Fallout 3

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  1. Orfevs
    Orfevs
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    I'm not keen on rewriting RI totally, lest it becomes something other than a patch. For this I have my other project, Pain and Suffer. Just give me some time

    Making addictions go away is feasible, but I feel it's not the right path for RiPnO. With PnS I aim to re-create the addiction system. Entirely. OD in varying degrees, addiction as it should be, crash, urge. Those things.

    The overdose counter is a BLTC addition. There's another OD counter called Usage Monitor Effect" that's Bethesda make. Not an oversight. The OD counter is specifically for BLTC items.

    The OD count for liquor is something I'll cover in PnS. That's a BLTC issue, and Seth Creiyd is still working on BLTC, so it's better to wait until he releases a new version. Which should be sometime soon. I hope.

    Sativex - misconception or not. There's really nothing in this world that increases rad resistance, save for a full suit of lead. It's the author's choice to apply these effects for Fallout. Neither do alcohol reduce radiation. But after 200 years of fallout, who knows what mutations cause.

    Morphine is by default meant to restore mobility. While I agree it's kinda dumb the way it is, consider the excruciating pain of NOT using it when crippled. Fallout 3 is a game of fighting, and if you're not able to fight back, you're pretty much dead. However, it's possible to do something about that in PnS.

    And there's Psycho. So far I've not bothered to re-think Bethesda's integration of chems. It can easily be explained by granting the player the focus to shoot straight at critical areas, rather than hitting around the bullseye. I'm not sure it would be entirely welcome to redo the buffs people are used to, but I *might* consider this change for PnS. Like I said, I aim to redo the entire addiction system.

    If I make a fallout drug into something else, then it's not very lore friendly. It's still Fallout in a sense.. Drugs that build up your body (or makes it crumble without) is a nice idea though. I bet it can be used with another drug.

  2. Dynastia
    Dynastia
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    Some suggestions (mostly concerning the vanilla and BLTC chems)

    - Would it be possible to make addictions go away if you don't take the drug in question for a certain amount of time, like original fallouts? I understand that it might not be, but if it's feasable, doing that and removing all detoxify features would be a great idea.

    - Jet and Psycho don't seem to add any overdose counters, which is likely an oversight.

    - All hard spirits should get 4 overdose counters, since you drink them a bottle at a time. Wine should get 2, cooking sherry 3. It wouldn't be a perfect system, but unless a script makes hard liquor similar to BLTC cigarette packets (turns them into 20 seperate portions) it would be the next best option. Also, I wish there was an option to remove the alcohol rad removal. !

    - Sativex increases Rad Resistance. I think this is a miconception on the part of the BLTC creator because sativex is used to lessen the side-effects of chemotherapy, but it just lessens pain and discomfort and has nothing to do with radiation.

    - With the new BLTC chems, the morphine effect seems out of place (morphine will reduce pain, but not help you walk on crippled legs nor aim with a crippled arm). I'd suggest renaming it and applying it to Phencyclidine (PCP) and Methamphetamine, drugs which are known for enabling feats of superhuman strength and endurance. Morphine's DR increase is also possibly overpowered, even if it were to lose the morphine effect. Maybe it would be better changed to a temporary +HP, so you can get shot an inordinate amount of times but still need to seek medical attention before the drug wears off, to avoid collapsing in shock and bleeding out unconcious.

    - Psycho's buff could be reworked to be more realistic, since no drug will make your bullets do more damage. Fallout canon seems to say it's a speedball of Methamphetamine and Diacetylmorphine (wow!), so I'd suggest changing it to something along the lines of +300 temporaryHP, morphine-effect, a huge (100-300%) melee damage increase, and a huge +STR/+END/-INT/-CHR, with no effect whatsoever on ranged weapons. Also, if you could make it tint the screen red and make the player do that Supermutant scream when you shoot it up, and the BLTC meth heartbeat SFX while you're on it, that would be insanely cool.

    - Would it be possible to make buffout a drug you have to use long-term, like anabolic steroids are in real life? For instance ; popping a buffout does nothing, but once you've been taking it regularly for a week or so you get stronger (but less charismatic). Could it be possible to make the buffout addiction actually increase your strength/endurance, while the buffout buff do nothing? Or better yet, make the buffout effect last an ingame 12 hours, and every time you take a buffout while not currently affected buffout, you gain a scriptcounter, which could advance you throughout certain ranks of muscleboundedness, that way buffout withdrawel could be maintained as a heavier -CHR to simulate your hormonal imbalance. I understand that this one might not be feasable at all, but thought I'd ask.