Sorry to ask a question I know have been answered before, but I can't remember the answer, nor find it in the previous threads. If I use Phalanx, how do I make sure FWE's changes to stimpacks are used? Or will my followers always be healed up to full when I use stimpacks no matter what I do? I know this is a bit offttopic, but can someone direct me to a way to add healthbars so I can see how much life my followers have left in them? Thanks in advance for any help you can offer
Phalanx has its own relz thread you know =p
When Phalanx followers use stims on you in combat, it always uses whatever stimpack definition the game has, as you have it configured via your mod list, etc.
When you stim followers via dialogue or the in-combat menu system, I have to script the healed amount instead, because of menumode/gamemode caviats. It was either that or, not allow you to put more than one stim on at a time.
I think I picked some amount of healing like, 80 HP. I had to pick something.
The only time that stimming a follower will bring him all the way up to full health no matter how low he was, is, if you and the follower are out of combat, and you pick the "first aid" use. Or - - Dogmeat. I kept the original stim characteristics on Dogmeat, one stim gets him fully healed.
For now I stop using Phalanx- use our followers instead. And I am very happy.
But I can say- FWE don't have any issues with Phalanx. No problems with stimpacks.
One only thing- for now it is better to equip followers with vanilla types of weapons, or they can act incorrectly sometime. In future releases Tarrant promised to correct this.
hmm..
I don't feel like calling it a "correction" is quite right. It's more like a friggin miracle that it works. I'm making pretty complicated distance-based weapon selection work with weapons that my mod cannot even see. I hadn't imagined this was possible when I first made this system.
The twist that even makes it possible is - I realized a bit back - I can define an empty actor effect and scripts will compile with it listed in there. Then, I can cause a compatibility mod to modify that effect, making it functional, and also have it fill in formlist entries that the script itself needs. So when the compatibility mod isn't loaded, that script block is bypassed, but when you load it, it works like it is native.
I need information about the FWE weapons to proceed, though.