Attention. After giving it some thought and talking with my friends in the community, I have decided to take the following course of action.
Most of my mods have been unhidden for the time being. I have received an overwhelming amount of support from so many users who have sent well wishes, and I appreciate this more than you know. I will no longer be providing support or updates for my mods until Nexus issues can be resolved. Please do not pm me for info regarding this, I will provide more info as I have it.
Please do not post one sentence comments like "doesn't work" or "XYZ part of the mod is broken", do not post comments before reading the description and this post. Check the comments section to see if your question has been answered. If you have a specific question, and you have tested on a vanilla game, with all requirements installed, and your framerate is locked to 60FPS, feel free to ask me. Please leave a detailed description of what you did to recreate the issue, and what you think, if anything, might be causing it.
1.2 actually working tourniquets now lol Fixed broken isSwimming check - Thanks Zebumper! Added tourniquet animation to tourniquets (duh) cleaned up some script typos
I generally try very hard not to touch any vanilla records, but I decided to remove the auto injection on tourniquets and change the sound effect. It's partially cuz I think auto injection of a tourniquet is stupid, and partially because when battles are intense and frame rates aren't consistent automatically being forced to holster your weapon to apply a tourniquet is bad. Also the tourniquet object is a little flaky and occasionally goes invisible. I forwarded all the script changes from YUP so no worries there. It will need a patch for Dust though since I cant change the sound effect the same way I did with other chems as mentioned. I will need to think on a way to handle it differently, but for now it overwrites a single chem and I will make a dust patch soon. If enough people have an issue with this change I'll make a version that excludes tourniquet animations as well and just use them for doctors bags.
Sometimes after using drugs, my inventory gets clugged with a few mod related unplayable weapon-ish items. I usually drop and disable them but is there a way to prevent it?
Ok so this mod works great but there's a weid bug within my game. After using the chem, I equip a regular 9mm pistol for a split second then equip my previously unequipped weapon. Is there a fix for this?
No surprises there. Just give it a once over, maybe you'll come up with something. Bethesda engines almost always make trying new thins out impossible but look at what you've(and others) accomplished already. :D
Can you make it some the system always targets the lowest health limb, it pretty annoying to have to use the system 5 times because it wont heal your crippled limbs
Would it be possible for me to disable certain chem animations? I use a mod that makes alcohol remove rads, which therefore uses the injection animation inappropriately. I guess that deleting the animated object or weapon entries might do it, but it might also break it. I was also wondering about the viability of a version of this that uses the survival skill instead of medicine? It seems appropriate considering the manner of limb healing on display.
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The author has locked this comment topic for the time beingMost of my mods have been unhidden for the time being. I have received an overwhelming amount of support from so many users who have sent well wishes, and I appreciate this more than you know. I will no longer be providing support or updates for my mods until Nexus issues can be resolved. Please do not pm me for info regarding this, I will provide more info as I have it.
-Flip
1.3
Slight animation improvements
added config file for hotkey
removed unnecessary masters
1.2
actually working tourniquets now lol
Fixed broken isSwimming check - Thanks Zebumper!
Added tourniquet animation to tourniquets (duh)
cleaned up some script typos
I generally try very hard not to touch any vanilla records, but I decided to remove the auto injection on tourniquets and change the sound effect. It's partially cuz I think auto injection of a tourniquet is stupid, and partially because when battles are intense and frame rates aren't consistent automatically being forced to holster your weapon to apply a tourniquet is bad. Also the tourniquet object is a little flaky and occasionally goes invisible. I forwarded all the script changes from YUP so no worries there. It will need a patch for Dust though since I cant change the sound effect the same way I did with other chems as mentioned. I will need to think on a way to handle it differently, but for now it overwrites a single chem and I will make a dust patch soon. If enough people have an issue with this change I'll make a version that excludes tourniquet animations as well and just use them for doctors bags.
-Flip
thank you!!!!!!!!!!!!
Awesome mod by the way. I really appreciate it. It doesn't break the flow of combat but rather adds to it. :)
Edit: Just fyi, the bug only happens when weapons are out.
I was also wondering about the viability of a version of this that uses the survival skill instead of medicine? It seems appropriate considering the manner of limb healing on display.