explosivepotato Posted May 8, 2016 Share Posted May 8, 2016 There's currently an unused legendary modifier that makes your weapon heal rather than hurt. Upon hitting a companion in bleedout, they'll stand back up but refuse to move, and leaving the cell causes the companion to return home as if you hadn't healed them. I tried to solve this like so: Scriptname CompanionLegendaryHealAlliesFix extends activemagiceffect {"Medic's" legendary modifier now properly stops companions from leaving after being downed.} Faction Property CurrentCompanionFaction Auto ActorValue Property HC_IsCompanionInNeedOfHealing Auto Event OnEffectStart(Actor AkTarget, Actor akCaster) If AkTarget.IsInFaction(CurrentCompanionFaction) == true AkTarget.SetValue(HC_IsCompanionInNeedOfHealing, 0) Debug.Notification("Bleedout: " + AkTarget.IsBleedingOut() + "InNeed" + AkTarget.GetValue(HC_IsCompanionInNeedOfHealing)) AkTarget.EvaluatePackage() EndIf EndEvent But both problems persist. Any help is appreciated. Link to comment Share on other sites More sharing options...
JTL2 Posted May 9, 2016 Share Posted May 9, 2016 I think you can load Stimpaks in the Syringer and shoot them with that. I've never tried it, but I heard you can do it. Link to comment Share on other sites More sharing options...
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