[WIPZ/Relz] Imp's More Complex Needs

Post » Thu Sep 23, 2010 10:29 am

http://www.newvegasnexus.com/downloads/file.php?id=37254




The most ridiculously over the top needs mod for Fallout is back and doin' it in Vegas.



Features:

  • 8 independently tracked needs levels:
    • Fullness - prevents you from eating too much in one sitting
    • Calories - anologous to hardcoe mode's FOOD stat
    • Hydration - anologous to hardcoe mode's H2O stat
    • Protein - provides strength based bonuses/penalties, improves muscle building rate
    • Nutrients - ranges from Chronically Malnourished to a Paragon of Health
    • Stimulants - mentats-like bonuses, plus alleviates hunger and tiredness penalties (mmm... coffee)
    • Alcohol - BAC based effects with visuals both help and hamper you, like traits
    • Appeal - eating tastier foods improves your mood, improving health regeneration

  • Activity level based needs rates
    • different rates for running/walking/standing still/sleeping/wearing power armor
    • also effected by inventory weight

  • Circadian rhythm - dynamic bedtime with penalties if you're up too late
    • 6 hour "down time" each day when you should normally be asleep
    • Down time adjusts to your sleeping habits - wake up at 3 in the afternoon frequently, and your downtime shifts to 9am to 3pm

  • Power Armor waste recycling - Lore appropriate armors will capture lost moisture and store it in a reservoir

  • Time always passes
    • 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
    • Gametime will now truly match real time if you're using a timescale of 1
    • Pretty sure this feature is a Fallout first

  • Incorporates Imp's TimeScale Adjuster
    • Dynamic timescale option based on forevernomad's Immersive Timescale mod lets you select a higher timescale for traveling across the Mojave, to simulate longer travel distances
    • Prevents the deaths from starvation/dehydration usually associated with hardcoe mode and low timescales
    • Prevents the crashes that sometimes happen when sleeping/waiting for long periods with a non-vanilla timescale

  • Weight Tracking
    • Total overall weight effects food requirements
    • Body fat percentage (long term stat penalties/bonuses)
    • Skeletal muscle percentage (long term stat penalties/bonuses)

  • Variable player height
    • Manual adjustment mode - specify your height in feet and inches (or meters)
    • SPECIAL based - height is calculated from SPECIAL
    • Option to have it effect in-game player scale (your character will look taller or shorter if enabled)
    • Height effects weight

  • Fiddly menus applenty
    • nearly all features can be disabled/enabled
    • all nutrition related rates have independently adjustable multipliers

  • Optional health regeneration - an alternative to the vanilla food healing

  • Option to disable food healing

  • 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)

  • Improved food crafting
    • New recipes
      • Beer Bread Roll
      • Nuka Roll
      • Sunset Roll
      • Bighorner Stew
      • Spicy Pickled Ant Egg
      • Rattler Chili
      • Desert Salad Plus
      • Hardboiled Gecko Eggs
      • Lakelurk Cake
      • Rat On A Stick
      • Braised Roach In A Red Wine Reduction
      • Giant Rat Steak
      • Ant Ramen
      • Lakelurk Scramble
      • Vodka Victory Shots

    • More realistic recipe yields

  • Water bottling

  • 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)

  • Compatible with Harcore Mode

  • Takes advantage of hardcoe mode's HUD and stat readouts

  • Interdependent needs rates
    • Alcohol and stimulants will increase dehydration rate
    • Stimulants cause you to digest more quickly (fullness decreases more rapidly)
    • Hydration will increase water and nutrient loss rates (drink more and pee more)

  • Compatible with http://www.newvegasnexus.com/downloads/file.php?id=34814 - dehydrate more quickly on hot days

  • Cure nasty/potentially fatal conditions with visits to the doctor

  • Creature death loot changes
    • most meat yields have been increased (there's a lot of meat on them big horners)
    • but its proportional to your survival skill

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Dan Stevens
 
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Post » Thu Sep 23, 2010 9:57 am

Wow.
This is crazy good!
Thanks for the hard work
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Tha King o Geekz
 
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Post » Thu Sep 23, 2010 7:22 am

Awesome. I enjoyed IMCN very much in FO3, and I'm looking forward to this. :)
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Hannah Barnard
 
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Post » Thu Sep 23, 2010 10:29 am

Can't wait! This'll be such a huge improvement over the hardcoe management.
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NAkeshIa BENNETT
 
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Post » Thu Sep 23, 2010 6:45 pm

Thanks. A lot of stuff's been rewritten since the FO3 version, there were a lot of changes I was planning to make based on user feedback, and it was easier to rewrite than to try to edit (the code's been simplified and broken up into more quest scripts to make it easier to keep track of everything). The "time always passes" feature also makes things easier - fewer special cases to deal with.

Also, I forgot to mention, animal meat drops have been increased like they were for the FO3 version, and the amount you're able to salvage is proportional to your survival skill.
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k a t e
 
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Post » Thu Sep 23, 2010 6:44 am

This sounds like an incredibly detailed mod.

Is there a way to make an option so that your guy will automatically eat food and drink water when he gets thirsty or hungry?

I like hunger/thirst mods but I hate having to go into my inventory and manually click on stuff. It just seems like my guy should feed himself when he's hungry or thirsty without my intervention, just like he reloads his gun when he needs to.

It could even select food/water randomly instead of trying to figure out the best nutrition value for the moment (as long as it didn't trip the "too full" thing).
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Princess Johnson
 
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Post » Thu Sep 23, 2010 7:10 am

I do like that idea, it would open the door for adding needs requirements to your companions, but would be pretty complicated to code for this mod. The random selection idea would be doable - I could just make a leveled item with every food in the game, and pull an item from it when you're hungry - but I can definitely see things getting horribly out of whack. It's actually something of a challenge to keep your various levels where they should be when you're doing it by hand. It might work though with separate leveled lists for high nutrient foods, high cal foods, high protein foods, and beverages, and the script pulling from whichever one is associated with the nutrient stat that's lowest, until you're full or everything's satisfied. I'll keep it in mind, but it will definitely have to wait for a later release - I've pretty much finalized the list of features for r1.
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Shannon Marie Jones
 
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Post » Thu Sep 23, 2010 11:08 am

Hey - actually I'm curious about the new 'Appeal' stat. You mention it improves health regeneration; is that in addition to the health regeneration given by having adequate levels in calories, nutrients, protein and whatnot - or does it replace it? I thought the approach to that in the FO3 version made sense and worked well as a gameplay mechanic; health regeneration as a reward for managing resources well enough to have adequate levels in multiple needs at a time.

And does 'Appeal' have an influence on anything else? Just curious on your thinking behind its addition. :)
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des lynam
 
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Post » Thu Sep 23, 2010 6:18 pm

By default, IMCN removes food healing and replaces it with gradual health regeneration, like most needs mods do, but that sort of makes the survival skill completely worthless unless crafting somehow improved the stats of foods - but this mod is realism oriented so the crafted foods are equal to the sum of their parts in terms of calories, fat, protein, etc. So I invented the appeal stat to give crafted foods some kind of an advantage. Raw bloatfly meat has an appeal of -100%, but a bloatfly slider has an appeal of about +40% or so. Everything in this mod is subject to change if enough people start asking for it, but at the moment the way the health regeneration works is that all of your needs levels have to be at least adequate for you to regenerate health, including mood. Then there's a multiplier (1 + mood / 100 I think) that increases your regeneration rate by a factor of up to 2 depending on how high your mood stat is. I'm in the balancing stage though, so I still have to add in the perk related health regeneration bonuses that were in the FO3 version, and I haven't decided yet whether the other nutrition levels will also be able to increase regen.

There's also a mood based penalty/bonus system in effect:

+60% to +100% gives +2 luck, +2 charisma (on top of the world)
+20% to +60% gives +1 luck, +1 charisma (chipper)
-20% to -60% gives -1 luck, -1 charisma (downcast)
-60% to -100% gives -2 luck, -2 charisma (despondent)

That way if you've disabled health regeneration, mood still has some effect.
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joseluis perez
 
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Post » Thu Sep 23, 2010 7:41 pm

Incorporates Imp's TimeScale Adjuster
  • Dynamic timescale option based on forevernomad's Immersive Timescale mod lets you select a higher timescale for traveling across the Mojave, to simulate longer travel distances
  • Prevents the deaths from starvation/dehydration usually associated with hardcoe mode and low timescales
  • Prevents the crashes that sometimes happen when sleeping/waiting for long periods with a non-vanilla timescale


Thank you thank you thank you. I got stuck in and loop once. Left the house, realized I was about to die of dehydration, went back in, took two steps toward the fridge and died. Auto save caught me going in, so I was kinda stuck with my last save being about 20 mins before >.> I got too used to CASM in FO3.
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Elena Alina
 
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Post » Thu Sep 23, 2010 2:48 pm

The timescale adjuster wouldn't really save you from that sort of situation, but you can disable fatalities or press the "reset needs levels" button if you get into trouble.
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oliver klosoff
 
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Post » Thu Sep 23, 2010 11:25 am

Dreadfully complex, but sadistically alluring. I may be using this mod once it's released.
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Rex Help
 
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Post » Thu Sep 23, 2010 9:00 am

The complexity makes it stay interesting for longer - there'd be no reason to make it otherwise, now that NV has a hardcoe mode. Also, as complex as the inner workings are, its surprisingly intuitive since the numbers all stay so close to real world foods and phenomena.
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Chris Johnston
 
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Post » Thu Sep 23, 2010 3:28 pm

The timescale adjuster wouldn't really save you from that sort of situation, but you can disable fatalities or press the "reset needs levels" button if you get into trouble.

My point though, I had no way to change it (short of turning off hardcoe I suppose). It was just silly that I would die 3 feet from the fridge with water in it.
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FABIAN RUIZ
 
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Post » Thu Sep 23, 2010 1:34 pm

Don't you mean "goldfish heeled"? I mean, unless eating goldfishes heals. And I don't think New Vegas has any goldfish...
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Oyuki Manson Lavey
 
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Post » Thu Sep 23, 2010 11:05 am

Yeah, I noticed that right after I posted. Of course what's just about the only typo has to be in the part I can't edit. :brokencomputer:

I think New Vegas could probably use some goldfish though, either healing or in a pimp shoe. One of the player homes for FO3 added a fish tank, right? With food healing, you could have a Fish Called Wanda moment and get yourself back up to full health.
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u gone see
 
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Post » Thu Sep 23, 2010 7:36 am

By default, IMCN removes food healing and replaces it with gradual health regeneration, like most needs mods do, but that sort of makes the survival skill completely worthless unless crafting somehow improved the stats of foods - but this mod is realism oriented so the crafted foods are equal to the sum of their parts in terms of calories, fat, protein, etc. So I invented the appeal stat to give crafted foods some kind of an advantage. Raw bloatfly meat has an appeal of -100%, but a bloatfly slider has an appeal of about +40% or so. Everything in this mod is subject to change if enough people start asking for it, but at the moment the way the health regeneration works is that all of your needs levels have to be at least adequate for you to regenerate health, including mood. Then there's a multiplier (1 + mood / 100 I think) that increases your regeneration rate by a factor of up to 2 depending on how high your mood stat is. I'm in the balancing stage though, so I still have to add in the perk related health regeneration bonuses that were in the FO3 version, and I haven't decided yet whether the other nutrition levels will also be able to increase regen.

There's also a mood based penalty/bonus system in effect:

+60% to +100% gives +2 luck, +2 charisma (on top of the world)
+20% to +60% gives +1 luck, +1 charisma (chipper)
-20% to -60% gives -1 luck, -1 charisma (downcast)
-60% to -100% gives -2 luck, -2 charisma (despondent)

That way if you've disabled health regeneration, mood still has some effect.


Sounds good. :)
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Haley Cooper
 
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Post » Thu Sep 23, 2010 10:47 am

Excellent. And to keep replies to a minimum, your suggestions worked out for me yesterday while playing. Will go ahead and remove the timescale mod and change over to this when it becomes available.

But as I never got FO3 for the comp, was giving me errors at the time :brokencomputer: , I never got to use your original mod. How exactly are all the nutrient values and such displayed? In the HUD/Pipboy with the other parts of our hardcoe needs? Or is it in the menu you can access from your inventory?

If I have a mod that lets me use empty bottles, refilling from sinks and such, should I remove it before using this mod?

Do you add any new diseases/illness's that can be contracted/need to be cured through something your mod adds?


Thanks in advance for the answers. ^.^
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мistrєss
 
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Post » Thu Sep 23, 2010 8:12 pm

For release 1, you'll be checking your needs levels by clicking on an ingestible item that pops up a menu. The ingestible can be assigned to one of your numerical hotkeys, so you can open it up without having to open your pipboy (it's a lot more convenient than hardcoe mode's system). The hardcoe mode readouts also work, reporting calories, hydration, and sleep - I mapped the IMCN levels onto the hardcoe numbering system of 0 through 1000, so if they read anything below 200 it means the levels are adequate, 200 to 400 means a mild penalty (peckish, thirsty, drowsy), and so on. Once NVSE is finalized I'll add regular, reassignable hotkeys that can be used to open the need levels display and config menu, as well as a HUD readout that shows all of your values all of the time (there are screenshots of it on the IMCN images page, it can be toggled on or off, and repositioned). You also get http://www.fallout3nexus.com/imageshare/images/1250436-1273882194.jpg when you transition from one penalty stage to another (and I got sort of creative with the messages, gave the pipboy an attitude like a Mr. Gutsy - some people love it, some hate it, but you can turn them off). I also highly recommend DUI - I worked with DarN a bit to tweak the pipboy so that it would better display the multitude of effects that each food has attached to it. It also moves all of the hardcoe mode readouts onto the same panel.

I have to edit the water actor effects to allow you to drink from water sources and have it replenish your hydration, but that breaks other water bottling mods, and I have to edit all of the ingestible effects, which prevents other mod's empty water bottle adder scripts from working. IMCN has it's own empty water bottle item, and lets you bottle purified, dirty, or irradiated water, but prevents you from bottling anything worse (I didn't see much point in creating bottled versions of bad, terrible, and lethal water). It doesn't give you the option of emptying your water bottles, though that's something I might add in the future.

Food poisoning is the only real disease, though I've had a request for scurvy. It wears off after a number of hours but can be cured by visiting a doctor. Having inadequate levels of any of the various nutrition stats will also impose penalties (protein starved, chronically malnourished, critical starvation, etc... there are more than 30 I think). The potentially lethal water and calorie related penalties can be dispelled by visiting a doctor, or by bringing the levels back up to adequate with food and water. In addition, alcohol poisoning (having a BAC of above 0.42%) will kill you, but visiting a doctor while blackout drunk will sober you up. You can overdose on stimulants (more than 5000mg of caffeine at a body weight of 160lbs.). Excessive hydration will cause water intoxication, which hurts but won't kill you in this version. I'd love to collaborate with someone like Sesom to make some oddball scenarios for when you're blackout drunk. I'll probably post a list of all the penalties and bonuses once things are finalized, like I did for the FO3 version. It starts out a little easier than hardcoe mode - if you're eating right you will probably need to eat less often than with vanilla hardcoe mode and timescale - but if you neglect any of your levels the penalties begin to compound and can really jack you up.
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CxvIII
 
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Post » Thu Sep 23, 2010 10:11 am

Very comprehensive. Also very impressive. :foodndrink:

The bad-terrible-lethal water could be good if we could use them like the poisoned apples from Oblivion. XD

Otherwise it sounds like you have given it all a lot of thought and implemented a lot of very functional and immersive effects for us to enjoy. Can't wait to try it out. Combine that with ambient temperature and your power armor mod (whenever you have time for that) and we will have Fallout New Vegas the way it was meant to be.
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Laura
 
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Post » Thu Sep 23, 2010 1:43 pm

The FO3 version of IMCN's been around for several months now, and has gone through a bunch of revisions, so it contains a lot of people's suggestions, and this NV release has carried all of them over, and added some that I had planned.

I'm planning on doing a direct copy of Powered Power Armor from the FO3 version rather than a rewrite like I did with IMCN (that mod's complex as hell, I really don't want to go through the whole debug process with it again). It's pretty impressive that the FOSE folks have gotten a beta of NVSE ready so quick - I'll be able to start with the port as soon I've finished with R1 of IMCNNV.
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Karl harris
 
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Post » Thu Sep 23, 2010 9:58 pm

Goodness. I think I'll try it out on my next playthrough.
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Bethany Watkin
 
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Post » Thu Sep 23, 2010 5:41 pm

OFF TOPIC

On the topic of your PPA
Can you show progression from fully powered to unpowered( as a side note I think that it should become dormant because the power armor has to have reserves right?). Effect like carries its own weight, more strength bonus(don't know how you will balance that) and such. Can you also make a new source because for the people in hardcoe it's hard to lug around energy cells for only power armor.

ON TOPIC
Will you be able to give survival some use? Everyone has been talking about its general uselessness.
You could have extra effects and also change some of the recipes for the skill.
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Margarita Diaz
 
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Post » Thu Sep 23, 2010 8:42 am

Oh hell yes :D
I loved IMCN for F3, now I'll love it on New Vegas :D
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Captian Caveman
 
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Post » Thu Sep 23, 2010 11:08 am

òh this looking good

I must say the mods steamrolling out for NV, good you guys got former experiance and ideas from F3 and
can make the best one right away for NV.

Will NV be our new favorite ?

Thank you Imp, you do a heck of a good job and deserve an beer *passes one over*
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yessenia hermosillo
 
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