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Anyone know how to make this mod ignore that?
; Pharmacist Mod
HealingDefinitions[10]=(TemplateName="SG_RecoveryStim", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
In a normal mission the mod worked fine tho
; Standard Heal From Valkyrie
HealingDefinitions[13]=(TemplateName="OdinBlessing", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
; Standard Heal From Valkyrie
HealingDefinitions[11]=(TemplateName="HealingStream", PerUseHP=4,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=6,MultiTarget="N",BonusAbility="",BonusAmount=0)
; Standard Heal From Valkyrie
HealingDefinitions[12]=(TemplateName="SelfTreatment", PerUseHP=3,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
HealingDefinitions[#]=(TemplateName="RustyPsiHeal", PerUseHP=6,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=8,MultiTarget="N",)
Make sure the [#] is one more than the entry above: For example if there are 9 entries before tthis new one make it HealingDefinitions[10]=
Thanks to RustyDios for providing me with this! I thought I would share it here for those of you using this wonderful mod by krj12
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1323729052
If not, are there any ini edits that can make them work?
HealingDefinitions[10]=(TemplateName="RepairMW", PerUseHP=4,IncreasedHealProject="HeavyRepair",IncreasedPerUseHP=8,MultiTarget="N",BonusAbility="",BonusAmount=0)
Is it possible to add support for the Bio Medikit from Bio Division 2.0?
,, as i cant mod myself, i just want to give my +1 for adding "the The Support class's Combat medic training for its heal and medishot" just started using this class mod,, but i REALLY miss my persistent heals :)
cheers, and thanks again for this great mod :)
DStall, this mod can basically support that idea (or at least half of it). All you have to do is drastically increase the heal times in general and then lower this mod's Percentage value to your liking. Now healing the soldiers reduces their wound time, but not using a heal leaves them with a much longer recovery time. I won't be doing this, but it is very flavorful, and helps make the recovery time reduction on certain mod classes more useful.
@Dr.NDL, you'll have to add in the biomedkit into the ini and @Ganches there are plenty of difficulty increase mods out there. I'm considering with adding x4-10 enemies into my next campaign (yes, that means killing hundred of aliens every mission).
Now onto what I suspect to be trolling: StarDagger forgot about the shaken/will system in WotC (and didn't CTRL+F "percentage") and Deadput forgot that psiOps literally have magical psi healing in vanilla. I'm not going to address the haters of this wonderful mod any further.
; Standard Medikit Heal
HealingDefinitions[1]=(TemplateName="MedikitHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="WOTC_APA_CertifiedCMT",BonusAmount=2)
; Standard Medikit Heal
HealingDefinitions[2]=(TemplateName="MedikitHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="LW2WotC_Savior",BonusAmount=4)
as in 2 different lines, or is there a way to keep them together?
You'd need some major difficulty mods to rectify this, and even then you are cutting into the damage and recovery time even the most powerful enemies do (if they don't outright kill you)