But what I find kinda confusing is, that even in the repair kit for valentine and robots version, I noticed in f4edit that for regular synths (I thing it was the gen1 race) it seems like the player heals them with stimpaks instead of repair kits which would make more sense
Would love for this to be able to be used with doctors bags https://www.nexusmods.com/fallout4/mods/80775 and Stimpacks Heal no limbs I'm having issues with stimpacks heal no limbs since stimpacks were changed with that mod I'm unable heal broken limbs on npcs but if you made a patch i could in theory use a doctors bag on a crippled npc fixing my issue and hell if you can put animation framework in it aswell this would become an essential mod to my load order would love to be able to run up to an npc and heal them with animation also so you don't need another hotkey just have the doctors bag be the first option when you go to heal someone if an npc has broken limbs
Get a CTD reloading a save when I tried the ESL. Disabled it and save loaded ok. Enabled this again and got CTD loading save again.
I use Vortex and I have many of your recruitment mods, Settlers Go Shopping, and Waiters At Settlements. Maybe a conflict? And I verified my game files, no problems there.
That's interesting.. sounds like an unusal mod conflict. The vanilla interface is very sensitive about activate buttons but in most cases, even if one has a conflicting mod, one of the conflicting buttons (or both) simply becomes invisible. If you get CTDs, that means you most likely have another mod that, for some reason, highly depends on perk added buttons. In rare cases, depending on how the mod in question was made, it can cause conflicts even if its button is not visible ("dormant" state). Do you have any mods that add custom activate buttons?
Love the mod but can't use it, it is not compatible with quick trade redux as they both use R, needs a patch i think so we can use them both. You should really add an MCM option to change the key, it is too good of a mod to miss out on, it conflict with too many mods.
I also think a scripted key remap through MCM is the best option. Since there are wayyy too many mods using R key nowadays, the ones that I can immediately come up with include Get Out Of My Face, FCOM, Grave Digger and many many more...
Thankfully many of these already scripted to MCM, but still, it's quite easy to do and extremely user friendly, because typing "resethealth" probably is faster than using holotape to turn the mod on/off (and it appears scripted R key conflict will disable this mod no matter what you do).
Would love to use the mod but I'm also using QuickTrade Redux, and turning on/off the mod constantly through a holotape can get a bit tiring after some time. Would love if you could add an MCM option to remap the key at some point.
Does this only works if the npc is crippled? I activated the mod through the holotape, shot my companion once but the prompt never appeared, even loading this mod as the very last.
yeah i have the same problem. if you could make it that i can heal companions that have HP under 70% it would be great. i'm playing with mortal companions and i need to heal them before they die sometimes.
Hello I have a mod that adds another button to Power Armor frames. This is the one (https://www.nexusmods.com/fallout4/mods/73756), Do you think it could be it? I haven't tested yet, going to test later. Thanks.
Edit: I removed the mod and I still have no prompt.
Such an awesome mod, but sadly not working with Get out of my face https://www.nexusmods.com/fallout4/mods/20353 , as both mods are using R button for execution. Is there any chance to change the button? Or maybe make abit further range for it?
Unfortunately the only solution for two or more conflicting activate choices is to equip mods with the ability to turn on/off them. Changing the priority doesn't necessarily help as the mod can't see how the other mods in one's load order have been set up.
Yep, looks like it, can turn on/off “perks” on Get out of my face mod (turning off some capabilities on pushing people away) and then both mods work fine. Abit annoying but oh well, guess will go like that for now. Also overall it’s kind of funny, either be a good guy with your mod or bad guy with other one.
Edit: After bunch of testing it seems that you can use both mods after all, just need to set distance of activation on Get out of my face to 100 (which is usually set to this number from the start of the game). The only downside is that you can't push low hp friendly NPCs as the only option will be to heal them, but i guess that's not that much of a big loss.
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Would it be as simple as forwarding all changes into a patch?
But what I find kinda confusing is, that even in the repair kit for valentine and robots version, I noticed in f4edit that for regular synths (I thing it was the gen1 race) it seems like the player heals them with stimpaks instead of repair kits which would make more sense
I'm having issues with stimpacks heal no limbs since stimpacks were changed with that mod I'm unable heal broken limbs on npcs but if you made a patch i could in theory use a doctors bag on a crippled npc fixing my issue and hell if you can put animation framework in it aswell this would become an essential mod to my load order would love to be able to run up to an npc and heal them with animation also so you don't need another hotkey just have the doctors bag be the first option when you go to heal someone if an npc has broken limbs
I use Vortex and I have many of your recruitment mods, Settlers Go Shopping, and Waiters At Settlements. Maybe a conflict? And I verified my game files, no problems there.
I'll try the ESP tonight.
You should really add an MCM option to change the key, it is too good of a mod to miss out on, it conflict with too many mods.
ones that I can immediately come up with include Get Out Of My Face, FCOM, Grave Digger and many many more...
Thankfully many of these already scripted to MCM, but still, it's quite easy to do and extremely user friendly, because typing "resethealth" probably is faster than using holotape to turn the mod on/off (and it appears scripted R key conflict will disable this mod no matter what you do).
Other than that, very cool mod.
I have a mod that adds another button to Power Armor frames. This is the one (https://www.nexusmods.com/fallout4/mods/73756), Do you think it could be it? I haven't tested yet, going to test later.
Thanks.
Edit: I removed the mod and I still have no prompt.
Edit: After bunch of testing it seems that you can use both mods after all, just need to set distance of activation on Get out of my face to 100 (which is usually set to this number from the start of the game). The only downside is that you can't push low hp friendly NPCs as the only option will be to heal them, but i guess that's not that much of a big loss.
Edit: Ahhh okay this one guys >>> https://www.nexusmods.com/fallout4/mods/56915