=======
| Needs |
=======
Your character now needs to eat, drink, and sleep to survive. Failure to fill these biological needs will result in steadily mounting penalties and eventual death. You can check your hunger, thirst, and sleep percentages at any time by using the convenient Pip-Boy Needs Monitor, located in your Aid tab.
-When a need's percentage drops below 80, 50, or 30, you will receive a harmful effect reflecting your condition. The exact effects of each condition are as follows:
-Hungry: Strength, Endurance -1
-Famished: Strength, Endurance -2; Agility, Charisma, Intelligence, Perception -1
-Starving: Endurance -4; Strength, Agility -3; Charisma, Perception -2; Intelligence -1
-Thirsty: Endurance -1; Damage Resistance -2
-Dehydrated: Strength, Endurance -2; Agility, Perception -1; Damage Reduction -5
-Dying of Thirst: Endurance -4; Strength -3; Agility, Perception -2; Charisma, Intelligence -1; Damage Resistance -13
-Tired: Intelligence, Perception -1; Action Points -5
-Exhausted: Intelligence, Perception -2; Endurance, Charisma, Agility -1; Action Points -10
-Delusional: Intelligence, Perception -4; Agility, Charisma -2; Endurance, Strength -1; Action Points -25
-Stimulants (Nuka-Cola, Ice Cold Nuka-Cola, Nuka-Cola Quantum, Jet, Ultrajet) temporarily increase Sleep Percentage. However, after consuming stimulants, your Sleep Percentage and Thirst Percentage will decrease more rapidly until the chems leave your system.
-Food no longer restores health directly; however, you continuously regenerate a small amount of health based on your current hunger and thirst conditions. The function of the Food Sanitizer (and its new counterpart, the Water Treatment Kit) is to reduce the radiation given by food and drink respectively.
-Empty bottles can now be refilled at sinks and other sources of water. Drinking any beverage will produce the appropriate empty bottle. Three new types of water have been added to broaden the spectrum of water quality.
-A new item, the Portable Bedroll, allows you to sleep anywhere, anytime - except in combat, of course. Drop it to create a bed, which can be picked up at your convenience.
-Your character can now become a cannibal any time she is starving; simply select "Give in to the hunger" when activating a corpse. You will gain the Cannibal perk, which functions normally with respect to dialog and feeding. You may also now "Harvest" meat from corpses. Like food items, cannibalism no longer restores health, but will completely refill your hunger meter.
-A new Perk, "Efficient Metabolism", has been added to replace Cannibal at level 12. It reduces the rates at which your character grows hungry and thirsty by one-fifth.
-Speaking of perks, "Fast Metabolism" increases the rates at which you grow hungry and thirsty.
-Radiation sickness causes dehydration. Your character will need to drink more water if she is suffering radiation poisoning.
========
| Injuries |
========
Fallout 3's damage system has been overhauled to better simulate realistic combat. In addition to suffering abstract "damage" and crippled limbs, your character can also suffer blood loss, burns, and blunt-force trauma, each of which has its own repercussions. All special injuries, including crippled limbs, can be treated through doctors, your home infirmary, or the convenient Pip-Boy Medical Assistant.
-All weapons deal much more damage, to the point where a few properly-aimed shots can kill even an experienced warrior. With this realistic vulnerability, combatants' tactics take on greater importance.
-Crippled limbs can no longer be cured with a simple Stimpak. If damaged limbs are not completely crippled, they will recover over time and will benefit slightly from stimpaks; otherwise, you will need to use your Pip-Boy Medical Assistant to apply a stimpak and a medical brace. Each brace will impose a -1 penalty to Agility until the limb is healed.
-A crippled chest or torso can be healed with two stimpaks through the Pip-Boy Medical Assistant.
-Certain weapons, primarily Small Guns and bladed melee weapons, can cause bleeding. While bleeding itself causes no special harm, once your character has lost enough blood, you will suffer significant penalties. Bleeding can be treated with your Pip-Boy Medical Assistant using a stimpak and a set of bandages. Bandages are new in this mod and have been added to vendor and loot tables.
-Blood loss reduces Strength and Endurance; severe blood loss also reduces Agility, Perception, and Intelligence. These conditions last quite some time if untreated, but they can be healed with the Pip-Boy Medical Assistant using one or two blood packs and (reusable) surgical tubing.
-Energy weapons and flamers can inflict severe burns, which reduce Agility, Endurance, Strength, and movement speed. They can be treated with a stimpak, bandages, and purified water.
-Impacts, including most explosions, can cause blunt-force trauma. This injury reduces Agility, Endurance, Strength, and Action Points and can be treated with two stimpaks through the Pip-Boy Medical Assistant.
-Stimpaks, though still miraculous healing chems, restore health over a period of fifteen seconds (ten for characters with Fast Metabolism).
-Similarly, RadAway heals less radiation and does so over time. Now radiation sickness has become much more of a long-term problem...
-Sleeping no longer restores health and limb conditions. However, if the Needs module is activated, you will of course still recover a small amount of health while sleeping.
-Your home infirmary now requires supplies. Restoring health or crippled limbs requires one stimpak, while removing radiation requires one dose of RadAway and removes up to 200 rads per use.