Fallout 3 Realism Overhaul

Jahnri said:
Tend to agree across the board with this topic. I want to have to eat and drink. The only issue I have is, everyone on the planet would be dead. Since you get a few rads each time you eat youd be dead in a month or two. There isn't enough Rad-x in the world for such large populations to exist. Which means sources of clean food must exist. That glaring fact pissed me off to no end.

How prey tell is it ok I would die and the Npc's dont..

I think that can be explained by the fact that you grew up your entire life inside a Vault, safe and pure and secluded, away from any risk of radiation. Everyone else has lived and thrived in the stuff, so they're more resistant to it. After all, part of the Enclave's plan in Fallout 2 was to wipe out the entire Wasteland to make room for 'pure' humans.
 
Also, why does water heal so much? I mean i understand the super-science of stimpacks and such. However, all i need to do is to drink some water out of an old sink for a minute, and I'm all healed!

Well, granted none of it will heal crippled limbs. Maybe hit points are a bit more abstract (like in a sense they are in a game like D&D)... but, still. I agree, keep the rad rating of water, lower the HP heal rate of it.
 
I wanna know how come I gain any radiation when chowing down on people I've killed. One of the benefits of Cannibalism should be a zero radiation health source. Sure, 2 rads isn't very much, but it adds up quick.
 
Doesn't it take something like 300 rads for the first level of radiation poisoning? How many people are you eating!?
 
Pope Viper said:
How many of you people actually drank out of toilets?

Not me.


well... i did :oops:

but only cos it said "activate toilet" and i thought it would flush it...

imagine my scream when it said (and animated) i drank from it...

NOOOOOOOOOO!!!!
 
I didn't even touch those damn things, I could not lower myself do that.

My small way of fighting the idiocy.
 
Nullifidian said:
I wanna know how come I gain any radiation when chowing down on people I've killed. One of the benefits of Cannibalism should be a zero radiation health source. Sure, 2 rads isn't very much, but it adds up quick.

Same reason as why food and water gives you enough rad points to prove fatal if unchecked over long durations, while it doesn't kill the other people: They're all irradiated due to longterm exposure. It's not enough to cause them to have any drastic mutations, but they've essentially become 'part' of the background radiation that's blanketed the world for all these years.

They're more resilient towards radiation for that reason, but that doesn't mean that their bodies don't carry radiation within them.

A few creatures out on the Wasteland are actually radiation-free on account of being completely immunized to it, whether that be a part of their mutation or simply evolution at work.
 
I just went and sat in the pool of water which the bomb stands in. Boy that added up fast hehe. I never did think of the fact the humans in the waste may have a rad resistance and I wouldn't coming from the vault. Damned that makes sense!
 
1: reduce weapons degridation by a incredible amount for all small arms. it takes an ungodly amount of rounds put through a weapon before something breaks if its treated properly, or just a shit ton at one time. 5,000 rounds through a fn fal in one day is definitely gonna do it a number....(though seriously who is carrying 5,000 rounds?). usually failures i see are in crew served weapons like a .30 machinegun that they might spit out 10,000 rounds a day in combat.

2: bring back damage types. leather armor can actually be extreemly resiliant to knives, but is obviously pretty useless against gunfire and sledgehammers....

3: bleed out effects(you wanted realism), often a gunshot will kill from the bloodloss more then anything.

4: remove skill based damage, place in skill based accuracy at distance. also make perception effect ranged accuracy again.
 
Eh it depends on the weapon. I see the chinese assault rifles holding up very well, or the 10mm weapons, stuff like the hunting rifle or assault rifle though, not as much.
 
ceacar99 said:
1: reduce weapons degridation by a incredible amount for all small arms. it takes an ungodly amount of rounds put through a weapon before something breaks if its treated properly, or just a shit ton at one time. 5,000 rounds through a fn fal in one day is definitely gonna do it a number....(though seriously who is carrying 5,000 rounds?). usually failures i see are in crew served weapons like a .30 machinegun that they might spit out 10,000 rounds a day in combat.

2: bring back damage types. leather armor can actually be extreemly resiliant to knives, but is obviously pretty useless against gunfire and sledgehammers....

3: bleed out effects(you wanted realism), often a gunshot will kill from the bloodloss more then anything.

4: remove skill based damage, place in skill based accuracy at distance. also make perception effect ranged accuracy again.

1) The lowest damage-to-weapon-health-ratio the game understands is 0.01

2) As far as I can tell, that is not possible - not even remotely. Bethesda based F3 on their oblivion engine - including damage & defense calculations. Now if there happens to be a hidden Damage Reduction statistic somewhere, then this change is partially possible... but so far, I have not seen any clues indicating there is one.

3) This is one of the planned changes included in my plugin that I am working on, though it has to come from crippled injuries - such as a "crippled" torso.

4) First part is doable, second part is already done - however when shooting outside of vats the game engine uses a wide variety of "spread" calculations to mess up the aim. For perception however, I'm not sure. I have not found a value or formula that indicates perception is used in gunfire. However if I find one, that is one change I will make.
 
Apparently there is fire damage.

Perhaps energy weapons could use the fire damage base instead of the normal leathal damage? Not sure if it would set people on fire everytime you shot someone with a plasma rifle, but it's a start.
 
a question to those that have played the game:

is there a flask in the game? or any other means of water storage?

i think it would be nice to have your water autoconsumed, and when it runs out to suffer dehydration like in fallout 1, which could be implemented like the "well rested" feature someone posted above. (instead of the lame "water healing HP" system).
For even more realism, we could add food, alcohol and drugs (if addicted) to get autoconsumed too, and have the PC go "hungry" or "cold turkey" when they run out. Any thoughts on this?

anyway, i may have not played the game yet, but from what i've seen, i think there are bigger realism issues for modders to fix:

-unkillable NPCs

-weightless ammo

-drugs having little to no negative effects (question: is there a withdrawal effect?) and addiction easily cured

-fixed bartering prices. I think they should at least depend on Charisma.

-insane weapon stats. i mean, a missile launcher that does less damage than a hunting rifle? WTF.
a tactical nuke that does less damage than 11 grenades? WTF^2.

i think those should be fixed to be more in line with the original stats.

-pointless nukular explozans. I see no reason why the Fatman could not be a simple grenade launcher (see above), and the cars not able to explode, or if necessary for gameplay reasons, turned into something that would plausibly explode, such as crates of TNT

-no traits. i think this could be fixed if we take the 6 perks that used to be traits, make them available at level 1, and add their original negative effects

Anyway looking forward to an official modding tool, as i'm afraid this game is going to need a lot of modding to live up to my expectations...
 
i like weightless ammo because you carry so damn much of it, then again a lot of weight problems would dissapear if there were sufficient places to sell them :<
 
override367 said:
Eh it depends on the weapon. I see the chinese assault rifles holding up very well, or the 10mm weapons, stuff like the hunting rifle or assault rifle though, not as much.

how dare you insult the mighty fn fal! its a very good rifle, and was the champion of the western nations against communism and "evil" until the m16 came into its power! lol.

alright, lets talk about weapon failure here... with weapons like pistols usually the failure is in a bad magazine. a 9mm berreta is so god damn simple that there really isnt much that could go wrong, often shooters will find that the weapon may have several failure to feeds in a row, usually these occurrences are caused by the magazine's lips being too loose or too tight. almost all pistols are about as complex, despite pretty much them all(berreta included) being recoil operated weapons.

now from appearances at least the hunting rifle in fo3 is a striker style mouser rifle clone, as is the most common type of bolt action in the world. to be honest i cant think of too much that would wear away on this thing. maybe a rusty firing pin chipping, or the MOST likely case someone not cleaning his weapon to the point that the carbon buildup prevents full and proper cambering of the next round. though by that point the extractor or ejector might be worn down a bit....

smg's well, it depends. there are a fair amount of blowback smgs, but there are also a few gas operated ones. that really doesnt determine its reliability but changes what could go wrong.

the fal and ak are both similarly operating weapons and would break down for the same reasons. though the ak's gas tube is pretty tough compared to most gas piston firearms, which is one of the weapons best features. as with most firearms the greatest weakness is its feeding system. often bad magazines cause more malfunctions then the weapon itself. however on those weapons excessive will usually result in all manner of failure to eject malfunctions, such as stovepipes and double feeds. just keep in mind, despite popular belief the ak is NOT invincible, its just that because the weapon was designed with such loose tolerances it requires significantly less maintenance and cleaning. thats about it....

2) As far as I can tell, that is not possible - not even remotely. Bethesda based F3 on their oblivion engine - including damage & defense calculations. Now if there happens to be a hidden Damage Reduction statistic somewhere, then this change is partially possible... but so far, I have not seen any clues indicating there is one.

dont think i made that statement without realizing what engine it is! now here is the deal, oblivion had normal damage, fire, ice and lightning. why cant we do the same thing with different names?
 
Well, plasma seems more along the lines of 'lightning' damage, given its nature. Lasers are more fire-oriented, as they burn.

...Customized 'ice gun' of some sort for that last damage modifier? I wouldn't mind freezing enemies and then smashing them.
 
In response to Zag, the Nuclear explosions stay. Sorry. You can take them out in a MOD maybe but they need to stay in for storyline purposes.

The Cars did explode. Per design docs for the game, the engines had a danger to explode if the containment was breeched and sufficient force was applied. Eh, not totally realistic but it is the reality of the fallout world.

As for the Nuclear grenades, there fairly realistic. For decades they planned on making small minimal yield nukes. Small scale cannon launched nukes were designed and built. Not used in war obviously. Smaller scale hafnium grenades could yield a very small nuclear explosion. Im not sure of the yield actually though since all that was theoretically possible.

Fortunately most of those developments were suspended in our time line. In fallouts.. err.. not so lucky.

As for the rest of your complaints. Most of them make perfect sense :D
 
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