Survival Mods?

Post » Sat Feb 19, 2011 5:30 am

Have you come across any survival type gems since you first started looking for mods, till today? I am not talking about the overhaul mods of course, I am talking about the little gems that are barely talked about. The mods that make it so you felt like you had to put yourself into a survival situation. If anyone has watched any of the many type of survivor/survival shows or even The Colony, you have an idea what I mean.

What mods have you found?

Why am I asking? I have been waiting to start my character surviving out in the wasteland ( yes, not even owning a home at all...so sorry Megaton and Tennpenny, can't help either of you lol). My character will only be allowed to have what ever she can carry, so there isn't going to be any need to store items, her inventory is her only storage.

So, instead of the popular overhaul mods, I would prefer the little mods that change things for survival in mind. So post those gems please :) Thank you!
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Jonny
 
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Post » Sat Feb 19, 2011 8:13 am

Have you come across any survival type gems since you first started looking for mods, till today? I am not talking about the overhaul mods of course, I am talking about the little gems that are barely talked about. The mods that make it so you felt like you had to put yourself into a survival situation. If anyone has watched any of the many type of survivor/survival shows or even The Colony, you have an idea what I mean.

What mods have you found?

Why am I asking? I have been waiting to start my character surviving out in the wasteland ( yes, not even owning a home at all...so sorry Megaton and Tennpenny, can't help either of you lol). My character will only be allowed to have what ever she can carry, so there isn't going to be any need to store items, her inventory is her only storage.

So, instead of the popular overhaul mods, I would prefer the little mods that change things for survival in mind. So post those gems please :) Thank you!



Well, I recommend "IMCN Hunger Thirst Sleep Alcohol - FWE MMM FOOK2 RiPnO BLTC".

Yeah, the name is really really long....but it's about surviving...and taking care of yourself, I can't play without it, no kiding...

http://www.fallout3nexus.com/downloads/file.php?id=11418

Plus with a portable mattress or FWE's bedroll ( this one requires energy cell to keep you warm at night )
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Noraima Vega
 
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Post » Sat Feb 19, 2011 9:04 am

Well, I recommend "IMCN Hunger Thirst Sleep Alcohol - FWE MMM FOOK2 RiPnO BLTC".

Yeah, the name is really really long....but it's about surviving...and taking care of yourself, I can't play without it, no kiding...

http://www.fallout3nexus.com/downloads/file.php?id=11418

Plus with a portable mattress or FWE's bedroll ( this one requires energy cell to keep you warm at night )


You beat me to that one, but also bltc, scavenger world, fallout foods, so you can harvest wild mutfruit. Also ambient temperature goes well with IMCN, it will force you to drink more when it's hot.
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Jonathan Montero
 
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Post » Sat Feb 19, 2011 3:23 am

I'm using the Unfound Grub plugin from http://fallout3nexus.com/downloads/file.php?id=9022. It reduces the chance of finding hand placed food items in the world, depending on your luck. I may switch to the larger Unfound Loot mod that includes other handplaced items later when I'm sure it's compatible with everything I'm using.
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Rudy Paint fingers
 
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Post » Fri Feb 18, 2011 6:49 pm

There are a few mods that feature portable camps, such as http://www.fallout3nexus.com/downloads/file.php?id=2356 or http://www.fallout3nexus.com/downloads/file.php?id=9679. I have not used any of them, so I cannot vouch for their quality and/or balance.
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ezra
 
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Post » Fri Feb 18, 2011 7:19 pm

Thank you for the links :D Those really do look like gems!

Thank you Zumbs, I do not want the portable homes this time around cause my game characters are normally pack rats lol. I love that PortableCampStuffFOSE, but I wish we could buy that stuff from vendors instead of how we find them now :)

I even love the tailor maid mod, but I can't use it this time around cause of how they are placed in the world, makes things too easy :(

Keep the suggestions coming and thank you so far! :D
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Erika Ellsworth
 
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Post » Sat Feb 19, 2011 8:33 am

I may switch to the larger Unfound Loot mod that includes other handplaced items later when I'm sure it's compatible with everything I'm using.


I don't see why it wouldn't. It only affects the hand based loot in the game, nothing else. Plus SteveDog has gone to a lot of trouble to make sure it works well with other mods out there. I know for a fact it works with FWE at least as SteveDog is using that mod as well, and he's had a look at Arwen's Tweaks while making it. So those two are safe bets for compatibility. I'd really recommend you use more than just the Unfound Loot. Once he's finished with the mod, it will make for a very random game.
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jessica robson
 
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Post » Fri Feb 18, 2011 8:29 pm

Yeah I had a look and I'm definitely switching to Unfound Loot. And who knows, if other interesting modules pop up I might use those too.
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N Only WhiTe girl
 
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Post » Fri Feb 18, 2011 8:06 pm

@Miss Sparkle
I just started a character themed almost like you are proposing to do. Here's some of what I am going to use.

Camping Gear http://www.fallout3nexus.com/downloads/file.php?id=6003 simply a table/chair, grill/fire, and a cardboard bed roll.
The following not because they are essential to survival but because they make life in the wasteland a lot more bearable:
http://www.fallout3nexus.com/downloads/file.php?id=2654 esp. the nightvision ... one of the best IMHO
http://www.fallout3nexus.com/downloads/file.php?id=14085 URWL- Ultra Realistic Wasteland Lighting..... a single .esp but I think it is almost perfect. Has a very good pip-boy light. Combined with the aforementioned night vision at least you can find your way around at night.
http://www.fallout3nexus.com/downloads/file.php?id=13508 Personal Teleporte Device . Just like mark/recall in Morrowwind. Not essential to life but gosh darn handy.
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Nicole M
 
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Post » Sat Feb 19, 2011 2:44 am

I even love the tailor maid mod, but I can't use it this time around cause of how they are placed in the world, makes things too easy :(

Keep the suggestions coming and thank you so far! :D


If I remember correctly there is a tailor maid patch that removes all the bonus from everything.
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Rowena
 
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Post » Sat Feb 19, 2011 3:20 am

My Encumbrance module, which is part of my http://www.gamesas.com/index.php?/topic/1112747-relz-arwens-realism-tweaks-thread-no10/ overhaul, and balanced to be used with my mod's other modules can actually be used as a stand alone mod.


  • You now suffer from Strain (similar to fatigue, but totally separate from the default fatigue). Your Strain increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance).
  • Strain is based on game time, so Strain increases faster with faster Timescales [Note: divide game minutes by your Timescale setting for real time.]
  • The higher your encumbrance limits, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit.
  • With an encumbrance of less than 60%, you will be able to run for roughly 24 GAME MINUTES before your Stain reaches 100%, but at 100% encumbrance, you'll only be able to run for about 5 game minutes.
  • When walking with 110% encumbrance, you will last about 12 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 3 game minutes.
  • But Strain increases faster when you are injured: 30% faster when one leg is crippled, 60% faster when both legs are crippled, and 30% faster when your torso is crippled (in addition to the cripple leg penalty). Jumping and melee attacks (swinging a melee weapon) will both increase Strain.
  • If your Strain exceeds 100% you will collapse, injuring yourself (the amount of HPs you lose is based on your current Strain/second), and dropping your weapon (if you have one out).
  • Your Strain is displayed as: "Strain: xx%"[The Strain meter is movable by just holding down the grab key for 2 seconds, and then by using the arrow keys to move it.]
  • When your Strain is over 45%, your character will start breathing hard. Your Strain percentage will turn red when your Strain reaches 70% and your character will start breathing harder. At 85% Strain, the text starts flashing, warning that you are near your limit.
  • Your current Health is factored into your Strain increase rate (25% slower at 100% Health; 50% faster at 25% Health).
  • Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance). Strain also decreases while you are in menus (at the walking rest rate). How fast your Strain decreases depends on how encumbered you are.
  • During a walking rest (after running, or when in menu mode) it takes about 6.5 game minutes at 0% encumbrance for Strain to decrease from 100% to 0%, but over 9 game minutes at 100% encumbrance. For non-moving, standing rest, it takes a bit less than 4 game minutes at 0% encumbrance. Plus your Strain will decrease 60% faster when you are sitting or crouching (non-moving sneak mode).
  • During combat your Strain will only be reduced when you are not moving (as in hiding). And Strain will not be reduced during combat when in menu mode.
  • Dynamic Jump (how far and how high you can jump) now changes, based on your character's current Agility AND on their Encumbrance. The default game's jump height is roughly 3 feet. A 25% ENC + 5 AGL, or a 80% ENC + 7 AGL, results in roughly a 3-foot jump height. With a 25% ENC + 10 AGL, you'll be able to jump up to 5.4 feet. But you will not be able to jump at all when your AGL is really low, or when either leg is crippled.
  • Dynamic walking and running speeds: movement speed is now affected by your encumbrance . . . the more you are encumbered, the slower you move. But you also gain a running speed bonus when your encumbrance is less than 60%, as long as your health is no lower than 50%.
  • Armor Encumbrance has been greatly increased, so you will now move noticeably slower when wearing heavier armor. (The default movement speed difference between wearing 1-pound armor and 50-pound armor was only 8% . . . there is now a 20% difference.) I just gave it more of an impact, to balance things out . . . heavier armor protects you more, but you will not be able to move nearly as fast when wearing it.
  • My Encumbrance notes are also added to your inventory, for easy reference.

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DeeD
 
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Post » Sat Feb 19, 2011 9:53 am

Thank you for the links everyone :D I have a few things to consider, that is for sure!

@ Arwen - I keep following your thread cause you have some new goodies with each update :D I am really impressed with each new update you have. It is really realistic for me :hubbahubba:
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Robyn Howlett
 
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Post » Sat Feb 19, 2011 9:23 am

I've got another release of IMCN in the works. The mod really increases the amount of meat found on larger critters, so to balance it out I'm going to add in meat spoilage - every piece of meat and wasteland cuisine (e.g. squirrel stew and iguana on a stick) will have an internal timer, so if you haven't cooked or consumed it within about half a day or so, it will become an unusable piece of rotten meat. You can make a fair amount of money just hunting and killing large game, but you'll have to head back to civilization regularly if you want to be able to sell your goods.
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Sxc-Mary
 
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Post » Fri Feb 18, 2011 9:07 pm

I've got another release of IMCN in the works. The mod really increases the amount of meat found on larger critters, so to balance it out I'm going to add in meat spoilage - every piece of meat and wasteland cuisine (e.g. squirrel stew and iguana on a stick) will have an internal timer, so if you haven't cooked or consumed it within about half a day or so, it will become an unusable piece of rotten meat. You can make a fair amount of money just hunting and killing large game, but you'll have to head back to civilization regularly if you want to be able to sell your goods.



Could a compatibility patch be made for "http://www.fallout3nexus.com/downloads/file.php?id=14354"?
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luke trodden
 
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Post » Sat Feb 19, 2011 10:05 am

Could a compatibility patch be made for "http://www.fallout3nexus.com/downloads/file.php?id=14354"?


Patch already exists. :)
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Red Sauce
 
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Post » Sat Feb 19, 2011 10:16 am

That mod is hilarious.
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CHANONE
 
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Post » Sat Feb 19, 2011 1:18 am

Hey Imp, a few things...

1: Can you make the portable campire a consumable aid item, so it can be hotkeyed? On use, it could PlaceAtMe a campfire marker.

2: You missed flagging a few of the new foods in the MMM RC6 patch to have "OR" boolean comparisons in the portable campfire menu. That effectively makes the whole MMM meat selection uncookable. I unknowingly dodged a bullet with munching on those live iguanas... :wacko:

3: A few of the AddItem commands for the MMM foods in the grill and campfire scripts have RemoveItem instead, and you get no cooked meat.

4: It seems that the hotkey to bring up Nutrtion Reserves comes up when the console is in use. This makes entering things into the console that use the key that it's assigned to difficult, as clicking on the "exit" button exits the console as well.
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neen
 
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Post » Fri Feb 18, 2011 7:09 pm

Thanks, 2 and 3 have been addressed though (and yeah, food poisoning is a pain in the @#$ :yuck:) . There are updated MMM6 and FWE6 patches in the optional files section of the download page. There's still an issue with the wrong bloods occasionally showing up in the inventories of abominable super mutants, but I'll fix it up with the next release. Regarding the campfire, I could create a hotkey that dropped a campfire marker at your feet, but that particular action doesn't happen all that often - only a couple of times per game day - so it might not be worth sacrificing a key for.

*Edit - OK, I see what you mean regarding the campfires, you mean use the 1-8 hotkeys not a FOSE hotkey. I'll look into it.
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Charity Hughes
 
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Post » Fri Feb 18, 2011 7:30 pm

It looks like you posted mere minutes after I edited... did you get #4?
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Solène We
 
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Post » Fri Feb 18, 2011 9:38 pm

I keep forgetting to fix that with IMCN, I fixed it a few releases back in PPA. It took me a little while to figure out the syntax for making things happen only in certain menu modes, or it would have been fixed a while ago. For now, in the console you can continue typing and just ignore the window that pops up.
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naana
 
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Post » Sat Feb 19, 2011 5:12 am

Well, I recommend "IMCN Hunger Thirst Sleep Alcohol - FWE MMM FOOK2 RiPnO BLTC".

Yeah, the name is really really long....but it's about surviving...and taking care of yourself, I can't play without it, no kiding...

http://www.fallout3nexus.com/downloads/file.php?id=11418

Plus with a portable mattress or FWE's bedroll ( this one requires energy cell to keep you warm at night )


This mod is great when preparing for Fallout New Vegas's hardcoe mode. :D
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patricia kris
 
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Post » Fri Feb 18, 2011 8:51 pm

It'll be interesting to see what the devs of New Vegas will add when they incorporate hunger/thirst/sleep into the vanilla game. I'm planning on porting IMCN over to New Vegas, possibly before Powered Power Armor, since IMCN doesn't rely upon FOSE as much, and maybe I'll have a bunch of new commands and capabilities to play around with. It might also increase interest in that type of mod in general.
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KIng James
 
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Post » Sat Feb 19, 2011 9:33 am

@ Arwen - I keep following your thread cause you have some new goodies with each update :D I am really impressed with each new update you have. It is really realistic for me :hubbahubba:

Thanks!

My next version (v.5.0) will include my new Med-Tec module (injuries/treatments/needs) . . . which may be a bit too realistic for some.
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oliver klosoff
 
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Post » Sat Feb 19, 2011 5:18 am

From what I read, Arwen, it isn't too realistic for me, it seems perfect for what I am looking for. I find myself watching those survivor type shows a lot and would like to bring that to my game as a challenge.

The only thing I am trying to solve now is the Food issue. I am in the process of reading threw what each one does. Totally loving what Imp's More Complex Needs (along with RI and PI) does. I am wondering if Fallout Foods is going to be an issue if I throw that into my list? I know Brahmin Dairy Products is listed, but I have a hard time believing that people can find bananas mint and chocolate for the smoothies (for my realistic role play experience) so I am not going to use that :shrug:
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Tarka
 
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Post » Sat Feb 19, 2011 4:24 am

Following the ART thread, it seemed like the primary complaint among your fans regarding IMCN was that having to keep track of more than just a single nutrition stat was too complicated. With that in mind, are you going to model your needs module on primary needs, or will you emulate IMCN's new system?
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noa zarfati
 
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