Fallout 4

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Jviole And AidanWatts3D

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JViole7

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About this mod

This mod adds 9 new combat stims to the game for late-game use, with fully functional 1st person animations. They can be obtained from two boxes found in the institute that refresh every 24 hours and from the institute vendor for a hefty price. (Update - Added more stims to new locations check changelog)

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Changelogs
Med Tek Stimulants' design is very reminiscent of Tarkov, so many of their effects are based on Tarkov's mechanics. 
 
  
EFFECTS


Painkiller Effect - This effect restores your crippled limbs a small amount and prevents them from being crippled again for a short period of time. Great for getting your mobility back to avoid gunfire.

Side Effect - A Side Effect of a given Stimulant, when mentioned in this mod, is a secondary effect that occurs after the Buffs wear off and can last for varying amounts of time based on the Stimulant. I wanted to avoid using the addiction mechanic since it doesn't fit the theme of the stimulants, so Side Effects are my take on an alternative.

STIMULANTS


1. Med X Stim - This is the most basic Stimulant. It gives the user The Painkiller Effect and 15 Damage Resistance, which is less than vanilla Med X gives but lasts for 300 seconds. The downside to this Stim is a great deal of dehydration for survival players.

2. Med X Regenerative Stim - For anyone who plays Tarkov, this would be your Propital. It adds The Painkiller Effect while giving 20 damage resistance and a heal over time of 0.5 for 300 seconds. It comes with a Side Effect of Tunnel Vision, which makes it difficult for the user to see, achieved by darkening the screen and increasing hip fire spray. It also causes dehydration.

3. E-MT Regenerative Stim - This gives you +6 health per second for the 60s, giving you a healthy amount of healing in the middle of a firefight where you're not trying to heal in the middle of it as well as giving you 3 END for 60s with a Side Effect of -10 HP and -1 END and making the player dehydrated.

4. MT-P22 Stim - Reduces incoming damage by 20%, gives +3 END, fortifies health +30, and increases accuracy for 60 seconds with a Side Effect of dehydration and -1 END.

5. MT-K-14 Stim - +3 PER +1 STR +1 LCK and +10 AP Regen. Side Effects of dehydration and Increased Weapon Spray.

6. MT-6 Stim - This is a personal favorite since, after taking it, you can run for what feels like forever! +20 AP Regen, Fortify AP +40, 50% Reduced Sprint Cost. Side Effect Increased Weapon Spray as well as pretty severe tunnel vision.

7. MT-1 Stim - +4 STR +4 END negative effect is dehydration.

8. Orderlys Stim - +2 CHR, +1 END, +1 STR, AP Regen +5. This Stim has a 25% chance of each of the following negative effects, meaning the user could end up with all three of them, none of them, or any combination of them: -3 INT, -2 PER, or increase incoming damage by 20%. It also causes dehydration.

9. MULE - Increase Carry Weight +100, but the player will take 20% more damage, and using will cause dehydration.

FAQ


Q: Will you add more stims from Tarkov?
A: Yes, I do plan on doing an update further in the future to add some new textures as well as some new stims

Q: Will you make a patch for MAIM?
A: I might end up making a patch if Eclix has absolutely no desire, but I am hoping Eclix wants to implement it into the base of MAIM

Q: Why are there no third-person animations?
A: I am not an animator, but if someone wants to make an animation for it, I am more than willing to add it to the mod :)


CREDITS:

AidanWatts3D - Models and Textures (genuinely excellent to work with)
eclix - Help with all the magical effects
DaltonTheWarlock - Helping with testing as well as editing the meshes for animations. Overall a super great friend who has kept me sane through this process
MrLameGaming - For the incredible reanimated stimpak resource, I used and edited for the Stimulants
Msalaba - For pretty much all the scripts and help with them
meysamkhr - for their awesome agony mod, and I was able to figure out how even to do the animations