Radiation!

Josan12

Vault Senior Citizen
Well, i'm not sure if anyone's reading this part of the forum anymore given the current wave of FO3 mania, but here goes anyway:

After spending some time reading through the vast amount people are posting about FO3, one point that i've noticed crop up a few times is the serious lack of radiation in - now - in all 3/4 FO games.

Does anyone else think this is absurd in a game that takes radiation as one of it's central themes?

So what i'm wondering is:

1) To increase rads given, is it simply a matter of editing the spatial scripts in the various applicable maps (such as Gecko reactor) and upping the number? Is this alot of work? (i'm a noob scripter)
2) is it possible to attach a script to a critter to make it radiate the player if they get within a certain distance?
3 is it possible to have the player take x number of rads for every square they travel on the world map?
4) is it possible to set PA and APA to give a rad resist bonus as suggested earlier in this thread?
5) Is it possible to have NPC's take the rads also?
 
Josan12 said:
Well, i'm not sure if anyone's reading this part of the forum anymore given the current wave of FO3 mania...

Well, I'm still here! :P Besides, I'm gonna have to wait a while before I can get my hands on this latest game.

Josan12 said:
So what i'm wondering is:

1) To increase rads given, is it simply a matter of editing the spatial scripts in the various applicable maps (such as Gecko reactor) and upping the number? Is this alot of work? (i'm a noob scripter)
2) is it possible to attach a script to a critter to make it radiate the player if they get within a certain distance?
3 is it possible to have the player take x number of rads for every square they travel on the world map?
4) is it possible to set PA and APA to give a rad resist bonus as suggested earlier in this thread?
5) Is it possible to have NPC's take the rads also?

1. You can edit the spatial scripts. Or add new ones. Another possibility is to edit the map scripts, and have radiation dealt to the player character while on that map. Not very difficult to do this (I can make those for you as I have needed to do this for a location for the MM).

2. A script can be modified to recognize how far away the player character is away from a critter. I would need to test this, though. I would need to make sure that radiation is added only on the critter's turn, and not each second in real time that the player character stands close to the critter. I need to make sure that the player character does not receive 2000 rads just for standing next to a radscorpion for one turn as he is fighting it.

3. Not sure how this works/is working now.

4. Isn't this already the case? Or do those armors only protect against toxic fumes?

5. I can think of a type of workaround. I can see a way to add radiation to NPCs that come close to certain spatials and if they are on certain maps. I have no clue, though, how this might be accomplished while traveling on the worldmap. It would take some work, but, radiation could be dealt out to the NPCs under the above mentioned scenarios unless they are in certain armors. And then, it could be set to reduce an NPC's radiation count when you use Rad-Away on them, or even have them die if their radiation count gets too high. However, I don't see a way right now to also add a radiation resistance to them by having them use Rad-X... Then it just starts to get really complicated.
 
Good ideas Josan12.

I always thought there was too little radiation in Fallout 2 for a game with such a name. I think the only ways to take any rad damage is from toxic goo, actually going INTO the reactor, or getting hit by Floaters and Centaurs, (oh, and drinking the water,) so we always have 50 each of Rad-X and Rad-Away when finishing the game.

#3: Maybe instead of constant radiation when traveling, there could be modifications to some of the random encounter maps to make them hot? Maybe a new category of random encounter zone (mountain, desert, city) that could be added to the worldmap data?

#2: Critters that radiate only by being near them is a good idea also, if possible, instead of just worrying about getting hit.
 
Yeah, the radiation is really too rare and dangerless to make rad-xes useful or even required, so there should be a lot more of it, and it should be much more dangerous. Also the radiated water and the need of it seems a good idea in FO3, so would it be too hard to make it, since there are sinks and toilets everywhere already.
 
Well, i'm not sure if anyone's reading this part of the forum anymore given the current wave of FO3 mania, but here goes anyway:

I still drift in from time to time. :D

How was it handled in fallout 1 near the glow? Was it engine coded? It would be nice to take rad damage at certain map areas.

As MIB said, added radiation to maps is a simple line (or two) of coding and real easy to do.

This idea shows some promise for fallout mods. Keep up the work.

@MIB88 Send me a PM if you want any help with this.
 
I like the idea of adding more radiation to Fallout 2! Rad-Away and Rad-X were too useless in the second game.

Receiving radiation during travel would be a good ideia. Making the Gecko reactor more radioactive would be a good one. Gecko itself should be a little radiactive, too. In fact, the area near Gecko (including Vault City) should be extra-radioactive after the reactor is destroyed.

Broken Hills should be more radiactive than most cities, there's a Uranium Mine just near the city, they even have a reactor in Broken Hills, too.

Toxic Caves should also be radioactive just by being there. It was a full of toxic waste and Geckos that drank that waste (Smiley says that they drink it "like as if it was Buckner's best"). It think it's pretty strange for that place to be almost devoid of radiation, it should be pretty radioactive, but not at glow-levels.

Some animais should be more radioactive, too. Geckos of all kinds, Radscorpions, rats, Deathclaws. FEV-made animals should't be radioactive, unless they go around those places.
 
Yea, radiation is severely lacking from the game. All of your ideas look very good, I hope you'll make a mod out of it (with possible integration in RP v1.3 and MM)
 
I noticed in FO2 that Radiation was an issue as well... After the first game, RadX was kinda a useless drug... Radiation just didn't happen to me anywhere...
 
Thanks for the responses guys.

I will definately take this on, and with scripting help from MIB and Chris Parks it should be fairly easy.

Killap may be interested in incorporating it into the RP. If not, we can make it an optional mod people can install seperately.

So here's what i think needs to be done:

1) take apart some existing scripts where radiation is a factor, and increase the numbers (such as the reactor)

2) add radiation to existing maps where appropriate (so the player takes rads when entering the map):

a) Toxic caves
b) gecko generally
c) all underground maps in Redding
d) Some part of Broken Hils (spatial script)
e) The military base
f) all underground SAD maps
g) other suggestions?

3) add a script to the following beasties which causes them to radiate the player from x number of hexes. (if this is not possible, then these creatures attacks give rads instead/or aswell):

a) radscorps (a little)
b) glowing ones (a lot)
c) golden gecks (a little)
d) centaurs and floaters (a lot)
e) green goo (a little)
f) toxic barrels (alittle)
g) (maybe) large energy cells
g) other suggestions?

4) set more spatial scripts that give rads in areas such as:

a) near green goo
b) in random encounters as suggested by morticia
c) radiated water (as in FO3) is a good idea, but i can't think of a way to do it
d) suggestions?

@ MIB88: can you test those scripts to see if a critter can be made to radiate? Also, can you see if it's possible to give the player rads for every world-map square traveled?
If not, we can simply add rads to encounter maps.
 
Josan12 said:
3) add a script to the following beasties which causes them to radiate the player from x number of hexes. (if this is not possible, then these creatures attacks give rads instead/or aswell):

a) radscorps (a little)
b) glowing ones (a lot)
c) golden gecks (a little)
d) centaurs and floaters (a lot)
e) green goo (a little)
f) toxic barrels (alittle)
g) (maybe) large energy cells
g) other suggestions?

4) set more spatial scripts that give rads in areas such as:

a) near green goo
b) in random encounters as suggested by morticia
c) radiated water (as in FO3) is a good idea, but i can't think of a way to do it
d) suggestions?

Definitely NOT on the energy cells.

The well in the courtyard of Vault City I believe is an example of water that gives radiation.

BTW - I'm truly excited by this mod idea!
 
Not fusion cells. The SAD and military base are well-protected and weren't targeted in the War, so I wouldn't expect radiation there. The Redding mines aren't radioactive, but the wanamingos/aliens could give you some rads.

Definitely some in Gecko, a bit more in the reactor, both reduced if you fix the plant. Lots in the reactor core - you shouldn't be able to fix or destroy it yourself without Rad-X or a lot of RadAway. Similarly, some background radiation in Broken Hills, more inside the mine.

Not sure if this is possible, but carrying (refined) uranium ore around should get you radiated.
 
Kanhef said:
The SAD and military base are well-protected and weren't targeted in the War, so I wouldn't expect radiation there. The Redding mines aren't radioactive, but the wanamingos/aliens could give you some rads.

Yes, i suppose from a rational standpoint, underground areas should, in theory, be the most rad-free areas. It might be fun to make above-ground areas give harsh rads, but underground areas (that aren't uranium mines or similar) are a 'safe haven'.

some other good points:

1) the well in VC is radiated .... maybe most wells could give rads - but only if used.... but why the hell would the player use a well?
Maybe we could use Sfall to set a need for water - so that the player has to use a well on a regular basis, or start suffering penalties from dehydration? Some wells could be more radiated than others, and the player could use the gieger counter to find them ..... ?

2) Aliens as rad givers .... good idea

3) Ok, NOT Micro-fusion cells .... :)

I think, for the overall scope of this mod, i will aim to make the wasteland radioactive as hell:

a) random encounters
b) special encounters
c) minor locations (such as ghost farm or the graveyard outside of Reno)
d) stopping in the desert

Towns, for the most part, will be safe havens - except when they have obvious reasons for being radioactive (see list earlier in thread)
Otherwise people wouldn't have settled there!

So stock up your Rad-X and Rad-away guys, the wasteland is about to get seriously radioactive!!

:D
 
Josan12 said:
Well, i'm not sure if anyone's reading this part of the forum anymore given the current wave of FO3 mania, but here goes anyway:
I'm using the "find new posts" function and I'm glad to see some real stuff amid all that Fallout 3 posts.

Yeah, it would be nice if NPCs would get radiated in The Glow too...
 
I would leave special encounters off the list.

I'm all for a good portion (not all) of random encounters which vary in rad level.

Nix the minor locations thought, if you have the rads hitting you in random encounters and some of the time when you stop in the desert, along with certain critters and agreed to major locations, you will have enough to max out the use of Rad-X and RadAway in the game.

Remember the all important game balance aspect. I generally play a character with as low Endurance as possible already making me heavily susceptible to rads, poison, and addictions. I'm sure others do this as well.
 
Sorrow said:
Josan12 said:
Well, i'm not sure if anyone's reading this part of the forum anymore given the current wave of FO3 mania, but here goes anyway:
I'm using the "find new posts" function and I'm glad to see some real stuff amid all that Fallout 3 posts.

Yeah, it would be nice if NPCs would get radiated in The Glow too...

Heh, I remember standing in the Glow, soaking up rads for the old 1.0 Brotherhood Dr. glitch and wondering why Ian and Dogmeat werent glowing in the dark yet.
 
Glovz said:
Remember the all important game balance aspect. I generally play a character with as low Endurance as possible already making me heavily susceptible to rads, poison, and addictions. I'm sure others do this as well.

Good point about game balance. I think i'll need some play testers to help get the balance between available anti-rad meds and the amount of rads the player receives.

But on the EN issue i think this will be a good opportunity to make EN a more important stat in the game as i think it is sorely neglected ....
 
So stock up your Rad-X and Rad-away guys, the wasteland is about to get seriously radioactive!!

Partay! I always wanted to take a midnight piss without a light!

Also, San Francisco should have more background radiation than the average town. I think it was hit by bombs, right?

Gameplay balance... Yes, that should be analised.

I think monsters should radiate you more when hitting you. Specially Radscorpions, Geckos, Deathclaws and Centaurs.
 
Fallout is actualy pretty inconsistent in this matter anyway. The game doesnt differenciate between absorbed radiation and incorporated radioactive material. So its actualy impossible to make it work "logicaly" in FA/FA2 anyways...
 
Is the radiated water really impossible to do? I think that you would have to drink water to stay alive, and there are sinks, toilets, showers, wells and other objects where you logically expect to get water.
 
Josan12 said:
Maybe we could use Sfall to set a need for water - so that the player has to use a well on a regular basis, or start suffering penalties from dehydration? Some wells could be more radiated than others, and the player could use the gieger counter to find them ..... ?
There is a food system in F2 that is not used that could possibly be exploited for this. It would need investigation by an experienced modder.

EDIT:
http://www.nma-fallout.com/forum/viewtopic.php?t=183
 
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