and script extenders are capable of. Great stuff for immersion. Thanks
A small suggestion, could you please add a variable to select how many times to hit a friendly NPC before triggering friendly fire? Sometimes its just an accident!! Maybe even the same for NPC's?
Also I had suggestion for a future mod. Was thinking with the new script extenders, is it easier to add a delay for a second before consuming next food, sort of like a queue, so when consuming multiple items or food stuff every effect does not happen instantly. Mods such as Immersive Anlmation Framework would benefit greatly making gameplay much more tactical because then spamming food items would no longer be possible, and you can tactically select order in which to get buffs during figths, and also see all the great food models and their different included animations. Just a suggestion, thank again:)
A small suggestion, could you please add a variable to select how many times to hit a friendly NPC before triggering friendly fire? Sometimes its just an accident!!
As for the other queue one; it doesn't sound complicated (but I may be wrong), but I have a huge backlog of stuff I'm working on so it might be a while until work on that. Would be pretty cool though to bind food to game time so you can't eat/consume stuff for some in-game minutes/hours.
When using mods like AFT or LIGA to have two or more companions accompany you, there can be instances where if one companion's attacks accidentally hit another companion, it can lead to the companions fighting among themselves.
Yes, this is an issue that cannot occur in vanilla.
I think railroadman wants to preventing damage from companion attacks, thereby preventing them from fighting each other.
Should be an easy fix provided I can reproduce the original issue for testing. Should be enough to check if the 2 Actors hitting each other are active companions with the player.
A (semi-?)practical means to test this may be with Minutemen Flare Gun reinforcements and a vanilla companion. When companions get hurt by a Minutemen grenade, they all start infighting.
If you have Dogmeat and Codsworth (with a flamer or AoE weapon) it will just be a matter of time before Codsworth damages dogmeat enough to make him constantly attack the robot. I dont know if you need a mod that increases companion capacity for the issue to occur, but I have seen it happen with Unlimited Companion Framework and LIGA of Companions.
... the main fix I have had to use is shoot the angry npc to down them and then stim them back up. Problem is, this is eventually going to happen with an NPC that isnt protected. So, it would be cool if you found a solution.
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EDIT: It's probably the blaze mod, removed the initial damage from the molotov for a stronger dot + fear effect
A small suggestion, could you please add a variable to select how many times to hit a friendly NPC before triggering friendly fire? Sometimes its just an accident!!
Maybe even the same for NPC's?
Also I had suggestion for a future mod. Was thinking with the new script extenders, is it easier to add a delay for a second before consuming next food, sort of like a queue, so when consuming multiple items or food stuff every effect does not happen instantly. Mods such as Immersive Anlmation Framework would benefit greatly making gameplay much more tactical because then spamming food items would no longer be possible, and you can tactically select order in which to get buffs during figths, and also see all the great food models and their different included animations. Just a suggestion, thank again:)
Like Simple Offence Suppression?
As for the other queue one; it doesn't sound complicated (but I may be wrong), but I have a huge backlog of stuff I'm working on so it might be a while until work on that. Would be pretty cool though to bind food to game time so you can't eat/consume stuff for some in-game minutes/hours.
Do you mean companions when you have more than 1 at once? So like if you have Piper and Cait following you they can end up killing eachother?
Yes, this is an issue that cannot occur in vanilla.
I think railroadman wants to preventing damage from companion attacks, thereby preventing them from fighting each other.
... the main fix I have had to use is shoot the angry npc to down them and then stim them back up. Problem is, this is eventually going to happen with an NPC that isnt protected. So, it would be cool if you found a solution.