Borrows the idea from Stimpacked (https://www.nexusmods.com/fallout4/mods/72818) to make stimpacks necessary in survival by limiting the amount of health one can heal by dividing the health into segments
From v1.1 up - Not too sure if you can skip that...
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
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Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
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Changelogs
Version 1.6
fix HUD disappearing
Version 1.5
new UI
Version 1.4
fix major mod breaking bug introduced in 1.3
Version 1.3
added option to toggle HUD on or off in MCM
added options for placing the HUD
solve some racecondition bugs
Version 1.2
add dynamic HUD overlay to visualize the segments - needs HUDFramework dependency
Version 1.1
MCM support for changing segment count + poll interval
Version 1.0
initial version supporting only 2 segments
In contrast to stimpacked this does only prevent item healing from other items than stimpacks when injured - sleeping will still heal you full. Also all the other features of stimpacked are not and will not be implemented in this mod. This mod uses only scripting to accomplish this goal to be as compatible to other mods as possible.
Features of newer versions: With Version 1.1 the segment count is adjustable via MCM (between 2 and 4 segments) as well as the internal poll count for checking for unallowed healing. With Version 1.2 the segments are dynamically visualized in the HUD (nothing fancy but should do the job) With Version 1.5 there comes a better and more minimal UI that should be way more compatible with UI mods and is updating to MCM changes . As long as the health bar is still horizontal this should work... tell me if it doesn't :)
Details on the math: The calculation is based on the base health (your maximum health without any temporary buffs or debuffs). So for example if you get buffed by 100 max HP it will still calculate the segments according to the base health. Assuming you're at full health that means that you can lose those 100 HP without affecting the segments and your healing ability. The same principle applies to debuffs like radiation. This is different to how stimpacked works which atm calculates the segments on max health. -> With v1.2 you can see the segments change according to the max/base health in the HPbar (only with HUDFramework dependency) - Pop a buffout and the segments should shrink to the left - vice versa for any debuffs (also our lovely molerat disease :) ) See it here at the end of the video:
This mod may need F4SE and needs MCM from version 1.1 on. Not too sure what happens if you don't have MCM but please if someone wants to try without it let me know if it works.
Thanks: Kudos to WhiskyTangoFawks for his idea and his mod - would it be working for my load order and would not buff the health I'd still be using it. registrator2000 for HUDFramework and it's documentation and open source code The creators of https://github.com/F4CF/Interface The creators of Haxe - no you don't need some expensive Adobe software to write actionscript stuff... (see the article sections if you want to know more) And probably someone I've forgotten during the development phase...