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UPDATE:
I noticed that when I level up, and hit points are fully restored, the STAT fixes itself and the HP bar goes away? But this doesn't explain why Radaway is the only other way to make this happen.
I also note that eating Mutant Hound Chops (supposedly an anti-Rad meal) doesn't help.
Will continue watching this glitch. Snapping a screenshot is a bit difficult since I use Ps4, so any data I capture is on the console, not the computer. But I may update with more information later.
I noticed that when I level up, and hit points are fully restored, the STAT fixes itself and the HP bar goes away? But this doesn't explain why Radaway is the only other way to make this happen.
I also note that eating Mutant Hound Chops (supposedly an anti-Rad meal) doesn't help.
Will continue watching this glitch. Snapping a screenshot is a bit difficult since I use Ps4, so any data I capture is on the console, not the computer. But I may update with more information later.
UPDATE:
Apparently the Mutant Hound Chops do actually have effect, so long as you're not hungry from a lack of food.
Apparently the Mutant Hound Chops do actually have effect, so long as you're not hungry from a lack of food.
I am in PC and I am experiencing the same issue, but I'm not sure if it is a bug or an intentional feature.
I am on PC and I am also experiencing this issue with the Decontamination Arch (haven't tried clinic yet).
as noted at: http://www.nexusmods.com/fallout4/mods/15977/
This is caused by a type mismatch in GenericDoctorsScript. It pulls the amount of rads to heal into an Integer, when the actual Rad-storage variable is probably a Float (at the very least, NOT an Integer.) The resulting truncation causes the script to fail to heal any fractional rads that may be present, resulting in the 1HP lockout.
I can confirm (from using the fixmod in question, which contains only GenericDoctorScript.pex) that the Decontamination arches are calling the same function.
The relevant (Approximate) code: (which I obtained by using 'Champollion PEX to Papyrus Decompiler by Orvid' on the linked Mod's script, because I'm lazy.)
<code>Function HealRadiation(Actor myPatient)
int RadsToHeal = myPatient.GetValue(Rads) as int
myPatient.RestoreValue(Rads, RadsToHeal as float)
DoctorJustCuredRads = 1
EndFunction
</code>
The mod I linked 'fixes' the problem by simply sticking a +1 on the end of the first line of the function. Fixing the Type Mismatch is probably the correct way to fix it; specifically changing RadsToHeal and the GetValue() call to Floats (although I haven't tested it as yet because I don't have the FO4 CK and I'm feeling too lazy to get it just to test that.)
This is caused by a type mismatch in GenericDoctorsScript. It pulls the amount of rads to heal into an Integer, when the actual Rad-storage variable is probably a Float (at the very least, NOT an Integer.) The resulting truncation causes the script to fail to heal any fractional rads that may be present, resulting in the 1HP lockout.
I can confirm (from using the fixmod in question, which contains only GenericDoctorScript.pex) that the Decontamination arches are calling the same function.
The relevant (Approximate) code: (which I obtained by using 'Champollion PEX to Papyrus Decompiler by Orvid' on the linked Mod's script, because I'm lazy.)
<code>Function HealRadiation(Actor myPatient)
int RadsToHeal = myPatient.GetValue(Rads) as int
myPatient.RestoreValue(Rads, RadsToHeal as float)
DoctorJustCuredRads = 1
EndFunction
</code>
The mod I linked 'fixes' the problem by simply sticking a +1 on the end of the first line of the function. Fixing the Type Mismatch is probably the correct way to fix it; specifically changing RadsToHeal and the GetValue() call to Floats (although I haven't tested it as yet because I don't have the FO4 CK and I'm feeling too lazy to get it just to test that.)
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