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Changelogs
Version 2.1.0
Scaled the AP debuffs so that critical effects are more damaging than minor ones. Added Nonscaled as an MCM option for anyone who preferred the old way.
After much play testing I have decided to reweight the needs. From 1:1:2/Thirst:Hunger:Sleep to 2:1:1/Thirst:Hunger:Sleep. Many reasons for this, mainly that thirst is probably your primary concern in the desert.
Another swing at the phantom rad tick. In my testing, it seems solved, let me know if you still see it. I set the HP debuff not to draw unless the player has more than 5 rads.
Version 2.0.2
Fixed an issue where mod would print to console that it was not configured correctly even when it was.
Fixed an issue where the radiation debuff would draw a single tick while at 0 rads.
Version 2.0.1
Fixed issue with radiation meter drawing on the gun CND meter for certain ammos (.38 spc, .223)
Version 2.0
Added support various mods, expanded MCM options, and incorporated all fixes from the HUD Editor patch
Version 1.5.2
Fixes issue with VATS
Version 1.5.1
Changelog:
1.1
-Initial release
-UI elements cleaned
-Reworked increment system
-Added JSawyer option
1.2
-UI overhaul
-completely rewritten
-from a bar to ticks
-logic added to prevent partial ticks in game
-logic added to greatly reduce the chance of a blank tick persisting.
-Rebalanced JSawyer Incremental's debuffs,
- Debuffs now match regular Incremental's debuffs but still activate at JSwayer increment levels
-Fixed a bug where rads could kill you before reaching 1000 rads. Now the last 2% of your health is untouched from 980-999 rads.
-Note: chose 2% to support HP as low as 50.
-Added optional patch for iHUD. Written by Nechigawara.
1.2.1
-Minor tweaks to the XML file
-Set depth of debuff bars to be one lower than their counterparts.
-Adjusted the blank tick fix. More frequent blank ticks, but no overlap ticks.
-Adjusted brightness and alpha
-Added optional patch for cellHUD. Written by Cylara
1.5
-Major rewrite of the XML file following IntenseMute's method
-This removes all the absolute numbers used in positioning and scaling of the onscreen objects with relative references. This makes the mod resilient to changes in resolution and increases compatibility with other HUD mods.
-Better support for default vanilla UI.
-Use of Vanilla UI+ is now an option that can be toggled off and on. (Not in MCM, will try to add it to MCM at some point.)
-Since the onscreen objects are now calculated with pure math and references instead of long float points, the tick marks are drawn more accurately. There is still the occasional blank or overlapping tick, but it is far, far less frequent now. I don't think this will ever be perfect, but it is very close.
-Texture files were removed as now the meters are drawn using the tick texture from the main game.
1.5.1
-Overhaul of the main script and MCM options
-Incremental Hardcore mode is now the default Hardcore mode, to be more like Fallout 4. Nonincremental still available as an option.
-Moved the Vanilla UI+ option to the MCM menu so file tinkering is not needed by users.
-Made what was "Hardcore alternative" the default and did away with the sleep only hardcore mode. This was something leftover from the previous mod author and I never liked it. Doesn't make sense. This also means the default Hardcore option is now the one that closest mimics Fallout 4 Survival mode.
-Removed the Menumode script as it did nothing.
-Optimized and shortened Main script.
This mod is a complete overhaul and replacement of Radiation (is) Actually Dangerous. It includes patches for many other UI mods and fixes the gameplay and visual bugs and of the original mod as well as bringing the manner and application of the AP debuffs in line with Fallout 4's Survival mode.
This mod will cause radiation to damage your health until it is removed and provides a UI element to show this, like in Fallout 4. Every 10 rads reduces your maximum health by 1%. With hardcore mode enabled, your primary needs will reduce your AP as well. For each level of dehydration, starvation or sleep deprivation an AP reduction is applied, scaling with severity. The weight of dehydration debuffs is double that of sleep and starvation. If all needs are critical, the debuffs add up to 100%. The mod should account for all permanent and temporary changes to max HP and AP.
The default debuffs for radiation sickness, dehydration, sleep deprivation and starvation still apply.
*Not all these mods work in combination with each other.
Warning:While in my testing I was able to enable and disable the mod as well as all of its options many, many times without causing any issues with my save file, I do not guarantee that this will be safe with YOUR save. We all have different mod loadouts and they may interact differently with each other. Do your due diligence and put down a hard save to revert back to before you apply the mod just in case something goes awry. At this point I have flipped this off and on and tested the settings so much, I can say with certainty it will have no effect on your save.
Installation: 1. Install the following prerequisites:
NVSE
JIP LN NVSE Plugin
UIO
MCM
2. Install RAD overhaul via mod manager or manually. Installing the original RAD mod is not necessary. This is a stand-alone version. 3. Adjust MCM Options. See below for more info.
Load order tip: I would keep this mod above any item that affects the consumption of AP, such as B42's Melee Bash or Just Vanilla Sprint. This seems to help prevent blank ticks for some reason.
MCM Options: -Hardcore Enables AP debuffs based on your sleep deprivation, hunger and thirst. The first debuff begins at 200 need level, and increases every subsequent addition of 200 after. Ie, debuffs apply at 200, 400, 600 and 800. At 1000, the game kills you. -JSawyer Increments Changes increment values to match JSawyer's mod. Requires Hardcore to be on. The first debuff begins at 400 need level, and increases every subsequent addition of 150 after. Ie, debuffs apply at 400, 550, 700 and 850. At 1000, the game kills you.
-Nonscaled Causes AP debuffs to be the same size for every level of deprivation. For sleep and hunger, this is 6.25% per level and 12.5% per level for thirst. Without this enabled, the first and second level of thirst is 6.25%, 12.5% for the third level and 25% for the forth with sleep and hunger levels being half that.
-Nonincremental Causes AP debuffs to be based on the exact current value of your needs rather than your current deprivation level. They lower your AP bar's max value in a 2:1:1, Thirst:Sleep:Hunger ratio. So for example. if you had a thirst level of 100 (out of a max 1000), it would remove 5% of your AP bar even though no dehydration debuffs have been applied by the base game yet. Not recommended, legacy feature. Requires Hardcore to be on.
-CellHUD Alignment fixes and fade support for CellHUD
-HUD Like Fallout 4 Alignment fixes and fade support for HUD Like Fallout 4
-Fade Effect Adds a fade out effect to the debuff meters when using CellHUD or HUD Like Fallout 4. Not compatible with vanilla style HUDs or HUD Editor.
Known Issues: -The script set to adjust your max HP and AP is programmed to run once every .1 seconds. This can result in seeing your HP or AP (mostly AP) tick up slightly only to go back down due to the small delay. -For specific values, a blank tick may show. This is a tick where there is not enough HP/AP to fill it, but also not enough debuff to diminish it. -Temporary changes to your max HP and AP aren't accurately reflected on your Pip-Boy or HUD. This is an issue with the base game and not the RAD mod. Your actual max HP or AP is higher but the game won't reflect that change on your listed caps, leading to situations where you can have 185 out of 155 health. This is noticeable with buffout, for example. -The effect doesn't draw on the VATS screen. If someone has a suggestion on this one, let me know.
Special thanks to all of who's work this mod is based on: xax34hah, BrainBoxLtd, Demorome, IntenseMute