Fallout 4
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Created by

Alegendv1

Uploaded by

yoyoma3010

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About this mod

Changes Ghoulish Rank 4 from a constantly running scripted game timer effect to a less scripted/more game engine side effect which runs according to how the vanilla perk rank describes itself.

Basically, one less constantly running script.

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Permissions and credits
Translations
  • German
Changelogs
OVERVIEW
Ghoulish rank 4, from Nuka World, restores Rads and Health constantly. In vanilla, this effect is achieved through a constantly running game timer (every 2 seconds the script runs). This means that taking the perk causes nonstop background script activity, which can negatively impact papyrus performance. There's really no need to use a constantly polling script to achieve this effect (the script even polls while at full health!). This mod fixes that, and switches it over to value modifier MGEF+Conditions system that nearly every other similar perk uses.
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This mod does not rebalance the effects of Ghoulish Rank 4. The magnitude of the rad removal is based on the information about Ghoulish on the wiki, so the effect and the rate remains roughly the same.


TECHNICAL BREAKDOWN
It is likely Bethesda chose to use a scripted effect for this perk because they wanted to base the restore value on your current health and health percentage. Still, the vanilla effect is unconditioned, meaning it CONSTANTLY runs. So once you take Ghoulish Rank 4, you have a script that is constantly firing roughly every 2 seconds. 
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This mod changes Ghoulish Rank 4's effect to remove the constantly running timer. Now, most of the effect is handled game engine side, via value modifier magic effects and the perk entry.
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A portion of this fix is scripted so that it can account for your base max health. This means that the effect scales with your 
base max health.
There are two scripts in this fix: One that fires when you are below max health or have rads, and one that fires when your base value of health changes. These fire much less often than every 2 seconds, since they run under specific conditions. The actual health and rad changing are handled via value modifiers, rather than script function calls. The effect does consider your temp max health values, such as from lifegiver. I would have to use an event listener to detect application of HP modifiers like Buffout, and I currently decided not to implement it.


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