Jump to content

Stim Injector, Companion Healing Device


Saraphiene

Recommended Posts

I noticed in this game the only way to heal is via stims, and the only wait to heall companions is through the stim option in the conversation wheel or simple conversations. In other game, specially ones that your in a group there is usually some sort of doctor or medic role. So here's an idea and I am rather surprised no one has tempted this yet.

 

A weapon that looks like some sort of injector, in which case it heals your targeted companion or self if not targeted on a companion. This mod would actually allow a player to act or play as a field medic allowing your companion (specifically non essential companions) to fight as they do and have you supporting them. This would come particlarily handy if you have multiple companions. I always enjoyed playing the "cleric" or "combat medic" in other games, and even in Oblivion you could make a spell to heal others. Anyone interested in trying this idea?

Link to comment
Share on other sites

I guess you could make something which heals them if you stab them with it. But I doubt anyone is willing to create a new model and everything for such a simple function.

 

Have you tried this? http://www.newvegasn...le.php?id=42295

 

I believe if you equip your companions with it and supply them with stimpaks and everything its effectively the same thing as the one you are talking about. Just that its automatically done for you.

Edited by Glenstorm
Link to comment
Share on other sites

A weapon that looks like some sort of injector, in which case it heals your targeted companion or self if not targeted on a companion. This mod would actually allow a player to act or play as a field medic allowing your companion (specifically non essential companions) to fight as they do and have you supporting them. This would come particlarily handy if you have multiple companions.

 

I dont think it would be too tough, make a ench type, like EnchStimpack (or whatever you want to call it), object effect weapon and have it a script effect. The script could be very simple, it would check to see if you have a stimpack in inventory, if so it would use the base effect RestoreHealthStimpak. Then subtract 1 stimpack.

 

or actoreffect restorehealth (change to target).

 

But I think all of those have the same problem that when you inject the target it will be treated as an attack. Not too sure how to tackle that one.

 

I'll have to take a look when I get home.

 

I seem to remember someone having already done something similar on the FO3 nexus.

 

BTW did you get the problem with the pip-girl fixed?

Link to comment
Share on other sites

Actually is a bit more complex (although not hard). The weapon should have it's damage nullified and the script (not an enchant in this case) caring for the hit not being considered an attack.
Link to comment
Share on other sites

Actually is a bit more complex (although not hard). The weapon should have it's damage nullified and the script (not an enchant in this case) caring for the hit not being considered an attack.

 

But what would be the actual command? I did a search for "heal" on a list of fallout script commands including FOSE and didn't find anything I thought was appropriate. And when you say the weapon should have it's damage nullified do you mean via the script, if so what command would that be?

Link to comment
Share on other sites

something like refIDvar.modav Health # (after the NPC reference id is obtained by the GetSelf function when the effect script is activatet by attacking the target)... but you could give the stimpack to the refid and force equip it which is equivalent to use (well, I`m not sure if that`s the correct way to force the use but the direction is something like it).

 

Another way is applying the stimpack effect directly from the script, that should be the easiest way and probably the best; only and again, I`m not acquainted with GECK particularities but is almost sure any these methods can be used, like in CS for Oblivion.

 

PS: That effect script is itself an "enchantment" of the type script (of course) where the actual script name is provided. This enchantment is put on the weapon like any other.

 

So you need to create that enchanting and put it on the weapon, in it you put an effect of the type "script effect" and point it toward the actual script name, make sure it is not flagged hostile.

 

PPS: The main reason to chose making it from script is to prevent the weapon usage being considered attack by the target or seen as friendly fire not triggering possible retaliation.

 

If that level of precaution is not necessary (if the companion never retaliates as example or you don't care for any possible NPC being hit by the weapon) I think you could just use the existent stimpack effect directly. tinker around the idea and you'll come up with something.

 

PPPS: some sort of "dart gun" would be a nice choice for the weapon... makes sense :)

Edited by nosisab
Link to comment
Share on other sites

 

Another way is applying the stimpack effect directly from the script, that should be the easiest way and probably the best; only and again, I`m not acquainted with GECK particularities but is almost sure any these methods can be used, like in CS for Oblivion.

 

I was going to have it a weapon with an object effect RestoreHealthStimpak and a little script to turn off the object effect when you don't have any stimpacks. But if the script can avoid turning a npc hostile that would be great. But I wonder if it could be a little bit more "targeted" so that it checks factions. If a faction is hostile it would be considered a attack (I wouldn't take kindly to a stranger sticking a syringe in me), but if your reputation is at least liked it wouldn't be.

 

Hmmm might be interesting to have it RestoreLimbRightArm if you hit a npc that has a crippled right arm in his/her right arm, otherwise restores health if hit in a healthy limb.

 

Oh and it wouldn't be a big jump from there to using psycho, med-x etc on npc's

Edited by devinpatterson
Link to comment
Share on other sites

If using FOSE/NVSE the range of possibles actions/reactions expands a lot. I believe such mod will be well accepted and worthy doing, mainly if can be used on generic NPCs (helps keeping alive those stupid ones who like to walk straight into radscorpion nest armed with a low level pistol... I know at least one who does so).
Link to comment
Share on other sites

If using FOSE/NVSE the range of possibles actions/reactions expands a lot. I believe such mod will be well accepted and worthy doing, mainly if can be used on generic NPCs (helps keeping alive those stupid ones who like to walk straight into radscorpion nest armed with a low level pistol... I know at least one who does so).

 

Definitely, for example in my case early in the game sunny in goodsprings was crippled. Watched her limping around the game for quite a while, before I learned about the console and reset health. Seems like a rather large oversight in the game mechanics.

 

I also like the idea of different drugs. Just before battle injecting Rex with psycho and med-x seems to be a no brainer.

 

OK I'll start working on it tonight. I already have permission to use (and have already ported) Yngve91's fallout 3 Stimpak NPC healer. I'll put that up as a starting block.

Link to comment
Share on other sites

Let me know if any of youi guys come up with something that works and or whos working on it. I think it is a great idea and cant wait to see what brilliant minds can accomplish!
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...