Fallout 4
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Babaloo321

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  1. Babaloo321
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    FOR USERS OF V1.0.0 OF THE FILE "WIR - Vanilla Weapon and Effect Additions":

    PLEASE UPDATE TO AT LEAST V1.1.0 OF THAT FILE IF YOU ARE USING V1.1.0 OF THE MAIN FILE, AS V1.0.0 OF "WIR - Vanilla Weapon and Effect Additions" IS NO LONGER COMPATIBLE WITH V1.1.0 OF THE MAIN FILE!
  2. Olioster
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    Is it intended that the Medic perk does absolutely nothing for regular Stimpaks?

    EDIT: Nevermind, I thought I had properly resolved all conflicts but I hadn't.
    1. Babaloo321
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      No, you were correct. Unfortunately, I didn't realize that the new Stimpak healing effect that I added in v1.2.1 (To attempt to bypass the forced limb healing of the old, vanilla effect) wouldn't work the same as the old one. Apparently, what makes the Stimpack MGEF Archetype unique is that it makes the ingestible heal based on a percentage of total health, scaling up as level and endurance increase.

      It seems that it's not possible to remove limb healing from Stimpaks while having it heal like a Stimpak, that being by total health percentage, and not by a flat amount (You really don't want that).

      I've tested this all night, and I've come to the conclusion that any way forward in fixing this would be far beyond my current level of skill in modding. I've added back the original Stimpack healing effect, but this also means that Stimpaks will continue to heal limbs for the time being.
    2. Olioster
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      I see what you're saying. Taking ranks in Medic did increase stimpak heals but not by a percentage of your maximum health and it wasn't an intended change, just a side effect of you trying to make stimpaks not heal limbs.
    3. MikeBreezy92
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      I tried to do this ages ago and found it worked through a full playthrough fine. It forced you to use the other healing items more and the new stuff like Super Stims. Is there a way we can just keep the non-percentage rate. 
    4. Babaloo321
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      Good news! This issue is now fixed with the release of Stimpaks - Heal No Limbs - F4SE by Zzyxzz!

      I will update the mod soon to forward the changes they made to the Stimpak item, and add them to the auto-inject Stimpak, as well.

      That mod will be required going forward.

      Edit: Uploaded!
  3. Zeppelin1996
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    Any chance for a patch to make the items drop less?  I'm using Damn Apocalypse and I'm afraid that this mod would throw off the loot balance in my game.
    1. Grundz
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      Have always used the two together, it's really not that bad. Nuka Cola machines still only rarely have anything in them (2 bottles if you're lucky, 3 if you're super lucky, most times nothing.)

      It's not dropping anything you couldn't easily craft anyway.
  4. corpseletter
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    Anyone using this with Lunar Fallout Overhaul? Seems I'm always crashing on a reload with both activated.
  5. funkkymonkey
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    For those interested in the mod but not the stimpack changes, V1.2.2 seems to work "fine'. 

    To the author, I appreciate the continuation of this mod, but requiring the use of such a drastic mod is stepping into the territory of overhaul. 
    In respect to emulating FNV, the misery of being unable to heal limbs was not a feature of that game, as stimpacks always healed minute amounts or could be applied directly to limbs.  It seems a forked version or a branched overhaul mod might be more appropriate for this specific change.
    1. ExiledEye
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      Stimpak (Fallout: New Vegas) | Fallout Wiki | Fandom
      Stimpak in NW did not heal crippled limbs in hardcore.
      Wasteland imports also introduces things like hydra, doctor's bag and super stimpak so you can heal limbs with that, otherwise you wont use them.
      You can also use a mod like Wasteland Medic which adds additional aid items, in particular the splint kit to heal limbs.
      I am playing with Hit 'Em Where It Hurts and Realistic Crippled Limbs Effects while having NPCs Use Items in survival and this "combo" of mods work very well for me, ofc it makes the game harder in certain ways.
  6. AntonyDamned
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    Conflicts with AWCKR. It is not possible to load quick saves permanent CTD. Moreover, it is not clear at all why they may conflict, there is nothing criminal in FO4Edit.
    1. JbutterZJ12
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      please dont use AWCKR. the mod is outdated and the newer mods in the last 2 years and forwardgoing may conflict very much. awckr is 4 years not updated and we now had a big game updated that changed a lot of code, we have robcop patcher which will make  modding easier in the next 2 years, or at least the user modding.  awckr has one mod its worth getting for, thats armorsmith extended, but if u read its description you dont want or need 14 out of 15 things it does. and its incompatible with some better mods. dont use it if u plan to mod heavily and use newer mods. it can break ur game randomly 60hrs in and even after uninstalling the mod i would say reinstall the whole game.
  7. corpseletter
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    Slight incompatibility with True Perks' Locksmith changes. Had to take the nuclear option and remove the 'Force Lock' perk from my character and the formlist. It conflicts with TP's Locksmith (allows you to bypass lower tier locks, somehow this is blocked with the Force Lock prompt).

    I am doodoo.
  8. Julemn
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    The latest version CTDs for me :/
    1. TripleJWDog
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      Same here. I can get to the main menu, but when I load, the game crashes.
    2. Julemn
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      Oh, I can't even get that far...
    3. TripleJWDog
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      Weird. I wonder what the issue is?

      On a side note, I reverted to the last update and was able to load into the game just fine.
    4. Babaloo321
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      For v2.4 literally all I did was delete 1 record that didn't even originate from my mod and didn't contain any changes from me, so it must be something else on your end.

      I have never had a single ctd while testing this mod, so I really don't know what the problem could be.
    5. Julemn
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      I did change one thing, I switched to the RobCO version of the stimpacks mod, I could try and see if that's the issue
    6. Babaloo321
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      I just looked, and the RobCo Patcher version has a different plugin name than the Normal version. My mod has the normal version as a master, so the game won't load without it.

      I guess I'll update the mod to make the RobCo Patcher version a requirement, instead of the Normal version.
  9. havokwing1978
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    I like to use this but could you make an option to keep the original name of the items. Not really a fan of the name changes.
    1. Julemn
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      This is really easy to revert yourself using xEdit/FO4Edit, there are many tutorials out there for it :)
  10. thehivebrain
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    Too many useless changes like renaming chems and making most everything addictive.  The change to stimpaks is a deal breaker. Removed this and its predecessors from load order.
  11. MegaDarkArchon
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    Is the VATS freeze fix still required if not playing survival? I started getting frequent freezes in VATS after installing it for this mod. I am not sure what effect the Survival Configuration menu would have on a non survival game (if any) or if I can safely switch them out mid-playthrough
  12. Xeniu
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    Would it be possible for you to move all stimpack changes to separate mod for people using mods like maim/bld in case they could cause conflicts?