Weapon functions are done quite well, but armoring ones are barely scratched.
NPC won’t wear any armor above x point of encumbrance, which light power armor happens to go above. I think the values are ~30 for most body parts.
They also won’t pick own armor and depend on the player to tell them what to wear.
[quote=“Love, post:5, topic:10737”]Proper consumption of NyQuil et al. by NPCs given such a command would help. And then a given NPC’s diurnal schedule could be adjusted.
I’m sort of a newbie, but I also think that the inability to cure infections and staunch the flow of blood are the two remaining major hiccups for NPCs. Thanks so much! Introducing hunger and thirst will help for realism and balance[/quote]
Yeah, having NPCs consume stuff player gives them is one of the things I wanted to add. The problem is, most of the usable items are hardcoded with player in mind, meaning I can’t just “flip a switch” to enable NPCs to use them.
For example, first aid kit displays a menu, which means that NPCs can’t use it as easily as the player.
It may be easier for drugs (including antibiotics, alcohol, nyquil and ambien), because those can be used in only one way.
Hunger and thirst are disabled for the same reason sleep was disabled, except more so. With sleep, you can just tell them to stop whining and go to sleep. With food, you’d have to give them said food, possibly feeding them every single peanut by hand.
Additionally there is the issue of reality bubble. NPCs “don’t exist” when not loaded into game. This means they wouldn’t go hungry while player was far away. This has to be solved before hunger and thirst for NPCs start making sense.