I'm normally sort of a gym rat, but it stopped being fun when the weather turned foul and I couldn't ride my bike there, so I took a break for most of winter. It's warmed back up though and the cyclings not bad here, and so I've mostly just been going on longer rides - I sort of decided I didn't want to bulk back up after trying out a snowboard park at 170 lbs. - loads more fun than at 190.

What little time I spent in the DC/Maryland area, it was sunny, warm, and humid. Looking at its temperature data I'd guess it probably doesn't snow that frequently, but it still gets pretty cold, definitely cold enough to effect the clothes you wear.
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Lauren Denman
 
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Post » Thu Oct 14, 2010 11:37 pm

After some more play testing tonight, I decided that my strain increases while blocking with a melee weapon were a bit too harsh (since your strain does not decrease when moving during combat), but I'm leaving in the jump and melee swings Strain increases (but reducing them a bit).

To balance out the Jump and melee weapon swing increases, I just made it so your Strain will now decrease 50% faster when you are sitting or crouching (non-moving sneak).
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City Swagga
 
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Post » Fri Oct 15, 2010 12:15 am

I spent hours yesterday editing my Weapons Ability Quest script so that the plasma rifles would would be treated like energy weapons instead of like automatic weapons (which is how Bethesda labeled them, for some strange reason). Anyhoo, after wasting my time with the undocumented IsWeaponSkillType . . . which I could never get to work in my script (my guess is that it does not work in a quest script) . . . I finally achieved the correct results by using a GetWeaponType condition, along with a GetWeaponAnimType condition.

So version 4.7 will include my new version of my Weapons Ability Quest script . . . which should solve this issue.

I also was able to fix some of the problems with my EVE/RH-Ironsights compatibility patch . . . so now the lasers and plasma rifles can all be aimed in 1st person with Ironsights (I had to revert to the default models for the plasma rifles, but you still get all EVE's effects and sounds). Even though my patch is not a perfect solution, my newest version (which will be bundled with v.4.7) is perhaps the best EVE/RH-IS patch there is right now.
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Lloyd Muldowney
 
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Post » Fri Oct 15, 2010 1:52 am

Arwen, hope you don't mind, but since you and Imp seem to be working together some what, and very well I might add!

and since this kind of involves your less is more esp. and imp's mod

but any way I am a new convert to the IMCN for a week or so now and must say I like it alot, however and this is addressed to you both

I am still finding it way to easy to find food

let me explain, you see the wastelands are chocked full of mole rats and other wild game foods, and whenever I run low, I go mole rat,blow fly, wild dog, whacking and soon find I have more food than I can carry

maybe limit the amount of meat found on animals or have some kind of serious penalty for eating it all the time? I don't know

I just thought I would bring this up as it seem's to me this still needs some work------ IMO anyway

I don't have any fear of starvation for my character at the moment your mod does a great job getting rid of a lot of the packaged food, I just feel theres something that needs to be done about all the wild game meats to make it a bit more difficult to earn our food

thanks for listening to my thoughts guys
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ijohnnny
 
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Post » Thu Oct 14, 2010 7:40 pm

I spent hours yesterday editing my Weapons Ability Quest script so that the plasma rifles would would be treated like energy weapons instead of like automatic weapons (which is how Bethesda labeled them, for some strange reason). Anyhoo, after wasting my time with the undocumented IsWeaponSkillType . . . which I could never get to work in my script (my guess is that it does not work in a quest script) . . . I finally achieved the correct results by using a GetWeaponType condition, along with a GetWeaponAnimType condition.


When I saw your post I thought I better go check my quest script that uses the GetWeaponSkill function to make sure it really works ;)

It appears to be, switching the NPC from the plasma rifle (skill 34), to Pancor Jackhammer (Skill 33), then 44 magnum (skill 41)

SetConsoleOutputFilename >> 'skillReqTest.txt'Skill required == 34Skill required == 34Skill required == 34Skill required == 33Skill required == 33Skill required == 33Skill required == 41


I'm using it like this:

if (rCurrentWeaponREF)   set iSkillRequired to GetWeaponSkill rCurrentWeaponREFendif

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Leah
 
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Post » Thu Oct 14, 2010 9:45 pm

Eating meat raw will make you sick, so I could maybe just add in some additional restrictions or requirements for grilling - like 5 or 6 pieces of meat at a time on the grill (charcoal isn't cheap), and some sort of cost to using the campfire, like matches you need to buy. Given ART's utterly harsh economy, that could be effective. I'd rather not decrease the loot drops of animals, because I find things like partial loot drops and unrealistically small quantities of meat on large animals to be much too immersion breaking. If I just killed and butchered a whole brahmin, I should be rolling in steaks for days :flamethrower:
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Joe Alvarado
 
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Post » Thu Oct 14, 2010 11:18 pm

Arwen, hope you don't mind, but since you and Imp seem to be working together some what, and very well I might add!
and since this kind of involves your less is more esp. and imp's mod
but any way I am a new convert to the IMCN for a week or so now and must say I like it alot, however and this is addressed to you both
I am still finding it way to easy to find food
let me explain, you see the wastelands are chocked full of mole rats and other wild game foods, and whenever I run low, I go mole rat,blow fly, wild dog, whacking and soon find I have more food than I can carry
maybe limit the amount of meat found on animals or have some kind of serious penalty for eating it all the time? I don't know
I just thought I would bring this up as it seem's to me this still needs some work------ IMO anyway
I don't have any fear of starvation for my character at the moment your mod does a great job getting rid of a lot of the packaged food, I just feel theres something that needs to be done about all the wild game meats to make it a bit more difficult to earn our food
thanks for listening to my thoughts guys

Thanks for the suggestion (and I really need to add Imp's More Complex Needs to my Fallout 3 Journal's mod list, as I love his mod.)
I'm in total agreement with Imp, and this issue would be better handled in IMCN, since Imp has already done a great job of adjusted the amount of meat you get from the critters. The problem is not the availability of meat . . . it is the lack of the need for meat to be fresh, and/or for consumable meat to only come from healthy creatures. Basically having enough food to eat is currently still way too easy.

Some possible suggestions on ways to reduce the supply of meat, without reducing the number of creatures or the amount of meat from them:
1.) Any meat that comes from any creature, which was not a very recent kill, should be spoiled.
2.) Raw meat should be higher in radiation than cooked meat. (Yes, I realize that cooking meat would not actually make it less radioactive, but this is Fallout's version of reality, where radiation behaves a bit differently than it does in our own reality.)
3.) Raw meat should spoil after just a few hours.
4.) Cooked meat should only last a day.
5.) Refrigeration could eventually be added to increase the storage time of both.

And I really like Imp's idea of additional restrictions for grilling.

[Ok, now I've got to get back to work on getting version 4.7 ready to release . . . perhaps as early as late tomorrow.]
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Daniel Lozano
 
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Post » Thu Oct 14, 2010 11:45 pm


1.) Any meat that comes from any creature, which was not a very recent kill, should be spoiled.
2.) Raw meat should be higher in radiation than cooked meat. (Yes, I realize that cooking meat would not actually make it less radioactive, but this is Fallout's version of reality, where radiation behaves a bit differently than it does in our own reality.)
3.) Raw meat should spoil after just a few hours.
4.) Cooked meat should only last a day.
5.) Refrigeration could eventually be added to increase the storage time of both.



That's an interesting idea, and one I've thought about in the past. It might be as simple as adding an object script with a timer, that did an additem/removeme when the timer was up. The timer would stop whenever the meat was in a refrigerator. There might be some issues with the removeme call removing the wrong piece of meat, though. It's not really intended to be used like that, but it's the only thing that could work.
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Catherine Harte
 
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Post » Fri Oct 15, 2010 6:57 am

1.) Any meat that comes from any creature, which was not a very recent kill, should be spoiled.
2.) Raw meat should be higher in radiation than cooked meat. (Yes, I realize that cooking meat would not actually make it less radioactive, but this is Fallout's version of reality, where radiation behaves a bit differently than it does in our own reality.)
3.) Raw meat should spoil after just a few hours.
4.) Cooked meat should only last a day.
5.) Refrigeration could eventually be added to increase the storage time of both.


some good ideas there for sure, would be good to have them all incorporated in the game

another if you don't mind

I was thinking about the wonderful world of parasites, that may or may not be in the animals, as these can ruin alot of edible meat in a animal
most in real life can be killed by cooking, but if I'm not mistaken many can ruin meat, this is the reason cattle folk give some of the injections and meds, ect, ect, that they do

so maybe just have some of the meat uneatable for various reasons
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Vincent Joe
 
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