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?
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.
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).
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.
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.
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>
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.
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.
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
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
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.
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.
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.
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.
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 😈
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.
136 comments
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).
But the mod itself is great, thank you.
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.
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>
I fixed your bug, thanks for the report.
There are few differences between 68 and 70, and I don't think it has an impact on Fair Care.
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".
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.
Maybe I'll set the minimum Lua API version to 68 for a future release.
I didn't thought about summons changing side during a battle, I'll have to detect it.
Thx for the report.
- summon a golden saint and a flame atronach
- attack the golden saint
- then both summons attack me
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.
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.
(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.