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VariableEagle

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  1. Thanks! Though I didn't need Base Health = 50 + 10 x Endurance, but only Base Health = 50. Is that more workable? It's fine that this only affects placed references, because those are what the Player Character actually faces, right? So this script could take effect with others that kick in when an enemy spawns? And this only touches Non-Player Character records, right? Creature health works fine for me in the game right now. Yes, the test script only filters by placed actor (ACHR) form types. That's actually why the only reason it even partially works, is the same reason it will never work well. Not using the Endurance multiplier would avoid the issue of disabled actors calculating health with 0 Endurance. However, you still have the problem of temporary references not being loaded at the time the script fires. References being temporary restricts what scripts can do with them and there's no workaround for that. If you're running this every time the player moves to a new cell in order to catch the temporary references you might have missed, you're looking at a massive waste of performance. The more I think about this, the more I'm sure there's no good implementation without new JIP LN functions that target NPC base records.
  2. I whipped something up, tested it in-game and it kind of works. I say kind of because there are HARD limitations on what's possible without new JIP LN functions, which makes this mod in my opinion impractical at the moment. I'll try to explain what I mean. My test plugin fetches every placed actor reference from every loaded plugin, then sets base health according to that formula (50 + 10 x actor's base endurance). There are two major issues with this approach. First, not every actor reference is flagged as persistent, meaning every temporary actor reference (other than those in currently loaded cells) won't be modified when the function fires. Second, not every persistent actor reference is enabled, meaning every disabled persistent actor at the time the function fires will have 0 Endurance for the calculation. The root of these problems is that there are no functions (that I know of) which affect the base records of NPCs, only their placed references. Now, functions do exist that modify base records ingame, like with armor DT and weapon ImpactSets for example. If the miracle workers at JIP LN ever implement functions that affect NPC base records, this mod would suddenly become trivial to do.
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