@Zzyxzz: Not sure if this is intended or not, but I'm checking in FO4Edit and MedX has the BC_MedX_ReducedLimbDamage effect, which I assume is the effect that is supposed to add 75% limb damage reduction, but it's set to 300 duration and 0.000 magnitude, I believe that magnitude should probably be something else?
Edit: nevermind, I miss the new perk you added, which is the one that multiplies the limb damage taken by 0.25, effectively reducing that damage by 75% as a net result. :thumbsup:
I was mostly checking MedX changed because I was thinking of removing the limb healing changes to Med-X and instead using this mod: Simple Bandage to heal limbs specifically, sounds like it could work well with Better Chems if I remove those changes to Med-X. Perhaps you might consider uploading an optional version of Better Chems that doesn't add limb healing to Med-X for other people who might be interested in doing the same but don't know their way around the CK or FO4Edit.
Edit 2: On second thought... I'm going to keep using Med-X to heal limbs, but I'm going to be reducing the effectiveness so that they function as a quick fix for limbs (only 30% limb condition restored, and only 25% limb dmg reduction for 300 seconds), this way if I need to patch myself up I can use Med-X to get by, and if I want a full limb heal I have to go to a doctor. I'm going to try to find a mod that also prevents limb healing after sleeping, or reduces the restoration to less than a full heal.
Love this mod, but would be great to se a version that either re-skinned Med-X to doctors kits or added a new doctors kit item for the limb healing like in FNV. I really like the simplicity of this mod compared to other more complex healing overhauls, but personally I'm not a fan of changing the established lore of what Med-X is/does.
Hard to believe there isn't a simple doctors kit mod available that just removes stimpak limb healing and adds those kits for crippled limbs, so many mods try and emulate established game mechanics in earlier Fallout titles and yet this one hasn't been made. Every other healing overhaul adds tonnes of new healing items and mechanics.
Fairly established Fallout lore is that Stimpaks can heal pretty much anything, no need for bandages, no need for splints etc, but what they can't heal needs to be fixed by a doctor or with a doctor's kit.
This mod comes the closest to the lore that I've seen, it's unfortunate to me that it doesn't go the whole way.
In any case I'm really thankful for your work and whilst would love to see a version close to what I described above, I will be using this mod over all the others for my healing mechanics from now on :)
So all you guys feel vanilla chems not OP enough lol
Fallout 4 is a game where you can be dancing with Behemoth around trees and exploit physically challenged residents like the deathclaw who needs a wheelchair to reach and kiss you. A game with +++ positivity.
You just need a better base install and better practices for managing your saves. My game is extremely stable and only crashes after placing several thousand objects in a 2-4 hr settlement building session and sometimes if too many explosions occur on screen(like 20 mines detonating) at the same time. To be fair; I'm playing with 10gb of RAM and 8gb of VRAM available to the game running at 1080p capped at 60fps and I do not use ENB. I won't say you shouldn't use ENB or an uncapped FPS but it CAN destabilize the engine. I will however tell you that you should absolutely avoid as many mods as possible that break pre-combines. A hand full won't kill your save but a dozen or more of them will.
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Edit: nevermind, I miss the new perk you added, which is the one that multiplies the limb damage taken by 0.25, effectively reducing that damage by 75% as a net result. :thumbsup:
I was mostly checking MedX changed because I was thinking of removing the limb healing changes to Med-X and instead using this mod: Simple Bandage to heal limbs specifically, sounds like it could work well with Better Chems if I remove those changes to Med-X. Perhaps you might consider uploading an optional version of Better Chems that doesn't add limb healing to Med-X for other people who might be interested in doing the same but don't know their way around the CK or FO4Edit.Edit 2: On second thought... I'm going to keep using Med-X to heal limbs, but I'm going to be reducing the effectiveness so that they function as a quick fix for limbs (only 30% limb condition restored, and only 25% limb dmg reduction for 300 seconds), this way if I need to patch myself up I can use Med-X to get by, and if I want a full limb heal I have to go to a doctor. I'm going to try to find a mod that also prevents limb healing after sleeping, or reduces the restoration to less than a full heal.
Anyway, thanks for the mod, endorsed. :)
Hard to believe there isn't a simple doctors kit mod available that just removes stimpak limb healing and adds those kits for crippled limbs, so many mods try and emulate established game mechanics in earlier Fallout titles and yet this one hasn't been made. Every other healing overhaul adds tonnes of new healing items and mechanics.
Fairly established Fallout lore is that Stimpaks can heal pretty much anything, no need for bandages, no need for splints etc, but what they can't heal needs to be fixed by a doctor or with a doctor's kit.
This mod comes the closest to the lore that I've seen, it's unfortunate to me that it doesn't go the whole way.
In any case I'm really thankful for your work and whilst would love to see a version close to what I described above, I will be using this mod over all the others for my healing mechanics from now on :)
Fallout 4 is a game where you can be dancing with Behemoth around trees and exploit physically challenged residents like the deathclaw who needs a wheelchair to reach and kiss you. A game with +++ positivity.
To be fair; I'm playing with 10gb of RAM and 8gb of VRAM available to the game running at 1080p capped at 60fps and I do not use ENB.
I won't say you shouldn't use ENB or an uncapped FPS but it CAN destabilize the engine. I will however tell you that you should absolutely avoid as many mods as possible that break pre-combines. A hand full won't kill your save but a dozen or more of them will.
Check out my base install detailed here--> https://forums.nexusmods.com/topic/13479364-overwhelmed-by-the-number-of-mods-came-back-to-play-in-april-2024/?do=findComment&comment=130420134