About this mod
Fallout's most hardcore gameplay overhaul is back!
- Requirements
- Permissions and credits
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Translations
- Russian
- Mandarin
- Changelogs
What is MAIM?
A realistic combat and medical overhaul which adds lethal headshots, injuries, bleeding, pain and more.
Endless customization options in the MCM. Most features can be tweaked or disabled.
Performance friendly and handles most effects using perks. Minimal scripts.
What's Changed in MAIM Redux?
- Rebuilt from the ground up for better stability
- HUD module which displays current status effects
- New item models and custom icons
- New status effects: Shock and Critical Wounds
- Bleeding leaves blood trails along the floor
- Custom Wheel Menu preset so you can heal without opening the Pip-Boy
- Full re-balance of medical items. Redundant items removed; every item has a purpose.
The Holy Trinity
Pair MAIM with these mods to transform your game into a fully unleveled experience:
SCOURGE to normalize enemy health.
True Damage to normalize weapon damage.
Mechanics
Bleeding
- Damaging a body part to 50% condition causes a light bleed, to 0% causes heavy bleed.
- Options for bleeding to leave blood trails along the floor, create blood dripping sounds and add a blood shader to your character.
- Each body part bleeds independently and they stack with each other.
- Sprinting increases bleed rate.
- Light bleeds on the player last for 90s if untreated. The timer restarts each time you are hit.
- Heavy bleeds last for 90s from the moment a limb is crippled, then stop.
Pain
- Damaging a body part below 50% condition causes mild pain, to 0% causes severe pain.
- Pain causes periodic blurred vision.
- Arm pain reduces reload speed.
- Leg pain reduces movement speed and jump height.
- Torso pain reduces AP regen.
- Painkillers relieve these effects.
- Sprinting on injured legs (below 50% condition) damages them further.
Body part conditions
- Limb shots do less damage to HP. Aim for the torso or head to kill quickly.
- Torso condition, unused in vanilla, is now fully integrated (requires Condition Boy to view - it is not displayed anywhere in the Pip-Boy).
- Falling does less HP damage but will cripple your legs.
- Crippling NPCs has a chance to trigger effects such as disarm, knockdown, flee in terror etc.
Headshots
- Headshots are now lethal if not wearing a helmet.
- Helmets will provide some protection, depending on weapon type and distance to target.
- All headshot chances are fully adjustable in the MCM.
- Super mutants are partially affected; you'll need to get up close and personal or use an sniper/armor-piercing to one-shot them.
- Shotguns can only headshot at close range.
- Sniper and Armor Piercing rifles will always penetrate helmets.
- At close range, Gauss and anti-materiel rifles have a 50% chance to headshot virtually anything, including power armor, deathclaws etc.
- Works by checking weapons and armor for vanilla keywords, meaning 99% of mods work without patches.
- If a mod author hasn't added the correct keywords to their mod items, you can add them in-game at a workbench via the included EZ Keywords patch or manually using xEdit and this tutorial.
- Fully compatible with ammo and projectile mods, no patches required.
Contusion
- If you're lucky enough to survive getting hit in the head, you will likely suffer a contusion.
- Your vision will black out, your ears will ring and you'll be unable to run for a few seconds.
- You'll suffer slow damage to HP and AP, as well as stat debuffs.
- Contusion effects last for a few seconds at a time and will return periodically.
- Healing a contusion in the field requires Med-X. It can also be healed by sleeping or visiting a doctor.
Shock
- In previous versions of MAIM, if bleeding damage caused you to reach 0 HP, you would die. Now, you get one more chance to try and recover.
- When bleeding and your HP gets low, you will go into shock. Cure shock with Med-X, or by healing your HP high enough.
- Bleeding tick damage to HP will stop and will instead be dealt to limb conditions.
- Once all limbs reach 0 health, the bleeding damage to HP will resume, soon resulting in death.
- Affects NPCs as well, with independent customization.
NPC Effects
- Bleeding and pain effects are applied to NPCs in a logical way.
- Fully affected: Humans, Ghouls, Feral Ghouls, Super Mutants
- Optional in MCM: Animals, Creatures
- Not affected: Gen 1 & 2 Synths, Robots, Turrets, Essential NPCs & Companions
- NPCs' bleeds last for 30s, restarting each time they are hit.
- Stimpaks are more powerful for NPCs and heal their limbs to maintain balance, as they cannot use other the healing items.
Medical Items
- SP-1 Stimpak. Replaced Stimpak. Restores HP 1%/s and regens AP. Strong poison resist. Duration 180s. Cures all injuries for NPCs as they can’t use the other meds.
- SP-2 Stimpak. Replaces Blood Pack. Restores HP and heals non-crippled body parts by 3%/s for 40s. Now the most powerful healing item in the game, but only works while your weapon is holstered (as you have the hold the injector to your arm) making use in combat risky.
- Med-X. Treats pain, shock and contusion. Heals head condition by 1%/s for 180s. Addictive.
- Ibuprofen. Relieves pain. Heals head and all non-crippled limbs by 0.5%/s for 180s. Mildly addictive.
- Bandage. Stops light bleeds and heals injured body parts by 1%/s for 60s. Only affects limbs that are injured (<=50% HP) but not crippled (0% HP) at time of use . No effect on heavy bleeds.
- QuikClot Injector. Stops current heavy bleeds. The body part becomes immune to bleeding until brought out of crippled status by another item, making them a good choice mid-combat.
- IFAK. Stops heavy bleeding, removes crippled status and heals crippled body parts 1%/s for 80s. It's recommended to wait until combat has ended to heal crippled limbs, as they are vulnerable to getting crippled again.
- SAM Splint. Heals crippled body parts back to 1HP, removing their crippled status and allowing them to be healed by other items. Current heavy bleeds are reduced to light bleeds. Combine with a bandage for a cheap alternative to surgery kit. Vulnerable to getting crippled again.
- TXA Injector. Powerful blood clotting agent for combat use. Stops light bleeds, reduces heavy bleeds and prevents critical wounds for 300s.
- Ca-DTPA. Replaces RadAway. Removes 10 rads/s for 60s while weapon is holstered.
- Potassium Iodide. Replaces Rad-X. Gives 200 rad resist and removes 0.5 rads/s for 300s.
- Food. Slowly heals HP if eaten out of combat. Option to disable food healing completely in MCM.
- Doctors. Will heal all injuries, for a fee. Note: doctors won't heal your limbs if your HP is full. Purchase a PatchMeUp to remove 10 HP and allow healing.
- Sleeping. Heals all injuries.
- All items are craftable at the chemistry station with the Medic perks.
- Medical items are no longer affected by perks that modify magnitude or duration. These perks have been repurposed where appropriate.
Tips
- Medical item do not stack with themselves, but do stack with each other. E.g. 2 Stimpaks won't heal faster than 1, but you can combine an SP-1 Stimpak and SP-2 Stimpak to heal faster.
- Meds that heal body part conditions fall into two categories:
- Locally applied bandage and IFAK. When first applied, these items make a check of all body parts and only apply to parts that meet their conditions. They stay active until their duration expires, or the affected body part becomes crippled, in which case they are removed.
- Globally applied: TXA injector, ibuprofen, SP-2 Stimpak. These items are ingested or injected and will continuously heal all non-crippled body parts for their duration. Unlike locally applied items, they are not removed if a body part becomes crippled; they will begin healing the injured part again when it is brought out of crippled status.
- The Tarkov tactic of pre-medding works in MAIM too. Try popping an ibuprofen and TXA Injector before a firefight to minimize the effects of pain and bleeding if you get hit.
Perks and More...
Perks
- Medic perks no longer increase healing items' strength. They now allow you to craft the new medical items.
- Health regeneration perks, bobbleheads etc. have been changed to give additional health instead.
- Adamantium skeleton: no longer reduces limb damage. Now reduces fall damage and makes worn armor weigh less.
- Big leagues: melee damage bonuses increased to maintain balance with firearms.
- A few perks have had their “chance to” effects (e.g. disarm) removed and descriptions updated. The reason for this is explained under Compatibility: Mods That Use "Apply Combat Hit Spell".
Leveled lists
- Items are distributed to containers and vendors through direct edits to the leveled lists. Items are distributed to NPCs via RobCo Patcher.
- The MCM has loot scarcity sliders, allowing you to adjust the rarity of medical loot in real-time.
- Generally compatible with loot overhauls, just make sure MAIM loads after them.
Required and Recommended Mods
Hard Requirements (will not work without)
- RobCo Patcher. Used to distribute perks to NPCs.
Soft Requirements (will work without, but highly recommended to get the best experience)
- HUD Framework. Required to display HUD elements.
- Condition Boy. Displays body part conditions on HUD. Note the Pip-Boy does not display torso condition at all, so you will need this to see it. Unfortunately Condition Boy has not yet been updated for Next Gen, but it's perfectly fine to play without it by just using MAIM's HUD and notifications.
- FallUI Item Sorter. Required to use the custom item icons.
- Wheel Menu and Wheel Menu FallUIified. Required if you wish to use the MAIM Wheel Menu preset, which gives separate categories for each injury type. Complete game changer.
- Immersive Animation Framework. Provides animations to medical items. No patches required, MAIM will detect it automatically.
- Base Object Swapper. Swaps medical items placed in world with MAIM items.
- Condition Boy skins – gives Condition Boy a more modern look. Join the MAIM Discord and look for the Add-Ons channel under Mod Releases.
The Holy Trinity
MAIM is designed to work best with these mods (though it still works great without them)
- True Damage - automatically normalizes weapon damage by caliber.
- SCOURGE - standardises NPC health and removes scaling.
Recommended extras
- Fallsouls – unpauses menus, makes healing in combat significantly more challenging.
- DirectHit - improves the way locational damage is calculated, so armor will actually protect the parts they cover.
- Sleep Doesn't Heal - does what it says on the tin. Not required if using Advanced Needs 76.
- _PAHelmetAlways (module from Wasteland Ballistics) – makes power armored NPCs always wear a helmet (don’t download any other files from this mod).
- Damn Apocalypse Loot Module - hardcore loot and economy overhaul. Use the patch included with MAIM.
- 4estGimp - AI Edit – script free mod that enhances enemy AI without turning them into aim bots.
- Pack Attack NPC - scripted overhaul to enemy AI. Superior to non-scripted mods, but may not work well on low-end PCs or with other script heavy mods like Sim Settlements. Available on GreslinGames Discord.
- Companion Heal Thyself - makes companions heal themselves after combat, without wasting a precious Stimpak. Available on GreslinGames Discord.
Mods that enhance the overall MAIM experience.
Compatibility
Compatible: Requires Patch (patches can be found either in the FOMOD installer or under the "Misc" downloads section)
- Damn Apocalypse Loot and Radiation Modules. Do not use the Combat Module.
- Russian Stimpack Replacer
- Live Dismemberment
- Stimpaks Help You Breathe
- Point Lookout DLC
- Fallout 2287 - Nuclear Winter
- VAFS Redux. Patch available here or use Bullet Time instead.
- Horizon - patch available in MAIM Discord.
Compatible: No Patch Needed
- Projectile and ammo mods. Burst Impact Blast FX, Spitfire, Weapons of Fate, CALIBER - COMPLEX etc.
- All feral ghoul/zombie mods. MAIM does not edit any vanilla feral ghoul records.
- Advanced Needs 76.
- DirectHit
- Kill Tips and Hit Sound (Remastered)
- MW Player Hit Sounds and Effects Redux
- Simple Impact
- CROSS Crit Gore-verhaul
- Crime and Punishment
- Knockout Framework
- Death Matters
Incompatible: Overlap in Function
- Better Locational Damage
- Frost
- Agony
- Wasteland Wound Care
- Wasteland Ballistics
- Wasteland Medic
- Insult to Injury
- _Balance_
Incompatible: Things That Use "Apply Combat Hit Spell"
- Any vanilla perks that add a chance to stagger, disarm or knockdown on hit do not work with this mod and have been updated accordingly.
- Weapon Disarm
- Immersive Fallout Combat
- MW Player Hit Sounds and Effects (only the original is incompatible - the Redux version is compatible)
- Why are these incompatible?
- MAIM uses a perk feature called “Apply Combat Hit Spell” to activate its effects when an actor gets hit. This makes it compatible with all weapon and projectile mods. The limitation of this method is that the game only allows one hit spell to occur per hit. If two mods are competing to apply a spell, both mods may fail. This will lead to problems with headshots, bleeding and even Stimpaks.
Incompatible: Others
- The "Increased Walk Speed" and "Decreased Reload Speed" modules from Arbitration. The rest of Arbitration is fine.
- Button Lowered Weapons and potentially any very old mods that lower weapons. They can cause weird movement speed oscillations due to using outdated methods. Use MCM Hotkeys instead.
Installation and Load Order
LOAD ORDER CRITICAL!
- MAIM and its patches should be at the bottom in your load order.
- When first installed, the MAIM plugins will likely be in the wrong place. Do NOT trust LOOT!
- It is ABSOLUTELY CRITICAL that you follow this load order or something will break.
Load Order
- ALL other mods that affect combat, gameplay, items etc.
- Sorting patches. Place them above MAIM to avoid issues, unless you know how to check them manually
- True Damage and its patches (if installed)
- MAIM.esp
- Any MAIM compatibility patches
- PRP, previs etc.
- MAIM can be installed at any time; it does not require a new game.
- A starter kit is provided in Vault 111 on the table by the baton.
- If installing mid-playthrough, go to an interior cell and wait or sleep for 72 hours for the leveled lists to update.
Upgrading from MAIM version 1, 2 or 3
Read the article here.
Uninstalling
- MAIM contains a few scripts, however it can be uninstalled mid-playthrough with these steps:
- Open the MAIM MCM. On the first page, click "Prepare for uninstall" and make a save
- Uninstall MAIM.
- Go to an interior cell and wait or sleep for 72 hours for the leveled lists to update, then make a clean save.
Troubleshooting
Credits
Many thanks to the following modders who contributed to MAIM:
- JonySnowball for custom icons
- BigBro for item models, custom icons and making the main image
- jviole for injector models
- ghostfc3s for item models
- payl0ad for item models
- Knundrum for the HUD module
- GELUXRUM for moral support and running the MAIM Discord server
- Everyone on the Discord who helped with testing and feedback