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  1. ragzor87
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    hi. posible to make a option to have primary needs only. 
    want it to work with frost:) thx
    1. FR158
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      Doesn't that one already have a similarly difficult approach to primary needs, but balanced with its other features in mind? And (assuming it would be compatible in terms of balance) if you'd still want HSC's design while playing with Frost, it would be easier to just make a new, very simple mod for these features.
  2. Polcsi
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    I downloaded all your mods related to HSC, but I have to say there are a couple of things I don't get. Why can't I cook/grill/whatever meat without cooking oil? Why is acid, carrot and gourd the ingredient for cooking oil, doesn't make any sense IMHO. Radaway feels completely useless, the description says it removes 50% of radiation, but I haven't noticed that at all. I only noticed the side effects, which are extreme IMHO, so is it for the Stimpak, makes them feel completely useless, it feels like it does more harm than good. Combat is also strange, I one-shot pretty much anything, and also everyone one shots me. I'm still at the beggining, but makes me feel that I don't need a bigger gun than the starting pistol...
    1. Polcsi
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      Edit: Deleted rant
    2. FR158
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      Most of the features in HSC were implemented as counter measures against what the vanilla game made too convenient, or even near automatic.

      The cooking oil was added as a requirement in order to prevent the player from acquiring easily respawning meat from creatures and cook it unrestricted. The ingredients for the cooking oil itself were mostly chosen to encourage the player to farm crops, which then are used for many recipes, where of this is one. (In the case of this cooking oil, it's intended to bear some resemblance to olive oil.)

      RadAway and Stimpaks are, as you noticed, not very pleasant treatments. They still have the healing effects, but it's acting far slower than what you might be used to from playing the vanilla game. Try not to think of them as quick and convenient field treatments to use in the middle of combat, but rather something to apply when in a more secure location – followed by lots of resting. This was all a very intentional decision in order to balance the otherwise easy methods to regain Health and cure radiation.

      Combat is indeed quick at the beginning, but becomes more tricky at the later levels. You will almost certainly feel appreciative of better weapons as you make more progress and encounter enemies with higher stats and far more protection.
  3. DanStallone
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    Howdy, thanks for great mod. Is there a way to disable the chance of death from over encumbrance in FO4Edit? I took a look through the esp and couldn't seem to find how it was added.

    Thank you!
    1. FR158
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      I don't know how to do it using that particular tool, but the edit you'd want to make is to add back the condition where it won't damage your character once their Health drops below a certain threshold. And you will want to make sure the threshold is higher than the amount of periodic damage applied.
    2. DanStallone
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      Oh awesome! I actually managed to find that setting yesterday but didn't think to make the threshold higher than the damage amount. Thanks so much. Love the mod btw, makes me finally feel like a survivor in an apocalypse and not a kid in a sandbox haha
    3. FR158
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      The main reason I went with that design was to add yet another reason not to get overencumbered, which should discourage the player from hoarding items. It's worth noticing that if you're wearing Power Armor, you take no damage from being overencumbered, which is actually one of few mechanics added by HSC that is less dangerous than what you get in the vanilla game.
  4. IceFreeza
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    Hi, sorry for bad English, I'm using the translator. I wanted to know if your mods change the language of a lot or just a few items. I would appreciate if you can answer ^^
    1. FR158
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      A few item names will be changed by the mods, but not a lot of them. Aside from a small amount of special items (for example the Soap and Dried Soap) almost every item with a new name will be a new item, for example the Bandage. Most items from the vanilla game will not have their names changed.
  5. Mariyan
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    I have played all Fallout games so I decided to try F4. Played it for 1 hour build the wall of china around sanctuary, infinite food,water and ammo alt+f4. I have just downloaded all of your mods probably I will get the challenging survival experience I'm looking for. Thank you for your hard work. Wish you all the best.
    1. FR158
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      That is very nice to hear. I really hope that you will enjoy the survival experience I have put together. If you have any questions, feel free to ask. Admittedly, it's less complex than many of the more popular alternatives, being more of a significant difficulty increase across most areas of the vanilla experience, rather than adding too many new aspects of the game. However, I would thus like to claim it also works more seamlessly, and hopefully it should feel less "modded". In my opinion, this is the only way I could imagine playing Fallout 4 now.
    2. Mariyan
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      I will try your mods with Better Locational Damage and Optional Gameplay Overhauls mod (https://www.nexusmods.com/fallout4/mods/3815). If I dont install your weapon mods and dont install perks from the other mod (Better Locational Damage...) it should not be any problems ?

      Rally like the headshot future,bleeding and that stab from behind. Also the mod change the loot mechanic. I have try it few times with different charachters same containers once full, once empty etc. Make survival rally difficult. I stayed with disease for long time cant find any antibiotics. 

      Your perks mods will give me few roleplay opportunity and completely different characters gameplays. The Walking Ghoul with the ghoul texture mod for the playar, low charisma depending on his Power Armor or Night Stalker with high charisma and depending on stealth I will have a lot of fun.
    3. FR158
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      Based on what I understand from reading the description for Better Locational Damage, you should probably be fine if you install things the way you described here.
    4. Mariyan
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      Start a fight rider shoot me and I start bleeding, run away behind wall apply dirty bandage get disease, another rider throw granade almost killed me, use 2x Stimpak get dehydrated, get encumbrance drink my last water to get out of penalty but it wasnt enough, throw all of my weapons on the ground, left only with pistol start runing back to Sanctuary to recover. I'm having a lot of fun.

      I dont see any problems for now which make me happy.

      Also my dogmeat can carry 150 which is bug in Survival mode and there is mod Survival Dogmeat Carry Weight Bug Fix that will make it to 25. I am using him like a small medstation.

      Edit: Unfortunately I did notice that this fix for the dog dosnt work it changed my Carry Weight to normal also. Do you know how I can set the dog carry weight to 25.
  6. AwesomeRobot99
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    Is it necessary to change the name of the esp with every update? It seems to break my saves each time.
    1. FR158
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      I have pondered over that question as well. On one hand, I've long suspected that the aforementioned issue would be a problem for some people and their load orders. On the other hand, I have also considered the idea that files with identical names for different versions would make things really confusing for people who do things manually, with a huge risk of something being wrong when updating or moving files. What's the preferable option of the two? What is the typical solution for situations like these?
    2. Krazyman999
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      I was about to post a similar request.

      Zip File Name... Hardcore Survival of the Commonwealth v2.3
      Plugin Name..... HSC.esp

      This allows you to have the name, and not mess up fan-edit mods. The Plugin name doesn't need to change, with each version. Only the Zip Files name needs changing, to show the version.
    3. FR158
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      I'll have to take a look at that then. It definitely seems like a goal worth approaching, seeing how it would make for a less chunky load order – I have definitely experienced these very issues myself, always having to rearrange and reactivate mods upon updating them. Still, I should point out that when renaming the files themselves, I have been more confident I wouldn't accidentally make any mistakes related to file versions, aside from the already established backup and categorizing system I have set up in the folders.
    4. Krazyman999
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      I keep each version, on a separate drive, in a versions folder. Keeping all the versions, before I did that, I had lost a few mods, through mistakes.
      It allows me to backtrack to an earlier version, if I mess up.

      But the main thing is keeping the Plugin name the same.
    5. FR158
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      Now all the Fallout mods in the collection have been updated to feature ESP files where the names don't change with each version, and with the ZIP files being the ones responsible for version names.
    6. Krazyman999
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      Brilliant... this is a very late reply, but I've just updated my Doctors Price Dialogue fix mod ( unpublished ), to work with the new Plugin name.

      I wont have to change it again, as the plugin name is not changing, which is great...  :)
    7. FR158
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      That it good to hear. If you have any other questions or concerns about this, feel free to bring it up.
  7. Krazyman999
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    I've worked out how to make the Doctor's Dialogue tell you the correct price, I made a patch for myself, along with mod tweaks for myself. Everything seems to be priced correctly, in my patch.

    The mod Greedy Doctors works, and the files can be easily replicated if you load it and your own mod into F4Edit.

    I'm using it in my own patch for your mod, for myself.
    I've also changed the Radaway to Heal 1000 Rads over 20 Hours. 0.25 x 4000

    I'm also un-nerfing the Power Armour in my mod patch, as it doesn't play well with my Backpacks of the Commonwealth mod. Haven't tested it yet.
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    Edit... My Radaway settings get messed up, with the Medic Perks. I guess I'll need to do some testing for my Radaway tweaks. 1,000 Rads Healed, turns into -40,999 Rads Healed.
    1. FR158
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      What did you edit to make the dialogue change in the middle of a playthrough? I have assumed it would be tied to something that happens when initiating a new save. If not, that would of course be interesting to know.

      Just out of curiosity, but when you say RadAway heals 1000 Rads over 20 hours, are you referring to in-game time or real time?

      What changes are you referring to when mentioning Power Armor here? Aside from the hand washing mechanic, which only looks at whether the player is wearing it or not, HSC implements no active features related to Power Armor.
    2. Krazyman999
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      Mid game save on my 20 hours in, Creation Kit Mod Organizer 2 instance, and on my Fallout 4 Hardcore Mod Organizer 2 instance game, 22 hours in. I was aware that the data is supposed to be locked in to the save. But my patch up to now, works great, copying what was done in the Greedy Doctors mod.

      I'm still testing it, but I haven't had a fail, on my testing.
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      My Radaway tweaks refers to Game Time, the Medic Perk messed it up. Soo... I'll have to work backwards, to get it to work. As it's displaying -40,999 after the first Medic Perk. Some type of Maths problem.

      Without the Medic Perk, it worked great. Saving me from Spamming Radaway, to try to heal myself, all the while irradiating myself, forcing my character to eat and drink more extremely Radioactive food, as their hunger builds.
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      My Power Armour tweaks, were a failure. I haven't got the hang of tweaking Power Armour yet.
      I was talking about reduced carryweight when using Power Armour, with the Backpacks of the Commonwealth mod Perk Magazine for Power Armour. Power Armour carryweight gets reduced to 40 carryweight.
    3. Krazyman999
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      I've scaled back my patch mod, so it only has the Doctor fixes. You are welcome to a copy of it, if you ever need it for reference.
      Only missing the Cannibal prices, which are there, but I haven't set them as I don't know how much it is.

      It works in FO4Edit, but you'd have to temporarily flag your mod as a .esm master file. If you want to view my mod  in the Creation Kit.
    4. FR158
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      What are you referring to when saying "Cannibal prices" here? Are you referring to anything related to curing Dark Cravings?
    5. Krazyman999
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      Yeah... I've never used that Perk, ever... Soo... I never know the prices, I don't know if your mod tweaked them.
    6. FR158
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      Curing Dark Cravings uses the same price setting as it takes to cure any other addiction. The service itself (along with the other methods of curing addiction) contain cures for all addictions in the game, where Dark Cravings simply is another list entry. The only part I'm unsure about is how the text part changes in dialogue with doctors depending on whether you have the effect or not, but I assume it's tied to some form of scrips or other settings I haven't dared to change.

      On the topic of that, I also noticed that you requested to submit an image of this feature. I am not entirely sure how to feel about it, given how it appears to depict the Xbox version of the game, rather than the PC version. The menus are also not using the default vanilla colours (or anything close to them), and the playable character is not dressed in accordance with the post-apocalyptic theme of Fallout. I could approve the image, but it will of course remain in the category of user submitted images.
    7. Krazyman999
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      The Dark Craving is a separate cost, it's already set to the cost in the Doctor Fixes mod, and is in my Patch I made. I don't know what comes up with the doctor or curing it, but it has its own price, like large and small wounds.

      It's in the Global and the Quests Dialogue Topics sections. 9 sections, 4 in the Global, 5 in the Quest Dialogues.
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      The image was meant to be in the user images, it was just showing off the costs in the doctors menu. The outfit is off my levelled list mod of Collection of Tops on the Nexus. The game off the screenshot, is a Creation Kit testing game that is barely modded.
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      I use a PC, with a controller. The keyboard is too uncomfortable for my hands, for this game. Fallout 4 is a slow game, soo... I don't need twitch shooter accuracy, that you get with a keyboard.

      X-Box, I haven't played or owned one of those, since the first X-Box... 100% PC gamer...

      I only play on PC, I haven't played a console game for over 5 years.
    8. FR158
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      I have not done much with dialogue itself, aside from searching through it, so I cannot say anything about that part for sure. When looking at the assets however, I cannot seem to find what you would be referring to here. In the vanilla game, there are service costs listed for everything that can be paid for, but addiction only appears once, whereas the wounds appear twice, as expected. You can see what assets exist for the vanilla game here, as far as service costs go. The "ServiceCostCureAddict" (highlighted) is the value which determines the price for curing normal addiction as well as curing the Dark Cravings. Is it possible that the mod you have been looking at has implemented its own set of new service costs and essentially re-created the feature, rather than modifying the vanilla ones?

      Alright, I'll approve the image. I am sorry for referring to as as Xbox, but the button names strongly suggested so, which is why I came to draw that conclusion.
    9. Krazyman999
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      I don't have the mod installed, I just copied what it does, then Disabled the Greedy Doctor mod.

      The image, I am not bothered about. It was just posted to show that I wasn't lying about what I was doing, and it was 100% genuine.

      This is my first time as well, doing dialogue. My last attempt about 7 years ago on Skyrim was not very good.
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      This is what I did... If you have Greedy Doctors loaded as well, it will all be highlighted.
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      If you don't feel confident messing with this, and don't want to use it, I understand... :)


      Spoiler:  
      Show


      F4Edit...
      1. Load your mod, and Greedy Doctors into it at the same time, and see what it edits in the Fallout4.esm.

      - Global
      ServiceCostCureWoundsSmall
      .... FLTV Value 250
      ServiceCostCureWoundsLarge
      .... FLTV Value 500
      ServiceCostCureRads
      .... FLTV Value 800
      ServiceCostCureAddict
      .... FLTV Value 1000

      - Quest
      ---- DialogueGenericDoctors
      --------  Dialogue Topic
      ------------ 000C039B PlayerCureAddiction
      ------------------- PNAM Previous INFO [INFO:000C039A] (in GRUP Topic Children of [DIAL:000C0384])
      ------------------- RNAM Prompt Cure Addiction (1000 Caps)

      ------------------- 00249FF4 
      ------------------- PNAM Previous INFO NULL - Null Reference [00000000]
      ------------------- RNAM Prompt [Cure Dark Craving (250 Caps)] Yeah, see what's wrong with me, doctor.

      --------  000C0385 Dialogue Topic
      ------------ 000C0395 PlayerCureRadsGroup
      ------------------- PNAM Previous INFO [INFO:000C0394] (in GRUP Topic Children of [DIAL:000C0385])
      ------------------- RNAM Prompt Cure Rads (150 Caps)

      --------  000C0387 Dialogue Topic
      ------------ 000C03B7 PlayerSmallIjuriesGroup
      ------------------- PNAM Previous INFO [INFO:000C03B6] (in GRUP Topic Children of [DIAL:000C0387])
      ------------------- RNAM Prompt Cure Health (75 Caps)

      ------------ 000C03B7 PlayerLargeInjuriesGroup
      ------------------- PNAM Previous INFO [INFO:000C03BC] (in GRUP Topic Children of [DIAL:000C0387])
      ------------------- RNAM Prompt Cure Health (150 Caps)

      2. Then find out all 9 section, that it highlights, and Right click them, and copy as overrides into your mod.

      3. Then go down into your mod, and change the settings to exactly match the Greedy Doctors mod. Some settings you will have to cut and paste from the Greedy Doctors mod, such as the cost, and change it to your costs.

      4. Save the game... make sure its a test save of your mod, you don't want to break your game if you mess up. But it's pretty easy to do, and there is very little to mess up.

      I posted this solution on the Nexus Forums... Here...

    10. FR158
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      I do not fully recognise what you are showing here, or understand the instructions you are giving. Am I correct in that you are using some form of program such as FO4Edit? I do everything with the Creation Kit, and have never used anything else for modding.

      Also, I think we might be referring to different methods of solving the issue. The solution you've presented with the other mod appears to be editing the entire dialogue to be text, whereas the vanilla game (and thus also HSC) refers to the service costs, which then are written out automatically. Realistically though, if I could find it again, editing the dialogue to be all text, like in your examples, seems like a better solution.
    11. Krazyman999
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      The Creation Kit can get way... too... complicated at times, as it throws all the information at you at at the same time.

      FO4Edit, you can selectively do a surgical strike on the mod, showing only the small part of the mod you want to change.
      If you load the Greedy Doctors mod up, along with your own, it practically shows you what to edit on your own mod. As they are highlighted, along with the changes.

      But, like anything else. FO4Edit has a learning curve, which I am still learning. FO4Edit is an essential tool, good for cleaning mods as well, with FO4Edit Quick Clean.
  8. ImmortalAbsol
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    I have an idea but it's cool if you aren't into it;

    -Take Soap to a sink to lower disease risk from eating for a time. Consumes Soap.

    -Take Toothbrush and Toothpaste to a sink to raise speech check chance and barter percentage in your favour. Consumes Toothpaste. Maybe you craft the Toothbrush into 'Your Toothbrush' with Abraxo, Purified Water and Antiseptic.

    If the sink is actively plumbed (can drink or fill from) there is no water cost, but if it isn't one Purified Water is consumed.
    1. FR158
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      The concept of using soap in a sink is something I actually considered as an alternative to the wet wipes added in the new version of Falltoxin. I do roughly have an idea for how parts of it could be done, but I'm not entirely sure about how to implement the soap part, and it would require a whole lot of testing. None the less, it's a very interesting idea.

      The tooth brushing mechanic is something I had not actually considered. Implementing it would not necessarily be too different from the idea with the soap, and the main obstacle would again be to figure out a way to consume the toothpaste in the process.

      I do have a few ideas for how to perhaps work around the issue, but I'm also adamant on the idea that everything that's implemented in these mods should feel like a proper part of the game and never stand out and feel "modded". In that regard, the idea with toothpaste would actually be much easier to implement than the soap, since it would make more sense to purify it before using it. Soap on the other hand, would be expected to be relatively clean in the first place, so it's harder to work around that issue without adding awkward duplicate items. Still, I will have to think about it.

      In terms of water, that would be less of an issue, since it would be a part of the process automatically.
    2. FR158
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      The latest update was made with your suggestion in mind, but with a few compromises.

      I first tried implementing the tooth brushing mechanic, but after making the items craftable, I quickly noticed that the game had a few strange toothbrush assets that didn't show up where I would have expected them to. As a result of that, I am unsure exactly which assets are used for what, and as such, I wouldn't be able to ensure that the mechanic would work perfectly without any issues later on. For that reason, this idea had to be abandoned.

      I then went on to the hand washing mechanic and soap. When I wrote the previous comment, I was less confident about getting it to work, but after thinking about it for a few days, I came to realize that implementing the soap wouldn't be too difficult after all. As I sat down to actually do it however, I ran into a bunch of other technical obstacles to overcome, but eventually managed to create a functioning and consistent feature. Along with the mitigation of radiation in food (which now is the main part of this mechanic), I tried adding in the disease resistance here as well, but a few text-related issues made that feature look sloppy in the game, and I also wouldn't be able to test it properly, since diseases are more complex and less accessible than most other features in the game. So in the end, the disease resistance had to be scrapped as well.

      None the less, I hope that you will enjoy the new hand washing mechanic for what it is. I could definitely consider the other features again if I ever would learn something that would allow them to be implemented more seamlessly, but for now, this is the best I can do while still keeping the game feeling fresh, and not "modded".
  9. ID8879488948574
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    My advise: it's not the penalties or effects that make difference in survival mode. It's abundance that does.
    You may want to refocus on how you approach difficulty and even without introducing some draconian punishments for PC you can make if very difficult. And fun.

    Examples:

    - Make it so that finding ammo isn't an easy feat. It's been 200 years, there's no way every minor container has dozens of conditioned ammo. Realistically it would either get looted long ago or rust
    - Same for weapons. Why is that every crate has some? Why is that every enemy has a weapon in perfect condition? Weapons - especially good ones - should be a rarity and great treasure in the post-apocalypse.
    - Purified water is like dirt on the road to find. Get to some brewery (Beantown is a good starting point), pick all those bottles, build a small fountain and voila, you're set with 100+ of these items just from one location
    - Food is too easy to access - either on vendors or just hunting those animals. And why is cooking the food makes it no longer irradiated? Cooking will change absolutely nothing in terms of radiation poisoning.
    - Diseases are too easy to get rid of. Just have some antibiotics on you and there you go. In reality you'd really need to get to a doctor, it's some nasty stuff in those diseases. This would make visiting doctors vital. And curing a disease won't be a "one shot" thing, it will take time.
    - Same goes for health. No injection would ever reattach a broken limb or cure a concussion. No sleep would ever heal any injuries. Make it stricter and that's a recipe for making PC to think twice before trying to bust their way through a fight

    The difficulty lies in an environment, resources, forced choices and economy. Just imposing some harsh limits with no reason won't make a cut for a balanced and engaging gameplay. But - please, take it with a grain of salt. It's just my humble opinion.
    1. FR158
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      I agree with much of what you are saying here. A few of the ideas are things I have considered, but currently don't have any plans to implement, at least in the near future. This would mostly include the issue of weapons and ammunition being too common, which is something I haven't quite figured out a good method for how to fix yet.

      On the other hand, the rest of the ideas you bring up here have been fully or at least partially addressed by some of the other mods.

      Purified water is much more difficult to obtain when you have HSC-SB installed. In fact, although that mod incorporates most of the game's building system by now, it started out for the exact reason you mentioned here; in the vanilla game, you could just go up to any settlement you own, and for merely three pieces of steel and no additional competence whatsoever, immediately construct an infinite supply of running water. This, along with all the other devices you can construct to produce water, are significantly more difficult to obtain. In addition to that, any water you actually do produce will be used for more than just drinking, such as planting crops and mixing concrete.

      Food is also slightly more difficult to obtain when you have HSC-SB installed, but along with the Food Add-on from Falltoxin, it adds a huge new layer of danger to the food you have available. Cooking the food still removes radiation in some cases, such as when RadAway is a cooking ingredient. On the other hand, it doesn't completely remove it for simple recipes that lack RadAway. The features related to food (especially raw one) are intended to receive even more attention in an upcoming update for Falltoxin.

      Diseases are indeed easy to get rid of, but with the most recent update of HSC, the cost for visiting a doctor was increased to be more significant. Using medicine is still too easy, I agree, and making it more difficult to obtain and dangerous to consume could very well be another feature to consider for the next update of Falltoxin.

      When it comes to Health, HSC already addresses the issue by reducing the effectiveness and speed of Stimpaks. The HSC Edition of SPI reduces the Life Giver perk's ability to regenerate Health by 80%, and puts it behind a much higher level requirement. Aside from those things, I am not entirely sure how to add more depth here. I have considered implementing bandages as an alternative to Stimpaks, but they would not necessarily make the game any harder.
  10. geala
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    I play a game with a bit more severe conditions than vanilla (almost no armor available, player's weapons, food, meds, ammo and armor get stolen if downed, big reduction of important loot like ammo or meds, big reduction of meat from animals, higher weapon damage, low hp etc), but I find your mod really very hardcore.

    A carry weight of 30 to 75 is in my opinion not realistic. I have the rule that all weapons have to be seen on the player, so I carry a rifle/shotgun, pistol and melee weapon, sometimes a missile launcher, as active weapons, but with such a low weight, how is it even possible to collect additional items in your bags? Do you have reduced the vanilla weapon weight? In FO4 weapons don't have realistic weight (a hunting rifle does not weight 15 lbs in reality), but a mixture of weight and space simulation. With realistic weights a carry weight of about 70 at start and 90 top would be ok. It is possible and not uncommon in the military today to carry so much weight occasionally. Maybe you cannot run with 90 lbs on your body, but you can put your bag to the ground in the real life. Generally I find my usual carry weight 115 a good compromise for vanilla weights. 

    Restricting stimpaks so much is equally tedious in my opinion, especially if you have so few of them and need them to wake up your companion. But maybe that's because I use spawn mods and have lots of fights in the open world and clever foes because of PANC.
    1. FR158
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      In regards to the carry weight, it's important to remember that it isn't about how much you can lift; it's about how much gear and supplies you can load yourself up with and still run, sprint and move unhindered for extensive periods of time without inconvenience. You can still pick up more stuff than that, but then you just can't run anymore. If you have rank 3 of the Strong Back perk, the ability to use Action Points to run when overencumbered is a realistic mechanic that adds a lot to the immersion here. Also, the various pockets you can add to your armor pieces can provide up to 30 extra carry weight, and with some consumables that can boost carry weight added to that, you are able to have another 15 to 60 extra carry weight for a certain period of time.

      When it comes to the Stimpaks, making it tedious as you put it, is technically the point of a survival game when trying to be realistic. An injectable medicine that can heal any injury within seconds simply doesn't make any sense, but the vanilla game made it so easy to restore Health this way that people started taking it for granted. As much as HSC is advertised as being realistic, it's still pretty lenient and forgiving; if a medicine like the Stimpak existed in real life, even if it worked comparatively fast, it would probably still take several hours or days to enjoy the full effects of it.
    2. fraquar
      fraquar
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      • 24 kudos
      There needs to be a balance in your gameplay between realism and having it impair your ability to have fun.   That is going to be different for every player.

      Ex.   For the guy who subscribes to the notion that "beware the guy who only has one weapon - because he knows how to use it" mantra - there is no such thing as too restrictive.    To the guy who wants to carry 5 different weapons - oh yeah, they'll be screaming like a banshee.

      One would assume that people who gravitate towards restrictive mods like this - that they are in the former category - not the latter.

      Then again, one needs to look at the weapons/weapon mods they use and ask themselves - are those realistic weights?   From my seat, most aren't and the Fallout 4 mod system compounds the problem as you try to upgrade them to "end-game" usability.
    3. fraquar
      fraquar
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      @Geala, you might want to ask yourself why you are looking for restrictive Survival mods  - when you carrying the kitchen sink is your idea of having fun.   The two don't mesh.

      That said, there are mods that allow you to use one weapon in multiple roles - on the fly by field swapping components.    To me, those are arguably the most immersive and important mods you can have - and fall right in line with restrictive weight mods like this.   You don't need to carry 3 different weapons configured 3 different ways - just one weapon with the mods you need to convert it into another role - at a fraction of the weight cost of carrying 3 fully configured weapons.    

      Ex.   In most cases I just run with 2 weapons, because they can do pretty much everything I need them to do - save for a specialist weapon.  1)  H&K Mark 23 SOCOM (or Deagle).    These can be configured on the fly to be close quarters weapons or to be pseudo Assault/Sniper weapons.   2)  Uzi, much like the above, except they provide close quarters suppressive fire and Assault Rifle functionality.    In each case, I just need to swap a couple of mods in the field.    Ex.   In open spaces, traversing terrain - I set it up like an Assault Rifle.    Once I get ready to enter a building (i.e. Gunner's Plaza) - I take the time to convert it to a more close quarters weapon.
    4. Gransorg
      Gransorg
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      I agree, if player wants to carry a primary + sub + melee and a rocket launcher, with some backup ammos, you shouldn't be able to carry anything else, such as the junks or nuka cola. @geala The point is if you are about to carry those much weapons and still want to loot everything, you should not even consider downloading this mod. If you only want some of the features from this mod, then don't question the author, just edit it yourself. If you think it is too restricted, don't complain to the author, you have console command.