I have some issues with sleep still in your latest Med-Tec:
- let`s say if I go to sleep at 06.00 PM for 9 hrs I will wake up at 01.00 AM. It`s 2 hrs less than it should be. Also, as it is now if you break your sleep routine for some reason(like having to stay awake one night) it`s quite tedious to get back to normal without quirky combinations of waiting and sleeping. This 4 hrs rule svcks, plainly.
You seem to be having issues because you are not accustomed to the game sleep being based on anything realistic. In the default game, you can sleep for whatever length of time you set. Im my mod you actually have to be tired to sleep. (For every 2 hours awake, your Sleep Need increases by 1 hour.) You can only sleep 9 hours, if your Sleep Need is at least 9 hours. If you're only sleeping for 7 hours, I'm guessing that your Sleep Need was only 7 hours. And if you go to sleep at 6 pm, you're going to wake up in the middle of the night.
Another thing, I`m unable to control my rad sickness. At low levels I see no practical solution to eating, drinking and having enough RadX or other means to keep me below sickness threshold. I`d like you or someone else to explain to me what missions to do and where to get caps to stay alive when lvl 1-5.
A lot of people don't seem to understand my mod's Rad Sickness, even though I tried my best to explain it. From my ReadMe:
"Whenever your Digestion Level is 1 or higher and your Rad Damage is 100 or greater, your Rad Sickness Level will slowly increase. The higher your current Rad damage, the faster your Rad Sickness rate. If it reaches Level 5, you will develop Radiation Sickness, and will not be able to eat or drink anything." And: "You cannot drink anything when you have Radiation Sickness (drinking will just make you sick)."
I guess I should have made it clear that when you get your Rad Damage below 100 again, your Rad Sickness Level will decrease on its own. I thought that people would figure that out, but I'll be sure to add it to my v.5.2's ReadMe.
BTW, how am I supposed to survive the hitmen Mr Burke sends my way if I refuse to destroy Megaton being low lvl? And don`t tell me not to speak with him early on as this is using previous experience and not immersive at all.
I survived just fine in my own game . . . and I was at a very low level at the time.
A few suggestions to make a possibly surviveable start:
- make one of the beds in Megaton common house non-owned. Not all want to build a char with 25 explosive skill from the beginning(and really, do you believe that trying to disarm a nuclear bomb with such skill is wise?). There are free beds in Rivet City, why not in Megaton?
- equip the player with a free back-pack [censored] sleeping bag. It should be easy to do this in a lore friendly way.
- make a laser pistol and cells for it available in the Vault for those wishing to specialize in energy weapons.
I think you do excellent work but here the starting difficulty when using MMM and all of your modules is over the top IMHO. Even though I consider myself a hard-core player.
- My mod is meant to be used with other mods . . . the ones I suggest are in my Fallout 3 mod list.
- There are all sorts of mods that add beds or make more beds usable, plus all sorts of house mods. I just leave it up to the user to add the mod that works best for them. My personal favorite is Ssenkrad's "The Maintenance Shed."
- The same is true for backpacks. I use the Blackwolf Backpack mod, which increases your carrying capacity by a reasonable amount, and you have to buy it from a vendor (I don't like mods that just give you everything for free).
- The only balanced way to add a Laser pistol, would be if it replaced the 10mm, but that gets sort of complicated. I never found it difficult to get a laser pistol early in my own game, so I really cannot justify the need to add one to the vault.
- I've always used MMM in my own game, and do most of my play testing with MMM active. So I've actually balanced my mod to be used with MMM. It may feel "over the top," but I personally feel that it is about the right difficulty (for me). I guess that if you find it to be too difficult, you could try backing off some on MMM's optional esps.