Regeneration Mod?

Post » Sat Feb 19, 2011 12:03 am

Hello Everyone,EndBasedRegenHealthMultiplier:0.5
is this right or am i doing something wrong?
qwert
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gemma king
 
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Post » Sat Feb 19, 2011 2:23 am

stevedog,
still have trouble getting the console command to work but i do know the health regen is working.
qwert
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adam holden
 
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Post » Fri Feb 18, 2011 8:36 pm

stevedog,
this all sounds remarkable but i have a few questions and comments:
1)how do you put console commands into the game?
2)how do i make it so you regenerate half your end?
3)i cant wait for you to get the ingame menu system done.
thank you for doing this ....i used to do a lot of mod making for morrowind and know the amount of time it can take.keep me informed
and great work.
qwert


I knew I rememered the name qwert from somewhere, I think I may even still be using some of those Morrowind mods.

Try:

set EndBasedRegenHealthMultiplier to 0.5
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..xX Vin Xx..
 
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Post » Sat Feb 19, 2011 11:22 am

I have uploaded the preliminary beta version on the Nexus http://www.fallout3nexus.com/downloads/file.php?id=13220#fileanchor I'll be working on adding more to it, like an in game menu, over the next few weeks.
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JeSsy ArEllano
 
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Post » Sat Feb 19, 2011 12:18 am

I have uploaded the preliminary beta version on the Nexus http://www.fallout3nexus.com/downloads/file.php?id=13220#fileanchor I'll be working on adding more to it, like an in game menu, over the next few weeks.

stevedog,
that worked(the console command).....1 thing though is the beta version the same as the one i got?
great work.
qwert_44643
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Julie Ann
 
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Post » Sat Feb 19, 2011 8:45 am

stevedog,
that worked(the console command).....1 thing though is the beta version the same as the one i got?
great work.
qwert_44643


The file is the same, the nexus has a slightly better readme :)
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kasia
 
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Post » Sat Feb 19, 2011 7:01 am

stevedog,
can you explain the in game time you are trying to set up?
i didnt understand it and was wondering if it would be overpowering?
thanks alot,
qwert
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sw1ss
 
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Post » Sat Feb 19, 2011 7:03 am

stevedog,
im not for sure the injured/crippled regen is working.its hard to tell as theres no numbers just bars.i have it mainly on default settings except for the multiplier which is setat 0.5.i quess the limbs could be regenerating but at such a slow rate its hard to tell.my endurance is 6 so half that is 3.
so this could be false alarm if so forgive me.
qwert
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Kelvin Diaz
 
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Post » Sat Feb 19, 2011 12:32 pm

Right now the regen happens every 5 minutes in real time. By adjusting the value of the global EndBasedRegenHealthCounter you can can change the frequency by one minute increments down to 1 minute or up to what ever number you feel like waiting. Depending on the timescale you are using one minute of real life could have the in game clock advance 1 minute, 5 minutes, or any other scale you want to be using. By default 1 real minute equals 30 in game minutes. Using default settings; if it is 12:00 noon in the Capital Wasteland when you get injured then you will heal at 2:30, 5:00 and 7:30. But if you have adjusted you time scale for a 1:5 ratio then then you would heal at 12:05, 12:10 and 12:15. By switching the time scale to in game time then the interval can be set to every game hour and then both of the mentioned examples will get the healing at 1:00, 2:00 and 3:00 regardless of the timescale being used.


Although, if need be I could also put an option to toggle between Game Time and Real time.

Use the console commands to check the exact health of your limbs. The command is GetActorValue or GetAV, they are the same, and the syntax is:

player.getav rightattackcondition

This will return a numeric value for the health of your right arm, if you close the console and wait 5 minutes you can input the same command again and see the difference. Each limb has its' own nomenclature, you can look http://geck.gamesas.com/index.php/Stats_List for the complete list. If you want to test limb regeneration with out jumping of cliffs to try to break your legs you can also use the DamageActorValue command from the console. All limbs have a maximum health of 100 and a minimum of 0.

player.damageav rightattackcondition 25

This will damage your right arm by 25, If the arm was at 100 it will be at 75 when you exit the console. If the arm was at 7 then it will be reduced to 0 and you will hear the "ungh I'm hurt" sound and see the broken arm when you exit the console.
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Nitol Ahmed
 
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Post » Sat Feb 19, 2011 2:06 am

stevedog,
thanks for taking the time to explain everything to me.the mod is great.
id definately put an ingame menu in.as far as game time goes im still confused id wanna use whichever was better.maybe a toggle for gametime and realtime is a good idea.
qwert
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Red Bevinz
 
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Post » Fri Feb 18, 2011 8:04 pm

stevedog,
how's it coming along with the mod? anything to report?
qwert
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DAVId MArtInez
 
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Post » Sat Feb 19, 2011 6:24 am

I’ve figured out the Game Time Mode and the Game Time/Real Time toggle option, obviously I’ll have to redesign some of the menu system to accommodate that. When in Game Time Mode I have a simple method to apply the appropriate amounts of regeneration while sleeping or resting, while not quite as simple I believe the same methodology could be used for Real Time Mode. I’m also playing with the idea of adding a option to have higher than normal regen rates while sleeping/resting. I'll be running some tests to see what works and what doesn't this weekend, hopefully I can get any bugs worked out of it and release it in early February.
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Queen
 
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Post » Sat Feb 19, 2011 3:25 am

Stevedog,
everything sounds great so far.cant wait.
qwert
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Carys
 
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Post » Fri Feb 18, 2011 11:06 pm

stevedog,
how's everything going with the mod?cant wait till it's finished.
qwert
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Sabrina Schwarz
 
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Post » Fri Feb 18, 2011 9:06 pm

Sorry for the delay. The company where I worked for just over 10 years no longer exists and I've spent the past few weeks working on resumes and applications and looking at various health insurance options instead of modding. The good news is that I can now get back to this mod which is all done but the menu, and the menu itself is about half done. The bad news is that during my hiatus I lost my train of thought and will need a couple of days to look through my scripts to try to figure out what I was thinking at the time. :blush:
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elliot mudd
 
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Post » Sat Feb 19, 2011 9:23 am

Stevedog,
Im sorry to hear about your old job and understand.Looking forward towards the next installment of your mod.
qwert
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michael danso
 
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Post » Sat Feb 19, 2011 6:16 am

I was just wondering is this project dead in the water?
qwert
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Andy durkan
 
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Post » Fri Feb 18, 2011 11:45 pm

No, not dead. My free time has been greatly diminished these past few weeks but I'm really trying to get this released this weekend. I just need to go through the whole menu a few dozen more times to correct my horrible typos and gross misspellings, and of course make sure it flows correctly. At one point hitting some of the back buttons turned off the regeneration completely.
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Epul Kedah
 
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Post » Sat Feb 19, 2011 10:07 am

Okay I have put a new version up that includes the ingame menu.

I had some issues where a menu button would take me to the wrong option, but it seems to happen at random so I have not found a way to recreate it and correct it. Fortunately exiting and reentering the menu seems to fix it.

Also I have not put in the script where sleeping and resting will cause the proper amounts of regeneration to occur. So look for an update in a few weeks.
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Rachel Briere
 
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