Sorry for not replying sooner. I've been working on trying to complete my Realism Core/GOTY patch, and was pushing to get it released today. But I got stalled on the Level Lists (which are LONG), and I still need a few more hours to warp up this last part of the patch. Everything else is totally finished. I'm going to do my best to have the patch available by mid day tomorrow. I apologize for the delay, but this has become a very involved patch.
Thanks sooo much for all the great comments and ideas!!!
You could also add in the possibility for wounds to become infected, and provide antibiotics (a new chem) for treatment or prevention of infection. It'd be great - stumbling around with a fever of 104, with blurry delirium visuals, ransacking first aid kits for penicillin. Bathing occasionally and re-dressing your wounds might not be a bad idea either.
This is something that I have on my to do list. I do like the idea of having a consequence like an infection when you do not have high enough medical skills, or not all the necessary medical supplies . . . I just haven't worked out all the details yet.
Vodka? High-proof alcohol makes a pretty fair antiseptic.
Liquor is on my Needs list, as it would be nice to make all the liquor useful for more than just consumption. But I may end up adding this to my initial release of my injuries module . . . depending on how it fits in with all my other changes/additions.
Pun intended?
Not really. I totally missed that one!
I do want injuries to be a pain, in that they should hurt more (consequence-wise); but I don't want my injuries module to be a pain for the user to deal with (micro-management-wise).
That'd be pretty easy to implement. I put together a mechanism where, if you clicked on a blood pack to ingest it, you got the option either to drink it or use it for a blood transfusion. You could do something similar for booze. In fact I think most of the wound treatment could be handled that way - bandages and splints and tourniquets and things would all be in the aid section of your inventory, and when you click on them to use them, a message with some options pops up (apply tourniquet to left leg, right leg, nevermind...)
My technique looks like it is going to be a bit different, because most medical items will have double uses. For example, Stimpaks will restore some HPs if you just click on them; but if you use them another way, they won't restore any HPs, but will aid other types of healing, such as making crippled limbs recover faster. (The 'another way' part I'm keeping to myself, as I want some things to be a surprise.) Combat healing will be available by clicking on some of the medical items, but you won't get their full benefit that way.
Ok, so then your injury aspect is something modular? That is good to know. Will it be a separate esp? I ask because I am thinking if it is incorporated and on by default when I have ripno on already it may confuzzle my game. Off by default would help avoid this matter, assuming of course it is not a separate esp or some such. =)
Also liking the DLC aspects. So aliens will now be like the rest of the "smarter take cover" mobs?
Lastly on topic of intimidation. I thankfully never had a gun in my direction when buying or selling anything in real life. But I already know that I would feel instant relief, having that person in question putting away said weapon. But this is just brain storming =)
My injuries/needs module is going to be a separate esp (although I may have to combine it with my Encumbrance module, as the two are going to work together in many ways).
I'm hoping that all the DLC NPCs and Creatures will appear to have smartened up once you install my GOTY patch. And they will also have better armor and weapons.
You have to remember that you are trading in the Wasteland, not at your local Wal-Mart . . . all the merchants carry weapons, and/or have armed guards. So they are going to more annoyed at you for not initially holstering your weapon than anything else.