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Me revisiting radstorms, again. | Me revisiting radstorms, again. | |
| Author | Message |
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Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Me revisiting radstorms, again. Fri Jan 10, 2020 1:11 am | |
| Do you know what my biggest pet peeve is for fallout 4, even in my crazily modded game?
It's not Preston, he's dead. I modded out most of the really infamous issues like that.
It's radstorms. The solutions are radiation gear, or a load zone. This... seriously irritates me. It's the least immersive thing in a game that isn't exactly immersive all the time. But I wouldn't want to shut them off either, they're awesome.
And it's that I've posted this many times around the internet, and I often seem to be the only one.
A flimsy roof protects from rad storms -- IF it's a load zone. But 100 feet of concrete doesn't -- if it isn't a load zone. It means any settlement I plan on spending time in has to be near a load zone. That's weird, annoying, and unnecessary. But usually no one but me is bothered by this.
Sleep in an unprotected bed also works, but apparently only if you're seriously wounded. If you're not, if the radiation is actively eating into your health, you can't sleep. That's really, really, [i]REALLY [i] silly way to deal with radiation. Like, just maybe, 1st place for nonsense. And I can't find a mod to change this. Ugh!
I may actually remove radstorms from my current game. I'm so spoiled by being able to mod problems away. |
| | | Deeshuur
Posts : 93 Join date : 2019-04-05 Location : Scootland
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 2:43 am | |
| Actually, I too am bothered by this. However, there was a build-able filtration system mod that cleared radiation in a small area, which I used at one point to make a settlement on the Glowing Sea one time.
If those filters weren't in vanilla, It was certainly a mod from somewhere. I'll have a look-see, and see if I can't find it again.
EDIT: May have literally just been 'Radiation Cleaning' on the Nexus but I can't check right now. _________________ |
| | | Sra Joshua
Posts : 71 Join date : 2018-04-13 Age : 28 Location : Clovis,New Mexico
Character sheet Name: Character Faction: Level:
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 6:17 am | |
| There are a lot of things in fallout 4 that are just bad from like you said some Npcs are not killable lol . Fallout 3 and more off New Vegas had a bigger attention to detail with a lot of things were better off like no radiation storms out of nowhere that kills you lol XD. |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 11:23 am | |
| Yeah, there were a lot of bad things, but like I said, I modded out most of them; for instance, Preston is a red wet stain on the wall, and wasn't at all immortal or forced on me. Now I'm the raider, I'm the reason the settlements need help ...I'll mark it on your map.
The thing is, fallout 4 can tell whether or not you're wet, it can tell whether or not you're sheltered under a roof. It seems like it can't be that hard to flip a switch in a mod that takes into consideration cover in rad storms. I'm trying to figure out how to "flip that switch" myself in the creation kit because even after years it seems so few are interested, but I just don't seem to have the knack for that kind of modding. Makes me really appreciate just how good the modders are that have made the game do so many crazy things it was never originally meant to do.
Edit: I was also thinking about the old game, Call of Pripyat. It had "blowouts" that are reminiscent of radstorms. Everyone (every human at least), down to the lowliest nameless goon would race for cover, and... bad things would happen if they didn't make it. Almost any shelter was good enough. A tunnel, a shack, etc. This was an old game, so there's no fricken reason that F4 shouldn't have been able to do it. Bethesda just didn't feel like it. So it feels, like so many other things, not quite finished. I still hope that one day modders will fix this as they've heroically fixed so many other things. |
| | | Sra Joshua
Posts : 71 Join date : 2018-04-13 Age : 28 Location : Clovis,New Mexico
Character sheet Name: Character Faction: Level:
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 3:07 pm | |
| Yeah I love stalker ! New vegas has a weather mod called Nevada Skies lol it has sandstorms lol I hate the idea of radstorms XD |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 5:25 pm | |
| I'm ok with radstorms (in theory) simply to show that the commonwealth, right next to the glowing sea, has suffered worse than the Mojave. It's just the implementation that seems unfinished to me. "If radioactive rain comes, you should just wound yourself and then fall asleep in the rain. That is an effective way of surviving a radiation storm." No sane game dev ever, ever should have looked at that and said, "Yeah, that looks right, we'll go with that." I'm never going to be ok with that kind of thinking.
Everything we need to make it work better is already in the game, I think. It feels like it should be so simple, which is perhaps why it's making me nutty -- a simple fix for a really annoying piece of game code ; If radstorm, and if not sheltered from the rain, then rad damage. Right? I'm going to have to keep studying weather modding in hopes that I can crack this. |
| | | Sra Joshua
Posts : 71 Join date : 2018-04-13 Age : 28 Location : Clovis,New Mexico
Character sheet Name: Character Faction: Level:
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 5:30 pm | |
| Well I hope that you are successful at cracking this lol if you do let me know because I would like to enjoy that XD |
| | | Deeshuur
Posts : 93 Join date : 2019-04-05 Location : Scootland
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 5:42 pm | |
| I've always assumed that the radiation was being blown around or something along those lines. And the reason it was never thought about is because every building you can make in vanilla is a rickety old shack with holes every 5 centimeters, allowing all the sweet rads to blow in.
Are there no instances whatsoever of a location in the Open World being protected from the rad storms? I've never actually tried to see this stuff, but True Storms somewhat recognizes when you enter a house in Sanctuary by blocking a lot of the wind effects. If an area like those houses protects from radiation, it might be a decent start to look into.
Regardless I too hope you can get somewhere with this, save me some materials building filters. _________________ |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Me revisiting radstorms, again. Fri Jan 10, 2020 9:48 pm | |
| The system knows the difference between sheltered and unsheltered beds. So I wonder if "sheltered" is a flag that can be applied to a person and not just a bed?
True storms recognizes when you're sheltered from rain, but it's not the rain that causes the rad damage, it's the mere existence of the storm. It should be the rain, but it's not. |
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