Fallout 4
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deathmedic

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dm3rd

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9 comments

  1. Stickmanfan126
    Stickmanfan126
    • member
    • 4 kudos
    Does v 2.2 work with Wasteland Imports too?
    1. dm3rd
      dm3rd
      • supporter
      • 24 kudos
      I belive I updated those too for that, but if not please let me know.
  2. Oberits64
    Oberits64
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    • 9 kudos
    I've been poking around in the Wasteland Imports version with FO4Edit to tinker with the numbers a bit and I noticed that the stimpaks use the RestoreHealthFood effect, whereas the auto-inject stimpaks use RestoreHealthChem. If you don't mind my asking, was there a reason you didn't use the RestoreHealthGeneric effect for them both? I've noticed there's a few mods that disable RestoreHealthFood in the interest of making stimpaks and other items the only form of healing. In addition, I also discovered the RestoreHealthChem effect used by the auto-inject stimpaks is what caused me to believe there was an incompatibility, as the effect displays as a percentage rather than a number/second. Switching to generic made it display numerically. I don't really have much modding knowhow, so there's probably good reason you've done it the way you have, I just wanted to let you know my findings on the off chance it might help.
    1. dm3rd
      dm3rd
      • supporter
      • 24 kudos
      gosh darn it, I was unaware of that.

      With all the different choices and multiples that start the same I must of made an error somewhere.
      They weren't meant to be diffrent, i'll have to look into it then.

      I am by no means a real 'modder' this is just a hobby thing.
    2. dm3rd
      dm3rd
      • supporter
      • 24 kudos
      I hope this should be the last version, thanks for the info.
  3. Oberits64
    Oberits64
    • member
    • 9 kudos
    This is a fantastic mod. I've been using the Wasteland Imports one, however, and I noticed that it doesn't seem to affect the auto-inject versions of the stimpaks and super stimpaks. Do you plan on updating that version?
    1. dm3rd
      dm3rd
      • supporter
      • 24 kudos
      I though I had included them in the mod but I will have a second look.
      As I may have missed them on the second pass.
    2. dm3rd
      dm3rd
      • supporter
      • 24 kudos
      Ok so I checked the version I have and downloaded what was on nexus and both seems to have been covered.
      Wondering are you using 1.5 or 1.0? as 1.0 possable doesn't cover the auto-inject versions and had issues revivie companions.
    3. Oberits64
      Oberits64
      • member
      • 9 kudos
      I double checked my version, it was 1.5. It's probably just an incompatibility with another mod I'm using. I'll try downloading the new version and keeping it at the bottom of my load order.