Yeah I noticed it in Sanctuary right at the beginning. Am gonna have to start a new game because it seemed to bake right into the save as even removing the mod didn't stop it from happening on the existing save. Cool idea especially as a possibility to counter the Diamond City holiday bug, but unfortunately can't keep it right now.
im using this mod solely because when i teleport into the institute, a couple of the scientists (and the institute worker) die either because they spawn too high in the air or they just die randomly (i watch them for a sec and they just slump over in there seat). after a minutes testing this mod and keeping an eye on there health using vats, it doesnt seem to have any affect. do npcs have to engage combat first for this to work? does it affect every npc or just more combat oriented ones?
He meant the mod 'Pack Attack Companion Edition' which enables the companions to auto-heal during combat. The mod is available in Discord of GreslinGames.
TL;DR: They stack with no overwrites or conflicts.
There's no conflict, based on what Greslin said on Discord.
"...there's nothing there to conflict with PANPC. It just adds heal rate stuff to all the NPC class records."
According to the PANPC 2.0.x document only Super Mutants natively have passive health regeneration, which is through a constant spell effect ("PANPC_AbRaceSupermutant" in FOEdit).
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And thus making this mod awesome again...
Extended Diamond City Holidays
https://www.nexusmods.com/fallout4/mods/14809?tab=posts&BH=0
You did - The "ZeroSPECIALclass" applies to the player, as well as several of the companions
There's no conflict, based on what Greslin said on Discord.
According to the PANPC 2.0.x document only Super Mutants natively have passive health regeneration, which is through a constant spell effect ("PANPC_AbRaceSupermutant" in FOEdit).