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I was wondering if companions in fallout 3 use stimpaks according to your own doctor skill, their own, or if it is a set amount already. Would someone with the know-how please look into this?
- I don't know the answer but it would be odd if it was based on your own skill level. It's probably based on their own skill level, a set amount, or some other factor. Deadlykris 17:57, July 8, 2010 (UTC)
Healing NPCs (not companions)?
Is it possible to heal random NPCs with stimpacks (maybe through reverse pickpocketing them one)? Protector Casdin is really low on health in my game and I'd like to heal him. --Lje 15:05, October 11, 2009 (UTC)
I would also like to know this.Tehuberleetmaster 22:51, December 21, 2009 (UTC)
- Yes, most NPCs will use a Stimpak when their health is low and they're in combat. They won't typically use one out of combat, except for those whom you can give a Stimpak to through dialogue, such as Sydney and Dogmeat, in which case they'll use it immediately; granted they're considered companions, but you also can't access their inventories like you can with most companions. Deadlykris 17:54, July 8, 2010 (UTC)
I've been finding that, in Fallout 1, whenever I use a Stimpak in combat, it takes up as much as 3-4 AP per use, despite the fact that it tells me it should only take up 2. My Traits are Finesse and Bloody Mess, and I don't see how they could have any effect on it. Any help here? 220.127.116.11 04:06, December 27, 2009 (UTC)
This happens under every OS on every computer I own regardless of how I run Fallout 1(DOSbox, Wine, normal Windows with/without compatibility mode). I don't have the problem in Fallout 2. For me if I have 3-5 AP it consumes all my AP, if I have 2 AP it consumes my AP but doesn't actually use the stimpak. I have found no solution, or possible cause. --18.104.22.168 19:47, December 29, 2010 (UTC)
I was being attacked by a Centaur's spit attack and whilst the Geiger Counter was still in the corner I accessed my Pip Boy and used up a few Stimpaks. With each one I used the Geiger Counter reappeared in the corner (While I was still in the Pip Boy view). Any reasons for this? ThePog 12:33, January 7, 2010 (UTC)
- Just a small bug, I think, caused by the fact that the Centaur Spit causes radiation damage over time. I don't think it actually affects radiation level at all. Deadlykris 17:50, July 8, 2010 (UTC)
I am wondering what the origonal spelling of this word is. Is it Stimpack or Stimpak? So many people spell it either way and there is so many spellings of Stimpak (Stimpack) in the Vault. Can anyone verify this? Sparky 15:21, July 8, 2010 (UTC)
- To the best of my knowledge, the original spelling is without the "c" Deadlykris 17:51, July 8, 2010 (UTC)
Stimpak heal amount in the earlier games
Does First Aid and/or Doctor improve your chances? NightChime 04:45, October 30, 2010 (UTC)
Says it needs verification, I can say that I have gotten it once. But the article says it happens any time you use more than 4, I don't use them often so I'm not exactly sure if that number is correct.
But the sickness can happen. —Preceding comment was unsigned. Please sign your posts with ~~~~!
That is interesting, I only recall having it once and I've used more than one super stimpack. Maybe I just didn't notice it the following times. Someone removed reference to it from the article anyway. -- pongsifu Nov 3, 2010
Are you certain it isn't related to using it in combination with other drugs? I'm fairly certain I used a super stimpak before with no ill effects, but I hardly used and other drugs for most of the game. The fight at the Legion camp at the end I was drugged up to the eyeballs, and I'm fairly certain I only used one on that occasion, but got the sickness, (along with some other addictions).
- Yes, I'm certain. I checked the GECK and that's one of the effects of a Super Stimpak. You could use a thousand regular ones, and all the other chems under the sun, and you'll never suffer stimpak sickness; and you could have never touched a chem in your character's life, and use just one super stimpak and you'll get stimpak sickness. --Kris 15:16, December 4, 2010 (UTC)
Why do we not include Trauma Packs from Fallout: Tactics on this list?
I mean, if we include Hypo and the Health Dispensers, I don't see why we're not including the Trauma Packs. They're more like Stimpaks than Hypo or the Health Dispensers.
--Cyberweasel89 21:03, March 14, 2011 (UTC)
For some reason, even though my game is up to date with the latest patch, my stimpacks and superstimpacks are still at their default value (25 and 75 caps respectfully). Does anyone else have this problem and if so how should I fix it?
- You might want to check your load order if you're using the Steam version. An outdated mod that changed stimpaks from before their value change would return them to the original values. Nitty Tok. 22:31, July 13, 2011 (UTC)
Yeah it turns out it was the Drugs are bad M'kay mod that was the problem. For whatever reason, it had to use the original stats of the various chems to function. Thanks anyway!