orangedeal Posted March 30, 2017 Share Posted March 30, 2017 I set fEssentialCompanionDeathTime parameter to 300 seconds. But if I stimpak downed Dogmeat, it will recover at once at 100% health. I think it's not survival-like. Is that possible to disable it somewhere in Stimpak or companions properties? Link to comment Share on other sites More sharing options...
Nutulator Posted March 30, 2017 Share Posted March 30, 2017 I believe it's a keyword attached to the CompanionActorScript. Just press Clear Value and save. http://i.imgur.com/jKG6R29.jpg Link to comment Share on other sites More sharing options...
Greslin Posted March 30, 2017 Share Posted March 30, 2017 (edited) Yeah, check the CompanionActorScript first to see if you can do it cleanly, before trying my suggestion. The No Limb Regen mod inadvertently does exactly what you want, disabling companion stimpak bleedout recovery (at least in Survival, anyway). It's an outdated bug in the mod, but what happens there is, his code replaces the associated stimpak magical effect with one that only applied a flat health buff and that didn't use the "Stimpak" archetype. I think it's the archetype change that stops recovery. I know because I've been doing a lot of work with companion bleedout recovery lately. I also recently wrote a patch for NLR that fixes that problem. If game settings and keyword fixes don't work (TRY THOSE FIRST), check out BluemaxDR's mod and my patch for it. Screwing with the stimpak MGEF will FUBAR the process pretty good and proper. Edited March 30, 2017 by Greslin Link to comment Share on other sites More sharing options...
orangedeal Posted March 31, 2017 Author Share Posted March 31, 2017 (edited) I forgot to mention, that I will play in survival mode. And without stims, how can I revive them?I just want to turn off the healing to 100% when using a Stim on downed companion. OK to use Stim to revive them, but only for 5-10 HP maximum. That will be fair.As about other mods, I try not to use any mods without extreme necessity. I'm afraid of conflicts and it's always better to know what and where was changed.And thanks, I found it. But not in the dogmeat's script (dogmeatactorscript) http://distlinks.net/img/lnk/dog_meatscript2567.gif Edited March 31, 2017 by orangedeal Link to comment Share on other sites More sharing options...
Greslin Posted March 31, 2017 Share Posted March 31, 2017 (edited) I forgot to mention, that I will play in survival mode. And without stims, how can I revive them? Well, you won't. If you can't stim them off the ground, they'll wait there until you leave the area and then head (crawling, I guess) back to their current home base. I've written a mod that gives companions the ability to stimpak themselves, but even then, they occasionally still need help. I wouldn't turn off recovery altogether. As far as I've been able to find so far, the companion autorecover is either hardcoded or buried really deep in the HC_Manager code. I'm still looking for it. In the meantime, my mod simply turns on autorecover for a few seconds and then turns it off again, just enough to get them off the ground. Still considerably more than 5-10HP, but still quite a bit less than full health. Edited March 31, 2017 by Greslin Link to comment Share on other sites More sharing options...
orangedeal Posted March 31, 2017 Author Share Posted March 31, 2017 GreslinIf you can't stim them off the ground, they'll wait there until you leave the area and then head (crawling, I guess) back to their current home base Well, I will Stimpak it then, there is no other way out. I guess. GreslinI've written a mod that gives companions the ability to stimpak themselvesYou mean they can stimpak themselves from downed position? If so, it's not fair :smile: GreslinIn the meantime, my mod simply turns on autorecover for a few seconds and then turns it off again, just enough to get them off the ground.Is it difficult to do this? Or like disable sleep healing? I couldn't do it so I had to use a mod (Sleep Doesn't Heal). Could you tell me please, why Dogmeat quickly regenerates health after being wounded, even without Stimpak? Should it be so or I did something wrong? All Regens in Base Actor Values are deleted: http://distlinks.net/img/lnk/dogmeat_clall7122.gif All other parameters are taken from Race section. Link to comment Share on other sites More sharing options...
Zzyxzz Posted March 31, 2017 Share Posted March 31, 2017 If you dont want your Companions to be healed fully to 100%, you have to alter the stimpack magic effect that heals them. Link to comment Share on other sites More sharing options...
Greslin Posted March 31, 2017 Share Posted March 31, 2017 (edited) GreslinIn the meantime, my mod simply turns on autorecover for a few seconds and then turns it off again, just enough to get them off the ground.Is it difficult to do this? Or like disable sleep healing? I couldn't do it so I had to use a mod (Sleep Doesn't Heal). Could you tell me please, why Dogmeat quickly regenerates health after being wounded, even without Stimpak? Should it be so or I did something wrong? All Regens in Base Actor Values are deleted: Because he's a resilient little SOB. I'm still hunting for that control setting myself. When I was testing bleedout recovery for CHT, originally I was working with Dogmeat, but eventually I had to switch to Piper because Dogmeat was such a pain to down without a high damage shot. He'd also run, which combined with his prodigious regen made him a real pain. Piper at least would stand still. If anyone knows how to stop/slow companion regen, I'd love to hear it. Because so far it has eluded me. Regarding stimpak MGEFs, best I can see there are two effects attached to vanilla stims: health restore for self, rad restore for companions. Neither seems to have any sort of direct effect on companion bleedout. But when you flip the archetype away from "Stimpak" on the restore effect, companion bleedout recovery stops dead. Unfortunately for mods like No Limb Regen (I have a similar limb mod almost ready for release), leaving the archetype in there means leaving the un-cripple effect there, too. My "fix" patch to that simply attaches a small script to that restore effect that jiggles the NoBleedRecovery switch a bit. If it's set to true, companions recover on their own, so the stim gives them about 10 seconds of autorecover power. That does work. Like I said, I'm still looking for the code that actually manages companion bleedout. It could be hardcoded, but I'm more inclined to think that it's buried somewhere deep in the HC scripts (since it's really only a Survival issue) and I just haven't found it yet. I would dearly love to slow companion autoregen to a crawl and make them more stim-needy. The no-sleep-uncripple trick is done by saving all the limb health stats when you go to sleep, and restoring them when you wake up. Your limbs still un-cripple, you just don't see it because they're immediately rebroken again. Edited March 31, 2017 by Greslin Link to comment Share on other sites More sharing options...
orangedeal Posted March 31, 2017 Author Share Posted March 31, 2017 ZzyxzzIf you dont want your Companions to be healed fully to 100%, you have to alter the stimpack magic effect that heals them.I'm afraid I do not know where to do it :confused: GreslinBecause he's a resilient little SOB.I think it's because Dogmeat's healrate was 75 (default in CK) in my savegame, so I had to make changes through the console (setav healrate 0) on it's ID. Now it's OK, no health regen. Also I found, that when Piper will be like our companion (until we finish entering Diamond City quest), just by entering this at her ID: setrelationshiprank player 4setplayerteammate 1setconsolescopequest followersforcerefintoalias companiontaitcaitaitcai She will become our companion but not completely - can enter/exit PowerArmor etc, but no any reaction at dialog "Thoughts" and when she down - I can't use Stimpak on her, she will slowly restore her health sitting on the ground and gets up only after the specified (fEssentialDeathTime I guess) time passes. I need this kind of behavior when it becomes a companion (fully). But after when I complete the quest and she will become my companion for real - the situation with the revival will be exactly the same as with the Dogmeat - only via Stimpak and it heals to 100% instantly. Did you mean this when you wrote that it's hardcoded? It looks like it's easy to fix, but I don't know yet where... GreslinMy "fix" patch to that simply attaches a small script to that restore effect that jiggles the NoBleedRecovery switch a bit. If it's set to true, companions recover on their own, so the stim gives them about 10 seconds of autorecover power. That does work.When the script will be ready, I'd like to try it. But I change almost everything in the game and I'm afraid that there may be conflicts. As for now, I can "lower" the health of a companion after Stim-revival, by stabbing him with a knife, just a little. A bit rude :pinch: GreslinThe no-sleep-uncripple trick is done by saving all the limb health stats when you go to sleep, and restoring them when you wake up. Your limbs still un-cripple, you just don't see it because they're immediately rebroken again.And what about health? Anyway, too hard for me, I don't know how to make scripts. Will use Sleep Doesn't Heal for now :ermm: Link to comment Share on other sites More sharing options...
caleb68 Posted March 31, 2017 Share Posted March 31, 2017 (edited) http://www.caleb68.com/Fo4/stimpak.jpg you'll find the stimpak under potions, open it then open restore health, add a condition to it that checks to see if the player is the one using the stimpak, this will make it so it won't heal anyone except the player, or if you want the changes to only effect the companions, do a faction check to see if they aren't in the companion faction. Next you'd want to add in a second health restoration, this time add a condition to it that checks to see if its not the player (== 0.00 instead of == 1.00), If you only want it to effect companions, add a check to make sure they are in the companion faction as well, else it will effect all npcs. change the duration and magnitude so that it has a lesser effect on companions and npc's. Not sure if that would actually stop the companions from getting fully healed, that may be something thats been done within the script itself (oh player used a stimpack on me, so I'll fully heal!), but I know it will work on general npc's when they use stimpaks. Edited March 31, 2017 by caleb68 Link to comment Share on other sites More sharing options...
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