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Post by Azrael on Jun 7, 2019 2:20:48 GMT
This is a submod which adds some modifiers to potentially help reduce the time for wounds to heal; having at least 8 in learning, being a hunter, being diligent, and having either a level 3 or 4 martial education. This submod also makes it so infections (Reaper's Due DLC) are treated separately from wounds just as the ill trait is (those without Reaper's Due). Another thing to note is that if a character has either the ill or infection traits, the mean time to happen for wounds to heal will not start until those are treated.
Compatible with: AGOT 2.0/2.1/2.2
Credits:
AGOT Dev Team: For the main mod SinStar87: For the willingness to help and answer questions as I was learning modding
borigh, lordumber93, and karl: For ideas and discussion on the topic of wound healing swoosh: For creating the thread which generated the discussion karl: For noticing physician_illness_treatment_score and physician_illness_prevention_score (and finding out their location in the AGOT files) was actually having the opposite effect on mean time to happen events
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Post by Azrael on Jun 23, 2019 20:06:34 GMT
Thanks to karl for finding where physician_illness_treatment_score and physician_illness_prevention_score were located and noticing they had an opposite effect on events which used mean time to happen instead of weight multiplier, I've updated the mod with new scores to work with diseases which use mean time to happen. I made the relevant changes to the health_events.txt and rip_treatment_events.txt files. I believe I made the proportionate inverse of the factors used from the existing physician scores in the AGOT mod, but if they are incorrect, please let me know. Also, if there are other events where the new scores should be implemented, please let me know this as well.
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Post by soulbourne on Jun 24, 2019 8:40:33 GMT
I'd assume this is save game compatable right? Started with a 19 learning renowned physician as a patrician of valyria and may of kinda sorta got accidentally wounded in an event.
Also, I am curious if the team uses said scores in any of the other events that deal with court physicians/maesters. I vaguely remember one where you gain the wounded trait randomly from your maester cauterizing something and telling you not to pick at it and a few others I think that are treatments by court physicians.
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Post by Azrael on Jun 24, 2019 23:34:51 GMT
I'd assume this is save game compatable right? Started with a 19 learning renowned physician as a patrician of valyria and may of kinda sorta got accidentally wounded in an event. Also, I am curious if the team uses said scores in any of the other events that deal with court physicians/maesters. I vaguely remember one where you gain the wounded trait randomly from your maester cauterizing something and telling you not to pick at it and a few others I think that are treatments by court physicians. It should be. So far, I haven't come across any other events which use said scores, just in the two event files in this submod. Usually instead of the scores the physician's learning stat and/or traits are already in the events as a bunch of individual modifiers. The scripted scores, I believe, are just a culmination of a bunch of modifiers put together which I think was added when Holy Fury launched, so the modding feature is "fairly new". Modding-wise, it's easier to put the needed individual modifiers into one scripted score value and just use that instead of having to repeatedly type out all the individual modifiers if you were going to have to use all the same modifiers again anyways. At least that's how I see it and believe how it works. If not, I'd gladly like to as I haven't found much information on it. Anyway, as I stated, if there are events that don't have the physician influencing it, but probably should, let me know where it is and I'll take a look.
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Post by lordumber93 on Jun 25, 2019 22:18:53 GMT
I've noticed with the previous version of this mod and your maester warrior mod I've had to start the game up, then close it and restart it for it to work properly for previous saves. Though, it's most likely my own game causing this and only occurs if I turn my computer off.
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Post by Azrael on Jun 26, 2019 9:10:18 GMT
I've noticed with the previous version of this mod and your maester warrior mod I've had to start the game up, then close it and restart it for it to work properly for previous saves. Though, it's most likely my own game causing this and only occurs if I turn my computer off. What's not working properly?
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Post by Azrael on Jun 26, 2019 21:05:58 GMT
I had accidentally deleted a line that would call the remove infection event in rip_treatment_events.txt by the illness from wound event found in health_events.txt. Since there wasn't a separate on-action event for the remove infection event and it was only called by the illness from a wound event, this I believe prevented infections from healing as that event wasn't being called by anything. I re-added a line so the remove infection event should now be called by the illness from a wound event; download link has been updated.
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Post by lordumber93 on Jun 27, 2019 0:15:14 GMT
I've noticed with the previous version of this mod and your maester warrior mod I've had to start the game up, then close it and restart it for it to work properly for previous saves. Though, it's most likely my own game causing this and only occurs if I turn my computer off. What's not working properly? It works properly, it just has to initialize twice before it does. I'm certain it's my computer causing it.
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Post by Azrael on Jun 27, 2019 0:21:59 GMT
What's not working properly? It works properly, it just has to initialize twice before it does. I'm certain it's my computer causing it. It probably is something on your end. I haven't been able to replicate it.
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Post by lordumber93 on Jun 27, 2019 0:33:11 GMT
Yeah, I figured it was. Didn't mean to make you think it was on your end, because besides that one thing, all your mods have worked beyond expectations. Keep up the good work, man.
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Post by Azrael on Jun 27, 2019 0:39:14 GMT
Yeah, I figured it was. Didn't mean to make you think it was on your end, because besides that one thing, all your mods have worked beyond expectations. Keep up the good work, man. It's all right. I have no problems checking to see if there is something wrong. As evident by the recent post I made about accidentally deleting a crucial line, I am capable of making mistakes; am only human after all.
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Post by Azrael on Aug 20, 2019 2:09:46 GMT
Submod is updated for AGOT 2.0. Also removed the custom scripted score values as they were no longer needed.
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Post by Azrael on Jan 11, 2020 21:11:39 GMT
I added a version for AGOT 2.1. I also changed the name of the submod by adding AGOT to the beginning of it for mod list purposes.
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Post by umm___yes on Oct 2, 2020 8:09:00 GMT
Sorry to bother, but is there a way to better up dragon wound healing also?
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Post by Azrael on Oct 2, 2020 15:24:21 GMT
Sorry to bother, but is there a way to better up dragon wound healing also? Open up your dragon_events.txt file with a program like Notepad++. Then go down to the dragon.8 event. Within that event there are some lines that should look like this:
if = { #wound heal limit = { trait = wounded_dragon } random = { chance = 50 remove_trait = wounded_dragon any_friend = { limit = { NOT = { graphical_culture = dragongfx } } character_event = { id = dragon.899 } } } } if = { #maim heal limit = { trait = maimed_dragon } random = { chance = 15 remove_trait = maimed_dragon add_trait = wounded_dragon any_friend = { limit = { NOT = { graphical_culture = dragongfx } } character_event = { id = dragon.898 } } }
Change the chance for both wounded and maimed to whatever you like. The event pulses yearly.
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