Radiation!

Does anyone know which script controls the radiated well in Vault City?

Also - I want to make the water flask a 'use-on' item that can have 'charges', like a weapon. Ultimately, i want the player to be able to use it on the well (or use the well, which will activate the well script which will 'charge' any water bottles in the player's inventory)

I know this has been tackled before by several people (Helios, for one, but he doesn't seem to come to NMA anymore)

Does anyone have experience of this?
 
Does anyone know which script controls the radiated well in Vault City?

The one in the courtyard? It's viwell.int. The regular one is aswell.int
You can check the script attached to an item in the mapper by selecting it on the map and by clicking edit, if its a scenary don't forget to have scenary bar on.


For the rest
procedure use_obj_on_p_proc begin is pobably what you are looking for, but someone better than me will have to explain it better, I suspect something like this must be added to the well script but I am not sure:



procedure use_obj_on_p_proc begin
variable Tool;

Tool:=obj_pid(obj_being_used_with);

if (Tool == empty flask) then begin
destroy (dude_obj, PID_empty_flask, 1)
give_pid_qty(dude_obj, flask, 1)
if (source_obj == dude_obj) then
display_msg(mstr(112));

end
end



But that would fill only the one you activate something like the stimpack creation from obj_dude.int could be added. Would need to adapt it a little thought....


if ((obj_is_carrying_obj_pid(self_obj,PID_XANDER_ROOT)) and (obj_is_carrying_obj_pid(self_obj,PID_BROC_FLOWER))) then begin
Doctor:=has_skill(self_obj,SKILL_DOCTOR);
Outdoor:=has_skill(self_obj,SKILL_OUTDOORSMAN);
if (((Doctor + Outdoor) >= 125) and (skill_success(self_obj,SKILL_SCIENCE,0))) then begin
flower:=obj_carrying_pid_obj(self_obj,PID_BROC_FLOWER);
root:=obj_carrying_pid_obj(self_obj,PID_XANDER_ROOT);
count:=obj_is_carrying_obj_pid(self_obj,PID_BROC_FLOWER);
count1:=obj_is_carrying_obj_pid(self_obj,PID_XANDER_ROOT);
if (count > count1) then
count:=count1;
Junkit:=rm_mult_objs_from_inven(self_obj,flower,count);
Junkit1:=rm_mult_objs_from_inven(self_obj,root,count);
item:=create_object(PID_HEALING_POWDER,0,0);
add_mult_objs_to_inven(self_obj,item,count);
display_msg(g_mstr(1051));
end
end
 
Thanks Gray. Cubik will help me with the well scripts - that part will hopefully be fairly straightforward.

Can anyone help with a way to have a script bring up the 'addict' tab? (of course i want to have a new one - 'hungry')

I'm guessing it's hardcoded, so maybe Nirran or Timeslip can help?
 
I have to say I'm not at all excited about a food and water system -- I mean, I see the survivalist element, but it seems like it would make me feel like I was playing the Sims, not Fallout.

A radiation enhancement, on the other hand, I am very excited about -- even in FO1, radiation was not a big enough issue, and it's non-existent in FO2 and Tactics. At least they tried in FO3, but they came across seeming like they'd never read even the basics in high school.

Anyway, back on topic, I'm looking forward to this. Gecko seems like the main culprit for not being radioactive enough, but there are others.
 
DGT said:
I have to say I'm not at all excited about a food and water system -- I mean, I see the survivalist element, but it seems like it would make me feel like I was playing the Sims, not Fallout.

A radiation enhancement, on the other hand, I am very excited about -- even in FO1, radiation was not a big enough issue, and it's non-existent in FO2 and Tactics. At least they tried in FO3, but they came across seeming like they'd never read even the basics in high school.

Anyway, back on topic, I'm looking forward to this. Gecko seems like the main culprit for not being radioactive enough, but there are others.

Well you might just get your wish. Food and water is proving technically difficult.

So the way i'm gonna do this mod in two parts:

PART 1) Radiation, poison and sleeping will be released right after the RP 2.1 is released with the modified maps. It will have radiation levels increased and added in appropriate places (see earlier in this thread), poison multiplied by a factor of 10 wherever it occurs, and sleeping implemented. My method for sleeping will probably be a bit crude - the player will only be able to rest by 'using' the flat beds found in-game. No pip-boy resting will be possible.

PART 2) Food and water, will be done at some time in the future when Cubik and I can figure out/get some help with the fairly complex scripting/engine hacking involved. Also, Food and water need to be implemented in a way that's not tedious for the player (as many posters on NMA have worried it would be) That will require testing.

So in summary: Radiation, posion and sleeping mod coming very soon, Food and water sometime in the future.

Watch this space!
 
I asked "Helios" already in out thread concerning the food system.
I will do my very best to join him thus i am interested in progressing the project.
 
Josan12 said:
PART 1) Radiation, poison and sleeping will be released right after the RP 2.1 is released with the modified maps. It will have radiation levels increased and added in appropriate places (see earlier in this thread), poison multiplied by a factor of 10 wherever it occurs, and sleeping implemented. My method for sleeping will probably be a bit crude - the player will only be able to rest by 'using' the flat beds found in-game. No pip-boy resting will be possible.
So what should I do if I want just to pass time until morning? What about resting in the desert? There are no beds there, as far as I know. :)
 
I love the idea that you must scrounge for food and water just to survive. It will become a moral dilemma for the player when they have to kill people just to find enough water and food to keep going. Think of the film “The Road”, but place it in the wastelands with guns.

Sign me up or the food and water testing. :wink:
 
.Pixote. said:
Think of the film “The Road”,

Sucker! ;) I also want to see this. :(


Also, I'd really like to test this food/water system out.
It's a feature for which I wait long enough to be build in fallout.
 
Josan12 wrote

" My method for sleeping will probably be a bit crude - the player will only be able to rest by 'using' the flat beds found in-game. No pip-boy resting will be possible."

This sounds really not very realistic to implement "sleep" this way.
Is there a technical reason why just beds, and no more resting in the wasteland?

Maybe sleeping in beds recovers faster than in the wasteland....?
 
The Chosen One will need their own sleeping bag…shit that’s another 100,000 frames of animation of the PC critters running around with a rolled up sleeping bag over their back…see you in 10 years. :roll:
 
See you in 10 years, Pixote. >_> In all seriousness, though, not resting with the Pipboy would a) change the game in a way certainly never intended, b) confuse long-time players, and c) not make sense. What would make sense would be for resting in a bed to be superior, to give you faster healing or more rest. Just my 2 cents.
 
Yes, i realise changing the resting system in this way and removing pip-boy resting will be a pretty major change to the game. I will be play-testing it over the next week and see how it feels.

My overall purpose will be to, essentially, make the wasteland a harsh and inhospitable place where the player will slowly die from exposure and radiation, and be unable to rest and recuperate. Thus there will be no resting in desert encounters, except the ones where there are shacks and tents with beds. Towns will hopefully be like safe 'oasis' where the player can safely rest. In 'cities' like NCR, and where there are time-sensitive quests, i will probably enable pip-boy resting for player conveneince and because they are totally safe.

Of course other locations will be particularly harsh, where the player will not survive for long at all - such as the toxic caves.

Nevill said:
So what should I do if I want just to pass time until morning? What about resting in the desert? There are no beds there, as far as I know. :)

I think i'm going to make 'using' the beds pass 8 hrs game time
 
Josan12 said:
Yes, i realise changing the resting system in this way and removing pip-boy resting will be a pretty major change to the game. I will be play-testing it over the next week and see how it feels.
About ½ to 2/3rds of the random maps have some sort of sleeping arrangements – tents – houses, etc, so the PC could easily occupy them after the battle has ended. I always imagined that the people in the dwellings would run off if they saw some band of scavengers heading towards their camps (People won’t take the risk). Likewise when you have a random encounter with animal critters, the people fled the area until it was safe to return (that seems logical, considering not everyone would have the courage and firepower to defend themselves). When you do encounter a bunch of slavers with dwellings, well you simply stumbled upon their camp.

Actually about 1/4 of all the maps in the game are random maps – desert 12, mountain 6, caves 5, coast 12, and city 8. Removing the ability to rest to heal at any time will be a huge change in the game dynamics. As the game is typically played, when a PC enters a town at night time they will speed up time to morning, naturally the players want to be able to see the world more clearly, will the changes affect this. Will people be forced to play the game at so called actual time, now which would be interesting? The new maps have had a lot of new lights placed on the maps to improve the level of light, so the major locations are fairly well lit, but random locations are much darker, and that would makes perfect sense considering the nature of those locations. You could end up with a situation where early in the adventure the PC will stick close to the towns, before they feel stronger enough to make a dash for the bigger locations – VC –NR – NCR, or hitch ride with the caravans. This all sounds very exciting Josan. :clap:
 
I think it will add that sharp ''edge'' to the fallout universe.
Gotta gear & heal your crew up before venturing deep into the wastes specially when the food/water system hits release.
Dwell close to the cities.

Most of the newly crafted encounters indeed have some sort of sleeping option..... Kill em all then sleep like a baby.

I cant wait !

Bye
 
I like it. The ideas combine to make the post-apocalypse the kind of scarcely resourced hell it should be. Fallout and it's sequel really should be the hardest games ever, and this kind of severe limitation on where you put your resources is good.

Ha, as a bonus, it will cut down on some of that immense amount of wealth you possess right around NCR/San Fransisco. All the loot in the Military Base doesn't look so great if 50-75% of that goes towards provisions, does it?
 
I had an idea like this long ago, but never got to realize it because the Fallout scripting language is an awful awful awful awful mess. I tried finding the script that damages you in the mine at Broken Hills and apply that for radiation in places like TC, Arroyo hunting grounds, Klamath rat caves, Gecko(before fixing the reactor) etc.

I imagine Smiley in the TC would have some radiation-related dialogue (let's get OUT of here) and perhaps an option to give him one of the rad-aways from the locker there in exchange for a geiger counter later on.

Also I wanted to make you take radiation points when exiting the worldmap and entering a new place based on how long you've traveled, this would be scaled down based on your EN and your Outdoorsman skill.

I'd very much like to see a mod like this realised, hope you get further than I did!

Josan12 said:
(...) My method for sleeping will probably be a bit crude - the player will only be able to rest by 'using' the flat beds found in-game. No pip-boy resting will be possible. (...)
AAAAAAAARGH! Was my initial reaction. But now that I think about it, it's actually a pretty good idea. Is it possible to make some beds heal more HP than others, so that when you pay for a room you get your money's worth?
 
After the responses to this thread, no Pip-Boy rest is sounding fine... except for the crucial problem of what you're gonna do if you get to NCR at 5 AM. Stand there, unable to enter, until the 3 hours of gametime pass and the gate opens? Hope you can find a bed, and just deal with waking up at 1 in the afternoon? This inability to wait for a specific time is the only problem I can still find in the idea, but like I said, it's a rather inconvenient one. Thoughts?
 
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