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If you want more realism in a game, there are still areas that can be made more realistic. For example, the order in which people put on their clothes. Who is going to take off their underware with their pants on... lol.
The reason I decided to make this mod was, of course, simply because the re-equipment action was very hard for my feeling. Other than that, there were cases of re-equip even in vanilla implementation, depending on how it was executed, regarding dismantling, and this was due to the fact that the specifications were not standardized. When dismantling a placed radio, the screwdriver remains, but when dismantling a radio in the inventory, it automatically returns.
Off topic, but this "how much realism" depends on one's playstyle: those who do RP may not need this mod, while those who want to enjoy the game more efficiently may need it. I don't see anything wrong with either style.
I have experienced this same problem in another MMORPG (Ultima Online), where the production used to be very complex and realistic oriented in UO, but somehow it turned into a simple one-button operation. I still think that the majority of people do not want strict realism. While I understand that this is a trend of the times, I have memories of feeling sadness.
In that respect, I think it is a good balance because it is each user's decision whether or not to subscribe to the mod. I believe this is one of the reasons why this kind of change is not made in vanilla.
Just like my original statement, its kind of unknown until it happens
Makes me also wonder: if it was never in the game, would someone mod it in -probably- but would it be as popular as modding it out like this mod does?
So if it were backwards, it would probably only be known to a few dedicated RPers
Even then who knows if most would want to add it to their game
Perhaps the hardcore ones
After all, the animations would still play
I also saw a few things in vanilla return, wonder if they might be meaning to implement that, or this mod -that would be pretty cool
With a toggle like drinking water for those that want more realism
Tho I play with auto drink off, and water bottle in the bag
And the bottle doesnt go back when drink from it lol -but it does when I fill it up!
I just now looked at the Description page to see if there was a Github link
And noticed Mod Options mod link, bit of an off question, but does it work for you?
Me and many others don't get any mod tab in our settings/options after installing it in our mod folder
I'd like to suggest/encourage having the settings available in sandbox options or its own tab like the Antibodies mod (only one I could think of off the top of my head rn lol)
This way, game changing (literally) configurations don't rely on another mod that my stay outdated for awhile
You are not automatically drinking, quite stoic!
In that case, the fact that this Mod was not supported by the context menu "Drink" is my missing. Or rather, I didn't know that such a menu existed lol. Please check v1.14 to see that it's now supported as part of eat food actions.
Also, my Mod realizes all the options with "Mod Options". If you want to change the settings, please subscribe to "Mod Options" and you will find my Mod's settings in the Mod tab of the Options menu.
I'm jst playing with with Weak, Unfit, and Very Underweight so my weight/str is low and I put water in pack for the extra .6 xD
I have "Mod Options" installed for awhile now
No 'Mod' tab shows up, nothing wrong with your mod I'm pretty sure because I have other mods that use it and no tab shows up in options for them either
That's probably because the mods (Mod Options) are not enabled for the saved data. Please select "LOAD" on the title screen and check if the mod is enabled for the target saved data on the "SELECT SAVED GAME" screen. If you subscribed to a mod from the middle of the saved data, you should have to explicitly enable the mod on this screen.
Both the drinking the water bottle and the mod options! 🎉
(Didnt know there were two drink options)
Thanks!
I just spent a good 5 mins thinking to myself
"there was another one I just forgot!"
Since I was updating my mods I forgot it for a bit
But now I remember!
I noticed that my dirty denim didnt return to my bag after wash, I think it does this for dirty sheets as well
But that could be because the items have a new name after they are washed
(Mayb medical actions?)
Both this and the water bottle are just small things, but I guess that's what the mod is all about lol
Appreciate you fine tuning your mod for our enjoyment
Thumbs up!
So idk if this has anything to do with ur mod
But w/e I heal (bandage) my character does an animation afterwards
Sometimes it looks like he's wiping his hands, smtms like he's peelin smth (looks like he throws smth over his shoulder), and pats the ground on any heal that requires full stop n crouch animation
At first, thought it was part of the game, smth new, like the new burn cleaning
But then noticed it functioned alot like something else with this mod:
Gonna make this example v straightforwards for simplicity:
Cooking Pot (w cooked food in it) in the fridge
If you go do these actions:
Eat from it, drink from sink
you will:
take out pot>eat from it>drink from sink> then put pot away at the end
The animation I am talking about after bandaging follows these rules too as if it were the cooking pot
So instead of playing after everytime I heal(bandage)
It goes off at the end:
Bandage>plays animation
Bandage>clean bandage at sink>remove bandage>plays animation -which delays adding new bandage to that same wound
Like I said, it may not b ur mod in the end, but it does follow the rules where it is queued at the end of everything else like when eating/drinking smth
It might even b a negative trait from one of two dynamic mods I have installed