Greslin Posted February 22, 2018 Share Posted February 22, 2018 The DLCs are required because CHT handles the DLC companions. F4SE is required for MCM. For what you're trying to do, the only way I'm aware of is to edit the One True Stimpak, and yes, that will create conflicts with anything else that also does that (including ITI). Your alternatives are living with the conflict, or creating a different health item for your own use that acts like a stimpak. That's pretty much it. The CHT approach has the bleedout recovery step hardwired in because companions are healing themselves, so it has to be wired into the Actor. ITI stimpaks are used by the player ON the companion, so it's part of the magic effect. Sounds to me that you'd be using the latter. Link to comment Share on other sites More sharing options...
XI57 Posted February 22, 2018 Author Share Posted February 22, 2018 (edited) Okay so here's the thing, I don't think I can actually even use the ITI approach.My custom stimpak is an "infinite stimpak", that replenishes itself after every use.The player doesn't get this until they're at least level 49, due to crafting requirements. It's supposed to be an end-game item.Basically like; "you got all the perks required, you're now a jedi at this, and you've learned how to re-use stimpaks indefinitely."So the player needs the regular base vanilla stimpak throughout their play-through until they can craft the new infinite stim, which is why I don't think I can edit it like in ITI.That's the dilemma.And I want to make it compatible with your mods, you were in the stim-scene before I was, haha.So I think I have to take the CHT route (these will forever be known as the CHT and ITI routes, you've navigated uncharted waters, lol).If I also make a companion quest, just with simplified scripts attached to the aliases having them revive themselves, would it interfere with your companion quest and its scripts, due to them both trying to revive the follower? Edit:And on top of all of that, CHT doesn't work properly with multiple companion mods, like "Unlimited Companion Framework", which I myself use.So i think i'm reaching a dead end with this endeavor. Edited February 22, 2018 by XI57 Link to comment Share on other sites More sharing options...
XI57 Posted February 22, 2018 Author Share Posted February 22, 2018 (edited) Yup, that's it. I'm calling it.Thanks for all the help and insight you've provided Greslin, I really appreciate it.I'm leaving my mod as is with its current functions, and i've left a link on my mod page directing to CHT as well as another mod that supports multiple companions, for those who need a way to revive companions.There's really no reason to reinvent the wheel here when it's already been done with success.Can't say thanks enough man, take care,-XI57 Edited February 22, 2018 by XI57 Link to comment Share on other sites More sharing options...
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