Boosted Meds Port To 3.9.0 1.2.2

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

NoNeedName's Boosted Meds mod ported to 3.9.0

First time doing this, if I missed something or did something incorrectly leave a comment and let me know.


Original mod below


  • "M.U.L.E": {

    "id": "5ed51652f6c34d2cc26336a1",

    "medUseTime": 2,

    "MaxHpResource": 0,

    "hpResourceRate": 0,

    "effects_health": [],

    "effects_damage": [],

    "effects_buffs": [

    {

    "BuffType": "WeightLimit",

    "Chance": 1,

    "Delay": 1,

    "Duration": 900,

    "Value": 0.5,

    "AbsoluteValue": false,

    "SkillName": ""

    },

    {

    "BuffType": "HealthRate",

    "Chance": 1,

    "Delay": 1,

    "Duration": 900,

    "Value": -0.1,

    "AbsoluteValue": true,

    "SkillName": ""

    },

    {

    "BuffType": "DamageModifier",

    "Chance": 1,

    "Delay": 1,

    "Duration": 900,

    "Value": 0.09,

    "AbsoluteValue": false,

    "SkillName": ""

    }

    ]

    },

    "Propital": {

    "id": "5c0e530286f7747fa1419862",

    "medUseTime": 2,

    "MaxHpResource": 0,

    "hpResourceRate": 0,

    "effects_health": [],

    "effects_damage": {

    "Pain": {

    "delay": 0,

    "duration": 240,

    "fadeOut": 5

    },

    "Contusion": {

    "delay": 0,

    "duration": 240,

    "fadeOut": 0

    }

    },

    "effects_buffs": [

    {

    "BuffType": "HealthRate",

    "Chance": 1,

    "Delay": 1,

    "Duration": 300,

    "Value": 1,

    "AbsoluteValue": true,

    "SkillName": ""

    },

    {

    "BuffType": "SkillRate",

    "Chance": 1,

    "Delay": 1,

    "Duration": 300,

    "Value": 20,

    "AbsoluteValue": true,

    "SkillName": "Metabolism"

    },

    {

    "BuffType": "SkillRate",

    "Chance": 1,

    "Delay": 1,

    "Duration": 300,

    "Value": 20,

    "AbsoluteValue": true,

    "SkillName": "Health"

    },

    {

    "BuffType": "SkillRate",

    "Chance": 1,

    "Delay": 1,

    "Duration": 300,

    "Value": 20,

    "AbsoluteValue": true,

    "SkillName": "Vitality"

    },

    {

    "BuffType": "HandsTremor",

    "Chance": 1,

    "Delay": 270,

    "Duration": 30,

    "Value": 0,

    "AbsoluteValue": true,

    "SkillName": ""

    },

    {

    "BuffType": "QuantumTunnelling",

    "Chance": 1,

    "Delay": 270,

    "Duration": 30,

    "Value": 0,

    "AbsoluteValue": true,

    "SkillName": ""

    }

    ]

    },




    I would be extremely grateful if you could add something like this to configure it for your medical needs.

    Thumbs Up 1
    • Before I read that, what exactly are you wanting?

    • I would like to be able to change buffs from stimulants, pharmacies, pills, in this likeness

    • Nothing is stopping you from changing it to however you want it to be.

    • if I could, I wouldn't have come to you))

    • It may be a bit as I have an active project and one I'm in the process of doing a massive update for. After that, I'll talk more in depth with you privately on what modifications you want for each and see what I can do about getting that implemented in a new version that anyone can customize.

  • Hello ;) is it possible to bring all medic stuff in this mod like alu splint Grizzly surv kit golden star vaseline and so on ? would be dope ;)

    • What exactly are you looking for inside of that, a good chunk of that is already edited.

    • the max hp recources for grizzly and the max uses for surv kit goldenstar vaselin and alu splint

    • The Grizzly has 1800hp my guy monkas

      The rest of the items are more or less alright given what they're function/progression level you have them at it is.

    • "Any suggestions to further changes to the mod, leave a comment below and I'll end up releasing a new version with more changes" that is what u said in your first comment ... i ask and u give me this anwer !? if u dont want just say NO

  • Would you be able to make it configurable? Also add the new 2A2 stim?

    • in response to your first question, what do you mean by configurable. To your second, I'll see what I can do about getting that stim in the mod.

    • configurable by pressing f12 to change something if they wish

    • That I don't know how to do, it's in the files tho.

    • LOL, I didn't even know about the F12 key until about 3 months ago. Been playing SPT over a year and didn't know about this. I always edited the files to the way I wanted things.