Mod articles
-
(This used to be on the main page but it got very long)
Containers and Worldspace/Interior Cells
The leveled lists used to decide what spawns in containers have been adjusted to change the chances of different items spawning. The items that spawn have been kept as close to the base game's as possible, just with a lower chance of spawning.
Hundreds, maybe thousands of items have been removed from the Worldspace and Interior cells. The general method for choosing which were removed was based on the number in the cell. If there was only one of a particular item, like Radaway, in a cell, then it got removed. Generally, if there was more than one of an item, then one of them would be picked at random to remain, while the rest were deleted. Sometimes multiple items ... -
Full reasoning behind the Health module added in 1.2
The addition of the Bandage
I want to stress that the Bandage isn’t a novelty I’ve added because having more healing items would be fun, and I haven’t added it to make the game more “realistic”. It’s a solution to a problem that arises from making Stimpaks rarer.
Basically, the reduction of Stimpaks meant I was using other means of healing to pick up the slack, i.e. food. However, it soon became abundantly clear to me that food was woefully unbalanced, and reducing how much food the player can get wasn’t going to fix it. There aren’t any pre-requisites for cooking, most recipes don’t require anything beyond the meat (which is abundant), and the HP return is completely independent of your skill or level, relying solely on which creatures you can find and ...