Fallout 3

File information

Last updated

Original upload

Created by

Orfevs

Uploaded by

Orfevs

Virus scan

Safe to use

About this mod

A major Patch for Real Injuries 3.0.2 / Primary needs 2.0.3. This patch includes a whole lot of fixes and additions. V2.7.2 MMM RC61, BLTC v0.3.2 and FOOK2 1.1 beta 2 compatibility. Added FOOK2 v1.2 ob support.

Requirements
Permissions and credits
A Real Injuries 3.0.2 and Primary Needs 2.0.3 Patch
--- This mod requires at least Fallout Script Extender (FOSE) v1.2 beta 2 ---



FOOK2 v1.2 open beta support files uploaded.

Bugs or questions? Please make use of the discussion tab.

News:
Updated and bugfixed. See below.

RiPnO Readme
A Fallout3 patch.
--------------------------------------------------------------------
Name........: RiPnO - (previously RIOrfPatch)
Author......: Orfevs (Real Injuries & Primary Needs by kschenk)
Version.....: 2.7.1
Description.:
RiPnO patches Real Injuries 3.0.2 and Primary Needs 2.0.3 by kschenk with fixes and additions.
Real Injuries brings hurt to the wasteland, but it's unfinished and has bugs. With this patch I aim to fix and improve upon just that.

--------------------------------------------------------------------
CP Current supported versions:
  • Mart's Mutant Mod RC6.1
  • FallOut Overhaul Kit (FOOK2 v1.1 beta 2 Hotfixes:Data 9-10, Plugins 9-06)
  • Better Living Through Chems (BLTC) v0.3.2


RiPnO includes fixes done by Unofficial Fallout Patch(es) and as such is compatible.

Please refer to the readme included with RiPnO for in-depth details and load order.


What it does:
Here's a few of the changes. Check the changelog further down for more info.

  • Stims have been redone, and heals better than healing powder. They are no longer so rare, but you will still have to be careful with it's use.
  • Healing powder has been toned down and now has addiction chance.
  • Stims and syringes are dropped when used, and you are in combat. So if you want empty stims, pick them up after use.
  • Alchohol now removes some radiation when drunk. That's the good news. The bad news is that you can still become an alcoholic.
  • The food sanitizer affects both healing(on vanilla setting) and radiation level on some, but not all foods.
  • (Outdated..) Grilled stuff has some scripted long term regenerative effects. Not enough to help you out of combat. I feel this is enough for food benefits. It's active regardless of setting.
  • MUCH More Food (Home cooking) has been added. Grilled Stuff is old news. Still, regenerative effects applies, and will stack with a different version, but not with itself. This is reflected in the convenience menu. You cannot pick an active food item from the convenience menu, but you can still use it from inventory if needed.
  • Water can be bottled from any water source using SNEAK. For the really nasty sludge, a soda bottle and a cap is used, but otherwise empty bottles from purified/dirty water (as well as the other water added through these mods) are used. The empty bottles are no longer categorized as "food". Click on it as much as you wish.
    However - you will always take the rad damage from the source whether you have bottles or not, but not nearly as much from bottling as drinking it.
  • The backpacks are lighter. More according to the values BlackWolf set, but still not that light.
  • Broc and Xander is available through loot and vendors. They strike a remarkable resemblance to Hollyhocks and Pansies if dropped. Only thing I could think of that fit..
  • Healing powder can now be created through your home lab using Broc and Xander.
  • Stims can be refilled through your home lab using discarded stims, purified water and healing powder. So SAVE your purified water! You won't find much of it. Broken Steel's Aqua Pura is currently not supported for this.
  • Food items has been readjusted in price and weight. They were for the most part overpriced, considering they were items you'd rarely find a need for with grilled food..
  • RI/PN is properly suspended in all simulations (i.e. Tranquility Lane)
  • Cripples last longer and needs to be "set" using braces before proper healing can commence
  • Awakening effect through Nuka Cola and misc substances. Supports BLTC
  • Op Anchorage patch now works as intended (use RiPnO version, not RI)
  • Disabled Fast Travel now remains disabled
  • RI Food and medical added to lootlists, including more healing powder as loot
  • Most healing options now "bleed" over to limbs with a small percentage. Does not affect crippled limbs.
  • Vendor resupply tweaked. Field Cooker and Water Pot won't be available if you already have these in your inventory (you may still leave them elsewhere and go buy another set if so needed after restock)
  • Added extensive support for bltc (Better Living Through Chems)
  • BLTC takes over the addiction part when it comes to alcohol, so RI_Alchohol is not needed, nor supported. Use the BLTC plugin unless you also use FOOK2.
  • Added extensive support for FOOK2. Fook changes the weight and names of many food objects. This is supported by using the bltc+FOOK2, or FOOK2 plugin. Also, a few operations at the home infirmary/lab has been enhanced.
  • Orf's Doctor Kit integration. Use scavenged equipment for medical creation and healing
  • Improved Medical Creation through home infirmary and workbench.
  • Create Bandages, Tourniquets, Quickpatches, Ointments, Disinfectants etc..
  • "Cola Heals" option within. Never underestimate the effects of Nuka Cola!
  • Many new menus for quick ease of access rather having to rummage through your inventory in search of items.
  • Medical Braces
    - Can fall off, be damaged or destroyed. Damaged braces need to be repaired at a workbench.
    - Wearing braces speed limb healing, and very slowly regenerates limbs on their own out of combat.
  • Quickpatches does no longer heal, but rather give a temporary boost to crippled limbs, much in the same way morphine temporarily restores your mobility.
    They will not aid in healing limbs. Even if the limb health is brought above 1 (which it is) when using quickpatch.
  • Added Stat Heal to limbs. This utilizes everything but stims.
    Stat heal is a gamble. The better your med skill, and the more DK tools, the better the chance of a successful heal, and heal amount. This also uses local anesthetic. Either morphine or bltc items without negative effects.
  • Water sources has been tweaked somewhat. TP tower water has been degraded from purified water.
  • DLC03: Project Purity End Game heal-all now works 100%
  • DLC03: Aqua Pura can be bottled (once the purity thing is complete)




Something of a Changelog:

v2.7 -> v2.7.1
  • BLTC CP: Changed CP - RiPnO[BLTC032] Zeta Detox to "CP - RiPnO [BLTC032] DLC Zeta.esp"
  • BLTC CP: Zeta DLC CP now actually loads Zeta rather than Point Lookout.. and PL items has been removed.
  • BLTC CP: Point Lookout has undergone minor changes. Nothing important.
  • FOOK2 CP: Corrected minor discrepancies between FOOK cps.
  • MMM CP: Updated for MMM 1 RC 6.1. Due to additions in 6.1 from 6.0, it's not completely backwards compatible. If you insist on using RC6 (and not 6.1), I suggest staying with the old MMM. Alternatively, remove the script from "Live Gecko" in the respective CP.
  • MMM / FOOK2 CPs changed load order for MMM. It's supposed to come after FOOK2.esm. Not in front.
  • Detox List updated with Recipe Meals. Their effects are also dispelled during detox.
  • Water Treatment Pot - It previously ate up 2 Bad Water to give 1 Unpurified Water
  • Readme updated. This includes changes to the load order list.
  • Recipe FRUITCAKE Tweaked. Won't last as long, and an EMP blast is not guaranteed. The jolts are though..
  • Pip OS Error for "Empty Water Bottle" fixed. Now points to proper folder.
  • RadAway/RadX had changed places in rad removal menu. Fixed.
  • Vanilla foods fills slightly more. Recipes and homecooked remains largely the same.


v2.6.5 -> v2.7
  • Tweaked hunger/thirst down
  • Added 2 more recipes (4 total)
  • Fixed filepaths for a few items to avoid PipOS error (missing icons)


v2.6.4 -> v2.6.5
  • Fixed more bugs - including an issue affecting medical crafting.
  • Fixed a problem with combat not affecting HTS as it should.
  • Added impact from different combat forms (melee, ranged, idle) to HTS.
  • Added impact from different forms for sneak (fast, slow) to HTS
  • Added impact from walking and walking encumbered to HTS


v2.6.3 -> v2.6.4
  • Added Slop (the pit) to Convenience menu (fresh foods list) for relevant CPs
    Also replaced the fook change with my own. Slop is NOT a piece of meat.
    Ended up as chunky soup icon with ramen model(game default nif).
    Will replace with my own model once I make one..
  • Added Alien Worm Food and Alien Squid Food to convenience menu (raw foods list)
  • Cooking menu now correctly produces what it says. Changed a few menu names.
  • Fixed formlist differences from raw to cooked foods.
    Raw food index must be the same as cooked food index.


v2.6 -> v2.6.3
  • Updated CPs
  • Replaced the Cooking system
  • Bugfixes
  • Food recipes
  • Tweaked foods a lot
  • Added new icons


v2.4.3 - (V2.5 Beta 12)
  • Orf's Doctor Kit integration
  • Bandage creation
  • Tourniquet Creation (workbench)
  • Improved medical creation through Home Infirmary
  • RI food and medical added to lootlists
  • Hunger system revamped. Primal Instinct as last penalty.
  • Grilled Food micro regen extends to limbs, except crippled.
  • Cola Heals integrated as in-game option. External file obsolete
  • Many Minor fixes
  • Status and Stimpak key bindings
  • Menus for eating, drinking, radiation removal
  • Out of Combat enhanced healing
  • In-combat heal menu
  • Medical Braces may fall off, be damaged, or destroyed
  • Buff Menu -- includes BLTC with CPs
  • Minor Healing (no stim) using skills and DK items
  • Disabled Fast Travel now remains disabled.
  • More Healing Powder as loot
  • Most healing options "bleed" over to limbs with a small percentage. Should not affect crippled limbs.
  • MMM Floater & Wanamingo meat now fills the tummy
  • Op Anchorage patch now works as intended
  • RI/PN suspended in simulations (i.e. Tranquility Lane)
  • Cripples last longer, and need to be "set" before healing can commence
  • BugFix: Purified Water can be bottled.. Again.
  • Awakening effect through Nuka Cola and misc substances. Supports bltc.
  • MMM CP updated for MMM rc5
  • DLC03: Aqua Pura can be bottled, but not used in medical crafting
  • BugFix: DLC03 End game heal-all now works as intended
  • And more..


v2.4.2
  • Empty bottles are now retrieved from the lab when making stimpaks
  • Minor fixes to Anchorage scripts - forgot to remove healing powder addiction upon entering/exiting sim
  • Re-did lab script. Somehow healing powder addiction were dispelled twice.
  • Added Aqua Pura to separate RiPnO DLC Broken Steel lootlist. Seems I missed that one..
  • Missed yet another. The FOOK2 cp script wasn't updated per 2.4.1 (fixed..)
  • Combed through scripts and everything to assure things work as they should.. few minor fixes.
  • All plugins conformed to my best ability to UF3P, although these changes are few.
    New textures cannot be added without another patch for each of the patches...
    I'd suggest making a MERGED PATCH and copy as needed, otherwise there'll be far too many patches for me to release.



Known Bugs
  • Broc Flower and Xander Root. By using plants without processing them in nifskope may have some undesirable results when dropped inside. I'm looking into it, but if anyone has some tricks up their sleeves, I'm all ears. Or eyes. In the meantime, just don't drop them. Store them in your house or something until you can use them. They don't weigh all that much either..
  • When using Sprint Mod and you've recently set a crippled leg, the bracers may go sproing and things may go a bit funky.
    It's impossible to avoid this bug with RiPnO as Sprint Mod needs to hurt/heal the leg in order to activate properly.


References:

Real Injuries v 3.0.2 by kschenk (includes Primary needs)
Changes how you take injuries. Stims no longer heal crippled limbs, and you get hungry, thirsty and tired.. Stims have become rarer, rad away almost gone, and the food and drink has MORE radiation. Oh.. and and you can turn off some lab and infirmary functions to really give you something to do.

Better Living Through Chems by SethCreiyd v0.3.2
Adds a multitude of chems with which you can do a lot. Make weapons, extract poisons. Use them yourself. Chems alter your perception, expands your consciousness and grants you a massive fall when you don't get your fix. Handle with care.

FOOK2 - FallOut 3 Overhaul Kit by FOOKUnity
Overhaul kit for Fallout 3. nuff said.

MMM RC61 - Marts Mutant Mod
Lots of familiar critters from the original fallout series


Legal blather
Please don't mess with my stuff or you'll face my hamster.
If you want to use elements of my work in your own work, PM me at Fallout3Nexus.

Credits

Thanks go to:
  • kschenk for Real Injuries and Primary needs. A very nice mod there.
  • LFox (Bottle this water) for the inspiration to tap water using sneak.
  • SethCreiyd for BLTC and all the nifty poisons..
  • ElminsterAU for FO3Edit!
  • Ladyhawke, Gnosos & Heyy_Adrian for their help in beta testing
  • Bethesda for GECK and making F3 modifiable.
  • Gnosos, Heyy_Adrian and ladyhawke for helpful suggestions and their invaluable assistance in beta testing RiPnO.


Please consider voting or endorsing RiPnO if you feel it's of use. Thanks.