Pls can you update this mod! I would love to use it and you are still working on mods by seeing your user profile and what u r updating. Health is so underrated and ignored in the vanilla game so it would be great to increase it please <3
BTW I'm happy to help be a tester for the mod to fix it :)
an excellent mod concept, but to my knowledge, this hasn't worked properly or been respecting some config settings since at least 1.3. perhaps forever?
{ "ExpToNextLevel": 500.0, "CurrentExp": 0.0, "CurrentLevel": 0, "BaseHealthBonus": 0, "CurrentLevelHealthBonus": 0, "ExpCurve": 1.33, "MaxLevel": 50, "HealthIncreasePerLevel": 5, "ExpForToolUse": 1, "ExpForEating": 2, "ExpForSleeping": 0, "ExpForCollapsing": 0 } with a config like this for example, the mod will create the character-specific (with respect to the farm's name rather than the character's name, oddly?) mod save data config below upon starting a new game. the above settings should imply that the character starts at level 0 with a 500 XP requirement to reach level 1, then every level after will require 33% more XP than the previous level. this is not the case as when a new game is started the config below is created immediately.
{ "CurrentLevel": 0, "CurrentExp": 0.0, "ExpToNextLevel": 20.0, "BaseHealthBonus": 0, "CurrentLevelHealthBonus": 0, "ClearModEffects": false, "OriginalMaxHealth": 100 } ExpToNextLevel has not been respected whatsoever. testing shows that it requires 20 XP to rech level 1 from 0, and from 1 to 2 requires 26.6 XP. with testing I have found that BuildEndurance shares the same bug. changing the CurrentLevel to 1 in the base mod config rather than 0 does not help, nor does changing CurrentExp from 0.0 to 1.0. both mods also interfere with vanilla health and energy gains such as through combat skill, iridium snake milk, and stardrops. BuildEndurance also does not create character-specific mod save data upon a new game like BuildHealth does. hope you might take a look at this eventually
edit: the mod respects ExpToNextLevel in the PlayerData.cs file when changed and compiled ? /// <summary>The XP points needed to reach the next endurance level.</summary> public double ExpToNextLevel { get; set; } = 20; changing 20 to whatever value you prefer will work. still does not change the interference with professions, snake milk, and stardrops
yea i noticed changing the xp to next level had no effect. Im wanting to create a system where i only use 10 levels but adjusted the level to xp to a large amount so it would take a long time to get to my max level of 10 and i went to bed and woke up at level 10 the next day lol
So... I'm a bit confused here. This description - specifically the part claiming 'Get enough XP, and your endurance will level up and increase your max stamina.' - makes it sound like this can potentially replace the Build Endurance mod entirely in addition to adding the Build Health mechanic, as opposed to doing only the latter, which the name of the mod implies. So... which is it? Is this here 'Build Health' mod increasing both Health and Stamina over time, or is it a mistake in the description due to it being a copy/paste of Build Endurance?
Asking because while I love to have more stamina, I don't want tons of it either from two mods at once, lol.
EDIT: So... I am no modder nor do I have any experience in coding, but judging from the files contained within the mod, nowhere is it mentioned that this has anything to do with stamina. So... I am going to conclude that I was right on this being a copy/paste mistake, and the mention of stamina in the description being not supposed to be there.
I wonder how that could be fixed? Do you think editing your save file might allow you to manually fix? Or will it just overwrite again when you level up HP with this mod?
<p>does anyone have a list of the possible parameters I could use for Exp. building, I would rather have damage taken and dealt, or the swinging of a weapon as the Exp. multiplier for the health increase rather then swinging a tool but I don't know what those lines look like. if there is a place to find this stuff or where id be better off asking questions like this please let me know. the only coding I ever did growing up was HTML and Javascript and only the basics at that. I'm having a lot of fun fiddling but I know I'm in way over my head :tongue:</p> <p> </p> <p>I also wanted to add a parameter so every point regenerated by eating or being in the spa etc, would give Exp, for a start. but then i would want the increase to be without excess so if the player is missing 5 health and 15 endurance and he ate something that gave 20 health and 40 endurance he would still only get points for the 5 points of health he recovered. I was going to do the same with the build endurance mod but for the endurance half only. </p> <p> </p> <p>I have no idea if what I'm thinking is even realistically feasible, sorry for any inconvenience and I'd Greatly accept any help that can be spared. </p>
Edit: wow I'm so embarrassed by my own lack of understanding when i wrote this just a day ago. i thought that if i knew the proper name i could just add that to the .json file and that would be it. 24 hours later after looking into the most basic of c# coding I already have an idea of how far off I was, what I was actually asking for is a revamp of the mod at its core while all I could see were just small variables I could adjust on the surface. There is no hole deep enough to hide my shame.. For that I apologize!
By the way, I can't possibly recommend enough this mod, Build Stamina, and Customize Starting Health and Stamina by MissCoriel, if you want to, for example, do as I did and play as a former pencil pusher/office drone at Joja and start off as pathetic with crappy health and weak stamina, only to work hard and become a badass overtime.
Also, Health and Stamina Regeneration from JessebotX if you want to play someone who actually has the ability to stop, catch a breather, recover a bit, and start working again, without necessarily having to sleep or eat food. You know, like a normal human can. XD Just make sure you tweak the settings a bit, because the base config.json file has you essentially heal and recover as fast as freaking Wolverine.
The description says it builds your maximum health (how much damage you take in combat), but it says at the bottom that it builds your maximum stamina (energy spent when performing actions). Is it both, and if not, which one is it?
Yeah I was confused about that too. Downloaded it and took a look at the config file, it looks like you can make changes to both health AND stamina, so it's for both or whichever one you wanna adjust :)
26 comments
BTW I'm happy to help be a tester for the mod to fix it :)
{
"ExpToNextLevel": 500.0,
"CurrentExp": 0.0,
"CurrentLevel": 0,
"BaseHealthBonus": 0,
"CurrentLevelHealthBonus": 0,
"ExpCurve": 1.33,
"MaxLevel": 50,
"HealthIncreasePerLevel": 5,
"ExpForToolUse": 1,
"ExpForEating": 2,
"ExpForSleeping": 0,
"ExpForCollapsing": 0
}
with a config like this for example, the mod will create the character-specific (with respect to the farm's name rather than the character's name, oddly?) mod save data config below upon starting a new game. the above settings should imply that the character starts at level 0 with a 500 XP requirement to reach level 1, then every level after will require 33% more XP than the previous level. this is not the case as when a new game is started the config below is created immediately.
{
"CurrentLevel": 0,
"CurrentExp": 0.0,
"ExpToNextLevel": 20.0,
"BaseHealthBonus": 0,
"CurrentLevelHealthBonus": 0,
"ClearModEffects": false,
"OriginalMaxHealth": 100
}
ExpToNextLevel has not been respected whatsoever. testing shows that it requires 20 XP to rech level 1 from 0, and from 1 to 2 requires 26.6 XP. with testing I have found that BuildEndurance shares the same bug. changing the CurrentLevel to 1 in the base mod config rather than 0 does not help, nor does changing CurrentExp from 0.0 to 1.0. both mods also interfere with vanilla health and energy gains such as through combat skill, iridium snake milk, and stardrops.
BuildEndurance also does not create character-specific mod save data upon a new game like BuildHealth does. hope you might take a look at this eventually
edit: the mod respects ExpToNextLevel in the PlayerData.cs file when changed and compiled
? /// <summary>The XP points needed to reach the next endurance level.</summary>
changing 20 to whatever value you prefer will work. still does not change the interference with professions, snake milk, and stardropspublic double ExpToNextLevel { get; set; } = 20;
Asking because while I love to have more stamina, I don't want tons of it either from two mods at once, lol.
EDIT: So... I am no modder nor do I have any experience in coding, but judging from the files contained within the mod, nowhere is it mentioned that this has anything to do with stamina. So... I am going to conclude that I was right on this being a copy/paste mistake, and the mention of stamina in the description being not supposed to be there.
<p> </p>
<p>I also wanted to add a parameter so every point regenerated by eating or being in the spa etc, would give Exp, for a start. but then i would want the increase to be without excess so if the player is missing 5 health and 15 endurance and he ate something that gave 20 health and 40 endurance he would still only get points for the 5 points of health he recovered. I was going to do the same with the build endurance mod but for the endurance half only. </p>
<p> </p>
<p>I have no idea if what I'm thinking is even realistically feasible, sorry for any inconvenience and I'd Greatly accept any help that can be spared. </p>
Edit: wow I'm so embarrassed by my own lack of understanding when i wrote this just a day ago. i thought that if i knew the proper name i could just add that to the .json file and that would be it. 24 hours later after looking into the most basic of c# coding I already have an idea of how far off I was, what I was actually asking for is a revamp of the mod at its core while all I could see were just small variables I could adjust on the surface. There is no hole deep enough to hide my shame.. For that I apologize!
why is this copyed form the build Endurance mod? as should it not be max health?
Also, Health and Stamina Regeneration from JessebotX if you want to play someone who actually has the ability to stop, catch a breather, recover a bit, and start working again, without necessarily having to sleep or eat food. You know, like a normal human can. XD Just make sure you tweak the settings a bit, because the base config.json file has you essentially heal and recover as fast as freaking Wolverine.
+) Oh I find config.json file. Sorry