Hi, I'm new here, but have been reading the threads with great interest for quite some time.
My first post will consist of a question and a nifty little tip.
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Hunger & thirst
I'm trying to implement hunger and thirst in my mod, and initially thought this to be a trivial matter. This was, however, not the case.
I ran into the problem with stacking effects. I made the water give the player a small amount of positive effects (a couple of hitpoints), and, after some time, adding a special addiction called "thirst" with negative effects (lower max hitpoints, minus 1PE - you get the idea).
The idea was to make water remove the addiction, only to re-apply it after some time. This did not work at all, and the negative effects stacked, making drinking a rather deadly affair.
The whole point is putting pressure on the player by making him/her think more about the gear before embarking on a mission, and also to put a little more meaning into scavenging.
Does anyone have some tips or ideas of how to implement such a thing, if at all possible?
I know we have some eminent programmers in this forum - would this be possible to implement by coding?
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Bleeding
I managed to implement bleeding, making bandages play a bigger role. Now, every shot or wound begin to bleed, and the player need to apply bandages to stop it. This makes combat seem a little more dangerous.
The concept is easy to add. Simply change "poison" to "bleeding", and make "poison" the default special damage of each weapon. The bandages is simply a "drug" that removes poison points.
A very simple little concept that might be interesting to some
Cheers!
My first post will consist of a question and a nifty little tip.
-------------------------------------------------------------------------
Hunger & thirst
I'm trying to implement hunger and thirst in my mod, and initially thought this to be a trivial matter. This was, however, not the case.
I ran into the problem with stacking effects. I made the water give the player a small amount of positive effects (a couple of hitpoints), and, after some time, adding a special addiction called "thirst" with negative effects (lower max hitpoints, minus 1PE - you get the idea).
The idea was to make water remove the addiction, only to re-apply it after some time. This did not work at all, and the negative effects stacked, making drinking a rather deadly affair.
The whole point is putting pressure on the player by making him/her think more about the gear before embarking on a mission, and also to put a little more meaning into scavenging.
Does anyone have some tips or ideas of how to implement such a thing, if at all possible?
I know we have some eminent programmers in this forum - would this be possible to implement by coding?
-----------------------------------------------------------
Bleeding
I managed to implement bleeding, making bandages play a bigger role. Now, every shot or wound begin to bleed, and the player need to apply bandages to stop it. This makes combat seem a little more dangerous.
The concept is easy to add. Simply change "poison" to "bleeding", and make "poison" the default special damage of each weapon. The bandages is simply a "drug" that removes poison points.
A very simple little concept that might be interesting to some

Cheers!