devinpatterson Posted August 1, 2011 Share Posted August 1, 2011 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! Well I already have Stimpak NPC healer (http://fallout3nexus.com/downloads/file.php?id=4558) ported to NV (it was easy to port, just take out a worldspace-craterside supply store) which I can upload in an hour or two. But it does register as a attack (does 1HP). If you want it let me know and it can hold you over until I can start working on a better version. Link to comment Share on other sites More sharing options...
Saraphiene Posted August 1, 2011 Author Share Posted August 1, 2011 (edited) Thats perfect! could you post it? Also have you tried to set the dmg it does to 0? Edited August 1, 2011 by Saraphiene Link to comment Share on other sites More sharing options...
devinpatterson Posted August 2, 2011 Share Posted August 2, 2011 Thats perfect! could you post it? Yeah I'll UL tomorrow evening (because I want to at least include psycho & med-X in the release). Also have you tried to set the dmg it does to 0? Mhm, yeah but later revisions will find away around it Link to comment Share on other sites More sharing options...
Saraphiene Posted August 2, 2011 Author Share Posted August 2, 2011 When you Upload it can you upload one that only does stimpacks? Not sure how switching between different meds will work and lets say you need an emergency heal and the injector either has the wrong med in or if it does it auto the auto feature pick another med thats needed but isnt the stim heal and companion dies? I think having the others as an option is really cool especially if done right since they are buffs but so long as they dont interfere with the primary function. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 2, 2011 Share Posted August 2, 2011 When you Upload it can you upload one that only does stimpacks? Not sure how switching between different meds will work and lets say you need an emergency heal and the injector either has the wrong med in or if it does it auto the auto feature pick another med thats needed but isnt the stim heal and companion dies? I think having the others as an option is really cool especially if done right since they are buffs but so long as they dont interfere with the primary function. Well initially I believe I will make them different types, a psycho injector, a med x injector and a stimpack injector. Maybe scatter a few of each type in Dr. Usanagi's clinic, perhaps a few other places. It's the easiest quickest way, since I just have to change the object effect. Currently they are a new weapon and are filled with they'r corresponding drug, but later I'd like to make it possible to equip any vanilla stimpack, psych or med-x as an injector/weapon. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 9, 2011 Share Posted August 9, 2011 Stimpak NPC healer is up at http://newvegasnexus.com/downloads/file.php?id=43351. At the moment it is a direct port. But I would like to implement med-x, psycho, slasher and super stimpaks since these are injectables. And, when equipped with a reusable stimpack (or other injectable chem) I would like to implement a script that creates a special dialog choice allowing friendly actors to be healed via dialog without damage. I would also like to implement a stimpakeffect that heals based on the players Medicine skill. Please comment if these additional mods interest you as a player. Link to comment Share on other sites More sharing options...
John2340 Posted August 11, 2011 Share Posted August 11, 2011 (edited) Whoever does this will be a god if they add an "antivenom" effect. NPCs dying from cazadores is unbelievably frustrating, and I can't believe people haven't patched a fix into the companion wheel interface. Also, here's just a thought. What about a "medical pistol" like the capsule gun from the Resi Evil games, that allowed you to fire a dosage of stim or whatnot at an NPC? I mean, it'd be kinda hilarious shooting random fiends with whatever drugs on hand, but it'd also be a nice, streamlined way to keep plot-essential NPCs from dying and to preserve companions while not standing right by them (battlefield medic?) Edited August 11, 2011 by John2340 Link to comment Share on other sites More sharing options...
devinpatterson Posted August 11, 2011 Share Posted August 11, 2011 Whoever does this will be a god if they add an "antivenom" effect. NPCs dying from cazadores is unbelievably frustrating, and I can't believe people haven't patched a fix into the companion wheel interface. Yeah good point, a real PITA Also, here's just a thought. What about a "medical pistol" like the capsule gun from the Resi Evil games, that allowed you to fire a dosage of stim or whatnot at an NPC? I mean, it'd be kinda hilarious shooting random fiends with whatever drugs on hand, but it'd also be a nice, streamlined way to keep plot-essential NPCs from dying and to preserve companions while not standing right by them (battlefield medic?) Yeah Nosisab had suggested a dart gun as well (and gave me invaluable aid in re: to the scripting). Seems like a popular idea, a rehash of the FO3 dart gun with various options for injectables. Link to comment Share on other sites More sharing options...
John2340 Posted August 11, 2011 Share Posted August 11, 2011 lol. I'd totally dig a reskinned grenade rifle that could fire mega-sized doses. Link to comment Share on other sites More sharing options...
viennacalling Posted August 12, 2011 Share Posted August 12, 2011 Try adding the following object script to your weapon: SCN <scriptname> Ref patient Begin OnHit Set patient to GetOwnerLastTarget patient.StopCombatAlarmOnActorEnd That should calm them down. Link to comment Share on other sites More sharing options...
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