When using a med bag on someone bleeding during combat it says you can not heal them during battle and it uses up the bag without even trying to stabilize them
Med bags
Also, when someone tryed to heal me when I was 'in the negatives', there was no healing sound/animation, and the healer mearly got the 'you have stabalized so and so'. A few moments later, I started to bleed again. It took force feeding, DMs, and a little elbow grease to get me up. :wink:
EDIT: This took place outside of combat.
Yes, the healing bags are very buggy.
Main complaint: When it tells you "You cannot do <this> because of <that>", it still takes away your bag.
Try the new bags. Your primary complaint has actually been addressed already, but the item's unique property needed to be changed, so your old bags will still have the problem. I've changed the item's picture in the latest version, just to make it clearer which ones are the new bags.
The new medicine bags seem to have unlimited uses, not using up the bag when clicknig to heal, and they still dont heal disease
Fixed.
Nobody has yet told me whether they're supposed to heal disease or poison, so they don't.
I personally prefer medicine bags not healing disease. A town filled with disease-ridden PCs appeals to me.
Med bags still give unlimited uses it seems, unless they're intended for multiple uses before disappearing.
The new version of the module isn't up yet. Patience!
Can somebody confirm that this is fixed?
Worked fine for me. Healing stabilized bleeding people, or healed them if the roll was high enough. Med bags also disappear on single use. One complaint I'd have is that they don't stack or aren't linked together is some way. When placed in a quickslot and used, a single bag is discarded and the quickslot is empty, making it a tad bit of an annoyance especially when the first attempt to stabilize fails and you'll have to open the inventory to use another bag (though I could fill an entire quickslot bar with individual bags, but that'll be an inconvenience at later levels.)
Also, the bags still don't remove diseases. (Is it planned to be able to?)
Will continue testing.
I don't think med bags should remove disease personally, as that is beyond a wound on the skin, its a condition in the blood. I dislike nwn's method of showing someone as diseased anyway and hope nwn2 does Not turn the bar green/brown as it's too ooc for me.
Medicine bags won't be removing disease, as noted in Howland's remark several posts up.
Stacking, unfortunately, isn't viable for medicine bags, to the best of my knowledge. Instead, medicine bags should now use up another medicine bag in your inventory, so that you can keep one quickslotted until you use them all up.