[RELZ] Poked-Survival

Post » Sat Oct 09, 2010 1:53 pm

Decided to post here for feedback and constructive criticism despite being admittedly intimidated by the "big" names on this forum :D

http://newvegasnexus.com/downloads/file.php?id=40395
Ever wonder how a courier could be an expert at harvesting plants, gathering meat, or skinning animals?

Never felt the need to raise Survival skills except MAYBE for perk requirements?

With this mod, EVERY point in Survival skill matters. Chance and number of plants and animal parts harvested depends on Survival Skill. Because not everyone is an expert Survivalist at level 1.
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UPDATES:
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1.01a
* fixed harvest animation problems with several plants (thanks to DredDarkwater77!)
* chance none for meat increased to 75% at Survival 0 to 0% at Survival 50
* less static harvest bonus amount. OLD: fixed bonus of 1 fruit per 50 Survival to min/max of 1 at Survival 25 to min 1/max 4 at skill 100
* short messages that tell you how much of your harvest was because of your Survival skill
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1.01
* gave completely arbitrary mod version number
* fixed some typos in script giving a chance to harvest 50+ from a certain plant!
* OLD: chance to harvest/collect from 50% at Min Survival Req and 100% at (Min Req + 50)
NEW: 25% Chance at Min Req to 100% chance at (Min Req + 50)
* player luck affects chance to harvest plants. previously just affected creature loot.

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BACKGROUND
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I always thought that Survival was a bit useless. You could always harvest a fixed amount from plants and get all animal parts regardless of skill. Sure it made food healing better and give recipes but compared to other skills, it was underwhelming and my character never felt a need to raise it.

I then slowly made changes to how survival worked in my own game and it eventually became this. I titled it poked because I initially wasn't sure if the (very minor at first) changes it made were worthy of being called "tweaks" or "mod".

Eventually, it became this and i decided to release it (without intending to when i began) just in case others could use it, and also to get feedback. I'd appreciate any as long as they're constructive and will ignore those that aren't :D. Also, please be gentle with me as this is the first mod I have ever released (though i have quite a few unreleased since OB) and ive only tested with a new low level character.

Here's how I envision the character to be and hope the mod reflects it:

At skill <25 - your idea of wilderness is the way your room used to look without your mother checking in on it after a week

25 Survival - You've been on boy scout camping trips and can fend for yourself given the resources and a bit of luck. Provided the scoutmaster is watching your back.

50 Survival - You've spent a lot of time in the wilds. Nature is your provider, and your friend and you rarely have need of so-called "civilization."

75 Survival - You are more comfortable in the wilds than many people are in towns and cities

100 Survival - You may have changed your name to John Clayton, but inside you're still lord of the jungle.

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THINGS "POKED" (a.k.a What this Mod does):
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I. Your luck affects the chance of something being there for you to harvest/collect (+5% chance at 10 luck, -4% at 1 Luck)

II. Once there is something to harvest/collect, your skill determines whether you succeed in getting it. Higher skill levels give a chance to harvest/collect more. A character with low skill will get less than vanilla or none at all while a character with high survival will get more.

III. No longer will anybody just be able to skin animals or collect their venom. Skinning animals requires 25 skill, collecting their venom glands is an advanced skill (50 reqd).

IV. Recipes tweaked so that basic cooking shouldnt require more than 25 skill (its throwing meat unto a fire!) while poison making is an advanced art (50 or more required). Note however that i play without food healing so it could be unbalanced if you have food healing on.

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INSTALLATION:
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usual. copy into your installation\data folder.

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CONFLICTS:
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Likely anything that touches survival, death levelled lists, harvestable plant scripts and Survival Recipes.

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CREDITS:
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* RickerHK, davidallen, Cipsis, Glowcat at the official forums for scripting help
* the Awesomely helpful JOG, also at the official forums (and many other modding forums), for help on many things
* anyone who makes constructive criticisms (I'm looking at you DredDarkwater77)

User avatar
Robert Jr
 
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Post » Sat Oct 09, 2010 5:32 am

Have any plans for campfires? or the special cooking plates for dead money?
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Robert
 
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Post » Sat Oct 09, 2010 12:16 pm

what do you mean about campfires? i was thinking about the ability to make campfires anywhere but no real plans yet.

and i dont have dead money :)
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Dj Matty P
 
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Post » Sat Oct 09, 2010 4:53 pm

I am enjoying this, nice work.

One small thing, it can break the tutorial pretty easily, especially if you're using Arwen's or another mod that lowers starting skill points. What I did to complete it was create a duplicate healing powder recipe with 0 requirement and a condition to only show up if the quest is running. I would also suggest replacing or supplementing the broc flower and xander root plants that are enabled by the quest with ones that use the vanilla scripts; I got lucky during the tutorial, but even with Survival tagged, at level 1 I often failed when attempting to harvest either plant.
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naome duncan
 
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Post » Sat Oct 09, 2010 10:32 am

=============
UPDATES:
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1.02
* harvest success chance changed to 2 * Survival Skill (100% at 50 Skill)
* maize easier to harvest than most (100% at Skill 25) BUT max amount reduced to 4 (from 6)
* bonus harvest reduced from 1-4 to 0-4 (at skill 100)
*added recipe Bitter Drink - Broc, Xander, 3 Jalapeno, Survival 40

One small thing, it can break the tutorial pretty easily...


yeah its been brought up in the nexus comments. I used ART and had to level up so i could finish that quest. as you can see, the newest version makes it easier to get a successful harvest. however, it does make that part of the tutorial very hard to complete. could you tell me what quest that is so i dont have to go digging it up in the Geck? full credit to you of course.
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Brittany Abner
 
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Post » Sat Oct 09, 2010 9:22 am

Sure, the quest is VCG03 and the plant refs are VCG03BrocFlowerREF and VCG03XanderRootREF.
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Claudia Cook
 
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