I'm still getting enemies that spawn with negative health values. Has anyone else noticed this? You notice it first as the fact that a target has just one little sliver on their displayed health bar (not in VATS). In VATS, if you start queuing up shots, you notice that the health bar doesn't decrease in size (projecting the potential HP loss). If you GetAV Health them in the console, you then see that their health is negative, sometimes in excess of -100.
I've never noticed this before MMM was installed.
As for the comment about selective freaking out over a comrade being vaped, the way I had it set up was to temporarily decrease their Confidence by 2. Enemies with higher confidence would weather it better than those without. Conditional checks could nullify it against certain targets.
EDIT: Did a bit of investigating. I found a spawn that consistently has the bug, a raider spawn in cell zBethOffice01 (Bethesda Offices West), ref ID 2575A.
I have commented out the script point in the aMMMzNPCOnLoadStats script that alters the NPC health, and his health is greater than 0 and is a comparable level to the raider right next to him (or her) With that script portion enabled? Negative health, in excess of -100.
Both spawn points are the same base object, which is even more perplexing since the other one, RefID AF8E2, does not have the health problem. Their objects are different-colored M-placeholders though, is there some difference between them?
EDIT 2: There is a difference, ID 2575A is a "Hard" rated, while AF8E2 is "Easy". Could that be involved in the problem?
EDIT 3: Haven't found the cause, but I put in a fix that seems to work: Right after Line 23 in aMMMzNPCOnLoadStats, I put the following bit of code (with the variable up near the top with the rest):
float HealthFixer.... if getav health < 0 set healthfixer to (-1.5 * getav health) modav health healthfixer endif
I used 1.5, but it may not be applicable in all cases. I originally tried -2 for the multiplier. The other raider in there had a health of 80-something (off of memory), but when that bit of script ran on the buggy health'd raider, it put his health up to 170 (which would be a bit too tough...). I'm not sure all affected NPCs will have the same level of health problem, but it does at least fix the health to be positive again.
I've seen ghouls and the fire ants affected by this too, so the bug is in the Creature counterpart to the NPC on load script.