DJ Realistic Resting - FOSE
Fallout 3 » Gameplay Effects and Changes
Fallout 3 » Gameplay Effects and Changes
Added: 11/11/2010 - 09:13PM
Updated: 13/11/2010 - 05:19PM
Description
Last updated at 17:19, 13 Nov 2010 Uploaded at 21:13, 11 Nov 2010
Version 1.1: Minor change... Added a minimum hit point check to the first hour of rest, so now it takes exactly the same amount of time to heal from a near death wound state regardless of how high your maximum health is.
Requirements: FOSE
Short Description:
Highly configurable and simple resting mod. This mod changes the rate at which you heal while resting/sleeping, as well as how long you have to rest to gain the Well Rested perk.
Long Description:
This mod works similarly to RI_sleep, but the scripts are all of my own creation. I liked the general idea that KSchenk had, but I didn't like the execution.
The formula for healing wounds in Vanilla Fallout 3 is ridiculously simple: You get healed to full for sleeping at least one hour. This mod changes that.
The new formula for hit points and limbs is:
health = current health
healingMultiplier = (endurance / GLOBAL_VARIABLE) + 1
for each hour rested...
health = health * healingMultiplier
So, the more hurt you are, the more time it takes to heal. Also, the time it takes to fully heal from near death is exactly the same regardless of how many hit points you have. This reflects the abstraction of the hit points concept in RPGs.
For example, if healing from 1 health to full takes 35.5 days, then it will take 35.5 days if you have max health value of 200 or 800 (or anything in between).
Ok, so how long does it take for a character with 5 endurance to heal to full from 1 hit point?
With default values for the global variables, it'll take about 35.5 days. From half health, it would take about 4.6 days. So, you might want to use stimpacks, eat food, and drink water before going to sleep.
Note that your Endurance attribute greatly speeds up the healing process. For example, someone with 10 endurace heals twice as fast the same character with 5 endurance... and 10 times faster than the same character with 1 endurance.
The gobal variable used in the formula to determine how much health is healed per hour can be changed, of course.
Crippled Limbs:
Limbs at 0% condition won't heal at all through rest. It's a property of the formula used.
Global Variables that can be tweaked:
DJRRSleepHealingModifier: Default value is 800. A very low number (like .01) would be the equivalent of Vanilla, while a larger number (like 2400) would actually be closer to reality. I found 800 to be a good compromise between realism and playability, but I like a challenge.
DJRRNumHoursForWellRested: Default value is 8. This represents the number of hours you have to sleep to get the well rested perk. A value of 1 would be equivalent to Vanilla, while a value of 25 (or higher) effectively removes it from the game.
To change a global variable, enter the console (` key), and type:
set to X
where is the name of the global variable, without the <>'s, and X is the number to set it to.
Changes to all global variable are saved when you save the game, so you only would have to change it once if you choose to use different values. I prefer global variables over menu systems because of their simplicity, and they're less obtrusive. If I decide to create a user interface, it will be in a seperate .esp file.
Game Scripts modified:
WellRestedMessageEffectSCRIPT: Removed the complete heal effect
PlayerBedSCRIPT: Added a check for the number of hours rested
All my scripts are well documented, easy to read, are as simple as possible, and have no performance penalty whatsoever during gameplay. Also, their names will start with DJRR, so if you want to crack open the GECK and edit them, they're easy to find.
This mod is meant to be used with my other mods which affect gameplay. None of which are yet released. :D
Bugs:
None that I know of. This works perfectly for me on my computer, and I'm operating under the assumption that if it works for me, then it'll work for you... unless shown otherwise. So, if you spot any bugs, then describe it, so I can fix it quickly.
Requirements: FOSE
Short Description:
Highly configurable and simple resting mod. This mod changes the rate at which you heal while resting/sleeping, as well as how long you have to rest to gain the Well Rested perk.
Long Description:
This mod works similarly to RI_sleep, but the scripts are all of my own creation. I liked the general idea that KSchenk had, but I didn't like the execution.
The formula for healing wounds in Vanilla Fallout 3 is ridiculously simple: You get healed to full for sleeping at least one hour. This mod changes that.
The new formula for hit points and limbs is:
health = current health
healingMultiplier = (endurance / GLOBAL_VARIABLE) + 1
for each hour rested...
health = health * healingMultiplier
So, the more hurt you are, the more time it takes to heal. Also, the time it takes to fully heal from near death is exactly the same regardless of how many hit points you have. This reflects the abstraction of the hit points concept in RPGs.
For example, if healing from 1 health to full takes 35.5 days, then it will take 35.5 days if you have max health value of 200 or 800 (or anything in between).
Ok, so how long does it take for a character with 5 endurance to heal to full from 1 hit point?
With default values for the global variables, it'll take about 35.5 days. From half health, it would take about 4.6 days. So, you might want to use stimpacks, eat food, and drink water before going to sleep.
Note that your Endurance attribute greatly speeds up the healing process. For example, someone with 10 endurace heals twice as fast the same character with 5 endurance... and 10 times faster than the same character with 1 endurance.
The gobal variable used in the formula to determine how much health is healed per hour can be changed, of course.
Crippled Limbs:
Limbs at 0% condition won't heal at all through rest. It's a property of the formula used.
Global Variables that can be tweaked:
DJRRSleepHealingModifier: Default value is 800. A very low number (like .01) would be the equivalent of Vanilla, while a larger number (like 2400) would actually be closer to reality. I found 800 to be a good compromise between realism and playability, but I like a challenge.
DJRRNumHoursForWellRested: Default value is 8. This represents the number of hours you have to sleep to get the well rested perk. A value of 1 would be equivalent to Vanilla, while a value of 25 (or higher) effectively removes it from the game.
To change a global variable, enter the console (` key), and type:
set
where
Changes to all global variable are saved when you save the game, so you only would have to change it once if you choose to use different values. I prefer global variables over menu systems because of their simplicity, and they're less obtrusive. If I decide to create a user interface, it will be in a seperate .esp file.
Game Scripts modified:
WellRestedMessageEffectSCRIPT: Removed the complete heal effect
PlayerBedSCRIPT: Added a check for the number of hours rested
All my scripts are well documented, easy to read, are as simple as possible, and have no performance penalty whatsoever during gameplay. Also, their names will start with DJRR, so if you want to crack open the GECK and edit them, they're easy to find.
This mod is meant to be used with my other mods which affect gameplay. None of which are yet released. :D
Bugs:
None that I know of. This works perfectly for me on my computer, and I'm operating under the assumption that if it works for me, then it'll work for you... unless shown otherwise. So, if you spot any bugs, then describe it, so I can fix it quickly.



