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Clockmon

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clockmon

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  1. clockmon
    clockmon
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    Version 2.0 released. New features, including a configuration menu, limb warnings, and updates to processing, dialogue, and messages.
    This complies with the Updated Unofficial Fallout 3 Patch V3.4.8.1 (will not undo any changes by UFO3P unless intended).
  2. clockmon
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    For now, it is best to enable this mod before talking to any doctors, such as with a new character (if you enable it right after leaving Vault 101, you will be fine). For some reason the doctor medical dialog will not function correctly otherwise, and they won't treat limb-only injuries. I am investigating this issue...
    1. clockmon
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      Version 1.1 released. This should work for existing characters. Now uses the worst of health and overall limb percentage to drive treatment cost. Thanks to zedas for the input.
    2. wrayths
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      since i updated the mod, they disappeared from every dealer and doctor, medical guardians and surgical tubes. is it perhaps your personal choice or a problem? for me it is a problem, i play in survival mode and this lack creates many problems for me. if you can not fix the error, could you at least insert the previous version in the downloads? thanks
  3. zedas
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    Nice work. Good to see Triage getting some love. I just finished a playthrough and found Triage is a great little mod to deepen immersion and gameplay, but without being too overbearing. Had a look through your update and I've got a couple points you might like to look at. (some of these are carry over from the original)

    -You may want to consider carrying over some fixes from the unofficial patch. Cutter (000156A3) has a doubled outfit that can be removed. Without looking too close at them I think you've done your own thing for when the doctors talk about/decline healing, so I guess you could skip those fixes.

    -You've got Identical to Masters in a number of dialouge items that need cleaning. The likelyhood of conflicts in those is low at this stage of Fallout 3 modding, but better safe than sorry.

    -You have two Identical to Masters in the Megaton Clinic cell

    -Doc Church has vendor chests deleted (000B4206, 000B41CD, 000B41FD formIDList removal). I assume this was done so Doc Church only sells medical stuff and doesn't have a ton of starting caps for you to game the system with. These items should be set to initially disabled instead of deleted. Not likely these days, but if another mod goes looking for those chests it could crash the game. The FormID List change should be reverted then the mod doesn't have to worry about compatibility issues with touching the vendor chest form list.

    -The cap value change of MedicalBraceNew (0003A73A) was I think to bring it in line with the other medical items' value. Not that it's used more than one place, but consistency and all that.
    Also if you're switching those medical items back to default values then I think you'd want to remove those Identical To Master records from your mod.

    -Doctor Preston sells an owned version of the triage medical brace which I assume was a mistake (container 07012CD8).

    -Object Bounds (OBND) of Red (00025251) are changed. Not a huge deal, but not necessary either.

    -Noticed you recommend Amplified Crippled Effects. Might wanna watch that one as that mod has dirty edits to all creatures and version 2.1beta additionally breaks Agatha's house and quest. Both versions need cleaning and fixing (could be a new project to take on hehe).
    1. clockmon
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      Thanks for the input - wow, very detailed. I was not aware of all these issues, and will take a look and see if I can do anything. It may be a while before another release, as I'm trying to move on to playing FO4 for the first time (yup, I'm a little behind).
      - Identical records in the Doctor Dialogue - for some reason the dialogue wasn't working as intended unless I put all of them in.
      - As for their pricing, I decided on a simple solution that was intended to be consistent. I wanted to make the price vary with limb condition as with health, but could not get that to work. Beyond my skills.
      - I'm not as familiar with form lists and containers so will have to get educated on them before attempting any changes. I left those in the original's form due to that reason.
      - Most of my headaches came from the SleepWaitScript due to the numerous possibilities.
      - If you have any other specifics on what to change specifically in records or scripts, please send me an e-mail via Nexus. Otherwise I may spend a lot of time plodding along. Thanks!
  4. jackstorm79
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    Getting ready to do a re-install and Triage is one of my goto's. Very nice timing on this. Will be testing it out
  5. clockmon
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    Uploaded a clean V1. The previous one had Doctor Dialogue records with the PNAM-Prev INFO filled in due to game play. These should get overwritten when you play it, but I cleared them out for a fresh start just in case. Doctors charge one price for limb injuries only, and other prices based on the health status, regardless of the limb conditions.

    I tested this as much as I could, but there are combinations I may not have anticipated. Let me know if you find anything. Enjoy!

    Also, you don't need the original Triage as this is a stand-alone upgraded version. Many thanks to Kearsage for his mod, which was in my base load. Loved it!
  6. User_61501986
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    Thank you for this.