[RELz] Enemy Actors AutoHeal 1.3

Post » Thu Dec 30, 2010 9:16 am

Download:
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
=========================
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
--------
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
----------------

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
-------------
Compatable with FCOM? I would say yes, but haven't tested it. Appropriate for FCOM? I don't know.



Installation:
-------------
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
----------
Tested with a magic blade character and a pure warrior character at levels 1, 5, 15, 20, and 30.



Special Thanks
--------------
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.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Wed Dec 29, 2010 7:13 pm

I have used/use your previous versions,sometimes deactived since enemies got a tad hard to kill when actived and I was poorly equipped at lower levels specially.
guess it is all in now,thanks, really liked it but as I said above,a tad hard sometimes :D
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yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Thu Dec 30, 2010 2:45 am

Great! I realize what hell was placed on users of 1.2 and revisited the mod to 'amend' the sins of it. Although some players could handle it fine.

You know, I missed a very important part of the Tuning Guide, which is changing the critical health zone where your scumbag enemy will begin to heal:

This entry is not in the Tuning Guide in the download:
Spoiler

CHANGING THE CRITICAL HEALTH ZONE THAT TRIGGERS HEALING. THIS IS WHERE THE LINE IS DRAWN WHERE THE ENEMY WILL TRY TO HOLD OUT:You will have to open, edit, and save each of the following scripts:EARingCastHealScriptEARingCastHealStrongScriptEARingPotionHealScriptEARingPotionHealWeakScriptLook for a block that looks like this:	If ( CriticalHealthEA == 0 )		If ( SelfEA.GetLevel >= 40 )			Set CriticalHealthEA to 50		Elseif ( SelfEA.GetLevel >= 36 )			Set CriticalHealthEA to 33.33		Elseif ( SelfEA.GetLevel >= 32 )			Set CriticalHealthEA to 25		Elseif ( SelfEA.GetLevel >= 28 )			Set CriticalHealthEA to 12.5		Elseif ( SelfEA.GetLevel >= 24 )			Set CriticalHealthEA to 8.33		Elseif ( SelfEA.GetLevel >= 20 )			Set CriticalHealthEA to 6.25		Elseif ( SelfEA.GetLevel >= 16 )			Set CriticalHealthEA to 5		Elseif ( SelfEA.GetLevel >= 12 )			Set CriticalHealthEA to 4.35		Elseif ( SelfEA.GetLevel >= 8 )			Set CriticalHealthEA to 3.85		Elseif ( SelfEA.GetLevel >= 4 )			Set CriticalHealthEA to 3.57		Elseif ( SelfEA.GetLevel >= 1 )			Set CriticalHealthEA to 3.33		EndIf	EndIfThe values to change are these:			Set CriticalHealthEA to 50			Set CriticalHealthEA to 33.33			Set CriticalHealthEA to 25			Set CriticalHealthEA to 12.5			Set CriticalHealthEA to 8.33			etc...			etc...To understand this, consider CriticalHealthEA at 8.33, which is the setting for foes at levels 24 to 27. This number was reached by dividing 100 by 12.If that enemy had exactly 100 base health and the intended critical health zone is below 12, this means that the script will call for heals when the actoris below 12% of their base health, 100 divided by 12 equals 8.333333, or 8.33. For a vile slimeball at levels 4 to 7 the CriticalHealthEA value is 3.57.The intent is for the actor to heal while they are below 12% of their base health. 100 divided by 28 is 3.571428, or 3.57. So the value of the declared variable,CriticalHealthEA is set to 3.57.This way, the user of the mod can tune the critical health zone that declares when the script will call heals for a hostile actor. This is where version 1.2 wastoo strict, and kept healing the actors at a threshold so high that breaking through it was an impossible venture. The heals will stop when the actors healthrises above the critical health zone, or when the actor is staggered, knocked down, knocked out, or paralyzed, or when the actor hits the 10% chance thatthe current heal is the last one.


User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Thu Dec 30, 2010 2:11 am

What happens to an actor that already has an attached script when running this mod?
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Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Thu Dec 30, 2010 5:29 am

Great! I realize what hell was placed on users of 1.2 and revisited the mod to 'amend' the sins of it. Although some players could handle it fine.

You know, I missed a very important part of the Tuning Guide, which is changing the critical health zone where your scumbag enemy will begin to heal:
This entry is not in the Tuning Guide in the download:
...snip

I could handle it,specially when I got my alchemy skill up and running,use/d a lot of poisons,weakness to poison-spell and it got sorted.
Sure it made it challenging,but that is the fun :)
thanks for the addendum,will come in handy if I or others feel the need to adjust it a little,doubt it will be necessary though :goodjob:
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Wed Dec 29, 2010 11:38 pm

What happens to an actor that already has an attached script when running this mod?


The attached script on the actor will run as it should. The script in this mod is run by adding an invisible token to the actor, and that token uses GetContainer to reference the actor. So the script runs from the token, not from the actor.
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Nicholas C
 
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Joined: Tue Aug 07, 2007 8:20 am

Post » Wed Dec 29, 2010 8:37 pm

Ohh, very good. I'll be checking this out then. Thanks for the reply.
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Lloyd Muldowney
 
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