[RELz] Hardercore

Post » Sat May 28, 2011 8:24 pm

Could you implement XP rate changes (slower leveling)?
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 5:48 pm

How does the module with new hunger/thirst rates work with mods that change the timescale? I'm mostly thinking about http://www.newvegasnexus.com/downloads/file.php?id=34718
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Tessa Mullins
 
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Post » Sat May 28, 2011 4:44 pm

Something I thought about was forcing the passage of more time after you fade to black when a doctor works on you. Not near the top of my to-do's though.

HealthEnduranceOffset basically gives you that amount of endurance as extra, as far as the health calculation goes. So, if HealthEnduranceMult is 7, adding 1 to HealthEnduranceOffset gives you another 7 HP.


Thanks for the info :).

After playing with this and getting crippled and almost killed during the NCRCF retake, I am loving it. I had to inject some med-x to remove the crippled penalties and then pop a couple stims to heal up. I figured I might as well jab em in seeing as I was under the effects of med-x anyways. Also, I merged your med changes with the Drugs are Bad M'kay visuals and that makes med-x even more fun :P. Awesome mod :D
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Jose ordaz
 
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Post » Sat May 28, 2011 10:58 am

Your forgot to remove the healing component of stuff like wells
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Claire Lynham
 
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Post » Sat May 28, 2011 3:20 pm

How does the module with new hunger/thirst rates work with mods that change the timescale? I'm mostly thinking about http://www.newvegasnexus.com/downloads/file.php?id=34718


Ive been using that for like 15 mins now, if i set timescale to 5, and the HTS at the suggested parameters, it goes incredibly fast. I now use timescale 7 for exteriors and hunger=1.5 thirst=2.0 sleep=2.0 sleeprestore=0.8
It seems to work okay for now, though i have not played for long using these settings. It may need some more finetuning to make it work in the most realistic way.

It would be nice if Hardercore came with timescale and XP settings
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Miranda Taylor
 
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Post » Sat May 28, 2011 11:25 pm

Your forgot to remove the healing component of stuff like wells


I'd fixed it for my game.
http://rapidshare.com/files/429507062/hardercore_healing.esp , the updated version, I hope you dont mind.
http://i53.tinypic.com/2n9jrdv.jpg the missing entrys
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kitten maciver
 
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Post » Sat May 28, 2011 2:43 pm

Any thoughts about making cooking more actual? For example, in-game food may be much more radioactive, so players must use campfire not only in tutorial :)
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Reanan-Marie Olsen
 
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Post » Sat May 28, 2011 5:29 pm

Wasnt this altered already?
pre-war food seems to be less nutritious then a juicy gecko steak
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Emma Pennington
 
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Post » Sat May 28, 2011 8:40 am

have you touched accuracy (gun sway/spread) in any way at all? if you have, may i know what settings youve changed? thanks :)


Nothing yet. If there is anything of this nature, it will be in the aiming module.

Any ETA on the next module's release? I'm loving my current game with all three Hardercore parts enabled, my first time for Health and Wealth. Pretty nice! I'd love to see what Manual Aiming ends up doing to the gameplay as a whole.


I'm passing over aiming for the time being and have just gotten started on implementing sneaking.

Could you implement XP rate changes (slower leveling)?


I have no plans to change the leveling rate. I'm sure standalone mods will come along to suit all tastes.

How does the module with new hunger/thirst rates work with mods that change the timescale? I'm mostly thinking about http://www.newvegasnexus.com/downloads/file.php?id=34718


Works fine. I play with my own Night and Day mod, which uses the same essential method as Imp's.

Your forgot to remove the healing component of stuff like wells


This is a display error. Water activators will only heal if hardcoe mode is off, but the mouseover is apparently not as smart as the pipboy when it comes to figuring these things out.
(There's also a chance the change didn't make it yet to the release branch. If someone tests this and finds their health does go up, I will release a .31 before stealth is done.)

I'd fixed it for my game.


Though this case is (probably) harmless, in general I do not give permission for modified versions to be distributed, simply because it can and has lead to people expecting the original author to provide support for forks.

Any thoughts about making cooking more actual? For example, in-game food may be much more radioactive, so players must use campfire not only in tutorial :)


Cooked foods are in general better than uncooked ones. More rads on basic foods is not out of the question, but not near the top of the queue.
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Taylrea Teodor
 
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Post » Sat May 28, 2011 11:40 pm

Been playing with Hardercore as the core of my mod scheme. Here's the list in its entirety.
Spoiler

[spoiler]

Hardercore: http://www.gamesas.com/index.php?/topic/1132530-relz-hardercore/?

Darnified UI http://www.gamesas.com/index.php?/topic/1133572-wipzbeta-darnified-ui-nv/

Immersive Karma http://newvegasnexus.com/downloads/file.php?id=34784

Centered 3rd Person Camera http://newvegasnexus.com/downloads/file.php?id=34744

Killable Kids http://newvegasnexus.com/downloads/file.php?id=34853

Faster Running http://newvegasnexus.com/downloads/file.php?id=34783

Jump N Fall http://newvegasnexus.com/downloads/file.php?id=34711

Brighter Pip Boy Light http://newvegasnexus.com/downloads/file.php?id=34776

Night and Day http://newvegasnexus.com/downloads/file.php?id=34979

Nevada Skies Sandstorm beta http://newvegasnexus.com/downloads/file.php?id=35998

gore tweaks http://newvegasnexus.com/downloads/file.php?id=35083

Mod Manager http://newvegasnexus.com/downloads/file.php?id=35726

Explosive Knockdown Mod http://newvegasnexus.com/downloads/file.php?id=36174

Better Game Performance http://newvegasnexus.com/downloads/file.php?id=36691

D3D9.dll http://newvegasnexus.com/downloads/file.php?id=34970

Invisible Wall Remover http://newvegasnexus.com/downloads/file.php?id=35011

no auto aim http://newvegasnexus.com/downloads/file.php?id=34723

better binoculars
http://newvegasnexus.com/downloads/search.php

Drugs are bad Mkay http://newvegasnexus.com/downloads/file.php?id=36163

Depth of Field http://www.newvegasnexus.com/downloads/file.php?id=35589


I think I may be experiencing a conflict between Drugs are bad Mkay and your meds/healing overhaul. How can I make sure they are compatible? I absolutely want them both.

But I have played to level 10 and in my mind I have made it through the "early phase" of the game. It's still not nearly hard enough, imo. While ammo is scarce, approaching what I think your philosophy calls for, stimpaks, food, and purified water are still too common. I'm not hurting from any of them. I am using Cannibalism so that may explain why I am not hurting for health and can therefore collect stims, but I have purposefully hamstringed my med skill (30 - so that I can use doctor bags, but no more) and I am still not hurting for healing.

Whatever changes you made to food/sleep/water/rads has made relatively no impact on how it "feels" compared to my Vanilla play-through. I've never had to drink out of a toilet or other rad infested source to survive.

So far I like the combat, although I feel pretty mighty even though I have invested in non-combat skills. I need to see where combat goes as I continue to level up.

Overall, I feel like the early game has not been sufficiently harder, although I think your mod begins to achieve its objective. I think the scarcity of "purified" food, water, and health is a necessity, and a radiation overhaul is called for. Rad x and radaway should be even more scarce, and radiation more common/powerful.

I'm enjoying the mod, though, and will continue to provide feedback.

Thanks!
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vicki kitterman
 
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Post » Sat May 28, 2011 11:51 pm

I'm also getting water activators restore my health, in hardcoe mode.

Further, I'm having an issue with sleep/rest. Having a limb at 76% it should heal during rest. It isn't. I don't know if Bethesda's script language has changed much since I last modded (back in Morrowind) but the short variables bag and blood etc appear to be used but never assigned, which would cause issues back in the day.

Otherwise, some excellent work.
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Farrah Barry
 
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Post » Sat May 28, 2011 11:35 am

Could I combine the healing and loot modules from Hardercore with Arwen's core realism component?

Seems like they would be perfect together...
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Sasha Brown
 
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Post » Sat May 28, 2011 11:51 pm

The only issue i have is with the healing module and it's not really an "issue" i just find irritating being sleepy after using a Healing Powder, since i'm not finding so much stimpaks as i used i tend to use a lot more Healing Powder, can you reduce the effect or change it?
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Rachel Hall
 
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Post » Sat May 28, 2011 10:44 am

Sleeping powder is adding more sleep than I intended. I'm not sure if its interacting with some setting, but its adding 300 sleep when I put 150 directly in the ingestible effect. That will be changed.
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Epul Kedah
 
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Post » Sat May 28, 2011 1:26 pm

I'm also getting water activators restore my health, in hardcoe mode.


Going to chime in that I'm getting this too. Hardercore is the last thing in my load list other than "Closer to Fallout - True Threshold" which should only set one variable (Damage ping to 0)

Overall I'm enjoying the mod, though I have a lot of different things that effect the overall balance (Craft Overhaul, Pointiac, two perks/traits mods, perk every level, etc) so I can't really comment on balance of items.

One thing that kind of sticks out though is that there really needs to be a significant accuracy penalty for low skill. I'm playing a pure explosives char with no guns skill to speak of, but I find myself able to take out the entire correction facility with a Varmint Rifle from the mountains, which is not exactly right.
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Devils Cheek
 
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Post » Sat May 28, 2011 2:39 pm

Since this is a more realistic mod shouldn't being stung by a scorpion mean an eventual guarenteed death unless you see a doctor/use antivenom? On that note shouldn't being made woozy by the cazadors apply an automatic head crippling visual effect?
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Manuela Ribeiro Pereira
 
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Post » Sat May 28, 2011 9:19 am

With your current changes, the only thing that seems wierd is that doctors can still insta-heal you. May I make a suggestion for a future release? It would be great if you could change the doctor healing so that it has a similar effect to using a blood pack and a hydra and possibly even changing the ownership of one of the beds in the place so that the player can rest there (like the "rent a room" scripts) to heal up over time. This would definitely make doctor healing more realistic.


Have to agree on doctors. They feel somewhat unbalanced at the moment. For example, my newly made character has little in the way of medicine skill or barter, and is charged over 100 caps for a stimpack which, after damage, will restore something like 18 health. For the same number of caps a doctor can heal me 100%. I'd suggest perhaps a couple of things:

1) Make doctors restore only ~10% health & limb condition for 100 caps (I'd prefer this), or else boost cost significantly
2) Increase the effectiveness of stimpacks - with heavier damage in the early game, taking a single bullet costs me 500 caps worth of stimpacks, leaving me virtually confined to snipe/sneak tactics. Or putting the difficulty back down :) Maybe stimpacks could restore more health over a longer period of time or something like that.
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Sarah Unwin
 
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Post » Sat May 28, 2011 6:28 pm

I don't know - I think doctors are good as they are - you have to spend a bit of time walking to get to them after all. The trade-off with stimpacks being mobile and usable anywhere is that they won't heal much health. IMO I think they should heal a TAD bit more than they do with this mod, but I think the system works pretty well.
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Laura Mclean
 
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Post » Sat May 28, 2011 11:03 am

i think that 50-60 sleep is enough, 150 is a little overkill.
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Oyuki Manson Lavey
 
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Post » Sat May 28, 2011 11:01 pm

OK I just started getting consistent crashes with the hardercorehealing.mod active. It crashes every time I enter the NCRCF zone now. I am sure it's this mod and this mod only.

Any idea what could be conflicting?
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Rudy Paint fingers
 
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Post » Sat May 28, 2011 9:49 pm

I don't know - I think doctors are good as they are - you have to spend a bit of time walking to get to them after all. The trade-off with stimpacks being mobile and usable anywhere is that they won't heal much health. IMO I think they should heal a TAD bit more than they do with this mod, but I think the system works pretty well.


I think the trade-off is too much. If a doctor heals me for ~200 hp plus all limb damage (lets assume this has equal value to the hp healing), whilst a stimpack nets me ~20hp and no limb change, that makes visiting a doctor 20x more efficient for a similar price. To me it then feels like using the doctor is so much the better option that it feels like an exploit. There is no choice because at that level of efficiency difference it's a no-brainer. The convenience of healing on the move doesn't come close to making it viable, merely an emergency measure in cases where you're definitely going to die if you don't. I'm not sure that's really intended.
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Jason Wolf
 
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Post » Sat May 28, 2011 10:23 pm

I think I may be experiencing a conflict between Drugs are bad Mkay and your meds/healing overhaul. How can I make sure they are compatible? I absolutely want them both.


There's simply no way to do this, I'm afraid. The gameplay effects and visual effects of ingestibles live in the same record, so only one mod gets to change them. If you load hardercore_healing.esp second, you'll get the gameplay changes to medx, stimpacks, and super stimpacks and the visual effects of everything else.

I am using Cannibalism so that may explain why I am not hurting for health and can therefore collect stims, but I have purposefully hamstringed my med skill (30 - so that I can use doctor bags, but no more) and I am still not hurting for healing.


In a near-future version, cannibalism will be for food value only (in hardcoe mode).

Overall, I feel like the early game has not been sufficiently harder, although I think your mod begins to achieve its objective. I think the scarcity of "purified" food, water, and health is a necessity, and a radiation overhaul is called for. Rad x and radaway should be even more scarce, and radiation more common/powerful.


I'll be looking at putting more dirty water and irradiated food in lists sometime after the first pass on all modules.

Further, I'm having an issue with sleep/rest. Having a limb at 76% it should heal during rest. It isn't. I don't know if Bethesda's script language has changed much since I last modded (back in Morrowind) but the short variables bag and blood etc appear to be used but never assigned, which would cause issues back in the day.


I haven't explicitly tested the precise boundary in practice, but its definitely .75 * player.getBaseAV [Limb]Condition in code. Uninitialized variables are zeroed.

Could I combine the healing and loot modules from Hardercore with Arwen's core realism component?


Try it and let us know how it goes. hardercore_combat has some aims that are directly opposite of Arwen's, but I would expect other modules to get along fine.

One thing that kind of sticks out though is that there really needs to be a significant accuracy penalty for low skill.


I'll be investigating this for the aiming module.

Since this is a more realistic mod shouldn't being stung by a scorpion mean an eventual guarenteed death unless you see a doctor/use antivenom? On that note shouldn't being made woozy by the cazadors apply an automatic head crippling visual effect?


Good ideas.

OK I just started getting consistent crashes with the hardercorehealing.mod active. It crashes every time I enter the NCRCF zone now. I am sure it's this mod and this mod only.


I will investigate.

merely an emergency measure in cases where you're definitely going to die if you don't. I'm not sure that's really intended.


That is the intended role of stimpacks and healing powder. Sleep should be the number one choice when available.
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Ilona Neumann
 
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Post » Sat May 28, 2011 7:19 pm

OK I just started getting consistent crashes with the hardercorehealing.mod active. It crashes every time I enter the NCRCF zone now. I am sure it's this mod and this mod only.

Any idea what could be conflicting?


I just had something like this too. It turned out to be the pick-up-able bedding item, which I had stored in my temporary housing solution (The Goodsprings bus station safe, specifically). Every time I entered the cell, I would get a crash, but I could reload the autosave and it would work until I'd get another crash after I removed the bedding from the safe. I ended up taking everything but the bedding out and storing it elsewhere.

As for doctors, I wouldn't compare them to stimpacks, I would compare them to sleeping (free), blood packs and doctor's bags (minor cost) which are the intended 'main source' of healing. Possibly to make doctors more similar to this you could do is spawn a gurney next to the player and have them automatically sleep in it, you could even charge by the hour. It might be a bit silly if the doctor wandering around Novac just spawns a gurney out in the street though... Actually just having them give you the same 'sleep to heal' effect would probably be good enough.
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Thema
 
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Post » Sat May 28, 2011 8:03 am

That is the intended role of stimpacks and healing powder. Sleep should be the number one choice when available.


That would be fine, but the thing is sleep isn't going to be the number one choice for characters with low medicine scores because you'll rarely be > 75% hp when you have an opportunity for rest. A visit to the doc then, is the only way... and the doc feels overpowered to me. Maybe rest could heal you at a much slower rate when you're below 75% and not using a bag/blood, but still heal you. Given the food/drink requirements that would still be sufficiently realistic in my opinion.
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Undisclosed Desires
 
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Post » Sat May 28, 2011 9:49 am

Things are perfect right now with the current situation. Docs aren't easily found and you have to travel to them somehow, balancing out the access to healing. There needs to be a way for players to heal...and Doc's perform that role well.

You can't model everything and attempting to do actually adds clutter and makes the mod worse. Things are good right now, I wouldn't make things more complicated than they already are.
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Heather Stewart
 
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