Difference between revisions of "Talk:ModActorValue2"

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imported>DragoonWraith
imported>ABO
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:I think they're referring to [[ModAV]], not [[ModAV2]].
:I think they're referring to [[ModAV]], not [[ModAV2]].
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 13:56, 13 February 2009 (EST)
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 13:56, 13 February 2009 (EST)
::I think I've found the root of these rumors. There are some funnys around how modAV2 works on actors other than the player. For fatigue, it always works exactly as advertised. For other attributes you can modAV2 them way past their max, but any following modAV2 will reset them back to their max, This means "modAV2 health 1000" on an actor with health 200 and healthMax 256 will boost health to 1200, but then doing "ModAV2 health <N>" with any value of N will reset health back to 256. This means you should do "ModAV2 <attribute> 0" after "ModAV2 <attribute> 10000" if you want to set the attribute to it's max. This behaviour also applies to encumbrance, and extra encumbrance is like burden and counts as "wornWeight" that will slow movement. In theory this strange behavior could be exploited in mods to apply temporary attribute/encumbrance "boost" effects, but the "reset to max on next modAV2" means that it could only be used by one mod, as its effects would be reset by any other mod attempting to use this technique. -- [[User:ABO|ABO]] 21:19, 5 August 2009 (EDT)

Revision as of 20:19, 5 August 2009

I am hearing rumours that modAV2 does not work as advertised, particularly for NPC's, and should be avoided in mods to prevent compatibility problems, particularly with leveling mods. These rumours sound totally unfounded to me and I have never experienced any problems with modAV2. Can we dispell these rumors, or is there some real basis for them? Example rumor thread here. -- ABO 06:26, 13 February 2009 (EST)

I think they're referring to ModAV, not ModAV2.
Dragoon Wraith TALK 13:56, 13 February 2009 (EST)
I think I've found the root of these rumors. There are some funnys around how modAV2 works on actors other than the player. For fatigue, it always works exactly as advertised. For other attributes you can modAV2 them way past their max, but any following modAV2 will reset them back to their max, This means "modAV2 health 1000" on an actor with health 200 and healthMax 256 will boost health to 1200, but then doing "ModAV2 health <N>" with any value of N will reset health back to 256. This means you should do "ModAV2 <attribute> 0" after "ModAV2 <attribute> 10000" if you want to set the attribute to it's max. This behaviour also applies to encumbrance, and extra encumbrance is like burden and counts as "wornWeight" that will slow movement. In theory this strange behavior could be exploited in mods to apply temporary attribute/encumbrance "boost" effects, but the "reset to max on next modAV2" means that it could only be used by one mod, as its effects would be reset by any other mod attempting to use this technique. -- ABO 21:19, 5 August 2009 (EDT)