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Heal Rate added to an object?


N7R

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[sOLVED] Manage to figure this out, the resolution can be found in my post here: https://forums.nexusmods.com/index.php?/topic/5819192-heal-rate-added-to-an-object/&do=findComment&comment=52532138

 

original issue:

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So I created a health pouch object that when attached to my weapon I want the player to heal slowly over time and when it is removed I want the player to no longer heal (obviously).

 

As a test to the object mod I added vaActorValues for Health to 25.0 this give the player 25+ points of extra health. In-game it does indeed add 25 extra hit points when the object is only applied. So I figured if this works then the vaActorValues HealRate should work just as well but in-game there is zero effect. It seems no matter what value I choose it does nothing. I tried to raise the HealRateMult value to 100 (100%) as well but no effect still. As a test in the console command I then entered: player.forceav healrate 1 and this started to heal my character ... so I know the 'healrate' command works in the game's code. The question is why won't the healrate vaActorValue on an object do anything? Is there another value I need to enable to start healing the player correctly? I know healrate is on a perk as well but I basically just want healrate to enable itself when the object is applied and then disable like any other value when said object is removed.

Any creation kit masters out there know what I would need to get it enabled? I already tried making the healrate as a custom peEnchantment and that had no effect as well. Other actor values like carry weight, adding stat points, giving more action points, increasing action point rate, etc all seem to work as intended but he healrate one alone doesn't seem to register at all despite it looking like it should.

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  • 3 weeks later...

I'm guessing you were doing an ADD operation for the property modifier. Did you try MUL+ADD? I'm not sure this will work, I just know that some actor values are calculated in a way that requires different operations. Don't know if the Step value is something that needs to be added either.

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I haven't tried doing this to a weapon mod, but maybe make an object effect enchantment that adds the magic effect AbFortifyHealRate. Then add the object effect as a property of the object modification attachment.

 

Might also be worth noting that I think heal rate stuff only works if you're *not* playing on hardcore survival mode.

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I did manage to finally figure this out. Apparently the method with the vaActorValues while all the simple settings needed to make it theoretically work are present it doesn't register at all. So I had to create a magic effect that is set as a constant affect applied to self. The Associated item is also chosen as 'HealRate'.

 

After I have my custom magic effect created (you could use the default AbFortifyHealRate, but to avoid conflicts a made a brand new effect) I then apply the effect to a new enchantment that is set to constant affect and applied to self. In here from the drop down I choose my magic effect and the magnitude. The last step is applying the enchantment to the object mod as a peEnchantment. I think the reason it did not work before when I applied a peEnchantment is a had a heal rate from the vaActorValues in the mod as well and that caused a conflict.

 

Now whenever that particular weapon attachment is applied to my gun the healing effect starts and if I take said mod off the gun the effect is gone. No scripting thankfully needed and it appears to be working exactly as I was hoping for. Basically any magic effect you can think of that Fallout 4 offers could theoretically work. I have several others attached to some mods and they work as expected in an enchantment form too.

 

Last thing to note for anyone trying to achieve effects like these on a mod: Be sure to use a CLEAN save file. If you had the mod already in a save file and try to edit values then go back in game it may not update correctly.

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