Need mod that makes player heal END per game hour

Post » Sat May 28, 2011 1:58 pm

surely a simple mod to make for those who know how. right now, the healing mods that i know of are a bit too overpowered when using realism mods. however, one that makes the player just heal his END points per game hour (outside combat) would make END more useful (always a good thing) while not being overpowered. i'd do this myself if i knew how :)
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Charles Mckinna
 
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Post » Sat May 28, 2011 8:49 pm

How do you damage END?
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Kerri Lee
 
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Post » Sat May 28, 2011 4:57 pm

How do you damage END?

oops. i meant recover health per hour based on END :facepalm:
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Silvia Gil
 
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Post » Sat May 28, 2011 10:42 pm

oops. i meant recover health per hour based on END :facepalm:


Fallout Wanderes Edition does this, but it does a whole lot more as well. If you aren't looking for an extensive overhaul to your game, then I suggest looking at the FWE Compatibility List and see if this feature wasn't integrated from another mod.

URL: https://sites.google.com/site/fo3wanderersedition/compatibility-list
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jaideep singh
 
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Post » Sat May 28, 2011 4:55 pm

Fallout Wanderes Edition does this,


Really? I must have missed that.

I made a simple script that damages health every few seconds when you’re crippled based on Endurance, so a standalone to restore health would take literally 10-15 minutes to put together. If the OP is interested in making it themselves, or any other budding modder that wants something simple to start with, you need to create a new quest that is “active on start” and a quest script that runs in gamemode. Depending on scripting/modding experience it may take you more than 15 minutes to create, but you’ll have the knowledge to tweak and expand it to perfectly fit your needs. Or just wait a little longer and someone will make it for you.
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Melanie Steinberg
 
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Post » Sat May 28, 2011 2:54 pm

Fallout Wanderes Edition does this, but it does a whole lot more as well. If you aren't looking for an extensive overhaul to your game, then I suggest looking at the FWE Compatibility List and see if this feature wasn't integrated from another mod.

URL: https://sites.google.com/site/fo3wanderersedition/compatibility-list

Must have missed this as well. Dont remember seeing it in FWE's readme. Unless you're referring to the END-based (or STR/END- based) healing in the Primary Needs-Sleep part of FWE. While i DO use that part of Primary Needs, what im looking for is END based healing while AWAKE.

I dont know enough about scripting to make the mod myself but i think its going to be easy for someone who does. Something like, if the player isnt in combat and health < 100%, then heal player an amount equal to endurance. really shoudnt take a lot of effort.

But, If a mod like it isnt out yet (surprising to me) i guess ill have no choice but to wait.
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Greg Swan
 
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Post » Sat May 28, 2011 2:45 pm

Must have missed this as well. Dont remember seeing it in FWE's readme. Unless you're referring to the END-based (or STR/END- based) healing in the Primary Needs-Sleep part of FWE. While i DO use that part of Primary Needs, what im looking for is END based healing while AWAKE.

I dont know enough about scripting to make the mod myself but i think its going to be easy for someone who does. Something like, if the player isnt in combat and health < 100%, then heal player an amount equal to endurance. really shoudnt take a lot of effort.

But, If a mod like it isnt out yet (surprising to me) i guess ill have no choice but to wait.



I'll give it a shot, but I can't guarantee it'll get done any time soon. I'm working on another mod right now, but down the line I'll be writing something similar to what you're asking for, so when I get to that I'll write this one too. To give you an extremely vague estimate... I'm releasing a Beta sometime in July, so I'll get it done before then.

I'm thinking a hidden quest would be a good way to handle something like this... anyone else think it should be done a different way?
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 9:00 am

I'll give it a shot, but I can't guarantee it'll get done any time soon. I'm working on another mod right now, but down the line I'll be writing something similar to what you're asking for, so when I get to that I'll write this one too. To give you an extremely vague estimate... I'm releasing a Beta sometime in July, so I'll get it done before then.

I'm thinking a hidden quest would be a good way to handle something like this... anyone else think it should be done a different way?

thanks! and if i knew about modding anymore than i do, i'd give an opinion. unfortunately all i can do is click on stuff in FO3 edit and change values :)
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Helen Quill
 
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Post » Sat May 28, 2011 11:10 am

Well I’m pretty busy with all the other stuff I’m working on but if you can wait a few days I can throw this together for you. The basic script will be a bit more complicated than it needs to be but it will allow for ingame tweaking through use of the console. Here’s what I’m thinking:

The script runs every minute and checks to see if you’re in combat. If Yes the script ends and nothing happens, if No then the script advances a counter. When the counter reaches a certain number, we’ll call it X, it activates the health regen. X can be whatever whole number you want (1, 5 , 10, 17, 42, 5280) and can be changed with the console. Just remember that it counts cumulatively, so if X is set to 10 you will not be required to spend 10 consecutive minutes outside of combat. Once the health regen is activated the total amount of health regained will be Endurance multiplied by Y rounded down. Y can also be set through the console to any whole number or fraction, but it will round down so don’t set it to 0.001 because it won’t ever do anything. Setting it to .5, 1, 2.5 or maybe even 5 would probably not get too over powered. Wherever you set X and Y, again both can be changed via console command) will be up to you, but by default I’ll have them set at X=5 and Y=1.

If you think that will work for your needs let me know.
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Emma louise Wendelk
 
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Post » Sat May 28, 2011 11:16 pm

Well I’m pretty busy with all the other stuff I’m working on but if you can wait a few days I can throw this together for you. The basic script will be a bit more complicated than it needs to be but it will allow for ingame tweaking through use of the console. Here’s what I’m thinking:

The script runs every minute and checks to see if you’re in combat. If Yes the script ends and nothing happens, if No then the script advances a counter. When the counter reaches a certain number, we’ll call it X, it activates the health regen. X can be whatever whole number you want (1, 5 , 10, 17, 42, 5280) and can be changed with the console. Just remember that it counts cumulatively, so if X is set to 10 you will not be required to spend 10 consecutive minutes outside of combat. Once the health regen is activated the total amount of health regained will be Endurance multiplied by Y rounded down. Y can also be set through the console to any whole number or fraction, but it will round down so don’t set it to 0.001 because it won’t ever do anything. Setting it to .5, 1, 2.5 or maybe even 5 would probably not get too over powered. Wherever you set X and Y, again both can be changed via console command) will be up to you, but by default I’ll have them set at X=5 and Y=1.

If you think that will work for your needs let me know.

well i was going to be satisfied with a fixed current health + END triggered every game hour. :) perhaps customise thru an ini instead of console so changes carry over to other games?
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Jacob Phillips
 
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Post » Sat May 28, 2011 5:27 pm

Okay, I have uploaded the mod to the nexus http://www.fallout3nexus.com/downloads/file.php?id=13220 Hopefully it works for you.

Sorry I got busy and missed your comment about the INI file. It seems that changing settings via INI is all the rage on the Oblivion side, but all the Fallout mods Iv've seen use Console commands or ingame menus. I'm not sure if thats due to the game itself or just personal preference. If you find it to be too ungainly to use let me know and I'll see what I can figure out.
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Bird
 
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Post » Sat May 28, 2011 12:59 pm

surely a simple mod to make for those who know how. right now, the healing mods that i know of are a bit too overpowered when using realism mods. however, one that makes the player just heal his END points per game hour (outside combat) would make END more useful (always a good thing) while not being overpowered. i'd do this myself if i knew how :)


Cancerous Growth perk from the http://www.fallout3nexus.com/downloads/file.php?id=6190 pack slowly regenerates HP, but I don't know if it's tied to END at all. It's one of the perks included in the "More Perks Req" file on that page.

More Perks is very compatible in my experience. I use it with FWE, MMM, etc and haven't had any problems so far. The author listens to requests, too. So, if that's not exactly what you were thinking of, you could always suggest an idea for a new perk, and see if it sparks interest. :)
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Destinyscharm
 
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Post » Sat May 28, 2011 9:25 pm

Okay, I have uploaded the mod to the nexus http://www.fallout3nexus.com/downloads/file.php?id=13220 Hopefully it works for you.

Sorry I got busy and missed your comment about the INI file. It seems that changing settings via INI is all the rage on the Oblivion side, but all the Fallout mods Iv've seen use Console commands or ingame menus. I'm not sure if thats due to the game itself or just personal preference. If you find it to be too ungainly to use let me know and I'll see what I can figure out.

that was faster than i expected, thanks! judt DL'd it but dont know when i'll be able to test it. RL concerns and all. post feedback ASAP. thanks again!

edit: looked into the zip file. is this supposed to be a textures folder? not an esp?
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Sara Johanna Scenariste
 
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Post » Sat May 28, 2011 7:54 am

edit: looked into the zip file. is this supposed to be a textures folder? not an esp?


It should be just an esp and a readme.
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Chris Jones
 
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Post » Sat May 28, 2011 8:16 am

It should be just an esp and a readme.

Dont know what happened. first time i DL's there was only a textures folder. its fine now.
btw, could you make the default number of minutes automatically based on the timescale used in-game so the heal kicks in roughly every hour of game time. doing it thru console would still work but im terrible at math and might get it wrong.
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Daniel Holgate
 
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Post » Sat May 28, 2011 4:25 pm

I could totally do something like that. Are you using the default time scale? (which is 30 I think) Right now the script is setup to work on real life minutes. Myself I use a dynamic time scaler so the ingame clock speeds up and slows down depending on where I am and what I'm doing, so linking the script to fire once per in-game hour might require me to break out my slide rule. In the meantime, if you are using the default time, go into the console ant type:

set EndBasedRegenCounterLimit to 2
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Alexx Peace
 
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Post » Sat May 28, 2011 2:49 pm

Myself I use a dynamic time scaler so the ingame clock speeds up and slows down depending on where I am and what I'm doing.

how would you do that?
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Natalie Harvey
 
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Post » Sat May 28, 2011 1:04 pm

how would you do that?


It's a mod, Dynamic Timescale.
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tiffany Royal
 
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Post » Sat May 28, 2011 4:54 pm

It's a mod, Dynamic Timescale.

hmm, i don't find it on the nexus or on google :(
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Zach Hunter
 
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Post » Sat May 28, 2011 9:23 am

I could totally do something like that. Are you using the default time scale? (which is 30 I think) Right now the script is setup to work on real life minutes. Myself I use a dynamic time scaler so the ingame clock speeds up and slows down depending on where I am and what I'm doing, so linking the script to fire once per in-game hour might require me to break out my slide rule. In the meantime, if you are using the default time, go into the console ant type:

set EndBasedRegenCounterLimit to 2

I use ART's 5 timescale, my girlfriend uses FWE's 4. wont having the script fire once per hour cause an issue where, if the player is in combat when it fires, he wont get the healing till another hour has passed which is when the script checks again?
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Emzy Baby!
 
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Post » Sat May 28, 2011 4:55 pm

I use ART's 5 timescale, my girlfriend uses FWE's 4. wont having the script fire once per hour cause an issue where, if the player is in combat when it fires, he wont get the healing till another hour has passed which is when the script checks again?

No, it will check every minute (real time), regardless of whether the player is in combat or not. and it will start 5 minutes after combat (again - real time) to heal the player.

(as far as i got that from the esp - and those variables are changable within the console.)
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Sammygirl
 
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Post » Sat May 28, 2011 8:03 am

That is exactly how it works, right now. If you wanted it to run every in game hour I'd set it up so that it still fire every real life minute but waits until enough real minutes have passed to equal one in game hour. I'd also want run a GetHoursPast check that would make it work for those with a dynamic timescale. That should work, I'll have to play with it a bit. Of course I'd also make a toggle giving the player control over which system to use, Real Time Minutes or In Game Hours. I suppose that means I should think about creating a menu system so you're not having write down the Global names on the back of Hot Pocket sleeves so you remember what to change. (Or am I the only one who does that?)
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SEXY QUEEN
 
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Post » Sat May 28, 2011 2:41 pm

That is exactly how it works, right now. If you wanted it to run every in game hour I'd set it up so that it still fire every real life minute but waits until enough real minutes have passed to equal one in game hour. I'd also want run a GetHoursPast check that would make it work for those with a dynamic timescale. That should work, I'll have to play with it a bit. Of course I'd also make a toggle giving the player control over which system to use, Real Time Minutes or In Game Hours. I suppose that means I should think about creating a menu system so you're not having write down the Global names on the back of Hot Pocket sleeves so you remember what to change. (Or am I the only one who does that?)

Menus are the lazy mod users (read: me) friend. :)
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Rik Douglas
 
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