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Request for a StimPak Cooldown Mod


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Posted

Hello there,

 

I'm looking for a mod that will make it a little easier to go down in battle if I'm not careful, I'm hoping someone could create a mod that restricts the excessive usage of StimPaks, given that I can just use them infinitely with no negative repercussions, it's all too easy to stay alive in the commonwealth if you have enough of them.

 

I did find a mod a short while back by the same name (StimPak CoolDown), but that mods adds some unwanted changes to how health is delivered and how it's altered by S.P.E.C.I.A.L. Additionally, it doesn't prevent the player from using the StimPaks, it just prevents any health from being gained, so it's entirely possible to lose StimPaks using this mod, and lastly, the user has since had their account deleted so it's impossible for any alterations to be made.

 

Now I did post this request on the Nexus Forums with very little context, but I've decided to post it here as well so I can add that it would make the mod "Violate" a lot more threatening; as it currently stands, ending up in a "combat defeat" scenario is extremely unlikely for the sole fact that the player is physically incapable of overdosing on StimPaks, so they can just inhale them like oxygen, I'm almost certain that if the character had enough StimPaks and Radaway as the initial nuke dropped, they could have survived it with no problems.

 

So in conclusion: I'm looking for a mod to be made that adds a simple cooldown to StimPaks (And perhaps other consumables), as the game is too easy, Violate is too easy to prevent, and the player is a literal endlessly healing tank that (with enough StimPaks) could complete the game while only killing the required enemies to continue the story.

 

Thank you.

Posted

This is a great idea for a mod.  I wish I was skilled enough to make it but am just starting down the learning path myself.  However,  I can share the things that I've done to limit stimpaks and their effectiveness and make the world more dangerous as I've had some of the same thoughts you are sharing here.  When I first started playing a few months ago, after the initial learning curve I found that "normal" difficulty is extremely easy once I got higher level (much the same difficulty design as Skyrim).  I've been slowly crafting my game to be more difficult and these are some of the things I've got going now.

 

1. Create character with lower Endurance (Start with less than 5)

 

2. Play on Survival mode or use *Advance Needs 2 which has the following effects:

- Stimpaks cause thirst

- greatly slows healing effects

- Also used FO4Edit to tweak healing from food down to just a couple hit points

- set food and/or water to not heal (can be Tweaked with Survival Options in Survival mode, or Advance Needs 2 in non-Survival)

- Stimpaks have weight, and with the reduced character carrying capacity I tend to try and keep less of them in my inventory

- Try and visit doctors more often for healing (More Doctors (for Survival Mode) (Can be used at any difficulty))

 

3. reduce the number of Stimpaks in the world

- I'm using Rare Stimpaks and Bobby Pins v1_0_2 but unfortunately Stimpaks are still too prevalent, need to look into more reduction.

- Use Stimpaks as currency whenever possible

- Give stimpaks to companions / rescued Settlers ( Companion Heal Thyself mod, which appears to be deleted now from Nexus )

 

4. Raider mods to increase damage output / more raiders (Slightly tangential but relevant)

- Using Tougher Raider Firepower mod, makes them hit for way more damage per shot

- Raider Gangs Extended

 

5. Using Encounter Zone Recalculation (Continuous Level Scaling) and Encounter Zones Adjusted

- These mods effectively scale up the game world enemies as you level

 

6. NPC's Travel

- adds groups of NPC's to encounter making the roads less safe (but it's not overwhelming)

- I tend to set all my workbench's to "setpv AllowAttacks False" because I hate the "xx place is under attack!"  bullshit, but this mod makes it so I still have to build up adequate defenses for my settlements because inevitably I'll be visiting and a group of jerks will come by wanting to chomp my friends.

 

7. Limit the amount of armor bench modifications

- Try to use only 1 piece of gear with modded damage reduction from the Armor bench

- Legendary Modification + Legendary Modification - DLC and Additional Fixes mods setup for Survival, allows breaking down legendarys into "effect chips" and eventually can craft Legendary mods, I find this better than straight UCO mod which lets you just swap legendarys willy nilly.  I removed UCO because there's no Fusion Girl conversion that I'm aware of.

 

8. Use Combat Strip Lite to configure that modded piece of gear to get "damaged" during a fight, thereby increasing the chance that you'll get nabbed because there goes your damage reduction

- Be sure to configure slots in this mods MCM and adjust settings to how you like, can make it so Stimpaks help fix your armor or just through waiting.  I use Biped Slots CK page to help configure, since the one via MCM is hard to read.

 

* I'm aware that there's a newer version of Advance Needs but I don't have a link for it, I think it's on FlashyJoe's discord

Posted

It should be technically possible to create a mod that does this... I could do it by having stimpacks reduce your specials by 1 while healing you and also quartering the healing speed. However it seems like a thing you could just choose to do. Like "2 stimpacks per firefight" is just a rule you hold yourself to.

Posted
On 12/25/2021 at 8:50 PM, MeepTheChangeling said:

It should be technically possible to create a mod that does this... I could do it by having stimpacks reduce your specials by 1 while healing you and also quartering the healing speed. However it seems like a thing you could just choose to do. Like "2 stimpacks per firefight" is just a rule you hold yourself to.

I should be honest, if it's a matter of life or death, I'm using the stimpak... I have no self-control.
The other cooldown mod I was using worked by applying a 45 second debuff to the player called "StimPak CoolDown", which (I believe) worked by reducing healing by 100%, although this works as an impromptu cooldown, it doesn't prevent the use of addition stimpaks, just the healing gained from them, Perhaps if it detected when a stimpak was used during this cooldown and ran a command to add one back, it wouldn't be too bad in that regard. But there is also the issue with the additional changes to healing and the perk tree that some found unwanted, including myself.

Posted
On 12/24/2021 at 10:57 PM, Marg597 said:

This is a great idea for a mod.  I wish I was skilled enough to make it but am just starting down the learning path myself.  However,  I can share the things that I've done to limit stimpaks and their effectiveness and make the world more dangerous as I've had some of the same thoughts you are sharing here.  When I first started playing a few months ago, after the initial learning curve I found that "normal" difficulty is extremely easy once I got higher level (much the same difficulty design as Skyrim).  I've been slowly crafting my game to be more difficult and these are some of the things I've got going now.

 

1. Create character with lower Endurance (Start with less than 5)

 

2. Play on Survival mode or use *Advance Needs 2 which has the following effects:

- Stimpaks cause thirst

- greatly slows healing effects

- Also used FO4Edit to tweak healing from food down to just a couple hit points

- set food and/or water to not heal (can be Tweaked with Survival Options in Survival mode, or Advance Needs 2 in non-Survival)

- Stimpaks have weight, and with the reduced character carrying capacity I tend to try and keep less of them in my inventory

- Try and visit doctors more often for healing (More Doctors (for Survival Mode) (Can be used at any difficulty))

 

3. reduce the number of Stimpaks in the world

- I'm using Rare Stimpaks and Bobby Pins v1_0_2 but unfortunately Stimpaks are still too prevalent, need to look into more reduction.

- Use Stimpaks as currency whenever possible

- Give stimpaks to companions / rescued Settlers ( Companion Heal Thyself mod, which appears to be deleted now from Nexus )

 

4. Raider mods to increase damage output / more raiders (Slightly tangential but relevant)

- Using Tougher Raider Firepower mod, makes them hit for way more damage per shot

- Raider Gangs Extended

 

5. Using Encounter Zone Recalculation (Continuous Level Scaling) and Encounter Zones Adjusted

- These mods effectively scale up the game world enemies as you level

 

6. NPC's Travel

- adds groups of NPC's to encounter making the roads less safe (but it's not overwhelming)

- I tend to set all my workbench's to "setpv AllowAttacks False" because I hate the "xx place is under attack!"  bullshit, but this mod makes it so I still have to build up adequate defenses for my settlements because inevitably I'll be visiting and a group of jerks will come by wanting to chomp my friends.

 

7. Limit the amount of armor bench modifications

- Try to use only 1 piece of gear with modded damage reduction from the Armor bench

- Legendary Modification + Legendary Modification - DLC and Additional Fixes mods setup for Survival, allows breaking down legendarys into "effect chips" and eventually can craft Legendary mods, I find this better than straight UCO mod which lets you just swap legendarys willy nilly.  I removed UCO because there's no Fusion Girl conversion that I'm aware of.

 

8. Use Combat Strip Lite to configure that modded piece of gear to get "damaged" during a fight, thereby increasing the chance that you'll get nabbed because there goes your damage reduction

- Be sure to configure slots in this mods MCM and adjust settings to how you like, can make it so Stimpaks help fix your armor or just through waiting.  I use Biped Slots CK page to help configure, since the one via MCM is hard to read.

 

* I'm aware that there's a newer version of Advance Needs but I don't have a link for it, I think it's on FlashyJoe's discord

I found I was actually using a few of these mods already, but I've added a few additional ones from your list. I appreciate not only your suggestions, but the descriptions you've affixed to them, it's made it very easy to see what they do; hopefully now I won't end up with the all too common 99+ stimpaks and bobby pins, at least not so soon... Maybe I can make lockpicking harder in some way so the bobby pins don't just build up, as their use is very specific.

Posted
41 minutes ago, SwissxPiplup said:

I found I was actually using a few of these mods already, but I've added a few additional ones from your list. I appreciate not only your suggestions, but the descriptions you've affixed to them, it's made it very easy to see what they do; hopefully now I won't end up with the all too common 99+ stimpaks and bobby pins, at least not so soon... Maybe I can make lockpicking harder in some way so the bobby pins don't just build up, as their use is very specific.

 

 

I looked at mods to make lockpicking harder the other day and only found a couple that make it easier.  So if you find one, let me know.  If delving more into the Adult mods, one thing I forgot to mention is that when using Devious Devices (linked to new Community Patch), if I'm not anywhere near an Armorbench to unlock, I use Willpower from Sex Attributes Framework and set it to consume a bobby pin to escape from the device.  Additionally, getting captured by Raiders via Raider Pet will take all the bobby pins (it might leave you with 1).

There's also SCAVVER'S CLOSET - One size does not fit all which let's you configure certain things to drastically reduce the number of guns, armor, and aid items you are allowed to carry.  I tried it for a little bit, but it counted empty bottles as aid items which made it more of a pain than I wanted.  It's also a bit finicky when looting from containers, you have to do it a certain way. 

Posted

Something I just thought of which would be an immersive way to mod this issue, is to take a page from the Scavver's Closet mod I linked above.  It has a feature that determines whether a fusion cell would still be good, after sitting around for a couple hundred years, and if it's not it'll reduce the number that you pick up.  If there was something like that for stimpaks, some of these have been sitting on a table for decades/centuries, you'd think the things would have an expiration date.  I wonder how simple that would be to write a script, to detect if a stimpack has been picked up and placed in inventory and give a 15 or 20% chance that it's "expired" and then remove it from inventory.

 

Also could change the recipe used to craft them to output an inferior version.

Posted
2 minutes ago, Marg597 said:

It has a feature that determines whether a fusion round of ammo would still be good, after sitting around for a couple hundred years, and if it's not it'll reduce the number that you pick up.  If there was something like that for stimpaks

 

That is gold ! It would rock ! No more problem with too much stimpak because you never know if it would be good or not

Posted

There are already two different approaches.

On the one hand there are mods on Nexus that reduce the available loot including stimpaks.

On the other hand, there is fallsouls, so the player has almost no time to rummage through the normal inventory during a fight because the enemies dont care.

-> The enemies continue to fight the player while he is looking for his stimpak in inventory !

-> Do not put Stimpaks in the favorites menu when using Fallsouls

Posted

On second thought, the idea of extending the time for a stimpak is not bad.

If you have a little knowledge with Fo4Edit here is an example. Copy the ingestble stimpak as override into an existing mod or a new mod.

Than change duration and magnitude to your liking, so that the product of both is equal to the original magnitude * duration, otherwise the total

effect of the stimpak either is stronger or weaker.

 

grafik.png.36a0274f90acd4ed644ef94dc8a89b8a.png

Posted
On 12/31/2021 at 12:31 PM, steelpanther24 said:

So this mod doesn't fit the bill?

 

 

https://www.nexusmods.com/fallout4/mods/47037

I'm afraid not, that's the one I mentioned in the original post, I suppose I should have linked it as well.
Although StimPak CoolDown does add a 45 second cooldown to health gain, it doesn't prevent the use of stimpaks during that cooldown, only the health gained from them, so you can still use simpaks, you just lose them with no benefits as a result. Alongside that is the unwanted changes it makes to health gain and the S.P.E.C.I.A.L. perks that affect health, such as "Medic".

I have made attempts to wait for the cooldown before using another stimpak, but it's all too easy to forget about it in the heat of battle; you're either going to use a stimpak and lose it before the cooldown, or you're going to split focus so you can keep an eye on the HUD as well as the enemies you're fighting, making you more vulnerable.

The main reason for this request in the first place is because the user of StimPak CoolDown has had their account deleted, so it's impossible to request changes or improvements; which is why it would be best to have a brand new and improved one created to take its place.

Posted
On 12/30/2021 at 8:37 AM, Kanlaon said:

There are already two different approaches.

On the one hand there are mods on Nexus that reduce the available loot including stimpaks.

On the other hand, there is fallsouls, so the player has almost no time to rummage through the normal inventory during a fight because the enemies dont care.

-> The enemies continue to fight the player while he is looking for his stimpak in inventory !

-> Do not put Stimpaks in the favorites menu when using Fallsouls

On 12/31/2021 at 8:58 AM, Kanlaon said:

On second thought, the idea of extending the time for a stimpak is not bad.

If you have a little knowledge with Fo4Edit here is an example. Copy the ingestble stimpak as override into an existing mod or a new mod.

Than change duration and magnitude to your liking, so that the product of both is equal to the original magnitude * duration, otherwise the total

effect of the stimpak either is stronger or weaker.

 

grafik.png.36a0274f90acd4ed644ef94dc8a89b8a.png

I wish I had a clue as to what any of that meant, I've never delved into FO4Edit before, and wouldn't know where to begin.

I do use FallSouls though, I can try removing the stimpaks from my quick access menu, but it seems like more of a cripple than a cooldown would be; the enemy AI isn't the greatest and have a very high disregard for their own personal wellbeing, even if I'm in cover, they'll still try to charge; so even if I enter cover to heal, I'd probably find myself dead, so lose that health instantly when trying to flee. I'll certainly give it a shot though, all of this is just speculation.

 

Posted
9 hours ago, SwissxPiplup said:

I wish I had a clue as to what any of that meant, I've never delved into FO4Edit before, and wouldn't know where to begin.

I do use FallSouls though, I can try removing the stimpaks from my quick access menu, but it seems like more of a cripple than a cooldown would be; the enemy AI isn't the greatest and have a very high disregard for their own personal wellbeing, even if I'm in cover, they'll still try to charge; so even if I enter cover to heal, I'd probably find myself dead, so lose that health instantly when trying to flee. I'll certainly give it a shot though, all of this is just speculation.

 

 

Ok, I am not 100% sure. I assume for the stimpak the magnitute is percentage of players health. So the original stimpak restores every second 6% of players health, for a duration of 5 seconds. In total the stimpak restores 30% of health .

With my changed values only 1% of health is restored on every second, but for a longer duration of 30 seconds. In total it restores also 30% of health. 

I checked it already in my game and it operates as expected but i am not sure if this is what you are expecting.

Since i do not play fallout 4 so often at the moment i am not sure if the effect of a stimpak simply stack if you use more than one as it does in skyrim.

If you consume more than one stimpak add a time and you do not want to "waste" the second stimpak, this would require to add a small script to

the item so that the second consumed item does not produce any effect and gives the player one stimpak back.

My problem is: English is not my native language and therefore I only seldom fully understand everything.

 

 

 

 

Posted
On 12/30/2021 at 3:46 AM, tuxagent7 said:

 

That is gold ! It would rock ! No more problem with too much stimpak because you never know if it would be good or not

 

That would not be so difficult, but some work. I guess you need a quest and an alias for the player in it, than add a script to the playeralias which evaluates the onitemadd event.

And you also need a duplicate for the base item, so that it becomes possible to distinguish between stimpaks dropped by the player and those used in levelled lists or already lying around.

 

Much easier in realization is to decide if the stimpak is good or bad when the player uses it.

You only need the global for the chance good or bad (which than can be changed in any MCM)

Than add the "random conditionfunction" to the stimpak itself with enables or disables the healing effect. (Limbs healing could be randomized too).

If you want to have some notifications good stimpak/ bad stimpak you can add a script to the Magiceffect which waits for the onitemequip event. When I remember right  onitemequip fires when the player uses the stimpak)

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