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[WIP] Fallout 4 Realism


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Description

 As the title dictates, this is a realism mod I plan on making once the modding tools are released. This mod aims to add a much more challenging and realistic set of gameplay features and changes. Below is a list of all the currently planned features (NOTE: All of these features are subject to change as we learn more about Fallout 4 and its capabilities. I do not want to add anything that it potentially game breaking.)  

 

 

General Gameplay

 

  • Basic needs

    • Food, water, sleep

  • No fast traveling

  • Revamping of S.P.E.C.I.A.L. And some perks (will be expanded on at a later date)

  • Realistic Carry weight

    • “Pocketed” armors will still increase carry weight

  • Followers will have carry weight

  • Running drains AP

    • Will be dependent on revamped S.P.E.C.I.A.L.

  • Radiation sickness

    • Being exposed to large amounts of radiation will effect your character in various ways

      • Dizziness and disorientation

        • Aiming penalties

        • Vision will blur in and out

      • Weakness and fatigue

        • Melee damage will be reduced

        • Decrease base damage resistance

        • Total AP will drop

        • AP will drain faster

        • Limbs will break easier

      • Heal for less

        • All healing effects will be reduced drastically

    • Being exposed to extreme amounts of radiation will drain your health

  • Limbs stay broken until fixed

  • Followers stay downed until stimpaked

 

Combat

 

 

  • Realistic damage values

    • Dependent on type of enemy

      • Legendary enemies will still take a lot of damage and deal a lot of damage

      • Things like supermutants and deathclaws will still take a lot of hits to kill

  • Realistic locational damage values

    • Shots in the leg will not kill instantly while being shot in the head will

    • Armor will still effect your damage resistance

      • Wearing a combat helmet can protect you from a headshot kill while not wearing a helmet won't protect you, same applies to all parts of the body

      • Power armor will still significantly protect you

  • Kinetic weapons will have a higher chance of breaking limbs than energy weapons

  • No more grenade spam

    • NPC's will carry less grenades (and will be less accurate)

    • Grenades will weigh more so you can't grenade spam either

  • Add bleeding values

    • When being shot with a kinetic weapon, you will run the chance of bleeding

      • when bleeding you will slowly drain health

      • Won't stop bleeding till you bandage the wound or die

      • bleeding in certain areas will effect that area, similar to having a broken limb but less extreme

      • Followers and enemies will be effected as well

      • Bleeding will decrease your ability to sneak (enemies will “see” the blood trails)

  • Add burn values

    • When shot with an energy weapon, you will run the chance of burning

      • When burning your base damage resistance will decrease

      • Burning in certain areas will effect that area, similar to having a broken limb but less extreme

        • Your aim and melee damage will decrease

      • Followers and enemies will be effected as well

      • Burning, unlike bleeding, cannot be “patched up”, and you will suffer the penalties until the effect wares off, or you see a doctor.

        • Duration of the effect is dependent on the base damage of the weapon

        • Duration of the effect stacks (not the penalties)

  • Add bandages (see above)

  • Add Suppression

    • Weapons will “suppress” you if you're in a weapons “cone of fire”

      • Vision will blur

      • Aim will decrease

      • AP bar will slightly decrease with each nearby round

      • Being hit by a round will apply all effects immediately

        • AP bar will suffer a large blow

        • Vision will blur to a larger amount than the vanilla game

        • Aim will decrease by a large amount for a very short amount of time

    • NPC's will be “suppressed” if in your weapons “cone of fire”

      • NPC's aim will decrease

      • NPC's will have a morale system

        • Total amount of morale dependent on type of npc

          • Humans will have a base of 100

          • Supermutants will have base of 200

          • Total morale will increase/decrease based on how many allies/enemies nearby

            • This will be more effective with a increased followers limit mod

        • Being shot at will slightly drain an npc's morale

        • Being hit will heavily drain an npc's morale

        • The lower morale an npc has, the more likely they are to get in cover/stay in cover

        • If an npc's morale is completely drained, they will stay in cover until their morale bar is ¼'s full

          • npc's will have a chance of falling back if their morale is completely drained

          • npc's are very unlikely to fire back while having no morale

    • Amount of suppression is dependent on weapon type/class and round (will add a list of all the weapon/bullet/class at a later time; there's a lot to list)

    • Will add a suppression value that can be seen when modding a weapon

 

Settlements

 

 

  • Increase the effectiveness of raids

  • The higher a settlements defense, the more enemies per raid

  • Enemies will be able to destroy turrets, guard posts, and fences

  • Add more jobs for settlers and more buildings (possibly more to come)

    • Doctor

      • Can go to if you need healing

      • Will double as a field medic during raids, and go heal you and other settlers

    • Armorer

      • Adds new “trade-post” like structure

      • Having it assigned will increase the defense and offense of your settlers, equipping guards with better gear

    • Radioman

      • Recruitment beacon will require a settler assigned to it

    • Gunner

      • Will add guard posts with mounted machine guns

        • Will not require power to operate

        • requires a settler to be assigned to it

  • Add sieges (will very likely interfere with any mod that expands the boundaries of a settlement)

    • A siege is very different from a raid

      • During a raid, enemies will just charge at your settlement

      • During a siege, enemies will actually lay siege to your settlements

        • Will create an instance where enemies will have guard posts and wire fences going around the settlement

        • Sieges will be prolonged engagements

          • Enemies will take out all your outer turrets and parts of your walls before actually going in

          • If the enemy cannot take out all of your turrets and walls, you can still lose by being starved out

          • You can deal enough damage to the enemy siege and force them to retreat

    • This feature will likely be optional

  • Hopefully add more things to construct for settlements

 

 Please add any feedback you might have about this mod and its features, and any features you'd like to see added. Please not again that these are all subject to change.

 

 

If you want to help out with this mod (I could surely use it), just send me a PM.

 

[EDIT] Moved thread over to stable website.

Posted

Something I find odd in Fallout 4 is the fact you have to actually give your settlers gear, for free and then assign them to be a trader selling items sometimes a lot better than what you just threw to them. Who is the trader making caps from too? The wandering merchants? Cause it sure isn't the people in your settlement who have gotten everything they have from you, for free and which they never, ever upgrade. Having it so the settlers in your settlements actually "level up" their gear with available merchants I think would be a nice touch, actually have some kind of simulated economy rather than a socialist-capitalist mashup "utopia" that's going on right now. Your "Armourer" idea pretty much covers part of that, but I think you could just add the functionality to the existing vendors rather than add new ones, it seems like it's an unnecessary duplication of assets to me that will use up build points (I know you can cheat to increase them, but it's still something to take into consideration regardless; the more items you have to put down and cheat to increase the limit, the more performance you're going to lose in large settlements).

 

Here's another couple of ideas to consider;

"Hunter's Post" ~ Assigned settlers wander the perimeter (or further) of your settlement and generate food, perhaps 3 per hunter's post. It makes it viable, but it requires more resources to build and the settler faces additional danger from having to go beyond your defences while on their patrol routine.

 

"Sheriff's Desk" ~ Yes, a desk  :P Provides a happiness bonus to your settlement if there's one present, but having more than one should probably not stack to avoid spamming them.

 

 

Also, you may wish to alter the resource output for settlements. Purified water is meant to be a scarce resource in the wasteland but it's actually incredibly common, something should probably be done about that for a hardcore/realism mod; only thing that comes to mind for me at the moment is to make the hand pumps produce dirty water, and the water purifiers to require a specific component (like a "water purification chip") which can only be obtained in certain locations (and have a finite supply of them in the world).

It's the same thing with food; a realism/hardcore mod will still be easy mode with the way food is setup in Fallout 4, I won't care about scavenging for food since I can just hop back to a settlement and fill up on melons and gourds every day. The growable food should take longer to reach maturity where the player can pick it (right now it's...one in game day? I can't remember but it feels like it's that quick) and I'd make it (if possible) so that if you do pick the food, it reduces the food stat by the amount the harvested plant provides to the settlement until it reaches maturity again (so picking a mutfruit plant will cause a settlement to lose 1 food until the next maturity date). Players would then be forced to choose between harvesting for themselves, or leaving it for the settlement. If the "Hunter's Post" is added, it would help alleviate the hit from harvesting your settlements food since you wouldn't be able to "harvest" from it (perhaps if the Hunter is in the settlement at the time, or you encounter them outside the settlement, you can "Barter" with them and get an actual merchant barter screen, allowing you to barter for any meats/animal products they've "collected"; I'd probably have a shared inventory between all hunters in a single settlement).

Posted

Sounds very cool a few idea's suggestions from me.

 

Drink, Eat, Sleep. I would give debuffs that slowly get worse the longer you go with out them. Also I would add in bathing as well, which would effect your charisma stat.

 

Carry weight I would again suggest having debuffs. Break it up into 3 weight classes, first one if you are under your fine. second one you get a move debuff and perhaps more but you can still sprint. 3rd step you can't run or sprint and bigger debuffs.

Posted

I'd like to see unmarked cans of food, the labels aren't going to last 200 years :)

Also a clock shoeing date/time elapsing during fast travel would be nice.

Posted

One thing I'd consider vital to any realism/hardcore mod would be a scarcity module, especially one geared around stopping everything from respawning every time you visit a location. There's really little point to hunger/thirst needs if you can satisfy them by "farming" the same two or three locations over and over. Disabling the player from harvesting crops altogether and relying on the surplus stored in the workbenches might be a good idea for village-builders if you can get it balanced... 

 

On the settler front, maybe workbenches you assign settlers to that directly affect trade income from related shops. That way you'd have incentive to make certain villages food-surplus producers and others factory-towns for weapons/armor etc. Assigning a sheriff like Jansen suggested (or mayor or chief or w/e) would be cool as well. S/he could boost stuff like happiness, trading income and radiant quest rewards, but not do any actual real work.

Posted

Yes please. Maybe some potential modular / optional diseases and illnesses?

 

Warn players with symptoms rather than outright stating what is wrong with them. Diseases increase your hunger rate, or the amount of sleep you need (and how quickly you burn through AP) and the like, not just straight stat reduction. Maybe some of the chems can be used to treat some of these diseases as a size-affect. Maybe mentats help clear a cold / cough?

 

Pain: Screen / vision blurs, as an affect of other things.

 

Cold

Increased need for sleep, decreased AP. Expires on its own in 1-4 days. Stay in a settlement with vegetable soup and a bed.

Treated / symptoms lessened with mentats.

"The back of your nose and throat are tickling."

"Your head feels heavy and your neck aches."

"Your nose is full of snot, making it harder to catch your breath."

"You keep coughing, making it harder to catch your breath." Also potentially alerts enemies to your presence. Screen blur and forcing you out of sights to cough.

 

Food Poisoning

Maybe 200 year old food shouldn't be eaten after all. Increased hunger, thirst (due to vomiting) and tiredness, occasional vomiting. Lose control of character to vomit, maybe have a warning pop up like, 'you're about to throw up' to warn you to get somewhere safe? Caused by eating old preserved food, particularly those with dairy / meat components, dirty water or badly cooked meats (cooking perk / lead belly prevents this).

"Oh dear, your stomach doesn't feel right at all."

Painful stomach cramps, causing pain related screen blurs.

Maybe supply portable water purification tablets? Doesn't remove rads, just chance of poisoning.

 

Exhaustion

A cumulative effect of not getting enough sleep for a long period of time. Can be faught off temporarily by Jet, but you still need sleep.

 

Tiredness

Can be countered with Jet / Mentats / Psycho or coffee, but only temporarily.

 

Also, some other ideas...

 

Sleeping Ambushes

Potential to be attacked if sleeping outdoors away from friendly NPCs.

 

Sleep - Followers Stand Watch

When travelling with followers, having a follower around when you sleep lessens the chance you can be attacked in your sleep. Certain followers are better at this than others (Dogmeat, robots).

 

Radstorms - Go Inside

Maybe a way of getting the game to recognise when you're indoors in rad storms? TBH, I'd love to see a STALKER type mod for radstorms instead. Something that makes them scary rather than inconvenient, but also makes structures protect you from them.

Posted

 

 

 

Yes please. Maybe some potential modular / optional diseases and illnesses?

 

Warn players with symptoms rather than outright stating what is wrong with them. Diseases increase your hunger rate, or the amount of sleep you need (and how quickly you burn through AP) and the like, not just straight stat reduction. Maybe some of the chems can be used to treat some of these diseases as a size-affect. Maybe mentats help clear a cold / cough?

 

Pain: Screen / vision blurs, as an affect of other things.

 

Cold

Increased need for sleep, decreased AP. Expires on its own in 1-4 days. Stay in a settlement with vegetable soup and a bed.

Treated / symptoms lessened with mentats.

"The back of your nose and throat are tickling."

"Your head feels heavy and your neck aches."

"Your nose is full of snot, making it harder to catch your breath."

"You keep coughing, making it harder to catch your breath." Also potentially alerts enemies to your presence. Screen blur and forcing you out of sights to cough.

 

Food Poisoning

Maybe 200 year old food shouldn't be eaten after all. Increased hunger, thirst (due to vomiting) and tiredness, occasional vomiting. Lose control of character to vomit, maybe have a warning pop up like, 'you're about to throw up' to warn you to get somewhere safe? Caused by eating old preserved food, particularly those with dairy / meat components, dirty water or badly cooked meats (cooking perk / lead belly prevents this).

"Oh dear, your stomach doesn't feel right at all."

Painful stomach cramps, causing pain related screen blurs.

Maybe supply portable water purification tablets? Doesn't remove rads, just chance of poisoning.

 

Exhaustion

A cumulative effect of not getting enough sleep for a long period of time. Can be faught off temporarily by Jet, but you still need sleep.

 

Tiredness

Can be countered with Jet / Mentats / Psycho or coffee, but only temporarily.

 

Also, some other ideas...

 

Sleeping Ambushes

Potential to be attacked if sleeping outdoors away from friendly NPCs.

 

Sleep - Followers Stand Watch

When travelling with followers, having a follower around when you sleep lessens the chance you can be attacked in your sleep. Certain followers are better at this than others (Dogmeat, robots).

 

Radstorms - Go Inside

Maybe a way of getting the game to recognise when you're indoors in rad storms? TBH, I'd love to see a STALKER type mod for radstorms instead. Something that makes them scary rather than inconvenient, but also makes structures protect you from them.

 

 

 

 

Some of those things I can see being added down the line, others seem a bit too much and would be added (if at all) sometime after the stable release. 

 

Though a lot of suggestions, here and on Nexus, have lead me to think I should start making this more of a role playing mod, rather than realistic. Of course it will still have all the realistic features, but it would add things that would make it much more immersive. For example, first-person notifications, or (HOPEFULLY) find some dialogue in the game files that will have your character say something along the lines of "I'm getting hungry". This, of course, would apply to other things like thirst and sleep. 

Posted

Though a lot of suggestions, here and on Nexus, have lead me to think I should start making this more of a role playing mod, rather than realistic. Of course it will still have all the realistic features, but it would add things that would make it much more immersive. For example, first-person notifications, or (HOPEFULLY) find some dialogue in the game files that will have your character say something along the lines of "I'm getting hungry". This, of course, would apply to other things like thirst and sleep. 

 

Yes please! Now you've said it, I suspect that's what I'm actually looking for. Immersion and survival rather than hard-core realism, although the two can overlap considerably.

 

 

I guess a good example of what I mean would be ACE and ACRE for ARMA2? It's realism and pretty hard-core at times, but it adds so much to immersion in the game. Magazines aren't magically full when you reload - keep partially reloading and eventually you'll find yourself loading mags with 5/30 rounds in them. Or, you can find a corner to sit in and re-pack them. Weapon jams, combat-deafness because someone went full auto by your ear, falling flat on your face because you tried to sprint uphill carrying a rocket launcher, machine gun and all the ammo... Pain, bleeding, blacking out... Dragging downed team-mates to cover when they go down and frantically radioing for the medic as you bandage them. As a medic, cursing when everyone's used up your morphine stocks for 'boo-boos'. ("It was only a pistol bullet. Bother me when it's a rifle, 'k?")

 

... I miss ARMA, but it just took too much time.

 

Posted

Needing to feed companions?

 

I think they need to feed themselves, TBH. The AI can be dumb enough as it is without having to literally spoon feed them. Giving them food / water for them to feed themselves would be fine. So long as I don't have to go into their inventory and forcibly stuff it down their gullet.

 

Also cool if they occasionally make comments about it or something, maybe? But it might just be easier and more convenient to assume they share whatever you eat, when you eat.

 

EDIT: What if certain companions prefer different foods / dislike some? Not that this would change their relationship, but they could comment on it. But that'd probably need voicing or something. "Urgh, tastes like cardboard." "I can't tell the difference between the packaging and the food - it tastes the same."

 

EDIT 2: WRT food poisoning etc, maybe Dog Meat can sniff it out if he's with you? If you're with Dog, you automatically know if food is off (or food is automatically good to eat, simulating that you checked and threw out bad stuff, which may be simpler to code).

Posted

Yes that's more what I mean, having to supply them with food and medicine etc.

Yeha if you load them up with your stuff they are going to eat whatever is tastiest :)

Posted

Yes that's more what I mean, having to supply them with food and medicine etc.

Yeha if you load them up with your stuff they are going to eat whatever is tastiest :)

 

It'd be vaguely interesting (but probably not interesting enough to actually have to code it) if certain NPCs had food preferences.

 

Paladin Danse just can't get enough Fancy Lads.

 

Maybe cooking food and sharing it with your followers raises their approval of you? "It actually has FLAVOUR!"

Posted

Clothing crafting to repair clothes is another one I thought of, but I'm not sure there actually is durability for ordinary clothing.

 

I never even thought of clothing, most of the time it's stat bonuses are tiny. It'd be nice if camo gave a bonus to sneak, or other layers of under-clothing (that you can put armor on top of) actually had useful semi-combat related stats, outside of the tuxedos and sequinned dresses.

 

Thinking of clothes... what sort of climate is there around the Commonwealth anyway? I guess not cold enough for Frostfall style survival, or hot enough for the opposite? As a Brit, I have no idea about US climate.

Posted

Well according to the lore, the entire world climate was changed after the bombs fell. Apparently the world is locked into a permanent "Scorching, radioactive desert-summer".

Posted

General Gameplay

  • Basic needs

    • Food, water, sleep - might be good to make it based on a framework that would allow to add more needs in the future. Drugs. Sex. We're on LL after all :lol:

  • No fast traveling - that may be a big no. Fast traveling allows you to save your power armor core. Walking you're going to burn a lot of cores. Not to say that the whole idea of those fusion cores is kinda stupid - only t-45 should use those.

  • Revamping of S.P.E.C.I.A.L. And some perks (will be expanded on at a later date) - is the perk chart even possible to expand?

  • Realistic Carry weight - just remember that this game expects you to salvage places. Which means you constantly have to haul a lot of junk. Low carry weight means you will have to travel to your base often, and without fast traveling it would be quite annoying.

Combat
  • Realistic damage values

    • Dependent on type of enemy

      • Legendary enemies will still take a lot of damage and deal a lot of damage - just remember that say legendary raider is still a human. Being an experienced fighter doesn't make you bullet proof. So imo it should be more about how much damage THEY DO not how much they can take.

  • Add bleeding values - crippling limbs should add bleed effect. One wont live long after having say its leg chopped off

Btw it might have no sense to make a progressive slow effect depending on how much you carry.

 

Say you're allowed to carry 120+STR*20 without being slowed down

Carrying more that that would slow you down by 10%

Carrying 30 more than that would slow you down by 30%

etc up to the point where you are not able to move anymore

 

No idea if this would be doable but i guess it would be lot more realistic than hauling say 1400 pounds of scrap.

Posted

I definitely am game for certain realism tweaks. Some suggestions:

- If possible, modularity, or effective use of a Mod Configuration Menu (assuming it's created), would be great.

- Weighted ammo, & other changes to various item weights throughout the game. I laughed my ass off the first time I picked up a dozen cannonballs only to find them all weightless.

- As Revuu said, diseases & sickness. Maybe link to radiation level, with higher levels meaning more susceptibility. As in Skyrim, this could simply be various wasteland critters infecting you on contact - hell, we've a giant mosquito, there's probably a strain of supermalaria. Also correlated with this, though probably outside the scope of this mod, is the inevitable addition of STDs alongside the SexTec framework.

 

Posted

General Gameplay

 

  • No fast traveling

 

Second point of contention after aqqh's, without spoiling anything, there are main-quest required locations only reachable via fast travel. In every previous Bethesda title with the mechanic it was purely a convenience. Among the other questionable design decisions in FO4, fast travel is now an integral and required game mechanic.

 

Barring, of course, major reworks of the main quest and locations related to it.

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