http://www.tesnexus.com/downloads/file.php?id=8774
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6523
Enemy Actors AutoHeal 1.3
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by nenina
What was wrong with version 1.2:
*actors had infinite heals
*insane amounts of health healed
*abused its script to add gold and hammers
What is new in version 1.3:
*tuning guide included so that the player can tweak the mod to their liking
*actors run out of heals eventually or sooner
*amount healed is low so that enemies appear to hang on for dear life
*mod allows enemies to heal when they are below critical health, nothing more
*foes can't heal if staggered, knocked down, knocked out, or paralyzed
*critical health zone depreciates the higher their level
*obviously, this version is less 'severe' than the previous version
Required
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Oblivion patched to 1.2.0416
OBSE v0019b
http://obse.silverlock.org/
This mod uses scripts to direct humanoid actors to heal in combat when they are on the brink of death, via potions or spells. How it works: When the player enters a cell every humanoid actor in the area gets a 50% chance to recieve an autoheal script. When an actor that has recieved the heal script is in combat and has dropped below critical health, the script will heal a small amount of health every default two seconds with a default 15% chance to miss the heal call, and each call has a default 10% chance that it will be the last called by the script.
The intended illusion is that the actor, your slimey enemy, is fighting for dear life with their set of weak heals that occasionally miss and will eventually run out. A healing enemy can hold their own in unassisted combat with normal weapons, and the player must find a way to break through the last, stubborn line of defense to kill the enemy quickly. Critical health depreciates as the player reaches higher levels. A level 1 foe will begin healing when they are below 30% health. A level 40 hostile with an ocean of health and massive armor defense will heal when below 2% health.
Well rounded characters will find that an extra kick of damage is needed to take down a stubborn, healing, taunting hostile scumbag. Pure warriors will have extra difficulty if limited to a normal weapon. Fortunately, actors with the script can't heal when knocked out, knocked down, staggered, or paralyzed. Now's my chance, pay with your blood!
Since I can't tell if an actor is intended as a magic user, actors from other mods only recieve the potion healing script. Evil actors get the weak heal and good actors get the stonger heal.
Tweaking the mod
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If you find that the healing is not effective enough, not often enough as in not every second, misses too much, etc, then refer to the included Enemy Actors Autoheal 1.3 Tuning Guide
Compatability
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Compatable with FCOM? I would say yes, but haven't tested it. Appropriate for FCOM? I don't know.
Installation:
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Unzip the .esp file into the Data Folder which is located inside the same folder where Oblivion is installed. Start Oblivion and in the menu choose Data Files. Available mods will be shown in the list.
Double-click Enemy Actors AutoHeal 1.3 to activate it and click OK. You may now start Oblivion with the mod installed.
Playtesting
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Tested with a magic blade character and a pure warrior character at levels 1, 5, 15, 20, and 30.
Special Thanks
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Reneer
scruggsywuggsy the ferret
MasterW3
da mage
DragoonWraith
Tommy_H
Tuning Guide:
Spoiler
REQUIRED:TES4 Construction Set 1.2.404OBSE v0019b with OBSE v0019b loader -editorCHANGING THE CHANCE FOR ACTORS TO RECEIVE THE HEALING SCRIPT:View the script EAActivatorSpellScript. Use the search function to find these lines separately ( There is only one of each ):Set EAChanceNormal toSet EAChanceBoss toChange the values to any number from 0 to 99 and save the script. A lower number means a higher chance for enemies to recieve the healing script upon entering a cell.CHANGING THE CHANCE AN ACTOR WILL RUN OUT OF HEALS, CHANGING THE TIME BETWEEN EACH HEAL CALL, AND CHANGING HOW OFTEN A HEAL CALL PRODUCES A MISS:You will have to open, edit, and save each of the following scripts:EARingCastHealScriptEARingCastHealStrongScriptEARingPotionHealScriptEARingPotionHealWeakScriptTo edit the chance that an actor's current heal will be the last one until they are dead, find this line: Set StopFactorEA toChange the value to any number from 0 to 99. Lower values give higher chance that autoheals will stop. Default 90, which means a separate 10% chance each time.To edit the amount of time in seconds between each heal call, find this line: Set FrequencyEA toChange the value to a number in seconds. If you can manage with this set to 1 then you are a badass. Default 2, which means 2 seconds between each heal call.To edit how often an npc will miss a heal call, use the search function to find this line: Set HealSuccessRateEA toChange the value to a number from 0 to 99. The higher the number, the less chance of missing a heal call. Default 85, which means a 15% miss chance for a heal call.CHANGING THE AMOUNT OF HEALTH REGENERATED VIA POTION METHOD:You will have to open, edit, and save each of the following scripts:EARingPotionHealScriptEARingPotionHealWeakScriptYou will find a block of if checks that resemble this: If ( Player.GetLevel >= 40 ) If ( GetRandomPercent < HealSuccessRateEA ) && ( SelfEA.IsStaggered == 0 ) && ( SelfEA.GetKnockedState == 0 ) SelfEA.ModAV Health 14 SelfEA.PlayMagicShaderVisuals effectRestoreHealth Set DeadlineEA to ( 0 + GetRandomPercent * ( 99 - 0 ) / 99 ) EndIf Etc... Etc... Etc... ElseIf ( Player.GetLevel >= 8 ) If ( GetRandomPercent < HealSuccessRateEA ) && ( SelfEA.IsStaggered == 0 ) && ( SelfEA.GetKnockedState == 0 ) SelfEA.ModAV Health 11 SelfEA.PlayMagicShaderVisuals effectRestoreHealth Set DeadlineEA to ( 0 + GetRandomPercent * ( 99 - 0 ) / 99 ) EndIf ElseIf ( Player.GetLevel >= 4 ) If ( GetRandomPercent < HealSuccessRateEA ) && ( SelfEA.IsStaggered == 0 ) && ( SelfEA.GetKnockedState == 0 ) SelfEA.ModAV Health 8 SelfEA.PlayMagicShaderVisuals effectRestoreHealth Set DeadlineEA to ( 0 + GetRandomPercent * ( 99 - 0 ) / 99 ) EndIf ElseIf ( Player.GetLevel == 1 ) If ( GetRandomPercent < HealSuccessRateEA ) && ( SelfEA.IsStaggered == 0 ) && ( SelfEA.GetKnockedState == 0 ) SelfEA.ModAV Health 5 SelfEA.PlayMagicShaderVisuals effectRestoreHealth Set DeadlineEA to ( 0 + GetRandomPercent * ( 99 - 0 ) / 99 ) EndIf EndIfYou can see the lines that set the amount of health regenerated at different levelsEtc...SelfEA.ModAV Health 14SelfEA.ModAV Health 11SelfEA.ModAV Health 8SelfEA.ModAV Health 5Edit the values to your liking.CHANGING THE AMOUNT OF HEALTH REGENERATED VIA HEAL SPELL:Edit the following set of spells to your liking:EARestoreHealth01 - EARestoreHealth40EARestoreHealthStrong01 - EARestoreHealthStrong40
Edit:
I'm sorry, but I don't know what is going on in that code box. It is showing green, red, and orange text for no good reason. Is this a site / moderator prank?
Future:
Now that that's settled, I'm going to tune this mod to work well with Kuertee's Attribute-based and skill-based damage modifiers. Combat at high levels in Vanilla Oblivion is so unnecessarily tedious.