[RELz][WIPz]Real Injuries/RI - Primary Needs, and RI_Hunger/

Post » Sat Feb 19, 2011 2:32 am

Really? I lost 1 S.P.E.C.I.A.L stat point on both, don't remember which, and when I opened it in FO3Edit it told me that they made you get penalties too.


Little thirsty and Somewhat hungry


Correct: A bit thirsty. Somewhat hungry is inform only.

@Lucien834

a cool feature would be to take chems like psycho to stay awake


Jet :) When you take a Jet, you receive stimulate/awakening effect. Duration is 3 in-game hours.
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Nikki Morse
 
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Post » Sat Feb 19, 2011 9:58 am

This is good stuff. Thanks. I'm using the current stable version and would like to know how you fill the empty bottles. I've tried using the sink and the river but I can't equip the empty bottle or do anything with it except drop it (I've also tried doing this in the water). Am I missing something? Cheers.
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Jordan Moreno
 
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Post » Fri Feb 18, 2011 11:24 pm

Hello,

This is good stuff. Thanks. I'm using the current stable version and would like to know how you fill the empty bottles. I've tried using the sink and the river but I can't equip the empty bottle or do anything with it except drop it (I've also tried doing this in the water). Am I missing something? Cheers.


Empty Bottle is not equip-able equipment. It's a AID item. Just use Empty Bottle as same as other consumable. Open inventory, then click empty bottle. Then you can follow readme instruction.

Fillable Empty Bottle
When you drink Purified Water/Dirty Water and other newly introduced waters, PC will receive one "Empty Bottle". (Using same model/texture as Dirty Water)

This "Empty Bottle" is a consumable item and sitting in AID tab. When you need to refill water, use Empty Bottle in inventory, then activate water source within 15 seconds. If PC fails to activate water source within 15 seconds, Empty Bottle return to PC inventory.

If PC successfully activate water source within 15 seconds, PC will receive one Water Bottle. A water type depends on what water source is activated.

Note:
This Fillable Empty Bottle feature is not altering Activators. Just changes only Water effects. Due to this implementation, Fillable Water work as following:
1/ PC drink water from water source - Play animation and sound.
2/ Recieve Radiation damage
3/ RI - Primary Needs checks "Empty Bottle" used past 15 seconds.
4/ If yes, RI - Primary Needs gives Water Bottle to PC inventory.
5/ Then remove Radiation damages.

And also, water sources never says "+xx HP". However, if you choose Preset 1, PC HP will recover.


Hope this helps.
Enjoy :)
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Enny Labinjo
 
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Post » Sat Feb 19, 2011 7:49 am

Hello,



Empty Bottle is not equip-able equipment. It's a AID item. Just use Empty Bottle as same as other consumable. Open inventory, then click empty bottle. Then you can follow readme instruction.



Hope this helps.
Enjoy :)


Thanks. I'll give that a try. This mod with Mart's Mod and a couple of Jaynus's gives the game a whole new lease of life. Thanks very much for your work!
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Rachel Eloise Getoutofmyface
 
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Post » Fri Feb 18, 2011 9:11 pm

Thanks. I'll give that a try. This mod with Mart's Mod and a couple of Jaynus's gives the game a whole new lease of life. Thanks very much for your work!



I've tried what you said and one of the empty bottles (I have two) disappears from the PIP Boy. However, when I close the Pip Boy, I immediately get 'Empty Bottle Added' and even though I then activate the water (a river) I drink and there are still two empty bottles in my inventory in Pip Boy. I've even tried altering the load order so that your Primary needs mod is loaded last. Any ideas what's going wrong? Thanks.
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Melly Angelic
 
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Post » Sat Feb 19, 2011 4:29 am

I've tried what you said and one of the empty bottles (I have two) disappears from the PIP Boy. However, when I close the Pip Boy, I immediately get 'Empty Bottle Added' and even though I then activate the water (a river) I drink and there are still two empty bottles in my inventory in Pip Boy. I've even tried altering the load order so that your Primary needs mod is loaded last. Any ideas what's going wrong? Thanks.


Empty Bottle is consumable item. When you use Empty Bottle, it will disappear. After using Empty Bottle, close pip-boy then activate water source within 15 seconds. You'll get some water (depends on what water source you activated).

If you did not activate within 15 seconds, Empty Bottle give back to your inventory. I assume you used empty bottle, but you miss activating water source within 15 seconds.
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Roddy
 
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Post » Sat Feb 19, 2011 8:23 am

Empty Bottle is consumable item. When you use Empty Bottle, it will disappear. After using Empty Bottle, close pip-boy then activate water source within 15 seconds. You'll get some water (depends on what water source you activated).

If you did not activate within 15 seconds, Empty Bottle give back to your inventory. I assume you used empty bottle, but you miss activating water source within 15 seconds.


The empty bottle reappears immediately after closing Pip Boy giving the message, 'Empty Bottle Added' and I activate the water within 2 seconds. But I just drink and there are STILL two empty bottles in my inventory. It's almost as if there is no 15 second window to get the water.
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Evaa
 
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Post » Fri Feb 18, 2011 7:50 pm

The empty bottle reappears immediately after closing Pip Boy giving the message, 'Empty Bottle Added' and I activate the water within 2 seconds. But I just drink and there are STILL two empty bottles in my inventory. It's almost as if there is no 15 second window to get the water.


Hello,

With this case, condition should be:
1/ Player is in combat

or

2/ Previous Water fill quest is running.

If you are using using FOSE, open console, then type:
StopQuest RIWaterFillQuest

If you are not using FOSE, check MOD Index by using FOMM or FO3Edit, then go console and type
StopQuest [xx]004AF5



Empty Bottle script call RIWaterFillQuest, but if Quest is already running or PC is in combat, Empty Bottle immediately return back to inventory.
Current script will stop quest:
1/ When Filled bottle
2/ Timeout

Maybe there is different case. I'll check tonight.

Thanks,
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Cagla Cali
 
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Post » Fri Feb 18, 2011 7:29 pm

Oops,

Looks like local var index mismatched.

Link Obsolete.

Try this one, just recompiled one. And if you can report back for me, would be nice. I can compile scripts, but currently I can only access to Laptop. And this laptop really slow for running Fallout 3.
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Danii Brown
 
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Post » Sat Feb 19, 2011 11:00 am

Oops,

Looks like local var index mismatched.

http://www.4shared.com/file/82653127/b41cd67c/RI_PNeeds121.html

Try this one, just recompiled one. And if you can report back for me, would be nice. I can compile scripts, but currently I can only access to Laptop. And this laptop really slow for running Fallout 3.


Hi Kathrin. Thanks for looking into this for me.
I've just tried the new esp file you made and my save game will not load with it installed.
It just freezes on the load screen.
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Add Me
 
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Post » Sat Feb 19, 2011 4:20 am

It looks like my save game won't load even with the original esp file now. I also tried the autosave before it and the load screen locks up with that too.
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Jade Barnes-Mackey
 
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Post » Fri Feb 18, 2011 7:49 pm

I've now managed to load the savegame by starting a NEW game and loading the save from the new game. Very odd. Your new file also works on the sink in Meresti Station. I can fill an empty bottle at the sink. Thanks for your help. I'll see how it goes now.
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Quick Draw
 
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Post » Fri Feb 18, 2011 9:26 pm

I've now managed to load the savegame by starting a NEW game and loading the save from the new game. Very odd. Your new file also works on the sink in Meresti Station. I can fill an empty bottle at the sink. Thanks for your help. I'll see how it goes now.


Hello,

It's very odd. I didn't change anything. Just re-compiling scripts.

Anyway, if you are still having problem, let me know. I may need your save data for reproducing a problem.
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Damian Parsons
 
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Post » Fri Feb 18, 2011 8:08 pm

Hello,

It's very odd. I didn't change anything. Just re-compiling scripts.

Anyway, if you are still having problem, let me know. I may need your save data for reproducing a problem.


I don't think the problem was your file. I think it's a bug with the game. I've previously encountered areas where I couldn't save the game without a CTD.
In this case, it wouldn't allow me to load the save unless I was actually in a game first. Even then, it would not allow me to go through a door that involves loading. It would crash then too.
The save must have been corrupt. I went back to a save just before it and I could play as normal with your new file included. The water filling works beautifully now. Thanks again Kathrin.
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Andrew Perry
 
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Post » Sat Feb 19, 2011 3:56 am

I don't think the problem was your file. I think it's a bug with the game. I've previously encountered areas where I couldn't save the game without a CTD.
In this case, it wouldn't allow me to load the save unless I was actually in a game first. Even then, it would not allow me to go through a door that involves loading. It would crash then too.
The save must have been corrupt. I went back to a save just before it and I could play as normal with your new file included. The water filling works beautifully now. Thanks again Kathrin.


Hello,

Glad to hear :)

Yup, something issue with save/load. I had same problem and decided to make Auto Save mod for my own convenience :P
You may try to reduced texture settings from Graphics option menu. I usually play everything max settings and sometimes corrupted save data could load with lower texture size.

I don't know why, but its' very odd.
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Emma Pennington
 
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Post » Sat Feb 19, 2011 7:47 am

Beta 7 Uploaded (http://www.gamesas.com/bgsforums/index.php?showtopic=938887&view=findpost&p=13587054)

Fix and Changes in Beta 7:

General:
On demand Menu Quests quest delay set to 0.03 secs. Menu response improved drastically. Those quests will stop after menu closed, it'll not affect overall game performance.

Real Injuries:
Just only remove some debug codes.

RI - Primary Needs:
  • Fix: Quest Objective display timing issue.
  • Change: Food Points cap reduced to 45.75 points. Full effects only continue around 45 in-game minutes.
  • Change: Grilled Mirelurk, Grilled Insect model changes

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Laura Ellaby
 
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Post » Sat Feb 19, 2011 3:01 am

Similar problem to top of page 5, question(s), and idea

I hotkyed my empty bottle and as long as I activated the sink before the empty bottle used sound finished, i filled the bottle , otherwise i got the ety bottle back mmediately. ri 2.6.8/pn 1.2.0

havent ao quest yet, but i have it, is there food/drink enough in alaska or should i use RT timescale/disable PN?

i noticed mmm added a new meat... will PN woork with it or do i need to add i myself?

I have a lot of food. it being 200+ years later is it possible to make a consumed item randomly not work (wasted) or even urt you (like -20 hp). giving diseases being too complex. the idea is that some prewar food has unknowingly gone bad. freshly killed meat could be bad too. i ws thinking 5% chance for each. do something similar for water too?

another idea: vitamin pills, non addicting, non-stackable benefits, drug.
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 9:56 am

Hello,

Similar problem to top of page 5, question(s), and idea


Please update to 1.2.1. I uploaded to FO3Nexus.

havent ao quest yet, but i have it, is there food/drink enough in alaska or should i use RT timescale/disable PN?


Unfortunately, I don't have enough time for going to Alaska currently :P I am not sure there is enough food or not.
I'll check loot table and container in OA later.

i noticed mmm added a new meat... will PN woork with it or do i need to add i myself?


No, it's not work. MMM added a scorpion meat, and I think it's rare. Primary Needs 2.0 will have MMM plugin.

I have a lot of food. it being 200+ years later is it possible to make a consumed item randomly not work (wasted) or even urt you (like -20 hp). giving diseases being too complex. the idea is that some prewar food has unknowingly gone bad. freshly killed meat could be bad too. i ws thinking 5% chance for each. do something similar for water too?


There is two approaches. One is a reducing entire food amount in Wasteland, and another one is a increasing risk of food. I take first one, and next major update have LootTable plugin which drastically reduced Pre-War food and other food also. That plugin also eliminate *placed* food and waters. (except sugar bomb).

I think both way makes similar result/feeling. Adding disease or more penalties makes more micro managements and I would like to avoid that.

another idea: vitamin pills, non addicting, non-stackable benefits, drug.


Thank you suggestions. I'll take a look this weekend. I hope I can release RI - Primary Needs 2.0.0 in this coming weekend.
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Stu Clarke
 
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Post » Sat Feb 19, 2011 7:11 am

Thanks a lot for listening, and anxiously looking forward to 2.0!
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Leticia Hernandez
 
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Post » Fri Feb 18, 2011 10:24 pm

Thanks a lot for listening, and anxiously looking forward to 2.0!


Thank you :)

New food, new chem are going into post 2.0.0 development. I am currently developing more complex cooking system "Oven Cooking" as a RI - Primary Needs 2 addon. If you have something cooking recipe ideas or something, I do appreciate hearing suggestions :)
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Causon-Chambers
 
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Post » Fri Feb 18, 2011 7:35 pm

Real Injuries Version 3.0.0

Less menu usage, little less management. Incompatible with current 2.6.x releases. Please uninstall current 2.6.x version first. Then install 3.0.0. Or grab when you start new game.

Changes and New
  • Re-design First Aid Kit usage and effects
    Mostly similar, but no longer need care "First Aid Kit charge", separate new AID item of "Bandage Pack" will behave as "First Aid Kit" charge. Also you can use "Bandage Pack" as a former "Quick Patch".
  • Wounds system change.
    Eliminate inside state management, more simple and effective script.
  • Re-design current Quest/Script structures.
    Most of menu related feature script split out from main script. And those are only work when needed.



RI - Primary Needs Version 2.0.0

This is a base release of future enhancement. However, this release no longer compatible with 1.x releases. Please uninstall current 1.x version first. Then install 2.0.0. Or grab when you start new game.

New Feature
  • Backpack with Sleeping bag. You can buy Backpack, this backpack is containing Sleeping Bag. You can activate backpack for sleeping.
  • Add Mart's Mutant Mod (Beta) plugin. You can eat/cook scorpion meat. (Require Mart's Mutant Mod)
  • Add DLC Anchorage plugin. When PC is in a simulator, RI - Primary Needs processing will suspend.
  • Add Alcohol plugin. Alcohol can quench your thirst, however your thirst rate increase during next 600 secs.
  • Add Loot Table plugin. Drastically reduce entire food/water amount in Wasteland.


Incompatibilities
Incompatible with:
  • RI - Primary Needs 1.x
  • Real Injuries 2.x
  • jaynus HTS
  • Basic Needs
  • XFO Fallout 3 Balance Overhaul preconfig Standalone edition
  • XFO Fallout 3 Balance Overhaul Necessities Module
  • Welcome to the Wasteland
  • FWE: Fallout 3 Wanderer's Edition

Other mods which changes Food, Water, Water Sources and or add HTS features.
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James Hate
 
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Post » Sat Feb 19, 2011 2:23 am

DLC: Operation Anchorage and Real Injuries / RI - Primary Needs.

Currently, I am testing both of my mods in OA virtual world.

RI_PNAnchorage.esp works fine. This new plugin simply suspend all RI - Primary Needs processing when PC is in OA simulator. Seems there are no chems, stims, food and waters. Make sure enabling RI_PNAnchorage.esp BEFORE entering to simulator. Also you should DISABLE Real Injurie's "Wound System".

I may change Health Dispenser later, but currently there are no way to cures your wounds in OA simulator.
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Iain Lamb
 
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Post » Fri Feb 18, 2011 9:25 pm

is there any way to init ri3.0 in an existing game (assuming one drops 2.x first)?
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chloe hampson
 
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Post » Sat Feb 19, 2011 1:00 am

nvm, forgot to check ri_base3.... :embarrass:
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Cayal
 
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Post » Sat Feb 19, 2011 8:28 am

Umm, I dont understand how to configure the mod in-game.... I get a menu but how do I activate the things? how do I fill bottle? wheres the portable waitress? how do I cook stuff? Please explain !
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Steve Fallon
 
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