Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Poll: Which Medkit Version do YOU Prefer? (56 votes)
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Medkit Replacement Mod (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : Mod optimization : Medkit Replacement Mod) Locked
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jasper34
jasper34 MISERY PR Lead
Apr 4 2016 Anchor

Credits go to ElCaz4dor for the idea, upon which I expanded slightly.

The premise being medkits work too fast, we modified them to work over 426 seconds instead of 43 seconds but have the same total effect, edited the descriptions and added some details to help players decide which product they desire to use. Stimpaks and other injected items still work exactly the same.

None of the drugs, boosters, etc. are cumulative in effect, meaning if you use a red medkit, then a green one or a stimpak, only the last one has effect. Using a scientific medkit then a stimpak before the animation/time of effect is completed interrupts the first cancelling the balance and starts the second. This is an engine limitation.

So now, your decision is do I use a cheaper - slower acting item with less side-effects because I am safe enough to survive for 426 seconds while I am restored, or do I need to be healed quickly with stronger side-effects. The brief blackout during medkit use remains the same duration the healing effects will simply be 10X slower than the originals

The files are here: Dropbox.com

A new game is NOT REQUIRED. Simply unzip the file and copy and replace the files. Reapply your class and you are good to go.

Simply reinstall the mod and reapply your class to overwrite the add-on if you wish to return to normal.



Here is a second version which reduces the effectiveness of all healing items AND makes them work slower. Dropbox.com

I went with 25/35/45% healing (Red, Green, Yellow or for the matching stimpaks) for Sniper and plus 15% for Recon, -15% for Assaulter. The net effect is reducing the overall effectiveness by about 40%. The original Red kit healed 43 points, the new 25 points.

Now I did not also reduce radiation healing. There are actually drugs which remove radiation, there are no drugs that magically heal you in 7 minutes ;)

The only known discrepancy is the Akvatabs are described as blue and the icons are not yet edited to make the pills blue. This makes the add-on compatible with both 2.1.1 and 2.2. When 2.2 is released the icons will have been fixed.


Edited by: jasper34

Apr 4 2016 Anchor

Considering I use medkits for combat healing this is likely a good idea. Just as an initial reaction a 10X increase does seem excessive(7mins is a long time to be safe in the zone) but as I've yet to try it I don't know how I like it yet.

From what I recall the scientific kit has radiation healing? If so that opens up some new possibilities.

jasper34
jasper34 MISERY PR Lead
Apr 4 2016 Anchor

True slow release radiation healing could give you 7 minutes to run with an artifact when you don't have a container, or make a quick dash in dark mode maybe.

I only needed to jab myself once when surprised after a battle and having started a medkit. The fact that you have to be careful while you are still mending adds to the suspense.

ElCaz4dor
ElCaz4dor The Darkest Recon
Apr 12 2016 Anchor
odizzido wrote:

Considering I use medkits for combat healing this is likely a good idea. Just as an initial reaction a 10X increase does seem excessive(7mins is a long time to be safe in the zone) but as I've yet to try it I don't know how I like it yet.

From what I recall the scientific kit has radiation healing? If so that opens up some new possibilities.

Well, I've got good news :D This setting actually forces you to stay indoors, or some place safe, for ~7 mins, before going out. It works great with the conjunction of Dark Mode.

I could use a Stimpak, you might say. Well, Stimpaks make you hungry :D

--

"What, still here?" - Merc Knight Gael

Apr 12 2016 Anchor

I very much prefer this fix, so stimpacks are for fast healing and medkits are for long term healing. before it was very possible at aroung 50% health to take cover not too close during a fire fight and take a quick army medkit. Now you even have to take a medkit before you get hurt, I.e if you go into poison areas or psy and you know you will loose health.

Also that cocaine and epinephrine make you loose health is good, at the very least they shouldnt heal you. also this means for me that I only cary scientific stimpacks with me because they have the best results. I slowly change them out with the 2nd tier stimpacks as I find them. Its still not ever necessary to buy any kind of medicine or food or something, besides vodka for the technician in the start and epinpehrine/cocain.

This could also change the perception of some suits who have healing systems, like the lower duty or heavy duty armor.
unfortunatly besides the heavy duty suit which sacrifices one artefact spot for healing systems all the other suits are still so bad compared to the available ones. that I actually never once used them in propably hundred playtroughs.


Assaullter / Sniper very first thing save 80k for csa-3 from nimble.

Recon buy red eco suit from beard for around the same cash.
some time in mid jupiter change to bulat or seva, depening on class. then of course exo.

I sincerely hope that 2.2 will bring many more suits or at least rebalance them so that most are useable, for different tasks at least.

--

Bonesetter - You look a touch pale, how about a little injection or two?

jasper34
jasper34 MISERY PR Lead
Apr 12 2016 Anchor

No new suits, but Ghillie is a very viable outfit with greatly enhanced capabilities when upgraded. The numbers of attachment modules on several suits have been changed to be more in line with the founders intent. Some upgrades have been changed/deleted.

I never really considered using a medkit right before engaging the enemy, but I have jabbed myself before heading to the plateau when I was in marginal heat resistant armor.

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