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Created by
TheDogDismemberer88Uploaded by
TheDogDismemberer88Virus scan
About this mod
This mod adds a cooldown of 40 seconds for stimpaks.
A Robco Patcher patch to adjust the cooldown time is included.
Extended version is out!
- Requirements
- Permissions and credits
- Changelogs
Known bugs that will not be fixed:
Using a stimpak without a cooldown on you closes the Pip-Boy(fixed).- Stimpaks do not display healing stats in inventory (effects are visible).
Potential bugs that were tested briefly:
- NPCs using stims without animations, or not using stims at all (I executed "equip.item stimpak" on them, and they used stims with animations, but that was all the testing I did :D).
- (Update) Vanilla NPCs seem to use stimpaks, be careful with mods that change their behaviour.
Compatibility issues:
- Any mod that modifies stimpaks (to fix it, delete all healing effects from the stimpak in FO4Edit, or keep this mod last in the load order).
- (Potential) Any equipping animations with stims + scripts, after fooling around EquipItem in Papyrus I'm not sure about anything.
— What's the matter? Why so many bugs for such a simple mod?
— I know! I started thinking it would be an easy walk (I had never modded before), but man, I was so wrong. At first, I wanted it to make it dead simple, and the first version of it was like that, but here we are. Well, at least it gives the impression that it "just works", which is cool.
If 40 seconds is too much for you, you can change it in the StimpakCooldown.esp.ini config file, don't forget to install the Robco Patcher first.
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Meet the Stimpak Cooldown Mechanic Extended! Stimpak Cooldown Mechanic but with a stimpak pool, 1,5 (one and a half) new features await you!
This mod is about twice as complex as the 1.2 version, so I decided to keep both versions, just because the old one works fine, and the new one for people who like to tinker with their playstyle.
What is the stimpak pool, that's the amount of stimpaks that you can use before you hit the cooldown.
The maximum possible pool cap is 5. It's hard coded, because i'm lazy, and more than 5 is pointless.
There's also a feature that prevents you from using stimpaks from the pool too quickly, it's disabled by default.
Added a readme on how to use it in the archive and on the mod page.
For obvious reasons, Active Effects on HUD does not work correctly with a pool greater than 1 in the extended version. I'm certainly not going to mod/patch the Effects on HUD mod, so... ¯\_(ツ)_/¯ try to live with it somehow.
This mod has a hard dependency on Lighthouse and Garden of Eden Papyrus extenders.
Optional: Active Effects on HUD — the indicator on the first pic.
Robco Patcher — for adjusting the cooldown time and patching a few strings to your liking.