When creating bandages via headwraps/bandanas, if you have only 3 or 4 of such apparel items, the script will enter a loop or something and you not only won't get the bandages, but you won't be able to get the Doctor Kit menu to pop up again. At all. Reloading worked some months ago, but now not even stopping the DoctorKitQuest via the debug plugin made it work again besides reloading an older save, so I investigated.
The culprit and the solution: In RiPnO_Corepatch.esp, in the RiPnOScrDoctorKitQuest script, at line 184 (under iStage=42)
This oversight made it so it worked if you had 5 or more headwraps/bandanas (max number of them used up at once), but if you only had 3 or 4, your iProcessed maxed out at the same value as iMax (3 or 4), and it kinda entered limbo there as it didn't get to the next stage.
Oh, and also Radscorpion Meat by default cannot be cooked because its button on the relevant Field Cook menu (RiPnOMsgCookMenu2Bland "Field Cooker 2071" [MESG:51000896] , button#6 ) mistakenly appears only if you have an already-cooked radscorpion stew in your inventory, instead of checking for raw radscorpion meat.
This can be fixed in xEDIT itself, by just changing the item referenced in the condition.
Is it possible to make the prices not so stupid? I understand the point of RI and PN is to make things more challenging, but the prices of 500 are utterly ridiculous and not practical. I can't change it because it's not even in the GECK.
You can use FO3 Edit.EXE Manager simply download and modify mods currently installed each singularly by each one. I use it to modify things that mods sometimes go beyond normal levels to keep vanilla feel or practical normal fallout 3 feel.
Been doing a lot of reading, and trying to make sense of things, I already have IMCN and MMMRC62, with the paradox merged versions, if I understand it correctly, RipNo with the MMMRC61 patch will not work ? Well not nicely correct ? Any assistance from those that know or from the mod author would be appreciated.
hey guys. im confused as to the requireementrs for the mod. it says that its a patch for Primary Needs and Real Injuries but when i download it its saying i need BLTC? i have also heard a lot of bad things surrounding Primary Needs and its current status (abandoned and not functioning properly) does this fix all of the problems that PN has? can i download it without having to worry about how broken PI is? i have been using IMCN for a bit now but i cant find a patch for it and Real injuries. or does anyone have a better combination of mods? thanks
Sigh. Seems my eagerness went through the floor. Pain and Suffer(PnS) is a standalone mod and has everything this one has, and more. But it remains unfinished.
Due to complications in attempting to treat NPCs and PC alike (somewhat at least), I met the wall pretty hard. The main point is to cause NPC's to bleed out, suffer much the same as the player, reach for medical supplies and try a bit harder to preserve their own lives rather than brainlessly throw themselves at anything that moves. I can do this with NPC's in sight of the player. I'm good at scripting. Not at all good at 3d modelling or implementing said models, so I am in fact playing with PnS and shamelessly using models from Real Injuries.
Hence I cannot in good conscience release that work. I'm going to do one more try at fixing this. Since PnS is based upon RiPnO, I haven't seen any reason to continue to do bugfixes, but I'll have a look and see what I can do.
Dont take this as not being grateful for the hard work you obviously put into this mod......but.....I have literally installed between NV and Fo3, prolly a hundred or so different mods......Yours gets the Medal for the most confusing and mind numbing one to install....Your ReadMe is confusing with a list of esm and esps 2 pages long.....I just want to crawl in a corner and die after spending 30 min trying to figure out what goes where......I am prolly going to just not install this mod....unless I want to lose my sanity.
Shame, because if you really took the time to read, download all the necessary files, put them in there right places and load orders, you would be fine. Don't let this message mislead anyone, this is a very simple mod to install, just read carefully.
P.S.... I've seen worse readmes. This is actually a very good one. Gives you a detailed load order setup, and highlights updated features of the mod.
Good mod. Endorsed. But I also found bug in RiPnO_Corepatch.esp: in the RiPnOScrConfigQuest script, at line 121: set RiPnO.fSugarX to 0.1 should instead be: set RiPnO.fSugarX to 1.0
Disclaimer: if you will recompile all scripts in RiPnO_Corepatch.esp file you will meet some mismatches with internal script names, etc. Do not try recompile scripts in this mod if you don't sure how to resolve errors.
It seems that my character must have diabetes or something 'cause I'm thirsty and Hungry like ALL THE TIME. I drink some liquid (a LOT), eat some stuff (A LOT also), get satisfies and thirst quenched and like 2 minutes later it pops up that "You're thirsty and hungry as F". Tried switch the Thirst and Hunger indicators to Vanilla and Real Injuries and nothing seems to fix that gluttony and perma dehydratated problem. Any way to manually fix it?
I had a similar or even the same issue. The cause was that I still used this plugin for DarnUI instead of the provided one in the Patch. The wrong one told me "100 % satisfied" but still hungry when at 98%, with the other plugin I get only a satisfaction of 53%, which is a reasonable amount of hunger to be "hungry". Also the percent values don't drop as fast as with the other interface plugin. I hope I was able to help you.
597 comments
When creating bandages via headwraps/bandanas, if you have only 3 or 4 of such apparel items, the script will enter a loop or something and you not only won't get the bandages, but you won't be able to get the Doctor Kit menu to pop up again. At all. Reloading worked some months ago, but now not even stopping the DoctorKitQuest via the debug plugin made it work again besides reloading an older save, so I investigated.
The culprit and the solution: In RiPnO_Corepatch.esp, in the RiPnOScrDoctorKitQuest script, at line 184 (under iStage=42)
if (( iProcessed > 4 ) || ( iProcessed> iMax ))
should instead be
if (( iProcessed > 4 ) || ( iProcessed+1 > iMax ))
This oversight made it so it worked if you had 5 or more headwraps/bandanas (max number of them used up at once), but if you only had 3 or 4, your iProcessed maxed out at the same value as iMax (3 or 4), and it kinda entered limbo there as it didn't get to the next stage.
This can be fixed in xEDIT itself, by just changing the item referenced in the condition.
Seems my eagerness went through the floor.
Pain and Suffer(PnS) is a standalone mod and has everything this one has, and more. But it remains unfinished.
Due to complications in attempting to treat NPCs and PC alike (somewhat at least), I met the wall pretty hard.
The main point is to cause NPC's to bleed out, suffer much the same as the player, reach for medical supplies and try a bit harder to preserve their own lives rather than brainlessly throw themselves at anything that moves. I can do this with NPC's in sight of the player. I'm good at scripting. Not at all good at 3d modelling or implementing said models, so I am in fact playing with PnS and shamelessly using models from Real Injuries.
Hence I cannot in good conscience release that work. I'm going to do one more try at fixing this.
Since PnS is based upon RiPnO, I haven't seen any reason to continue to do bugfixes, but I'll have a look and see what I can do.
P.S.... I've seen worse readmes. This is actually a very good one. Gives you a detailed load order setup, and highlights updated features of the mod.
in the RiPnOScrConfigQuest script, at line 121:
set RiPnO.fSugarX to 0.1
should instead be:
set RiPnO.fSugarX to 1.0
Disclaimer: if you will recompile all scripts in RiPnO_Corepatch.esp file you will meet some mismatches with internal script names, etc.
Do not try recompile scripts in this mod if you don't sure how to resolve errors.
I had a similar or even the same issue. The cause was that I still used this plugin for DarnUI instead of the provided one in the Patch. The wrong one told me "100 % satisfied" but still hungry when at 98%, with the other plugin I get only a satisfaction of 53%, which is a reasonable amount of hunger to be "hungry". Also the percent values don't drop as fast as with the other interface plugin.
I hope I was able to help you.