The difference seems to be that that mod does it through dialogue, which is not possible while in combat. Whereas my mod does allow you to give them a potion in combat, by using the lesser power on them. In addition, my mod isn't limited to healing potions, but also all other potions and poisons (which will be applied to their weapons automatically).
This mod is incompatible with the Dynamic Activation Key - Addons Collection mod, even disabling the follower inventory from that mod. The interaction to give a potion to the NPC via DAK appears normally on the hud, but cannot be activated.
This mod is working correctly as intended with DAK patch. I think it is not outdated. It is just not working with the Dynamic Activation Key - Addons Collection. MaskedRPGFan answerd me that he will fix it, just need to catch up with updates for other mods.
From personal use of both of these over a lot of time the E to heal does work well but is not as good as this. Sometimes the E to heal takes a couple of tries and when in fights with OBIS Bandits things need to work reliably.
Another benefit to this is being able to satisfy follower needs (good drink and food mods have long duration effect which apply to NPCs if those drinks/foods have those custom effects) as well as give other than healing potions. This also work every time because it is a physical inventory that opens.
True, but when you want to heal them you need to be quick, especially if coupled with a mod that potentially makes them die.
It would be ideal if we could use both mods at the same time. This one would be perfect if you want to give them any other potion that is not nearly as time-sensitive as a health potion.
Have been using this for a long time. Works great every time. I also like the fact that my followers also get the benefits of custom drink and food with the longer duration effects (not just heal 10). Thanks for making this and sharing.
Been using this mod for a long time and it has always worked perfectly well. I could administer potions to my followers when the were in bleed out and they would immediately get up. However, since I have installed ultimate potions NG, followers in bleed out would ignore when I administer health potions, sound plays but potions does nothing. It still works if not in bleedout though. I reckon this means it needs a patch to work well with ultimate animated potions.
Someone down in the comments of the ABR page reported a similar issue. AFAIK, Ultimate Potions NG changes how the EquipItem() function works, which I use to apply the potion to the NPC. Technically, I could use my own SKSE framework to bypass this, using a custom function, but I'm not sure whether this is a good way to do it, since both ABR and Admin Pots already have a lot of requirements.
thanks for the reply. I reckon its not worth to do any patching. As it is it works for what matters most namely administering potions out of bleedout. May i ask one more thing , I haven't updated to your newest versions that needs Po3 requirement because i am on an ongoing playthrough. Reckon i gotta wait for a new game start. is that right?
I think I had your same issue and it seems to be working now for me. Turns out I was missing a requirement not from this mod but from Ultimate potions NG, the mod I was missing was NPCs use potions. After installing that It seems followers are in fact consuming the potions and getting the effects.
Great mod. But it doesn't seem to work on my end. Applying poison seems to work alright. But giving the potion to follower doesn't seem to take effect. The notification is there, and the animation is playing, but the potion I gave doesn't seem to buff my follower. Any tips or fixes? Thanks in advance.
1. me reading your reply 2. me checking the requirements mod page "hmmm it looks like I already downloaded all the requirements..." 3. BUT DID I INSTALL IT?! 4. me checking the mod manager 5. me realizing am a dumbass
Sorry to bother you. I usually don't post something on a mod page, I was very sure that I already installed everything. Thank you so much for being so patient. Please don't mad at me.
If you have time, I would love to see Eating Animations and Sounds working with this mod. Example, use DAK to administer potion or food to any NPC, then EAS plays its magic!
EDIT: does the food patch work with the latest update?
Have been using this for some time now and it works great. Thanks for making the mod!
Maybe the only thing to make clearer? I did not read this anywhere, maybe I missed this. I had to add the keyword to things that were not showing up in the offerings. Adding this keyword will allow the NPC to use anything displayed which includes the benefits/buffs of things like Drink, Food, Drugs.
Is there a way to make followers not automatically heal fully after combat? It's annoying and unimmersive when you want to heal them with potions or magic, only for them to magically spring back to full health after a battle.
Hi! Another option is a bat file. Below solves a couple issues with NPCs.
- Click on the NPC/Follower - bat a_tf_hr - my bat file name for heal rate: a_tf_hr.txt (a_ = keeps all bat files together, tf_ = Tool Follower) - The following contents make NPC/Follower legitimate health regen without being over the top. If they are mortal they will definitely not heal through it but they will heal nicely if they are defending and after combat. This also helps fix their magicka regen rate as well (especially with the NPC Mage Magicka Fix so they are not so magic spam as in Vanilla). The setlevel code below is so that NPC/Follower can level to 100.
153 comments
In addition, my mod isn't limited to healing potions, but also all other potions and poisons (which will be applied to their weapons automatically).
It is just not working with the Dynamic Activation Key - Addons Collection.
MaskedRPGFan answerd me that he will fix it, just need to catch up with updates for other mods.
Another benefit to this is being able to satisfy follower needs (good drink and food mods have long duration effect which apply to NPCs if those drinks/foods have those custom effects) as well as give other than healing potions. This also work every time because it is a physical inventory that opens.
It would be ideal if we could use both mods at the same time. This one would be perfect if you want to give them any other potion that is not nearly as time-sensitive as a health potion.
Thanks for making this and sharing.
2. me checking the requirements mod page "hmmm it looks like I already downloaded all the requirements..."
3. BUT DID I INSTALL IT?!
4. me checking the mod manager
5. me realizing am a dumbass
Sorry to bother you. I usually don't post something on a mod page, I was very sure that I already installed everything. Thank you so much for being so patient. Please don't mad at me.
If you have time, I would love to see Eating Animations and Sounds working with this mod. Example, use DAK to administer potion or food to any NPC, then EAS plays its magic!
EDIT: does the food patch work with the latest update?
However I'm finding that I'm able to administer potions to what seems like ALL NPCs, regardless of whether they're friendly or not.
Now some would argue that this is more immersive, but I was just wondering if you might know why this quirk would be happening haha.
Maybe the only thing to make clearer?
I did not read this anywhere, maybe I missed this. I had to add the keyword to things that were not showing up in the offerings. Adding this keyword will allow the NPC to use anything displayed which includes the benefits/buffs of things like Drink, Food, Drugs.
VendorItemPotion [KYWD:0008CDEC]
- Click on the NPC/Follower
- bat a_tf_hr
- my bat file name for heal rate: a_tf_hr.txt (a_ = keeps all bat files together, tf_ = Tool Follower)
- The following contents make NPC/Follower legitimate health regen without being over the top. If they are mortal they will definitely not heal through it but they will heal nicely if they are defending and after combat. This also helps fix their magicka regen rate as well (especially with the NPC Mage Magicka Fix so they are not so magic spam as in Vanilla). The setlevel code below is so that NPC/Follower can level to 100.
forceAV healrate 2
forceAV healratemult 105
forceAV CombatHealthRegenMult 2
forceAV MagickaRate 6
setlevel 1000 0 1 100
Hope that helps