Difference between revisions of "Talk:Actor Value"
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==Page Information== | |||
'''Actor Value List'''<br> | |||
There is an AV listed on the page: NormalWeaponsResist<br> | |||
This doesn't seem to be an actual actor value. Attempting to use GetAV, SetAV, and ModAV on it with the console give "Invalid actor value" errors. It is also not a choice in the drop down menu for Value Modifier and Peak Value Modifier magic effects. | |||
--[[User:Cscottydont|Cscottydont]] 03:08, 15 May 2012 (EDT) | |||
'''Lacking Entries?'''<br> | |||
Where are the entries for rightitemcharge and leftitemcharge, for the charge on the currently equipped weapon or staff? equippeditemcharge and equippedstaffcharge don't seem to do anything, but these two values do. Is there a reason they were left out? --[[User:Bluedanieru|Bluedanieru]] 22:37, 10 February 2012 (EST) | |||
'''Actor Value Meanings'''<br> | |||
Has anyone figured out what MeleeDamage is? It seems to be 0 for every NPC I've seen. It would be convenient if it were somehow the calculated melee damage with the currently equipped weapon, but who knows? --[[User:Doulos|Doulos]] ([[User talk:Doulos|talk]]) 02:38, 25 December 2012 (EST) | |||
:It's a flat value to add to melee damage, the way that unarmeddamage is a flat value to add to unarmed damage.[[User:Lofgren|Lofgren]] ([[User talk:Lofgren|talk]]) 2016-12-30T11:06:34 (EST) | |||
'''Obsolete Values'''<br> | |||
At least some of these values are still used. Specifically the "bypass" actor values are what allow certain vanilla perks to function. In all this page seems highly unreliable so heads up anybody who is trying to rely on it.[[User:Lofgren|Lofgren]] ([[User talk:Lofgren|talk]]) 2015-06-22T15:07:28 (EDT) | |||
==Modifying Actor Values== | |||
Hi does anybody know how to edit any of the actor values permanently for instance the healrates and healratemult. I basically want to edit the way that you heal. I can do it with console commands but was hoping the the Ce would allow a more permanent solution? | Hi does anybody know how to edit any of the actor values permanently for instance the healrates and healratemult. I basically want to edit the way that you heal. I can do it with console commands but was hoping the the Ce would allow a more permanent solution? | ||
:You edit each race's specific stats as seen here [[http://i.imgur.com/6upd2.png]] or you could create spells with the fortifications you want and give them to yourself with player.addspell [[User:Fowl|Fowl]] 18:55, 8 February 2012 (EST) | :You edit each race's specific stats as seen here [[http://i.imgur.com/6upd2.png]] or you could create spells with the fortifications you want and give them to yourself with player.addspell [[User:Fowl|Fowl]] 18:55, 8 February 2012 (EST) | ||
--:I really want to reduce the healing to 0 and have food play the part of activating the healing so I have set the base values low but need to edit the multiplier which is effected by fortications to 0. Because if you set the base to 0 then no amount of fortification will work it will just multiply by 0 = 0. I could do it with a script on a perk that you start with and have them hidden but that seems cumbersome it would be much easier if I could just edit the Actor Values healratemult and staminaratemult to 0 each.--[[User:Chrisbburn|Chrisbburn]] 07:37, 10 February 2012 (EST) | |||
:Chrisbburn, if you're still checking this page I have a convoluted workaround for you. | |||
::1.make a Magic Effect that uses Peak Value Modifier and HealRate and has the Detrimental and Recover flags checked | |||
::2.make an Ability, attach that magic effect with a magnitude high enough to make HealRate 0 | |||
::3.conditionalize that entry on the Ability with something like HasMagicEffect -> YourFoodEffect -> != -> 1 | |||
:That way the HealRate will only be above 0 when the player is affected by a food item. | |||
:--[[User:Cscottydont|Cscottydont]] 22:38, 4 March 2012 (EST) | |||
::Be careful with abilities, cause if your mod is adding an ability which is affecting an actor value (by Value modifier, or Peak Value Modifier), and if a user disable your mod, the actor value will still be affected (at least for the player, idk for NPCs)! | |||
:::Use instead regular spells to ModAV : AV affected by a mod's regular spell will be instantly restored after the mod is disabling. | |||
:::Just set a very long duration for each custom MagicEffect of the spell (2000 days or more). You can even create a "fake" ability only to be shown in the player menu to avoid to display the very long duration in the magic menu (then check the flag "Hide in UI" for each MagicEffect of the "real" spell). | |||
:::More explanations here : [//forums.bethsoft.com/topic/1362474-compatibility-with-other-mods-tips/ Compatibility with other mods - tips] | |||
::[[User:Thanatos00|Thanatos00]] 05:55, 20 April 2012 (EDT) | |||
:::Just found an easier method : simply add a condition to each MagicEffect of an ability (with a custom globalValue for ex), and the problem is gone. When you'll desactivate your mod, global will disappear, so each magicEffect will be dispelled, and ActorValues will be restored. | |||
:::Thanks to Gérauld for finding that =) | |||
:::[[User:Thanatos00|Thanatos00]] 10:18, 20 April 2012 (EDT) | |||
===Q&A=== | |||
'''New Actor Value/Skill?'''<br> | |||
Is it possible to add new skills? I have attempted creating new Actor Values, but Script Name, Type, etc. seem uneditable. | |||
:This is not something the CK allows you to do. If you create a new AV and save your plugin, it will cause errors on load until you delete the modified AV. | |||
:--[[User:Cscottydont|Cscottydont]] 22:19, 4 March 2012 (EST) | |||
Are the skills AV directly linked to the actual skill level of the player, or you can play such AV independently of your skill level? | |||
(I'm thinking of a mod but no time to start working on it yet, and such information would be useful in planing stage if someone can answer me) Thanks [[User:LukeH|LukeH]] 11:00, 23 March 2012 (EDT) | |||
Far as I know, they are one and the same thing. The player's AV for lockpicking *is* their skill in lockpicking, and so forth. So they're not "linked" - the AV is where this information is stored, so they are the exact same thing. The same for any other NPC. --[[User:Catwheezle|Catwheezle]] 18:03, 29 March 2012 (EDT) | |||
'''Perk Points?'''<br> | |||
What value determines how many unchosen perks the player has? I cannot find a variable for it or anything. | |||
:Existing mods that effect perk points use 3rd party applications like SKSE. | |||
:--[[User:Cscottydont|Cscottydont]] 22:19, 4 March 2012 (EST) | |||
'''Unarmed Speed?'''<br> | |||
Do the WeaponSpeedMult and LeftWeaponSpeedMult AVs affect unarmed attack speed ? Or are their separate AVs for that ? | |||
'''Legendary Skills'''<br> | |||
Do legendary skills report as 100+? Lets say you make Destruction legendary that resets it back from 100 to 15, but, internally, does it actually use 115 (or 101, or 100, whatevs)? I'm thinking in terms of perks not in the perks tree, so like a custom perk which does Mod Spell Magnitude, Add Actor Value Mult. A spell with base damage of 25, doing +(Destruction * 0.5) after going legendary would that mean the spell is now doing 32.5dmg or 75+dmg? | |||
--[[User:Darkconsole|Darkconsole]] ([[User talk:Darkconsole|talk]]) 2016-05-29T03:58:37 (EDT) | |||
== Illusion Power Mod == | |||
Testing has shown that 1 point is added to the effective spell magnitude every 20 points of this actor value. For example 40points of IllusionPowerMod is 2 points added to Calm. --[[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2016-11-17T18:24:52 (EST) | |||
:The effect of the -PowerMod and -Mod actor values is determined by two perks, which I believe are called SkillBonus and AlchemySkillBonus. IllusionPowerMod multiplies the current magnitude of the spell by 1% per point, so you are probably seeing 1 point added to calm for every 20 points because the magnitude of the calm effect is between 5 and 10.[[User:Lofgren|Lofgren]] ([[User talk:Lofgren|talk]]) 2016-12-30T11:06:34 (EST) |
Latest revision as of 11:06, 30 December 2016
Page Information[edit source]
Actor Value List
There is an AV listed on the page: NormalWeaponsResist
This doesn't seem to be an actual actor value. Attempting to use GetAV, SetAV, and ModAV on it with the console give "Invalid actor value" errors. It is also not a choice in the drop down menu for Value Modifier and Peak Value Modifier magic effects.
--Cscottydont 03:08, 15 May 2012 (EDT)
Lacking Entries?
Where are the entries for rightitemcharge and leftitemcharge, for the charge on the currently equipped weapon or staff? equippeditemcharge and equippedstaffcharge don't seem to do anything, but these two values do. Is there a reason they were left out? --Bluedanieru 22:37, 10 February 2012 (EST)
Actor Value Meanings
Has anyone figured out what MeleeDamage is? It seems to be 0 for every NPC I've seen. It would be convenient if it were somehow the calculated melee damage with the currently equipped weapon, but who knows? --Doulos (talk) 02:38, 25 December 2012 (EST)
- It's a flat value to add to melee damage, the way that unarmeddamage is a flat value to add to unarmed damage.Lofgren (talk) 2016-12-30T11:06:34 (EST)
Obsolete Values
At least some of these values are still used. Specifically the "bypass" actor values are what allow certain vanilla perks to function. In all this page seems highly unreliable so heads up anybody who is trying to rely on it.Lofgren (talk) 2015-06-22T15:07:28 (EDT)
Modifying Actor Values[edit source]
Hi does anybody know how to edit any of the actor values permanently for instance the healrates and healratemult. I basically want to edit the way that you heal. I can do it with console commands but was hoping the the Ce would allow a more permanent solution?
- You edit each race's specific stats as seen here [[1]] or you could create spells with the fortifications you want and give them to yourself with player.addspell Fowl 18:55, 8 February 2012 (EST)
--:I really want to reduce the healing to 0 and have food play the part of activating the healing so I have set the base values low but need to edit the multiplier which is effected by fortications to 0. Because if you set the base to 0 then no amount of fortification will work it will just multiply by 0 = 0. I could do it with a script on a perk that you start with and have them hidden but that seems cumbersome it would be much easier if I could just edit the Actor Values healratemult and staminaratemult to 0 each.--Chrisbburn 07:37, 10 February 2012 (EST)
- Chrisbburn, if you're still checking this page I have a convoluted workaround for you.
- 1.make a Magic Effect that uses Peak Value Modifier and HealRate and has the Detrimental and Recover flags checked
- 2.make an Ability, attach that magic effect with a magnitude high enough to make HealRate 0
- 3.conditionalize that entry on the Ability with something like HasMagicEffect -> YourFoodEffect -> != -> 1
- That way the HealRate will only be above 0 when the player is affected by a food item.
- --Cscottydont 22:38, 4 March 2012 (EST)
- Be careful with abilities, cause if your mod is adding an ability which is affecting an actor value (by Value modifier, or Peak Value Modifier), and if a user disable your mod, the actor value will still be affected (at least for the player, idk for NPCs)!
- Use instead regular spells to ModAV : AV affected by a mod's regular spell will be instantly restored after the mod is disabling.
- Just set a very long duration for each custom MagicEffect of the spell (2000 days or more). You can even create a "fake" ability only to be shown in the player menu to avoid to display the very long duration in the magic menu (then check the flag "Hide in UI" for each MagicEffect of the "real" spell).
- More explanations here : Compatibility with other mods - tips
- Thanatos00 05:55, 20 April 2012 (EDT)
- Just found an easier method : simply add a condition to each MagicEffect of an ability (with a custom globalValue for ex), and the problem is gone. When you'll desactivate your mod, global will disappear, so each magicEffect will be dispelled, and ActorValues will be restored.
- Thanks to Gérauld for finding that =)
- Thanatos00 10:18, 20 April 2012 (EDT)
- Be careful with abilities, cause if your mod is adding an ability which is affecting an actor value (by Value modifier, or Peak Value Modifier), and if a user disable your mod, the actor value will still be affected (at least for the player, idk for NPCs)!
Q&A[edit source]
New Actor Value/Skill?
Is it possible to add new skills? I have attempted creating new Actor Values, but Script Name, Type, etc. seem uneditable.
- This is not something the CK allows you to do. If you create a new AV and save your plugin, it will cause errors on load until you delete the modified AV.
- --Cscottydont 22:19, 4 March 2012 (EST)
Are the skills AV directly linked to the actual skill level of the player, or you can play such AV independently of your skill level? (I'm thinking of a mod but no time to start working on it yet, and such information would be useful in planing stage if someone can answer me) Thanks LukeH 11:00, 23 March 2012 (EDT)
Far as I know, they are one and the same thing. The player's AV for lockpicking *is* their skill in lockpicking, and so forth. So they're not "linked" - the AV is where this information is stored, so they are the exact same thing. The same for any other NPC. --Catwheezle 18:03, 29 March 2012 (EDT)
Perk Points?
What value determines how many unchosen perks the player has? I cannot find a variable for it or anything.
- Existing mods that effect perk points use 3rd party applications like SKSE.
- --Cscottydont 22:19, 4 March 2012 (EST)
Unarmed Speed?
Do the WeaponSpeedMult and LeftWeaponSpeedMult AVs affect unarmed attack speed ? Or are their separate AVs for that ?
Legendary Skills
Do legendary skills report as 100+? Lets say you make Destruction legendary that resets it back from 100 to 15, but, internally, does it actually use 115 (or 101, or 100, whatevs)? I'm thinking in terms of perks not in the perks tree, so like a custom perk which does Mod Spell Magnitude, Add Actor Value Mult. A spell with base damage of 25, doing +(Destruction * 0.5) after going legendary would that mean the spell is now doing 32.5dmg or 75+dmg?
--Darkconsole (talk) 2016-05-29T03:58:37 (EDT)
Illusion Power Mod[edit source]
Testing has shown that 1 point is added to the effective spell magnitude every 20 points of this actor value. For example 40points of IllusionPowerMod is 2 points added to Calm. --Lisselli (talk) 2016-11-17T18:24:52 (EST)
- The effect of the -PowerMod and -Mod actor values is determined by two perks, which I believe are called SkillBonus and AlchemySkillBonus. IllusionPowerMod multiplies the current magnitude of the spell by 1% per point, so you are probably seeing 1 point added to calm for every 20 points because the magnitude of the calm effect is between 5 and 10.Lofgren (talk) 2016-12-30T11:06:34 (EST)