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.