It looks like "Community Fixes Merged" adds a condition to the script that makes it run only when rad>0 instead of 24/7. Is that enough to fix the issue or does your mod works better to resolve it?
The main difference is that the health regeneration in this is gradual, whereas with the scripted version it still happens on a timer, so its in chunks. I think the chunks are larger the lower your HP, in vanilla.
The health restoration in chunks (vanilla or CFM) is because they use RestoreValue in a scripted timer. They used a script so they could scale the health regeneration via scripting.
Whereas the health restoration from this mod is more engine level, via a magic effect that has its magnitude adjusted from a perk entry based on player's max HP.
This mod does gradual health restoration that adjusts with max HP. Vanilla runs code based on a timer that restore chunks at a time.
Awesome. The gradual restoration from your mod is definitely more in line with what I'm looking for. Thank you for detailed explanation yoyoma3010. Much appreciated.
1. I tested vanilla Ghoulish R4 with a sliver of radiation that was not visible, and assumed that the health regeneration was constant for Ghoulish R4, and thus did the same for this mod...
OR
2. I left that OR condition in by accident, since I was doing testing to make sure the health regeneration worked/scaled with different base health...
Its way too far back for me to remember why I might have done that, but its fixed, and that's what matters.
Haha thank you thats great to hear :) I was going crazy over figuring out what the heck caused it :D I recently settled to just set the specific actor value back to 0 in the Pipboy 😅
EDIT: No its working properly for me. You may have a sliver of radiation (like 0.00001 or something) or you may need to remove the perk rank and add it again.
What is the base speed of health regen? Is it 1% of Max HP per second?
I'm running a setup with all perks with heal over time effect nerfed to not exceed 0.03% of max HP/sec at max rank and I would like to make sure the effect of this mod would be in line with the rest.
Is it the "GHOULR4FIX_PercentOfBaseHealthToMagnitude "% Base Health to Magnitude" [AVIF:FE03E001]" value that should be lowered in this case?
The portion that calculates it is scripted. Yes, the AVIF PercentofBaseHealthToMagnitude is what scales the effect, but its not intended for user to touch.
The amount is 0.0025 * MaxHealth. You can look at the script source file if you'd like to modify it. I purposefully kept it low so that it doesn't outpace rad restoration.
well.. it is kinda sped up by certain mods in a way that i don't understand, but the very tampering of nuka world scripts in the settlement business (like raider settlements and vasal settlements) has created an instability that gets accented by any settlement object/scrapping mod, gradually bogging the game down to the point where you can't even issue commands, and settlers/robots not even doing their assigned tasks. and since i know settlements have quite the amount of scripts, it doesn't take much to figure out what is happening.
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The health restoration in chunks (vanilla or CFM) is because they use RestoreValue in a scripted timer. They used a script so they could scale the health regeneration via scripting.
Whereas the health restoration from this mod is more engine level, via a magic effect that has its magnitude adjusted from a perk entry based on player's max HP.
This mod does gradual health restoration that adjusts with max HP. Vanilla runs code based on a timer that restore chunks at a time.
I did one of these two things:
1. I tested vanilla Ghoulish R4 with a sliver of radiation that was not visible, and assumed that the health regeneration was constant for Ghoulish R4, and thus did the same for this mod...
OR
2. I left that OR condition in by accident, since I was doing testing to make sure the health regeneration worked/scaled with different base health...
Its way too far back for me to remember why I might have done that, but its fixed, and that's what matters.
Any idea what other mod could cause this?
EDIT: No its working properly for me. You may have a sliver of radiation (like 0.00001 or something) or you may need to remove the perk rank and add it again.
player.removeperk dlc04_ghoulish04
player.addperk dlc04_ghoulish04
I'm running a setup with all perks with heal over time effect nerfed to not exceed 0.03% of max HP/sec at max rank and I would like to make sure the effect of this mod would be in line with the rest.
Is it the "GHOULR4FIX_PercentOfBaseHealthToMagnitude "% Base Health to Magnitude" [AVIF:FE03E001]" value that should be lowered in this case?
The amount is 0.0025 * MaxHealth. You can look at the script source file if you'd like to modify it. I purposefully kept it low so that it doesn't outpace rad restoration.