Fallout New Vegas

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Created by

Claustromaniac and FoxiShandris

Uploaded by

FoxiShandris

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About this mod

Adds a functional medigun that heals NPCs.

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ATTENTION: Claus and I are working on updates for this mod to remove the Lonesome Road dependency, as well as improve the script and make a non-replacer version that is hidden somewhere in the Wasteland!  What you currently see is not the final version; it can only get better!

UPDATE: Claus is currently dealing with real-life problems, and I am unsure as to when he will be able to return, although I am confident he WILL return.  As such, progress on the mod will be incredibly slow, as I have little modding experience and my desire to play Fallout fluctuates.  Claus has assured me that the current file is stable, but please report any problems that occur.

This mod REPLACES the Arc Wielder from Lonesome Road

This mod adds a functional medigun that heals NPCs, EVEN ENEMIES!

The weapons finer details are included in the images, but here are the stats you'll encounter in-game:

Name: Medigun
Magazine Size: 100 (Ammunition will regenerate up to a maximum of 100/100)
Weight: 15.0
Damage: 1 (The weapon does no actual damage; it's simply ticked at one so the healing scripts will take effect)
Fire type: Automatic (With JIP's Selective Fire mod, Single and Burst-fire options are available)
Ammo type: Electronic Healing Cell (ID xx00a865)
Weapon type: Energy Weapons
Weapon Requirements: MINIMUM of 1 Strength and 25 for Energy Weapons

Requirements:
LonesomeRoad.esm
Lack of medical liscense
A pocket to follow

Special Notes:
When using the Medigun, your heal target will be flagged as hostile to you BUT THEY WILL NOT ATTACK WHILE BEING HEALED. They will have about a second or two (depending on Quick Draw perk/player reflexes) to shoot you from the point where you stop shooting them to the point where you holster the Medigun.  YOU MUST HOLSTER THE MEDIGUN AFTER HEALING OR ELSE YOUR HEAL TARGET WILL REMAIN HOSTILE!

The ammunition is a modified version of the ammunition used by the Medical Eyebots.  It is flagged as playable but cannot be looted anywhere (as the eyebots self destruct upon death), so it must be added via console commands (the ID is xx0a865).  You'll only need 100 cells, as the weapon recharges its ammunition.

Special, Special Notes:
I can't thank you enough, Claustromaniac, for your help with this mod.  You did pretty much everything, from teaching me what I did wrong to writing the entire script yourself; all I did was plug the cord into the wall.  You built the socket and the plug, and I can't thank you enough.

Thank you Easy Pete for being my test subject.

I have not yet tested this with the Marked Men, as I know their equipment lists set them to use this at times.  This description will be updated when that has been tested.