orangedeal Posted July 19, 2017 Share Posted July 19, 2017 I'm trying to make sure that when I'm in the Power Armor, health should go up to 100 HP. With AbFortifyHealth (EnchPA_Abilities) now it works like that:If I get hit for 50 HP, my health goes down for 0.2-0.3 seconds and then instantly returns to 100 HP. In fact, I can't be wounded in PA, only killed under heavy and continuous fire.The problem: If I enter the PA with only 50 HP, I will have also 100 HP, but when I get out of PA, my health will be 100, so this thing healed me permanently. How can this be solved?I tried different Flags, but I could not achieve what I wanted. http://distlinks.net/img/lnk/pa_heal356hb6.gif Armor should not heal me, it should only rise my health to 100 HP for the time that I'm inside it. After leaving the armor, my health level must return to the original - If I was injured for 50 HP and have only 50 HP, after leaving PA I should have these 50 HP. Link to comment Share on other sites More sharing options...
stonefisher Posted July 19, 2017 Share Posted July 19, 2017 I have no idea how you are making this add health to you. I would set it as a fire and forget script. I would add a condition that it only fires when in power armour. And add a script that on effect start adds 50 health and on effect end takes 50 health away. Link to comment Share on other sites More sharing options...
T0O00O0O Posted July 19, 2017 Share Posted July 19, 2017 (edited) redacted Edited December 6, 2017 by T0O00O0O Link to comment Share on other sites More sharing options...
orangedeal Posted July 19, 2017 Author Share Posted July 19, 2017 I have no idea how you are making this add health to you. I would set it as a fire and forget script. I would add a condition that it only fires when in power armour. And add a script that on effect start adds 50 health and on effect end takes 50 health away. I can't add AbFortifyHealth if it has "Fire and Forget" parameter instead of Constant Effect. But anyway, the best way is to create a script that will remember HP level when entering a suit and restore it when exiting. I don't think I can do it. I will try to solve the problem in a simple way. Pity that did not work. Doesn't need a script. That's already built into the game. I reckon you need a actor effect or base effect & various combination of which & maybe even magic. As far as I know, maximum damage reduction is 95% (even with 1000000 Resistance), so if the weapon deals damage 50 HP (just a 10mm pistol in my mod), the character takes damage 2.5 HP. Too much for PA and ~100 HP (all humans). I see only one way out - to reduce the damage from all weapons by dividing it by 5 then add effect "DamageHealthContact" for all creatures except NPC in PA. Did it for Shotguns - 50 HP weapon damage for all + 50 HP "DamageHealthContact" for all except robots and human in Power, Combat, Metal and some other armor. I hope, the are will be no any problems with my ESP file. Now it has size more than 6 mbytes and with any changes it grows and grows in size. And in theory, the more effects/changes/scripts we have, the slower it will work. Link to comment Share on other sites More sharing options...
T0O00O0O Posted July 19, 2017 Share Posted July 19, 2017 (edited) redacted Edited December 6, 2017 by T0O00O0O Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 19, 2017 Share Posted July 19, 2017 (edited) Curious at how you changed your CK's color scheme. Anyhow, try this: On the Magic Effect, tick the box "Recover". This will restore AVs to their original value when the effect is removed. If that doesn't work, you need to check if the Ability is still on the player after getting out of the PA, to which you then need to manually remove it and while that box is checked too. Edit: I see you said you tried different flags, so that means you tried recover. Alright then... let me see what I can think of. OK, what you can probably do, is don't add any HP modifiers on the effect itself. Just handle that with a script on the Magic Effect. You need to store the current health of the player before ANY modifications, and then modify the player's health to whatever you want. Then OnEffectFinish, set the player's adjusted health back to the current health value that was stored. OnEffectFinish will fire every time the effect is removed. Edited July 19, 2017 by TheDungeonDweller Link to comment Share on other sites More sharing options...
orangedeal Posted July 19, 2017 Author Share Posted July 19, 2017 (edited) Damage Threshold Was Added To FO4 Via Mods. So A 50 Damage Verses 51 Damage Threshold Is Mitigated, It's Not Enough To Overcome The DT. You Are Trying To Add Tank To PA With HP, When Tank Was Already Added To PA & Other Things With DT. I just tried "Damage Threshold" by TheTalkieToaster. And it works! The only problem, the enemies will retreat if the game understands that they can't do to us any damage (problem solved). But I will try to find a compromise. As for the other mods, I'm pretty sure that there will be a conflict with my mod, because I changed a lot in the game in this ESP. But I will be happy with "Damage Threshold" mod. Thanks. Curious at how you changed your CK's color scheme. This is my color scheme in the operating system :happy: OK, what you can probably do, is don't add any HP modifiers on the effect itself. Just handle that with a script on the Magic Effect. You need to store the current health of the player before ANY modifications, and then modify the player's health to whatever you want. Then OnEffectFinish, set the player's adjusted health back to the current health value that was stored. OnEffectFinish will fire every time the effect is removed. I tried to do it, but stumbled at "OnEffectFinish". Looked at these links: https://www.creationkit.com/fallout4/index.php?title=OnEffectFinish_-_ActiveMagicEffecthttps://www.creationkit.com/fallout4/index.php?title=ActiveMagicEffect_Script and honestly did not understand. Never created any scripts :unsure: Edited July 19, 2017 by orangedeal Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 19, 2017 Share Posted July 19, 2017 Basically from what I have read, you want extra 100 health when you are in power armor, and when you exit, that extra health should be removed. I'll explain how can you do that without using scripts. You need to duplicate powerArmorStrengthEffect, then just change Assoc. Item 1 to Health. Add it on EnchPa_Abilities, give it magnitude 100 and that should do what you want. Link to comment Share on other sites More sharing options...
orangedeal Posted July 19, 2017 Author Share Posted July 19, 2017 Basically from what I have read, you want extra 100 health when you are in power armor, and when you exit, that extra health should be removed. I'll explain how can you do that without using scripts. You need to duplicate powerArmorStrengthEffect, then just change Assoc. Item 1 to Health. Add it on EnchPa_Abilities, give it magnitude 100 and that should do what you want. I've tried this from the beginning. But the problem is - my health is spent first: I have 100 HP and PA adds 100 HP. Enetring the PA and I have 200 HP. When damage is received for 80 HP, I still have 120 in PA, but when I get out of PA, I have only 20 HP. Link to comment Share on other sites More sharing options...
stonefisher Posted July 19, 2017 Share Posted July 19, 2017 Maybe a script approach would be better. You want the health to scale down as a percentage of a whole. If it did not remove all the health gained from entering the power armour you could use it as a healing station. Link to comment Share on other sites More sharing options...
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