Altering Healing Effect of Food and Drink?

Post » Fri Nov 18, 2011 1:36 pm

Is there way to limit healing effect of food and drink only to instances when character is actually either hungry or thirsty? Just for making "hardcoe" bit more realistic and logical. Eating 20 Gecko steaks to restore health while fighting bunch of nightstalkers seems bit strange to me.

It would make real healing stuff like powder of stimpacks bit more useful and valuable.
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phillip crookes
 
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Post » Fri Nov 18, 2011 7:46 am

http://www.newvegasnexus.com/downloads/file.php?id=40040

project nevada--in the rebalance module, theres an option for food NOT to restore health, it will also add backpacks so ur not storing stuff in ur pipboy lol, and to be quite honest i would recommend all the modules. they add new stuff to the game while making the game challenging, like leveling the palying feild for you and the npcs. awesoem mod.
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Sun of Sammy
 
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Post » Fri Nov 18, 2011 3:13 pm

Thanks Redneckdevil, but that is not what I seek. I can lower healing effect of food to zero. But that is not what I am after. I want food/drink to keep its healing ability but limit it to the state of hunger and thirst.

So if you are thirsty and you drink, water will restore little bit of your health. However it will prevent you from say restoring 80% of your health by simply drinking gallons of water from the toilet.

To put it simply: eating and drinking will restore bit of your health as long as it also extinguish your hunger or thirst.
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lacy lake
 
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Post » Fri Nov 18, 2011 11:26 am

It's certainly doable, but it would be a bit tedious. It would involve editing each individual food and drink item.

Are you looking for an existing mod, or for help in doing it yourself? I can point you in the right direction if you don't mind opening up the GECK or fnvedit.
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Emma louise Wendelk
 
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Post » Fri Nov 18, 2011 6:09 pm

Doing it myslef. Any info is wellcomed cordsnwires!
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Marcus Jordan
 
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Post » Fri Nov 18, 2011 8:28 am

What you need to do is put a condition on the Restore Health effect for each food and drink item. Specifically, GetActorValue Hunger >= X, where X is whatever you want the minimum hunger level to be for food healing to kick in. Don't use zero, since hunger level is always rising it will almost never be zero. You probably want to make X a global, so you can change it later without editing each condition again.

Do the same for drinks, except instead of Hunger as the parameter for GetActorValue, you would use Dehydration. You can copy-paste conditions in the GECK, so you only have to create it once for food and once for drinks and then it's just a lot of clicking.

Then there's compatibility. Dead Money edits a bunch of the prewar food and alcohol items, and mods like Project Nevada Rebalance, IMCN and Arwen MedTec edit most or all of the food items. Are you using anything like that? If so, there are a few extra steps.
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Isabella X
 
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Post » Fri Nov 18, 2011 1:39 pm

Thanks a lot cordsnwires. Did not know you can add new global variable, just edit existing ones in GECK. I'll try that out. And I am not using any mods except few I made myself like removing sneak messages but that will not cause problems. However I am using addons so if there are some tricks I should know about compatibility, please tell me.
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Steven Nicholson
 
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Post » Fri Nov 18, 2011 9:54 pm

It's simple enough. Edit your GeckCustom.ini and set bAllowMultipleMasterLoads to 1. When you open the GECK to create your plugin, make sure all the DLC ESMs are checked off in addition to FalloutNV.esm. Now all the DLC foods will show up, and you will be working with the DLC versions of conflicting items.

This will of coarse make your mod dependent on the DLC.
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Chad Holloway
 
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Post » Fri Nov 18, 2011 12:04 pm

Thanks a lot once more. I'll give it a try.
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Benito Martinez
 
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Post » Fri Nov 18, 2011 3:02 pm

One thing I neglected to mention - this will cause food and drink healing to be completely disabled if you turn hardcoe Mode off. I hadn't even considered that you might want the option turn it off, but I probably shouldn't make assumptions about how other people play the game.

If you would like to be able to toggle it off without losing food healing, you would have to check of the "OR" box in the hunger/dehydration conditions. Then create a second condition, ishardcoe == 0. Just to be safe, check the "or" box on that one too (this way you don't have to worry about what order the conditions are in; sometimes the Geck arranges them in different order depending on where you click).
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Arrogant SId
 
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Post » Fri Nov 18, 2011 1:00 pm

Thanks, I got it working. I encountered two problems, one you mentioned. Other is that while healing is done over time period, hunger is extinguished immediately. So if hunger is lower than "food" value of item you eat, there will be no healing. I solved it by making "hunger" effect been applied also over time. Same time as healing. As it is mostly not more than 30 seconds, it is not that unrealistic. Benefit is that it makes amount of healing be equal to amount of hunger been extinguished (in relative terms).

So far I made it for few experimental items, now I have to edit it for all items in the list.
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Joie Perez
 
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Post » Fri Nov 18, 2011 11:03 am

Heh, I didn't think of that. It's been a while since I played with food healing enabled. Good solution.

Imp's Needs sort of does something similar, eating takes time. It also applies a pretty severe stat penalty for the duration, the idea being to discourage you from eating in combat or dangerous situations. I personally think that works well as a game mechanic, maybe something to consider if you like the idea.
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lilmissparty
 
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