Jump to content

Some actors do not generate the OnEnterBleedout event


SKKmods

Recommended Posts

For example (but not limited to) Alien, Molerat, Bloodbug.


Makes sense as they were never designed to be Essential or Stimpaked so don't have bleedout animations or whatnot.


Is there any attribute that can be tested in script to indicate if an actor can or can not OnEnterBleedout ?


Amusingly if they are set Essential with NoBleedoutRecovery and PlayerCanStimpak keyword is added, they do freeze in bleedout and offer the Stimpak activation and recovery mechanics.


Only its hard for the player to tell this has happened without a signpost which is usually OnEnterBleedout = pop an "Actor needs Stimpak" marker.


Link to comment
Share on other sites

Let us say that you want any (or all) actors in the world to bleedout until healed with a Stimpak by setting Essential with SetNoBleedOutRecovery(TRUE).

 

Actors that do generate event OnEnterBleedout: ActorTypeHuman, ActorTypeRobot, ActorTypeSynth, ActorTypeSuperMutant, ActorTypeDog.

Actors that do not generate event OnEnterBleedout: Any other actor including Bugs, Creatures, Animals (except Dogs).

All actors report correctly IsBleedingOut() even the ones that do not generate the OnEnterBleedout event. So the workaround for actors not generating event OnEnterBleedout is to use Event OnCombatStateChanged with logical test IsBleedingOut(). That doesn't cover the case of the player putting the actor into bleedout with IgnoreFriendlyHits(True) but that's a corner case.

 

With keyword PlayerCanStimpak all actors offer the [E] Stimpak activation option when bleeding out except ActorTypeRobot, even when DLC01RepairKit is *not* installed. Probably because bleedout robots like Codsworth self recover SetNoBleedoutRecovery(False) until DLC01 is installed then switch to keyword DLC01PlayerCanRepairKit using DLC01RepairKit so recovering robots from bleedout without DLC01 is another exception path.

Workaround for Robot bleedout without depending on DLC01 or repair kits is to not use base game PlayerCanStimpak & DLC01PlayerCanRepairKit keyword mechanics and create your own AddActivate perk to run the recovery SetNoBleedoutRecovery(False) ... ResetHealthandLimbs() ... wait or timer IsBleeingOut() ... SetNoBleedoutRecovery(True).

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...