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Sweet Healing Systems
About This Mod
This is a complete overhaul and rebalancing of physician/sleep/survival/clinical treatment and removal of RAD, removal of radiation by physicians, time-dissipation of radiation, clinical detoxification and removal of intoxication. Description This is a complete reprocessing and rebalancing of physician/sleep/survival/clinical treatment and RAD decay, physician radiation decay, time-dissipation radiation, clinical detoxification and intoxication decay. Maud is inspired by Radiation Decay, No Cure, Rested Not Cure, OneBody and Alternative Endurance Health Regen, but radically changes much of the design philosophy of these mods by refactoring, modifying and expanding them. All new features found in these mechanics can be disabled, and vanilla functionality can be reverted to those aspects that have been modified. (Health regeneration of endurance is an exception, as it is always maintained on the basis of per-point when active, and does not return to use on END5 and above) Features: Health regeneration Health regeneration of endurance is equal to per-point and is part of vanilla regeneration, which is more important than quantity. By default, regeneration is disabled in combat. As limb health decreases, so does the amount of regeneration. Companions also gain endurance regeneration. In complete health, limb health is regenerated instead of limb health. The amount of health regenerated is equal to the amount of health regenerated if you were below the maximum health level divided by the number of limbs that are not fully healthy or crippled. Radiation degradation Radiation degradation is by default associated with Agility, but can be replaced with Stamina, as Agility usually affects the character's movement speed, i.e. things like the metabolic rate, which is considered appropriate for how quickly the body emits radiation. In combat, debaffs are disabled by default. Doctors no longer restore all health/limitations/radiation and do not get rid of all addictions. Instead, each procedure partially restores health/limitations/radiation, and treatment of dependencies gives several doses of stabilizers instead of completely getting rid of them. Doctors restore 20% of your health and that of each limb per treatment. Doctors cure 150 to 250 units of radiation per procedure. By default, radiation and health surgeries significantly increase complexity requirements. By default, companions treat the same as the player. This makes little economic sense, but it is good for balance. Dependence Rather than having a doctor (or a mechanic in a vanilla) be the only way to cure addiction, addiction resolves on its own after three days of abstinence. If an addictive chemical is taken during this time, the timer is reset. The timer does not start until the withdrawal effects have taken effect and lasts until the effects of the dependence chemical have passed. If you have an agreement with your doctor on the treatment of your addiction, your doctor will give you six doses of Fixer; since it does not affect the timer until your addiction is cured, you can freely use it to relieve symptoms and overcome withdrawal.
Sleep restores vitality every hour. The baseline is 3% per hour. The degree of recovery decreases with the level of radiation. Needs also affect healing, but only if hunger/thirst is active during sleep. By default, damaged limbs do not need to be healed during sleep. Instead, a chance is thrown for every hour of sleep, and if successful, one of the damaged limbs heals by a magnitude equal to your stamina. An intact limb heals by a small amount per hour of sleep. A limb recovered from an injury as a result of a throw of luck as described above does not receive additional healing during this period of sleep. Companions are healed during sleep in the same way. Sleep healing is balanced and complements the healing of endurance. Infirmary In addition to the above-mentioned doctor's healing, there is a doctor's healing/cancelation of radiation, which occurs mostly once a day and is calculated free of charge. Conducting the operation in the infirmary advances the time by one hour. The infirmary can also be used to treat comrades. 'De-Toxify' in the lab gives a stabilizer, as in the section about doctors above. The number of chemicals provided by the "New Composition" option in the laboratory and the time required to create them can be adjusted. The Detoxification laboratory option has been redesigned. It has two features: the ability to administer several doses of a stabilizer as a doctor and the ability to shorten the time remaining until the end of a relationship. This may be due to health penalties and needs, and both features can be activated simultaneously.Trait Respec Some changes in other aspects of this mode have overridden some scripts that deal with the Trait Respec option, so the vanilla path cannot take into account the traits added by the mode, and a dynamic scripting method is required to remove traits. Requirements: JIP LN, xNVSE, Johnny, ShowOff, normal. The uNPCPerks parameter in JIP must be 1 or 2 for the health regeneration function of the companion to work. Recommended 1. 2 will cause automatic perk distribution to hand out non-playing perks to non-players due to automatic perk distribution can be distributed to non-playing perks, which can lead to strange behavior. Installation: Normal installation. If you like this mod, please support it and vote for it. Compatibility Doctors using vanilla SetStage commands in their quests and adding mods that handle healing in the same way as vanilla doctors will follow the changes in this fashion. Fashions that treat the healing of a doctor/bed/clinic in a non-vanilla way will not follow these changes. Limitations: We wanted to create a system in which a doctor could be asked to treat a companion, but there are too many situations in which it makes no sense for a doctor to offer such a service (prison, for example), and we did not want to write a script for all such situations. I was going to let Charisma get an extra dose of healing from a human doctor, but there are examples of robots causing the same stage of the doctor as humans, and I don't really want to edit the dialog. Bugs Please report bugs on the Bugs tab instead of on the Claims tab. I get bug notifications, but we have so many mods that I can't regularly check every message in the section: I don't expect it to be used often, but I've posted some events related to situations that this mod handles under the hood. This is for my convenience and for the convenience of other mod authors who want to connect directly to the scripts of this mod or interact with things that this mod deals with, without the need to use this mod. The 'ChemSetCraft' event is triggered when players are given My First Lab chemistry. Benefits for vanilla chemistry are interpreted. The 'AddictionDispersal' event is dispatched when the player initiates a process of dependency on the Doctor or My First Lab. The 'TraitRespec' event is dispatched when the trait is updated. Each of these events can be disabled in config ini. This is in case other authors want to provide different scripts for each event. MCM configuration issue: MCM configuration is an outdated and clumsy configuration method that is not worth the time compared to the quick and easy method of setting up in .ini. Just as the doctor treats the player, he also treats his companions. I'm furious that you can't link the cost of treatment to the number of characters being healed. That's what sets the game apart from the XX fashion it was inspired to: No Cure: The added penalty "Hardcore Needs" included in my previous version of No Cure Tweaked added the Respec trait, which is essentially the same as Ludark's. Endurance Health Regen: This mod heals all characters equally and adds endurance-based modifiers. I removed the baseline, added combat exceptions and added a limb health modifier to the regen. I have also made it possible for companions to receive limb healing.OneBody: The only inspiration from the design of this fashion, which is present here in any form, is the concept of the impact of limb health on other important elements. It was a mod that caused damage to health when the limb was injured, while the intact limb healed over time. Instead, I made sure that the health of the whole limb affected the regeneration of health, and sleep became the only free possibility available to heal the limb. Radiation injury: I linked the spread of radiation to the player's condition, added combat exceptions, and applied it differently to rest and sleep to remove the appropriate amount of radiation. Recreation does not cure: changed the script to take into account all sleep, not just sleep in the beds, removed the limits of possible healing of limb health and limb health, adjusted the values so that they work better with the regeneration of endurance, completely reworked the treatment of crippled limbs, added separation of the effects of sleep radiation and hard needs, changed the threshold of healing of the effect of hard needs, so that it was included only when the player experiences a penalty for need, and provided healing companions when sleep occurs. In future versions, we can create a system that will force players from time to time to pick up the items they are addicted to when they deprivatize.
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