It appears that there's still a minimum of 1/s for food, (or it rounds up, as even setting the magnitude to 0.1 still heals like vanilla) even if it doesn't display it. I set the food magnitude to 0.5, which made the health restoration disappear from any food items with only 1/s. However even though it's no longer displayed, they (Cram, for example) still heal you by 1/s for 5 seconds, as they do in vanilla.
I suppose I could nerf the duration by half instead of the magnitude, but that would sadly be the opposite of what I wanted with food: To have it be a long-term background heal, not a burst one.
Yeah it's possible. Game can't really restore a fraction of a health point so it rounds it around. Not really much I can do there, that's just how the game works.
This mod doesn't work like that. I don't define any specific things to modify. It takes everything into account already and if it's found to be food or water and it heals, it's heal effect is removed.
If those sodas aren't being detected, either they're not flagged as food or water in your game or something else is giving it health restoration. Or another mod is giving it a non-standard health restoration effect.
Great Mod being able to control both the Magnitude and Duration with no ESP is perfect but what does this option do exactly ? RestrictToFoodItemsInLists=0
another question/request is it possible to Add a Multiplier to raise the Food prices ? i find Food items in the game to be really cheap to the point you can buy them in bulk and just ignore crafting food altogether
Thanks! I saw PWB's recent mod of a similar nature but I don't get why he did it with an ESP when I accomplish the same thing without one. Oh well...
I explained that setting at the bottom of usage, but it restricts changes to food items that are in a specific form list in order to avoid altering stuff flagged as food that may not be. Usually you don't need this and I discourage it's usage.
While yes I am capable of raising values, and I suppose I'll add the feature, I might suggest a more economy focused alternative first?
thanks the problem with economy Mods is that they affect everything, and i find food items to be the only thing that is undervalued especially if you take into account how much caps you constantly make there isn't a lot of food items anyway i'll just edit their prices directly in FNVEdit
It's fine, I'll add the feature. I could see the usage. Just a price multiplier is all I'm planning on to hopefully keep mod compatibility. Though I will set prices only for water and food (independently though).
it does but I can't really account for that with this simple script. However, you can choose to nerf the health regeneration effect instead of outright removing it with the latest update which should give you the best of both worlds sorta thing.
Any mods you would suggest to supplement the lack of healing Items? I play TTW and I end up using food items for healing way more than stims. I can definitely see myself softlocking in a dungeon without a way to heal.
Edit: Alternatively, what do you think about this; instead of just removing healing altogether is it possible to just reduce food healing by a percentage?
I'm very close to having a relatively expansive aid addon coming soon, including medkits, anesthetic, bandages, and more! I'll post back here with a link in a day or two once it's released.
This mod has the unfortunate side-effect of making healing powder, healing poultice and bitter drink do nothing (or next to). I can see this making fights with the legate or legion troops less difficult, but beyond that- I feel like they should be excluded.
Mines does? That's odd, those should've been safe. I'll make sure they're excluded in an update.
Edit: Went through and checked healing powder and stuff, and those aren't normally touched by my mod. If my mod is acting upon them, it's because another mod has likely re-flagged them as food items. Read the comment just above this one, that could be why.
I think some mod made Healing Powder scale from Survival (Food checkbox) instead of Medicine (Medicine checkbox) in GECK or thorugh script. It can be fixed pretty easily.
Yeah! I think this would be nice to have too. I'd need to devise a somewhat intelligent formula to calculate things in runtime since I'm very big on using these scripts but I like the idea. Was also thinking of having this mod do stuff with rads too.
So there's a few mods that turn things like the healing powder or other survival health items to food, so that they benefit from the survival skill. I looked into it real quick, and I think you could potentially screen for that by checking if the reference is in the FoodNoneAvailable, MeatFood, MugDrinks, NonAlcoholic or NVDLC03PerkRelatedAllFoodLIST lists, and only taking off the healing if it is. From what I can tell in the script, it just checks for the food flag at the moment. It wouldn't be as compatible with mods that add foods without adding them to those formlists, but it would be more compatible with those survival mods. It may be better to have as a separate option.
Thanks for adding the option! I'm doing a Healing Addon soon that features a few "food" based survival items, and I'm happy that there's a setting here to make them work together, so that I don't have to declare them incompatible. Much appreciated!
Thank you for setting up the option to check the formlists. I must apologize though; I reviewed the ingestible entry in the wiki, and it seems to be exclusively the food or medicine flag, not the item type. Item type seems to primarily control the hotkey icon. I'm sorry that you spent time on it, when it was just me not remembering how the data fields affect things. My bad.
Oh that's really cool! Well that likely modifies food items in the same way the 1.0 version of my mod did but with the recent update, you can decide to tweak food healing instead of outright removing it. Not to mention it's all done in a JIP Script so no ESP and removal or mid-game install "safe".
41 comments
I suppose I could nerf the duration by half instead of the magnitude, but that would sadly be the opposite of what I wanted with food: To have it be a long-term background heal, not a burst one.
If those sodas aren't being detected, either they're not flagged as food or water in your game or something else is giving it health restoration. Or another mod is giving it a non-standard health restoration effect.
being able to control both the Magnitude and Duration with no ESP is perfect
but what does this option do exactly ?
RestrictToFoodItemsInLists=0
another question/request
is it possible to Add a Multiplier to raise the Food prices ?
i find Food items in the game to be really cheap to the point you can buy them in bulk and just ignore crafting food altogether
I explained that setting at the bottom of usage, but it restricts changes to food items that are in a specific form list in order to avoid altering stuff flagged as food that may not be. Usually you don't need this and I discourage it's usage.
While yes I am capable of raising values, and I suppose I'll add the feature, I might suggest a more economy focused alternative first?
the problem with economy Mods is that they affect everything, and i find food items to be the only thing that is undervalued especially if you take into account how much caps you constantly make
there isn't a lot of food items anyway
i'll just edit their prices directly in FNVEdit
Edit: Alternatively, what do you think about this; instead of just removing healing altogether is it possible to just reduce food healing by a percentage?
thank you
Edit: Went through and checked healing powder and stuff, and those aren't normally touched by my mod. If my mod is acting upon them, it's because another mod has likely re-flagged them as food items. Read the comment just above this one, that could be why.
HELLO? BASED DEPARTMENT? OP IS ON THE LOOSE AGAIN.