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mym

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136 comments

  1. mym
    mym
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    Don't hesitate to install or update the mod midgame, it should be safe.
  2. ashst0rm
    ashst0rm
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    Is there any chance that you can disable it for companions from like mods like striders nest? His way of scripting them with 10k health has caused me a ton of grief, to the point I want to drop the mod but the story is great... But your mod makes the whole game better. Can you check for mod companions?
  3. SunnyTheCat
    SunnyTheCat
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    • 21 kudos
    Hello! I'm pretty sure this is not technically a bug, but it looks like this mod causes an issue with another fairly popular OpenMW mod - Dynamic Reticle. With Fair Care installed, for some reason, when you shoot things with a bow, the crosshair hit animation and sound can play multiple times.  
  4. Jawsters
    Jawsters
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    Hmm I barely or not have seen a group of human npcs healing each other. Do I have to tweak my settings for it to happen 
    1. mym
      mym
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      • 29 kudos
      Default settings are the recommended ones. 
      NPCs and creatures can heal each other. 
      If you've seen at least one actor healing another one then it's working.
      Just in case you can check the logs after a fight to see if there are errors (F10).
  5. BeyondTheLightV
    BeyondTheLightV
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    The first instance of healing each other was kwama worker (or fighter?) healing egg poachers. I mean.... I guess it makes sense? On the other hand it felt so absurd. I have mixed feelings.
    But the mod itself is great, thank you.
    1. mym
      mym
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      Seems weird indeed.
      The reason is simple: Enemies of my enemies are my friends.

      If the kwama worker and the egg poacher are attacking you, there are considered as "fight partners" and can heal each other.
      The problem was there before:
      - Either kwama workers should already attack egg poachers, which would prevent the issue
      - Or kwama workers don't know about the egg poachers' activities, which leads to the partnership during fights

      Also, in Morrowind there is no inter-actor disposition. The only available disposition is between the player and other NPCs.
  6. Jawsters
    Jawsters
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    Does load order matter? And should the omwaddon always be above omwscript 


    L0x21000046[scripts/faircare/actor.lua] onUpdate failed. Lua error: [string "scripts/faircare/util/actors.lua"]:276: attempt to get
    length of local 'path' (a nil value)
    stack traceback:
    [string "scripts/faircare/util/actors.lua"]:276: in function 'travelToTarget'
    [string "scripts/faircare/ai/healer.lua"]:370: in function 'handleHeal'
    [string "scripts/faircare/actor.lua"]:378: in function <[string "scripts/faircare/actor.lua"]:364>
    1. mym
      mym
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      • 29 kudos
      Hi, load order doesn't matter. Same for the omwaddon position.
      I fixed your bug, thanks for the report.
    2. Jawsters
      Jawsters
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      Are there any difference between 68 and 70 of Api versions? Just curious.
    3. mym
      mym
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      Sorry I forgot I wanted to set 68 as the minimum requirement, it's done in v3.9.4.

      There are few differences between 68 and 70, and I don't think it has an impact on Fair Care.
    4. Jawsters
      Jawsters
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      • 1 kudos
      All goods and thankyou!
  7. VivecsWrath
    VivecsWrath
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    Pretty sure it's this mod but enemies will drop weapon and health sometimes.
    1. mym
      mym
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      • 29 kudos
      Fair Care doesn't make enemies drop their weapon. The Mercy mod does that.

      Fair Care adds healing potions to many NPCs, and they can be taken if you kill them fast enough, if that was what you meant by "drop health".
  8. Jawsters
    Jawsters
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    I don't know if this is caused by playing with android. But the configure for the global settings section is automatically set to "NO" and its shaded out, though when I press the reset button, every config on global settings turns "YES" and NPCS finally do heal themselves and their allies. I'm using cavesbro openmw 1.9.2, a version 5 months ago. I really love the concept of the mod 10/10.
    1. mym
      mym
      • supporter
      • 29 kudos
      I recently updated the OpenMW's Lua version requirement to v70, which may need a more recent version than 5 month old.

      When the requirement is not met, Fair Care automatically disables the mod on game loading, but you can manually enable it afterwards.

      If you can edit the mod files, I can tell you how to change that.
    2. Jawsters
      Jawsters
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      I guess I'll have to update to a newer version though the drawback is the performance gets worse. Though can you teach me how to edit that you've mentioned.
    3. Jawsters
      Jawsters
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      • 1 kudos
      .
    4. Jawsters
      Jawsters
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      • 1 kudos
      .
    5. Jawsters
      Jawsters
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      • 1 kudos
      .
    6. Jawsters
      Jawsters
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      • 1 kudos
      .
    7. Jawsters
      Jawsters
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      • 1 kudos
      .
    8. Jawsters
      Jawsters
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      • 1 kudos
      Sorry for the spams, nexus gets buggy sometimes.
    9. mym
      mym
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      • 29 kudos
      In Fair Care files, there is one named "definition.lua", inside there is a value 70 after a variable taking about Lua: Change it to 68
    10. Jawsters
      Jawsters
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      BROTTHEERRR! IT'S WORKING NOW! THANKYOU!! I did what you told me and now I can finally play the mod and whenever I exit and boot Morrowind again the global settings configs stay the same. 10/10
    11. mym
      mym
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      • 29 kudos
      I'm glad it works now.
      Maybe I'll set the minimum Lua API version to 68 for a future release.
    12. Jawsters
      Jawsters
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      • 1 kudos
      If I were rich I'd donate 500$ for your efforts 
    13. mym
      mym
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      • 29 kudos
      I didn't even configured the donation system here. I don't contribute for money. I just love gameplay, mechanics and coding.
    14. Jawsters
      Jawsters
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      • 1 kudos
      You're a great man
  9. BuzzWhiteyear
    BuzzWhiteyear
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    Fairly minor issue, but I've noticed that summons will heal other, hostile summons during combat. I'm playing a Conjuration mage, so am having to rely on other summons' damage while farming Golden Saint souls, and while they're happily slashing away at the aggro'd summon they'll sometimes pause to heal her back up before continuing their assault. Honestly pretty funny to watch, but maybe something worth looking at
    1. mym
      mym
      • supporter
      • 29 kudos
      You mean you summoned a Golden Saint, then attacked her to get her soul, but then your other summons healed her?
      I didn't thought about summons changing side during a battle, I'll have to detect it.
      Thx for the report.
    2. mym
      mym
      • supporter
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      Actually I cannot reproduce. Here is what I do:
      - summon a golden saint and a flame atronach
      - attack the golden saint
      - then both summons attack me
    3. BuzzWhiteyear
      BuzzWhiteyear
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      You have to aggro the target summon before summoning other creatures, otherwise their aggro gets all messy (ie if you have 3+ it usually turns into a free-for-all IME). They aren't 'changing sides' exactly, they're remaining hostile to the aggro'd summon; they seem to just continue doing the regular healing checks even while aggro'd, and will pause their attacks to heal the hostile summon before resuming the fight.

       
    4. mym
      mym
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      • 29 kudos
      Thx for the details and the video. I'll try again that way.
    5. mym
      mym
      • supporter
      • 29 kudos
      I finally reproduced the bug and could then fix it.
      The issue is openmw still preserving the follow link between you and your aggroed summon: The creature has both a "combat player" and "follow player" AI packages, which failed Fair Care approach.
      Now follow links are excluded if there is also a combat link between actors.
      Should be fixed with 3.9.
    6. BuzzWhiteyear
      BuzzWhiteyear
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      Thank you, your diligence in updates across all your mods is very admirable
    7. mym
      mym
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      I hate bugs. And it's a bit selfish because I'd like my next playthrough free of bugs 😁
  10. Jawsters
    Jawsters
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    • 1 kudos
    .
  11. ShulShagana
    ShulShagana
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    • 4 kudos
    After playing Morrowind for so long (and always kinda avoiding these sorts of mods, since they're either very limited (vanilla scripting limitations etc.) or seem a bit Too Much), I gave this one a try.
    What can I say, I read a long description detailing formulas and things and I like.
    (And Lua pluginless dynamic etc. goodness.)

    Well, as someone used to running through Addamasartus with little opposition I was quite taken aback when the thugs healed themselves and put me in quite a pickle!
    Even the "Outlander's First Dungeon" felt much more dynamic and interesting. Can't wait until I reach more interesting opponents...

    I particularly love the setting to adjust potions taking into account the actor's presumed wealth (i.e. worth of their inventory). Makes it more realistic than Joe Shmoe pauper-thug having a bunch of exquisite healing potions or whatever even as they dress in rags.
    1. mym
      mym
      • supporter
      • 29 kudos
      Thx so much for your comment. I was hoping that this mod offered such new experiences. I have to admit I had no time to test it in a real playthrough, but I really hope I'll find some time soon to do it... after I finished my next mod 😈
    2. ShulShagana
      ShulShagana
      • member
      • 4 kudos
      I made the (very rare!) choice to play a Khajiit focusing on H2H; the default health regeneration values further nerf H2H, at least at earlier levels where it's definitely not guaranteed your hits will land and they will definitely not cause that much damage (even with "H2H factors strength") when you finally knock down someone.
      (I practically got second-hand embarrassment at my Khajiit gal's struggles to kill a measly rat! It regenerated faster than I could dish damage)
      1/4th seems to work fine, but I wonder how it'll play with NPCs and Creatures Rest and over the long term. Well, that's for me to find out ;-)
      Just an observation for anyone interested.

      In terms of player health regen, I like Almost Vanilla Health and Magicka Regen :-) I love how configurable and flexible this (and most your mods!) are. They always play nice with others, too.