Apart from sneaking, does this mod improve the intelligence and combat intelligence of followers? Or does the mod still leave them as reckless as ever?
Looking great, man. I've been using your mods since they were only available in the steam workshop (where I begged you to make the jump to the Nexus), and they've always been well thought-out and well constructed. I JUST started a new playthrough, but I'll be trying this out on my next one.
Suggestions: You may want to add the Artifact_GravImmune [KYWD:0012B50D] keyword to everyone (I've done so in my own game) to keep companions from being affected by things like Gravity Well. Also, it currently being a light plugin means it is currently unpatchable and uneditable unless one uses Hexeditor (or something similar) to make it a full ESM.
I looked at the skill level images and Vasco's skills were lowered instead of increased. Shield systems were previously level 4 and 4 stars, now level 3 and 3 stars.
Quick question, when you programmed all companions to have 50% extra health, did you have to individually program each companion for that, or is there a command that increases the health of all crew? I ask because I recently came across a bug where if your level is high enough, your crew will end up having negative health (which means if they walk into a wall, they will get downed for a minute and no amount of medpacks will pick them up). It's easily remedied by using their REFID to individually increase their health, but I'm wondering if there's an easier/more efficient way to do this.
Oh no, I didn't mean to suggest it was this mod. I know for a fact that it's not. It's just another Bethesda thing that they didn't bother to check. They make companions health scale to your level, but once your level is VERY high (you can test it out by using a temporary save and setting your character level to the max, which is 12255, to really see a huge difference in their health), their health goes into the negatives. I was asking you about it because your mod very nicely buffs followers health by 50%, so I was curious if you happened to know of a way to change the attributes for all people under your command (like, your entire crew) at once (since your mod gives extra health to all followers), rather than me fixing them all individually. I'm going to do some experimenting later to pin down the exact level where this bug happens, and then I'll try to implement an easy fix. No worries if your mod operates in a way that something like this wouldn't be easily replicated with console commands, but I thought it was worth trying. I'll write up a larger explanation of the bug, in case anyone is interested in what happens when your character's level gets really high:
I have tested this with and without mods, on new and old saves. It happens whether or not you level up during your run, or step into NG+ already leveled up. This bug probably happens on lower levels than this. I presume it happens because their health gets buffed to our level. So, let's say you spawn into NG+ and immediately use Sarah's refID to see her health. It's something like 550. The moment you speak to her and get your NG+ credits and weapon, you can check her health and it will be -16,000.
All HIRABLE crew that can be hired from the moment you meet them (people like Omari, Ezekiel, etc...) will spawn with -16,000 health. You can fix it with the console - and it will stay put to what you set it as, but once you hire them to your crew, it will drop again. You then need to set their health once more. After that, it will be permanently fixed. So, something is wrong in the code that establishes their health based on yours. If your level is too high, their health will go into the severe negative numbers, making them absolutely useless.
What's interesting is that when the characters first spawn, if they are unable to be your crew at the time of being spawned in (Sarah when you first enter NG+ - BEFORE speaking to her, for example - Hadrian, several others), their health will be normal. Once they are "recruitable," their health will drop. If you fix their health before hiring them, you'll have to fix it once more after you hire them.
So, I was just curious if you happened to know of a way to change the attributes for all people under your command (like, your entire crew) at once (since your mod gives extra health to all followers), rather than me fixing them all individually. I'm going to do some experimenting later to pin down the exact level where this bug happens. No worries if your mod operates in a way that something like this wouldn't be easily replicated with console commands, but I thought it was worth trying.
Thanks for saying the issue isn’t caused by any mod. I don’t know any console command to do what you want. May I ask why you’re setting your character’s level so high?
My reason is actually pretty stupid… It’s because I absolutely *hate* seeing/hearing XP notifications in the middle of the screen every time I go somewhere or kill something (when you max your level, you stop getting these notifications all together). Sadly, on Xbox, I can only find one mod that disables the XP notification, but the mod doesn’t work well with the new Tracker Bounty scan for your scanner, and it changes some other things that I’d like to keep. I think I might just have to deal with seeing/hearing the XP notifications until a good enough mod comes out that removes it, but doesn’t mess with all of the other stuff that the previous mod that I used messed with.
EDIT: Good sir, you inspired me to not only solve my problem of eliminating XP notifications, but also not having to deal with the health bug that I mentioned above. I tested this by starting a new game (which I planned to anyway), set my level to 350, but then used the console to set my XP to a very large negative number (when I check my experience level, it gives me “-inf” as my level). Now, I am happily stuck at the level I gave myself, but unable to earn XP, and thus, no more XP notifications. If I want to level up again, I can just set my experience to a positive number.
This completely sorted out the issue I was having. Thanks for making me question why I was setting my level so stupidly high! Now, I none of my companions have this health problem, and I’m no longer being bothered by XP signs everywhere.
30 comments
Apart from sneaking, does this mod improve the intelligence and combat intelligence of followers? Or does the mod still leave them as reckless as ever?
Thanks
Suggestions: You may want to add the Artifact_GravImmune [KYWD:0012B50D] keyword to everyone (I've done so in my own game) to keep companions from being affected by things like Gravity Well. Also, it currently being a light plugin means it is currently unpatchable and uneditable unless one uses Hexeditor (or something similar) to make it a full ESM.
Cheers!
Cheers!
Could you please check this?
- Shield Systems: 2
- Aneutronic Fusion: 1
- EM Weapon Systems: 1
VascoThe latest update of this mod changes them to...
Edit: Are you using another mod that changes Vasco in some way?
Is it happening to every companion and crew, or just some?
I have tested this with and without mods, on new and old saves. It happens whether or not you level up during your run, or step into NG+ already leveled up. This bug probably happens on lower levels than this. I presume it happens because their health gets buffed to our level.
So, let's say you spawn into NG+ and immediately use Sarah's refID to see her health. It's something like 550. The moment you speak to her and get your NG+ credits and weapon, you can check her health and it will be -16,000.
All HIRABLE crew that can be hired from the moment you meet them (people like Omari, Ezekiel, etc...) will spawn with -16,000 health. You can fix it with the console - and it will stay put to what you set it as, but once you hire them to your crew, it will drop again. You then need to set their health once more. After that, it will be permanently fixed. So, something is wrong in the code that establishes their health based on yours. If your level is too high, their health will go into the severe negative numbers, making them absolutely useless.
What's interesting is that when the characters first spawn, if they are unable to be your crew at the time of being spawned in (Sarah when you first enter NG+ - BEFORE speaking to her, for example - Hadrian, several others), their health will be normal. Once they are "recruitable," their health will drop. If you fix their health before hiring them, you'll have to fix it once more after you hire them.
So, I was just curious if you happened to know of a way to change the attributes for all people under your command (like, your entire crew) at once (since your mod gives extra health to all followers), rather than me fixing them all individually. I'm going to do some experimenting later to pin down the exact level where this bug happens. No worries if your mod operates in a way that something like this wouldn't be easily replicated with console commands, but I thought it was worth trying.
EDIT: Good sir, you inspired me to not only solve my problem of eliminating XP notifications, but also not having to deal with the health bug that I mentioned above. I tested this by starting a new game (which I planned to anyway), set my level to 350, but then used the console to set my XP to a very large negative number (when I check my experience level, it gives me “-inf” as my level). Now, I am happily stuck at the level I gave myself, but unable to earn XP, and thus, no more XP notifications. If I want to level up again, I can just set my experience to a positive number.
This completely sorted out the issue I was having. Thanks for making me question why I was setting my level so stupidly high! Now, I none of my companions have this health problem, and I’m no longer being bothered by XP signs everywhere.
Everything about the mod is great, overall, but this is my favorite part. Such a necessary quality of life change! You’re doing the Lord’s work.