Fallout 3

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Yukichigai

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Yukichigai

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11 comments

  1. rafaelalcid
    rafaelalcid
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    • 7 kudos
    Can I copy this script plus put them all essential? how??
  2. MaeseAtorrante
    MaeseAtorrante
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    • 37 kudos
    This mod is included in UF3P - Exotic Caravans.
    1. wendigo4700
      wendigo4700
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      Which version? I cannot find it in UF3P changelog.
    2. sandman5
      sandman5
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      yes there seems to be a similar script in the UF3P - Exotic Caravans, but there is also a few errors in doc hoff when its loaded into fo3edit.
      [00:10] Background Loader: Error: record NPC_ contains unexpected (or out of order) subrecord KFFZ 5A46464B
      [00:10] Background Loader: Errors were found in: DocHoff "Doc Hoff" [NPC_:00063BF7]
      [00:10] Background Loader: Contained subrecords: EDID OBND FULL MODL ACBS SNAM INAM VTCK RNAM SPLO EAMT SCRI CNTO CNTO COED CNTO CNTO CNTO COED AIDT PKID PKID PKID KFFZ CNAM DATA DNAM PNAM PNAM HNAM LNAM ENAM HCLR NAM4 FGGS FGGA FGTS NAM5 NAM6 NAM7
      [00:10] Background Loader: finished
      Error: record NPC_ contains unexpected (or out of order) subrecord KFFZ 5A46464B
      Errors were found in: DocHoff "Doc Hoff" [NPC_:00063BF7]
      Contained subrecords: EDID OBND FULL MODL ACBS SNAM INAM VTCK RNAM SPLO EAMT SCRI CNTO CNTO COED CNTO CNTO CNTO COED AIDT PKID PKID PKID KFFZ CNAM DATA DNAM PNAM PNAM HNAM LNAM ENAM HCLR NAM4 FGGS FGGA FGTS NAM5 NAM6 NAM7
      Error: record NPC_ contains unexpected (or out of order) subrecord KFFZ 5A46464B
      Errors were found in: DocHoff "Doc Hoff" [NPC_:00063BF7]
      Contained subrecords: EDID OBND FULL MODL ACBS SNAM INAM VTCK RNAM SPLO EAMT SCRI CNTO CNTO COED CNTO CNTO CNTO COED AIDT PKID PKID PKID KFFZ CNAM DATA DNAM PNAM PNAM HNAM LNAM ENAM HCLR NAM4 FGGS FGGA FGTS NAM5 NAM6 NAM7

      so i would not use that one
  3. sandman5
    sandman5
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    you should release that script as a modders resource, looks like it can be made into a generic heal after combat scrip that can be added to any NPC, with just renaming it.
  4. M0RG0TH78
    M0RG0TH78
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    Do the merchants only heal when involved in combat? I ask because my crazy wolfgang has only one health bar left and would probably die in the next combat he gets involved...
  5. MattyDienhoff
    MattyDienhoff
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    • 37 kudos
    Nice! Honestly, I wish all NPCs would do this, or at least gradually regenerate health (perhaps over several minutes, so that it's not a combat element) so that random townspeople don't spend the rest of the game limping just because they were wounded once at some point in the past.
    1. JLF65
      JLF65
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      • 32 kudos
      Certain NPCs in particular need this - the guards at various settlements, for example. There have been a number of play-throughs where I've come home to find Deputy Weld dead, so I took to using the SCC option to diagnose companions to check his level periodically. You randomly get attacks outside Megaton, and Deputy Weld never gets fixed after the fights. So he gradually loses health until he eventually gets killed.

      You can use SCC or TRASCH to heal them yourself (which is what I do when I remember), but having them heal themselves as needed would be better.
    2. Yukichigai
      Yukichigai
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      • 743 kudos
      If you could give me a list of such NPCs I will happily add them to this mod. I'll do my own research of course, but realistically any named NPC stationed near their own home base should heal after a fight.
  6. DeadSantnamor2013
    DeadSantnamor2013
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    Hi, perhaps a patch for FWE? I tried to combine them but they fail to fight off enemies....instead they kept using stimpacks! lol (I gave them 5 instead of 2)
    FWE seems to have a script to heal them before combat, but I wish they could use stimpacks during combat and after it. Well, my game is heavily modified (lore-friendly at most) and I have seem a powerful deathclaw kill a guard in a second. In my game certain places is filled up with monsters and I am pretty sure the caravans will die.
    Another observation was that some FWE caravan guards did not seem to speak. I am not sure if they spoke before add your mod...
    I checked both scripts using FO3 Edit, and what I can see is that maybe the scripts can be combined. I am learning in here, so excuse me if I am wrong. best regards!
  7. schaedelhoergler
    schaedelhoergler
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    Very usefull mod , tracked