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Medics in hazmat suits spawn if there civs that need help. Maybe there was no situation to provoke this from happening.
When I used debug and edit item, the ID did show: Base.HazmatSuit for the modded version and the base game's version. So I'm not quite sure what the issue is.
I'm afraid not. I still get the drunk effect and the sick effect with my Hazmat suit on. I know the green is normal, as that's the fallout coming down. However I can't exit my bunker without being afflicted by the sick/drunk moodles coming. Happens with both modded and unmodded Hazmat Suits. Modded and unmodded also still use Base.HazmatSuit as the ID.
Edit: Similar to Duderidoo I have tried using the ones from the Clean Up Crews that arrive post-blast. They have no holes or damage done to their condition, but still they do not work at removing the drunk/sick effect or gaining the drunk/sick effect.
Same thing here. I'm unsure if the Hazmat Suit isn't functioning correctly or if it's somehow not set to actually block the effects of the radiation.
hazmat suit protect from sickness and drunkeness but it does not make the screen not green.
oxygen tanks do not play any role. They are work in progress by indie stone and their replacement is bugged.
It was due to this mod for me. Authentic Z doesn't change the Hazmat suit so that mod works with Bandits Week One. Try deactivating this one or any others that affect the way jumpsuits and hazmat suits work.
https://steamcommunity.com/sharedfiles/filedetails/?id=2914817886&searchtext=coveralls