Fallout and a food system

Jinxed

First time out of the vault
A friend of mine who is a modder said he found some sort of food system in fallout which apparently, is not used. Anyone else noticed this? If so, can to share the information?
 
Well as i told you on #fallout it´s the eat ommolet restores health thing, probably.

Anyone has more ideas?
 
I found some references to this in the OBJ_DUDE.INT, my guess is it determines if you ate any food (and how much) within a period of time but I haven't really looked into it so I could not tell you if it is active in the game. It would ge interesting if a food system could be made where you have to eat and feed your companions every one or two days but that would mean way too much work.
 
That's exactly what I'm talking about. It's obvious that it didn't make it's way into the game but it is there.

If it suits fallout or not is a different discussion.
 
/ **************************************************
****************
General commands STOMACH(ha stomach, ha ha ha) info
**************************************************
****************/
// these are the different amounts food fills the stomach
#define starting_stomach_full (75)
#define drink_meal (5)
#define snack_meal (10)
#define light_meal (25)
#define medium_meal (50)
#define large_meal (75)
#define huge_meal (90)
// these are macros for dealing with the stomach
#define max_stomach_size (100 + (2 * (dude_endurance - 10)))
#define dude_stomach_amt (global_var(GVAR_DUDE_STOMACH))
#define dude_can_eat_food(amt) ((dude_stomach_amt + amt) <= max_stomach_size)
#define dude_eat_food(amt) inc_global_var(GVAR_DUDE_STOMACH, amt); \
if (global_var(GVAR_DUDE_STOMACH) < 0) then \
set_global_var(GVAR_DUDE_STOMACH,0); \
else if (global_var(GVAR_DUDE_STOMACH) > max_stomach_size) then \
set_global_var(GVAR_DUDE_STOMACH,max_stomach_size)

#define dude_stomach_percent_full ((100 * dude_stomach_amt) / max_stomach_size)
#define dude_stomach_full (dude_stomach_percent_full >= 95)
#define dude_stomach_hungry (dude_stomach_percent_full <= 5)
#define dude_can_eat(x) ((dude_stomach_amt + x) <= max_stomach_size)
// these are so that a pid can be compared to see which food class it is
#define pid_is_drink_pid(x) ((x==PID_NUKA_COLA) or (x==PID_BEER) or (x==PID_BOOZE) or (x==PID_WATER_FLASK))
#define pid_is_snack_pid(x) ((x==PID_IGUANA_ON_A_STICK) or (x==PID_MEAT_ON_A_STICK))
#define pid_is_light_meal_pid(x) ((x==PID_BOX_OF_NOODLES) or (x==PID_FROZEN_DINNER))
#define pid_is_medium_meal(x) false // this is because we don't have any generic items that qualify
#define pid_is_large_meal(x) false // this is because we don't have any generic items that qualify
#define pid_is_huge_meal(x) false // this is because we don't have any generic items that qualify
#define dude_has_fast_metabolism (has_trait(TRAIT_OBJECT,dude_obj,TRAIT_fast_metabo
lism))
#define amt_food_digested_in_time(x) (((1 + dude_has_fast_metabolism) * (game_time - x)) / (ONE_GAME_MINUTE * 3))

Any ideas/thoughts?

This would complicate the gameplay a bit.
 
It's a neat system... As you mentioned though it'd be a bit annoying to hav to stop and stock up on food all the time. I think they just cut it out as it's boring to have to stop for food... It's the type of trivial thing you don't really want to bother with, along with going to the bathroom, more or less.

It might be interesting to impliment part of it in the optic of healing (ie: once you're full you can't eat anymore and this can't heal by eating); but eating bearly heals anything (and well, stimpacks are way too abundant).
 
you don't have to go to bathroom if you're wearing power armor, right?

ok, you can do the job inside the combar armour but it won't be as pleasant :)
 
If you were going to implement it you would tie it into the 'Outdoors' skill a certian skill yeilds a certian amount of food per day, if you need any more than that you have to either carry food or "stop to find food"

Of course you would also allow for perks such as scout and surviviorlist to add an extra ammount of food on top of this. So it would only be at low levels when it would effect you, but once you got into the game you wouldn't even notice it. It may also be wise to mod the game for more food in the first few maps, but then again klamath has the two brothers who make beef jerky.

Or allow people to "hunt" for food, so when ever you kill an animal you get meat off of its corpse.

This way it would add to the game without becoming annoying.
 
Wild_qwerty said:
Or allow people to "hunt" for food, so when ever you kill an animal you get meat off of its corpse.
This would be better to have as a taught perk, in the same vein as "Gecko Skinning".
 
In all theory you could just expand the skinning perk because in order to eat something you have to skin it. Just call it a trapper Perk and let it handle both
 
Wild_qwerty said:
If you were going to implement it you would tie it into the 'Outdoors' skill a certian skill yeilds a certian amount of food per day, if you need any more than that you have to either carry food or "stop to find food"

Actually Fallout 1 did that with water. If you didn't have a good enough skill and lacked water cans, you could die of thirst (or at least take damage).

Bear in mind that Fallout was originally meant to have a realistic combat system: i.e. no hit points.

There's a lot of concepts which would be interesting but weren't implemented because they would reduce the fun factor. Being forced to eat and drink in order not to die of thirst or hunger is one such thing.
If you want realistic food handling, get Burntime:

http://www.the-underdogs.org/game.php?id=157
 
qwerty, Big_T, good ideas.

This would certainly make the game differnt.

And at highter levels, you could support larger parties.

Maybe add a randon 'hunting' encounter, and it's apperence frequency depends on your outdoorsman skill.
You would randomly encounter weaker animals like rats and Bhraman and be able to kill them and get meat jerkey, and maybe other things like Bhraman steak or other new foods.

These could then be sold for a decent price in shops.



But this would require a tweaking to give shops more money.
 
I think being able to get meat from dead animals would be a solution to that.
Just don't make food a requirement. Eating to restore HP is okay, but eating to stay alive isn't.
 
Have it affect travel times.

If you travel without provisions, y ou move slow cause you have to gather them in the wastes.
 
What about being able to, or having to, eat your (human/mutant) enemies? Which could garner you a "Cannibal" negative karma perk (like the Gravedigger or Childkiller perks).
 
Big_T_UK said:
What about being able to, or having to, eat your (human/mutant) enemies? Which could garner you a "Cannibal" negative karma perk (like the Gravedigger or Childkiller perks).

You kin to Hannibal Lecter? Does he still like some fava beans and some nice chianti? :?:
 
You damn necromancers! I started reading this thread and got all excited because I thought Miroslav was back. :(
 
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