Please make customizable abilities to mod! It's eating all of my health potions like their friggin' candy! I don't remember NyQuil tasting that good either! Fix it! FIX IT! ...please.
P.S. I'm barely level 4 when I started using the mod on a new character.
I think I've noticed why AP uses Heal/Stamina potions much too quickly...
I had a rather protracted dragon fight yesterday and, by the end of the fight, AP had quit equipping Heal/Stam potions (it burned through about 20 healing potions) and I had to manually do my own healing. I've had this scenario happen multiple times and thought maybe I should post my observations.
OK, what I noticed out of all of this...
1. There's 6 levels of standard game healing/stamina potions. AP, so far anyway, seems to be only using levels 1, 2, and occasionally level 3 of the potions. 2. It looks like the general AP usage pattern is to start off using level 1 potions, then level 2 etc. 3. It seems that AP kicks in with level 1 potions when you've lost only a very small percentage of HP/Stam. My thought here is that while this probably works well when you're very low level (say under 70-80 HP), it completely breaks down at higher levels, especially if you have 200+ HP. In the fight I mentioned above where AP ran me out of level 1-3 potions, I didn't get lower than approximately 85-90% health until I was out of level 1-3 potions. 4. At no time has AP ever used a level 4, 5, or 6 potion, even when I'm all but dead. So, I end up with no level 1-3 potions while having a ton of unused level 4-6 potions. 5. After a fight is over AP will still burn potions until you're healed etc. This usually shows up most often with stamina potions. I've seen AP unnecessarily burn up 1-2 and occasionally 3 stamina potions after the fight was over. At that point I want to use my healing/stamina spells rather than waste potions. 6. I get the impression that one of the reasons why potions are being burned so fast is that AP isn't seeing, or waiting for, the result of that last potion used before burning another one.
What I get out of all of this:
1. That whatever algorithm governs the use of the level 4-6 potions isn't working the way you intended. 2. That you need an option letting the user set the margin of health/stamina (a separate option for each) before AP starts auto-using your potions. For example, the margin you need at 300 HP will definitely be different that what's needed at 120 HP. 3. You need to reverse the order of which AP uses potions, i.e. 6-1 instead of 1-6, and use the lower 3 levels as needed (i.e. only if the last potion used will leave you below your currently set margin), to make up the difference between your current health level and 100% health. 4. You need AP to better monitor when a fight is over, and immediately stop burning potions if combat is over. 5. All of this probably will require you to slow down a bit the interval between potion use commands being sent to the game.
Don't get me wrong, I really like AP and continue to use/endorse it, but it's basic algorithms need a bit of tweaking.
Im trying to work on this (in my head) i got some of the customized potions down that are made by the player but it has bugs and im not going to upload it until im actually happy with it
Could you make a version without the "random potion" feature?
I've been using the other mod that does this (also with script dragon) but it doesn't work with player made potions either and sometimes fails to trigger or gets stuck if the player dies and it keeps using potions until the death scene is over, looks kind of desperate.
But, indispensable mods nonetheless. ANYTHING that reduces the amount of times you have to interrupt combat to go into the inventory is great.
47 comments
ENDORSSAD!
P.S. I'm barely level 4 when I started using the mod on a new character.
What happened to you character export mod? I really really need it and will endorse
I had a rather protracted dragon fight yesterday and, by the end of the fight, AP had quit equipping Heal/Stam potions (it burned through about 20 healing potions) and I had to manually do my own healing. I've had this scenario happen multiple times and thought maybe I should post my observations.
OK, what I noticed out of all of this...
1. There's 6 levels of standard game healing/stamina potions. AP, so far anyway, seems to be only using levels 1, 2, and occasionally level 3 of the potions.
2. It looks like the general AP usage pattern is to start off using level 1 potions, then level 2 etc.
3. It seems that AP kicks in with level 1 potions when you've lost only a very small percentage of HP/Stam. My thought here is that while this probably works well when you're very low level (say under 70-80 HP), it completely breaks down at higher levels, especially if you have 200+ HP. In the fight I mentioned above where AP ran me out of level 1-3 potions, I didn't get lower than approximately 85-90% health until I was out of level 1-3 potions.
4. At no time has AP ever used a level 4, 5, or 6 potion, even when I'm all but dead. So, I end up with no level 1-3 potions while having a ton of unused level 4-6 potions.
5. After a fight is over AP will still burn potions until you're healed etc. This usually shows up most often with stamina potions. I've seen AP unnecessarily burn up 1-2 and occasionally 3 stamina potions after the fight was over. At that point I want to use my healing/stamina spells rather than waste potions.
6. I get the impression that one of the reasons why potions are being burned so fast is that AP isn't seeing, or waiting for, the result of that last potion used before burning another one.
What I get out of all of this:
1. That whatever algorithm governs the use of the level 4-6 potions isn't working the way you intended.
2. That you need an option letting the user set the margin of health/stamina (a separate option for each) before AP starts auto-using your potions. For example, the margin you need at 300 HP will definitely be different that what's needed at 120 HP.
3. You need to reverse the order of which AP uses potions, i.e. 6-1 instead of 1-6, and use the lower 3 levels as needed (i.e. only if the last potion used will leave you below your currently set margin), to make up the difference between your current health level and 100% health.
4. You need AP to better monitor when a fight is over, and immediately stop burning potions if combat is over.
5. All of this probably will require you to slow down a bit the interval between potion use commands being sent to the game.
Don't get me wrong, I really like AP and continue to use/endorse it, but it's basic algorithms need a bit of tweaking.
Could you make a version without the "random potion" feature?
I've been using the other mod that does this (also with script dragon) but it doesn't work with player made potions either and sometimes fails to trigger or gets stuck if the player dies and it keeps using potions until the death scene is over, looks kind of desperate.
But, indispensable mods nonetheless. ANYTHING that reduces the amount of times you have to interrupt combat to go into the inventory is great.
Thanks