Got ideas?

Post » Sat Sep 11, 2010 1:09 pm

Hey guys, I was wondering if there were any immersion-based features you'd like to see in a mod but that haven't really been done yet (seems impossible, eh?). Anyways, here's what I've got working so far...

Gun knockdowns, which makes all guns and most melee will knock enemies, and you, down to the ground, dependent on the target's type and current health. A pistol won't knock down a big bad super mutant ever, but a raider with a couple chunks out of him already will likely go down.

Bleeding, which makes all none-blunt weapons cause varying degrees of health-eating bleeding, which can be stopped by applying bandages, which can be found on various wasteland NPCs, for sale from a doctor or general survival supply vendor, or in med kits.

Hold breath aim, this adds in the handy FPS feature of being able to hold Shift while aiming to steady your gun's sway temporarily. How long you can hold your breath for depends on your endurance.

Rarer guns & ammo, especially automatic/high powered ones. >>> More expensive guns, given how rare they are.

Increased overall damage, and/or increased locational damage (headshots do even MORE damage, limbs even less).

More effective armor, and much more effective power armor, makes good (leather, combat, power) armor last longer and provide better protection, kind of to balance the increased damage.

Static HP, every human NPC's health is about 100 + 5xEndurance, so that some people aren't somehow able to lose 1000x more blood than others, or eat 50 shotgun shells from 2 feet away, even at higher levels, this affect's the player too though. This REALLY makes an enemy's armor an indicator of how much it'll take to take them down, no more saying "well, I hope these 6 assault rifle clips will be enough for that raider".


And that's about it. I've left out things like hunger, thirst, rest, and proper down-the-sights aiming because those are already very well covered by other mods out there. But if you can think of anything else that would add to the game's immersion, realism, or intensity/challengingness (not a word, lol) and that feels realistic and fits with the Fallout world, then post away, anything from combat changes to perks or even (simple) new items (I can do Blender and GECK, and have been fighting with Nifskope since Oblivion was released, I WILL get it to work for me, lol).

PS: all the features I've listed are totally modular, as some of them would make the mod a little too extreme for some, but until I get enough time to make a complete rebuild of the mod, you'll have to create a bashed patch or whatever to get some of the different features to work with each other, as they make changes to the same objects but different areas, but such is the conundrum of mod compatibility.
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Emilie Joseph
 
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Post » Sat Sep 11, 2010 2:48 pm

*All containers that are near roads should be empty (Npc's would have looted them by the time you got to them). Same goes with open buildings that have loot lying (and no npc's living there) around that are close to roads.
*Some way to explain how buildings are getting electricity (so maybe a power plant of some sort added to the game would make me feel a bit better lol). Realistic lighting as well would be nice but we could always just use a mod for that.
*A story of some sort to explain those mysterious squirrel and iguana foods (not so much iguana cause those are being made, thankfully :wub: )
*Better economy - Some towns will pay more for some items, while some merchants will pay better for only certain items.

If I think of more, I will post. Good luck!
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Josee Leach
 
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Post » Sat Sep 11, 2010 10:36 am

*All containers that are near roads should be empty (Npc's would have looted them by the time you got to them). Same goes with open buildings that have loot lying (and no npc's living there) around that are close to roads.
*Some way to explain how buildings are getting electricity (so maybe a power plant of some sort added to the game would make me feel a bit better lol). Realistic lighting as well would be nice but we could always just use a mod for that.
*A story of some sort to explain those mysterious squirrel and iguana foods (not so much iguana cause those are being made, thankfully :wub: )
*Better economy - Some towns will pay more for some items, while some merchants will pay better for only certain items.

If I think of more, I will post. Good luck!


I THINK there's an economy mod coming out for FO3, if not there were definitely people talking about it!

And there are iguana's due to be released very soon, squirrel's I think failed as an attempted creature. >_<

I think buildings are assumed to be running of the same stuff power armor and the old cars run off of, but I'd be happy to throw some makeshift generator type things, windmills, etc, to a few interiors and some settlements/raider bases.

There's DEFINITELY a mod that makes almost all containers empty or have little useful stuff in it, was posted here a week ago or so.
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Jessica Thomson
 
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Post » Sat Sep 11, 2010 2:32 pm

Something akin to what http://www.tesnexus.com/downloads/file.php?id=10925 is in Oblivion.

I'm very happy with primary needs as it is in FWE and probably as it is on its own if I tried that.

But RF in Oblivion has become such a standard for many - handles encumbrance, fatigue (in that you stumble more and run slower when encumbered).

Perhaps penalty to action points as well when encumbered.
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joeK
 
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Post » Sat Sep 11, 2010 3:43 pm

Damn forum stalling. :brokencomputer:

Well if I get another idea I'll put it here.

[edit] Oh yeah - anything along the lines of http://www.tesnexus.com/downloads/file.php?id=12859 or http://www.tesnexus.com/downloads/file.php?id=23404 - those too would be great. I use both in Oblivion and cannot imagine going back to having to click dialogue options to exit dialogue - like how F3 is.

And I sure would like a way to get rid of old useless note in my pip boy - like all the operation anchorage sobbing goodbyes.

Not sure if FOSE is up to the OBSE standards that make those possible though.
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CHangohh BOyy
 
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Post » Sat Sep 11, 2010 11:32 am

*Some way to explain how buildings are getting electricity (so maybe a power plant of some sort added to the game would make me feel a bit better lol). Realistic lighting as well would be nice but we could always just use a mod for that.


Just a note here, alot of power lines (most actually) are built underground, so they probably would remain intact. Of course they would wear down without maintenance, but its quite plausable that provided something is generating the power and hooked up, it could be supplying the random buildings with some power. Especially considering how little power each building would use, with what like 3 lights on. :P
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Sharra Llenos
 
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Post » Sun Sep 12, 2010 12:23 am

Pretty sure that this mod...http://www.gamesas.com/index.php?/topic/1096923-relz-arwens-realism-tweaks-thread-no8/ and the list of mods that are recommended on her home page..do a fair bit of what OP and others request..at least there's a pretty good fatigue and also a knockdown element in the mod.

Have to agree on the need for a good economy mod....with some areas needing/trading differing resources and thus there bing a more dynamic economy in the wasteland......and in regard to containers being looted etc. well..think aside from overhaul mods such as Arwen's and FWE..that address this issue to an extent there are probably others out there..but not sure as to how they handle the likelyhood of the more noticible containers being looted.Arwen's tends to base loot on a luck check..which also has an effect on trader sale items I think..and it's a system I like and seems to be quite effective.

I would like to see more followers with storyline/quests being made..a bit like ME type companion stories...always think that adds more depth to them(Also personally tend to use only those radio station mods that have a broadcasting building etc...quite hard to determine though given some of the readmes)
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Joie Perez
 
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Post » Sat Sep 11, 2010 6:20 pm

Ammo boxes should have much more ammo in them, but there shouldn't be so many boxes around.
NPCs should be given considerably more ammo, and their weapons would use ammo and thus they would ran out of bullets in a longer gunfight.
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Lyndsey Bird
 
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Post » Sat Sep 11, 2010 3:45 pm

Ammo boxes should have much more ammo in them, but there shouldn't be so many boxes around.
NPCs should be given considerably more ammo, and their weapons would use ammo and thus they would ran out of bullets in a longer gunfight.


Forgot to mention that, I've also made a module to make it so that all NPCs use weapon ammo, but giving them more is a good point, I nevr really got around to it and they do tend to run out kinda quickly.
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Emma
 
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Post » Sat Sep 11, 2010 2:00 pm

I THINK there's an economy mod coming out for FO3, if not there were definitely people talking about it!

And there are iguana's due to be released very soon, squirrel's I think failed as an attempted creature. >_<

I think buildings are assumed to be running of the same stuff power armor and the old cars run off of, but I'd be happy to throw some makeshift generator type things, windmills, etc, to a few interiors and some settlements/raider bases.

There's DEFINITELY a mod that makes almost all containers empty or have little useful stuff in it, was posted here a week ago or so.


Ok, so you aren't going to touch anything that there is already a mod for?

I guess that is why I use FWE, cause it does add these other type of mods to it, so it makes it a whole lot easier so you don't have to search for too many 'fixers' to enhance an overhaul. There is an overhaul mod that I attempted to try out, but I gave up cause I had to keep downloading mods (and the patches to those mods from other authors) to make it the full experience and it was really frustrating and annoying even with the website explaining everything.

I will keep an eye on this thread to see what else you come up with :)
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Tinkerbells
 
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Post » Sat Sep 11, 2010 6:53 pm

Ok, so you aren't going to touch anything that there is already a mod for?

I guess that is why I use FWE, cause it does add these other type of mods to it, so it makes it a whole lot easier so you don't have to search for too many 'fixers' to enhance an overhaul. There is an overhaul mod that I attempted to try out, but I gave up cause I had to keep downloading mods (and the patches to those mods from other authors) to make it the full experience and it was really frustrating and annoying even with the website explaining everything.

I will keep an eye on this thread to see what else you come up with :)


In that case I may do it as a single .esp, we'll see, it would certainly make intercompatibility between my mods a lot easier, and allow me to make it a more well rounded and thought out experience.
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OnlyDumazzapplyhere
 
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Post » Sat Sep 11, 2010 11:09 am

I have a small list of idea's (ok its a big list. but I don't have it with me). Incidently. There is a better lighting mod already. I just forgot what it is. >_<

1-Remove all first aid kits from whatever makes them have locks to be picked. Seriously strange "OMG lil johnny just got mauled by a yao guai! Quick get a first aid kit!! ......he dies because no one could pop the lock."

2-I REALLLLLLLLLLY want to see destructible plates and kitchenware. Coffee mugs, plates, pitchers etc. There is a small mod that does this with all the vanilla alcohol bottles and its fantastic in a bar shootem up. A HUGE immersion additive would be the kitchenware like I mentioned. BUT! Make sure to make destructibles modular. I don't want a all in one mod in case the modder adds crap I didn't want destroyed. My alcohol is 1 module, the kitchenware is 2 in another esp then there maybe a misc. Broken computer screens and radios etc. maybe 3. =)
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Kat Stewart
 
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Post » Sat Sep 11, 2010 1:07 pm

I'm using Arwen's Realism Tweaks. with Primary Needs and Real injuries, they pretty much achieve what's in the list. Maybe you could check out the major overhauls and see what you think is still missing, if you havent already.
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Fluffer
 
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Post » Sat Sep 11, 2010 10:15 pm

Pretty sure there's also a destruction mod out there....if not two. lol

But where's that list! :D
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Katie Samuel
 
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Post » Sat Sep 11, 2010 10:53 am

Pretty sure there's also a destruction mod out there....if not two. lol

But where's that list! :D

PS: Another thing I've got in the works is gun reactions, to make NPCs react to having a gun pointed at them, reactions will vary of course.
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Marquis deVille
 
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Post » Sat Sep 11, 2010 9:46 am

Hmm, the fact that this is modular makes me happy.
Here are some of my annoying thoughts. :)

[quote]Gun knockdowns, which makes all guns and most melee will knock enemies, and you, down to the ground, dependent on the target's type and current health.[/quote]
Just don't make it too crazy easy. Make it based on Agility and Luck, and skills in Small Guns/Big Guns/Melee.
Also, could someone post a reference of a person being shot anywhere besides their head and dropping down to the ground?
Because, if you shoot someone with a 10 mm in the stomach, they aren't going to immedately fall down. :)
I hope.

A .44 magnum or shotgun, well, yeah. :)

[quote]Hold breath aim, this adds in the handy FPS feature of being able to hold Shift while aiming to steady your gun's sway temporarily. How long you can hold your breath for depends on your endurance.[/quote]
Uh, how does this work in Realism?
Does holding your breath actually make your weapon not sway? Uh, how? I never got that.

[quote]
Rarer guns & ammo, especially automatic/high powered ones. >>> More expensive guns, given how rare they are.[/quote]
Ugh. It's already crazy hard for me to come by money in this game.
Let's not make it too bad.

[quote][Increased overall damage, and/or increased locational damage (headshots do even MORE damage, limbs even less)./quote]
No complaints per se.

[quote]More effective armor, and much more effective power armor, makes good (leather, combat, power) armor last longer and provide better protection, kind of to balance the increased damage.
[/quote]
How are you going to do that though? Armor doesn't reduce Damage that much even at 80 DR.
Otherwise a 100 big guns missile to your face would do less than 50 damage on Normal. :)
I mean, I don't know about you, but if I had 500 health, a Fatman at 80% reduction won't kill me, but I won't be happy either. :)
Yes, I know it bypasses armor. Just like the Alien Blaster.
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Jade Payton
 
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Post » Sun Sep 12, 2010 12:39 am

Idea == Radiation

Something I've been wanting recently is a more compatible mod that deals out harsher consequences for higher radiation levels. I've used http://www.fallout3nexus.com/downloads/file.php?id=776 in the past and it has some nice touches like blurred vision at higher radiation levels. I have it sat in my LO ready to be activated when I get around to testing it again, but I've a feeling it won't play too well with Arwen's Realism Tweaks and Real Injuries/Primary Need (+ Orfevs Patch)...

Hmm...
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N Only WhiTe girl
 
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Post » Sat Sep 11, 2010 7:33 pm

In that case I may do it as a single .esp, we'll see, it would certainly make intercompatibility between my mods a lot easier, and allow me to make it a more well rounded and thought out experience.


Do what ever you feel is best for you, I wouldn't want you to put too much on your plate :) I know this can turn into a huge project for just one person. Your ideas sound great, and realistic :)
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Noely Ulloa
 
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Post » Sat Sep 11, 2010 4:55 pm

How are you going to do that though? Armor doesn't reduce Damage that much even at 80 DR.
Otherwise a 100 big guns missile to your face would do less than 50 damage on Normal. :)
I mean, I don't know about you, but if I had 500 health, a Fatman at 80% reduction won't kill me, but I won't be happy either. :)
Yes, I know it bypasses armor. Just like the Alien Blaster.


I've removed the health gains that come to Player and NPC based on their level, so now having more experience roaming in the apocalypse won't mean that you can for some reason loose more blood than other people. I've also set every NPC to have 100 base health, +5x whatever their endurance is, so no one will have 500 health. I've upped that maximum that AR can be to 100, as well, but you'll only be able to achieve this with 100% condition power armor and helmet.
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Alexandra Ryan
 
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Post » Sat Sep 11, 2010 2:06 pm

Um, about the health thing? Why exactly are you doing that? I'm curious?
I'm glad it's modular, and all, but I'm curious.
Plus, won't Behemoths keep their 1000 odd health?


Also, Xepha, I thought Blurred vision only happened after your skin started peeling off and all your hair fell out? I.e Rad away won't help you.
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pinar
 
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Post » Sat Sep 11, 2010 4:52 pm

Idea == Radiation
Something I've been wanting recently is a more compatible mod that deals out harsher consequences for higher radiation levels. I've used http://www.fallout3nexus.com/downloads/file.php?id=776 in the past and it has some nice touches like blurred vision at higher radiation levels. I have it sat in my LO ready to be activated when I get around to testing it again, but I've a feeling it won't play too well with Arwen's Realism Tweaks and Real Injuries/Primary Need (+ Orfevs Patch)...
Hmm...

You're correct, MrSlackPants-Radiation mod doesn't play too well with my Realism Tweaks . . . the mods are totally compatible, meaning that they will run perfectly fine together, but the end result is a bit harsher than what I want in my game. I used that mod with a much earlier version of my Tweaks, but my own mod is now quite a bit harsher in the way that it increases the realism-challenge aspect of Fallout . . . and my soon-to-be-released v.4.7 is by far the most intense version yet.

The problem for me is that I'm also using RI/PN, with Orfevs' patch, plus Imp's "More Complex Needs," which is why I'm considering add my own little Radiation Overhaul, which would be somewhat similar to my Encumbrance Overhaul (as in something small, that adds a bit more challenge, without having a negative effect on the game play). I've already messed around with some scripting ideas, so I could perhaps attempt to add this as soon as v.4.8)
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Ownie Zuliana
 
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Post » Sat Sep 11, 2010 10:37 pm

Um, about the health thing? Why exactly are you doing that? I'm curious?
I'm glad it's modular, and all, but I'm curious.
Plus, won't Behemoths keep their 1000 odd health?


Only humans have semi-universal heath. It's so that there aren't some humans that die from a shotgun to the face and others that are miraculously impervious to bullets. This is why I am doing it, I got tired of some people magically having more health than others, sure it's a game, but even so, why should some people in the post apocalypse be able to bleed 10x longer and suffer 10x more near-lethal injuries than others? In real life sure some people are bigger and tougher than others, which is why I still have the Endurance stat play into the final calculated health, but it only affects whether an NPC's health will be 100 or 150 or anywhere in between.
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Paula Rose
 
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Post » Sat Sep 11, 2010 8:20 pm

...

The problem for me is that I'm also using RI/PN, with Orfevs' patch, plus Imp's "More Complex Needs," which is why I'm considering add my own little Radiation Overhaul, which would be somewhat similar to my Encumbrance Overhaul (as in something small, that adds a bit more challenge, without having a negative effect on the game play). I've already messed around with some scripting ideas, so I could perhaps attempt to add this as soon as v.4.8)


That sounds good to me, Arwen. I await with eager anticipation! :D
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Mark
 
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Post » Sun Sep 12, 2010 12:11 am

That sounds good to me, Arwen. I await with eager anticipation! :D


I think all my threads are doomed to threadjacking.

That is all.
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clelia vega
 
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Post » Sat Sep 11, 2010 11:10 pm

Thank you for explaining it.
Yeah, I understand why you did that.
Although, I've not run into people with wildly different health. :)

Then again, sniper rifles to the head should hurt.
Also, I know you're exaggerating with the whole 10 times bleeding thing and the 10 times more lethal injuries. :)
I hope anyway...

But yeah, good reasons to adjust that. I'm just not a big fan of making the player character lose his nice health boost. :)
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Lewis Morel
 
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