Fallout 4
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Deikun

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Deikun

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About this mod

Survivalist Medic Perk is designed to replace the vanilla Medic perks to fit more in line with survival mode while still keeping the challenge intact. Each point into the perk will knock off 10 seconds to heal, with the last two levels increasing healing done by 50% and 100% respectively.

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Vanilla survival healing speeds are stupidly slow, so much so that needing to heal outright stops combat while you go and hide for several minutes to heal up. That may be for some people but I hate that with a passion. At least enough to actually make my first mod to fix it. Survivalist Medic Perk aims to change the Medic perk to act as a kind of second 'branch' compared to vanilla, where instead of healing and rad reduction potency it increases the speed of each. Here's how the two compare:
______________Vanilla_____________

  • 0 perk points: 30% healing over 50 seconds 
  • 1 Perk point :  40% healing over 50 seconds
  • 2 perk points: 60% healing over 50 seconds
  • 3 perk points: 80% healing over 50 seconds
  • 4 perk points: 100% healing over 20 seconds
_____________Modded_____________

  • 0 perk points: 30% healing over 50 seconds
  • 1 Perk point :  30% healing over 40 seconds
  • 2 perk points: 30% healing over 30 seconds
  • 3 perk points: 45% healing over 20 seconds
  • 4 perk points: 60% healing over 10 seconds

Non-survival healing speed is 5 seconds, so max rank ends at double that. I wanted to keep the healing bonus relatively low so as to still require multiple Stimpak uses for heavy damage and faster healing. This should keep you using Stimpaks relatively regularly since they now have an edge on food/water in that they'll outright get you healed faster than just drinking the water you'd need to afterwards anyway. I wanted to also add in an effect to lessen the thirst/hunger cost to make using them even more desirable but I couldn't figure out how, if you know please good god tell me. 

Conflicts & Issues
Should be very little issues or conflicts. This exclusively edits the four medic perks, so anything touching those will obviously conflict. The biggest issue I foresee is that since healing calculations worked in a bit of a weird way I had to brute force the final healing values, so the end healing might not be perfectly correct, but vanilla isn't either. If you want to test this for yourself at different perk points or levels you can: 
  • Note your starting HP and your max HP
  • Heal yourself - Note final HP
  • use this basic formula to get a rough percentage healed: (Final HP - Starting HP)/Max HP 
The first two digits will be your percentage healed (you can just multiply that by 100 to get the final percentage, too). A few percentages off isn't a huge deal (for instance perk 4 heals about 63% not 60), but if there's any levels where these numbers start getting whack let me know.

Another potential issue is that I didn't test this for non-survival! I have no idea what it'll do in vanilla, just probably not be very useful, but that'll be ground you'll have to tread on your own.