[WIPZ/Relz] Imp's More Complex Needs

Post » Thu Sep 23, 2010 4:06 pm

[*] Time always passes[list]
[*] Time will continue to pass in most menus, so if you stay up all night gambling, the sun will be up when you leave the casino, and you'll be tired and hungry


Totally looking forward to this.
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roxxii lenaghan
 
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Post » Thu Sep 23, 2010 11:08 pm

I am very excited about it, loved how it worked for FO3. Couple of questions before I hop the boat .

In FO3 you had a compatibility mod with FWE, since there is no FWE for NV the closest thing would be ART. Any trouble between the two?
Can I implement it into an existing save game? I've started second play through with ART and gained level 5, quite and achievement with slower leveling in place. Would be harsh to start over.
Does it require NVSE?

Looking forward to enjoying the mod.
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Sheila Reyes
 
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Post » Thu Sep 23, 2010 11:21 pm

@thisiswar

I made low-powered stealth servos that functioned similar to what you're suggesting. Or it might be enough to just disable the high power upgrades when your power is low. I think the first NV release of PPA will be exactly like the FO3 version though (plus a couple of minor bug fixes) - it's going to be a big enough task just transferring it over.

There are, at the moment, about 15 new recipes for various skill levels, many of them pretty simple (having to track down a million ingredients is, I think, one of the deterrents to taking advantage of the survival skill). Animal loot drops have been increased substantially, the same as they were for the FO3 version, but the amount you find is proportional to your survival skill. That means that a high survival skill character should be able to make quite a bit of money (almost as much as a high luck character gambling) just by killing big game and preparing it (crafting foods now substantially increases the value relative to the cost of the ingredients). There's also the appeal stat to retain the benefit you would have gotten from food healing, and a mood/appeal related penalty/bonus system effecting luck and charisma (two pretty important stats in this version of Fallout). I'm also thinking of adding a number of misc. item ingredients that would require crafting to get any benefit from, similar to the way flour and yeast are handled. Stuff like coffee (if no one beats me to it) tea, salt, spices, etc. You'd be able to purchase the stuff from vendors and use it to improve the raw foods you've scavenged. I hate to see any stat be a total waste of skill points, so I'm open to suggestions if anyone has any other ideas as to how to improve it.

@Jerom

I *think* that if will overwrite ART's changes to timescale and hardcoe mode if loaded later, so the two should be compatible for now. That may change when Arwen adds her Med-Tec module. I'd love to make a compatibility patch since IMCN does nothing to effect injuries, but it's difficult to maintain compatibility patches for Arwen's mods given the frequency with which she updates.

The mod will work fine with an existing save, with the exception of beverage chilling and food spoilage. Items already spawned into the game world will ignore changes to their object script made by mods added after the fact, so food that's already in your inventory or in cells that you've already visited will not spoil or chill. Item's can be "reset" though by dropping them from your inventory onto the ground and then picking them back up. I'm trying to think up an easy way to handle that reset via script, but at the moment nothing comes to mind that wouldn't require NVSE.

The first release will not need NVSE for anything. For FO3, I used FOSE to have hotkeys, a HUD, and to determine when the player was wearing power armor. You could continue to use the mod without FOSE if you were willing to give up those features. I'll likely do something similar with the NV version (though I'm sure NVSE will be perfectly stable once its out of beta, and it looks like it will be much more smoothly integrated as far as launching the game goes, and won't effect achievements).
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john page
 
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Post » Thu Sep 23, 2010 4:12 pm

Nice....For the survival maybe you could have disease implementation and you could have bug sprays and the like. Maybe you could include alcohol making or something where you could blend some for different effects.
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lisa nuttall
 
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Post » Fri Sep 24, 2010 2:24 am

I added a recipe for Vodka Victory Shots - 1/2 a fifth of vodka, 1 Nuka Cola Victory, 20 shot glasses produces 20 Vodka Victory Shots (you get the shot glasses back as you drink them). In addition to the alcohol and caffeine, each one will cause you to regenerate AP more quickly for 5 seconds.

Maybe combine turpentine and centaur blood or something to make bug spray, each application lasts 12 hours. Without it you have a (low) chance of contracting malaria. And I could write a malaria disease that would really jack you up.
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Pixie
 
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Post » Thu Sep 23, 2010 7:41 pm

xD Malaria. Brings into question what kind of vaccines our courier might have received. Likely, none. Which could potentially spell a lot of trouble.... <.<
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noa zarfati
 
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Post » Thu Sep 23, 2010 8:53 pm


@Jerom

I *think* that if will overwrite ART's changes to timescale and hardcoe mode if loaded later, so the two should be compatible for now. That may change when Arwen adds her Med-Tec module. I'd love to make a compatibility patch since IMCN does nothing to effect injuries, but it's difficult to maintain compatibility patches for Arwen's mods given the frequency with which she updates.

The mod will work fine with an existing save, with the exception of beverage chilling and food spoilage. Items already spawned into the game world will ignore changes to their object script made by mods added after the fact, so food that's already in your inventory or in cells that you've already visited will not spoil or chill. Item's can be "reset" though by dropping them from your inventory onto the ground and then picking them back up. I'm trying to think up an easy way to handle that reset via script, but at the moment nothing comes to mind that wouldn't require NVSE.

The first release will not need NVSE for anything. For FO3, I used FOSE to have hotkeys, a HUD, and to determine when the player was wearing power armor. You could continue to use the mod without FOSE if you were willing to give up those features. I'll likely do something similar with the NV version (though I'm sure NVSE will be perfectly stable once its out of beta, and it looks like it will be much more smoothly integrated as far as launching the game goes, and won't effect achievements).



Yay and thanks for the answers!

No HUD? boo..I really liked the HUD in FO3. I guess I'll go to NVSE and pray for UI functions.

A quick clarification about
"Refrigeration - add a RobCo Cold Fission Froster to any non-living container (or ED-E) to turn it into a refrigerator

* Chill beverages to improve their appeal
* Prevent food spoilage (unrefrigerated raw meats go bad in 12 hours, cooked foods in 24, eggs in 48, and fruits/vegetables in 1 week)"

Is "RobCo Cold Fission Froster" an item or just a term you use? If it is an item, how and where do I get it?

Trying to follow the logic of "any non-living container (or ED-E)" , wouldn't Rex qualify for that? He is mostly mechanical after all...*Fingers crossed*

"Food Poisoning - cook your meat and eggs, or carry a food sanitizer, or there's a good chance you'll get sick (you don't want to get sick, trust me)"

Can fruits and vegetables give food poisoning?

Any estimation as to when we might be able to try the mod?
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Stu Clarke
 
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Post » Thu Sep 23, 2010 12:39 pm

I'll start putting the HUD together as soon as IMCN is out of beta, I think NVSE now has the necessary UI functions. I can copy most of it over from the FO3 version, but it may be a while before I release it - and it will probably start out as an optional download flagged as a beta, at least until NVSE is out of beta.

The RobCo Cold Fission Froster can be purchased from general store/miscellaneous item type vendors. Each vendor only carries one at a time, but they'll respawn along with everything else they sell. Putting that misc. item inside of a suitable refrigeration container will turn it into a working refrigerator. It uses the food sanitizer model, but is slightly heavier. It's like a miniature AC unit powered by an endothermic fission reaction.

I could add Rex to the list of suitable fridges, I just thought keeping your food inside of a dog sounded a little gross (its a cyborg, not 100% robot, so there's still fur and organs and stuff). The reasoning behind not having it work in living containers is that the cold would be dangerous/extremely unpleasant, so Rex's dog parts would probably object.

Food poisoning will only be caused by raw meat and raw eggs at the moment. Someone in my Nexus comments section had the idea of also applying it to bottled waters, but at the moment I don't have an efficient way to distinguish between clean sources (like a sink at the Ultra-Luxe) and potentially dirty sources (like Lake Mead). It seems unrealistic to give all water sources the same chance of producing infected water.



As for diseases, I think maybe malaria should be caused by cazador stings and boatfly darts - though only very rarely, and maybe proportional to your endurance and luck. Rats could also spread the bubonic plague, or some post-apocalyptic reincarnation of it anyway. And then there's syphilis...
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Robert
 
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Post » Thu Sep 23, 2010 7:29 pm

A new beta's available for anyone interested. Just PM me and I'll send you a link.
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Dj Matty P
 
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Post » Fri Sep 24, 2010 12:11 am

I'll start putting the HUD together as soon as IMCN is out of beta, I think NVSE now has the necessary UI functions. I can copy most of it over from the FO3 version, but it may be a while before I release it - and it will probably start out as an optional download flagged as a beta, at least until NVSE is out of beta.

The RobCo Cold Fission Froster can be purchased from general store/miscellaneous item type vendors. Each vendor only carries one at a time, but they'll respawn along with everything else they sell. Putting that misc. item inside of a suitable refrigeration container will turn it into a working refrigerator. It uses the food sanitizer model, but is slightly heavier. It's like a miniature AC unit powered by an endothermic fission reaction.


Goodies!

I could add Rex to the list of suitable fridges, I just thought keeping your food inside of a dog sounded a little gross (its a cyborg, not 100% robot, so there's still fur and organs and stuff). The reasoning behind not having it work in living containers is that the cold would be dangerous/extremely unpleasant, so Rex's dog parts would probably object.


So, ED-E probably have a empty hull space where he can carry stuff, which turns him into a flying fridge, that makes sense. Sort of.
If we think about Rex for a moment, How does dog carry something? If my memory serves me right animal companions in previous game could not be gear carriers which leads me to the thought that Rex as a cyborg have in built containers to increase his utility. Building up on that idea I lean towards the conclusion that there is no reason to not have those refrigerated.

As for diseases, I think maybe malaria should be caused by cazador stings and boatfly darts - though only very rarely, and maybe proportional to your endurance and luck. Rats could also spread the bubonic plague, or some post-apocalyptic reincarnation of it anyway. And then there's syphilis...


NOOO! Not Syphilis don't ruin my precious "Let's be honest: You sleep with anything that walks on two legs. Sometimes, you're not even that discriminating.".
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naome duncan
 
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Post » Thu Sep 23, 2010 5:56 pm

So, ED-E probably have a empty hull space where he can carry stuff, which turns him into a flying fridge, that makes sense. Sort of.
If we think about Rex for a moment, How does dog carry something? If my memory serves me right animal companions in previous game could not be gear carriers which leads me to the thought that Rex as a cyborg have in built containers to increase his utility. Building up on that idea I lean towards the conclusion that there is no reason to not have those refrigerated.



O.k., I'll buy that. I'll add him to the list.
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Brittany Abner
 
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Post » Thu Sep 23, 2010 4:51 pm

So, ED-E probably have a empty hull space where he can carry stuff, which turns him into a flying fridge, that makes sense. Sort of.
If we think about Rex for a moment, How does dog carry something? If my memory serves me right animal companions in previous game could not be gear carriers which leads me to the thought that Rex as a cyborg have in built containers to increase his utility. Building up on that idea I lean towards the conclusion that there is no reason to not have those refrigerated.



O.k., I'll buy that. I'll add him to the list.
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Claudia Cook
 
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Post » Thu Sep 23, 2010 12:06 pm

Speaking of oddball scenarios, have you considered adding any psychotic episodes in for extreme sleep deprivation or heavy long-term stimulant use? Things like random people turning hostile with a force-equipped 0 damage weapon, then a few seconds later going back to friendly like nothing happened (unless you actually shoot back, in which case they'll react appropriately). Or a feral ghoul/deathclaw appearing out of nowhere and charging you, then disappearing. Or every NPC marker showing up as hostile-red instead of green, because you're so paranoid you can't tell the difference anymore? Or how about greeting dialogues that apply to everybody, with 100% priority, where people say weird, creepy stuff in a demonic voice. Or talk in Chinese communist-jargon. Or just plain spout gibberish, like ghoul dialogue turned backwards.
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Flash
 
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Post » Thu Sep 23, 2010 7:51 pm

Interesting. It would definitely give me plenty to work on. Probably not going to happen for r1, but I'll look into it. The big trouble is, as amusing as it would be, getting that sleep deprived just doesn't happen that often during the course of normal game play, and any one of those ideas would require a significant amount of work, meaning there's a pretty poor investment to payback ratio. Syphillis, on the other hand...

I would like to do something similar for getting blackout drunk - you're half way through your second fifth of the evening when the screen fades out and you wake up 12 hours later in an UltraLuxe bathtub full of instamash wearing nothing but a creepy mask, or something to that effect.

*Edit - "...or heavy long term stimulant use." I missed that part. Some more interesting withdrawal/addiction symptoms would be great.
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Ana
 
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Post » Thu Sep 23, 2010 2:33 pm

Interesting. It would definitely give me plenty to work on. Probably not going to happen for r1, but I'll look into it. The big trouble is, as amusing as it would be, getting that sleep deprived just doesn't happen that often during the course of normal game play, and any one of those ideas would require a significant amount of work, meaning there's a pretty poor investment to payback ratio. Syphillis, on the other hand...

*Edit - "...or heavy long term stimulant use." I missed that part. Some more interesting withdrawal/addiction symptoms would be great.


I like this idea, I believe Cipscis had a idea of how to implement it in the insanty thread over http://www.gamesas.com/index.php?/topic/1139297-insanity-and-you/.

I would like to do something similar for getting blackout drunk - you're half way through your second fifth of the evening when the screen fades out and you wake up 12 hours later in an UltraLuxe bathtub full of instamash wearing nothing but a creepy mask, or something to that effect.

And let's not forget that you are now suffering from Syphilis , dum dum dum.


EDIT: I've noticed that IMCN changes the values of food, sadly it turns one of the most practical mods into absolete , I am talking about "Sorter" it changes all the items name based on what they are "noodles" into "FOOD: Noodles" etc . I was so used to having a tidy inventory I was in state of shock when I first loaded IMCN. I understnad how much of a pain in the neck it could be to go over all the values again and change them, since I'll be doing it for myself anyway I might as well offer you to have it integrated into your mod if you want.

EDIT 2: I've finished sorting the the IMCN :D

EDIT3: IMCN still counts time while the game is paused - Pipboy Screens. I've tested it several times to confirm. I've been digging in the invetory for couple of real life minutes and I could see the IMCN needs change. Not sure if it is intended or bug but if that is intended I am not quite happy with it..

EDIT4: Egad! My head exploded from drinking water. I've reread FO3 documentation and changle log you provided. Water intoxication is now active instead of at 633% now at 100%. Intended change? *Note to self to drink less* Bit confused about the Mood, are we supposed to aim for 100% happiness which is extermely hard with the approach of quality over quanity. Or is it like exterme happiness along the lines of bein high on drugs..? What is the "good" mood percentage number that we should be shooting for?
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amhain
 
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Post » Fri Sep 24, 2010 4:59 am

You could try tying some lesser insane effects to being wired on stim... like, locking the player into combat mode (CAN'T SLEEP, DEATHCLAWS WILL EAT ME), repeatedly force-equipping their weapon, or having their gun occasionally go off in their hand (oops, twitched). Not symptoms of full-blown insanity, of course, just symptoms of being utterly and completely wired to the gills and paranoid.

Some audial hallucinations would be great. Imagine strolling the Mojave when suddenly a supermutant screams out "NOW YOU DIE!!!" and the combat music starts... and after a minute of panicked spinning around on the spot it fades away and you realise nothing was there.
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Fiori Pra
 
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Post » Thu Sep 23, 2010 9:01 pm

EDIT 2: I've finished sorting the the IMCN :D

EDIT3: IMCN still counts time while the game is paused - Pipboy Screens. I've tested it several times to confirm. I've been digging in the invetory for couple of real life minutes and I could see the IMCN needs change. Not sure if it is intended or bug but if that is intended I am not quite happy with it..

EDIT4: Egad! My head exploded from drinking water. I've reread FO3 documentation and changle log you provided. Water intoxication is now active instead of at 633% now at 100%. Intended change? *Note to self to drink less* Bit confused about the Mood, are we supposed to aim for 100% happiness which is extermely hard with the approach of quality over quanity. Or is it like exterme happiness along the lines of bein high on drugs..? What is the "good" mood percentage number that we should be shooting for?


2. Thanks, that actually does sound useful. I'm not sure if I should make it part of the default mod, or as a separate optional module.

3. It does pass, but at 1:1 timescale, so it's probably not going to get you into trouble. If you really do want to pause, hit escape - the start menu will freeze time like it always does.

4. The percentages have been reworked since the FO3 version - 100% used to mean 1/3rd of a day's calories at rest. I got some requests to make it more like the RDA values on food labels though, so now it represents a full day's worth of food. So you should be shooting for 30% to 60% rather than 100% to 200% after a meal. That goes for calories and hydration. You should try to get nutrients and protein as high as you can (I did away with the overnutrition penalty, it was unrealistic that you could contract it by eating normal foods). The protein bonus kicks in at 160 grams per day for a 160 lb. character, so that works out to 300%.

Regarding mood, it's going to be a challenge to reach 100%, at least until I come up with more ways to improve it than just food, but the stat bonuses occur at 20% and 60%. My character right now is at 35% even with a low survival skill. Like nutrients, it's meant to be a challenge, and the +2 Luck, +2 Charisma bonus for 60% or more is pretty substantial.

The way mood is calculated, each time you eat something, the appeal value of your food is averaged with your mood, heavily weighted towards your mood. That means that eating something with an appeal equal to your mood will not improve your mood, just sustain it. Continuously eating food of say, 80% appeal, will eventually bring your mood to 80%, whether your mood was initially 0% or 100%. I will probably write some effects for drugs that temporarily boost your mood significantly, but leave you with a lower mood once they wear off (so staying on the drugs will keep you happy, but going off of them will leave you miserable).
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Lizs
 
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Post » Thu Sep 23, 2010 11:24 pm

...or having their gun occasionally go off in their hand (oops, twitched). Not symptoms of full-blown insanity, of course, just symptoms of being utterly and completely wired to the gills and paranoid...


Woops, that'll teach me to walk around with a loaded fatman.

I'll have to at least look into a way to prevent you from sleeping if your stimulant level is too high. Wait, think I already found one, came across it while making the FO3 patch for Sesom's See You... Time for Bed mod - setPCSleepHours 0.
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Josee Leach
 
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Post » Fri Sep 24, 2010 3:20 am

Alrighty, after wrapping up a bug associated with crashes during the Nothin' But a Hound Dog and For Auld Lang Syne quests, I've gone ahead and released it. The OP has the link, as well as the updated explanation of features included in the readme.
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Lizs
 
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Post » Thu Sep 23, 2010 3:33 pm

Congrats! Time for powered power armor? :D
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Charleigh Anderson
 
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Post » Fri Sep 24, 2010 5:12 am

Hmmm. I guess so. :nuke:

Just wish one of my characters actually had power armor training...
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c.o.s.m.o
 
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Post » Thu Sep 23, 2010 5:51 pm

Downloading now. Looking as good as you made it sound. =D
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Marcia Renton
 
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Post » Thu Sep 23, 2010 10:38 pm

lol, that's a tall order. If it disappoints, keep in mind that this is a first release, and it'll grow like the FO3 version did. There have been enough suggestions already to keep me busy for a month.
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Clea Jamerson
 
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Post » Fri Sep 24, 2010 2:19 am

I guess it is time to upgrade the needs again, woohoo.

I am still on beta version 4, I've had food poisoning affect me without actually eating anything at :S. Iast two things I had were sunset susrparilas and the "real" meal was ages ago. Is it normal and how does it work?

EDIT: I wasn't digesting anything and my fullness was on 0%.
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Grace Francis
 
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Post » Thu Sep 23, 2010 8:05 pm

Hmmm. The way it works, that should be totally impossible, but I'll check it out. Sent you a PM regarding the sorting mod patch, I've gotten requests for it so either you or I should go ahead and upload it, though we'll have to check with the original author first.
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nath
 
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