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if Survivor:getPainReduction() < 70 then
Survivor:setPainReduction(70)
to:
if Survivor:getPainReduction() < 100 then
Survivor:setPainReduction(100)
This easy fix would make morphine worth using in desperate situations where you don't have 50 minutes to spare waiting for painkillers to ramp up and need to stop hurting, NOW, which would better reflect the actual use of morphine irl - something used only in dire/extreme circumstances but always to great effect.
I think most people would agree that Advil beating out Morphine for best painkiller on the market is silly. The mod should be tweaked to make morphine, at the very least, just as effective as painkillers. I think the following changes should result in that.
*Баг/несовместимость* Привет всем. Заметил, что данный мод не работает вместе с модом "Replace Bandage". Если у вас стоит мод "replace" и не работают инъекции или порошки - то попробуйте убрать именно "replace bandage"
Модификация открывала доступ, но из-за конфликта с модами оно может работать некорректно.
Does your mod need this version of the mod or this one? - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2709866494
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3257698814
"only cure" is the problem. this mod, "only cure", "replace bandage", and most other mods that change options in health panel will have compatibility issues.
The last mod in the load order that changes the health panel is going to be the only one that you'll see UI options for due to the way the health panel is designed.
common sense would make you think that each mod would start with the vanilla health panel as a base and just inject it's couple of options into the already existing panel. naturally, it was decided not to use common sense.
instead, each mod has to create it's own health panel UI from scratch with the vanilla options along with what it adds, and overrides whatever is currently loaded. so each mod ends up overriding the preceding mods health panel and only the last one in load order isn't overriden. the only exceptions are mods that the author specifically designed to work with another health panel mod (e.g. pie's first aid).
do you have some other mod that touches the pop-up menus? i've read that some mods that add other features to the med window, such as "replace bandage", have caused issues in the past. putting this one at the bottom of load order (mods lower down the load order override mods higher up) might help. might not.
also, morphine is the very best, so horde it where no one else can find it.
Most likely, some mods conflict.
Also I want to ask what do the 2 modifier sandbox setting mean?
don't fix stuff if it isn't broken
Thanks, I'll look into what could be causing it soon.
when i looked through the original mod's code there were indications that the author had abandoned development before implementing all the features that they originally intended to...
2. Yeah, it's a bug, but it's this way because was meant to be found in packages, not spawned by admin tools, however, if you spawn the "package" on the admin tools you can pick up the medicines and it'll work properly
At a minimum, I will reduce the chance of spawning and the number of drugs in general.
Perhaps I will change some properties according to the duration of action, but this is not certain.
This is not a fix, it's a... Mod update by a new author (:
this is a patch, not a replacement, right ?
@LevGames
thanks for the fix
After several tests, it was found that things were simply *replaced* with new ones.
So you can safely update your mod builds.
HOWEVER PLEASE NOTE!!
For the safety of your save, it is better to make a backup copy of your save before the update procedure. Just in case.