Healing Rebalance Mod

⭐ — (26 endorsements) 📥 473 downloads 📌 v1.1 📅 4/26/2010
⚪ Last updated 2010

By Pahanilmanlintu · Gameplay Effects and Changes

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 6/7/2010 📅 Created: 4/26/2010
⚠️ Install Order · 2 steps
1🛠️ FOSE — Fallout Script Extender Download ↗
2🔧 UFO3P — Unofficial Fallout 3 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #293 of 378 Gameplay Effects and Changes mods in this game by downloads

📋 About This Mod

Yet another take on player healing (covering sleeping, stimpack duration, \"My first infirmary/lab\" and HP amount).

Healing Rebalance Mod 1. 1 by GoddamnHippie a.k.a. Pahanilmanlintu ================================================= Kinda like news 2010-04-28 Wrye Bash has been ported to Fallout 3 by the name GaryBash, available here at Nexus. It makes pretty much all compatibility issues history, except in this case the scripts. But stuff like chem weights can just be merged, so this mod is more compatible than previously. 2010-04-28 I just realized that the sleeping script (one that prevents healing above 35% when sleeping) stops working if the PC has a perk that lowers their maximum HP amount. I\'m not aware of any that do this though. ================================================= Description

  • []1) Sleeping no longer heals above 35% HP or fixes damaged limbs at all. []2) Stimpack effect works over a period of 5 secs (4 with the fast metabolism perk). []3) Lowers the maximum HP amount a bit and makes it a tad more dependent on endurance. []4) My first lab & my first infirmary need supplies (in player inventory). [] 0-3 stimpacks for healing, depending on HP [] 0-2 stimpacks for limb recovery
  • 0-4 radaways for radiation removal
The mod is split in 4 esps according to 1), 2), 3) and 4) above here. None of them are technically in any way dependent on each other. ================================================= Reasoning With this mod, there\'s less free healing (sleeping & the player home equipment) than before, so players like me who tend to over-optimize their actions at the expense of their own enjoyment feel more free to choose from the different alternatives instead of making trips to Megaton all the time. Going to a paid doctor close to where you are makes more sense with this mod. This is supposed to help immersion and it preserves item scarcity. If healing items aren\'t scarce, things never get interesting and you never feel vulnerable. And since stimpacks don\'t work instantly, you have to be a bit more careful in combat. They still work quite fast though. Unfortunately there\'s still plenty of edible stuff that can heal pretty well, and i didn\'t want to make changes to too many items, so in that respect this is a compromise (in other words, no food items are changed in any way). When you give stimpacks a duration, the game handles multiple stimpack uses by queuing them up rather than stacking the magnitude, so even though the duration for a single stimpack is fast, restoring a couple hundred HPs takes enough time to keep things interesting in a gunfight scenario. I did the same for alien biogel and adapted alien biogel from the Zeta DLC, so Zeta is a dependency. Those records are easy to remove with FO3Edit though. ================================================= [size=\

📊 Mod Details

Game
Fallout 3 Mods
Author
Pahanilmanlintu
Version
1.1
Downloads
473
Endorsements
26
Category
Gameplay Effects and Changes
Created
4/26/2010
Updated
6/7/2010

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