» Wed Mar 30, 2011 4:00 am
About the healing loop:
I restarted playing a few months ago so I haven't run into the problem because of safeties I made to prevent it from happening again.. But a long time ago I had this problem with lots of mods. I'm talking about "weird health" or "broken companion health". That's what I call it.
Some modded weapons or modded items or even modded game mechanics will cause "permanent" damage to health by using a "bad" thingy in the scripting that permanently changes the health setting. It's so long ago that I don't even remember the right names. The last time I got it, it was due to a mod that would give additional damage if you hit the target in the back. So if you accidentally hit a companion in the back, that companion gets broken.
If some script effect claims "additional damage" or "healing" in the readme, then beware as the bug may be included.
Like I said, I fixed those in the mods I downloaded but I forgot what I did.
It seems to be rare nowadays.
It's not really permanent. CM Partners can be forced resurrected if you take their stuff away first. Other companions can be fixed similarly or have built-in resetting capabilities. If the combat reset thingy worked for Vilja then I'd say Vilja is safe by default.
I remember having a sword that did that. I think it may have been a sentient weapon, not sure if it was -the- sentient weapon. I believe it has the option to turn the additional damage off.
Then there was a mod that gave additional "magical damage" to any sword you used it on. That one had it too, but all could be fixed by turning it off in the script.
Some poison used in some mod by a monster did it. I think in MMM there was something with assassin goblins doing it?
An early Duke Patricks Combat geometry mod OR momentum damage did it. I'm not sure which one. I changed the script and use it anyway. Never play without it.
Similarly, Neeshka, early version, not sure about today's version, modified player health. I suddenly had thousands of hitpoints.
Sometime somewhere someone said to never ever give a scripted item to a companion. I think it may be because the scripts change things on the player, doesn't matter who uses it. Or it had to do with something else. Oh, I think Illithiel's soul (sp?) readme said that. You could add a "soul" to a weapon which would then taste the target and then apply the right enchantments. So if the weapon/soul tasted a weakness to fire, it would add fire damage on next strike. Euh, dunno, long time ago. I just never give scripted items to my companions. That way I feel safer.
I've written a mess but maybe it gives a sort of idea of what may happen.