KhTum Posted July 31, 2020 Share Posted July 31, 2020 Just that. Is there anyway to make all human npcs have the same base health ? because no matter how hard you try to make all humans have the same health, i feel like it's almost impossible. So is there any way/script/game setting that can do that ? Link to comment Share on other sites More sharing options...
dubiousintent Posted July 31, 2020 Share Posted July 31, 2020 Your problem is that "base health" is just a starting point determined by the Actor "base form" stat. Then other factors get involved when damage to the "health pool" is determined. Please see "TIP Get Actor Health functions" under the "Scripting" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
KhTum Posted July 31, 2020 Author Share Posted July 31, 2020 My idea was that a script that checks if the actor race is Human (African american, Hispanic, etc.) Then it forces their base health to be 50 for example. So is that possible ? I want to start trying but i don't want to waste hours for nothing to be honest. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 1, 2020 Share Posted August 1, 2020 (edited) Let's try this again. (I am not trying to discourage you, but your questions imply you do not really understand the scope of what you are getting into. I have no idea as to your expertise, but due to your low number of Nexus posts, suspect not that much experience with mod creation of this game.) While your idea is simple in concept, it is not simple to implement. "Health" is a "pool", a "derived value" based upon several factors. (See "SPECIAL" and "Primary Stats".) It is not in the design of the game for every Actor of a class such as "human" to have the same "health pool". If you try to make it the same for all "humans" then you are attempting to change how the game engine determines that "health pool" which means you are going to affect other aspects of the game. There will be "ripple effects", like tossing a stone into a pond, due to things which are hard-coded into the game engine and not intended for modding. So: "Yes you can have a script that detects each "human" actor in a cell upon loading and set their "health pool" to the same value." But in doing so you are going to be ignoring other things (such as Stats, Perks, and Traits) that differentiate them from others in the same class, and are going to cause unintended side effects whenever the game engine recalculates the "health pool" (because it is not static) after determining direct and indirect damage taking into account all those factors you ignored. Which in turn means you are going to have to spend a lot of time chasing down ripple effects and working out both the "why" and then the "how" to mitigate them. And because you are going in a different direction from the game design, others are not really going to be able to advise you. It will not be a trivial exercise. Trying to make the game work differently requires a deep understanding of how it currently functions and of what is hard-coded into the game engine and thus not really changeable. Suggest you try a PM conversation with someone who has tackled something similar: such as "FNV Gameplay Overhaul (FNVGO)" by punchbattle, to get an idea of what you are getting into. -Dubious- Edited August 1, 2020 by dubiousintent Link to comment Share on other sites More sharing options...
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