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Medkit Nerf
   
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20 Dec, 2022 @ 10:48pm
23 Dec, 2022 @ 11:11pm
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Medkit Nerf

Description
By public request; makes the game harder by reducing the medkit charges drastically. Compensates this a bit by making the kits stackable.

medkit: first aid kits, skeleton repair kits, splint kits

Changes:

All medkits stack from 1 to 10
All advanced medkit charges now 20% from original

Where the charge was 100, it is now 20, where it was 1000 it is now 200.

The value of the items is unchanged.
The spawning chance in vendors for all medkits is reduced all around, except in hospital

Does not change crafting of medkits.
Does not change chance to spawn in NPC inventories.


Load after other mods that add medkit changes.


tags: medical kits, first aid kit, reduce first aid, med kit, skeleton repair kit. lower first aid
12 Comments
Cattrina  [author] 29 Sep, 2023 @ 9:08pm 
I did not revert the change to spawn in shops back to vanilla.
Sullis 2 Aug, 2023 @ 6:40pm 
Love this mod. Think it's a bit too harsh though, 25-30% of original would be ideal for me
Redarmy 6 Jul, 2023 @ 5:15am 
Iv been using this mod n a late game build and early new game. in both it is impactful and brings alot of thought process into the game about picking fights. especially combined with other mods that make life harder.

Still a great and essential mod
Cattrina  [author] 6 Jul, 2023 @ 5:11am 
Yeah, this was a custom mod made for a client.
Locklave 4 Jan, 2023 @ 2:46pm 
The cost/weight factor is negligible and it actually weaken NPCs who have no way to recover used medkits. Taking Blister Hill for example would be easier for example as enemies can't fully bandage and just bleed out.

The only time this would negatively impact the player in a meaningful way is early game for obvious reasons.

I don't get it.
Cattrina  [author] 24 Dec, 2022 @ 7:33am 
lol, Merry Xmas :)
Redarmy 24 Dec, 2022 @ 1:05am 
Thank you Cattrina! You beat santa to it ;)
Cattrina  [author] 23 Dec, 2022 @ 11:09pm 
Heheh, sure, it is your mod, so your rules. Here ya go, normal vendor amounts, slightly more charges (20%).
Redarmy 23 Dec, 2022 @ 9:27am 
for example i noticed if my guys get -200 or more limb damage,a guy with 70 med skill might have to sill use 4 or more standard kits to fully treat that one limb(again consider how many in store).

If i was suggesting a tweak other than more med kits ,id say maybe better to slightly increase the charge count to double of what it currently is,its pretty hardcore lol
Redarmy 23 Dec, 2022 @ 9:22am 
Cattrina,just a bit of feedback. This has really made the game harder i love it. A simple patrol round holy lands left me needing to camp out for a night as one of my guys had to scour for a place to find bandages as the rest of the guys were cippled,really awesome.

If i may,i think reducing the amount of med kits in stores makes it too hard though,as im near blister hill,i went to buy some,could only find 2 standard and 5 basic kits in the whole town. Considering that previous engagement(which was against one high lvl skelly boi) resulted in me needing 20-25 standard kits between 6 people(and i dont produce my own kits in this playthrough) i think perhaps in stores there should be slightly "more kits" or standard rate. Otherwise large teams of new characters with low med skill will never have a chance at survival.