Then we are on the same page. XFO wants to make the mod immersive and realistic, so continuously fast travelling from enemy town to a doctor, waiting in-game hours to sleep, etc., those are immersion breakers.
That depends on what you consider immersive. I personally don't find it immersive to have to sleep when I'm not "tired", but in the middle of the day, and then again five minutes later to regain health from my recent fight. That to me is exploitation of the loopholes the game allows. I also find it normal to have to decide whether I'm going to take my battered self out of a partially-cleared area and find a doctor (on foot; I try to refrain from fast travel, but I might use it more once I install http://fallout3nexus.com/downloads/file.php?id=3280), or hide in the toilet of the Super Duper Mart until I can eat something, to give me enough energy to fight my way to the area where there
might be some medical supplies. And I say this as the player who is using Better Living Through Chems
with the stimpack addiction active, so popping stimpacks willy-nilly isn't so much of an option either.
But then again, I'm trying to play an RPG here, not an FPS. I don't have any need to roar through the game leaving a trail of as many bodies as possible behind me. I consider myself, as a Vault Dweller, a weak and inexperienced newcomer to a very dangerous world, and I prefer to act accordingly. Your immersion level may vary.
The only feasible way of surviving in the FO3 environment with severely nerfed healing is sneaking around and using explosives and rarely some actual gunfights, that would make sense in real life, but what that actually does is limit the playability of the game. It truly makes it "sneak and don't get shot", which is already a viable playstyle, but with harder repercussions if you fail.
Well, of course, you don't have to use the drug rarity module if you don't like it. But "sneak and don't get shot" is not the only viable alternative, if you're being creative as if this was a roleplaying game. You could give up the whole "flying solo" thing. You could take the Wasteland Whisperer perk and send animals in as meat shields. You could travel from town to town with the caravans so that you'd have some protection (and also a convenient merchant who might have stimpacks). You could stay in a town (or near it) and do quests and explore in small steps, to get stronger so that you'd be more competent to explore more widely. You could use other chems or alcohol to boost you up so that you can do something useful (like kill everybody as fast as possible and take less damage, or boost your strength so that you could fast travel while normally over-encumbered and get the heck out of the danger zone so that you could heal and get better prepared for the challenge you couldn't face successfully). You could use.... strategy... such as cover, "safe houses", "picking the enemy off", if in a group, or leading them away from each other in ones and twos, so that you can.... pick them off... easier, and pauses (meaning clear an enclosed part of an area, leave, heal up or rest or whatever, then come back and clear the next section) to move forward with the game in a safer manner.
Myself, I find these restrictions cause me to constantly re-evaluate my playstyle and try different things to see if they're more successful, whereas the Vanilla game doesn't make this necessary. Therefore I find it very re-playable, because each time I'm playing a different way than I "normally" would, and that is what's interesting to me. Funny enough, last time I played, I had started a new game with the standalone and BLTC, both new to me (I hadn't tried the standalone before, and I had never used BLTC before). All I did was play through Escape!, and it was radically different for me. For one thing, I didn't take the gun from Amata, which enabled me to avoid one fight entirely (because she finished it before I got there). It turned out that I didn't miss the gun (got several before I got to her again, plus its a waste of ammo I might need, just to kill radroaches, who squash just fine with a bat), and she gives it back to you anyway, afterwards. In the meantime, I did get into several fights (with the guards), and I got fairly beat up. I was able to backtrack and drink from the water fountain by the classroom (which I hadn't noticed in previous playthroughs, but now I was seriously paying attention to where HP-restoration possibilities existed), which meant that my health was OK (couldn't eat, because I was full), but my head was crippled. Unfortunately, I couldn't use a stimpack, because I got a warning that I would poison myself if I did. So I did the whole last third of the dungeon with a concussion, which (because BLTC adds visual effects) meant that I had to stop every few feet until my vision cleared, and very, very slowly (because I was overencumbered and might have had a crippled leg, but if you're basically crawling along, who notices if you're crawling along slightly slower or not)? Fortunately a good chunk of that is a "safe" area (and in fact, I probably should have sat with Amata for a while, till I could sleep in her bed or the Overseer's, for a couple of hours, but honestly, I just wanted to get out of there, as a wanted person and all, so I didn't), but I sure had to use VATS just to make the final run to the exit door (because I couldn't run from those last two guards, and my condition was not such that I could take any hits at all-- one blow to the head would have been it for me).
In vanilla, I never would have thought, "OK, this concussion is annoying, but the area I'm passing through is relatively safe, so
I don't really have to heal myself right now-- I can manage, if I'm careful, to complete the area and get myself to a safe place where I can at least rest, and from there make my way to a doctor". I never would have thought "how can I use what I know about this situation to my advantage, given my limitations?" and let Amata keep the gun. I never would have noticed that water fountain by the classroom and backtracked to have some lovely Purified water after Chief Security Officer what's his name got the drop on me (because I wasn't paying attention-- if I had been, I would have seen that you can see him on the upper level before he knows you're around, and you can either lay in wait for him, or avoid his attention). And this was just the tutorial. I can't
wait to see what kind of creative solutions I'm forced to come up with to overcome later game obstacles. I'm sure it will go beyond "sneak and don't get shot", though.
Not to change XFO's design ideals, just putting my own out there: if you want to make a mod to make healing less powerful, you need to make damage less so too because you are tanking shots 90% of the game.
Well, if that's the way you play, then yeah, but I don't find that immersive, balanced, or fun. And even in Vanilla, there are only so many kinds of shots that I can even tank-- there's one abandoned suburb that I don't even know the name of, but it's pretty close to Greyditch, because I keep winding up there instead of Greyditch if I go "overland" instead of following the road, and this place is full of Raiders with Big Guns, and a turret that barely lets me get in the town (and noplace near the map marker, wherever it is, or else I'd know what town it was) before I get blown away. If I manage to get past the turret somehow, I then have to try to sneak-kill a Raider with a damn rocket launcher before he sees me-- I can't take even one hit from those, full stop. I ran back into Marigold Station from the Falls Church end like three separate times before the BoS showed up and killed those Super Mutants for me (I didn't know at the time that those Super Mutants are relatively nerfed in comparison with the ones you'll find further inside DC proper.... but then again, I've added MMM since that time, so that may no longer be true). There's a lot of ways to implement "sneak and don't get shot" that are more "roleplay-friendly" than simply sneaking and not getting shot because otherwise you'd have to tank every kind of damage that's thrown at you.
Comprehension is IN, as part of the Intellect tree. And how does it supersize you more than the current version? Wait till 16, then boom with magazines. Same with my idea of comprehension, except you don't hoard them until you hit the perk.
Oh yeah, I see it, in the Jack of All Trades series. Having a big boost in your skills at level 16 is very different than having it at the default level 4. By level 16 you've likely played through a much greater portion of the original game and already overcome many very difficult and significant challenges without the benefits of that skill boost (since you've not read the books yet), whereas at level 4, most of the game-- and the books-- remain to be discovered, and therefore you have the potential to meet later challenges with much improved capabilities. But since I use Book Perks (which removes the whole skill-points-from-skill-books thing anyway), as well as Four-Eyes Perk (which also adds a Comprehension clone perk automatically, as part of the idea that you're a glasses-wearing geek who reads a lot), I had already changed Comprehension itself, as well as all cloned/alternate versions from mods, to add general skill points on level up rather than doubling the amount of targeted skill points a book gives (I'm not sure I'm happy with that as a reward either, but it was a "for personal use" hackaround to make the mods work together rather than something that had to be "correct" right now). For the Jack of All Trades perk series, I think I just won't take the Comprehension variant (unless I think of something better to change it to that conforms to Book Perk's changes).
Check the "Plans" section. It's the first on the to-do list.
Plans may well have changed, since the mod is now being re-written from the ground up.
Thanks for the recommend. Not too happy with the perks that author provides though, they seem rather arbitrary and I'm not too crazy about using FOSE for just one mod.
Well, I won't start on the FOSE issue, nor even suggest that, if you potentially have one mod using FOSE, that then frees you to add more mods that also use it (insofar as once you've installed it, there is no extra cost to add additional mods that utilize it). I will say that it's not too surprising if the perks seem "arbitrary".... there's not that much really available to add as an alternative to the targeted skill points, if you are still trying to give an "appropriate" perk. I will also say.... if you don't like it, change it. That's why we have modding tools freely available. The author was not, naturally, in your brain, so it's no big surprise to discover that the author's idea of what would be an appropriate and balanced alternative would not necesserily be the same as yours. It's a single player game (so no need to worry about matching the "server"), and modifiying a mod for your own personal game is perfectly well allowed.