Is there a way to increase rad heal rate on FO4Edit? I looked but not understanded ıt. I ıncreased magnitude under spell-effect-EFIT, but doesn't seem to work. Thanks.
hoping this still works. I often run around with a bit of rad damage and this would make life giver very useful (regardless if slow, its an awesome bonus!) and so a slow incremental gain would be awesome!
dont understand what u ppl complain about...it simply make the perk a little bit better with any higher it gives u a insentive to simply stand around w8ing/sleeping away all rad but at this rate it adds a little bonus thats not to big
Any thoughts about making an alternate version that removes 2 rads / min and as exchange has only half the hp regen at r3 (or 1/5th or something)? 1 rad / min is next to nothing unless you sleep it off and on the contrary is the regen of r3, which I assume is left at vanilla, overkill. It's like 1 hp / SEC...
I installed this mod but it does not seem to be working. Under Perks it gives the rad info but in game nothing. I do understand that rads are removed slowly. I have reset mod in the consule. If there is any help to be had.Thanks
Yeah but at the rate you chose it's so slow I assumed it was broken, it's so slow as to have virtually no effect at all.
You should have set it to a percentage of your radiation level. Or at least closer to what the life regen is set at.
I would love an alternate version that has a rate that seems to have an effect.
I would argue that a perk like this with such an effect would not be OP or unfair because just like other perks that give special abilities it's a player choice and perhaps this allows a player to stop relying on radaway and free up some inventory space.
Radaway would still have a use even if you made this super fast because when against rad enemies you may need to use one like a stim pack.
I know even if my rads were going down pretty fast I'd still use radaways in places like the area full of children of Atom next to the witch museum or swimming for long periods.
Is there anyway you can make an alternate version with more rads per minute, as is I actually see no gameplay effect at all using this because the effect is too slow to matter.
I'd ideally like to be able to see a significant change to my rad meter (the red HP bar section) every 5-10 seconds. I don't see this making anti rad chems like rad away useless. What happens when you are fighting Children of Atom, want to go into a highly irradiated area or simply want to wipe your rads before a battle.
Are perks that make chems or other items less useful an issue? Like the one in lock picking that makes bobby pins useless. I see this as just one balanced way to stop relying on anti rad chems as much.
I honestly think that this would be more popular if the effect was noticeable. As you have it you might as well of just made a mod that gives us like 10 rad resist, it's the same result.
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Just tested and it works PERFECTLY! <3 to the Permanent load order!
[personally, I thought the rad reduction rate was right on target]
1 rad / min is next to nothing unless you sleep it off and on the contrary is the regen of r3, which I assume is left at vanilla, overkill. It's like 1 hp / SEC...
You should have set it to a percentage of your radiation level. Or at least closer to what the life regen is set at.
I would love an alternate version that has a rate that seems to have an effect.
I would argue that a perk like this with such an effect would not be OP or unfair because just like other perks that give special abilities it's a player choice and perhaps this allows a player to stop relying on radaway and free up some inventory space.
Radaway would still have a use even if you made this super fast because when against rad enemies you may need to use one like a stim pack.
I know even if my rads were going down pretty fast I'd still use radaways in places like the area full of children of Atom next to the witch museum or swimming for long periods.
I'd ideally like to be able to see a significant change to my rad meter (the red HP bar section) every 5-10 seconds. I don't see this making anti rad chems like rad away useless. What happens when you are fighting Children of Atom, want to go into a highly irradiated area or simply want to wipe your rads before a battle.
Are perks that make chems or other items less useful an issue? Like the one in lock picking that makes bobby pins useless. I see this as just one balanced way to stop relying on anti rad chems as much.
I honestly think that this would be more popular if the effect was noticeable. As you have it you might as well of just made a mod that gives us like 10 rad resist, it's the same result.