Jax: Thanks, some fun math there. :D I don't recall ever getting one... also how would it fit? Obsidian logic.
Question: I neither confirmed or denied your claim, please remain civil.
Jax: Thanks, some fun math there. :D I don't recall ever getting one... also how would it fit? Obsidian logic.
Question: I neither confirmed or denied your claim, please remain civil.

Math or not, formula or not, in practice doctor's bags may as well be removed from first aid kits in New Vegas since so far, nobody here has ever recalled finding one. Not even the OP has admitted this. Collectively, the people who have already answered hold 1000s of hours in this game. If nobody has found a doctor's bag in a kit in that swath of time, something is wonky with whatever's being calculated for finding them or they're just so rare it really doesn't matter.
You can't ignore that and argue for making a change from what's just on paper - not to mention taking this information and using it to find fault with TTW for something that's virtually unnoticeable.
Most folks trust and reference their real experiences playing the game when discussing making changes like this, and well they should. As an example, many folks 'recall' super mutants being much squishier in Fallout 3, which is why we provided an optional to recreate that experience for them even though NV's revised stats for muties make them much tougher.
There are what, 3 people here who cant recall finding doctor bags in NV? For all we know they are using mods that remove it.
I can confirm that yes, i have found plenty of doctor bags in NV. I am sure that if i were to ask this question somewhere else, there would be plenty of people confirming it.
I dont understand why this thread needs to be dragged in the direction of "i don't believe you". Can we please get back on topic?
I have found lots and lots of Doctor bags in NV, just never in a medical box that I can recall (and my memory isn't the greatest). PN may be removing them too, so yes that's a possibility.

[quote=MichaelDawn]
What about just boosting the chances of having doctors bag components in first aid kits to compensate? They would fit in the box logically, and it would alleviate the vendor issues to an extent. Could throw antivenom in there too. But idk.
[/quote]
Thats not the idea of basic TTW (boosting chances artificially without a lot of thought) actually it is the goal to reach a good playable balance similar like NV for FO3 (which will never be perfect for everyone because balance is and ever will be highly opinionated and yes both games are very different).
So using the same formula as NV for the FO3 medkits would higher the chance to find more of them in the CW, not because of the formula as we see on the reports of players here (and yes it is my own experience too not finding Dr Bags in Medkits in vanilla NV unmoded, the random generator is catastrophic in both games :) ).
Simply the fact that the CW has a ton of more medkit boxes would change the chance of finding them.
If they could be found in NV, they need to be in DC. I'd need to look at the NV chems healing list to see if they can just be used or if there are items in the NV list that shouldn't appear in DC.
Just throwing my 2 cents in here-- I've never found a doctor's bag in a first aid box in NV, and I also have multiple thousands of hours in both modded and unmodded games.
The only way of finding out if Doctor Bags appear in FNV first aid kits or not is to play FNV or TTW unmodded and loot a lot of them and see... To be honest who can even recall what's inside First aid kits when they loot it? I just press take all and if I get carry weight problems I just go through my inventory and dump junk... I am not looking at every item and seeing what is inside the container... I might take a train ride to the Mojave and just go and loot all the first aid kits I see
.
If FNV first aid kits have that chance to spawn Doctors bags set in GECK (doesn't matter if they do or not ingame), my opinion is that FO3 should have it too, unless there is a good reason why DC wouldn't have doctor bags. Again TTW is about consistency between both games, some Doctor Bags were placed in the world already, why not have them being lootable from containers if FNV is set like that too? But we should definitely make them being bought in doctors, can't tell if they are already or not since I never use Doctor Bags because always have the rad regen perk from Moira very early ingame and I am always radiated so my limbs heal over time so I never buy Doctor Bags.
Another thing... about doctor bags being too big to fit, well I open ammo boxes and get several flamer fuel
those things are bigger than the boxes too.
Now antivenoms, that is a different beast since antivenoms can't be made in the CW, because they are made using Nightstalker blood, and there is no way Nightstalkers would exist so far away. My suggestion is (although I always have reservations about adding new things to the game) making a pre-war Poison Antidote that is a syringe with stuff inside (kinda like the Fallout Tactics one) to be placed in DC instead of Antivenoms.
Now antivenoms, that is a different beast since antivenoms can't be made in the CW, because they are made using Nightstalker blood, and there is no way Nightstalkers would exist so far away. My suggestion is (although I always have reservations about adding new things to the game) making a pre-war Poison Antidote that is a syringe with stuff inside (kinda like the Fallout Tactics one) to be placed in DC instead of Antivenoms.
Yeah, I was kinda hoping for something like that (An alternate antipoison, that is), especially since Albino Radscorpion venom hurts like crap. The recipe could be something like 3 Radscorpion Glands + Syringe = DC Antidote.
...in addition to that, it would be neat if there was something that served a similar function to hydra, since there is no way to get the ingredients in the CW either, so the only way to really heal your limbs in hardcore is either use the rare doctor bags or constantly stay irradiated. Something like Stim + MedX + Water + Radscorpion Poison Gland. Has a risk of giving MedX addiction.