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Pahanilmanlintu

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Pahanilmanlintu

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About this mod

Yet another take on player healing (covering sleeping, stimpack duration, \"My first infirmary/lab\" and HP amount).

Permissions and credits
Healing Rebalance Mod 1.1
by GoddamnHippie a.k.a. Pahanilmanlintu

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[size="4"]Kinda like news[/size]

2010-04-28 Wrye Bash has been ported to Fallout 3 by the name GaryBash, available here at Nexus. It makes pretty much all compatibility issues history, except in this case the scripts. But stuff like chem weights can just be merged, so this mod is more compatible than previously.

2010-04-28 I just realized that the sleeping script (one that prevents healing above 35% when sleeping) stops working if the PC has a perk that lowers their maximum HP amount. I'm not aware of any that do this though.
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[size="6"]Description[/size]
  • 1) Sleeping no longer heals above 35% HP or fixes damaged limbs at all.
  • 2) Stimpack effect works over a period of 5 secs (4 with the fast metabolism perk).
  • 3) Lowers the maximum HP amount a bit and makes it a tad more dependent on endurance.
  • 4) My first lab & my first infirmary need supplies (in player inventory).
    • 0-3 stimpacks for healing, depending on HP
    • 0-2 stimpacks for limb recovery
    • 0-4 radaways for radiation removal


The mod is split in 4 esps according to 1), 2), 3) and 4) above here. None of them are technically in any way dependent on each other.
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[size="6"]Reasoning[/size]

With this mod, there's less free healing (sleeping & the player home equipment) than before, so players like me who tend to over-optimize their actions at the expense of their own enjoyment feel more free to choose from the different alternatives instead of making trips to Megaton all the time. Going to a paid doctor close to where you are makes more sense with this mod. This is supposed to help immersion and it preserves item scarcity. If healing items aren't scarce, things never get interesting and you never feel vulnerable.

And since stimpacks don't work instantly, you have to be a bit more careful in combat. They still work quite fast though. Unfortunately there's still plenty of edible stuff that can heal pretty well, and i didn't want to make changes to too many items, so in that respect this is a compromise (in other words, no food items are changed in any way).

When you give stimpacks a duration, the game handles multiple stimpack uses by queuing them up rather than stacking the magnitude, so even though the duration for a single stimpack is fast, restoring a couple hundred HPs takes enough time to keep things interesting in a gunfight scenario. I did the same for alien biogel and adapted alien biogel from the Zeta DLC, so Zeta is a dependency. Those records are easy to remove with FO3Edit though.
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[size="6"]Implementation details[/size]

Infirmary + Lab

It uses stimpacks for 160 HP, like someone with a medicine skill of 150 (well not really, but if skills could raise above 100). "Minor wounds" (read: less than 50HP missing) don't require stimpacks, so you don't feel like you should wait till you have enough healing to do before using the infirmary. In practice, low level players can usually get by with one stimpack per healing if they sleep first to get 35% HP.

Same thing with limb repair - if damages total less than 90% of a single limb, you get full repair with no stimpacks used. Otherwise it takes one till 250 (that's two crippled limbs and one halfway down) and two after that.

For rads, the threshold is 100 and beyond that it takes one radaway for each 200 points of rads up to a maximum of 4 pcs (>700 rads).

Making the amount of healing/rad removal per item constant, low level players are favored somewhat, and the infirmary becomes a very important purchase for a new character fresh out of the vault. I think this works out well for game balance.

The lab uses one blood pack for detox, and there's a check to see if you got any addictions, so it's safe to try all of the options, just like with the infirmary functions. You don't have to think about optimizing your stimpack/radaway/bloodpack usage, just bang on all the buttons, and you get optimal use for your precious resources.

Stimpacks

Because stimpacks have a duration, there's the "Stimpack has worn off" message. Some people might find it annoying, but i didn't find a way to circumvent it. I think it's not bad though. If you queue up 5 stims during a battle, it's good to know when it wears out.

Sleepscript

This is quite similar in implementation to Triage, RI_sleep, NHsleep etc etc. The difference is that instead of limiting healing per time, this imposes a hard cap of 35% of max HP, and no limb healing. It has mostly the same annoyances too: during sleep when health gets damaged, the PC sometimes grunts in pain (if you have crippled limbs), and when resting is over, you might get the limb damage display flashing on screen. But i find that in practice this is not a problem.

Compared to these other mods, there's two minor improvements in there too. One; the health calculations work reliably even if you have perks that raise max HP because i didn't use the player.getbaseav function which doesn't take those into account. And two; you don't see the HP bar on hud dropping from full after the resting menu, because i handled the player.damageav in menumode. This latter idea is based on an example that Pelinor showed in response to questions by SteveDog in a thread (here). Also, my script seems to work well with "My Bed" too (knock on wood).

HP amount

1 pt of endurance gives 22 pts of HP instead of the old 20, BUT 1 levelup gives only 6 points instead of the old 10. Generally makes HP amount for high level characters lower, and for very low level characters it might be very slightly higher, depending on endurance.
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[size="6"]Recommended mods to go with this[/size]

I recommend something to make stimpacks and/or meds in general a bit more rare in loot lists.

I also wanted to make using paid doctor services cheaper, but the prices are tied to specific voiced dialogue ("that'll cost you fifty caps", or somesuch), so i haven't done that. BUT, making meds rare and more expensive would make paid doctors seem cheaper in comparison, although that would affect the whole economic balance.

Anyway, for both above points i'm using a version of XFO_rarity_drugs_mild that i edited to remove changes to chem weights and possibly something else too that i didn't like and might have forgotten about. I recommend either that or something like it.
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[size="6"]Permissions[/size]

Anyone can do whatever they feel like with this, though it's nice to get credit.
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[size="4"]Very much thanks[/size], kudos etc for the mods i used for reference:

Kearsage (Triage)
MrSlackPants (Infirmary Overhaul)
KSchenk (RI_Sleep)
Pelinor@bsgforums for a certain example script

and of course to Bethesda for all the kick-assness.
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[size="4"]Version History[/size]

1.1 Added the maximum HP component
1.0 Initial release