hmm... for some reason it won't work, i've checked with FO4Edit and there are no conflicts with another mod, the only thing that touches stimpacks in my load order is agony (using the better locational damage patch for agony btw) the only major thing it changes is that it adds a condition (Subject.GetIsID(Player [NPC_:00000007]) = 0.000000 AND) for the stimpack effects. Do you think this is the problem? EDIT: Yup, it's agony that causes the problem deactivated that mod and it worked. EDIT 2: Got it working for me, for those who use agony, just add the magic effect (RestoreHealthStimpak "Restore Health" [MGEF:0021DDB8]) in FO4Edit (to the ingestible stimpack) with a 0 magnitude, area and duration and you are set. Could someone who knows more about modding tell me if this is correct? I got it working but who knows if I messed something up since i just tinker with FO4Edit and don't really know much about modding
I don't know exactly in what way Agony changes the stimpaks. But you need to check the script record (VMAD) for the attached magic effect, in Agony esp. To be more specific:
Agony changes probably changes the effects record in the stimpak record (ingestible). So you basically broke Agony's Stimpak effects - or at least added the vanilla effect back to it, which might result in doubled effect. In FO4Edit you will see exactly what has been changed. The vanilla effect is like this: "RestoreHealthStimpak "Restore Health" [MGEF:0021DDB8]". And Agony overrides this specific effect record with a custom one, that must be defined in the Agony esp -> Magic Effects. To easier find it, just look at the Agony ingestible -> Stimpak record, and then CTRL + Left click on the effect that overrides the vanilla one. It will directly bring you to the effect entry. Now you check the same Magic Effect in this mod's (Stimpaks help breathe) Magic Effects.
You basically need to take over the entire VMAD block into the Agony Magic Effect. The VMAD block contains any attached scripts along with its properties. But to be able to import this mod's values, you need to add it as a master to the Agony ESP. Or, which is the better and cleaner way: Create an override of the entire Magic Effect record (only for the stimpak effect) into a new esp, confirm to add the master, and then make your edits there.
Agony stimpak uses 'RestoreHealthGeneric "Restore Health" [MGEF:00023735]' magic effect. Look it up in fo4edit and make a copy into this mod.
Expand 'Magic Effect', hold Ctrl and click on both RestoreHealth effects to open them side by side. Drag the 'VMAD - virtual machine adapter' from 'RestoreHealthStimpak' onto the 'RestoreHealthGeneric' to copy its content onto the other effect.
Delete 'RestoreHealthStimpak "Restore Health" [MGEF:0021DDB8]' from this mod afterwards, save and you're done.
Could anyone send a short video on how this works I still can't seem to do it when I open Fo4edit and look up the restore health generic I get nothing? I've never used this before I'm probably just dumb.
Open both stimpak helps you breathe and agony in FO4Edit Look up 00023735 in FormID in the upper left corner Copy it into stimpak helps you breathe Open up stimpak helps you breathe -> Magic effect There should be two entries, 00023735 and 0021DB8 Control + Click on both of them On the right panel, click and drag the VMAD - Virtual machine adapter from RestoreHealthStimpak to RestoreHealthGeneric to copy it Then delete 0021DB88 and save
I'm using Stimpaks Heal No Limbs which is basically just the stimpak from Agony as stand alone. This made the animations work, Im extremely thankful for the detailed guide.
I'm getting an issue where its not working in my load order but I checked with fo4edit and theres no conflicts, has anyone else had this happen before?
I would check fo4edit again to see if there is any other mod that does anything with stimpaks. For instance, I have Flashy Advanced Needs installed, and that does conflict with the stimpak from this mod. I just edited the stimpak from Flashy's mod to point to the effect from this mod and it works like a charm.
Hey, any chance you could describe that process? I'm not sure if I should be messing with the EDID or VMAD from this or making changes to the MGEF in Flashy. Currently, neither Flashy nor this are being overwritten in my xEdit, so I don't know where the conflict lays.
Is there any way to make the heartbeat playback at a static speed? sometimes it's slower, sometimes faster with an audio pitch change as well? Anyone know how to get rid of this distortion?
I haven't even downloaded this yet to play with it, but bruh, if you have a problem and return to edit your post, tell people what you did to solve it lol.
He probaby changed the frequency variance for the StimpakHeartBeatSND sound descriptor in FO4Edit to 0. It's default is 21%, which is pretty high for a sound like this.
137 comments
EDIT:
Yup, it's agony that causes the problem deactivated that mod and it worked.
EDIT 2:
Got it working for me, for those who use agony, just add the magic effect (RestoreHealthStimpak "Restore Health" [MGEF:0021DDB8]) in FO4Edit (to the ingestible stimpack) with a 0 magnitude, area and duration and you are set. Could someone who knows more about modding tell me if this is correct? I got it working but who knows if I messed something up since i just tinker with FO4Edit and don't really know much about modding
Agony changes probably changes the effects record in the stimpak record (ingestible). So you basically broke Agony's Stimpak effects - or at least added the vanilla effect back to it, which might result in doubled effect.
In FO4Edit you will see exactly what has been changed. The vanilla effect is like this: "RestoreHealthStimpak "Restore Health" [MGEF:0021DDB8]". And Agony overrides this specific effect record with a custom one, that must be defined in the Agony esp -> Magic Effects. To easier find it, just look at the Agony ingestible -> Stimpak record, and then CTRL + Left click on the effect that overrides the vanilla one. It will directly bring you to the effect entry.
Now you check the same Magic Effect in this mod's (Stimpaks help breathe) Magic Effects.
You basically need to take over the entire VMAD block into the Agony Magic Effect. The VMAD block contains any attached scripts along with its properties. But to be able to import this mod's values, you need to add it as a master to the Agony ESP. Or, which is the better and cleaner way: Create an override of the entire Magic Effect record (only for the stimpak effect) into a new esp, confirm to add the master, and then make your edits there.
Expand 'Magic Effect', hold Ctrl and click on both RestoreHealth effects to open them side by side. Drag the 'VMAD - virtual machine adapter' from 'RestoreHealthStimpak' onto the 'RestoreHealthGeneric' to copy its content onto the other effect.
Delete 'RestoreHealthStimpak "Restore Health" [MGEF:0021DDB8]' from this mod afterwards, save and you're done.
Open both stimpak helps you breathe and agony in FO4Edit
Look up 00023735 in FormID in the upper left corner
Copy it into stimpak helps you breathe
Open up stimpak helps you breathe -> Magic effect
There should be two entries, 00023735 and 0021DB8
Control + Click on both of them
On the right panel, click and drag the VMAD - Virtual machine adapter from RestoreHealthStimpak to RestoreHealthGeneric to copy it
Then delete 0021DB88 and save
You are great, thank you!
*EDIT, figured it out. Great mod. Thank you