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

Post » Sat Feb 19, 2011 6:44 am

Real Injuries, RI - Primary Needs / RI_Hunger, RI_Thirst, RI_Sleep

Old Topic http://www.gamesas.com/bgsforums/index.php?showtopic=918063 http://www.gamesas.com/bgsforums/index.php?showtopic=928391

Real Injuries:
Download http://fallout3nexus.com/downloads/file.php?id=834

Description:
"Real Injuries" changes Crippled Limbs more serious. Stimpaks can't heal your crippled limbs. You have to find other way.

Real Injuries will address game difficulty via through "Healing Source" and "Healing Mechanism" changes. Real Injuries will increase Game Difficulty.

Features:
  • Stimpak no longer cure your limbs condition
  • First Aid Kit and other newly added chem handle limbs condition
  • Wounds and Bleeding damages


RI - Primary Needs (Hunger/Thirst/Sleep)
Download http://www.fallout3nexus.com/downloads/file.php?id=2125

Description:
RI - Primary Needs adds "Primary Needs" feature. PC needs to take Sleep, Food, Drink periodically.

RI - Primary Needs originally designed as supplemental part of Real Injuries.

Features:
  • Primary Needs feature. PC should take food, drink and sleep periodically.
  • Fillable "Empty Bottle" - You can refill waters from most of Water Sources. (Sink, River etc...)
  • Simple Cooking. You can cook raw meats.
  • Portable Mattress
  • Water Treat Pot - using one Rad-X and one Energy Cell, you can improve your waters and can get less radiated water.



Following three mods are separate Hunger/Thirst/Sleep feature for people only needs simple feature sets.
RI_Hunger
Download http://fallout3nexus.com/downloads/file.php?id=1424

RI_Thirst
Download http://fallout3nexus.com/downloads/file.php?id=1345

RI_Sleep V2
RI_Sleep V1

Download http://fallout3nexus.com/downloads/file.php?id=1119

* V2 provides Sleep requirement and various options of Sleep healing behavior.
* V1 provides only changes Sleep healing behavior.
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(G-yen)
 
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Post » Sat Feb 19, 2011 4:53 am

Latest Beta Files:

Design/Function spec, and changes/fixes are posted in this topic or previous topics. During beta, documents priority is low, you have to find latest spec by yourself. After getting Gamma/RC status (means finish all planned features), documents update will happen.

Current: No beta.

Will start new beta test for "Oven Cooking" and related quest module.

Note: Beta is not for Everyone. May have some serious issues, and spec will change without notice. And this beta does not have any compatibility with current released versions.
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dell
 
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Post » Fri Feb 18, 2011 6:57 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=928391&view=findpost&p=13584404

to Brahmin_Bill_Spleenshooter,

What would a script look like if a person wanted to make increased levels of radiation increase the character's thirst?


It is interesting idea, but might be little harsh for average users (including me :P)
If you can describe what behavior you want to have, I may be able to add to script as a optional feature :)
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Guy Pearce
 
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Post » Sat Feb 19, 2011 5:32 am

RI_Core.esm refresh

You can find download link in Post http://www.gamesas.com/bgsforums/index.php?showtopic=938887&view=findpost&p=13587054

Fixes and Changes:
  • Fix: RI Module Check script issue
  • Fix: RI - Primary Needs un-installation issue
  • Fix: RI - Primary Needs condition issue
  • Change: HTS main script behavior improved
  • Change: Vendor stock script


Beta 3.1 core features will work without FOSE.

Undocumented feature in Beta 3.1
New Global variable for daily food, water, sleep requirements.
Hunger: RIDailyFoodReq (Default 20)
Thirst: RIDailyWaterReq (Default 100)
Sleep: RISleepReqDiv (Default 3)

You can access those variables via through console. (Set to )

* RISleepReqDiv is working as divider. Default 3 means require sleep hours equal (awake hours / 3 = 8 hours in 24 hours)
* Those are Base values. Combat Exhaust affects final requirements.

ToDo List for Beta 4:
  • Un-install option for Real Injuries
  • Migrate function from Real Injuries 2.6.6+ and RI - Primary Needs 1.1.6+
  • Split out "Simple Cooking" and "Water Refill" --- Will work without HTS part but require RI_Core.esm
  • Preset for daily base requirements?
  • Radiation Exhaust?
  • Backpack Script

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Felix Walde
 
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Post » Sat Feb 19, 2011 6:59 am

So you've found a model for the mattress. I was gonna suggest using a trader outfit myself; I'll be glad to see the plate replaced.

Some issues I encountered:

1. I noticed the moderate wound effect doesn't work. It's appears the cause is it not being an "addiction" effect although I don't understand why.
2. When I used a bandage directly from the inventory and then decided not to actually do anything, it was still used up.
3. The tourniquette cuff seemed too expensive and rare for its rather weak effect. I got only one from the doc at Megaton.

I'm not sure what to think of the wound system. Your naming has always been a bit inconsistent; sometimes you used "wounds" and in other places "wounded" which to me are two different things. It's always been clear to me that the system really was condition-based, though. Now it looks like some kind of hybrid.
It may work, but given that wounds are cumulative, I'd prefer you'd treat wounds more like the medical brace penalties, and allow a higher wound state. Even a "moderate wound" can effectively cripple most characters. I found that in an actual combat situation, I quickly got to severe wound(s) and was down to 1 STR - and that was with the dysfunctional moderate wound. Admittedly, it might not be so bad and happen more slowly with vanilla FO3, but then again I was in Megaton and I imagine once I'm fighting Super Mutants in DC, it'll be even more likely. Besides, lots of people use lots of mods, and it'd be nice if RI meshed well with other mods.

I've gotta ask one question though. You are concerned about performance, but you use script-based health regen. Sure, the default system doesn't offer a 5 second delay, but is that really necessary? You could just give the player a short health boost using a standard health restoration effect that doesn't last as long as the scripted cure wounds effect.
It's a pity you got rid of the old system; I liked it, and I meant to suggest a simpler recovery mechanic until you posted your revised system.

Well, that was then. Since you mentioned that you're not very experienced with scripting I'll be so bold and make some suggestions although I'm hardly more experienced than you. I noticed what seems to be some redundancy in your RIMainQuestScript.
Take the initialization part. Two IF clauses checking the same two conditions (well, kinda) with a single command being different in the end. That can easily be streamlined so you only check for each condition once for the same effect.

By the way, maybe you could help me understand why Stage 1 doesn't appear to be repeated every time the script runs? It looks like case 1 should generally be true after RI is enabled.
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aisha jamil
 
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Post » Fri Feb 18, 2011 6:36 pm

So you've found a model for the mattress. I was gonna suggest using a trader outfit myself; I'll be glad to see the plate replaced.


Currently, I'm having difficulty to placing a mat... ;( Maybe will replace to trader outfit world model, or other thing.

1. I noticed the moderate wound effect doesn't work. It's appears the cause is it not being an "addiction" effect although I don't understand why.
2. When I used a bandage directly from the inventory and then decided not to actually do anything, it was still used up.
3. The tourniquette cuff seemed too expensive and rare for its rather weak effect. I got only one from the doc at Megaton.


Fixed. I'm currently preparing beta 4. Beta 4 will lose compatibility with beta 3. I'm trying to keep but currently I have no luck.

It may work, but given that wounds are cumulative, I'd prefer you'd treat wounds more like the medical brace penalties, and allow a higher wound state.


Not yet decided final specs. Still thinking what's kind of penalty may fit. Trying various penalty settings like drain action points, or drain endurance...

Even a "moderate wound" can effectively cripple most characters. I found that in an actual combat situation, I quickly got to severe wound(s) and was down to 1 STR - and that was with the dysfunctional moderate wound. Admittedly, it might not be so bad and happen more slowly with vanilla FO3, but then again I was in Megaton and I imagine once I'm fighting Super Mutants in DC, it'll be even more likely. Besides, lots of people use lots of mods, and it'd be nice if RI meshed well with other mods.


I'm testing with MMM mostly. I guess you increased weapon damages slightly. It's a damage base, drastically increased damage makes high wound chance.
Try to adjust RIWoundsThreshold (Global). Formula is simple, (damage - threshold) % chance. I changed this formula after beta 3.1, and currently run play testing. New formula will be (damage - (threshold + DR)).

I've gotta ask one question though. You are concerned about performance, but you use script-based health regen. Sure, the default system doesn't offer a 5 second delay, but is that really necessary? You could just give the player a short health boost using a standard health restoration effect that doesn't last as long as the scripted cure wounds effect.


Replacing to standard restore health effect means adding new healing alternatives, I think. And that scripted effect is limited duration and separated.
Most of problem caused from really short interval quest script with *long* process. I split long quest scripts and made a variable placeholder separately. Also, I am trying to keep running minimum scripts only. Needs more optimization but better than before.

It's a pity you got rid of the old system; I liked it, and I meant to suggest a simpler recovery mechanic until you posted your revised system.


That was a condition base with state management. And new one is a chance base without state management. 2.6.6 will be final version of current implementation. I will hold 2.6.x archive and will continue to maintenance. Mostly bug fixes only. If you really likes 2.6's mechanism you can continue to use 2.6.x :)

Ideal chance rate is a 1 or 2 wounds during moderate duration of combat. ( around 2 to 3 mins )

Take the initialization part. Two IF clauses checking the same two conditions (well, kinda) with a single command being different in the end. That can easily be streamlined so you only check for each condition once for the same effect.


Thanks, that portion is a most oldest script.

By the way, maybe you could help me understand why Stage 1 doesn't appear to be repeated every time the script runs? It looks like case 1 should generally be true after RI is enabled.


I think it's a engine issue. Fallout engine never allow 'repeatable stage' even if set the repeatable flag.
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Poetic Vice
 
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Post » Sat Feb 19, 2011 5:21 am

is there a console command to reset special stats back to normal? i had to remove real injuries because every time i was saving it was crashing, i removed it and was able to save again, only i had two medical braces equiped causing my agility to - by 2 ( i think its 2?) and so now when i reloaded and reset the mod i cant unquip the medical braces and im perma - in my agility.. please tell me there's a way out of this since my last save was about 8 hours ago and i dont want to lose those 8 hours.
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Sara Johanna Scenariste
 
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Post » Sat Feb 19, 2011 1:14 am

is there a console command to reset special stats back to normal? i had to remove real injuries because every time i was saving it was crashing, i removed it and was able to save again, only i had two medical braces equiped causing my agility to - by 2 ( i think its 2?) and so now when i reloaded and reset the mod i cant unquip the medical braces and im perma - in my agility.. please tell me there's a way out of this since my last save was about 8 hours ago and i dont want to lose those 8 hours.


Nothing changes any save game routines. I have no idea why cause crashing save time.

If you disabled Mod which gives something penalties/diseases/poisons before remove those penalties, these things might happen.
And once you save without that particular mod, all variables and states are gone. There are no way to recover that state from that mod.

Easy solution is a load old save data and remove medical brace. Then uninstall Real Injuries.

And no console command fix them. Unlike Oblivion, ModAV, ForceAV also change Permanent Actor Values relatively.

If you don't have old load data, just check your current and permanent AV by using console command.
Player.GetAV Agility
Player.GetPermAV Agility


Then tell me those values.
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Jennifer Munroe
 
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Post » Sat Feb 19, 2011 2:33 am

Real Injuries 3.0.0 / RI - Primary Needs 2.0.0 Beta 4

Note:
Have to uninstall previous beta first. Usual uninstall process apply. Fulfill all your needs / do uninstall operation. And make sure all penalties are not remains.

Beta 4 lost backward compatibility.

Fixes and Changes

Real Injuries part
  • Script/Quest structures changed
  • Few minor fixes


RI - Primary Needs part
  • Adjust Grilled meats base value
  • Script/Quest structures changed
  • Sugar Bomb weight/effect changed


New addon
RI_LootTweakSV - Reduced food/chem loot chance. Disable most of placed pre-war food except sugar bomb.
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Petr Jordy Zugar
 
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Post » Sat Feb 19, 2011 4:37 am

getav agility is 7

permav agility is 8

its also happening with perception

getav perception is 10

permav perception is 9

the last save i have is from 10 hours ago, i did a hell of a lot in those 10 hours and i really dont want to lose them if i can help it, serves me right tho for randomly modding the hell out of the game while playing through.
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john palmer
 
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Post » Sat Feb 19, 2011 11:04 am

getav agility is 7

permav agility is 8

its also happening with perception

getav perception is 10

permav perception is 9

the last save i have is from 10 hours ago, i did a hell of a lot in those 10 hours and i really dont want to lose them if i can help it, serves me right tho for randomly modding the hell out of the game while playing through.


Thanks,



Enable this esp with your save, then save and exit game. Before start new game just delete esp.
It's using same engine bug. And gives opposite effects. It should fix your current issue. If you have any problem, let me know.
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Lory Da Costa
 
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Post » Sat Feb 19, 2011 12:34 am

fantastic! that worked! aw man thank you! i actually went white at the thought of that i might of lost those 10 hours of gameplay, you saved my character, next robot he builts will be named after you! :bowdown:

now i just need to learn to make a normal save every now and then and be more careful turning off mods.

that said i think ill try the new beta, is beta4 downloadable with the links in post #2?
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Jeremy Kenney
 
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Post » Sat Feb 19, 2011 10:06 am

fantastic! that worked! aw man thank you! i actually went white at the thought of that i might of lost those 10 hours of gameplay, you saved my character, next robot he builts will be named after you! :bowdown:


Glad to hear :)

now i just need to learn to make a normal save every now and then and be more careful turning off mods.


Currently I am working Real Injuries Uninstall script like RI - Primary Needs. But, it's not RI specific issue, after FOSE have enough functionalities, I'll make a SPECIAL fix mod.

that said i think ill try the new beta, is beta4 downloadable with the links in post #2?


I just click every link, and it works for me. Already two download. Something error you got?
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stevie critchley
 
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Post » Sat Feb 19, 2011 1:37 am

Glad to hear :)



Currently I am working Real Injuries Uninstall script like RI - Primary Needs. But, it's not RI specific issue, after FOSE have enough functionalities, I'll make a SPECIAL fix mod.



I just click every link, and it works for me. Already two download. Something error you got?


nah no error, i didnt realise you updated the post, but is fose still required for the new version? can i run the mod without it? i use the default settings for everything anyway so not being able to access the config menu isnt a bad thing, so without fose can everything else still work?
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yessenia hermosillo
 
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Post » Fri Feb 18, 2011 7:26 pm

Portable mattress + Fillable bottles = Instant download
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Etta Hargrave
 
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Post » Sat Feb 19, 2011 3:34 am

nah no error, i didnt realise you updated the post, but is fose still required for the new version? can i run the mod without it? i use the default settings for everything anyway so not being able to access the config menu isnt a bad thing, so without fose can everything else still work?


After Beta 3.1, should work without FOSE.
If something does not work for you please let me know.

@Allstarn08,

Thanks :) Hope you can enjoy it.
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carley moss
 
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Post » Fri Feb 18, 2011 8:17 pm

how would i access the config? usually it would be under the medical activator but its not, it just says "do nothing" under the stats, and the banage is at 0 too, is that right for a new start?

there was no readme in the new beta and the last version i was using was the last full released
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Angel Torres
 
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Post » Sat Feb 19, 2011 2:15 am

how would i access the config? usually it would be under the medical activator but its not, it just says "do nothing" under the stats, and the banage is at 0 too, is that right for a new start?

there was no readme in the new beta and the last version i was using was the last full released


Sorry not yet update the documents.

http://www.4shared.com/file/80163743/2c9c9210/RI_Readme30.html

Here is a current work in progress documents.

And new version I remove the "First Aid Kit charge". New "Bandage" (AID item) will work as "Charge", and also can use as "Patch Limbs" (former quick patch + charge).

Real Injuries part configuration is not yet done for non-FOSE version. I am currently working for it. With default, "Wounds System" is disabled. If you want to enable, you can do:
Set RICOnfigWoundsPreset to 2

And here is a item code list. xx is depends on load order, if you load RI_Core.esm after fallout3.esm, it should be 01.
Bandage: xx000804
Tourniquet: xx000803
Wounds Care Kit: xx000806
Healing Powder: xx000805
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Add Me
 
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Post » Sat Feb 19, 2011 8:27 am

getting the same problem again where saving with RI running, even this new version is causing a CTD on save, my save isn't ideal either its been ran with earlier versions of the mod, so maybe that's what's causing the problems, ill report back if it does the same on a new game.
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Dawn Porter
 
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Post » Sat Feb 19, 2011 10:12 am

getting the same problem again where saving with RI running, even this new version is causing a CTD on save, my save isn't ideal either its been ran with earlier versions of the mod, so maybe that's what's causing the problems, ill report back if it does the same on a new game.


Thanks for reporting.

Anyone has similar issue? I don't have any issue with Svae/Quick Save, and load.
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benjamin corsini
 
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Post » Sat Feb 19, 2011 11:07 am

tired with a new game and saving works fine..

so it must be something with my other save, its ran with earlier versions of the mod so maybe its bugged out? seems to happen a good while after playing, cept now of course on that save.

im nearing the end of playing with this character anyway, so ill just disable ri since i think my save game is bugged from prior mods and other mods etc, dont think ill get used to not having proper needs and crippling but oh well, its something to look forward to on a new character.
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Eileen Collinson
 
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Post » Sat Feb 19, 2011 6:33 am

tired with a new game and saving works fine..

so it must be something with my other save, its ran with earlier versions of the mod so maybe its bugged out? seems to happen a good while after playing, cept now of course on that save


I'm sorry, I have no idea what happen for you.
Currently none of them having any save handler.

I'm testing my mods with MMMF3, (I disabled corps fly, it cause lag and crash so often.) with some few mods.
Unfortunately, I don't have any similar issue right now. If there is something reproducible steps, may able to research that issue.
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Andrew Lang
 
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Post » Sat Feb 19, 2011 12:07 am

yeah im playing with mmm to and ive disabled the corpse flys, also my save game is current at 118 hours and i dont fast travel, not sure if lengh of save as anything to do with it but i did hear about the longer you play the more crashes you get, but i doubt its that.

im also running about a ton of other mods too but ive not really changed anything and it used to work before.
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Carlos Rojas
 
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Post » Sat Feb 19, 2011 3:48 am

118 hours and i dont fast travel



!!! :shocking:

Just my interesting. How big your save game? Mine is around 4090KB right now. (32 hours around)
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LADONA
 
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Post » Sat Feb 19, 2011 4:36 am

mines 8.64mb.
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Juan Suarez
 
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