Player Health Resets When Changing Cells

General help and troubleshooting.
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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.


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  


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  • DeadMoney.esm

  • HonestHearts.esm

  • OldWorldBlues.esm

  • LonesomeRoad.esm

  • GunRunnersArsenal.esm

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  • ClassicPack.esm

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  • 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

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  • 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 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


set timer1a to 1




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


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




I checked the syntax with CIPSCIS's Script Validator ( 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!

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

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


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?

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
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.


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