[RELz] Companion Resurrect

Post » Sat May 28, 2011 7:26 am

Worked a second and third time!
but I had a strange problem:
My character health is 105; when I used resurrection the first time it raised to 146, I noticed this when I was trying to heal myself (also enemies damage on me was weaker).
After the third resurrection, I noted 146 Health and saved my game.
Loaded my first clean save and noted 105 Health.
I exited Oblivion.
Then I loaded my last save and then the unexpected my health showed again 105.

Very strange.
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Ernesto Salinas
 
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Post » Sat May 28, 2011 5:33 pm

I found the explanation:
After the first resurrection I made a save, though my health (and companion health) was still in recuperation phase.

When I loaded this save: my health recuperation started with 105! not the logical health (I presume that was 41) due to resurrection process.
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josie treuberg
 
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Post » Sat May 28, 2011 3:33 pm

I found the explanation:
After the first resurrection I made a save, though my health (and companion health) was still in recuperation phase.

When I loaded this save: my health recuperation started with 105! not the logical health (I presume that was 41) due to resurrection process.


Strange, I'll test this myself later. It shouldn't be making any kind of permanent changes to your health as it's just an ability temporarily added to the spell effects list. I don't make any changes to the players health directly at all. It would be the same as having an enchanted clothing item. Glad at least your companion is behaving now :).

Edit: Ok checked this myself, resurrected my companion then made a save while the drain health ability was active. My health before was 110, with the drain health ability it was 55. Reloaded the save and health was still 55 (still showed the drain health effect in place so seemed to be working properly), I even tried loading the save with and without exiting to the main menu and the results were the same.

Something else is going on with your situation I am guessing. Not sure how your health went up.
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Peetay
 
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Post » Sat May 28, 2011 4:38 pm

I think health information is somehow not transferred in OBSE save component.
One way around (before a fix) is to not save before having fully recuperated your health.
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Michelle Chau
 
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Post » Sat May 28, 2011 6:35 am

I think health information is somehow not transferred in OBSE save component.
One way around (before a fix) is to not save before having fully recuperated your health.



I think that's not it at all. I can't reproduce what you observed and the fact that it's just an active effect makes it pretty hard to mess up the actual health of the player (as far as I'm aware, someone correct me if I'm wrong). That's the main reason I went with an ability over using modav or something like that. It's possible that another mod is doing something to your health, and isn't taking into account active effects when it does its calculations (there are a number of things that can go wrong with mods that change stats in scripts). Anyway I'll think on it over night and see if anything comes to mind.
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no_excuse
 
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Post » Sat May 28, 2011 12:38 pm

I think that's not it at all. I can't reproduce what you observed and the fact that it's just an active effect makes it pretty hard to mess up the actual health of the player (as far as I'm aware, someone correct me if I'm wrong). That's the main reason I went with an ability over using modav or something like that. It's possible that another mod is doing something to your health, and isn't taking into account active effects when it does its calculations (there are a number of things that can go wrong with mods that change stats in scripts). Anyway I'll think on it over night and see if anything comes to mind.

The experience is repeatable for me.
I spend yesterday and a part of today to build a new setup. I still got the resurrection health savegame oddity. If I save before fully recuperating my health, next time when I load the save my health start recuperating with full value (not what was altered during resurrection process).
I see only two culprits in my setup since they are dealing with health and OBSE too:
- Supreme Magicka
- Realistic leveling

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Elisha KIng
 
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Post » Sat May 28, 2011 5:18 pm

The experience is repeatable for me.
I spend yesterday and a part of today to build a new setup. I still got the resurrection health savegame oddity. If I save before fully recuperating my health, next time when I load the save my health start recuperating with full value (not what was altered during resurrection process).
I see only two culprits in my setup since they are dealing with health and OBSE too:
- Supreme Magicka
- Realistic leveling


Looking through Realistic leveling file info he says drain abilities and such shouldn't effect anything, so maybe that one is not the problem. For the magic mod I don't think it would produce consistently repeatable results so don't think that is it either. A lot to sift through there. Maybe you could test saving while under a drain health effect from a potion or something. That won't solve the problem, but would be a good indication that some mod in your load order is doing something wrong when dealing with your health.

I really don't think it has anything to do with OBSE itself. The fact that it only messes your health when loading a save seems odd to me. I'll take a look at Realistic leveling regardless and see if anything jumps out.
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BaNK.RoLL
 
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Post » Sat May 28, 2011 1:28 pm

Ok, I downloaded Realistic leveling and repeated the steps you outlined. I got the same results as you did with the bugged health after saving while the Drain Health effect is active.

There is an error somewhere in that mods scripts. This could happen while saving with any active effect possibly, not just health. When I first load the save, if I open the inventory screen that displays the players health before the Realistic leveling quest script runs, it shows the correct value. As soon as that script runs it sets the health back to full while the drain health is still active.

This is not something that I can fix with this mod, it's an issue with Realistic leveling, and the way it handles active effects at start up. Might be a good idea to point this out to the mods author as he would probably have a good idea how to fix it.
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Trish
 
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Post » Sat May 28, 2011 6:53 am

Thanks you b3w4r3 for all your work and assistance. I had become somewhat desperate, none of the companions mods fit my conditions. So far the best codded companion mod I think is: http://tesnexus.com/downloads/file.php?id=10266; these Japanese modders brought some new and original ideas; unfortunately they discontinued their work for unknown reason.

CM partners, the best working for me, has though some limitations:

If you choose ESSENTIAL version of the companion and take some option:
fEssentialDeathTime = 60 or 90 (or whatever)
then when CM companion is unconscious during combat he try to transport to you if you go too far (let say + 20 feet from his position) also enemies become stucks unable to follow you if you go too far (I think their AI Aggression is broken by your position and the position of the unconscious CM partner).
So if you are thinking about allied CM partners in combats, Non essential option is better for game-play and balance.
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Robert Devlin
 
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Post » Sat May 28, 2011 1:57 pm

Thanks you b3w4r3 for all your work and assistance. I had become somewhat desperate, none of the companions mods fit my conditions. So far the best codded companion mod I think is: http://tesnexus.com/downloads/file.php?id=10266; these Japanese modders brought some new and original ideas; unfortunately they discontinued their work for unknown reason.

CM partners, the best working for me, has though some limitations:

If you choose ESSENTIAL version of the companion and take some option:
fEssentialDeathTime = 60 or 90 (or whatever)
then when CM companion is unconscious during combat he try to transport to you if you go too far (let say + 20 feet from his position) also enemies become stucks unable to follow you if you go too far (I think their AI Aggression is broken by your position and the position of the unconscious CM partner).
So if you are thinking about allied CM partners in combats, Non essential option is better for game-play and balance.


Ya, I really don't like the whole moveto used in CM Partners. Any time the companion falls behind by more that 1024 game units it is warped to a position just behind the player. That's one of the problems I had to fix with my horse mod. Without the fix when the partner got behind they just got stuck in one position because calling moveto on an actor mounted on a horse doesn't really work.

Then there's the death timer I had to fix for this mod. I understand why he did it, but it makes resurrecting your companion buggy, and after 5 minutes dead it makes it impossible.

The new mod I'm working on (all my companion help mods combined and some new features) adds lock picking, and the ability to have your companions move to anywhere you select with your cross hair, or attack anyone you select with the crosshair. For CM partners I will have to edit the partner script once again to disable the moveto bit all together. Trying to send a CM Partner ahead, or far to the side to gain a tactical advantage has them warping back to the player everytime they get 1024 away...

I know a few other companion mods use this moveto system also, but it's really more trouble than it's worth IMO.
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Mark
 
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Post » Sat May 28, 2011 11:04 am

The new mod I'm working on (all my companion help mods combined and some new features) adds lock picking, and the ability to have your companions move to anywhere you select with your cross hair, or attack anyone you select with the crosshair. For CM partners I will have to edit the partner script once again to disable the moveto bit all together.

Very interesting.
Can you add options to:
EAT: when you select with the crosshair a food for a companion
DRINK: when you select with the crosshair a potion for a companion
OPEN LOCK: when you select with the crosshair a locked conainer or door for a companion

I really want to know about code errors in realistic leveling, maybe we can communicate them to ABO; I'm a bit suspicious about something tricky in RL when it comes to Health codes. Me and a lot of peoples are getting CTD when using health fountains in "Heart Of The Dead" mod; the mod author says there is conflict with his mod and another mod that deal with health.
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Alexandra walker
 
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Post » Sat May 28, 2011 4:47 pm

Very interesting.
Can you add options to:
EAT: when you select with the crosshair a food for a companion
DRINK: when you select with the crosshair a potion for a companion
OPEN LOCK: when you select with the crosshair a locked conainer or door for a companion

I really want to know about code errors in realistic leveling, maybe we can communicate them to ABO; I'm a bit suspicious about something tricky in RL when it comes to Health codes. Me and a lot of peoples are getting CTD when using health fountains in "Heart Of The Dead" mod; the mod author says there is conflict with his mod and another mod that deal with health.


Well for the lock picking that's how I have it working. Just put your crosshair on one and activate the inventory item to select which companion you want to pick the lock from a list of companion names. Normally if an NPC has a lock pick I think they can pick any lock. I am using a random pass fail using the NPC's security skill compared to the lock difficulty, so its not guaranteed that they will be successful. Currently I give them about 100 lock picks, and have the script execute until they succeed or run out of picks. Maybe I will change that though. I think having to tell them to pick, and only have them make one attempt is probably better, otherwise it turns into a cheat if you give them enough picks.

Food and potions is not something I'm sure about at this point. I can make them pick them up using a crosshair reference, but making them actually consume (and get active effects from the item) is something I'm not sure about.

As far as Realistic leveling is concerned I think the problem is that when the game loads the script doesn't check for active effects, but it does make an adjustment to the players health setting it to what it should be according to his leveling system (then any active effects get added or subtracted from there). When it makes the player gain a level it seems to check for active effects, and may deal with them properly.

I don't think what it is doing could cause any CTD in another mod though, just can mess up stats that have active effects when loading the game.
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Solina971
 
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Post » Sat May 28, 2011 1:00 pm

Anyway I think this is not a major problem.
I have just to not save during the health recuperation process.
Or save ... and do another save after full health recuperation.
Nexttime when I load the save, RL adjust health values.

Playing with Non Essential CM partners is very important for me now.
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Invasion's
 
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Post » Sat May 28, 2011 7:55 pm

I have others reports for you, as I made a thorough test from scratch using a CM partner.
The test divided into 5 battles followed by companion death.
The result is as follows:

- Partner follow AI after resurrection: is working 100%
- Partner follow in sneak mod AI if resurrected while sneaking : is working 100%
- Health recuperation time is independent of WAIT or SLIP time (you can wait or wait for 10 hours, you still go to the same point of previous health recuperation percentage)
- If you fast travel to a town during "Health recuperation" you receive a message "Your partner is dead" after arriving and you find your companion dead near the town gate.
- The first time my CM partner joined me he had the following stats:
Level 1 Blademaster
Health 59/59, Magicka: 160/160, Fatigue: 120/120

After some resurrections he has the following stats:
Health 29/29, Magicka: 160/160, Fatigue: 100/100

I exited the game and loaded my last save and found the following companion stats:
Health 31/31, Magicka: 160/160, Fatigue: 100/100
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Sophie Miller
 
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Post » Sat May 28, 2011 2:03 pm

Thanks for the observations. Spell effects will be removed now when using sleep/wait, and during fast travel. CM Partners should not die now when fast traveling with the drain health effect active. Not sure what caused it anyway as my other companion didn't die, but the CM did. Now the effect is removed, and my CM stays alive. Let me know if you still have issues.

For the stats being incorrect you are checking them once the drain health has worn off right? The effect is applied to the player and the companion for the duration of the 5 minutes. If after the effect is removed, the health is still wrong then I'm not sure how to fix it yet. NPC health is set using a few different factors, and still some companion mods adjust their health as they see fit. This was something I was concerned about, that some stats would be reset when using the resurrect command. I wonder if skills are reset also. For the most part I could correct the skills if they are reset, but getting the health and other stats that are set using many variables may take me some time to work out.

Edit: Here's a little insight to what CM is doing to the companions health every frame in gamemode and on load.
Game Modeif cmPartnersQuest.nLevel == 0 && levelup == 1    set levelup to 0elseif cmPartnersQuest.nLevel == 0 && levelup == 0 && ( GetBaseActorValue Health < npchealth )  SetActorValue Health, npchealthelseif cmPartnersQuest.nLevel == 1 && levelup == 0  set npclevel to GetLevel  set pclevel to Player.GetLevel  set pchealth to ( Player.GetBaseActorValue Health )  set npcmagicka to ( GetBaseActorValue Magicka )  set npcfatigue to ( GetBaseActorValue Fatigue )  set npcspeed to ( GetBaseActorValue Speed )  set npcathletics to ( GetBaseActorValue Athletics )  set npcacrobatics to ( GetBaseActorValue Acrobatics )  set levelup to 1  if npctype == 1	set npchealth to ( 0.85 * pchealth )	SetActorValue Health, npchealth  elseif npctype == 2	set npchealth to ( 0.80 * pchealth )	SetActorValue Health, npchealth  elseif npctype == 3	set npchealth to ( 0.75 * pchealth )  	SetActorValue Health, npchealth   endif endifOn Loadif npctype == 1  set npchealth to ( 0.85 * pchealth )  SetActorValue Health, npchealthelseif npctype == 2  set npchealth to ( 0.80 * pchealth )  SetActorValue Health, npchealthelseif npctype == 3  set npchealth to ( 0.75 * pchealth )    SetActorValue Health, npchealth endif


So it looks to me like this line...

elseif cmPartnersQuest.nLevel == 0 && levelup == 0 && ( GetBaseActorValue Health < npchealth )
SetActorValue Health, npchealth

runs every frame for the most part. So if you move into a new area with your companion with any active effects relating to health, the companions onload block will set his health to a percentage of the PC's health. Since it doesn't check for active effects it is getting the wrong base health of the player (which is lowered due to the drain health effect) so now the NPC gets his health set to a new lowered value.

Eventually this should correct itself once you and the companion load into a new area, triggering the companions onload block when the active effect has been removed from the player.

Starting to think this simple idea is more trouble than it's worth :/
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Roberto Gaeta
 
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Post » Sat May 28, 2011 8:50 pm

Thanks for the observations. Spell effects will be removed now when using sleep/wait, and during fast travel. CM Partners should not die now when fast traveling with the drain health effect active. Not sure what caused it anyway as my other companion didn't die, but the CM did. Now the effect is removed, and my CM stays alive. Let me know if you still have issues.


I think this is due to the "Double face fix" introduced in the last CM partners versions. I is quite suble to observe, but each time I fast travel with my companion he is generated a second time (to fix double face bug) when arriving. Maybe it's the same mechanism used by UOP.

For the stats being incorrect you are checking them once the drain health has worn off right? The effect is applied to the player and the companion for the duration of the 5 minutes. If after the effect is removed, the health is still wrong then I'm not sure how to fix it yet. NPC health is set using a few different factors, and still some companion mods adjust their health as they see fit. This was something I was concerned about, that some stats would be reset when using the resurrect command. I wonder if skills are reset also. For the most part I could correct the skills if they are reset, but getting the health and other stats that are set using many variables may take me some time to work out.

I checked companion stats when drain health script icon disappeared from the screen and my health was fully recovered.

This is taken from CM Partners Mod Complete List of Features (Version 2.0 used):

16.	Substantially increased starting health for Partner NPC's.  The TES Construction Set assigns a value of between 10 and 20 for Level 1 NPC's, and are consistently much lower than the Player throughout the game.  The Player starts with more than 70 usually, so companions are not normally very helpful.  Now Partner NPC's will have health levels similar to the Player.


I also note that CM companion magicka changed from 120/120 to 100/100.
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Toby Green
 
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Post » Sat May 28, 2011 4:38 am

Ok, I downloaded Realistic leveling and repeated the steps you outlined. I got the same results as you did with the bugged health after saving while the Drain Health effect is active.

There is an error somewhere in that mods scripts. This could happen while saving with any active effect possibly, not just health. When I first load the save, if I open the inventory screen that displays the players health before the Realistic leveling quest script runs, it shows the correct value. As soon as that script runs it sets the health back to full while the drain health is still active.

This is not something that I can fix with this mod, it's an issue with Realistic leveling, and the way it handles active effects at start up. Might be a good idea to point this out to the mods author as he would probably have a good idea how to fix it.

When asked about heath effects on savegames, ABO the author of Realistic Leveling gave the http://www.gamesas.com/bgsforums/index.php?s=&showtopic=969750&view=findpost&p=15569478.
Also I'm using RL for months but never observed issues on savegames dues to health buffing or draining.
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-__^
 
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Joined: Mon Nov 20, 2006 4:48 pm

Post » Sat May 28, 2011 8:39 pm

When asked about heath effects on savegames, ABO the author of Realistic Leveling gave the http://www.gamesas.com/bgsforums/index.php?s=&showtopic=969750&view=findpost&p=15569478.
Also I'm using RL for months but never observed issues on savegames dues to health buffing or draining.



He's right. I think I'm getting a handle on why it's being recorded incorrectly. In the save the information is correct so the effect gets applied to the player with what I set it to, but when his mod looks for the spell magnitude, it gets its info from the un-modded base item. I may be able to address it but not sure yet.
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willow
 
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Joined: Wed Jul 26, 2006 9:43 pm

Post » Sat May 28, 2011 6:26 pm

Ok, I fixed the issue where Realistic leveling was getting the wrong health on reloading. Now when you reload a save the current minutes drain effect is removed, and the spells magnitude is reset. Then the next drain effect is added (unless you were in the last minute when you saved, in that case all drain effects are removed).

So that issue and the issue using sleep/wait, or fast travel, should be corrected now.

As far as CM Partners having the wrong health, as I stated above it's an issue that should fix itself the next time the partners On Load block is run (the next time you see the loading message when using a load door, or fast travel) providing that the drain effect is no longer active on the player. What happens is when the drain is applied to a CM the effect is what we expect, but if the companions on load block runs things get messed up, here's my observations...

Before Resurrect CM > Base Health == 82 Current Health == 82
Resurrect CM > Base Health == 82 Current Health == 41
Move through a load door causing the loading screen to display > Base Health == 43 Current Health == 2

After resurrection things are as we expect them to be, the companion has their health drained by 1/2
When the companions on load runs it uses "getbaseav health" on the player, which doesn't get the players "real" base health because it doesn't check for active effects. In this case my base health would have reported 58 so CM does 58 * .75 and sets the companions health to 43. Since the CM now has a drain effect of 41 its current health is 2...It will recover about 8 health every minute now to arrive back at 43 when the resurrection effect ends. Going through any load doors during this time will change things again. Once the drain effect ends, going through the next load door will set the CM back to their proper health (according to what the CM mod thinks that should be, which is .75% of the players base health) providing the player has no other active health effects.

So you can see what we are up against here I hope. There are a few options none of which are perfect.

One would be to remove the drain of the partner completely, and only have the drain effect on the player. This would result in CM health being un-effected until you went through a load door, in which case the CM would have a similar drain to the players, but this would not be corrected until the next load door...

Two would be to rework the CM PartnerScript to check for active effects on the player when the onload block runs. This would be the best option, and is probably how it should have been done in the first place, but it's not something I really want to do.

Three I don't know lol. This is why I use a level offset of 10 on companions, so that they have higher health without having to go through extra scripting, which in the case of CM really doesn't work properly.

Anyway that's what I have for now. I suggest, when resurrecting a CM, take time to recover before charging through the nearest load door. :P
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Emilie Joseph
 
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Joined: Thu Mar 15, 2007 6:28 am

Post » Sat May 28, 2011 11:35 am

Thanks b3w4r3 for this remarkable work.
I have seen all the day updates from you on TESNexus.
I'm going to test this new version and give you feed back.
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NeverStopThe
 
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Joined: Tue Mar 27, 2007 11:25 pm

Post » Sat May 28, 2011 7:49 pm

Seems this mod didnt get any attention the past few months, which i think i a shame if you like companion mods.

Anyway, im going to give this a go with Ruin, Vilja and Neesh! Good job!
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Blackdrak
 
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