Version 4 posted - Fixed bug where NFG items replenished as Immersive. By request, added new Atomic Cocktail recipe to NFG item table. Enjoy! Changelog:
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v4 - Fixed bug where NFG items replenished as Immersive. By request, added new Atomic Cocktail recipe to NFG item table. v3 - Increased requirements for Immersive items, as well as added various Qol improvements. v2 - Bug Fix v1 - Initial upload
A few questions: Will companions heal themselves with the new stimpaks if they're placed in their inventory? Will you be able to heal companions out of their downed state with the new stimpaks?
Hey there, the Infinite Stimpak cannot be used to revive downed companions. With the way stimpaks are hard-coded into the game there's no way to use any object other than the vanilla stim to revive them. They will also not use them from their inventory, for that same reason. I've suggested 2 mods in the mod description on how to circumvent this, eliminating the above issue altogether. Either one works really well in parallel with InfiniChem.
Just as a clarification question, in the Immersive Version, is the addiction chance and approval/disapproval cues with companions the same as with vanilla chems? Or would Stimpaks, Rad-X, and Radaway also prompt approval/disapproval and possible addiction?
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Enjoy!
Changelog:
v4 - Fixed bug where NFG items replenished as Immersive. By request, added new Atomic Cocktail recipe to NFG item table.
v3 - Increased requirements for Immersive items, as well as added various Qol improvements.
v2 - Bug Fix
v1 - Initial upload
Oh, yeah, that's gonna get favorited to a hotkey.
With the way stimpaks are hard-coded into the game there's no way to use any object other than the vanilla stim to revive them.
They will also not use them from their inventory, for that same reason.
I've suggested 2 mods in the mod description on how to circumvent this, eliminating the above issue altogether.
Either one works really well in parallel with InfiniChem.