Player Health Resets When Changing Cells

General help and troubleshooting.
Post Reply
iamGBOX
Posts: 4
Joined: Sun Oct 08, 2017 2:17 am

Player Health Resets When Changing Cells

Post by iamGBOX » Sun Oct 08, 2017 2:53 am

Hey TTW! This is my first post, and I'm new to Fallout, a little less than one year initiated. I'm captivated by the Fallout world and community and look forward to learning more about both, including improving my ability to script. Thank you for being so welcoming! 


Here's my issue: Like the subject line holds, when my Player character changes cells, his health resets. All percentage, limb status, everything. Needless to say, this totally breaks the balance of the game and even makes certain quests practically impossible to finish. I started on a quick mod to patch the error by capturing the player health and limb status and checking for cell changes, but it's just not working for me. I have included my specs, modlist, and quest script for my attempted patch. Any help would be very much appreciated, because at present I'm no longer playing until I can get this solved.




SPECS:


CPU: Intel(R) Core(TM) i7-3630QM CPU @ 2.40GHz


Video Card: Intel(R) HD Graphics 4000


Memory: 12 GB


OS: Microsoft Windows 10 (build 15063), 64-bit  




MODLIST:


[collapsed title=Click Here]




  • FalloutNV.esm


  • DeadMoney.esm


  • HonestHearts.esm


  • OldWorldBlues.esm


  • LonesomeRoad.esm


  • GunRunnersArsenal.esm


  • CaravanPack.esm


  • ClassicPack.esm


  • MercenaryPack.esm


  • TribalPack.esm


  • Fallout3.esm


  • Anchorage.esm


  • ThePitt.esm


  • BrokenSteel.esm


  • PointLookout.esm


  • Zeta.esm


  • taleoftwowastelands.esm


  • TTWFixes.esm


  • SolidProject.esm


  • Project Nevada - Core.esm


  • Project Nevada - Cyberware.esp


  • Project Nevada - Equipment.esm


  • Project Nevada - Rebalance.esp


  • TTW Redesigned.esm


  • Advanced Recon Tech.esm


  • Vault 101 Revisited.esm


  • Ambient Temperature.esm


  • More Perks.esm


  • Sydney Follower.esp


  • JIP Selective-Fire.esm 


  • Point Lookout Reborn.esm


  • StreetLights.esm


  • oHUD.esm


  • TTWOptions.esp


  • TTW_OutcastTrading.esp


  • TTW_Reputation.esp


  • TTW_SpeechChecks.esp


  • ttw_wildwasteland.esp


  • TTW_StartupMenu.esp


  • TTWVaultSuitHotfix.esp


  • Delay DLC - TTW.esp


  • tiesthatbind.esp


  • Project Nevada - Rebalance Uncapped Max Level.esp


  • The Mod Configuration Menu.esp


  • Advanced Recon Tech.esp


  • Advanced Recon Gear.esp


  • TTW Advanced Recon.esp


  • Advanced Recon Armor.esp


  • Advanced Recon Armor-Easier Stealth.esp


  • MojaveExpressDynamic.esp


  • ProjectRealityMkIv5HDR.esp


  • Better Pickup Prompt.esp


  • BLEED.esp


  • Immersive Minigames.esp


  • More Perks Update.esp


  • TTW - Realistic Interior Lighting.esp


  • LaserMusket(TTW).esp


  • VaulsZetaCommunicator-TTW.esp


  • LightUpAndSmokeThoseCigarettes_edisleado.esp


  • TTW_Transportalponder.esp


  • Sydney Follower - Load Order Fix.esp


  • Better Binoculars High.esp


  • Reactive People - Ultimatum.esp


  • zeta_fast_travel_ttw_0.esp


  • megaton_house_expanded_rbench_only.esp


  • The Weapon Mod Menu.esp


  • CASM with MCM.esp


  • Karma Perks.esp


  • Fallout_4_Ranks_TTW.esp


  • Bash_Stealth.esp


  • Bash_Stealthboy.esp


  • RSO - Realistic Stealth Overhaul - NV.esp


  • PN - Rebalance Sneak Override removal.esp


  • Real Rad-X.esp


  • Real Radiation Suits- Science Suit Rad Protection.esp


  • Real Radiation Suits.esp


  • Ultimate Illness Mod.esp


  • HalfwayHouse.esp


  • Dynamic and Rebalanced Karma v1.0.esp


  • HUD Extended - Ambient Temperature.esp 


  • HUD Extended.esp


  • DarNifiedUINV.esp


  • LootMenu.esp


  • Mojave Nights.esp


  • Wasteland Stealth Armor NV.esp


  • Project Nevada - TTW.esp


  • SignatureArmor.esp  


[/collapsed] 




SCRIPT:


[collapsed title=Click Here] 


scn FixHealthCell1a  


float playerhealth1a


float playerhead1a


float playerleftarm1a


float playerleftleg1a


float playerrightarm1a


float playerrightleg1a


float playertorso1a


float timer1a   


 


Begin MenuMode


if isplayermovingintonewspace == 1


set timer1a to 2


else


set timer1a to 1


endif


End  


 


Begin GameMode


if timer1a == 2


player.SetActorValue health playerhealth1a


player.SetActorValue perceptioncondition playerhead1a


player.SetActorValue leftattackcondition playerleftarm1a


player.SetActorValue leftmobilitycondition playerleftleg1a


player.SetActorValue rightattackcondition playerrightarm1a


player.SetActorValue rightmobilitycondition playerrightleg1a


player.SetActorValue endurancecondition playertorso1a


set timer1a to 1


else


set playerhealth1a to player.gethealthpercentage


set playerhead1a to player.GetActorValue perceptioncondition


set playerleftarm1a to player.GetActorValue leftattackcondition


set playerleftleg1a to player.GetActorValue leftmobilitycondition


set playerrightarm1a to player.GetActorValue rightattackcondition


set playerrightleg1a to player.GetActorValue rightmobilitycondition


set playertorso1a to player.GetActorValue endurancecondition


set timer1a to 1


endif


End


[/collapsed] 




I checked the syntax with CIPSCIS's Script Validator (http://www.cipscis.com/fallout/utilities/validator.aspx) and tried other variants of the script, using timers and whatnot to try for the effect I want. Best I got was seeing my health remain the correct values for less than a second before changing back to top levels. My full .ESP is attached below. Thanks in advance!


You do not have the required permissions to view the files attached to this post.

User avatar
RoyBatty
Posts: 4707
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

https://geckwiki.com/index

Post by RoyBatty » Sun Oct 08, 2017 3:31 am

https://geckwiki.com/index.php/GetSecondsPassed


Image

iamGBOX
Posts: 4
Joined: Sun Oct 08, 2017 2:17 am

Thanks Roy! I did try a timer

Post by iamGBOX » Sun Oct 08, 2017 9:38 am

Thanks Roy! I did try a timer, hence the name of my float, timer1a. I decided to try a doOnce sort of script, which is what I have above; I just didn't change the name of the value. Do you think a timer would be more effective?



iamGBOX
Posts: 4
Joined: Sun Oct 08, 2017 2:17 am

So after having just

Post by iamGBOX » Sun Oct 08, 2017 9:41 am

So after having just completed the injury quest for Moira per this post, I am no longer seeing this error. Apologies for the duplicate, but I would still appreciate any constructive responses if you see anything wrong with the script, anything that would prevent it from working effectively. 



User avatar
RoyBatty
Posts: 4707
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Well you don't have a timer

Post by RoyBatty » Sun Oct 08, 2017 6:20 pm

Well you don't have a timer there, you have a flip flop which takes just one frame to change states.


Image

Post Reply