[WIP] MOD: Another Survival Mod

Post » Thu Nov 26, 2015 11:51 am

Okay so there hasn't been an actually proposed one yet but I'm sure there will be quite a few.

This intends to be a quick to make mod to start out with, to add a realistic element to battles and to warm me up for larger mods. So if you're a fan of a reflection on reality when it comes to shooting things, you might like this.

Proposed Feature List:
First Version "Ballistics and Poisons":

Revamp Carry Weight System
Reduce All health for everything to reflect their actual survival rate against bullets. e.g. a humanoid could, at most, survive 2-3 shots in the head although in very rare circumstance, where as a thick skin Yao Guai Can take multiple to most limbs.
Remove V.A.N.S perk
Add in a new perk "Field Medic" to replace V.A.N.S.

That's it so far, in the future I will try to start calculating armor and melee weapons along with crippling rates.

After that, lasers.


Update: Because there is a weapon list I'm going to leave damage they do as it is and make everything work around that. So:

Spoiler

Features (TODO)

Pip-Boy:


Maps will have no markers given beyond that of locations, no quest or custom markers can be used.
Fast travel is removed.

Items:

Item 'Bandage' added.

Artillery Smoke Grenades Craftable.

Pipe Grenade Launcher.

Combat re-vamp:

A Critical shot will be considered a regular hit and quite rare. The rest of the time they will be "grazes" which will be flesh wounds and cause a damage decrease of about 10% (minimum 1 damage)

Shotguns will have a much larger spread.



Weapons:

Source: http://fallout.wikia.com/wiki/Fallout_4_weapons

Healths:

Name Health (Lvl1) Gain/Lvl @ END 10 Player 10 5 Human NPC's 2

Effects:

Name Position HP Loss/S Poison Crouch/Still 0 Crouch/Walking 1 Crouch/Running 3 Standing/Still 2
Standing/Walking
4

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Sophie Louise Edge
 
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Post » Thu Nov 26, 2015 10:27 am

you can just change damge depend on difficulty in geck

it call fdiffmulthpbypcvh (very hard) this is damge done to player . if im not remember wrong
and for npc is fdiffmulthptopcvh

but if you really want to reduce health you can do it too

and you can set damage multiply too but this is not effect on monster(bite dont count)

for hardcoe

i guess bleeding when take bullet hit should be very good
(copy paste burn effect and change animation to bleed / but yeah i still cant find out how to stop it in fallout 3 when im burning and jump into water im still burning lol so i need to kearn more to stop this effect with c+ script add to the game)
and disater like
get sick when you take so much rain drop

ETC but my english bad

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Kayleigh Williams
 
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Post » Thu Nov 26, 2015 10:05 am

That's good to know, I will have to play about with the potential commands. Bleeding would be interesting, perhaps luck can effect the difference between a fleshwound (being shot in the ear) and total death (shot in the brain) when it comes to head shots.

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Tyrel
 
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Post » Thu Nov 26, 2015 2:52 am

but the game is design for 1 vs 1000

this hardcoe mode maybe make the game not enjoyable

i think you need to custom AI combat system in game too

reduce thier gun accuracy and do random fire rate

from my idea mod will take like forever to make XDDDDD

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Louise Dennis
 
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Post » Thu Nov 26, 2015 1:36 pm

Honestly unless the people at A world of Pain or Project Nevada decide not to develop for FO 4 I honestly wouldn't bother as they will have that type of mod sown up. Unless you're just doing it as a experiment into modding.

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louise hamilton
 
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Post » Thu Nov 26, 2015 1:08 am

I actually think VANS should be higher; something to do with heightening our senses electronically (with intelligence!)

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Robert Jr
 
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Post » Thu Nov 26, 2015 9:50 am

The problem with VANS is that it's worthless, since you already have quest markers.

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SEXY QUEEN
 
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Post » Thu Nov 26, 2015 5:33 am

...or... do we? #modidea

:wink_smile:

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Skrapp Stephens
 
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Post » Thu Nov 26, 2015 8:47 am

VANS must be replaced indeed.

More realistic damage in general will be needed as well. Bullets, bites, melee, explosions etc, everything.

Stimpack cooldown/addiction.

Food, water, sleep basics would also be nice.

If there are quest markers mod them out imo.

AWOP added interiors if I am not mistaken. Mods like Nevada and FWE changed that stuff. But I don't think any overhaul will be released before GECK.

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FLYBOYLEAK
 
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Post » Thu Nov 26, 2015 7:12 am


Brainfart, AWOP added locations and loot and bad ass NPCs to kill etc...

Project Nevada was mostly meant...They best remake PN for 4...
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Enie van Bied
 
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Post » Thu Nov 26, 2015 1:36 am

Glad to see discussion is sparking here, my dea is very basic and I'm hoping some community ideas will form. WHat about a map with no markers except what you draw? So for example quests give general compass direction and a distance, with a point of reference to size such as a legend you can draw a route to follow.

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Rusty Billiot
 
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Post » Thu Nov 26, 2015 5:02 am

Giving VANS an actual use that would send it pretty high up the skill list. Maybe after Hacker and Engineer? (Emulating some sort of cyber-enhancement)

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naome duncan
 
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Post » Thu Nov 26, 2015 3:13 am

If someone with modelling experience is willing to work on this I would do that coupled with the need for a helmet "Eye Augmentation", perhaps giving the HUD of power armour with quest markers and an increase in perception.

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Lance Vannortwick
 
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Post » Thu Nov 26, 2015 11:54 am


That'll most likely fall under a UI mod. Not sure if Gopher will be making oHud for FO4 which will handle no markers etc...
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laila hassan
 
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Post » Thu Nov 26, 2015 11:54 am

Sorry, I didn't see your post at first. You were either exaggerating or don't get the concept of healing/medicating. Not all fights in the game happen at once, that being said if you come off particularly bad from a fight then the best thing to do is seek medical attention before getting into another one. The idea of such a mod is to reduce the "Leeroy Jenkins" effect that tends to breed as you begin to survive more and more, what should be, deathly situations. Ideally AI would be improved that, if you silently take out enemies unseen (either with an instant critical hit with a melee weapon from behind with the critical banker perk; or a silenced sniper rifle to the head) there shouldn't be an aggravation from other enemies, allowing for a more tactical approach to gameplay.

The game IS designed for 1 vs many, but a modification is there to modify the game, hence the name.

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bonita mathews
 
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Post » Thu Nov 26, 2015 10:36 am

there was a mod for NV caled "realistic weapon damage" or something like that. he didn`t touch the weapons but the body part data, making it compatible with mod-added weapons ( at least a plus, i would even say a must have).

Some prototype is already out for FO4 but , imho, it isn`t as refined yet (well considereing we have no tools that are reliable now, that isn`t a surprise :) )

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gandalf
 
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Post » Thu Nov 26, 2015 10:06 am

Quite right, in the end I concluded modding weapons damage would cause conflicts with other third party mods used (which there will most likely be a lot more of than player health editing mods).

I edited my original post which states bleed will now be a common thing to occur, as well as there being a removal of "critical hits" in the traditional sense and will now be referred to as "hits", a regular shot will "Grazes" or "flesh wounds" that being a less than mortal wound but will inflict small bleeds which will need to be bandaged.

As for enemies Humanoids will be similar but a large amount of experimentation will be done on the creatures. For example a deathclaw will take a few "hits" and a lot of grazes. Although it will begin to run away from you and eventually bleed out (introducing the strategy of a long, drawn out battle which currently there isn't... as well as some long distance tracking to earn the trophies of your kill).

I'm glad there are some mods in this category already beginning to show, it gives a sense of what people are enjoying and what they aren't. For me, I'm going to stick to design phase and wait until reliability is more common.

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Kate Norris
 
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