The problem here are NV mods which tinker with the hardcore system. If TTW suspends it these one could be get confused.
Even if it is a bit "unrealistic" I prefer the method to give the player what he needs in the simulations.
The problem here are NV mods which tinker with the hardcore system. If TTW suspends it these one could be get confused.
Even if it is a bit "unrealistic" I prefer the method to give the player what he needs in the simulations.
My two cents? Hunger, thirst and sleep needs ("Hardcore") should be suspended while inside Tranquility Lane and the Anchorage simulations. That makes more sense to me, and fits with how I always imagined the simulators to work.
(and that from someone who never plays FNV without Hardcore)
I would also like to see the needs suspended in both virtual realities.
@Kainschlyde remember that to use the Tranquility Lane VR Pod the player must equip the Vault 112 jumpsuit. I'm guessing that this suit somehow connects to the pod and that's why it's mandatory.
With that said, Dad isn't wearing a vault 112 jumpsuit. Just a little fact for everyone.
Sorry to be technical again and robbing all illusions. The reason why the player has to change clothing in OA and for the VR pod is simply technical. It makes sure that the player wears the same clothing if he ends the simulation because with vanilla scripting there is no way to detect what the player is wearing (only NVSE and FOSE have such a function).
For all who want to suspend hardcore mode it can end in a support nightmare. Because player won't stop using NV mods which tinker with the hardcore scripts and these are not aware that it can be turned off (the function exists in NV but isn't used in the game).
So I can see already the TTW bug reports: HELP!!!!! TQL and OA doesn't work in TTW! Which are actually fully mod related.
Another idea that we had while we where designing Fallout The Story (which has a similar problem in the early development phase) is taking care of the needs of the player per script. But still this can lead to incompatibilities too.
The cleanest and mod friendly solution from a developer point of view is adding the needed items.
Sorry Sesom, I was just thinking of ways that would make disabling hardcore needs disable in virtual realities make sense in game. Honestly, it doesn't matter to me what the solution turns out to be.
I know it isn't top priority to find a solution to right now, and not all of them will be outright perfect. Hopefully people won't mind the wait while the team comes up with a working idea.
Until then, you could try taking a look at the Dead Money DLC. Supposedly, the sleep meter is supposed to stay at 0. I can't confirm this because I've never done DM on hardcore.
I actually already implemented needs suspension for Anchorage. It restores all your needs (same as it does radiation) and then applies a perk that constantly restores your needs by 1 while you are in the simulation. It is removed when you leave.
Sesom, can you tell me what, if anything, would cause issues here? I am not familiar with needs mods.
Random thought: isn't there a FNV "canteen" item that automatically rehydrates you? I remember getting it as a preorder with my XBox version and it being utterly broken! :) Think it's in the Courier's Stash pack too (which I don't use normally).
If I'm remembering that right, would adding such an "item" to the player's inventory during "simulation" scenes be possible? An "auto-nourisher" that's theoretically attached to the character while they're in the chair (and that can't be dropped)?
EDIT: Oops, just read Jax's message about doing talmost exactly the same thing via a removable Perk, which is IMO a perfect solution!
Random thought: isn't there a FNV "canteen" item that automatically rehydrates you? I remember getting it as a preorder with my XBox version and it being utterly broken! :) Think it's in the Courier's Stash pack too (which I don't use normally).
If I'm remembering that right, would adding such an "item" to the player's inventory during "simulation" scenes be possible? An "auto-nourisher" that's theoretically attached to the character while they're in the chair (and that can't be dropped)?
EDIT: Oops, just read Jax's message about doing talmost exactly the same thing via a removable Perk, which is IMO a perfect solution!
[/quote]I agree. I love the perk-feeds-and-sustains-you-while-in-simulator idea... it fits so perfectly with the lore in my mind, too.
Heh, I hate "retailer exclusive" preorder bonuses with a passion, but knew if I got just one of them, it was Classic (vault suit, clean 10mm pistol, canteen) that I wanted... and was very happy that bonus was EB Games (Gamestop in the US, I believe) here in Australia, since they're also the only ones who sold the Collector's Edition (big box with poker chips, comic, etc.). Of course, the Classic Pack turned out to be the most broken of all the preorder packs so I never got to play with it until I got the PC version of New Vegas (and modders "fixed" it)!.
Nostalgia? I still remember picking up my "lunch box" edition FO3 from EB and wishign I could get that alarm clock from the US release. And I'm replaying FO3 now and still remember my first exciting trek from Vault 101 to Megaton to Big Town via that raider overpass... when my 360 red-ringed on me!