07July14: Version 1.22 - Changed stimpak cooldown for Hardcore players to 10 seconds. - Fixed stimpak cooldown for non-Hardcore players. It is now 1 second.
The previous cooldown method was more organic, but flawed. If there was any healing being done by the RestoreHealth magic effect, you couldn't use a stimpak. But you get that magic effect when you eat or drink, not just when you use a stimpak. The nail in the coffin, though, was the Scorched Sierra Armor from Lonesome Road. Stimpaks would never fire for a player wearing that armor. Fixed now.
Regarding non-Hardcore players, I never tested this mod for non-Hardcore, never played non-Hardcore. Didn't even know the stimpaks worked differently in non-Hardcore. When I looked into it, though, things were strange. Non-hardcore players were suffering the same cooldown as Hardcore players, which shouldn't be possible since there is no HoT on the stimpaks. Turns out, through bug or laziness, non-Hardcore players get the same HoT as Hardcore players, it just heals for 0. So, for you non-Hardcore players, that long cooldown between stimpaks was not intended. There is now a cooldown of 1 second and that's really only there to avoid overlap.
I found that out after I used it. As it says in the description, I'd welcome something more appropriate to the function if anyone has the skill to texture or model.
This looks very cool. Is it compatible with Project New Vegas? PNV adds the Auto-Inject Stimpak/Super Stimpak to the workbench I think. Would love to download and endorse, but would like a confirmation.
Wouldn't it make more sense for it to be administered through a constant IV line? And why does the penetration force have to bruise if we're talking needles here? Unless that's the point - then disregard my comment. Anyway, great mod!
The bruising is the point for hardcore players. Sure, it could have been an IV line, but I can only work with what Robco made. You should take that up at the next Robco board meeting, though.
Just have to say you deserve mad kudos for this mod !!! I cant imagine playing new vegas without this mod in my load order now!!! Now I dont have to open my pipboy readius even half as much as before for healing and rad x and rad away ! Highly endorse this one,works like a charm
Antivenom is meant to be drunk, not injected. I'm not sure what would happen if you tried to inject it. Aside from that, to be complete I would need to include Honest Hearts. Though I suppose everyone has the main DLCs by now.
This is very handy in many situations in the game. For me, especially in highly irradiated areas (such as the The Courier's Mile), where if you don't pay close attention to your rad levels, you can sometimes receive a lethal dose in less than a minute.
You might want to expand this to also auto-inject Rad-X when the player enters an irradiated area (see GetRadiationLevel).
21 comments
Version 1.22
- Changed stimpak cooldown for Hardcore players to 10 seconds.
- Fixed stimpak cooldown for non-Hardcore players. It is now 1 second.
The previous cooldown method was more organic, but flawed. If there was any healing being done by the RestoreHealth magic effect, you couldn't use a stimpak. But you get that magic effect when you eat or drink, not just when you use a stimpak. The nail in the coffin, though, was the Scorched Sierra Armor from Lonesome Road. Stimpaks would never fire for a player wearing that armor. Fixed now.
Regarding non-Hardcore players, I never tested this mod for non-Hardcore, never played non-Hardcore. Didn't even know the stimpaks worked differently in non-Hardcore. When I looked into it, though, things were strange. Non-hardcore players were suffering the same cooldown as Hardcore players, which shouldn't be possible since there is no HoT on the stimpaks. Turns out, through bug or laziness, non-Hardcore players get the same HoT as Hardcore players, it just heals for 0. So, for you non-Hardcore players, that long cooldown between stimpaks was not intended. There is now a cooldown of 1 second and that's really only there to avoid overlap.
(I tried to set this up myself but failed; my GECK skills are very basic. I'll have to do a lot more reading!)
Given your options, dedication, and attention to detail, its no wonder this landed on the front page!
UPDATE:
Added Antivenom support.
You might want to expand this to also auto-inject Rad-X when the player enters an irradiated area (see GetRadiationLevel).
UPDATE: Added Rad-X support.