Fallout New Vegas

File information

Last updated

Original upload

Created by

karthanistyr

Uploaded by

karthanistyr

Virus scan

Safe to use

26 comments

  1. Shadowcrow1123
    Shadowcrow1123
    • premium
    • 0 kudos
    Really enjoyed this mod. Found another mod that adds natural radiation decay, and modified the config file to my tastes. Nearly died from radiation in Vault 34 and couldn't go back until I was able to get rid of all my radiation. Made it a very memorable part of my play-through.
  2. Vashon91
    Vashon91
    • premium
    • 0 kudos
    Dude, just take Rad Child and Atomic. Download this mod. https://www.nexusmods.com/newvegas/mods/68709 Then dig into GECK to alter its requirements to be Rad Child and Atomic instead of a kill streak. Use the unlimited stats mods.

    Stop crying.

    Then try and include a new challenge perk by making one yourself involving the eating of Ghouls and Mutants and start crying again.
  3. Zebumper
    Zebumper
    • premium
    • 399 kudos
    Some slow, gradual, rad elimination ? As there is already an ingame item for reducing rads (RadAway), maybe this isn't needed.

    please don't. RadAway is here + there's a perk to decrease radiation when sleeping + there's some good mods like "PerkPackPlus" with a nice perkto reduce radiations too. Your mod is just very great at its current state.
  4. Kubistonek
    Kubistonek
    • BANNED
    • 0 kudos
    I would recomend mod called "addictions pass with time" for a bit more forgiving experience, addiction cant be cured, but its passing in about a week, also doctors give fixer rather than instantly recover you from addiction. Also "addicted to you" this mod is basically addiction overhaul
    1. Zebumper
      Zebumper
      • premium
      • 399 kudos
      Addictions
      In addition, addictions will now wear off after 15 ingame days of abstinence (this is true for all drugs and alcohol). If the addictive substance is taken before 15 ingame days, the period is reset to the full 15 ingame days.

      It's already forgiving ;)
  5. Fyrcynn
    Fyrcynn
    • BANNED
    • 55 kudos
    Might as well remove doctors completely from the game then, since there's no point in having a bunch of gutted NPCs that are basically just decoration around like that.
    1. Marcinok
      Marcinok
      • member
      • 1 kudos
      They still can heal wounds... and they are immersive...
    2. Fyrcynn
      Fyrcynn
      • BANNED
      • 55 kudos
      You can heal wounds simply by taking a nap... and they are unimmersive as heck because doctors flush radiation the same way as the player, so if you take that away from them, might as well remove RadAways entirely from the game and enjoy soaking in radiation with no way to remove it. Way to go for hardcore experience!
    3. Fyrcynn
      Fyrcynn
      • BANNED
      • 55 kudos
      People actually do heal to some degree by sleeping by letting their bodies rest and recover from wounds, illnesses and the like, so it's NOT immersive. Harder yes, but not immersive.
    4. karthanistyr
      karthanistyr
      • supporter
      • 2 kudos
      Actually, some doctors are part of quests, so removing them entirely would break the game. As for keeping them able to heal HP and limbs, it's a matter of choice; healing items aren't so scarce (food, stimpaks, healing powder...) so it's not too imbalanced in my view to leave that doctor ability alone.

      And regarding RadAway, I made a specific disclaimer :) it's not a mod aimed to be hardcore, it's designed to bring the player to be more careful with radiation and chems.
    5. endocannibal
      endocannibal
      • member
      • 0 kudos
      Yeah, you heal a little over time, minor scrapes and such go away quickly, but let's be real- this game is set in a desert wasteland filled with hostile opponents, and most of the injuries you sustain are from fights that include being shot, stabbed, bitten, stung, etcetera. Wounds from that sort of thing will more than likely get WORSE over time due to infection, especially considering your character's limited access to hygiene supplies and clean medical equipment.
      It's honestly funny that you're trying to argue hardcore mode isn't a more immersive experience. The fact that your character actually needs to drink water and sleep is pretty significant, is it not..? Even then it's not nearly tough enough on you, I install mods to increase the rates of thirst/hunger/sleep, increase radiation, etcetera. Obviously not everyone plays New Vegas for anything close to a realistic survival experience, and there is absolutely nothing wrong with that, but griping about this mod and then trying to make an argument about immersion to justify said griping given that you're playing in casual mode is absurd.
    6. Kubistonek
      Kubistonek
      • BANNED
      • 0 kudos
      hardcore mode doesn't heal AND some mods use existing persets like npc and objects. deleting or disabling them would make hard incompatibility with tons of mods
  6. SNIPD
    SNIPD
    • member
    • 18 kudos
    Immersive, gonna have to keep this in my load order from now on!
    Kudos karthanistyr!
  7. deadense
    deadense
    • supporter
    • 7 kudos
    Nice idea. I think your future plans are also good ideas. What would really rock would be to have a MCM menu or some other method to change the rates at which addiction and radiation decline on their own. Although come to think of it, maybe adjusting addiction and radiation recovery rates would be better suited for a separate mod? Either way, nice idea, I'll give it a go.
    1. karthanistyr
      karthanistyr
      • supporter
      • 2 kudos
      Hey, and thank you for the compliments! I'm not familiar with moddign at all, and this is my first mod: I've not yet delved into the depths of MCM and the likes!

      As a halfway measure, addictions to a specific substance now wear off after 15 days of ingame time without ingesting the substance. This should be long enough for the withdrawal to be noticeable but the player should still have a good chance to see it go away during the playthrough if they discipline themeselves.
    2. endocannibal
      endocannibal
      • member
      • 0 kudos
      15 days is a reasonable value considering the amount of time real-life drug detoxing takes. Varies widely from person to person and substance to substance, but for shorter withdrawals 3-10 days is typical, and for alcohol/benzos it can be weeks or months; given that information it's a forgiving figure. Have your character hang around (wait/sleep) a lot to go through it faster. Adds realism without forcing you to play for hours and hours while fiending for jet (lol).

      To the author: Excellent mod, really cool that it's your first. I want to get into modding but have absolutely no idea where to start and it's intimidating, but knowing that you can make stuff like this without that much familiarity is encouraging. Any particular resources you'd recommend I check out to get started? I am an absolute noob to the point where I don't know what to even look for, and guides that I find tend to be overwhelming, to put it lightly.
  8. captainfrown
    captainfrown
    • supporter
    • 0 kudos
    hey there, i'm in the middle of a playthrough this mod would be perfect for, but i'm concerned about the withdrawal timer. my character has the trait "chem reliant" from sv traits and perks, which is supposed halve the amount of time it takes to recover from addiction. that mod supposedly has no dependencies, so i'm assuming it adds a timer that would conflict with yours. would it be fine to just load your esp before sv traits and perks? or if not, would it be possible to get an up-to-date version that only changes doctors services?

    *actually, after finally testing it, withdrawal effects appear to be permanent in my game even with chem reliant trait, so nevermind!
  9. BigBangBen14
    BigBangBen14
    • premium
    • 0 kudos
    How does this effect Auto-Docs like the ones in Dead Money, Lonesome Road, or Old World Blues? Also my input on the Rad issue, most of the dialogue to remove rads the doctors basically say "here have some rad-away" so I think a good way of doing it is to give you the ability to reduce rads but with some changes. firstly, any self respecting doctor would have a high medicine skill, so I think the rad reduction amount should be similar to a dose of Rad-Away taken by a high medicine build(around 80 or so) maybe even higher to symbolize taking it while being instructed by a trained professional. However, the cost should be pretty great, probably more than a base cost of the Rad-Away to be purchased. One of the issues with the base game is that the doctor's fees are very low so make it obvious to take doctor services over buying the supplies yourself. To me the perfect balance would be that unless the player character has high barter, high medicine, or above average in both then it should be more worthwhile to solicit the services of a doctor than to buy and use the supplies themselves.
  10. HappyMexicanGuy
    HappyMexicanGuy
    • member
    • 4 kudos
    Interesting. I think it would be nice if addictions healed after a long period of not using whatevs ur addicted too, i think permanent debuffs are a tad harsh. Nice mod tho, very nice.
    1. karthanistyr
      karthanistyr
      • supporter
      • 2 kudos
      Hi, thanks for the kind words. Indeed, having addictions wear off after some time of abstinence was part of future plans, and I've come around to doing it faster than I anticipated. It's still experimental, but hopefully functional!
    2. HappyMexicanGuy
      HappyMexicanGuy
      • member
      • 4 kudos
      sounds dope