Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Here's a unified version of my WeaselMedTweaks and WeaselFoodTweaks mods, with improvements thanks to heaps of awesome feedback.
If you're using Realism with med and food changes you'll quite likely have problems, including being cursed to stub your toe on every door you use (Fontaine's curse, not mine.) I'm not sure why you'd want this mod if you use Realism with those changes enabled anyway. Personally I have had no issues on a 3.9.8 server with all the other parts of Realism enabled.
There is a config file to enable/disable different components of this mod.
Food and Drinks
No more do consumables instantly regenerate hydration and energy; they add over-time effects instead. Many are multi-use to reduce trash on the playfield - OK j/k on the trash but it's nice to get four drinks out of a superwater, and six out of bottles of spirits.
Food will give energy over time, some like peas will logically help with hydration while chocolates and sugar will dehydrate you for a while.
Drinks are a bit of a mixed bag. Plain water will only give hydration, juices and milk will also give some energy. Cans of drink will give a quick boost to energy and some initial hydration, but will then make you thirsty. Booze will numb pain and give you a good boost to endurance and stamina recovery... for a little while! but beware the hangover. Try a shot of moonshine when you have 5 mins left and have to run to extract
Food and drink changes are ENABLED by default in the config file.
NOTE: Food and drinks do NOT give any regen or recoveries out of raid.
Medical Items
Bandages, Tourniquets/Caloks, Splints do their usual job fixing an injury but do not affect health level. Most have more uses now.
AI-2, IFAK and AFAK kits give health regen over time which is applied equally to all damaged zones. AI-2 a little, IFAK slightly more, AFAK more again. All are 3-use, and bring some debuffs like pain, tunnel vision and thirst to go along with the regen.
CMS and Surv12 kits are still the top-tier items. They'll stop bleeds, strap up fractures, and allow recovery of blacked-out zones. They'll also give some over-time healing effects, but bring debuffs including reduced endurance and stamina.
CAR, Salewa and Grizzly kits can be configured two different ways!
BY DEFAULT all three will fix injuries (CAR light bleed, Salewa light + heavy bleed. Grizzly light + heavy + fracture) and also do health regen over time. CAR kit heals are similar to IFAK, Salewa similar to AFAK, Grizzly a little more again. They are 3 use, 6 use and 12 use respectively. They also have debuffs of course so carry some water.
OPTIONAL all three lose all effects, and become storage bags for other medical items. CAR is 3-cells, Salewa 4-cells, Grizzly 8 cells. This is my preferred setup as I can carry a bandage, a calok, an aluminium splint and an AFAK all in one Salewa. Just enable this change in the config file.
Other medical items like vaseline, golden star, and pills have number of uses changed but effects are pretty much like vanilla, only they might make you thirsty.
Medical changes are ENABLED by default in the config file. Conversion of kits to bags is DISABLED by default.
NOTE: Medical items do NOT give any regen or recoveries out of raid.
Please let me know if anything isn't working as advertised and I'll have a crack at fixing. I'm really new to this so appreciate all suggestions and feedback. I'm totally open to including other configs (harder/easier) so if you make a rebalanced version let me know.
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Version 1.0.4
- Sneaky_Weasel
- 348 Downloads
Bugfix - corrected buffs for Jerky and Sprats (thanks Jenny for identifying.)
Update - CMS and Surv12 now heal all damage types (bleeds/fractures/blacked-out) and deliver a burst of healing, as well as debuff side effects.
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Version 1.0.3
- Sneaky_Weasel
- 40 Downloads
Bugfix - Medical kits now do what they're supposed to with bleeds and fractures.
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Version 1.0.2
- Sneaky_Weasel
- 70 Downloads
Bugfix- drinks were giving a little instant boost.
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Version 1.0.1
- Sneaky_Weasel
- 13 Downloads
Bugfix - Salewa wouldn't go in medbag. Now it does.
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Version 1.0.0
- Sneaky_Weasel
- 17 Downloads
CreepyCreepyNuts
Hey there! Checking in to report a bug (i think it's a bug at least)
Version 1.0.4
Norvinsky Kvass can be drunk while in stash and gives you the base game +65 hydration and +15 energy
In case this is a me problem, the mods that could be related to this are:
SVM
Skills Extended
ChewieDM
Latest version 1.0.4 does not fixes Sprats and Jerky.
IA-2, IFAK, AFAK and maybe SALEWA, will not use their charges properly, and if used without injuries and full HP it will not use any charges.
Grizzly and CAR Medkit will be eaten up in one go if used while injured, if used without injuries and full HP it will not use any charges.
Bleeds and Fractures will not be removed, from Medkits who would remove those.
Other food items and medical items will work properly.
CMS works great.
Tested with other mods and a clean install.
Madcowdsis
A more specific version on the healing item issue. The count of use is correct, but did not reflect correctly on display (ie. first use and 2nd use will still show 3/3, then disappear after 3rd use), that is the case for at least for the first 1-2 healing item that consumed. After that the system will glitch out: a single use will consume the entire item regardless it was new / used.
Ringo-11
I am having the same issue as ChewieDM here I hope this gets fixed
PraetorNZ
when i was messing around with Realisms meds i worked out you cannot have fixing bleeds or fractures and over time healing on the same item. it was one or the other.
Ded'oK
In version 1.0.4. sprats and dried meat are not fixed! Just checked.
IrgendEinRandom
Im having this weird issue where when i use any of the HealthKits (AI-2, Salewa etc.) it either instantly uses up all the charges, or sometimes it does not use up any charge at all.
Making a new character did not help.
IrgendEinRandom
Ok i figuered out why it sometimes does not use up any charge.
I have a mod that allows me to hotkey items no matter where they are. When i had them hotkeyed in my Secure container or backpack, it would not use up any charges.
However when i have them in my pockets or vest, all charges are used up instantly
Sneaky_Weasel Author
Thanks Irgend, I would have been a bit stumped if you hadn't picked up the link with use anywhere mod. I use that too and was wondering why in my final test last night, my AFAK got swallowed in one hit... it was a new bug which was annoying because they'd previously worked fine.
I'll have a quick look at the Git for that mod to see if I can tweak mine for compatibility. Unfortunately I'm not yet at the stage of client-side modding although I am actually much more familiar with C# than .ts which is why my server-side stuff is so clunky! Appreciate your patience.
For now I think I'll keep my AFAK in secure container haha.
IrgendEinRandom
Its alright, we all start somewhere. Besides, im not in the position to judge, i dont know shit about modding xD.
Yeah i will keep my stuff in my secure container for now aswell.
Might be "Cheating", but i would rather do that instead of bringing a pilgrim full of meds into raid
Obie
I'm not using the 'use from anywhere' mod and a single scratch eats a full grizzly. Maybe use from anywhere fixes it by breaking it in a different way, but this is unusable at the moment.
Obie
All the healing is kicking in as well, Had hundreds of regen a few seconds later. It's not a charge problem, PMC is actually 'using' every single charge.
Jenny
Hi~Sneaky_Weasel
I would like to ask why you set the "StimulatorBuffs" of "jerky" to "65815f0e647e3d7246384e14".
This causes the food item to have no data, and using it results in a "hand busy" error.
The same issue also occurs with "Sprats".
I changed it to
"Buffs_Jerky"
and resolved the issue, but I just wanted to let you know.thank u
Jenny
BTW, if I want AFAK to also have the ability to stop heavy bleeding, how should I do it? I tried adding
"HeavyBleeding"
to"effects_damage"
inmeds.json
, but it doesn't seem to work.Sneaky_Weasel Author
Hi Jenny. StimulatorBuffs should absolutely be Buffs_Jerky! looks like a cut and paste error or similar on my part. Thanks so much for not only noticing the issue (I haven't eaten Jerky for a while, obviously!!) but also swiftly finding the fix.
Last night I finally found a way to make items heal bleeds as well as have the StimulatorBuffs (It has been a long road.) I employed this method to give both effect types to CAR, Salewa and Grizzly. You need to take out the _proto reference, and change _parent to "5448f3a14bdc2d27728b4569" which is actually pills. It seems pills will do both StimulatorBuffs (over-time) and effects_damage while the other medical items won't.
My next test is to see whether I can use this method on CMS and Surv12 kits, they have no StimulatorBuffs because adding 'em prevents effects_damage i.e. heal blacked-out parts. I just hope parenting them to pills doesn't cause some other unforeseen effects
Jenny
thank u , it worked
Fontaine
Pawken
Hello again, i have tested this one and sadly again Grizzly dont remove Light or Heavy bleed, CMS or Surv works fine but medkids dont:(
Sneaky_Weasel Author
Hi Pawken. I should have asked if you are using Realism - if so, recommend you just use its food and med changes as my config changes will likely conflict.
If not... can you post list of other mods? It would be good to work out the issue.
Pawken
Hello sure,
[SVM] Server Value Modifier
AlgorithmicLevelProgression
aMoxoPixel-Painter
boogle-skeletonkey
captainamnsfrtyicarz7-healthperlevel
ebgog-RepairMaxDurability
ExpandedTaskText
harmer-configurableinventories
house-legsthreader-1.4.0
lhanaMies-LootValueBackend
inory-dynamicgoons
Jehree-GildedKeyStorage
lacyway-mergeconsumables
MedicalSICcase
odt-iteminfo
OnyxContainer
SariaShop
shibdib-shibsexpandedcrafts
SkillsExtended
Skwizzy-LootingBots-ServerMod
tyfon-uifixes
Virtual's Custom Quest Loader
WeaselFoodTweaks
WeaselMedTweaks
WTT-PackNStrap
Zero2HeroPlus-Unheard-Edition
zzSolarint-SAIN-ServerMod
zzDrakiaXYZ-LiveFleaPrices
zzMusicManiac-KeysInLoot
There it is for now i use old one of your "Waesel Tweaks" tailored to my needs. If you need any other info we can catch up via discord fe.
Sneaky_Weasel Author
Hi Pawken, thanks for your patience. When I streamlined the config I messed up some parenting - please try v1.0.3 as kits are now doing what they're supposed to on my install.
Note I wouldn't run WeaselFoodTweaks and WeaselMedTweaks with this one, they're redundant as this is an updated combination of the other two.
pshen
Drinking is not allowed in raid.
3.9.8 with realism mod
pshen
When a body part's HP is not full but no injury is present, healing items cannot be used.
3.9.8 with realism mod
Murders_Inc828
I don't know what to say
pshen
This means that if no debuff from injuries appear, I won't be able to fully restore my HP.
Murders_Inc828
The mod is for 3.10.x. You're asking support for SPT3.9.8.
No wonders you're having problems.
pshen
The author mentioned in the description that it can run in version 3.9.8. Additionally, I noticed in the
package.json
file that the compatible version is specified as"sptVersion": ">=3.9.8"
.I believe there is nothing questionable about my issue.
Fontaine
If you use this with Realism mod you will be eternally cursed to stub your toe on every door you encounter