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Clockmon

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clockmon

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About this mod

This replaces Kearsage's Triage mod that makes treating injured limbs more challenging, and includes new features and processing.

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Description Summary
===================
This replaces Kearsage's Triage mod that makes treating injured limbs more challenging, and includes new features and processing.

If you enjoy my Special Edition, I recommend you download and endorse Kersage's original version at https://www.nexusmods.com/fallout3/mods/5867https://www.nexusmods.com/fallout3/mods/5867.


Details
=======
Kearsage's Triage mod was designed to find a way to make healing limbs more challenging without bogging the player down in complex treatment options and medical supplies. Crippled and severely injured limbs no longer heal with sleep, and stimpaks no longer heal limbs if directly applied to them through the Pip-Boy Status CND menu. Use the <Triage Treatment> menu to treat injured limbs, or visit a doctor or use an infirmary.

Alien biogel and adapted alien biogel from Mothership Zeta will only restore overall health. There are numerous healing arches that will still restore limbs, so take advantage of them.

In addition to new features, I reviewed the original Triage posts for issues and tackled those within my ability. The known issues and an FAQ are at the bottom of this file.

I use MechanicalPirate's Amplified Crippled Effects mod, which complements Triage (use V2.0, NOT 2.1b) (https://www.nexusmods.com/fallout3/mods/85).

I also recommend installing the Updated Unofficial Fallout 3 Patch, which fixes many of the doctor dialogue topics (https://www.nexusmods.com/fallout3/mods/19122).


Required Files
==============
Fallout3.esm
Anchorage.esm
ThePitt.esm
PointLookout.esm
Zeta.esm


Installation Files
==================
Triage (Special Edition).esp
Textures/Triage/ (doctor.dds, surgeon.dds, and triage.dds)


Load Order and Conflicts
========================
1. Load after any mod that changes:
   - Stimpaks, medical braces or surgical tubing.
   - Dialog Topic DoctorMedical records (see below).
   - The MS03MutationPerk.
   - Locked first aid kits (see below).

2. It will conflict with KineticKat's Vault 101 Revisited (https://www.nexusmods.com/fallout3/mods/13306) due to the DoctorMedical dialog topic. To fix this, either make a patch or edit the plugin loaded last:
Dialog Topic, DoctorMedical, Main Record, Quests (sorted) = ensure the list includes:
Doctors (original game), aaaAliceDialog, and aaaDocHansonDialog (the latter two are from Vault 101 Revisited).

3. Load after any mod that alters First Aid Kit contents, such as Jaynus Realism Overhaul (https://www.nexusmods.com/fallout3/mods/506). If Triage is loaded before the other mod, you'll just lose a chance for medical braces and surgical tubing in locked first aid kits.


New Install
===========
1. Extract the esp and Textures folder to the Fallout 3 Data folder.
2. Start Fallout 3 Launcher or FOMM and enable the .esp file.


Upgrading from a Previous Special Edition
=========================================
1. Save your game and exit.
2. Extract the esp to the Fallout 3 Data folder and overwrite. If you extract the three texture files, just overwrite - they're the same.
3. Start Fallout 3 and load your saved game. Any new features and items will be added.


Replacing the Original Triage
=============================
1. Save your game and exit.
2. Disable Triage.esp. You can delete it if desired.
3. Extract "Triage (Special Edition).esp" to the Fallout 3 Data folder. If you extract the three texture files, just overwrite - they're the same.
4. Enable Triage (Special Edition).esp.
5. Start Fallout 3.


Uninstall
=========
1. Save your game and exit.
2. Disable and delete Triage (Special Edition).esp.
3. If not switching back to the original Triage, delete the folder Fallout3/Data/Textures/Triage.


Using Triage (Special Edition)
==============================

Terminology
-----------
(The base game interchangeably uses injury, wounded, and hurt.)
* Limbs = head, chest, arms, and legs.
* Injured = limb health is less than 100%.
* Non-crippled = limb health is more than 0% but less than 100%.
* Crippled = limb health is 0%.
* First Aid = restores a crippled limb and 5% of its health. You cannot recover medical equipment. Your only option if in combat. If you have the associated limb perk and are in combat, restores 5% and not 100% limb health.
* Medical Equipment = medical braces and surgical tubing.
* Medical Supplies = stimpaks and medical equipment.

Treatment Menu
--------------
Select the <Triage Treatment> menu in your Aid Inventory to treat limbs. Crippled arms and legs require a stimpak and medical brace, while a crippled head and chest need a stimpak and surgical tubing. Wasteland doctors sell medical braces and surgical tubing. Non-crippled arms and legs require a stimpak and the Wasteland Doctor perk, and a non-crippled head and chest need a stimpak and the Wasteland Surgeon perk.

Each treatable limb will have a corresponding menu button. "[limb] First Aid" indicates you can only perform first aid, either because you lack the perk or are in combat. If you cannot treat an injured limb, it will not have a menu button.

The menu shows each limb's health and your medical supplies to help decide what to treat if your resources are limited and you have several injured limbs. If a limb is being treated, its health will be "999".

IMPORTANT TIPS:
* Do not click on injured limbs in the Pip-Boy Status CND menu, since that will heal your overall hit points but not limbs!
* You must exit the Pip-Boy for actual healing to proceed.
* The Operation Anchorage simulation pod heals you, but the Tranquility Lane pod does not. Heal yourself before entering the latter.


Configuration Menu
------------------
Select [Triage Config] in your Aid Inventory to configure Triage. Default values are shown in [brackets].

(1) Set the Limb Warnings:
These will alert you to injured limbs. If any limb reaches a warning limit and is not being treated, you will get a recurring message as a hint to use Triage. Only the worst condition will be displayed. This can be useful if you don't have a HUD add-on that displays limb conditions.
- Show limb warnings = [ON]/OFF.
- Warning levels, +/- 5% at a time:
  -- 1st warning level (default 50%), 10% to 95%, greater than 2nd warning level.
  -- 2nd warning level (default 25%), 5% to 90%, less than 1st warning level.
  -- 3rd warning level is 0% (crippled), and cannot be modified.
- Warning Message Frequency, +/- 5 seconds at a time: every 10 to 60 seconds, (default 30).

(2) Sleep Processing:

(2.1) Set the healing rate while sleeping:
[Constant Rate]. Hit points are restored at 1/12th of the maximum health every hour. Limbs heal at 8 points per hour.
Increasing Rate. The healing rate increases for each successive hour slept. Sleeping six straight hours will heal more than six one-hour naps. This method favors deep sleep and is considered a more "hardcore" mode.

(2.2) Set the reminder message:
After sleeping, you will get a reminder message indicating which healing method was used. [On]/off. I suggest leaving it on until you decide which method to use.

(2.3) Set the minutes per loop:
Change Minutes per Loop = 1, 3, [15], 30, 60.
After the SleepWait menu is finished, a wrap-up process runs. This can result in a noticeable lag until you see the results. The lag is dependent on the game minutes of processing per loop. Fewer minutes yields more accurate results but takes more time, and vice versa. I found a good compromise with 15 game minutes per loop. If you desire more precision and don't care about the lag, set the value lower. If you require less lag and can accept less precision, set it higher.

(3) Restore Defaults (requires confirmation):
Restore default values to all configurable variables.

(4) Delete [menu] (requires confirmation):
You can remove [Triage Config] if you are done configuring and want to declutter your inventory. To restore it, go to the console mode and enter "StartQuest AddTriageMenu" without the quotes.


Triage Perks
------------
1. No Triage perks.
- You can only apply first aid to crippled limbs (it takes a few seconds).
- You cannot recover medical braces and surgical tubing after treatment.

2. Wasteland Doctor perk (Medicine 40, Intelligence 5, min level 2).
- You can fully heal arms and legs.
- A 5% increased chance to get a critical hit on non-mutated humans.
- A chance equal to your Medicine skill to recover medical braces after treatment.
- If in combat, you are limited to first aid and cannot recover the braces.
- Required for the Wasteland Surgeon perk.

3. Wasteland Surgeon perk (Medicine 60, Intelligence 6, min level 6, Wasteland Doctor perk).
- You can fully heal an injured head and chest.
- Arms and legs heal twice as fast.
- Your critical hits do 25% more damage to non-mutated humans. 
- A chance equal to your Medicine skill to recover surgical tubing after treatment.
- If in combat, you are limited to first aid and cannot recover tubing.

4. Rad Child perk (Endurance 6, min level 6).
- When your radiation level reaches 400 rads, you start to consume rads and heal your limbs and health until you are completely healthy or are under 400 rads again.
- Results may vary slightly since radiation can be unpredictable.
- This perk stacks with the Rad Regeneration Perk (MS03MutationPerk), which heals limbs.
- This has the advantage of not requiring medical equipment to heal crippled limbs!
- A disadvantage is Fast Travel is disabled while Rad Child rad regen is active (to prevent rad level calculation errors).
- This is effective in countering DreadmistX's Hardcore Radiation (https://www.nexusmods.com/fallout3/mods/20575), which at 400 rads starts damaging health every second.


Stimpaks
--------
- Stimpaks heal 5 points instantly and then 5 points per second for 5 more seconds.
- Stimpaks applied to limbs heal 1 point per second, including those for first aid, until fully healed.


Fast Metabolism
---------------
- Stimpaks applied to the body: they heal 11 points instantly, then the same as before.
- Stimpaks applied to limbs: You get an extra point for 20 seconds for a faster recovery. It does not affect first aid treatments.


Sleeping and Waiting
--------------------
Limbs must have at least 5% health to heal during sleep. 12 hours of sleep restores 100% of your hit points and limb condition. The healing effects of stimpaks (except for health), rad regeneration (both kinds) and sleeping complement each other (rad regen can bring limbs above the minimum required so sleeping can heal limbs).

Stimpaks and rad regen healing will continue while waiting.


Cheat Commands
==============
Kearsage created these so you can manually add the Triage perks. Type the following without quotes into the console:
- For Wasteland Doctor, enter "StartQuest AddDoctorPerk"
- For Wasteland Surgeon, enter "StartQuest AddSurgeonPerk" (adds the Doctor perk if not present)
- For Rad Child, enter "StartQuest AddRadChildPerk"

If you want to automatically get the Doctor and Surgeon perks once you reach the required Medicine skill (not taking the perk upon leveling up):
- Open the console and enter "StartQuest TriageFreePerks"


Known Issues
============
1. The Stimpak effect in inventory item description will not reflect the full amount healed, only the instant amount.

2. If you start healing your body with a stimpak and immediately start sleeping or waiting, your hit points will not recover as much. These stimpaks only take a little while, so wait until done.

3. Some mods add healing ingestibles that heal over time (such as the Deathclaw Blood in Mart's Mutant Mod, https://www.nexusmods.com/fallout3/mods/3211). These will be ignored by the sleep healing process, but work fine for waiting, which is more common. If possible, wait for the ingested item to finish before sleeping.

4. Some players report Triage is incompatible with the tiredness function of BasicNeeds (https://www.nexusmods.com/fallout3/mods/1222). Do not install Triage as long as you have a save game including a tired character. Sometimes you WILL become tired, and you can never remove it. Test play for one or two (game time) days before you rely on it. Note: Waiting for an entire day or so does not make you tired. But about 15 minutes later the "tiredness added" message appears.

5. Some players report Triage conflicts with FOOK2 (https://www.nexusmods.com/fallout3/mods/4448). After 12 hours of sleep, you only get 25% of your hits points and your injured limbs don't heal. I don't use FOOK2 and as such don't plan on researching this. Others suggested testing different load orders.

6. Rad Child regeneration can result in health or limbs being under or over a point of the expected result at times. I did what I could to ensure the intended result happens the majority of the time. However, a small offset may still occur in certain situations.

7. Limb condition values may be altered in the Triage menu to provide proper feedback (but the actual limb condition is not changed), because limb conditions are stored as float variables but the menu only shows integers. For example, a limb greater than 0 but less than 0.5 would be displayed as "0%" and give a false impression it is crippled. Therefore, the displayed value is set to 1%. The same applies to conditions greater than 99% but less than 100, and for conditions between 4 and less than 5. Rad levels from Rad Child regeneration are actually adjusted to prevent "400" from showing up when it should appear as "399".

8. If you have a full healing limb treatment active, then in a player owned bed start and immediately cancel sleeping (rapidly hitting the W and E keys), the treatment can end without the limb ending at 100. This results in a wasted stimpak. If you use the SleepWait menu normally there should be no problems.

9. Fast Metabolism does not function while sleeping, so this could result in fewer ending rads if Rad Child regen was active. This is because limbs didn't heal as fast and thus more rads are consumed.

10. The Limb Warning messages can appear to be incorrect, but are not. This is because the actual limb conditions have decimal points for more accuracy, but the <Triage Treatment> menu does not for simplicity. For example, a limb can show as 25%, but actually be 25.1%. Therefore, the warning would display "at or below 50%" and not "at or below 25%." This is correct, since technically the limb has not reached the 25% level yet. In practice this does not appear to happen much.

11. There is one UFO3P dialogue that is intended to provide Lucy a response ("I don't see anything wrong with you.") when you are not injured. Triage (Special Edition) uses an existing generic doctor dialogue to cover this situation, so UFO3P's dialogue is not used, even if installed. To use the UFO3P version, it would have to become a master and then edited. I wanted to avoid making any additional mods as masters.


FAQ (some from original Triage posts)
=====================================
1. Can you modify crutches to be used when having a crippled leg, at the cost of accuracy, the ability to equip certain weapons, or movement speed?
ANSWER> Although a neat concept, I do not plan on implementing this.

2. Can you disable applying a stimpak to an injured limb in the Status CND menu?
ANSWER> I could not find a reliable way to do this.

3. What about followers?
ANSWER> They still fully heal after combat and don't need the medical supplies. Stimpaks used in combat will follow the Triage rules. I do not plan to implement a way to apply Triage to followers.

4. Can you add medical braces and surgical tubing to random loot in first aid kits?
ANSWER> I didn't originally plan to, but I finally figured out how to do it for V2.0 for locked cases only.

5. What about compatibility with Kryth's Everybody Bleeds (https://www.nexusmods.com/fallout3/mods/3013)?
ANSWER> I could not find any problems, and there are no shared records between the two mods.

6. Can you remove healing when drinking water?
ANSWER> No. I'm aware that food and drink heal hit points instantly. Altering them would conflict with many needs mods. However, feel free to alter their effects yourself.

7. Do I need FOSE?
ANSWER> No.

8. Why not let the player sleep or wait if their body is being healed by a stimpak?
ANSWER> You can sleep and wait, but the results will not be what is expected. I could not find a reliable way to add the healing effects due to the stimpak's variable healing. Please wait for the stimpak to finish before sleeping and waiting.

9. After sleeping, why do my hit points and limbs jump to 100%, drop down, and then increase again?
ANSWER> This is because the default game restores everything to 100%. Triage uses a post-event process to manually set your health and limbs to the correct levels. This requires returning to the pre-sleep levels and then manually restoring them. This effect is easiest to see with starting low health or a HUD that displays limb status and if there is a sufficient lag (a low minutes per loop value).


Change Log
==========
V2.0:
- The mod does not activate until you start the quest to escape Vault 101.
- Stimpak weight was restored to 0.1, and Surgical Tubing weight was reduced to 0.5.
- Added [Triage Config] to the Aid Inventory so you can configure Triage at any time. This also allows you to delete the configuration menu if desired.
- Renamed the <Triage> menu to <Triage Treatment>.
- Allowed using new medical braces as well as regular medical braces.
- Doctor dialogue and treatment costs are now determined by the lower of overall health and worst limb condition.
- Edited applicable doctor greetings to use the same treatment dialogue variable for a consistent interaction.
- Added an instructions note to your inventory.
- Changed alien biogel and adapted alien biogel so they don't heal limbs, just overall health, just like stimpaks. The healing arches still restore limb health.
- Adjusted the supply of medical braces and surgical tubing for doctors, vendors, and loot.
- Added limb condition warning messages.
- Refined messages and menu text and buttons.
- Updated the treatment menu for when in the Operation Anchorage simulation and updated the Health Dispenser message to include limbs.
- Updated the Operation Anchorage simulation Health Dispenser to provide feedback if not needed, to be consistent with the Ammo Box feedback if full.
- Updated Reilly's Rangers Butcher's medical treatment conditions to use Triage Percentage to determine his reaction, just like the other doctors. He still heals for free.
- Added a display variable for the limbs in the menus to provide better feedback and not change the current limb values.
- Adjusted limb conditions so 5% is needed for the sleeping process (the original intent).
- Updated Zeta's healing arch messages to be more descriptive of what's treated and reduced the display time from 5 to 4 seconds. I kept the base game's settings for activating the arches.
- Removed the VendorChests FormID since VendorChestBuriedDocChurch was restored (and initially disabled), making the record an ITM.
- Removed the NPC records, since they were the same changes as the UFO3P, making them ITM to UFO3P.
- Complies with UFO3P version 3.4.7. Any record edited in Triage contains the UFO3P changes.

V1.1:
(z) = items identified by zedas:
- (z) Misc Item - MedicalBraceNew value changed from 1 to 10 to be consistent.
- (z) Container aaTriageMedicalSuppliesPreston, Item aaTriageMedicalBrace, deleted COED - Extra Data so it is not an owned item.
- (z) Non-Player Character, Red. Restored base game values for OBND - Object Bounds.
- (z) Non-Player Character, Cutter. Deleted Item OutfitWastelandDoctor01, which is removed by the Unofficial Fallout 3 Patch and don't want to add it back.
- (z) Removed two ITM records in Cell, Block 4, Sub-Block 9, Megaton Clinic.
- Doctor treatment rates are now based on the worst of your health percentage or overall limb percentage (out of 600 points); there are no separate rates for limb-only injuries. For example, if your health is at 85% but your combined limb condition is at 50% (3 crippled limbs will do this), you will get the middle rate rather than the lower rate.
- Fixed the bug where doctors would not treat existing players if limb-only damage.

V1.0:
- The <Triage> menu moved from the apparel to the Aid Inventory (Coronos suggestion). I also think it makes sense.
- Limb health and medical supply quantities are shown in menus.
- A single menu format is used. The menu button text indicates full treatment or first aid.
- You can treat multiple limbs at a time while in the menu.
- Messages stating you need supplies or perks to treat limbs are embedded in the main menu.
- "Surgical Supplies" was reverted back to "Surgical Tubing."
- Medical braces and surgical tubing use the game's original weights of 2.0 and 1.0, respectively.
- Stimpak weight was increased from 0.1 (1.6oz) to 0.5 (8 oz).
- You can perform first aid on non-crippled limbs while in combat, provided you have the respective perk.
- First aid heals at the same rate as full healing, instead of immediately.
- There is a message and sound indicating a stimpak has worn off when treating injured limbs.
- If you fully heal arms or legs with the Doctor perk and gain the Surgeon perk during the stimpak's effect, the Surgeon healing rate will not apply since you started treatment using the Doctor perk's knowledge.
- The Fast Metabolism perk affects full limb healing treatments (not first aid). If this perk is gained while fully healing, you will get the benefit.
- Radiation is consumed if health is the only thing being healed while Rad Child is active.
- Only those things benefiting from Rad Child regeneration show up in the Effects screen.
- There are two sleeping heal rate options, constant and increasing. There is an optional reminder message indicating which was used.
- A menu to configure the sleep/wait processing options.
- Full healing and crippled first aid stimpaks applied to limbs, rad regeneration (Rad Child and Mutation perk) and sleep healing are cumulative while sleeping.
- Waiting healing effects are cumulative for the above except for sleep healing, of course.
- Fast Travel is disabled during Rad Child regeneration to prevent calculation errors.
- Doctor treatment dialog records were changed to include limb checking for treatment and treatment refusal. Cutter's and Barrows' rates for limb-only treatments went up from 50 to 75 caps.
- The game's Rad Regeneration ability is changed so only damaged limbs are healed and show up in the effects screen.


Credits
=======
- Bethesda for creating Fallout 3.
- NexusMods for providing a resource for authors and players.
- LHammonds for the Readme Generator this file was based on.
- Kearsage especially for the original great Triage at https://www.nexusmods.com/fallout3/mods/5867.
- GamerRick for steering me in the right direction to solve the issue of not altering the limb healing rate if the player gains the Surgeon perk during a Doctor perk-level treatment.
- The UFO3P team for the Updated Unofficial Fallout 3 Patch at https://www.nexusmods.com/fallout3/mods/19122.


Tools Used
==========
- Q and Timeslip's Fallout Mod Manager (FOMM - FORK) at https://www.nexusmods.com/newvegas/mods/54991.
- BenWah, Hairylegs, RoyBatterian, and prisoner416 for the Updated Unofficial Fallout 3 patch at https://www.nexusmods.com/fallout3/mods/19122.
- ElminsterAU and the xEdit Team for the Fallout 3 Editor (Fo3Edit) at https://www.nexusmods.com/fallout3/mods/637.
- 7-Zip at https://www.7-zip.org/.


Licensing/Legal
===============
Per the permissions area in the mod page.