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There shouldn't be any technical problems, since the mod doesn't modify any vanilla items.
Sadly, it cannot revive. As per description, you can only use the defib to cure the Oxygen Low status.
Take a look at the sister mod which allows the usage of batteries:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2418273440
Otherwise, you'd have to edit some vanilla items to allow recharging of the defib itself. It's doable, but not really mod-friendly.
That's probably because the defibrillator applies a little Internal Damage and Paralysis as a side effect. So yeah, guards will pretty much always see it as an act of hostility.
Also, keep in mind you can freely edit the mod files and use them as you want. You can easily edit out the damage effects.
Yup, still working as intended.
Yes, I know this isn't how defibs work, but just consider the fact that we're playing a game where most of your injuries can be fully healed in a matter of 30 seconds by using morphine.
Not at all, feel free to include it.
And yes, I can see how good of a traitor weapon it can be. Originally I wanted to make it be used like a crowbar on doors, with a progress bar, but it seems that overriding Limb behaviour would be required.
Added screenshots, let me know if that's enough.
I've also thought about making it simply battery-operated, however it could become quite abusable - you could pretty much forget about doing CPR ever and just defib away.
At this point deconstructing and crafting it again costs ~150 - 200 in materials, which IMO isn't especially expensive for a tool that lets you skip CPR.
I do appreciate the input though and I'll certainly think about improving the QOL, maybe lower the severity of Stun and Paralysis etc.
I don't really have any suggestions as to how to balance that per say, but I do think a lot of people would enjoy it a heck of a lot more if it was battery operated.
Ex: Uses batteries, but each use consumes quite a lot of battery power, limiting how many times you can use it before it must be replaced.