Fallout 4

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BubbaStacks

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Bubbastacks

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20 comments

  1. Keukotis
    Keukotis
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    • 199 kudos
    Thank you for updating this to work. I was having a discussion about how much I hate needles with my wife tonight and I thought I'd see if anyone made something that might help me with that regarding this game. I know these still inject, but I don't have to see the giant needle and that helps. Awesome stuff. I did rename the meshes to their original names so I don't need the ESP. Why did you include it and not just override the old meshes?
    1. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Hey, I appreciate it thank you for the kind words. Glad it serves you with a purpose. 
      The ESP was left due to how the original mod was made, it used two mesh's to overwrite three causing multiple issues which I fixed.
      It's not really needed and could be a "replacer" now, but I left it as is in honor of the original creator. What you did is an easy work around, or it could be just marked as ESL if need be. 😁
    2. KForKasper
      KForKasper
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      what did you rename it to if you dont mind me asking, as im trying to get rid of the esp myself
    3. Bubbastacks
      Bubbastacks
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      • 8 kudos
      New version does exactly that. Enjoy! 😀
  2. mdsgeistt
    mdsgeistt
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    • 7 kudos
    Hi there, thanks for this!!! 

    Wanted to ask, anyway to have it not replace but just be in my directory to put on custom outfits? 
    1. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Of course. 😁

      Yes, you can achieve this by going to your Meshs folder and Textures folder in your Fallout 4 directory then creating a new folder in each named "NewStim" or something recognizable. After, you'll want to drag the Meshs and Textures from this mod into the respective folders you've just created. Now that they are in your game but not implemented, you are free to add the Stimpak Meshs to any outfit. I recommend using the n_Stimpak_01.nif to do so as its the world model with no animation strings attached to it. Most importantly, don't forget to re-weight the mesh when attaching to an outfit! Best of luck!
  3. KamichamaKevin
    KamichamaKevin
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    Well I didn't specially search for this, but somehow stumbling over it I kinda want it.

    Because actually the vanilla stimps are looking rusty and really dirty- Now for
    real, would you risk to stab you with such a rusty unsanitary looking needle?

    It would be also just logical to use materials for medical stuff which would be resistand against external impacts. 
    1. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Thank you, I agree completely.
      Tetanus?
      Not Today!!! 😎
  4. MarrockV
    MarrockV
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    • 3 kudos
    The Stop Eating Scrap mod gives you empty stimpaks that can be scrapped or reused, with this mod installed it's still showing the vanilla stimpaks as the empty ones.

    Any suggestions on how I can fix it?

    ETA; I figured it out, just had to go in and change the nif that SES uses for the empty stimpak.
  5. ayylmao3210
    ayylmao3210
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    • 4 kudos
    I don't know why, but I can't seem to be able to take them, nor grab, nor shoot to try and move them, nothing. I can see them, and they clip a little where they usually are (mainly on tables and such) but can't interact with them. I still can use them when picked up from bodies or containers, but cannot do anything with the ones placed on the world. Also, I tested with just this mod enabled and nothing else.
    EDIT: When dropping them from my inventory, they float, and have no collision.
    1. ayylmao3210
      ayylmao3210
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      Okay, I found the fix. Physics nodes aren't there on the n_Stimpak.nif, such as BSXFlags and bhkNPCollisionObject, which I took from the original stimpak nif. It doesn't have accurate collisions, but it works.
      EDIT: I also found out that the esp might not be necessary? I replaced the original game files and it seems to work, but not really sure about it.
    2. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Hey thanks, I didn't realize I uploaded the unedited n_Stimpak.nif while formatting it. Fix Incoming. 😁
      As to the ESP its only required in this instance because the replacer files don't have the same title as the files being replaced.
      You could do as you did since it's another workaround or just mark as light plugin in Vortex.
  6. Diakyuto
    Diakyuto
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    • 131 kudos
    THANK YOU. I always like this little model. It would go great with a diluted stimpack mod so that these can be pre-war Stims. Great Work!
    Edit: Why are the permissions so locked? The original model was open perms. At least make it open for Modification for people to use in patches. 
    Edit 2: Okay those permissions are more reasonable now. Thank you!
    1. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Thanks! 😁
  7. Shiny428
    Shiny428
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    Is the only difference between this and the original 3rd person models and optional colors?
    1. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Repositioned, reformatted and new colors. not really optional since I didn't add the original texture.
  8. yoshii5635
    yoshii5635
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    • 2 kudos
    wow glad to see someone pick this up good job! i got question tho, does it fix the invisible model when stimpak companion or other npc? the old mod only work for player and only in 1st person...still using the old 1 tho since this 1 of the best replacer for stimpak
    1. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Thank you. Yes, the Stimpak not appearing on Npc's should be fixed as it was linked to the invisible 3rd person mesh issue.
  9. electrolightning
    electrolightning
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    • 0 kudos
    Great mod! Sadly It doesn't perfectly fit WarfightersWorkshop's stimpak animation replacer.
    1. Bubbastacks
      Bubbastacks
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      • 8 kudos
      Tested beforehand and it's in how the models are built, the Bethesda Stim has 3 different mesh's within itself and the animation you mentioned was made for the Bethesda Stim. Though PJs only has 1 mesh making it incorrectly placed when used with the animation replacer