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tower:1b:after_the_dark:start

After The Darkness

After the Darkness is a game loosely based on Land of Devastation, Fallout, and similar post-apocalyptic settings, with some evidence of influence by Usurper, LORD, and other door games.

Radiation Exposure

In the harsh world of After the Dark, environmental radiation is just another factor of scavenging. You deal with it, you take your medicine when you need to, and things generally work out. If you have a decent Biocomp, you can track the severity of your radiation exposure; medical facilities can rejuvenate damaged cells from a cellular backup; and your genetic integrity is clearly noted.

Genetic Stability

Unfortunately, radiation damage has made the genetic code of most inhabitants of the world a bit, shall we say, unstable. Combine this with continuing exposure to toxins, radiation, genetic manipulation, and pharmaceuticals, and you have a recipe for genetic deformities of all stripes.

Some places offer gene therapy to repair disrupted genetic code and defragment disorganized chains of structure – which is usually quite expensive, but is much better than having your spinal column give out in the midst of an escape due to internal deterioration.

Power System Discharges

Electron Pack - 1 unit = 1 power unit. Graviton Pack - 1 unit = 2 power unit. Magnetron Pack - 1 unit = 3 power unit. Plasma Pack - 1 unit = 4 power unit. Neutron Pack - 1 unit = 5 power unit. Tachyon Pack - 1 unit = 12 power unit. Quantum Pack - 1 unit = 30 power unit.

Most cell types have a 'cell' (10 unit), 'bank' (30 unit), and 'pack' (50 unit) versions.

Universal Power Storage: Powers any weapon, can regain power by draining energy cells. Efficiency rating determines how much energy is used. UPS Alpha has 1000 units and 50% efficiency; UPS Beta has 1500 units max and 60% efficiency; UPS Delta has 2000 units max and 70% efficiency; UPS Gamma has 2500 units max and 80% efficiency; and UPS Omega has 3000 units max and 90% efficiency.

Recyclotron

With the Recyclotron, you can attempt to recycle the random junk you find in the wasteland. While this is usually less profitable than selling it, it's much less space-consuming than trying to haul fifteen Leather Jackets in. Recyclotrons generate Recycled Textiles, Recycled Nutrients, Recycled Chemicals, Recycled Metal, and Recycled Circuits, and each can form stacks of up to 1000 units. Different materials have different values in different locations (due to supply and demand), and form a crude sort of stock market. Recycled materials may be used in fortresses to build items that can then be sold or used.

Chemicals

Chemicals in After the Dark perform a variety of wonderful purposes, mostly to intoxicate and amuse the consumer.

Black Velvet Whiskey, Blatz Beer, Booze (classic Fallout beverage), Budweiser Beer, Crown Royal Whiskey, Gamma Gulp Beer, Rot Gut, Jack Daniels Whiskey, Jim Beam Bourbon, Prestige Vodka, Pre-War Red and White Whines, Roentgen Rum, and Smirnoff Vodka.

Vanilla alcohol renamed: Whiskey → Old Royale Vodka → Moonshine Vodka Beer → Lambic Beer Wine → Cooking Sherry Scotch → Homemade Scotch

2CB is a powerful empathogen causing visual distortions, mystical thinking, and euphoria. EFFECTS: Visuals, +3 luck, +2 Intelligence, +1 Perception

2CE is a strong entheogen that triggers potent visual effects, delusion, and a heightened awareness. EFFECTS: Visuals, +2 luck, +3 Perception

2CI is a psychedelic that provides intellectual stimulation, a sense of synchronicity, and visual distortions. EFFECTS: Visuals, +5 luck

After Burner Gum contains moderate doses of methamphetamine, cinnamon and sugar. EFFECTS: AP+10, Damage Rads

Alprazolam causes extreme muscle relaxation, sedation and mental slowness. EFFECTS: Damage Resistance +25, Fire Resistance +25, AP -30, Agility -4, Intelligence -2, Cures Visuals

Amphetamine causes enhanced focus and CNS stimulation. EFFECTS: Repair & Science +15, AP +15

Aspirin comes from a tree, and it dulls pain. EFFECTS: Increased Damage Resistance 5%

Clonazepam causes moderate muscle relaxation and mental slowness. EFFECTS: Increased Damage Resistance 25%, Agility -2, AP -20, Steady Aim, Stop Visuals

Cocaine speeds the metabolism and stimulates the brain's reward center. EFFECTS: Damage Head 10, Agility +3, AP +10, Stop Visuals

Coldturkene is that “pre-war stuff” the doctors talk about. EFFECTS: Cures all addictions immediately

Diazepam is an addictive but low potency muscle relaxant. EFFECTS: AP -10, Damage Resist +9, Steady Aim, Stop Visuals

Diet Mentats are made with aspartame instead of sugar. I dunno. Regular Mentats look sugary to me. EFFECTS: Intelligence & Perception +2, Rads +5

Heroin is a potent and highly addictive painkiller. EFFECTS: Agility and Strength -2, Damage Resistance 50%

Ibuprofen is a synthetic non-steroidal anti infammatory often called Advil. EFFECTS: Increased Damage Resistance 5%

Ketamine is a dissociative anesthetic similar to PCP when taken in low doses. EFFECTS: Increased Carry Weight +50, Agility -5, Perception -5, Visuals

MDMA provides euhporia, emotional awareness, and a sense of excited tranquility.

Methadone is an opioid compound commonly used to manage opiate addiction. EFFECTS: Agility -1, AP-10, Damage Resistance +10

Methamphetamine is a dangerously addictive and potent stimulant. EFFECTS: AP+30, Damage Health 10

Methaqualone is an outdated antispasmodic depressant that is often consumed for its euphoric effects. EFFECTS: AP-30, Energy Resistance +25, Agility -3, Cure Visuals

Morphine is what Med-X was called before the Australian government gave Bethesda the boot. EFFECTS: Damage Resistance 25%

Phencyclidine is a dissociative anesthetic used first on humans, then on animals, and then by humans. EFFECTS: Damage Resistance 25%, Endurance +5, Perception -4, Visuals

Phenobarbital is a muscle relaxant used offensively by thugs and secret agents alike. EFFECTS: AP-30, Cold Resistance +25, Carry Weight -20, Intelligence -2

Sativex is the vaporous extract of cannabis flowers, and provides euphoric relief for radiation symptoms. EFFECTS: Charisma +1, Rad Resist +15, mild visuals

Tobacco cigarettes are cheap, common, and well-known for their deleterious effects. EFFECTS: Charisma +1, Rads +5, AP +5, Speech + 10

Thorazine is an antipsychotic sedative with a paralytic effect. EFFECTS: Ends hallucinations, 15 second paralysis, AP -20. Thorazine lasts one minute longer than all other chems.

Voodoo is a vile draught containing the pulpified endocrine glands of mutated creatures. EFFECTS: Agility +2, Critical Chance +25, Luck +3, Damage Resistance +20, Visuals* *Voodoo visions cannot be interrupted by known medicine.

When used as weapons:

- Heroin will quickly kill all but the most hardy individuals.

- Thorazine and Methaqualone cause the victim to keel over helpless for a short time.

- Alprazolam and Phenobarbital stun the victim and stuns them for a brief period.

- Methamphetamine will poison the victim after sending them into a violent rage.

- PCP, Voodoo or Ketamine make the victim unable to distinguish friend from foe and will attack anyone in the vicinity.

- MDMA makes a person blissful and unable to respond normally to dangerous situations.

- 2C-B, 2C-E and 2C-I each cause the victim to experience terrifying visions and bodily sensations. The slightest thing will frighten them.

- Clonazepam and Diazepam will each calm the victim if they are combative or affected by another chemical.

Better Living Through Chems v.0.3.1 (Astronomy Domine)

Readme File

This mod adds several dozen fictional and real-world alcoholic drinks and chems, many with unique effects, to all chem and liquor related leveled lists of Fallout 3. So, they spawn everywhere the vanilla chems do, and in locations appropriate to the chem in question.

Chems affect the body and the mind. Like all good things, too much is bad. Some of these chemicals can be used to fill empty syringes, or Dart Gun toxin feeds, to be unleashed upon your enemies. Others may be used to fill up empty hypos left over from Stimpak use. They can help save your life or help end another's.

Alternatively, you can sell them - chemical assistance is in high demand by the suffering remains of humanity. Maybe you'll just keep them, and use them to help you save the world… or destroy it. Maybe you'll just have fun with them. Be warned, addiction and death may await the unwary.

Where to find these spawns of modern medicine? Good old Doc Church won't sell you cocaine, but he'll sell you some Coldturkene to cure your habit. You'll have to get your buzz from a dealer.

Unlike a Pre-War street drug, these chems are often medical grade and very pure. After the bombs fell, the street trade withered, but more than enough chems survived in hospitals, pharmacies and laboratories for the survivors to scavenge and make use of them for ages.

Steps have been taken to ensure that balance was retained. The drugs have been priced similarly to the vanilla ones - most cost about 20 and the very rare ones cost about 50. The chems with more potent physical effects will usually carry more debilitating addictions. None of the added chems are stronger (per se) than the vanilla ones - just different.

For a list of each new chem and all their effects and addictions, please view Chem List.txt, included in the archive.

SYRINGE WEAPONS:

These syringes use chems as ammunition and can be used only once. They are stealthy. As they are governed by the Medicine skill, role-playing a pure doctor or even a pacifist (who only tranquilizes rather than kills his enemies) is now possible.

Upon finding an empty syringe lying around somewhere, the player can choose to fill that nasty needle with some chem in the inventory. The intrepid player may then equip the syringe and jab the chem into people. The used syringe will drop to the floor (and may be refilled if found!).

The following chems may be used to fill syringes (and Dart Guns too):

2CE Alprazolam Heroin MDMA Methamphetamine Phencyclidine Thorazine Venom (of Radscorpion)

Empty syringes in the player's inventory must be dropped and then picked up in order to be filled with something.

Please note that a syringe will inject if it stabs into a dead body.

DART GUNS:

The Dart Gun operates by using a paint gun to feed toxins through the gun and coat the dart. The initial construction of a Dart Gun requires Radscorpion Venom - presumably it acts as a potentiator to the chemicals that may be added to it. Any Dart Gun may have its cache of Radscorpion Venom replaced with BLTC chems (the same ones that syringes are loaded with). However, the act of dismantling the Dart Gun is damaging to it. The new weapon condition is dependent on your Repair skill.

Talon Mercs and Regulators will employ the use of posion and Thorazine tipped darts respectively to bring down their quarry. I think they should, and I do believe one of those groups invented the Dart Gun (it certainly wasn't that Moira Brown creature).

While a syringe only requires one (1) chem to fill up, replacing a Dart Gun's toxin cache requires three (3) of the desired chems. The effects of the coated Dart are identical to their syringe based counterparts.

==========\ Filling Hypos: ==========/

When you use a Stimpak, you are left with an empty hypo. These are filled and used as syringes are, but are supplied with different chems:

2CB 2CI Clonazepam Diazepam Ketamine Methaqualone Phenobarbital Voodoo

Like syringes, hypos take 1 chem to be filled and may only be used at close range.

==============\ Things to Consider: ==============/

To Create Weapon:

1. Have the necessary chems in your inventory as listed above. 2: If the Dart Gun / syringe / used hypo is in your inventory, drop it into the game world. 3: Activate the item. A menu will appear with options. 4: Pick chem of choice. Enjoy new weapon. 5. ????? 6. Profit!

These drugs will affect most humans and the smaller animals. Super Mutants are resistant to doses that would be dangerous to normal humans. A dose of heroin that would kill a human being would be safe (even beneficial) for a Mutie. Feral ghouls are susceptible to some chems.

They will NOT work on humans wearing Power Armor (in fact, any armor listed in the AnimationRestrictedArmors form list) and the needle will be destroyed in the attempt.

VISUAL EFFECTS:

Certain chemicals have such a profound effect on the brain that they cause visual patterning and disarray. The effects range from pretty and colorful to blurred and distorted, depending on the chem, and the surroundings of the user. These hallucinations can be detrimentally distracting in a dangerous encounter.

The effects persist and peak while the drug is still active. Someone can sleep or wait while the chem runs its course, but the visual effects of certain chems will very slightly outlast the actual presence of chems in the user's body.

If you find yourself in jeopardy and need to be clearheaded, you have several options. Sedatives such as Alprazolam, Clonazepam, Diazepam, Methaqualone, Phenobarbital, and Thorazine counteract any hallucinatory effects the player is experiencing and will keep them largely subdued until the effect wears off. They can also be used preventively before hallucinogens (to gain their benefits without the visual change). Thorazine, however, is a paralytic - If you use it when you aren't sitting down comfortably, you will fall to the floor helpless for about 10 seconds after injecting it - very dangerous in a hostile situation.

Using multiple hallucinogenic drugs together will amplify the visual impact and extend the duration of the effects.

SMOKING:

The player may smoke cigarettes found in packs and cartons across the wastes. They are highly addictive, socially stimulating, irradiated cylinders of tobacco and paper. Packs of cigarettes hold 20 cigarettes (in America, anyway). A carton will yield 10 packs.

Use a pack, carton, or cigarette in your Aid inventory and you will start smoking. After lighting up, your character will stand around puffing for a few seconds. You'll be unable to talk, sleep, sit, view your Pip-Boy or use a weapon during the brief period you are smoking. Also, if you start smoking with a gun drawn, you will keep holding the gun while you smoke with the same hand. It looks odd.

Using dozens of cigarettes at once, while not a good idea anyway, will make your character smoke each and every one in a row. It may take a while to complete. Currently I know no way to force a stop on smoking a cigarette until the animation finishes.

Any rogue packs or cartons showing up in the misc. section of the inventory must be dropped and picked back up before you can use them.

Loose, old, used cigarettes found in the wastes are not smokable. And the cigarette animation looks funny in power armor.

OVERDOSING:

Most chemicals and alcoholic beverages the player consumes will affect their blood toxicity level while it remains active. The effects are determined by the level:

Blood Level 0 - Clean, sober, baseline, no inebriation. Blood Level 1 - A little high/tipsy, no effects besides chem effects Blood Level 2 - Mildly Intoxicated, radial blur effect Blood Level 3 - Moderately Intoxicated, light double vision begins to occur Blood Level 4 - Walking becomes difficult and speech slurs Blood Level 5 - Very Intoxicated, perception greatly impaired Blood Level 6 - Overdose, coma, death

It normally takes one to three chems to raise the blood level. The more expensive or addictive chems are usually more potent, but this is not a rule. Not every chem is dangerous to the body, but many of them are, some more than others. Discretion is advised when dabbling with drugs.

After taking too many chems, a message will appear in the upper left hand corner of the screen to warn the player that they are close to overdosing. Taking more after this can cause a swift death.

You are being bombarded at all times by radiation, dust, rust, disease. Conditions are filthy. You are constantly being wounded, you don't get much sleep, food and water are scarce and contaminated. In short - your immune system is tapped. Your body can't handle an overdose, and it will kill you.

Overdosing takes all active, potentially dangerous chems into effect. Mixing chems can be a very, very bad idea, as can mixing those drugs with (or simply consuming a great deal of) alcohol. The player has to decide if the potential benefits are worth the risk of bodiy harm.

Not all chems contribute to an overdose, and different chems contribute a different amount. A player remains at risk of overdosing until the offending chems wear off somewhat (they needn't dissipate entirely).

Miscellaneous Changes:

- Vanilla alcohol renamed: Whiskey → Old Royale, Vodka → Moonshine Vodka, Beer → Lambic Beer, Wine → Cooking Sherry, Scotch → Homemade Scotch

- Addictions caused by one drug can be appeased by any drug that shares that addiction type. For example, heroin, morphine and methadone all subdue Opiate Withdrawal.

- Diazepam and Clonazepam will reduce the weapon wobble when zooming with a scoped weapon, as well as increasing accuracy in VATS.

- Cave Fungus (probably ergot) now produces a psychedelic effect upon consumption

- Activates Bethesda-made Ant Nectar visuals. It is similar to Night Eye from The Elder Scrolls.

- Super Stimpaks added to Brotherhood and Enclave chem loot

- Withdrawal to certain chems (I.E. benzodiazepenes, opiates, and cocaine) will cause an intermittent concussion-type effect until the player either satisfies their craving, gets treatment, recovers with time, or dies.

- A mercenary guard in the Megaton clinic

- More difficult to get addicted to substances; most now require repeated extended use

- Hematophages become euphoric from consuming Blood Packs

Optional: The followind three changes are removed with Less Addictions.esp;

- Excessive Stmpak use results in Broc poisoning (Stimpaks being made of Xander Root and Broc Flowers), an affliction that lowers Strength and Endurance that must be treated by a doctor or with the Coldturkene chem.

- Excessive use of Rad-X or RadAway causes players to become less resistant to radiation on their own.

- All forms of Nuka Cola are mildly addictive.

COMPATIBILITY

This is a growing consideration for me. One of the first things I intend to do for this mod is to write in some better compatibility with other mods affecting chems.

BLTC is incompatible in various ways with other mods that edit cigarettes, addictions, and the chem related level lists, unless a patch file of some sort is introduced into the load order. I intend to pursue this for a number of mods I like using.

The following mods need to be loaded AFTER BLTC.esp in order to work fully:

kschenk's RealInjuries - Orfevs has a patch here: http://www.fallout3nexus.com/downloads/file.php?id=6661

MrLabTechnician

XFO Balance Overhaul - XFO_drugs_rarity .esp will conflict slightly

Loading these and other similar mods after BLTC can have some effects:

- Other mods affecting the Doctors quest may prevent doctors from curing BLTC addictions.* - Other mods affecting My First Laboratory can prevent it from curing BLTC addictions.* - Sedatives currently only improve skill with vanilla scoped weapons. - Syringes used on NPCs wearing armor added by mods will pierce the armor unless the author has added the armor to the form list “AnimationRestrictedArmor.”

*All addictions can be cured with the Coldturkene chem, regardless of where they came from.

- Address stacking damage resistance effect for painkillers - Custom addiction handling - More unique effects for player characters stabbed by chem weapons - New textures - Patches for compatibility - Expanded laboratory functionality - Static loot in appropriate locations (once Beth fixes that persistant ref bug) - Sound modulations for hallucinogens - Hemp farmers in Oasis. Someday…

BLTC_chemlist.txt -use wordwrap!-

2CB is a powerful empathogen causing visual distortions, mystical thinking, and euphoria. EFFECTS: Visuals, +3 luck, +2 Intelligence, +1 Perception ADDICTIVE: Barely WITHDRAWAL: Reduce Radiation Resistance 10% (Serotonin Sickness) WEAPON: Hypo

2CE is a strong entheogen that triggers potent visual effects, delusion, and a heightened awareness. EFFECTS: Visuals, +2 luck, +3 Perception ADDICTIVE: Barely WITHDRAWAL: Reduce Radiation Resistance 10% (Serotonin Sickness) WEAPON: Dart Gun / Syringe

2CI is a psychedelic that provides intellectual stimulation, a sense of synchronicity, and visual distortions. EFFECTS: Visuals, +5 luck ADDICTIVE: Barely WITHDRAWAL: Reduce Radiation Resistance 10% (Serotonin Sickness) WEAPON: Hypo

After Burner Gum contains moderate doses of methamphetamine, cinnamon and sugar. EFFECTS: AP+10, Damage Rads ADDICTIVE: Moderately WITHDRAWAL: Endurance -1, Perception -3, Concussion (Meth Psychosis)

Alprazolam causes extreme muscle relaxation, sedation and mental slowness. EFFECTS: Damage Resistance +25, Fire Resistance +25, AP -30, Agility -4, Intelligence -2, Cures Visuals ADDICTIVE: Moderately WITHDRAWAL: Endurance -3, Strength -3, Concussion (Benzo Withdrawal) WEAPON: Dart Gun / Syringe

Amphetamine causes enhanced focus and CNS stimulation. EFFECTS: Repair & Science +15, AP +15 ADDICTIVE: Mildly WITHDRAWAL: Perception -2 (Amphetamine Withdrawal)

Aspirin comes from a tree, and it dulls pain. EFFECTS: Increased Damage Resistance 5% ADDICTIVE: Not

Clonazepam causes moderate muscle relaxation and mental slowness. EFFECTS: Increased Damage Resistance 25%, Agility -2, AP -20, Steady Aim, Stop Visuals ADDICTIVE: Moderately WITHDRAWAL: Endurance and Strength -3, Concussion (Benzo Withdrawal) WEAPON: Hypo

Cocaine speeds the metabolism and stimulates the brain's reward center. EFFECTS: Damage Head 10, Agility +3, AP +10, Stop Visuals ADDICTIVE: Extremely WITHDRAWAL: Charisma -3 (Cocaine Withdrawal)

Coldturkene is that “pre-war stuff” the doctors talk about. EFFECTS: Cures all addictions immediately ADDICTIVE: Not

Diazepam is an addictive but low potency muscle relaxant. EFFECTS: AP -10, Damage Resist +9, Steady Aim, Stop Visuals ADDICTIVE: Mildly WITHDRAWAL: Endurance and Strength -3, Concussion (Benzo Withdrawal) WEAPON: Hypo

Diet Mentats are made with aspartame instead of sugar. I dunno. Regular Mentats look sugary to me. EFFECTS: Intelligence & Perception +2, Rads +5 ADDICTIVE: Mildly WITHDRAWAL: Intelligence and Perception -2 (Mentats Withdrawal)

Heroin is a potent and highly addictive painkiller. EFFECTS: Agility and Strength -2, Damage Resistance 50% ADDICTIVE: Extremely WITHDRAWAL: Charisma -2, Strength -1, Endurance -1 (Opiate Withdrawal) WEAPON: Dart Gun / Syringe

Ibuprofen is a synthetic non-steroidal anti infammatory often called Advil. EFFECTS: Increased Damage Resistance 5% ADDICTIVE: Not

Ketamine is a dissociative anesthetic similar to PCP when taken in low doses. EFFECTS: Increased Carry Weight +50, Agility -5, Perception -5, Visuals ADDICTIVE: Mildly WITHDRAWAL: Endurance, Strength, Intelligence and Perception -1 (Ketamine Withdrawal) WEAPON: Hypo

MDMA provides euphoria, emotional awareness, and a sense of excited tranquility. EFFECTS: Luck +5, Visuals ADDICTIVE: Mildly WITHDRAWAL: Reduce Radiation Resistance 10% (Serotonin Sickness) WEAPON: Dart Gun / Syringe

Methadone is an opioid compound commonly used to manage opiate addiction. EFFECTS: Agility -1, AP-10, Damage Resistance +10 ADDICTIVE: Moderately WITHDRAWAL: Charisma -2, Strength -1, Endurance -1 (Opiate Withdrawal)

Methamphetamine is a dangerously addictive and potent stimulant. EFFECTS: AP+30, Damage Health 10 ADDICTIVE: Extremely WITHDRAWAL: Endurance -1, Perception -3 (Meth Psychosis) WEAPON: Dart Gun / Syringe

Methaqualone is an outdated antispasmodic depressant that is often consumed for its euphoric effects. EFFECTS: AP-30, Energy Resistance +25, Agility -3, Cure Visuals ADDICTIVE: Moderately WITHDRAWAL: Charisma -3, Strength -1 (Qualuude Withdrawl) WEAPON: Hypo

Morphine is what Med-X was called before the Australian government gave Bethesda the boot. EFFECTS: Damage Resistance 25% ADDICTIVE: Very WITHDRAWAL: Charisma -2, Strength -1, Endurance -1 (Opiate Withdrawal)

Phencyclidine is a dissociative anesthetic used first on humans, then on animals, and then by humans. EFFECTS: Damage Resistance 25%, Endurance +5, Perception -4, Visuals ADDICTIVE: Moderately WITHDRAWAL: Strength -1, Endurance -1, Intelligence -1 (PCP Withdrawal) WEAPON: Dart Gun / Syringe

Phenobarbital is a muscle relaxant used offensively by thugs and secret agents alike. EFFECTS: AP-30, Cold Resistance +25, Carry Weight -20, Intelligence -2 ADDICTIVE: Very WITHDRAWAL: Strength -1, Charisma -3 (Barbituate Withdrawal) WEAPON: Hypo

Sativex is the vaporous extract of cannabis flowers, and provides euphoric relief for radiation symptoms. EFFECTS: Charisma +1, Rad Resist +15, mild visuals ADDICTIVE: Mildly WITHDRAWAL: Charisma -1

Tobacco cigarettes are cheap, common, and well-known for their deleterious effects. EFFECTS: Charisma +1, Rads +5, AP +5, Speech + 10 ADDICTIVE: Extremely WITHDRAWAL: Charisma -3, Endurance -1

Thorazine is an antipsychotic sedative with a paralytic effect. EFFECTS: Ends hallucinations, 15 second paralysis, AP -20. Thorazine lasts one minute longer than all other chems. ADDICTIVE: Not WEAPON: Paralysis for 20 seconds

Voodoo is a vile draught containing the pulpified endocrine glands of mutated creatures. Voooooodoooooooo. EFFECTS: Agility +2, Critical Chance +25, Luck +3, Damage Resistance +20, Visuals* WITHDRAWAL: Agility -2, Intelligence -3, Concussion (Voodoo Cravings) WEAPON: Hypo *Voodoo visions cannot be interrupted by known medicine.

Added alcohol: Black Velvet Whiskey, Blatz Beer, Booze (classic Fallout beverage), Budweiser Beer, Crown Royal Whiskey, Gamma Gulp Beer, Rot Gut, Jack Daniels Whiskey, Jim Beam Bourbon, Prestige Vodka, Pre-War Red and White Whines, Roentgen Rum, and Smirnoff Vodka.

- Heroin will quickly kill all but the most hardy individuals.

- Thorazine causes the victim to keel over helpless for a short time.

- Alprazolam cripples the victim and stuns them for a brief period.

- Methamphetamine will poison the victim after sending them into a violent rage.

- PCP, Voodoo or Ketamine make the victim unable to distinguish friend from foe and will attack anyone in the vicinity.

- MDMA makes a person blissful and unable to respond normally to dangerous situations.

- 2C-B, 2C-E and 2C-I each cause the victim to experience terrifying visions and bodily sensations. The slightest thing will frighten them.

- Clonazepam, Diazepam, Methaqualone, Phenobarbital will each calm the victim if they are combative or affected by another chemical.

Stimpak - overuse leads to Broc poisoning, which lowers Strength and Endurance. Symptoms will not be alleviated by using more Stimpaks.

Rad-X and RadAway - overuse leads to tolerance, making radiation harder to resist without the use of these drugs.

Nuka-Cola - Overconsumption leads to cravings and caffeine addiction. Your Charisma suffers one point if you go without the cola for too long.

Use BLTC Less Addictions.esp to disable these changes.

http://fallout3.nexusmods.com/mods/11418 for some ideas.

http://fallout3.nexusmods.com/mods/1745

Foodstuffs and beverages based on local monsters, flora, and fauna Herbs that can be made into chemicals and drugs

Dynamic Stealth: time of day, weather conditions, interior/exterior cell type, and player's Sneak skill now all factor into detection. Your PipBoy Light will now make you very visible, and player actions, such as jumping and opening doors, will alert your enemies.

Dynamic Timescale (disabled by default, but highly recommended): When enabled, your Timescale will be 50% slower when in an interior cell, flagged as being in combat, or when your health is less than 30%. This was added because interior cells are more realistically scaled than exterior cells (when considering distance over time factors); and to automatically slow down the effects of your Med-Tec Injuries during combat or when your health is low.

Pain now has greater effect on player, and swimming or wading in radioactive water is now 10 times more deadly (but Radiation Accumulation rate remains at default).

Crippled Weapon Penalties: When an arm is crippled some types of weapons will no longer be usable and VATS will be disabled. Balances armor/clothing values, weight (weighs 50% less when worn), damage resistance, and “enchanted” effects. Includes my 1.5X AR global modifier, and helmet AR now equals 25% of total armor AR.

Fatigue HUD, displays fatigue as a percentage (how fatigued you are). When you reach 100% fatigue, you pass out. When your Fatigue is over 70%, the text turns red and your character starts breathing hard. At 90% Fatigue, the text flashes and the breathing sound increases.

You now suffer from Strain (similar to fatigue), which increases when walking with more than 100% encumbrance, and whenever you are running (at any encumbrance). Strain is based on game time, so Strain increases faster with faster Timescales. The more encumbered you are, the shorter distance you will be able to travel, and the more you will hurt yourself if you reach your limit (exceed 100% Strain). Strain increases faster when you are injured. And jumping and melee attacks (swinging a melee weapon) will both increase Strain. If your Strain exceeds 100% you will collapse, injure yourself, and your unholstered weapon will return to your inventory. When walking with 110% encumbrance, you will last about 16 game minutes before you need to rest, but with 150% encumbrance, you will need to rest every 4.5 game minutes. When your Strain increases above 75%, your running speed will now progressively begin to slow down (since you are getting tired). But the speed that your Strain increases will also slow down (since you are exerting yourself less). This maxes out at 95% Strain, when your running speed will be 30% slower, and your Strain will increase 90% slower. This results in being able to run for nearly twice as long compared to my previous versions (before Strain reaches 100%), but you'll now be doing a slow jog for the last half of the run. With an encumbrance of less than 50%, you will be able to run for roughly 57 GAME MINUTES before your Stain reaches 100%, but at 100% encumbrance, you'll only be able to run for about 12 game minutes. FastRun: whenever your Strain is less than 50%, holding down the Activate key (spacebar by default) while running gives a 33% speed increase, but your Strain will increase 3 times as fast. At 50% Encumbrance (at 100% Health) you will be able to FastRun for about 6 game minutes (from 0 to 50 Strain); but at 100% Encumbrance you can only FastRun for about 1.5 game minutes.

HUD Strain display: movable by holding down the grab key for 2 seconds, and then by using the arrow keys to move it. When your Strain is over 45%, your character will start breathing hard. Your Strain percentage will turn red when your Strain reaches 70% and your character will start breathing harder. At 85% Strain, the text starts flashing, warning that you are near your limit. Note: the Strain meter will not be displayed unless you follow my Stain HUD Setup instructions exactly.

Strain decreases when you rest (when you stop running, or when you stop walking with over 100% encumbrance), and while you are in menus. How fast your Strain decreases depends on how encumbered you are. Plus your Strain will decrease 60% faster when you are sitting or crouching (non-moving sneak mode). During combat your Strain will only be reduced when you are not moving. And will not be reduced during combat when in menu mode. Dynamic Jump: based on your Agility and Encumbrance. You will not be able to jump when your AGL is really low, when you are over-encumbered, or when a leg is crippled. Dynamic movement speeds: the more you are encumbered, the slower you move. You also gain a running speed bonus when your encumbrance is < 60% and your health is > 50%. Increased Armor Encumbrance: you will now move noticeably slower when wearing heavier armor. Independent reduced Carrying Capacity calculations (less than Realism Core, but more than Hard-Core module). My Encumbrance notes are also added to your inventory, for easy reference.

Med-Tec module (Arwen_Med-Tec.esp): This module is a complete Needs/Injuries Mod. It is totally optional, but it does require my Realism Core module and was balanced specifically to be used with my Full Realism Tweaks. Med-Tec Quest: Begins roughly 20 game minutes after you have escaped from Vault 101 (or after you load a post-escape saved game, or start a new game with an alternate Start mod). The 20 minute countdown starts only after you are outside (in an exterior cell), and are not in combat (the combat flag is off). Once it begins, just follow the quest instructions. When the Quest is completed, your initial Needs are calculated, based on how much time has passed since 6 am. If many hours have passed, you will likely receive a message that you are dehydrated; so my mod now adds a 16 ounce Bottle of Pure Water to your inventory (if you do not already have one). Your initial injuries (just Wound Level and Blood Lost) are based on your character's current HP percentage (how much your HP is damaged). Your Med-Tec Scanner tracks 22 stats and expands self-treatment; Quick Scan Hotkey [M] monitors your most vital stats during game play; automatic scan whenever you are injured; Full Scan Hotkey [Rt Ctrl] for diagnosis and treatment of injuries (while not in combat). No Fast Travel when very tired (20 hours without sleep), thirsty (14 ounces water needed), or hungry (15 food units needed), or Health is less than 40%. The Injuries Part: Adds Wounds, Burns, Blood Loss, Trauma, and Infections (and their treatment). Injuries are based directly on degree of injury, type of weapon, and Armor Level. Moderate injuries slowly heal, based on your Endurance. Severe injuries require medical treatment, where self-treatments are based on your Medicine skill. Dynamic self healing rate: based on your current Endurance: 5 END results in an average healing rate; 1 END is 40% slower; and 10 END is 50% faster. Your Health slowly Regenerates, but only when your Wound Level is less than 2, and when you are not receiving penalties for being Hungry, Thirsty, or Very Tired (10 Sleep Need). Wounds increase in severity up to Level 10, with Moderate Wounds beginning at Level 2 (when your health regen stops), and Severe Wounds beginning at Level 5 (where you suffer from loss of blood). Wounds higher than Level 4 will slowly become infected. Once an infection reaches Level 6, it damages your health, and the only cure requires an injection of Antibiotics. Bleeding is treated by applying bandages or with Med-Tec targeted Stimpak injections to speed up clotting. A leather belt can be used to temporarily reduce blood flow. Bleeding stops once your Wound Level drops below 5. Bandages can be applied during combat (from inventory or if added to a hotkey slot); but only for bleeding wounds (not for burns, which can still only be treated during the Full Scan). Bandage application is animated, which disables player movement for several seconds (so make sure you are in a safe place). Blood Level is tracked in units of Blood Lost: if your Blood Lost reaches 8, your health will deteriorate. Blood slowly regenerates on its own, but you may need a Blood Transfusion to recover after excessive blood loss. Burns increase in severity up to Level 12, with Severe Burns beginning at Level 8 (Third-Degree Burns). Trauma injuries (bruising and tissue damage) increase in severity up to Level 10, with Severe Trauma beginning at Level 7 (Torso Trauma). Damaged limbs slowly heal, but only if the limb is not crippled (a Medical Brace is then require to heal). Braces can be used multiple times if your medical skills are high enough. Doctors no longer fully heal moderate or severe injuries. What you get for your caps is treatment, not instant health restoration (you will often leave splinted and bandaged). Your personal infirmary can only be used to treat your injuries (and only the same injuries as with the default infirmary). Bandages, Tourniquets, and Splints all have penalties while they are equipped, and are automatically removed when they are no longer needed. Stimpak Animation Effect (with Hotkey): You can still give yourself an injection during combat, but this now happens in real time, while you will be incapacitated for a few seconds. Each injection also damages your Fatigue, messes up your vision, and reduces your Strength. Stimpaks will not restore your Health higher than 75% (this is balanced by my Health Regen). Morphine and Antibiotic injections also use the injection animation (but no hotkeys). Morphine injections also include a visual penalty and damage Intelligence. Most other chems were also rebalanced, and Med-Tec supplies for doctors and some general merchants are restocked daily (time varies, based on your Luck stat). The Needs Part: Water Need is Dynamic: your basic requirement is 2 ounces/game hour (48 oz./day), but your rate will increase by 50% (3 oz/hr) when you are outdoors in the heat of the day (9am to 6pm, when sunny), and decrease by 50% (1 oz./hr) when you are sleeping . . . unless you are sleeping outdoors, in the heat of the day (2 oz/hr). Most Beverages (and fruit) give you some water benefit (from 1 to 16 ounces of water), with the greatest amounts coming from the purest types of bottled water (which are consumed only half a bottle at a time). Beverages no longer have any Healing effect, and all but Purified Bottled Water contain Rads and will damage your health a bit (a Sanitizer will reduce the Rads). Liquor dehydrates you, and hard liquor now restores your Fatigue (instead of the default Strength boost). Empty water bottles can be refilled. Purified water sources: you can refill only Pure and Good water bottles, and filling either type yields a bottle of Good (unpurified) water (since the Pure bottle is used). Unpurified water sources: you can refill only Good and Dirty water bottles, and filling either type yields a bottle of Dirty water (since the Good bottle was used). Average water sources: you can refill only empty Dirty Water bottles, which yields a bottle of Dirty water. You can also drink directly from these water sources. You can still drink from surface water, but cannot fill your water bottles from it. All but Purified Bottled Water contain some radiation and will damage your health. Nuka Colas use my Jolt effect to reduce your Sleep Need, but your Need jumps back up when my Jolt effect wears off. Food Need is also Dynamic: your personal Food Need is based on your Permanent Strength and Endurance. An average PC (5 STR, 5 END) requires 9.6 Food Units every 24 game hours (0.4 unit/hour). [A 4 STR, 4 END character requires 8.4 Food/day; a 6 STR, 6 END character requires 10.8 Food/day.] There are 4 Food Levels (displayed with the food item in your PipBoy): Food1 (Snack Food, 0.6 Food Units); Food2 (Light Meal, 2 Units); Food3 (Normal Meal, 3.0 Units); Food4 (Heavy Meal, 4.0 Units). Food no longer has any healing effect, and most contains Rads (the exceptions are Fresh Fruit and Vegetables). A Sanitizer will reduce the Rads a bit. Eating fresh fruit and vegetables will reduce your Rad Damage by 10 points, and some types of Red Meat will reduce your Blood Loss. Meat taken from dead animals is now Raw Meat (high in bacteria and RADS). Raw Meat and some of the packaged food will be less nourishing unless it is cooked. The Fire Starter item (added to your Inventory during the Med-Tec Quest) can be used to create a small campfire, which can be used to food sand purify/boil water (once you have purchased a Mess Kit). Eating causes your Digestion Level to increase (will slowly decrease when you are not eating). Your Digestion Level is displayed whenever it increases, and when it decreases by 1 Level point (it can also be checked when you do a full Med-Tec scan, under “Additional Health/Needs Stats”). Eating when you are not hungry makes you sick, gaining no benefit from the food. But your Digestion Level will still increase a bit (because you now have indigestion). When your RADS are 100 or higher, your Radiation Level (displayed in Scanner) will increase while you are digesting food; and will slowly decrease once your Digestive Level returns to 0, or whenever your RADS drop below 100. You get Radiation Sickness when your Radiation Level reaches 5, and you no longer gain any benefit from eating or drinking (you will just get sick). Radiation Sickness lasts until your Radiation Level drops back down below 5. Most food and water contains Bacteria, which causes Food Poisoning if it gets too high. Cooking your food and having a Mess Kit will greatly reduce the amount of Bacteria. Sleep Need: You require 1 hour of Sleep for every 2 hours that you are awake. When your Sleep Need is 0, you won't need to sleep for 16 hours before you become Sleepy; after 20 hours you'll be Very Tired; after 24 hours you'll be Exhausted; after 32 hours you'll be Delirious. A one-hour nap will no longer fully healed you, but you will slowly heal while you are sleeping, at exactly the same rate as when you are awake (and with the same restrictions). You cannot sleep when you have excessive bleeding; you cannot take a nap until your Sleep Need is greater than 1 hour; and the longest you can sleep is the amount of your Sleep Need (rounded up). [Med-Tec Options menu]: Pause/Resume the injuries and needs (before and after entering simulators). Prepare to uninstall; Restart the Med-Tec Quest; Change the Med-Tec Scan hotkey; change the Stimpak Injection hotkey. More details on this module, including all the applied penalties, are posted on my Fallout 3 website.

5.) One Life (Arwen_OneLife.esp): This optional module was balanced to be used with my Full Realism Tweaks. It does not require my Med-Tec module, but was coded to work with my Med-Tec Injuries and Needs.

You no longer die. Instead you now pass out and are left for dead. When you finally do come to again, you discover that you have been looted. This is my own unique concept, where your character's death becomes a major penalty, instead of just an inconvenient reload.

There are now two different ways that will result in your “death”:

1.) Normal Death happens when your HPs are reduced to zero faster than Near Death can save you. This should result in an automatic reload of my OneLife_Death save, along with my added penalties for “dying.” If you die soon after loading a saved game, your game will just do a default reload, since this module needs to run for a while before it sets your Revival Point (there are also some unpredictable quirks in the way saves and reloads are hard coded, which may also result in a default reload on death).

2.) Near Death kicks in just before your HPs bottom out; whenever your HPs drop below 16 points during combat, or below 8 points when not in combat. You immediately pass out and are revived (often without an automatic reload, depending on your revival location), but your armor is not looted (all other penalties are identical to Normal Death).

Your character is generally revived at your last Revival Point (where your stats were last saved). Your Revival Point is updated about every 6 real minutes (and when you enter an exterior cell). Your Stats are saved in a special One Life scripted save, about every 3 real minutes (when you are not in combat and your health is greater than 20%). Both are also updated shortly after loading a saved game.

You are looted of your equipped armor (unless Near Death was able to kick in), 90% of your caps, 50% of your Stimpaks, and 50% of your equipped weapon's ammo. Your looted armor is not destroyed, but you will have buy it back from the merchant who ended up with it. Your Weapon is dropped and damaged (-25%), so make sure that you look for it when you come to (it should be right at your feet, but there's always a chance that someone picked it up while you were out, or that it was lost).

It is now later, because you were unconscious for 1.8 to 6 game hours (based mostly on your character's Endurance, but with Strength also factored in).

If my Med-Tec module is also active, Wounds and other Med-Tec injuries are adjusted, so that player should generally not die while unconscious.

My One Life saves are done as a pair (when your stats were last saved): the OneLife_Death save automatically revives your character after they die (Normal Death); and the OneLife_Backup save can be loaded at anytime (without penalties), should your game crash (or as a convenient restore point). But these saves will be overwritten at the next automatic Stat save, so you may want to do an occasional manual save.

There is also a third save, OneLife_Loaded, which is automatically saved when your game is first loaded. This just prevents an old OneLife_Death save from loading when you die (before a new OneLife_Death has been saved).

You can still save your game while you play, but it may take a while for your Revival Point and One Life save to be triggered. If you die before my scripted save is updated, the default death/reload will be triggered.

Do NOT load the OneLife_Death save, as doing so will initiate a death-reload (as if your character died), with all the penalties of dying. [If, however, the game crashed after your character died, or during the OneLife restoration sequence, loading the most recent OneLife save will generally restore your “dead” character correctly. If not, try loading the OneLife_Backup save, or the OneLife_Loaded save. Warning: this module may increase crashes at death for some users, but your game is usually saved just before this happens [see above]. I've done my best to optimize my scripts, and I've added code that minimizes demand during save and reload as much as possible. But if this module seems to make your game less stable, just stop using it (uncheck the esp in FOMM).

http://arwenevecom.ipage.com/Fallout/FO-mods04.htm#Med-Tec

This module is a complete Needs/Injuries/Treatment Mod. - It is totally optional, but it does require my Realism Core module and it was balanced specifically to be used with my Full Realism Tweaks. - This module is NOT compatible with any other Injuries or Needs mod. INITIALIZATION: - My Med-Tec Quest: begin roughly 20 game minutes after you have escaped from Vault 101 (or after you load a post-escape saved game; or have entered the Wasteland, when using an Alternate Start mod). - The 20 minute countdown starts only after you are outside (in an exterior cell), and are not in combat (the combat flag is off). Once it begins, just follow the quest instructions. - When the Quest is completed, your initial Needs are calculated, based on how much time has passed since 6 am; AND your initial injuries (just Wound Level and Blood Lost) are based on player's current HP percentage (how much your HP is damaged). If many hours have passed, you will likely receive a message that you are dehydrated; so my mod now adds a 16 ounce Bottle of Pure Water to your inventory (if you do not already have one). - [Med-Tec Options menu]: Pause/Resume the injuries and needs; Prepare to uninstall; Restart the Med-Tec Quest; Change the Med-Tec Scan hotkey; change the Stimpak Injection hotkey. - No Fast Travel when very tired (20 hours without sleep), thirsty (14 ounces water needed), or hungry (15 food units needed), or Health is less than 40%.

Your Med-Tec Scanner:

- Monitors 24 of your stats (Injuries & Needs). - Assists you in self-treatment of any injuries (such as precisely targeting injections, and applying sterile bandages to burns). - Use the Quick Scan Hotkey [M] to monitor 9 of your most vital stats during game play (available even during combat). - Full Scan Hotkey [Rt Ctrl] for diagnosis and treatment of injuries (while not in combat). - Med-Tec assisted treatments are not possible during combat, but you can still perform basic First-Aid (inject Stimpaks for general healing, apply bandages to reduce bleeding, and inject morphine and antibiotics). - The combat permitted treatments all use my Animation Effects, so you'll have to make sure you are in a safe spot before using these items, as you will be vulnerable during all these treatments. - Additional Health/Needs Stats are also available when you do a full Med-Tec Scan. - Whenever you are injured an automatic scan is done, so you can keep track of your condition during combat. [gives Wound Level, Blood Lost, Trauma Level, Burn Level and Infection Level].

The Injury Part:

- This module greatly expands the injuries that you will suffer and the treatment of injuries. No longer will you be able to just shake off being shot, burned, whacked, or chewed upon. - You will now sustain Wounds, Burns, Blood Loss, Trauma, and Infections. - Higher Medicine Skills are factored into how effective some treatments are (with both your Med-Tec & your Infirmary). - Injuries are not random, but are based directly on how much you were injured, type of weapon used, and on your Armor Level. Animal bites will result in a different injury than a bullet wound, which is different than what you receive from a laser or plasma weapon. To make injuries easier to monitor and treat, they are done by Levels (with Level 0 being no injury). - Now it really pays to invest in better Armor (and it pays to keep your armor in top condition). Armor Level is based on your armor's DR, and goes from 0 (for non-armored clothing) to 9 (for the best Power Armor). For instance, a bullet hit with a 0 AL increases your Wound Level by 1.0, while a bullet hit with a 9 AL increases your Wound Level by only 0.25. (Better armor also reduces burns and trauma injuries, by as much as 90%.) - All Injuries are done by Levels (with Level 0 being no injury): this makes injuries easier to monitor and treat. Most moderate injuries will slowly heal on their own (without any treatment). - Dynamic self healing rate: based on your current Endurance: 5 END results in an average healing rate; 1 END is 40% slower; and 10 END is 50% faster. - Health Regenerates Slowly: based on Timescale and amount of player's Permanent HPs. The rate of regen is roughly equal to your Permanent HP amount every 10 game hours. (Your regen rate is the same when you are sleeping or waiting.) - But Your Health Stops Regenerating when your Wound Level is 2 or greater, or when you are Thirsty (Water Need 14), Hungry (Food Need 6), or Very Tired (Sleep Need 10). - Wounds increase in severity up to Level 10, with Moderate Wounds beginning at Level 2 (when your health regen stops), and Severe Wounds (constant bleeding) beginning at Level 5 (where you suffer from loss of blood). Wounds (below Level 7 slowly heal on their own; at the average rate of -1 Wound Level every game game hour (with 5 END). - Infections: Wounds higher than Level 4 will slowly become infected. Once an infection reaches Level 6, it will damage your health, and the only cure will require an injection of Antibiotics (either by a doctor, or by using your Med-Tec). - Bleeding Wounds: Wounds above Level 5 result in Blood Loss which increases with the severity of the wound (faster at higher Wound Levels). Your health with slowly decrease when you have a bleeding wound (and you'll cry out in pain when this happens). - Your blood level is tracked in Units of Blood Lost, with 8 units lost being moderate, and 12 units lost being severe (maximum Blood Lost is 18 units). With moderate blood loss, your health will begin to deteriorate (and you'll cry out in pain), the greater your Blood Loss, the faster your health deteriorates. - Your blood slowly regenerates on its own (average rate is +1 unit every game hour), but you may need a Blood Transfusion (+6 Units of Blood) to recover from excessive blood loss (requires a Blood Pack and a some Surgical Tubing). Eating some types of cooked red meat will restore a small amount of your blood. - To stop Bleeding: apply bandages, which immediately reduces your Wound Level by 30 to 70% (based on your Medicine skill). If no bandages are available, a Med-Tec Stimpak injection can be used to speed up clotting (-1 Would Level/15 minutes), reducing your Wound Level by as much as 2 (based on your medical skill). Note that you only increase your Clotting Level, when a Stimpak is injected from the Med-Tec Wound Treatment menu. - Bandages can also be applied during combat (from inventory or if added to a hotkey slot); but only for bleeding wounds (not for burns, which can still only be treated during the Full Scan). Bandage application is animated, which disables player movement for several seconds (so make sure you are in a safe place). - A Leather Belt can be used as a tourniquet (less effective than a bandage). Tourniquets can only be used when you have a Bleeding Wound, only remain on for 1 game hour, and do not heal the wound, but just temporarily reduce it by 3 Wound Levels while it is equipped. Once the hour is up, the leather belt is removed (and consumed), and the wound immediately increases by 3 Wound Levels. [Note: only one tourniquet can be used at a time.] - Burns increase in severity up to Level 12, with Severe Burns beginning at Level 8 (which requires treatment to heal). Your Med-Tec Scanner can replace damaged skin with synthetic skin (requires a stimpak, a full bottle of purified water, plus bandages to cover the area), reduces Burn Level 50 to 80%. If no purified water is available, a bit less effective treatment consists of a stimpak injection and applying a bandage (reduces Burn Level 30 to 60%). - Bandages have penalties while they are applied and remain on for a minimum of 4 game hours (up to 12 hours, with multiple bandages). Bandage Time is calculated separately for Burns and Wounds, and both are displayed in stats (under Additional Health/Needs). Bandages will automatically be removed once Bandage Time returns to 0, but only if your Wound Level (or Burn Level) is less than 2, and only when you are not :in combat. - Trauma injuries (bruising and tissue damage) increase in severity up to Level 10, with Severe Trauma beginning at Level 7 (Torso Trauma, which requires treatment to heal). Use your Med-Tec to inject a stimpak into the bruised soft tissue, which will reduce Trauma Level 25 to 75% (based on your Medicine skill). - Damaged limbs slowly heal, but only when the limb is not crippled. - Crippled Limbs need a Medical Brace applied in order to heal (either through your Med-Tec, or by paying a doctor). - Once a brace is applied, the limb will require time to heal fully before the brace can be removed, and penalties will be imposed while you are wearing any brace (specific to each limb). Without any additional treatment, it takes roughly 12 hours for a limb to heal completely. But a limb cannot be crippled while it has a brace. Braces can be used multiple times if your medical skills are high enough (one use for every 10 Medicine Skills). - A Crippled Head (concussion/skull fracture) or Crippled Torso (fractured ribs/spine) can be treated through your Med-Tec under treat fractures. This requires a Med-Tec targeted Morphine injection (injecting morphine has less effect, and will only be applied to the one that is damaged the most). - Doctors no longer will fully heal you if you have moderate or severe injuries. What you get for your caps is treatment, not instant health restoration. You will now often leave a doctor's office bandaged up, with braces on your fractured limbs. - You will no longer be able to instantly heal yourself will your personal infirmary, but can now only treat your injuries (and only the same injuries as with the default infirmary). - Buffout now only restores 30 HP and has a value of 30. All the default chems now have weight. - Stimpaks have been totally overhauled and include my Stimpak animation effect, along with my Stimpak Injection Hotkey (H, by default, but you can change this in my Med-Tec Options Menu). - No more freezing combat while you take a timeout to give yourself a Stimpak injection. You can still give yourself an injection during combat . . . but you will be incapacitated for a few seconds, and the bullets will still keep flying. - Injecting a Stimpak with the Hotkey (or by equipping one from your inventory) will improve your Health by +1 HP for 30 seconds (for 36 seconds, if you have the Fast Metabolism Perk). And any non-crippled limbs will gain +5 health [Note that your Clotting Level will only increase when you use the Med-Tec Scanner / Wound Treatment menu to inject a stimpak]. - Each injection now damages your Fatigue (two rapid injections may knock you out), and your vision will now be messed up for the 30 seconds that your HP are being restored, and your Strength is reduced by 1 point for 60 seconds (until Stimpak Effect wears off). Stimpaks will not restore your Health higher than 75% (this is balanced by my Health Regen). - It's really a bad idea to attempt a hotkey injection while running , or even walking (hey, I warned you). - Note: you have to be in 3rd person to view the injection animation correctly, but the stimpak effects will still be applied. - Morphine and Antibiotic injections also use the injection animation (but no hotkeys). Morphine injections also include a visual penalty and damage Intelligence. - Restocked Medical Supplies: All the default doctors and select vendors are restocked daily (time varies, based on your Luck stat).

Animated Stimpak Injection (I HATE needles!) The Needs Part:

- All your Needs are set to 0 when this module is first installed (after you complete the Med-Tec Quest). Water Need:

- Water Need is now Dynamic: your basic requirement is 2 ounces/game hour (48 oz/day), but your rate will increase by 50% (3 oz/hr) when you are outdoors in the heat of the desert day (from 9am to 6pm), and decrease by 50% (1 oz/hr) when you are sleeping . . . unless you are sleeping outdoors, in the heat of the day (2 oz/hr). - Most Beverages (and fruit) give you some water benefit (from 1 to 16 ounces of water), with the greatest amounts coming from the purest types of bottled water (which are now consumed only half a bottle at a time). - Beverages no longer have any Healing effect; and every beverage (with the exception of Purified Water) now contains Rads. Having a Sanitizer in your inventory, will reduce the Rads a bit. Weights and values were also adjusted. - Liquor will not quench your thirst, but dehydrates you (increases your Water Need by 1 or 2); and hard liquor no longer gives you a Strength boost, but now restores your Fatigue (which can be a live saver if you have my Realism Core's Weapon Effects enable). - Water Bottle Refill: Only Empty Water Bottles can be refilled with water, and the only way you can get an Empty Water Bottle is to drink a bottle of Purified, Good, or Dirty Water. You will not receive empty bottles to refill, from drinking Nuka-Cola, Beer, Wine, Vodka, Whiskey, or Scotch (which may not be totally realistic, but I needed to keep this balanced). - Purified water sources: you can refill only Pure and Good water bottles, and filling either type yields a bottle of Good (unpurified) water (since the Pure bottle is used). Unpurified water sources: you can refill only Good and Dirty water bottles, and filling either type yields a bottle of Dirty water (since the Good bottle was used). - Average water sources: you can refill only empty Dirty Water bottles, which yields a bottle of Dirty water. You can also drink directly from these water sources. - Bottled water now has realistic weight (1 fluid ounce water weighs 1 oz.) which includes the weight of the empty bottle (which is now less than a full bottle). - You cannot bottle Bad or Terrible Water, but can only drink directly from these type of water activators. You are first given a warning message, as these water types are now high in RADs and and will damage your health. - You can still drink from surface water, but cannot fill your water bottles from it, and it only reduces your Water Need by 1 per sip (-1 ounce). Surface water contains various amounts of radiation and drinking it will damage your health. - New Jolt Effect: is attached to the various Nuka Colas, which reduces your sleep by 1 to 2 hours each (up to a maximum of -6 hours Sleep). When my Jolt effect wears off, you Crash big time (your Sleep Need immediately increases by the full reduced sleep amount). Your Crash Time is displayed in your Med-Tec Scanner (under Additional Health/Needs Stats): this gives the remaining game hours before the Jolt effect wears off. - Drinking and Rad Sickness (see under Food Need for more): You cannot drink anything when you have Radiation Sickness (when your Rad Sickness Level is 5 or higher); drinking will just make you sick (you'll gain no Water benefit, and you'll just make your Radiation Sickness worse). Food Need:

- Food Need is also Dynamic: your personal Food Need is based on your Permanent Strength and Endurance. An average PC (5 STR, 5 END) requires 9.6 Food Units every 24 game hours (0.4 unit/hour). A weaker 4 STR, 4 END character requires 8.4 Food/day; and a stronger 6 STR, 6 END character requires 10.8 Food/day. Range is 4.8 (1STR, 1END) to 15.6 (10STR, 10END)Food units/day. - There are four types of Food (displayed with the food item in your PipBoy) - Food1: (Snack Food) reduces hunger by 0.6 Food Units = 06% of your daily food needs; takes 36 game minutes to digest. - Food2: (Light Meal) reduces hunger by 2 Food Units = 21% of your daily food needs; takes 2 game hours to digest. - Food3: (Normal Meal) reduces hunger by 3 Food Units = 31% of your daily food needs; takes 3 game hours to digest. - Food4: (Heavy Meal) reduces hunger by 4 Food Units = 42% of your daily food needs; takes 4 game hours to digest. - Food no longer has any Healing effect; and most food items now contains Rads (the exceptions are Fresh Fruit and Vegetables). Having a Sanitizer in your inventory, will reduce the Rads a bit. Weights and values were also adjusted. - Eating Fresh Fruit and Vegetables also purges 15 Rads (at -1 Rad/sec, instead of instantly). Cave Fungus purges 30 Rads. - Eating some types of Red Meat will also reduce your Blood Loss (generally -1 Blood Lost Level point). - Meat taken from dead animals is now Raw Meat (high in bacteria and RADS). Raw Meat and some of the packaged food will be less nourishing unless it is cooked. - The Fire Starter item (added to your Inventory during the Med-Tec Quest) can be used to create a small campfire, which can be used to food sand purify/boil water (once you have purchased a Mess Kit). Note: the Fire Starter is a unique item. If you lose it, the only way to get a replacement is by Restarting the Med-Tec Quest (under Med-Tec Options). - Digestion Level When you eat, your Digestion Level increases by the amount of Food Units; and then slowly decreases when you are not eating. Your Digestion Level is displayed whenever it increases, and when it decreases by 1 Level point (it can also be checked when you do a full Med-Tec scan, under “Additional Health/Needs Stats”). - Overeating: If you eat anything when you are not hungry, you will get sick and you will gain no benefit from the food you just ate. Getting sick also increases your Digestion Level a bit (because you now have indigestion). - Digestion Level & Radiation Sickness: Whenever your Digestion Level is 1 or higher, and your Rad Damage is 100 or greater, your Rad Sickness Level will slowly increase. The higher your current Rad damage, the faster your Rad Sickness rate, and if it reaches Level 5, you will develop Radiation Sickness. You cannot eat or drink when you have Radiation Sickness, so keep your Rad Damage low (take RadAway) and keep an eye on your Rad Sickness Level. Once you get your Rad Damage below 100 again (using Rad Away, or with a doctor's treatment), your Rad Sickness Level will decrease on its own. - Most food and water contains Bacteria, which causes Food Poisoning if it gets too high. Cooking your food and having a Mess Kit will greatly reduce the amount of Bacteria. Sleep Need: You require 1 hour of Sleep for every 2 hours that you are awake.

- So when your Sleep Need is 0, you won't need to sleep for 16 hours. After 16 hours you will become Sleepy (see penalties below). After 20 hours, you'll be Very Tired. After 24 hours, you'll be Exhausted. - Unlike the vanilla game, you will no longer be able to take a one-hour nap and wake up fully healed. But you will slowly heal while you are sleeping, at exactly the same rate as when you are awake (and with the same restrictions). Which means that if you go to sleep when your Wound Level is 2 or higher, your health will not regen at all. - Sleeping Limitations: Your Sleep Need must be at least 1 hour before you are tired enough to sleep at all. And you can only sleep as long as you Sleep Need (but this is rounded up, so if your Sleep Need is 7.1, you will be able to sleep up to 8 hours). If you set your Sleep amount higher, your sleep duration will instantly drop to the maximum allowed hours. You cannot sleep when you have excessive bleeding (since you would likely bleed to death).

The Penalties (when injured or neglecting your needs)

Injuries:

Moderate Wound BloodLost 8 -1 Intelligence -3 DamResist -10 Carry Wt HP Dam Severe Wound BloodLost 12 -2 Intelligence -5 DamResist -20 Carry Wt HP Dam Bleeding Wound Wound 5 -1 Endurance HP Dam No Sleep HP Dam No Regen Infected Wound Infection 6 -1 Endurance -5 DamResist -10 AP HP Dam Tourniquet (when used) -10 Carry Wt -1 Luck Bandaged Wound Bandaged Time -5 Carry Wt -2 DamResist Bandaged Burn Bandaged Time -5 Carry Wt -2 DamResist 3rd Degree Burns Burns 8 -1 Luck -3 DamResist -10 AP Torso Trauma Trauma 6 -1 Strength -5 DamResist -10 AP Left Arm Brace Splint -6 Big Guns -4 EnergyWeap. -4 Small Guns Right Arm Brace Splint -10 Big Guns -6 EnergyWeap. -6 Small Guns Left Leg Brace Splint -2 Agility -5 Carry Weight Right Leg Brace Splint -2 Agility -5 Carry Weight Needs:

Thirsty Water Need 14 -1 Endurance -10 Poison Resist HP Dam No Regen Very Thirsty Water Need 24 -2 Endurance -1 Intelligence -20 Poison Resist HP Dam No Regen Very Dehydrated Water Need 32 -2 Endurance -2 Intelligence -30 Poison Resist HP Dam No Regen Dying of Thirst Water Need 40 -3 Endurance -3 Intelligence -40 Poison Resist HP Dam No Regen Hungry Food Need 6 -1 Strength -1 Agility -10 Rad Resist HP Dam No Regen Famished Food Need 9 -2 Strength -2 Agility -20 Rad Resist HP Dam No Regen Starving Food Need 14 -3 Strength -3 Agility -30 Rad Resist HP Dam No Regen Sleepy Sleep Need 8 -1 Perception -1 Intelligence HP Dam Very Tired Sleep Need 10 -1 Perception -2 Intelligence -1 Luck HP Dam No Regen Exhausted Sleep Need 12 -2 Perception -2 Intelligence -2 Luck HP Dam No Regen Delirious Sleep Need 16 -3 Perception -3 Intelligence -3 Luck HP Dam No Regen When you are Thirsty (or Very Thirsty, or Dehydrated) you will cough, losing a few HPs, and alerting any nearby enemies. When you are Sleepy (or Very Tired, or Exhausted) you will yawn, losing a few HPs, and alerting any nearby enemies. When you are Hungry (or Famished, or starving) your stomach will growl, losing a few HPs, and alerting any nearby enemies.

[Note that the above coughing, yawning, and stomach growing are not meant to be the cause of your health loss; it is the lack of water, food, and sleep that are the cause. I just used the sound events to trigger the HP damage.]

If all levels are above 100% after a meal, you should be fine for six to eight hours resting. Excessive combat and fighting might require snack and water after a couple of hours.

Bonuses may be applied at high levels, if not too high.

Fullness:

0% is base. 100% is full. Over 100% is stuffed - some penalties 110%+ is completely full - penalties, and can't consume more.

A 200 lb person eating 1 lb. of food would gain approximately 50% fullness. While eating, they would be distracted and might have minor penalties.

Calories:

Food Coma: > 500%. Maintaining excessive calories can incur penalties (in addition to weight gain.) (Adequate): > 0% Peckish: < 0%: Minor penalties; improved perception. Hungry: < -50%: Moderate penalties. Starving: < -100%: Heavy penalties. Critical Starvation: < -500%: Severe penalties. Starved to Death: < -2000%.

Hydration:

Water Intoxication: > 500%. Overindulging in water depletes electrolytes and causes the brain to swell - this causes extreme penalties and is potentially deadly. (Adequate): > 0% Thirsty: < 0%: Minor penalties. Dehydrated: < -100%: Moderate penalties. Critical Dehydration: < -500%: Severe penalties. Dehydrated to Death: < -2000%.

Protein:

Carnivore: > 125%. Significant bonuses to strength/agility (160g/day) High Protein Diet: > 50%. Moderate bonuses to strength and agility (130g/day). (Adequate): > 0%. Deficient: <0% Moderate penalties. < 40g/day. Protein Starved: ←100%. Heavy penalties.

Nutrients:

Overnutrition: >600%. Acute iron poisoning is harmful and potentially lethal. Paragon of Health: > 250%. All stats boosted. Well Nourished: >100%. Moderate bonuses. (Adequate): >0% Malnourished: <0%. Minor penalties. Chronic Malnourishment: ←100%. Heavy penalties.

Sleep Debt:

Sleep Debt accumulates at the rate of one hour per two hours awake; traditionally, 8 hours of sleep per 16 hours awake will keep you well rested.

(Adequate): <75% Tired: <100% (16 hours without sleep) Exhausted: <200% Delirious: >200%

This rate develops more rapidly as you perform more fatiguing things, though…

Weight Gain and Weight Loss:

Calories > 250% = Increasing body fat. Calories < 20% = Decreasing body fat.

Body Fat Targets:

Description Women Men
Essential Fat 8 - 12% 3 - 5%
Athletes 14 - 20% 6 - 13%
Physically Fit 21 - 24% 14 - 17%
Human Average 25 - 32% 18 - 24%
Excessive 32%+ 25%+

Fats: 0.9 kg/L Nonfats: 1.1 kg/L (72% water, 21% protein, 7% minerals)

BMI = (LBS of Mass x 4.88) / (Height in Feet)^2

Average male height: 5'10“ Average female height: 5'5”

Calorie and protein levels can increase or decrease weight (and fat) over time.

Having a calorie level more than 250% above adequate will lead to increasing body fat. Body fat will decrease if your calorie level is less than 20% above adequate. High body fat reduces Agility and Action Points, while low body fat increase them. Standing still, waiting, or sleeping will prevent fat burning.

Having an adequate calorie level, “High” protein level, and a burden of at least 75% of your maximum carryweight, or having a large, heavy weapon drawn, will cause you to build muscle. Having a calorie level below adequate will cause you to lose muscle. You will develop muscle more quickly with higher protein levels. Also, wearing power armor will prevent muscle building.

The muscle and body fat related levels are listed below:

Obese Reduced Agility and Action Points, improved damage resistance Overweight moderately Reduced Agility and Action Points, improved damage resistance (Average) Athletic Increased Agility and Action Points Anorexic Reduced Strength, Intelligence, Agility, and Endurance

Feeble Reduced carry weight, reduced strength, reduced agility Lithe Reduced carry weight but increased AP (Average) Muscular bonuses to melee damage, unarmed damage, and carry weight Built Like a Tank large bonuses to melee and unarmed damage, bonus to strenght and carry weight, but a reduction of Action Points

The levels required to receive these penalties and bonuses will vary depending on height and sex, but most male characters will start off “average”, while most female characters will start out with a “Lithe” body type.

Blood Alcohol Tracking

Alcohol is also handled very differently. Drinking a Beer will raise your Blood Alcohol Content (BAC) roughly the same amount that a 12oz Budweiser would in real life, and diminish at a realistic rate. Scotch and Vodka are assumed to be fifths, Whisky pints, and wine, one full bottle. Not surprisingly, pounding a fifth in less than a minute is not very good for you, so instead, you will drink half, and a new item, “Scotch (Half Full)” will be placed in your inventory for later. At low levels (buzzed), the effect and duration is roughly equivalent to the standard Fallout alcohol effect. At higher levels it gets more interesting. The five states of drunkenness are as follows:

Dead Sober 2 days at 0.00% remaining completely sober gives bonuses to perception, intelligence, small guns, and energy weapons Hangover takes 1/2 day at 0.00% BAC to recover. Sleeping 3 hours sober will dispel it, as will drinking more, though only temporarily (Sober) < 0.01% Buzzed > 0.01% slight hit to intelligence and perception, increased charisma Drunken Master > 0.09% reduced intelligence, but bonuses to damage resistance and unarmed combat Drunk > 0.13% larger stat reductions, plus impaired agility, but increased charisma Hammered > 0.25% reduced intelligence, perception, and agility, but added damage with sledgehammers and super sledges Blackout Drunk > 0.42% Severely impaired vision, heavy penalties to most stats, potentially fatal

You will be hungover the next time you sober up if you were drunk, hammered, or survived a blackout. You will recover after 1/2 a day if you stay sober, or 3 hours of sleep while sober. Drinking will temporarily dispel the effects, but will also start the recovery process over again once you sober up.

Booze and beverages have nutritional value (hard alcohol has a surprising number of calories). Liquor lowers your nutrient reserve, wine raises it, and beer is neutral. The Party Boy/Girl perk reverses this, and prevents the most extreme level of intoxication, so you can run around the wasteland as a spiked-knuckle wearing Drunken Master living on nothing but Vodka and Yao Gwai meat.

Health Regeneration

Your character will regenerate health at between 1% and 15% per game minute (faster timescales will cause an apparently faster regeneration rate). All reserve levels must be at least adequate (greather than 0%), and the regeneration rate will improve with protein and nutrient bonuses, as well as the LifeGiver, Cyborg, Fast Metabolism, and Rad Regeneration perks.

Health regeneration is now configurable. IMCNRegenBase and IMCNRegenMult, two global variables, now control the base rate of health regeneration (in percent of maximum health per game minute) and the overall rate of health regeneration. See the in-game Health Regen Config Menu for details.

The following perks have new effects:

Hematophage Improved blood pack nutrient value Cannibal Improved human flesh nutrient value Entemologist Improved insect meat nutrient value Punga Power Refined and Wild punga provide more nutrients Chem Resistant Chems no longer decrease nutrient levels Fast Metabolism “Fullness” diminishes 50% faster, allowing you to eat more if necessary Lead Belly 1/2 radiation from water sources and bottled water (actually works), prevents food poisoning Night Person daily circadian downtime shifted from the default of 12:30am through 6am, to the hours of 9am through 2pm (see sleep section). Solar Powered With both Night Person and Solar Powered perks selected, you will suffer no daily downtime Nuclear Anomaly Eating Mississippi Quantum Pie will trigger a nuclear anomaly Party Boy/Girl All alcohols increase nutrient levels to some extent rather than the opposite, and player will never progress beyond “Hammered” to “Blackout”.

Other features:

The food sanitizer reduces food radiation levels to 1/2 or 1/3 their original values, and reduces the risk of food poisoning from raw meat.

Some food prices have been increased significantly (high nutrient foods are more expensive).

Loot counts for larger animals have been increased (you get more than one steak from a Brahmin, Yao Gwai, etc.)

Bloatfly meat has the unique property of being so revolting that it will make you vomit if you try to eat it while intoxicated. This will nullify any other foods that you are currently eating, and lower your BAC by a third (handy if you're trying to sober up for a fight, or not die from alcohol poisoning.) It will not, however, cause normal food poisoning if eaten raw, and cannot be grilled.

Visiting a doctor or using the heal function of your home infirmary will cure fatal conditions (critical starvation, critical dehydration, overnutrition, water intoxication, alcohol poisoning), and return the respective values to adequate levels.

Fatal effects can also be disabled through the config menu.

Hangovers.

Automatically disables FWE or RiPnO's RI Primary Needs whenever IMCN H/T or Sleep tracking is enabled.

Initializes HTSA tracking at the start of the Vault 101 Escape! quest, or after waking up in your alternate start location if you use FWE alternate start. Using a different alternate start mod or skipping initial quests via console may prevent IMCN from ever initializing. If that happens, download the optional IMCN - Force Initialization.esp and add it to the end of your load order.

Upon entering a simulation (Tranquility Lane or Operation Anchorage), needs tracking will be paused - you will remain in whatever state you were in when you entered the sim, but will not improve or worsen. This can be used to your advantage, if you enter the sim in top physical condition, or with just the right blood alcohol content. Tracking will resume once you exit.

IMCN - FOSE Hotkeys.esp : The Nutrient Reserves menu and IMCN Configuration menu can both be reached by hotkeys if FOSE and this .esp are installed. The hotkeys are configurable, but by default H will bring up the Nutrient Reserves menu, and J will bring up the Config menu. They can both be reached both inside and outside of the pipboy via hotkey.

IMCN Grill: Raw meat will now give you food poisoning (about 10% of the time, I think, but you don't want to risk it). You'll need to cook meat before eating it. Either purchase a Semi-Portable Grill and charcoal from any general store type vendor (Moira Brown, Crazy Wolfgang, Seagrave Holmes, The Family Karl, etc.), position the grill upright, and choose to grill meat (as long as you have raw meat and charcoal in your inventory). Or look in the Misc. section of your inventory, and drop the IMCN Campfire Marker onto the ground. Activating it will create a campfire at that location and return the marker to your inventory (Thanks to Mazakala for use of the Portable Campfires mod). The grill will cook all of the meat in your inventory at once, while the campfire will cook one piece at a time. Either way takes 10 game minutes (using the wait menu will not speed things up, but its not that long once adjusted for timescale). Oh, and if you've got the Lead Belly perk, you're immune to food poisoning.

NEW - More accurate calorie burning while running. Your character has probably spent the entire game with Autorun turned on, meaning they jog 20 hours a day. Your calorie consumption will now reflect that (get ready to eat more junkfood). To alleviate this, either walk (yeah right) or wear power armor, which does the work for you. All vanilla, DLC, FWE, and FOOK2 1.0 power armors are supported. Support will be added for FOOK2 1.1 power armors once its out of beta.

Wounds:

Armor Level: Armor Level is based on armor DR, from zero (non-armored) to 9 (best available). A bullet hit with zero AL increases Wound Level by 1.0; a bullet hit at 9 AL increases Wound Level by 0.25 AL. Better armor also reduces burns and trauma by up to 90%.

All injuries are done by Levels: level 0 is no injury. Most moderate injuries will heal on their own without treatment.

Health regenerates slowly equal to permanent HP amount per 10 game hours, whether sleeping or waiting.

You do not regenerate when you have Wound level 2, Thirsty, Hungry, or Very Tired.

Wounds increase in severity up to level 10. Moderate Wounds are level 2 (no health regen); severe wounds are at level 5 (start losing blood). Wounds under Level 7 heal on their own (avg of -1 wound level per game hour at average Endurance.)

Infections: Wounds above lvl 4 will become infected. Infections of level 6 or higher will actively damage health and require antibiotics to cure.

Blood Loss: Wounds above level 5 cause blood loss which increases with severeity of wound (faster at higher wound levels). Health slowly decreases when you have bleeding wounds (and it's hard to keep quiet.)

Blood Level is tracked in units of blood lost: maximum is 18 units; 8 units lost is moderate, 12 units lost is severe. At moderate blood loss, health deteriorates; greater blood loss equals faster HP loss.

Blood regenerates slowly (+1 unit per game hour); a blood transfusion (+6 units of blood) makes things faster, and certain foods may restore a small amount.

Stop Bleeding: Apply bandages (reduce wounds by 30 to 70% depending on Medicine skill). If no bandages available, injections can speed up clotting (-1 wound level per 15 minutes).

Leather belts and tourniquets: Treating a bleeding wound with a tourniquet solves the problem for one hour and temporarily reduces a wound by 3 wound levels; however, once time is up the wound returns at full force.

Burns increase in severity up to level 12. Severe burns at lvl 8 require treatment to heal. Skin grafting requires stimpaks, bandaging, water, reduces burn level 50 to 80%; without water, this is reduced to 30 to 60%.

Bandages remain on 4 to 12 hours (calced separately for burns and wounds), and reduce stats while worn, and can't be removed unless wound/burn level is less than 2; otherwise they need changing.

Trauma injuries = bruising and tissue damage: severity up to level 10, severe trauma at level 7 (torso trauma requires treatment to heal.) Stimpacks can reduce trauma level 25% to 75% based on skill.

Damaged limbs slowly heal when limb not crippled.

Crippled limbs require bracing to heal, and penalties apply while braced; it takes about twelve hours for a limb to heal while braced.

Crippled head/torso (skull fracture, concussion, rib fracture, spinal fracture) requires a targeted morphine injection

Stimpack injections affect fatigue due to the strain on your system.

Stimpack injections restore HP gradually over time, and noncrippled limbs regain a slight amount of health. Stimpacks restore only up to about 75% of maximum health, and while in effect, strength is reduced.

Water: base req is 2 oz / hr -1 oz/hr when asleep +1 oz/hr when in hot environment

Some drinks (liquor, say) can dehydrate you

Caffiene effect: Using caffiene reduces sleep debt by 1 to 2 hours each until effect wears off… at which point it returns in full.

Digestion Level: when > 1, and rad damage > 100, rad sickness increases. higher rads = faster rad sick increase rate. At radsick level 5, you cannot eat or drink; at rad damage <100, radsickness decreases.

Attempting to eat or drink while radsick gains no benefits, and radsickness just gets worse! Take some radaway already!

Bacteria: Causes food poisoning if it gets too high; most food and water has some in it. Cooking food reduces the amount you take in, having a mess kit reduces the amount you take in, eating raw hunks of corpse sends this rocketing up, etc. Food poisoning sucks. Don't try it. Cook da meat!

Food Need is also Dynamic: your personal Food Need is based on your Permanent Strength and Endurance. An average PC (5 STR, 5 END) requires 9.6 Food Units every 24 game hours (0.4 unit/hour). A weaker 4 STR, 4 END character requires 8.4 Food/day; and a stronger 6 STR, 6 END character requires 10.8 Food/day. Range is 4.8 (1STR, 1END) to 15.6 (10STR, 10END)Food units/day. - There are four types of Food (displayed with the food item in your PipBoy) - Food1: (Snack Food) reduces hunger by 0.6 Food Units = 06% of your daily food needs; takes 36 game minutes to digest. - Food2: (Light Meal) reduces hunger by 2 Food Units = 21% of your daily food needs; takes 2 game hours to digest. - Food3: (Normal Meal) reduces hunger by 3 Food Units = 31% of your daily food needs; takes 3 game hours to digest. - Food4: (Heavy Meal) reduces hunger by 4 Food Units = 42% of your daily food needs; takes 4 game hours to digest.

Fresh fruit and vegetables purges radiation (-1 rad/sec instead of instantly), as do certain cave funguses.

Raw meat is high in radiation and bacteria. Cook da meat!

Damage Types: bash pierce cut bullet burn explosion energy corrosion toxin electric

tower/1b/after_the_dark/start.txt · Last modified: 2017/09/08 23:56 by 127.0.0.1

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