Absolutely fantastic mod, always an auto-include in any load order for me. Working on a boat system that's meant to be paired with this for survival mode.
Hello, this is an amazing mod I will definitely keep this in my modlist! I have a quick question however, would this be safe to ESL flag? My ESP slots are pretty tight so I was simply wondering that.
Anyone know if this huge rad spike in the water would impact creatures added to the water from the new Mutant Menagerie mod? I'd assume most creatures have a natural high rad resistance, but it got me thinking if the increase from this mod would just overpower their resistances and then I'll have floating dead animals everywhere, haha.
I have not tested this myself, so this is just an assumption, but based on what I understand from having read the description and watching a mod review, I am under the impression that most of these new creatures, especially if they live underwater, would be fully immune to radiation. Again however, that is not something I will confirm here, I'm only making a somewhat educated guess. If anyone who has played with that mod would know anything about the matter, their input would of course be appreciated.
Yes, I do believe that I technically would be able to make a mod affecting the rain as well. I am however unsure what exactly should be changed about it. Keep in mind that the purpose of this mod is not about increasing radiation, but to find a way to stop players from crossing bodies of water. Rain is, in comparison to swimming, a far less inconvenient phenomenon. Taking a bit of radiation damage every few seconds while in the rain is already a rather big issue for the player.
If you were to have such a mod however; what would you want it to be like?
Thanks for answering. I have dreamed of a mod that generates lethal rains of concentrated acid, which are quite extreme, exposure for at least 1 minute would cause severe acid burns reducing stamina, strength and agility to zero, in addition to preventing you from running. Fighting under the influence of acid burns would be suicide. With 1 day the effects would last would be fantastic. After one day, the effects would slowly fade over a period of 3 days.
As if that were not enough, the effects of acid burns cannot be cured, only a natural regeneration is expected.
When the player receives an acid rain alert, they will feel a real panic, and only think about taking shelter.
What you are describing here would be far more complicated than just creating a mod similar to this one but for the rains.
First, a new weather type would need to be implemented, unless you would use the current radiation storms. The latter would likely still need a lot of things edited to function as expected.
Then, you would need to implement a new condition similar to hunger, thirst and fatigue, but for the acid rains, and take all the new functionality into consideration. This too, would probably be a very complicated process that would involve scripting.
Overall, I can get an idea for the theory behind such a mod, but I have personally no clue for how to create it in practice.
love this i always try to make super hard play-true who ever if you want to make it realistic perhaps not make it so the see sea is not a fictive if you look our on history you can go swim near the bikini islands where USA test there bombs because there is no radion in water but if you drink the water on island you die whit in hours because of contamination so perhaps all water but not the sea
For the sake of realism you should disable the Operator dude standing in the pool in front of Fizztop Mountain in Nuka-Town. I reckon that guy must be taking like a billion rads per millisecond based on what this mod does.
I have personally not visited that part of the game yet. Who is this character, and what exactly are they doing? And is any of what you've described above causing technical issues, such as NPCs dying, or is it only an issue about slightly ruined immersion?
"the perks Aquaboy and Aquagirl have not received any form of edits" You have no clue how much I appreciate this. You're letting a deadly water mod be just that, at least in it's current form. No problems if you do change or add to the file in the future, but this is nice and simple as it stands
In the future, an optional file might potentially be made, introducing some additional changes, such as limiting the effect of those perks. Doing so might complicate things however (hence why it should be kept optional and separate). Another reason is also that perk modifications and edits might affect the compatibility and installation aspects.
All in all though, unless some form of bug would be discovered, there are no plans on changing anything about the main file.
18 comments
I have a quick question however, would this be safe to ESL flag? My ESP slots are pretty tight so I was simply wondering that.
Cheers.
Do you think you could make a similar one but with the irradiated rains?
If you were to have such a mod however; what would you want it to be like?
As if that were not enough, the effects of acid burns cannot be cured, only a natural regeneration is expected.
When the player receives an acid rain alert, they will feel a real panic, and only think about taking shelter.
First, a new weather type would need to be implemented, unless you would use the current radiation storms. The latter would likely still need a lot of things edited to function as expected.
Then, you would need to implement a new condition similar to hunger, thirst and fatigue, but for the acid rains, and take all the new functionality into consideration. This too, would probably be a very complicated process that would involve scripting.
Overall, I can get an idea for the theory behind such a mod, but I have personally no clue for how to create it in practice.
All in all though, unless some form of bug would be discovered, there are no plans on changing anything about the main file.