Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
This mod eases up a bit on the Realism medical changes, allowing medkits to restore all HP on damaged areas.
It only affects CAR kits, Salewas, IFAK, AFAK and Grizzlys, giving them heal-over-time values. These values are quite conservative so if you have taken substantial damage, you're going to want to hide and rest up.
For balance, kits lose the ability to repair bleeds/fractures, and bring debuffs like pain, tunnel vision, tremor and especially hydration loss.
There are two config files: buffs.json allows you to adjust the buffs and their values, meds.json allows you to adjust use time and number of uses.
There's also a compatibility patch for Path To Tarkov users, giving the "medic" tag to traders (other than Therapist, who has it by default.) This means that you can pay for healing after a raid, when you're at a location with a medic other than Therapist. Again there's a config file, traders.json, which allows you to adjust which traders get the tag... should work fine with modded traders.
Obviously this should be after Realism in your mod load order
-
Version 1.0.0
- Sneaky_Weasel
- 343 Downloads
Dogtag
looks simple this mod, I dont imagine it will conflict much with realism. So therefore this mod is most appreciated, a great aid. I wonder what other fun and balancing youll bring to the medical system... Im using a custom medical container mod (its one the first page of recent updated mods) with this
Sneaky_Weasel Author
Thanks DogTag. It's really only for use with Realism med changes. Recently I've been testing a stripped-back version to work with Realism and Custom First Aid Kits, the latter removes CAR/Salewa/IFAK/AFAK as medical "treatment" devices and instead makes 'em containers. All that my mod needs to do is make the remaining treatments (AI-2, Grizzly) do the heal-over-time with side effects... similar to injectables, really. It's looking promising, works fine just needs playtesting to get balance right.
Dogtag
i did something similar if you look at the comments on custom first aid kits. i made it load separate while doing medical changes RIGHT onto realism. unlike your mod, i cant publish it. Its probably more annoying to do it my way since i can't understand realisms med changes all too well.
Dogtag
Heres my changes to med_items.json, these changes have undergone extensive testing which doesnt make realism directly easier per say, just gives every med item a level playing field thus meds are now versatile. afak, ifak and griz are used as you would use them in regular tarkov
Dogtag
sounds perfect with the rest of my mod list to give me more of a surviving chance (ptt user), will report back here if i remember
Jenny
No points will be deducted from the health kit unless the head is damaged
Fontaine
This can and likely will cause bugs, no support offered on my end if you use this
Jenny
Checking medical changes prevents me from starting the game , I have no other medical mods installed
Fontaine
Did you choose not to read what I said?
KingShottie
Hello - is it possible to add the ability for AFAKs/IFAKs/Grizzlys to fix fractures? Also, the consumption value should vary between the different meds (ie afaks/ifaks/grizzlys/salewas).
This mod makes realism tolerable for "new" players on my server since the Realism changes are like a cold water plunge. I don't mind it personally - Realism is amazing. Your tweaks just allows some of my friends to enjoy SPT the way I have set up.
Kitoko971
Hey i very like the tweaks you've made to realism ! im having few bugs / things to say about it tho :
-sometimes using a medkit to heal will not remove a usage, means that you can unlimited heal during a raid
-using a splint will freeze you for 1-2 seconds before getting back your weapon in hands
-and as someone already said, healing outside of a raid gives the same effect as in raid, while it probably should give us instant heal.
really appreciate your work keep it up
Firebeast
Great mod! Love the realism med changes. but felt it was a little too strict, especially burning thru CMS kits for health. Adds a great balance 👍
Nicholas
I don't know if i'm missing or messing up something , but when i try to heal up in stash with any meds ( afak , salewa , grizzly ) , it only restores 1 point of hp.
( yep , i'm using realism and many other mods ; i've checked that your mod load as the last mod on the list)
Should i have your other mod installed as well to make it work ?
( brutal meds )
Or this is an intentional feature ?
UPDATE :
I've rebooted the game and i've noticed 3 things :
- My bleedings that i healed before rebooting reappared- AI-2's are not healing radiation anymore , it will only stop it's increasement ( idk if it's on purpouse )
Update 2 :
After removing the mod :
- Bleedings were still reappearing so it was not caused by your mod i guess
- Medikits are healing as they should in stash without your mod
Hope i'm not bothering , my intention was to help , usually i don't commentate nor report bugs in the forum so i don't know how these things works out
Sneaky_Weasel Author
Thanks Nicholas, appreciate the feedback... you're definitely not bothering! And the updates are handy too, save me time doing exactly the same testing.
I'll look at the out-of-raid healing, very possible disabling the immediate heal value has stepped on that.
You definitely should not run Brutal Meds as well, it takes a similar approach but the framework in Realism is way better and more extensive. It's fine on its own of course.
Oh and with the AI-2 this doesn't change effects, only gives a way to adjust number of uses and time to use. Not sure why that would affect anti-radiation properties; I'm not using hazard zones at the moment. I'll take that item out of meds.json and test.
Nicholas
Thanks for your patience and for your work man !
Btw , today i noticed that my character have 50+ radiation and i probably had it around that value yesterday , i'm still quite new to Realism but now i'm wondering , maybe yesterday ai-2's were not making any big effect on radiation cause the level of it was way too high ? ( So your mod was not causing any trouble about it )
Right now AI-2's are not making it decrease , even without your mod , so i might assume that my report about ai-2's was not very accurate , sorry about that
Anyway , thanks for the answer , waiting for news about the out of raid heal !
DeHumanization
this is very cool man, i really like little changes like this.
that makes variations of mod combinations like this
Skeleth
WEAK
Narcotics
Digging the concept, I'll give it a spin.
Also, FYI, you can add the healer property to traders directly through the Path to Tarkov config by adding
"heal_always_enabled": true to whichever trader's config you'd like to become a healer
Sneaky_Weasel Author
Sweet, thanks for that! I love how PTT's evolving at the moment.
MissinginAction
sick, one thing i hated about realism was that you couldnt really heal with medkits and the hazard system didnt work with it.
thanks for this mod!
Fontaine
cringe