SamaritanMod - Healing AI - 23/04/16 11:02 AM
Hallo everybody!
I've just uploaded a small new mod on Nexus: the SamaritanMod. It's part of my upcoming LivingWorld mod but since there were some new posts about healing after combat I decided to offer it as a separate mod - and as a little appetizer. It implements an immersive, non-cheating healing AI for companions (out of combat only), so you don't have to pause your journey to heal your party.
Here's the description:
This mod implements an AI for companions to facilitate healing after hard fights. From now on companions take care that you are on full health and best prepared for your next encounters. Every partymember (Bairdotr, Madoc, Jahan, Wolgraff, Players from Char Creation and Henchmen from the Hall Of Heroes) you don't control directly (following) will have the following behaviour (out of combat only):
- checking health and Zombie talent of companions
- choosing proper healing spell: usual healing spells (CureWounds, Regenerate, MassHeal) for normal Players, poison spells for Zombies (PoisonDart, DeadlySpores, Poison Attack from Scoundrel)
- casting on target if spell is available (cooldown check*) and taking care of Zombies or NonZombies near the target (to prevent damaging Zombies with usual healing spells and damaging any NonZombie with poison)
Skills that consume an item (e. g. HolyGrenade) aren't used, so companions don't waste your stuff.
For portable healing options check out Baardvarks mod Fast Healing and Enemy Movement.
Both mods are compatible.
There are Compatibility Patches for Baardvark's mod Scales 1.9.32 and my QuietDayOnTheMarket mod as well, so you can use SamaritanMod with one or both of these mods.
I hope you enjoy!
* CureWounds is the only spell whose cooldown is not checked by 'CharacterCanCast'. I have implemented a Timer that prevents characters from using this spell with high frequency. 40 seconds delay.
I've just uploaded a small new mod on Nexus: the SamaritanMod. It's part of my upcoming LivingWorld mod but since there were some new posts about healing after combat I decided to offer it as a separate mod - and as a little appetizer. It implements an immersive, non-cheating healing AI for companions (out of combat only), so you don't have to pause your journey to heal your party.
Here's the description:
This mod implements an AI for companions to facilitate healing after hard fights. From now on companions take care that you are on full health and best prepared for your next encounters. Every partymember (Bairdotr, Madoc, Jahan, Wolgraff, Players from Char Creation and Henchmen from the Hall Of Heroes) you don't control directly (following) will have the following behaviour (out of combat only):
- checking health and Zombie talent of companions
- choosing proper healing spell: usual healing spells (CureWounds, Regenerate, MassHeal) for normal Players, poison spells for Zombies (PoisonDart, DeadlySpores, Poison Attack from Scoundrel)
- casting on target if spell is available (cooldown check*) and taking care of Zombies or NonZombies near the target (to prevent damaging Zombies with usual healing spells and damaging any NonZombie with poison)
Skills that consume an item (e. g. HolyGrenade) aren't used, so companions don't waste your stuff.
For portable healing options check out Baardvarks mod Fast Healing and Enemy Movement.
Both mods are compatible.
There are Compatibility Patches for Baardvark's mod Scales 1.9.32 and my QuietDayOnTheMarket mod as well, so you can use SamaritanMod with one or both of these mods.
I hope you enjoy!
* CureWounds is the only spell whose cooldown is not checked by 'CharacterCanCast'. I have implemented a Timer that prevents characters from using this spell with high frequency. 40 seconds delay.