Fallout New Vegas
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mysteriousman121

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  1. mysteriousman121
    mysteriousman121
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    Hi all,

    Just a small hotfix this time. But it should prevent undesired character deaths when loading saves(that didn't have this mod installed previously) or making a new game without first restarting the game.
    I also think I can do away with setav Health with the next more substantial update and calculate player HP in a cleaner fashion. But I am currently busy with other projects so I can't really test things. So for the time being I decided to just release this hotfix and go with a if it ain't broke don't fix it approach to things.

    Anyway with that out of the way.

    If you have anything to say, report or suggest with regards to this mod, feel free to do so below and I will try to respond to the best of my abilities.
  2. Noxoumet
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    Thanks for this. I am going to make a little mod that adds DR to armors, like in Fallout 1 and 2 (with DarnUI to display the numbers in the UI), and so, i needed a nerf to HPs for balance sake. Your mod is very flexible, which will allow me to tweak things. And the nice MCM menu will be helpful for that, too.
  3. monkeyonajetski
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    Any chance of making a mod like this for AP and Carry Weight? I really like the customization this mod allows, plus saving and loading from .ini is very useful. 
  4. WildSong34
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    So, using this with limitless stats requires a bit of tomfoolery. Once reaching level 101, it's possible to overflow and either have a really low max health, like less than 100, or to enter negative figures :\

    Wish there was a way to fix this or keep it from happening. Anyone know how to find out the max possible health before things go haywire?

    As Always, Have a Nice Day <3
  5. DEATHSHOCK
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    This applies to NPCs too, right?
    1. mysteriousman121
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      No, it does not, it should only affect player HP and nothing else. If NPC Health is changed it's either a different mod, or a case of the devs not being consistent with their own gamesettings.
      I will go into more detail below as to why.

      Basically this mod in all of it's scripts that alter HP specifically mentions player(ref) and nothing else so it can't be an issue with the scripts.
      In addition this mod changes 2 Gamesettings namely:

      fAVDHealthLevelMult which is used for HP gain on level up for the player character. NPCs should be using fAVDNPCHealthLevelMult which this mod leaves unaltered.

      fAVDHealthEnduranceMult which is used to calculate player HP based on their endurance. NPCs should be using fAVDNPCHealthEnduranceMult which this mod also leaves unaltered.

      So really I don't see why this mod would be altering any NPCs HP but if you can give me actual examples and some context then I will make sure to look into the matter.

      Lastly here is my source for the gamesettings and what they should be doing: https://geckwiki.com/index.php/Settings#Health_Settings
    2. DEATHSHOCK
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      Ah, nonono. If that's the case then your mod appears to be working as intended. I was asking because I would actually prefer it if I could apply the same multipliers to NPCs, too. Iirc, it was Project Nevada Extra Options that had this feature, where you could change the endurance and level health multipliers of yourself and NPCs separately. Now that PN is rather outdated I'd much rather use an alternative. I always hate to ask for the time of modders to make features they themselves probably wouldn't end up using, but could the option be added in a future version?
    3. mysteriousman121
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      Okay so I have spent some time looking into your request and sadly I don't think I will be implementing this.
      This has a few reasons but the biggest is that a simple changing of gamesettings here won't result in what I personally consider a satisfactory result I will explain more as to why below.

      First of is balance and the overal impact of implementing this on npc, which would likely be rather limited. Because NPC's as far I can tell more often than not tend to simply have large amounts of base HP with settings only having a very limited if any effect on their overal max HP.
      Secondly just changing gamesettings would leave you with far fewer options(just 2-3) than what I have done with player HP.

      Those 2 things combined kind of leave a subpar result as far as I am concerned and I am not really interested in releasing things that I (myself) consider subpar. That's not to say this couldn't be addressed somehow but it would likely mean a fairly large amount of work that I am currently not interested in doing.
  6. Yamatohime
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    What's the difference in comparison to game setting changing?
    1. DonProtein
      DonProtein
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      In-game changing ;)
      And additional feature, at least once, from what I see. Vanilla game didn't have endurance HP gain multiplier at lvlup.
    2. mysteriousman121
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      In addition to what you said, you can also set a level cap at which you will stop gaining HP from leveling, or if you don't like it you can just set to some value where you don't see it.

      Another advantage this mod has over using game settings is its handling of decimal values in regards to HP gained from leveling up. If you were to set the gamesetting responsible for HP gain on level up in vanilla "fAVDHealthLevelMult" to say 2.5 it will resolve that to 2. Which means if you were to gain 2 levels it would do 2+2 = 4 instead of 2.5*2 = 5.
      This mod by contrast would do it like this:
      First level up: 2 - 0 = 2
      Second level up: 5 - 2 = 3
      Combined value of the 2 levels = 2 + 3 = 5

      Also if you are wondering why I am doing the minus portion, it basically just calculates the total amount of health gained from leveling up and then corrects that by removing the cumulative of all previously gained HP resulting in the proper net gain for that level. Another thing to note is that while the flat number and endurance based portion of HP from leveling are configured separately, they are combined into 1 value when the player characters health is actually updated. This is done to minimize rounding issues as the game will round down any value to the nearest whole.
    3. Yamatohime
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      Well, I set all to zeroes in gamesettings to have nice 100 HP... =)
  7. Ediros
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    Thank you for this one. Like, it always irked me that you got the same amount of health, no matter the endurance. This helps a lot.

    Other mods I have tried tended to break when endurance was lowered or raised due to drugs and such, which messed things up for me. Don't suppose that's a problem here, is it?
    1. mysteriousman121
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      This mod uses the player character's permanent endurance stat, which is basically what you set it at with the Vigor Tester at the start of the game + bonuses from Implants and perks that permanently increase it. In the base game that might mean something like an allocated perk from Intense training but modded perks should also work. If you have some weird permanent decrease from mods that will also apply.

      Mods that change health based on temporary bonuses such as drugs probably used player.getav Endurance which includes any modification to endurance.
      This mod on the other hand uses player.getpermav Endurance so that only permanent changes are accounted for.

      I hope that clarifies things.
  8. DonProtein
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    Great work! Thanks for sharing :)