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Medical Clinic Idea

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DocBravo

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I used to be a Medic in the Army.
All of us need medical care at some point. From birth to death, coughs, sneezes, wounds, sicknesses, etc.
Our "mini-clinic" at the battalion HQ wasn't that big. 2 beds. Desk with computer. Curtains surrounding the beds. 2 cabinets for supplies: one fo rmeds and the other for smaller equipment and other medical supplies.. 2 I.V. poles. Two O2 tanks (one for each bed.) A bookshelf for various medical books. That would be level 1.
Level 2: Larger with a bench or two outside. 3 beds. All the above plus: Filing cabinet. Fridge for storing some meds. Small storage area.
Level 3: Largest. 4-5 beds depending on how someone can build the plot and get NPCs to move around in it well. This would be a "Level 1 Trauma Center". I was one of the Medics who had to live in the Aid Station so there would be a small 1x1 living area behind or to the side of it.
This would have everything needed for Doctor level medical care and then some. Everything from the first two levels but completely closed in. Signs on the building and maybe even an A-frame out front. Maybe a small lean-to for checking in with a robot or something.
 
A good, well-laid-out suggestion. Let's just say you should definitely keep an eye out for chapter 2. Maybe even have a play with the plot building tools while you're waiting.
 
A good, well-laid-out suggestion. Let's just say you should definitely keep an eye out for chapter 2. Maybe even have a play with the plot building tools while you're waiting.
I don't have anywhere near that kind of skill. I've looked at the video for doing it and i still seems more than I have the time and ability to create. If it's made we could do a dual collaboration project.
 
The most time consuming part is placing all the pieces for each building level. A lot of objects are not named like you would think they are... :todd:

The part that takes trial by error is actually configuring the building plans. There is an xEdit script that really simplifies this, but you still need to understand the underlying concepts.

I would start by building the model. After that, if you run into difficulties, it wouldn't take much to ask others for help turning it into a building plan.
 
I was wondering what kind of a structure are these types of facilities usually housed in? I know you mention a building with a possible A-frame (tent, I assume? I don't speak much military, sry) out front on L3 but what's the building like and how about the lower levels? Are you visualizing a 2x2 plot or another size?

Making plots is really not hard at all, but the Creation Kit is pretty intimidating on the first several start ups and it takes ages to find things to begin with for sure. This is such a good, finished concept I'm sure someone will grab onto it sooner rather than later, so I wouldn't worry about it too much. I'd say I'll make it, but I don't have a timeline to give and wouldn't want to leave anyone hanging.
 
I am going to pull a msalaba and drop this link here.
I agree this is a good plot idea.
As for the structure I can see this going 2 ways. One without walls in order to allow interior placement and one with metal siding (adding eye charts/safety posters/lights at the higher levels)
 
I have that addon.
Even at level one it can be done in many ways.
1x1 exterior flat or with foundation - A Minute Clinic type if you will. One gurney for treatment bringing up a list of ailments to be fixed by the doctor for a fee. An option to buy or even Donate Medical supplies. I'm going to use a mod with VR space to do my own work, possibly take pictures, and to show what I am proposing.
2x2 - People can build how they want but for immersion purposes and efficiency, medical plots of 2x2 and 3x3 should be separate plots be them interior or exterior. It may be the apocalptic world but antibiotics aren't being made anymore. The treatment area needs to be as clean as possible.
3x3 Minimum of 3 bed but also with a separate ambulatory waiting area. A couple of benches allowing for 2 NPCs each would be enough. Ambulatory patients can walk/move on their own and be treated without taking up a non-ambulatory space.
Ultimately, it is about fitting into the Fallout world with appropriate to each level, items and services available and needed space.
Ex: Imagine a settlement attack. Random chance in # of people who get hurt. At the end instead of automatically healing they could go over to it and get it done. I'm sure someone could write a script.
Point is, Medical is so often overlooked and any chem or doctor can fix anything. SS and SS2 neglected this essential need.
 
The most time consuming part is placing all the pieces for each building level. A lot of objects are not named like you would think they are... :todd:
Well if you stopped thinking everything is called "that stupid thing I need" it would help immensely.

Now back to @DocBravo. First off, SS2 isn't going to reinvent the wheel. Chems and doctors can fix anything. Settlers don't get sick or need treatment. So while I appreciate the idea of making plots look like those... right now I would expect them to be commercial clinic types. When the plot types from Conqueror will be added to SS2, I know there is one type that would fit even more, I believe it was called Medical and it would raise the survival odds of settlers during attacks (and it also changed how attacked were done and a ton of other stuff). But at the end of the day it will still need to work with the systems Fallout 4 has in place. Don't expect either SS2 or a plot designer to start coding and balance a completely new health system for you, that's kind of insane. They do settlements stuff. That's not a simple aside to ask them, it's a HUGE task that has nothing to do with their original project. So unless someone wants to make a full on mod for you that rebalances all the health to not be automatic and balance damage to fit this new reality and then balances the healing of doctors... yeah odds are if you want this you will have to start to learn coding.

Now if you are willing to play within the rules then again, A commercial doctor sells chem, can heal, would fit your design, that's the most likely things to do. And as for not having the skills, that's bullocks. I know cause I have no skills whatsoever and I'm doing it. If you are ready to create it in VR then stop and just do it in the CK. The tools to make plots are there, the instructions step by steps take you all the way, the tools to make it work with SS2 are there and the instructions also there. It's honestly simpler than following IKEA instructions.

So... I'm not gonna say welcome to the club yet...

I'll wait until you have told me you installed the CK.
 
I can tell you are making too many assumptions.
I know there are other medical plots. I never ASKED for anyone to make a whole new mod.
I do know many who play Fallout modded or not do want to be as immersed as possible. Medical care IS a necessity at some point yet is often overlooked or a McGuffin medical item is given to just 'heal everything'. Star Trek was at the point they could clone a spinal cord (Worf) and restore the use of someone's legs.
Point is, staying within Fallout 4's code and how it works how could the plot and the upgrades benefit the player?
I made a suggestion not a demand. I know from my experience from the clinical side, logistics, hospital, field medicine, and even a forward Aid Station using a large tent and the back of Humvee.
I don't like survival mode so I don't know it operates. I'm sure that could be implemented as well.
Disagree? Fine. But to assume or suggest as you did is your opinion.
"Now if you are willing to play within the rules then again" - Why?
Pretty sure there are many reasons why there's a "Suggestions" section.
"So... I'm not gonna say welcome to the club yet...
I'll wait until you have told me you installed the CK."
Are you a mod? I don't think this place is so strict that a suggestion would warrant your kind of response. Your last comment sounds smug and self-centered. You could have easily given your opinion not try to 'school' someone. If I had the time and knowledge I would have already started work on it.
If you're trying to be helpful I don't find anything of use.
 
If I had the time and knowledge I would have already started work on it.
That's a lie. Kinggath has made the tools available to create content for SS2, someone linked it, I pointed out how easy it was to use them and you just refuse to try. That's your decision but every mod author is someone who is there of their own free will using their own free time to make content for others. Nobody is paid to do the plots others request. You don't want to understand that its complicated and you don't want to try it yourself, don't be surprised if your idea doesn't come out. Before I started modding myself I got quite a few plots made by other addon makers, but I never came at it like you did. I always tried to understand what the mod is doing, looked at what each mod author was doing with their mods and understood the reality of the limitations and difficulties they would have to face when trying to accomplish it. I asked questions, made proposals and when being explained how something worked or how something was too complex I didn't argue against them I took note and adjusted my proposal to reality.

If you're trying to be helpful I don't find anything of use.
I explained the reality of what you were asking and offered you options to get what you wanted to get visually in a simple way which would absolutely work in a role playing game and that you could do easily by yourself. If you can't find anything of use in there that's not on me.

But I will respect your right to keep asking for it and will not bother you in this thread anymore.
 
I'm going to lock this thread before the discussion gets even more heated.
 
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