Radiation!

I guess it's a cool idea as long as it's not exaggerated. I mean, F2 takes place 164 years after the devastation. I'm not sure how much radiation can be left in the open wastes and I have no idea how long radioactive dust and radioacitve winds persist. Sure there can be plenty of it in concentrated areas like Gecko, though. Some of the critters too, yes. I guess al I'm saying is that it needs to be balaced properly and in a way that makes sense.
 
I think the radioactive stuff was cut from the final version of Fallout 2 - The Lake and probably Area 51 which could have not been hit "directly" but close enough to make the area radioactive.
 
Josan12 said:
1) In the map_update proc i have added a simple

But i want the rad-x (and rad-resistance in general) to have a purpose, so can someone modify the line above to take it into account? I presume it's something like:

Code:
 radiation_inc(dude_obj, 3- (dude_radiation_resistance /10));

???

It is not needed to use dude radiation resistance etc. STATS here.
Engine recognized automatically dude's resistance stat (natural or from armors or from RadX) while calculate "damage" done by radiation (the same poison).
 
Cubik2k said:
It is not needed to use dude radiation resistance etc. STATS here.
Engine recognized automatically dude's resistance stat (natural or from armors or from RadX) while calculate "damage" done by radiation (the same poison).

Thanks Cubik - but are you sure? If the script says "give dude 3 rad damage per tick", won't that give him 3 rads per tick regardless of his rad resistance?
 
SilverM said:
I guess it's a cool idea as long as it's not exaggerated. I mean, F2 takes place 164 years after the devastation. I'm not sure how much radiation can be left in the open wastes and I have no idea how long radioactive dust and radioacitve winds persist.


To this day, nobody knows for sure, other than the immediate aftermath (measured in a handful of years or decades)¹. My former boss was a nuclear physicist and I asked him about this very issue. He wasn't positive, and he actually went into great detail as to why he wasn't sure... and I really wish I could remember much of it at all. He grabbed scrap paper off a desk and was drawing sketches with molecular diagrams, and explaining the very basics of radiation... way over my head!

But he felt/opined that there could be radioactive danger to Humans in an area hit by a modern nuclear weapon for hundreds of years. Of course, we have to remember that Fallout is based on the 1950s vision of the future, and I assume 1950s ideals of nuclear weapons. Just keep in mind that the half-life of Uranium-238 is figured at 4.468 billion years²...


¹ http://en.wikipedia.org/wiki/Nuclear_winter#1990
² http://en.wikipedia.org/wiki/Uranium-238
 
Josan12 said:
Cubik2k said:
It is not needed to use dude radiation resistance etc. STATS here.
Engine recognized automatically dude's resistance stat (natural or from armors or from RadX) while calculate "damage" done by radiation (the same poison).

Thanks Cubik - but are you sure? If the script says "give dude 3 rad damage per tick", won't that give him 3 rads per tick regardless of his rad resistance?

I am sure at 100%. This is the same with normla damage

make a test:
wear leather armor for dude and make simple map script with

critter_damage(dude_obj, 10);
in map update procedure.

the same with poison and radiation

:)
 
This is correct. That's why you can use radiation very easy everywhere you want, without having to care about players using rad-x or wearing power armor, etc.
 
Cool. Thanks guys. Back to work then!

I'll pop out the initial version of this mod soon, RP 2.0 compatable, and get this mod rolling. I hope to ultimately make it part of a package that includes Food, water, radiation, poison and sleeping.
 
do you guys notice that:
in fo1, u have "the glow" which is high in rad.. the glow is critical to the plot.
in fo2, i think only toxic caves and other random encounters are highly radiated..
but these locations is not crtitical to the plot.

anyway, questions:
are we gonna lose hp after every 8 hours (3 meals per day) in the new food/water system?
even passing time in town? or when travelling in the worldmap? or both?

enforcing fatigue system to force the "chosen one"
to drop tired and sleep for few hours?
popup msg saying "yawn, i need some sleep", "shit, i need some zzzz"

then waking up hungry/thirsty?
to go pee/poo?
to puke when using chem or during withdrawal?

to get horny at least once a week?
maybe a new "sex addict" perk/addiction?
random sickness? like a flu? like poisoned effect?
in fallout, you can get radiated, but u cant catch a cold/flu.. haha
this is giving me a headache...
 
Josan12 said:
I hope to ultimately make it part of a package that includes Food, water, radiation, poison and sleeping.
And when this happens I shall include it in the RP extras section. I'll even lend a hand here and there with scripting needs.
 
Great news Killap and Josan 12.. i am pretty curious how it will work and would like bringing up some ideas in the near future.
 
so who is the "project manager" on this food/water/rad system?

is josan12 confirmed as the sole author?

what is the estimated timeline?

take it to the next level.. commit..
 
Josan12 said:
I'll pop out the initial version of this mod soon, RP 2.0 compatable, and get this mod rolling. I hope to ultimately make it part of a package that includes Food, water, radiation, poison and sleeping.
What about peeing…. :wink:
 
Food, water, radiation, sleeping.... Aaah man this sounds so so sweet.

Dwelling through the waselands will be an epic journey on itself.

Also this would mix very well with all the new maps Pixote made with all the tent camps wich contain food & water.
This will give a whole new swing to those encounters !
Your not only defending your life but also saving it in the long run if your able to kill em so you can take that precious food & water.


Mayby new Neutral random encounters could be created, tent camps, small farm, single house, wandering family ect ect.

All of them house people who are trying to survive in the waistland having supplies like food & water.
This could create an interesting moral/karma dilemma when the player & his companions are wandering through the waste close to starving.

Depraved from food & water your perception, strength, endurance & HP have temporarily lowered significantly making serious combat a suicidal endeavour.
Without any hope left you & your band of dying brothers or wife Miria(endocore im looking at you)
stumble across this encounter....

A father, mother 3 children (2boys 1girl) & 1guard, its only been a couple of weeks theyve set foot into the wastes.
They are well prepared & practicly got their entire livesavings with them because they had a good running buisness in New Reno but now want to settle down in a more quiet area to raise their kids.

You talk with them, start to barter & thank god they have plenty food, water & some radaway.. Your Saved !!!
But wait, what if you dont have enough goods to barter with them, or what if you only have highly value goods & they only got 1 meal to spare ?
Are you willing to trade that 1.5K shotgun for a $200 meal that will just get you into town but save you or do you contemplate murder ?
Are you really worthy of that title ´Savior of the wastes´ ?

Would you slaugher an entire community of peacefull nomads, hunters, farmers or just a simpel traveling family to secure your own needs ?

This could give the OutdoorsmanSkill a new dimension because now the encounters themselves are more dimensional.
Mayby its possible to add a script that would make actually stopping at an encounter take away an amount of time so choosing not to stop at an encounter could safe you time.

~Mayby the Mysterious Stranger perk could lend you a hand 1 time each ?couple months? by giving you basic supllies wich could come at a godsend moment.
~Mayby a high luck or one of those unnused perks that give you more special enounters could give you more neutral/positive encounters.
~Mayby docter skill+bag could be used for some sort of temp treatment.

Just throwing some ideas out there.
But its the sort of features like food/water/radiation/sleep that have the potential to add that new layer to fallout so to speak.
Mayby on install or in Sfall one could choose how serious the penalties are.
I cant wait playing this Ironman.

Bye !!
Thanks for reading!

Riel.
 
Reading over Riel88 thread made me think – if there was going to be a serious water food mod built into RP then many of the random encounters will need some sort of water - food supply in their inventory…it makes sense that scavengers in the wasteland would carry their own water supply…they might be carrying half full containers of water…therefore it might be necessary to build the artworks for the various water containers (animal skin, metal) they will need different stages – Full – 2/3rd – 1/3rd – and empty. Fighting random encounters and collecting water might be the thing that keeps you alive when you’re running on empty. Food shouldn’t be such a big issue because the game all ready has a number of different choices. Some of the random maps might require new wells to be added to them.
 
.Pixote. said:
Josan12 said:
I'll pop out the initial version of this mod soon, RP 2.0 compatable, and get this mod rolling. I hope to ultimately make it part of a package that includes Food, water, radiation, poison and sleeping.
What about peeing…. :wink:

Rad away gives some people the runs though, <you've taken 2 damage due to early loss of your nutritional intake. You have died!>

In all seriousness, I think Fallout 2 would just suffer with more room for potty humor.

I think the major problem with radiation in Fo2 is the simple fact that no area we are forced to visit is irradiated.
And if there were areas like "the Glow" in Fo1 we needed to visit. Power Armour is still too accessible in Fo2 making Rad drugs remain useless.
 
@ Sephis
But the food and espacially the water could be radiatet more or less in even in Fallout 2
And PA is normaly not before mid Game aviable.
And at least there is always "Gecko" where the player may get radiation, before optimizing...for sure...
 
Back
Top