Mod to reduce the amount of food, meds, and chems?

Post » Fri Apr 02, 2010 6:20 am

Have been looking for a --(stand alone)-- mod to reduce the amount of -food, -meds, -and chems in the game world with no success --so if anybody knows of one?-- or can make one?-- or can direct me to some help to make one with the G.E.C.K. my self?-- well that would be great! thanks in advance for any assistance provided to make my FO 3 a better game

thank you
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Charleigh Anderson
 
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Post » Fri Apr 02, 2010 11:40 am

I would like to direct your attention to my mod: http://fallout3nexus.com/downloads/file.php?id=9022

I have a little plugin called Unfound Loot. When you enter a cell for the first time each piece of hand placed loot, the stuff that's just laying around, runs a check against your Luck. Pass the check and the item is there, fail and it disapears forever. The version I have released doesn't cover everything and it comes in a number of plugins for a little bit of cutomization, but I'm am working on a more robust version that covers all items and while not a standalone every feature can be adjusted or even turned off. Check it out, see if it's to your liking and let me know if you find a problem or have a suggestion.
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NO suckers In Here
 
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Post » Fri Apr 02, 2010 6:50 am

hey, thank you Stevedog I will check it out and let you know what I find
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Claudia Cook
 
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Post » Fri Apr 02, 2010 8:28 pm

yea, Stevedog, will test alot more but, just to let you know I ran a test through springville school, and the superduper mart, and the script for the unfound chems seems to work well. I had to use the high esp. for my tastes but found it did what I needed for my game.
Really, so far I would just ecourage you to keep working on the next version and include water and food in it, great work, and a really good idea running a script check against the pc's luck stat, seems to work nice so far

But I will try to test it some more, and if I run into anything buggy I will be sure to let you know thanks again for your work on this mod and for directing my attention to it.
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Facebook me
 
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Post » Fri Apr 02, 2010 6:11 am

I'm glad you're liking it. I still need to finish Unfound Food, Ive been mostly working on a menu system. I plan to still have the High Med and Low settings but also include a Custom setting that lets you choose a number between 1 and 10 for how much each point of luck contributes to you chance to find each item.
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Jack Bryan
 
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Post » Fri Apr 02, 2010 9:18 am

Not a "standalone" mod, but one of the main things Fallout Wanderer Edition does is drastically reduce the amount of ammo and meds. I don't think food is reduced, on the other hand the "Primary Needs" system implemented makes it actually necessary so you have to scrounge out every last bit.

You can try FWE with Savage Wasteland on VH too. hardcoe.
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Sophh
 
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Post » Fri Apr 02, 2010 4:50 pm

I'm glad you're liking it. I still need to finish Unfound Food, Ive been mostly working on a menu system. I plan to still have the High Med and Low settings but also include a Custom setting that lets you choose a number between 1 and 10 for how much each point of luck contributes to you chance to find each item.


This sounds really good. Using luck to affect what you find is a good idea. I've made one for myself removing hand placed stims, but your script sounds like the better way to go. I think I'll give it a try as well.
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Emerald Dreams
 
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Post » Fri Apr 02, 2010 7:25 am

Ok, does this also include the firstaid boxes, and containers,or is it just loose items?

because im still finding pretty good amounts of chems in containers, firstaid boxes, it may just be me I havent played vanilla in a long time untill today I was using -primary needs- and that loot list

it worked well enough but I felt -imo- it required too much food and water, felt like all I was doing was eating and drinking more and more water nobody could drink that much -LOL-

I had tryed -simple needs- before and loved it then, so I reinstalled it today along with -triage- and the only thing I miss about primary needs and real injuries is thier loot list

but any way just a quick suggestion- I might make chems more rare, on the higher difficulty esps. if possible, but then again it sounds like the next version will be very tweaky friendly, may not need to bother, just something to double check that I noticed after playing a while
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Laurenn Doylee
 
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Post » Fri Apr 02, 2010 6:00 pm

Ok, does this also include the firstaid boxes, and containers,or is it just loose items?


Not yet, I was working on this and then I found outthat the FWE team is planning to do this in version 5.0. More to the point, they are using the exact same method I was using. So for compatability concerns I'm waiting to see how they implement it. I can then either piggyback on it and use their variable names for seemless compatability as well as fully functional as a stand alone, or I can make a patch if my method turns out to be a bit better. But unless the FWE team feels like giving me a pre release ( :hubbahubba: :poke: :bowdown: :sad: ) then that means a short wait until I get my next full version out.
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Kat Stewart
 
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Post » Fri Apr 02, 2010 10:36 am

I have a little plugin called Unfound Loot. When you enter a cell for the first time each piece of hand placed loot, the stuff that's just laying around, runs a check against your Luck. Pass the check and the item is there, fail and it disapears forever.


Out of curiosity, and I assume there is a reason, but why is it hand-placed loot and not the random spawn loot from containers that is subject to the script? Hand place loot I can deal with, since they are often meant as "ambiance" to a location. It's the random loot that annoys me, like finding ammo in file cabinets, caps in closets, post-war food items in fridges in buildings that have not been visited since the war, that sort of thing....it's almost as bad as bashing barrels and chests in NWN...
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james tait
 
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Post » Fri Apr 02, 2010 10:09 pm

Out of curiosity, and I assume there is a reason, but why is it hand-placed loot and not the random spawn loot from containers that is subject to the script?


I decided to start with the hard part first, once that was done reducing the items in containers would be relativley quick and easy.
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Alkira rose Nankivell
 
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Post » Fri Apr 02, 2010 2:43 pm

Ok, does this also include the firstaid boxes, and containers,or is it just loose items?

because im still finding pretty good amounts of chems in containers, firstaid boxes, it may just be me I havent played vanilla in a long time untill today I was using -primary needs- and that loot list

it worked well enough but I felt -imo- it required too much food and water, felt like all I was doing was eating and drinking more and more water nobody could drink that much -LOL-

I had tryed -simple needs- before and loved it then, so I reinstalled it today along with -triage- and the only thing I miss about primary needs and real injuries is thier loot list

but any way just a quick suggestion- I might make chems more rare, on the higher difficulty esps. if possible, but then again it sounds like the next version will be very tweaky friendly, may not need to bother, just something to double check that I noticed after playing a while


In the meantime you might like to try XFO's There are esp's to choose from for loot scarcity in containers that range from easy to hard. http://www.fallout3nexus.com/downloads/file.php?id=334
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Tyrel
 
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Post » Fri Apr 02, 2010 8:31 am

I see your point. Your aim is to decrease the overall loot of the Wasteland and your plugin is definitly a right step in that direction. However, I see the problem somewhat differently. My issue is that Bethesda got lazy and decided to saturate the Wasteland with mostly random spawn container loot in place of "hand-placed" loot which would have allowed them to simulate a more convincing post-war "reality." Logcally, almost no containers in the Wasteland should have anything but crap--they would have been picked clean by survivors and scavengers--except in inhabited areas or places sealed since the war (eg. National Guard Depot), where supplies should be in abundance courtesy of several generations of scauaging and hoarding. The problem is that random containers are spread thoughout the Wasteland and to simulate this "reality" would require overhauling the leveled list for containers (which all "decrease loot" mods eventually do) and individually switching out containers (a task that would probably take months, if not longer, for one person to do, not to mention compatibility issues with other mods). My primary concern with your mod right now is that I might walk into the Nuka Cola shop from Cev's DC Interiors (for example) on a very unlucky day and find almost none of the hand placed stuff there that is meant to be convey the "ambiance" of the place. Anyways, I am annoyed by the Wasteland non-economy (where nuka-cola caps is currency, even though it is apparently not backed by any financial institution....), now the world knows...meh.
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Jessie
 
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Post » Fri Apr 02, 2010 3:35 pm

Not yet, I was working on this and then I found outthat the FWE team is planning to do this in version 5.0. More to the point, they are using the exact same method I was using. So for compatability concerns I'm waiting to see how they implement it. I can then either piggyback on it and use their variable names for seemless compatability as well as fully functional as a stand alone, or I can make a patch if my method turns out to be a bit better. But unless the FWE team feels like giving me a pre release ( ) then that means a short wait until I get my next full version out.


Ok, good to know- then your mod as far as I can tell is spot on, lets hope the FWE team lets you have a peek at that because from the sound of it this is going to work great for me


In the meantime you might like to try XFO's There are esp's to choose from for loot scarcity in containers that range from easy to hard


hey, thank you! katnap will be sure to give it a whirl
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Nice one
 
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Post » Fri Apr 02, 2010 6:12 am

If you want JUST a standalone loot reducing mod, you can download XFO from the nexus and just use the less ammo / chem modules.
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Da Missz
 
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Post » Fri Apr 02, 2010 9:01 am

If you want JUST a standalone loot reducing mod, you can download XFO from the nexus and just use the less ammo / chem modules.


thanks mez!, but I really need one that cuts back on food and water too, to make it a bit harder to stay feed and in good health

but using savage wasteland and XFO the food and water reducer is all I still need

but if I understood Stevedog correctly he will include that and more in his next version of -savage wasteland- it sounds very good

guess I will keep testing savage wasteland for the moment and hope the FWE team lets Stevedog check out their mod so he can get his ready sooner I hope

unless somebody knows of one that has been under the radar, that reduces chems, meds, food, and water but from what I understand the only one that does this is the -primary needs mod- and it for me is out of the question untill somebody tweaks the thirst rate

drink- drink- drink -still thirsty- still alittle thirsty-keep drinking- LOL

but really its a great mod not bashing it at all took alot of hard work to make and I have used it for a long time its just the thirst rate drives me insane
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Alexander Horton
 
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Post » Fri Apr 02, 2010 11:00 am

XFO was somewhat of an inspiration to the Unfound Loot mod. Xodorap went cell by cell by cell and hand removed a lot of items in one of his plugins, I thought there could be a better way, a way that allowed some tweaking by the player.

I don't remember if the original primary needs had the adjustment function or that is something that the FWE team added, but I did have to adjust the thirst and hunger settings after downloading a timescale mod.

I'm currently at the point in development that I have a lot of pieces ready to go and a lot of pieces almost ready, I just need to assemble them into one coherent entity. But if all your missing is the Food and Water rarity piece then maybe I could polish that up a bit and release just a High version. If you think that might hold you for a little while untill I get the whole thing put together.
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Cash n Class
 
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Post » Fri Apr 02, 2010 7:30 am

I'd strongly recommend you check out It's Bubbly! which does a very good job of reducing the amount of stuff you can find. It's a very small, simple mod, that has modular components so you can make it even simpler if you wish.
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Sarah Unwin
 
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Post » Fri Apr 02, 2010 6:48 pm

I'm currently at the point in development that I have a lot of pieces ready to go and a lot of pieces almost ready, I just need to assemble them into one coherent entity. But if all your missing is the Food and Water rarity piece then maybe I could polish that up a bit and release just a High version. If you think that might hold you for a little while untill I get the whole thing put together


cant say no to that! if its not a whole load of trouble, but please dont knock your self out on my accord, but yes that would be super if possible thank you so much for the effort and offer
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Cagla Cali
 
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Post » Fri Apr 02, 2010 6:54 am

I love 'http://www.fallout3nexus.com/downloads/file.php?id=7695', definetely try that out. :D
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Kelly Upshall
 
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Post » Fri Apr 02, 2010 8:45 am

I'd strongly recommend you check out It's Bubbly! which does a very good job of reducing the amount of stuff you can find. It's a very small, simple mod, that has modular components so you can make it even simpler if you wish.


I love 'It's Bubbly!', definetely try that out.


thanks for the suggestion jamesrh,FoxtrotZulu, if SteveDog runs into any problems I will probably use that untill he gets his sorted out, the thing that I like about savage wasteland is the script checking your luck stat it makes the luck stat actually usefull
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Roy Harris
 
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Post » Fri Apr 02, 2010 7:43 pm

Well, I can't help you with this, I recommend It's Bubbly anyway, but if you want to have SPECIALs more meaning and usefullness, I suggest you use my http://www.fallout3nexus.com/downloads/file.php?id=11195&tab=6&navtag=/modules/comments/index2.php?tid=182186|:|fid= mod. One of it's nicer things is that it makes having a high luck actually usefull. Combine that with Unfound loot, and you'll never use a low luck again :)
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Laura-Jayne Lee
 
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Post » Fri Apr 02, 2010 10:03 am

cant say no to that! if its not a whole load of trouble, but please dont knock your self out on my accord, but yes that would be super if possible thank you so much for the effort and offer

Well I can't promise that I'll try, but I'll try to try.
For purposes of my own sanity, I broke up Unfound Loot into Meds, Ammo, Guns, Explosives, Melee/Unarmed, All Other Ingestibles and Junk. I've finished most of them I'm still working on Ingestibles and Junk. I actually had these penciled in as one of the last parts to work on because it's mind numbingly easy to make but terribly time consuming due to the sheer amount of food and drink and miscellaneous items found in the game. I'll put the Ingestible group at the top of my todo list and see how soon I can get that piece done. Fortunatley it's something I can work on while watching the Daytona 500!
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Adriana Lenzo
 
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Post » Fri Apr 02, 2010 8:27 am

Well, I can't help you with this, I recommend It's Bubbly anyway, but if you want to have SPECIALs more meaning and usefullness, I suggest you use my SCBOP - Skill Cap Based On SPECIALs mod. One of it's nicer things is that it makes having a high luck actually usefull. Combine that with Unfound loot, and you'll never use a low luck again


thanks for the suggestion, will check it out, sounds good


Well I can't promise that I'll try, but I'll try to try.
For purposes of my own sanity, I broke up Unfound Loot into Meds, Ammo, Guns, Explosives, Melee/Unarmed, All Other Ingestibles and Junk. I've finished most of them I'm still working on Ingestibles and Junk. I actually had these penciled in as one of the last parts to work on because it's mind numbingly easy to make but terribly time consuming due to the sheer amount of food and drink and miscellaneous items found in the game. I'll put the Ingestible group at the top of my todo list and see how soon I can get that piece done. Fortunatley it's something I can work on while watching the Daytona 500!



totally understand have had a few jobs like that -LOL- like I said earlier, do not go out of the way, I can wait on the full mod if needs be
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XPidgex Jefferson
 
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Post » Fri Apr 02, 2010 6:30 pm

thanks for the suggestion, will check it out, sounds good


Give some feedback on the mods you chose when you've played with them :) I like to hear peoples opinions on mods.
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Marine Arrègle
 
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