It's a very important medicine to remove what can be dangerous diseases in the game. As such, it does make sense that using it shouldn't be a painless process.
Also, antibiotics can have a number of unpleasant side-effects, so I'd say it's quite realistic.
I love the tension this adds. I mean at least in the beginning, i can't cook meat, so i need to scavange all kinds of crap food which will kill me in the end, but hey it's f*#@ing post apocalypse time, so stop f*#@ing whining. I'm trying to collect few vegetables needed for the cooking oil, so then i can start cooking hahah.. f*#@ing awesome! This with combination of many survival mods makes the game really shine, if i make it, don't know yet.
Wow, the way chems and drugs behave now is totally insane, and I absolutely love it! No more wolfing a bunch of pills in the middle of a fight and suffering minor penalties. I unknowingly swallowed a bunch of Rad-X without realizing the consequences, and my health dropped to zero within seconds; I thought the game had glitched on me in a horrible way until I read the description. s#*!, even Addictols are dangerous now! Excellent work.
One thing I really like about the Skyrim version is the side effects from potions. Its one thing I think Fallout would benefit more from, especially from 200 year old prewar chems. I know in survival some items cause dehydration, fatigue, etc., but they don't have any side affects that affect hit points, action points, or SPECIAL scores.
I imagine stimpaks might cause fatigue, temporary reduced strength, or action points after its healing affect runs out. Psycho could temporarily reduce intelligence or charisma. Buffout might cause hunger and temporarily reduce intelligence. Mentats may affect endurance or cause fatigue. Med X may affect perception.
The worse though I would save for RadAway, in the lore it flushes the body of toxins, but also acts like a hyperosmotic laxative. Whole bowel irrigation in real life is an effective treatment for acute poisoning like drug overdoses. It also has plenty of side effects, cramps, nausea, bloating, and explosive diarrhea. In game terms, I imagine RadAway would affect all kinds of things, strength, endurance, agility, etc. I imagine a character who used RadAway would be done for the day. You wouldn't use it in the field. It would be something you used where you were safe and could rest as you purged your body of toxins.
I can definitely agree that some additional penalties could be interesting, and I might consider it for the next update. Keep in mind however, that Survival Mode does have some rather severe penalties for most chems, especially RadAway. The fatigue and thirst penalties that you mention for example, do in turn contribute to additional stat penalties, and with HSC installed, they will have a much bigger impact than they did in the vanilla game, where stats and movement will hurt more than before. Because of these indirect penalties, I don't see a huge necessity to add direct stat penalties on top of them, at least not as a standard for each and every item. Again though, your suggestion isn't bad, and I can indeed agree that some of the chems could benefit from some extra penalties, at least as far as immersion goes.
Thank you. That's really unexpected and amazing. I just downloaded them. I look forward to trying these out.
On a sort of related note, how difficult is it to change parts of the game? I imagine you are using the CK. I have never modded before, but I have been inspired by your mods to learn how to do this. I had this idea for a weapons and ammo overhaul, much of it based on personal experience from being an armorer in the military. I have looked at several other mods on the Nexus, none of them quite do what I had in mind. Some might have bits and pieces here and there, but not overall. The base idea would be to rechamber, rename, alter weights, accuracy, armor penetration, damage, recoil, range, value, and change weapons mods to make weapons and ammo more immersive, especially for survival mode.
I have a design document I have been working on and once finished, I wanted to try to see how easy it would be to implement it.
Yes, the Creation Kit is what I use, and for reasons not too different from what you describe – mods on the Nexus will have good features here and there, but I never found anything that really suited my preferences for Skyrim, and later Fallout. The "big" mods can be nice, but they're often complicated to install and understand. The "small" mods may be easier, but I often found they were presented in a way that made me somewhat uncomfortable downloading them. As such, I realized that it was much more convenient to simply spend some extra hours to actually edit all the stuff I wanted myself.
On the topic of modding like this, the main thing I would say has been difficult when dealing with the more simple edits, is the inconsistency in how things work. Sometimes something can be done a few different ways, but for reasons I cannot quite understand yet, the developers have often taken different approachers when adding similar features. For example, what should be part of a "spell", a "potion" or a "perk" can often be rather confusing, which leads to a lot of trail and error before a feature can be reliably implemented. All in all, the best way to learn this would be to just look at how features are implemented in the vanilla game, and then replicate them but with values and edits you're more interested in.
In your specific example, you are mentioning things that may seem to be on a similar level, but in reality could end up being different. Things like name, weight, damage, ammunition and value are fairly easy to edit in one and the same place, at least until the in-game mods are to be considered. Accuracy, armor penetration, recoil and range however, are more likely to be tied to enchantments and/or perks. Once again we need to mention the in-game mods, which complicate things further, since they often multiply values back and forth. It's for reasons like that we haven't seen a lot of mods that keep damage and ammunition type consistent with each other. The in-game mods actually have a lot of different options to play with – trail and error could probably be a good tool to help figure many of them out, but for now, that's mostly unexplored territory, at least as far my my knowledge on the topic goes.
Please do. I know it's a minor issue and most people will say it's a silly thing to notice, it's not like it affects how the mod works after all, but still.
Still, I very much appreciate the fact that you pointed this out. If you ever notice any similar issues in any of the mods, or their descriptions here on the Nexus, don't hesitate to point them out. If the feedback is valid, the error(s) should be fixed. It's probably quite clear at this point, but I'm striving for perfection with these mods, and a misspelling like this, no matter how small, takes a huge toll on the whole idea of trying to outdo the vanilla game itself in terms of text quality and text consistency.
You seem to be correct about that, now when I look it up on Google. In other words, it was not just a typo, but an outright lack of knowledge that caused this error. Obviously, this has to be fixed, but being a comparatively minor issue, it will probably have to wait until the next update.
How does Berserk syringes work this time? I use a mod that fixes the (extremely useless) vanilla syringe by making it effective against high-level enemies, but I don't know if it'll conflict with your mod.
In the current version, they are actually among the few items that haven't received any functional changes compared to the vanilla game. I happen to be working on a fairly big update at the moment, and I could actually have a look and see if inprovning this syringe would be something to do.
Unlike a syringe, which injects a biological target with something – in this case a healing substance – the Robot Repair Kit is actually more of a tool which you use. For that reason, the idea of converting it into a syringe doesn't seem like a very realistic or immersive addition to a mod such as this. Maybe, it could be argued that the Robot Repair Kit only needs to make momentary contract with the robot in order to function, and in that case, the idea of using a syringer as a launcher isn't completely unreasonable.
Additionally however, the Robot Repair Kit is from the Automatron DLC, which means that introducing it to this mod would be a big challenge on the technical side as well, given how it already relies on another DLC. Personally, I am not sure if my knowledge of modding would be enough to handle something like that.
All in all, it's a feature I'm not fully confident in being suitable for the mod, and also a feature I don't know how to implement, so at this point in time, I will have to say no. None the less, I hope that you will enjoy your mods either way, and if you have any other suggestions, I am always open to hearing them.
There's an old mod with a hacker dart that allows you to hack robots from a distance by using it in the Syringer, that and wanting to be able to heal allied robots inspired the request.
You can't cure it, but you can mitigate it by the very method you just mentioned. If the poison is really serious, you might need to use multiple healing items simultaneously.
38 comments
Also, antibiotics can have a number of unpleasant side-effects, so I'd say it's quite realistic.
I imagine stimpaks might cause fatigue, temporary reduced strength, or action points after its healing affect runs out. Psycho could temporarily reduce intelligence or charisma. Buffout might cause hunger and temporarily reduce intelligence. Mentats may affect endurance or cause fatigue. Med X may affect perception.
The worse though I would save for RadAway, in the lore it flushes the body of toxins, but also acts like a hyperosmotic laxative. Whole bowel irrigation in real life is an effective treatment for acute poisoning like drug overdoses. It also has plenty of side effects, cramps, nausea, bloating, and explosive diarrhea. In game terms, I imagine RadAway would affect all kinds of things, strength, endurance, agility, etc. I imagine a character who used RadAway would be done for the day. You wouldn't use it in the field. It would be something you used where you were safe and could rest as you purged your body of toxins.
On a sort of related note, how difficult is it to change parts of the game? I imagine you are using the CK. I have never modded before, but I have been inspired by your mods to learn how to do this. I had this idea for a weapons and ammo overhaul, much of it based on personal experience from being an armorer in the military. I have looked at several other mods on the Nexus, none of them quite do what I had in mind. Some might have bits and pieces here and there, but not overall. The base idea would be to rechamber, rename, alter weights, accuracy, armor penetration, damage, recoil, range, value, and change weapons mods to make weapons and ammo more immersive, especially for survival mode.
I have a design document I have been working on and once finished, I wanted to try to see how easy it would be to implement it.
On the topic of modding like this, the main thing I would say has been difficult when dealing with the more simple edits, is the inconsistency in how things work. Sometimes something can be done a few different ways, but for reasons I cannot quite understand yet, the developers have often taken different approachers when adding similar features. For example, what should be part of a "spell", a "potion" or a "perk" can often be rather confusing, which leads to a lot of trail and error before a feature can be reliably implemented. All in all, the best way to learn this would be to just look at how features are implemented in the vanilla game, and then replicate them but with values and edits you're more interested in.
In your specific example, you are mentioning things that may seem to be on a similar level, but in reality could end up being different. Things like name, weight, damage, ammunition and value are fairly easy to edit in one and the same place, at least until the in-game mods are to be considered. Accuracy, armor penetration, recoil and range however, are more likely to be tied to enchantments and/or perks. Once again we need to mention the in-game mods, which complicate things further, since they often multiply values back and forth. It's for reasons like that we haven't seen a lot of mods that keep damage and ammunition type consistent with each other. The in-game mods actually have a lot of different options to play with – trail and error could probably be a good tool to help figure many of them out, but for now, that's mostly unexplored territory, at least as far my my knowledge on the topic goes.
My next playthrough is going to have a bunch of your mods.
Additionally however, the Robot Repair Kit is from the Automatron DLC, which means that introducing it to this mod would be a big challenge on the technical side as well, given how it already relies on another DLC. Personally, I am not sure if my knowledge of modding would be enough to handle something like that.
All in all, it's a feature I'm not fully confident in being suitable for the mod, and also a feature I don't know how to implement, so at this point in time, I will have to say no. None the less, I hope that you will enjoy your mods either way, and if you have any other suggestions, I am always open to hearing them.
There's an old mod with a hacker dart that allows you to hack robots from a distance by using it in the Syringer, that and wanting to be able to heal allied robots inspired the request.
is there an antidote cuz stimpack in survival heals slowly