Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is a complete overhaul and rebalancing of doctor/sleep/Endurance/Infirmary healing and rad removal, doctor radiation removal, radiation dispersal over time, Infirmary Detox, and addiction removal.

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  • Russian
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Overview:
This is a complete overhaul of doctor/sleep/Endurance/Infirmary healing and rad removal, doctor radiation removal, radiation dispersal over time, and addiction removal.

This mod takes inspiration from Radiation Decay, No Cure, Rested Not Cured, OneBody, and Alternative Endurance Health Regen, though I've radically adjusted, refactored, replaced, or expanded most of the design notions of those mods.

The new features present in each of these mechanics can all be turned off, and vanilla functionality can be restored to any facet that has been modified.
(With the exception of Endurance health regen, which will always stay per-point if active and not revert to only applying at 5 END and above)

Features:

Health Regeneration
  • Endurance regeneration is a flat rate per point, and it's more substantial than vanilla's negligible amount.
  • Regeneration during combat is off by default.
  • The amount of regeneration provided is reduced as your collective limb health goes down.
  • Companions receive endurance healing as well.
  • Limb health will be regenerated instead of health once you reach full health. The amount regenerated will be equivalent to how much your health would have regenerated if you were below max health, divided by the number of non-full health/crippled limbs.
Radiation Decay
  • Rad decay is related to Agility by default, but it can be switched to Endurance.
    The idea behind this is that Agility generally affects how fast your character does things, which arguably implies a faster metabolism or the like, which feels like a good fit for the rate at which your body can disperse radiation.
  • Decay during combat is off by default.
Doctors
  • Doctors no longer heal all of your health/limbs/radiation, or permanently clear all addictions. Instead, each transaction will restore a partial degree of health/limb health/radiation, and the addiction treatment will grant you a number of Fixer doses instead of clearing them completely.
  • Doctors will heal 20% of your health and each limb's health per transaction.
  • Doctors will heal anywhere from 150-250 rads per transaction.
  • By default, both radiation and health transactions will advance your hardcore needs a substantial degree.
Addiction
  • Instead of doctors (or Fixer in vanilla) being the only way to clear addictions, addictions will clear on their own after three days of experiencing withdrawal. Taking the chem you're addicted to during that period will reset the timer. The timer does not start until the withdrawal effect becomes active, which will be once the instance of the chem that you took which started the addiction wears off.
  • Doctors grant six doses of Fixer when you do an addiction transaction with them.
  • Using Fixer will not affect the timer for addictions to clear in any way, allowing you to freely use them to abate symptoms and make it easier to handle withdrawal.
Sleep
  • Sleeping will restore health per-hour slept. The base amount is 3% per hour.
  • Your radiation level will diminish the degree of healing. Hardcore needs will also affect your healing, but only once you have a degree of starvation/dehydration active when you go to sleep.
  • By default, crippled limbs will not always be healed while sleeping - instead, each hour of sleep will instigate a Luck roll, and if it succeeds, one crippled limb will be restored by a value equal to your Endurance, at cost of one hour's calculated health restoration.
  • Non-crippled limbs will be healed a small amount per hour slept. Limbs that were healed off of a crippled state by a Luck roll as stated above will not experience any additional limb healing for that period of sleep.
  • Companions will receive healing when sleep occurs as well.
    Sleep healing is balanced to compliment endurance health regeneration, as both will occur during the time that you sleep.
Infirmary
  • The Infirmary will allow you to basically get one free calculated doctor heal/radiation removal per day, akin to the doctor healing specified above - though it's effectiveness is altered by your Medicine skill.
  • Performing any operation at the Infirmary will advance time by one hour.
  • The Infirmary can be used to heal companions.
  • Using the Lab to "De-Toxify" will provide Fixer in the same way as described above in the Doctors section.
  • The amount of chems provided by the "new compound" option at the Lab is configurable, as well as the time it takes to create them.
  • The De-Toxify option of the Lab has been overhauled. There are two functions it can provide: multiple doses of Fixer, like a doctor, and it can also reduce the remaining duration of each of your ongoing addictions. This can be associated with a health and/or needs penalty, and both functions can be enabled at the same time.
Trait Respec
  • Since some of the changes made for other aspects of this mod overwrite a few scripts that handle trait respec options, a dynamic scripted method of removing traits is required, as the vanilla method does not account for mod-added traits.

Customization:
Nearly every facet of the mod can be configured in the config ini.

Requirements:
JIP LN, xNVSE, Johnny, ShowOff, the usual stuff.
JIP's uNPCPerks setting must be 1 or 2 for the companion health regeneration feature to work. I recommend 1, as 2 can result in strange behavior, because the automated perk distribution can distribute perks which aren't intended for non-player use.

Installation:
Regular installation.
Please endorse and vote if you appreciate the mod.

Compatibility:
Any mod-added doctors that use the vanilla SetStage command on one of the Doctors quests to handle healing in the same way that vanilla doctors do will inherently abide this mod's changes. Any mod that handles doctor/bed/infirmary healing using other methods than the vanilla ones will not abide these changes.

Limitations:
I wanted to create a system where you could commission doctors to heal companions, but there's too many circumstances where doctors providing that service wouldn't make sense (in jail or such) and I didn't want to have to script to account for all of those conditions.
I was planning to have Charisma provide you extra doses of Fixer from human doctors, but there's instances of robots calling the same doctor stage as humans, and I don't want to go editing dialog stuff much.

Bugs:
Please post bugs in the bugs tab, not the posts. I get a notification when bugs are posted, but I have too many mods to keep up on the posts on all of them routinely.

Under The Hood:
Though I don't expect it to be used much, I dispatched a few events coordinating to circumstances that this mod handles, both for my ease of use, as well as the convenience of other mod authors that wish to interact with things this mod touches without necessarily needing to require this mod or patch it's scripting directly.
The event "ChemSetCraft" is dispatched when the My First Laboratory chems are disbursed to the player. The vanilla chem reward is commented out.
The event "AddictionDispersal" is dispatched when the the player initiates a doctor or My First Laboratory addiction transaction.
The event "TraitRespec" is dispatched when a trait respec occurs.
Each of these events can be turned off in the config ini, for cases where any other author may want to provide different scripting for each event.

Questions:
MCM configuration?
No. It's an outdated and clumsy method of implementing customization, and it's not worth my time to implement in comparison to the quick and easy alternative of .ini configuration.
Have doctors heal companions when they heal the player?
The fact that I can't associate the cost of healing with the amount of characters being healed makes me not want to.
What's the difference between this and ___ mod that this was inspired by?

No Cure:
I added the hardcore needs penalties that I included in my No Cure Tweaked variant of that mod previously.
The trait respec function is basically identical to the one featured there, which was originally created by Ludark.

Alt Endurance Health Regen:
This mod had a base flat rate that any character would regenerate, with an added Endurance based modifier on top of that. I excised the base amount, added the combat exclusion, and added the limb health modifier to regeneration. I also allowed companions to receive limb healing.

OneBody:
The only design inspiration from that mod that is present in any form here is just the notion of limb health affecting other vital factors. That mod dealt health damage when limbs were crippled, and healed non-crippled limbs over time. I instead elected to have overall limb health affect health regeneration, and sleep is the only free limb healing option available.

Radiation Decay:
I made radiation dispersal related to player stats, added the combat exclusion, and implemented it in a different way, so that waiting and sleeping will have the appropriate amount of radiation removed.

Rested Not Cured:
I altered the scripting to account for all instances of sleeping rather than just sleeping in owned beds, removed the health and limb health cap threshold for potential healing, tuned the values to work well in tandem with Endurance regen, completely reworked and added to the crippled limb handling, split the radiation and hardcore need effects on sleep, altered the hardcore need healing effect threshold to only be turned on once the player is the target of a needs penalty, and provided healing to companions when sleep occurs.

Upcoming Versions:
I may make a system for forcing the player to take items that they're addicted to every once in a while during withdrawal, but I'm not sure if I will.

Credits:
Large aspects of No Cure were used directly. Credits to ZeBumper, Ludark, and Karthanistyr.
The notion of limb health affecting other vital stats was inspired by Huerta's OneBody, though the only design facet of that mod that was used here at all is introducing limb regen, though I used a completely different method of implementation and chained it into the health regeneration system.
OrigamiPhoenix's Alternative Endurance Health Regen's actor effect/perk style of health regeneration was used as the core implementation of that system, though I substantially modified it and synced in other design tenets in this mod into that system.
krypto5863's Rested Not Cured provided the window into how sleep healing is handled and how to interface with it - without that mod, I wouldn't have known how to engage with sleep healing at all. Many of it's particular configuration options were kept, though a number were also added or removed.
Lime's Radiation Decay prompted me to handle radiation dispersal in a similar way to endurance regen, though I used a completely different implementation from that mod entirely. Permission to include that functionality was requested and granted.
I initially planned and asked to include my port and upgrade to MrSlackPants' Infirmary Overhaul in this mod, but shortly into development I decided to completely refactor the infirmary to instead use tenets and core structures of my changes to doctor healing instead.

Permissions:
Do whatever.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.