Difference between revisions of "Talk:Actor Value"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Cscottydont
imported>LukeH
Line 21: Line 21:
: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.
: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)
:--[[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)


'''Perk Points?'''<br>
'''Perk Points?'''<br>

Revision as of 10:00, 23 March 2012

Page Information

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)

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?

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)


Q&A

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)

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)