About this mod
Dynamically changes the cost of healing from doctors based on how bad your condition is.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
- Donations
It's just a little joint pain. And a cough. And internal bleeding, shock, and a little bit of asphyxiation. Oh well, at least it costs the same as a cramp!
Requires a new game or new game+ to activate.
The Changes
In the Options menu you will find two new settings to customise your experience:
- Medical Bill Calculation: Sets how medical costs are calculated.
- Medical Bill Multiplier: Sets the medical cost multiplier.
Fixed Value is the default game behaviour, a static cost of 400 Credits for wounds, 450 Credits for addictions, 500 Credits for afflictions, and 750 Credits for everything.
Percentage reduces the medical costs depending on your remaining health and number of afflictions. Wounds can cost as low as 100 Credits up to 400 Credits, addictions will always cost 450 Credits as there is only one addiction, afflictions cost as low as 125 Credits up to 500 Credits, and everything costs as low as 187 Credits up to 750 Credits.
Point Based increases medical costs per health point and affliction healed, making higher level characters with more health require more Credits to heal. Healing costs 1 Credit per health point while curing afflictions costs 125 Credits per affliction with no upper limit. The lowest cost to heal is 100 Credits and the lowest cost to cure afflictions is 125 Credits. The doctors aren't going to treat you for a measly 5 Credits.
These heal costs can be further modified by the Medical Bill Multiplier setting.
The Medical Bill Multiplier is an overall multiplier to the final calculated cost to suit your preferred economy difficulty. This defaults to 1x but can be set as low as 0.5x and as high as 10x.
The Details
Dynamic Medical Bill triggers when the Options menu is changed and when entering dialogue.
Medical Bill Calculation:
- Fixed Value
- Wounds = 400 * Multiplier
- Addictions = 450 * Multiplier
- Afflictions = 500 * Multiplier
- Everything = 750 * Multiplier
- Percentage
- Wounds = ( 400 - ( ( Remaining Health * 400 ) / Max Health ) ) * Multiplier
- Addictions = 450 * Multiplier
- Afflictions = ( 125 * Multiplier ) per affliction up to ( 500 * Multiplier )
- Everything = ( Wounds + ( Afflictions / 1.42857142857 ) * Multiplier
- Point Based
- Wounds = ( Max Health - Remaining Health ) * Multiplier
- Addictions = 450 * Multiplier
- Afflictions = ( 125 * Multiplier ) per affliction
- Everything = ( Wounds + ( Afflictions / 1.42857142857 ) * Multiplier
- x0.5
- x1
- x2
- x3
- x5
- x10
For mods that add new afflictions, Dynamic Medical Bill will not automatically acknowledge these new afflictions, but patches can be made by adding the new afflictions to the SS_DMB_Afflictions array property of the SS_DMB_CalculatorScript found in the SS_DMB_Calculator quest.
The Plugin
This mod is a Small Master and edits the SQ_Doctors_Price globals.
See Also
Dynamic Repair Bill - A ship repair cost modifier.
Mirror
Also available on Bethesda at:
https://creations.bethesda.net/en/starfield/details/76b5328a-55e2-424a-b8b7-95fbfc88d54c/Dynamic_Medical_Bill