Difference between revisions of "Stats Tab - Creatures"

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Contains the Attributes, Skills, and combat values for the NPC or creature.
While this article currently doesn't cover what each individual value of an attribute does for a creature, it '''does''', however, list what the basic effect of an attribute is.


*'''Attributes:''' All eight attributes are displayed, but Personality is separated.
*'''Attributes:''' All eight attributes are displayed, but Personality is located under the health, spell points, and fatigue tabs.
*'''Health:''' For PC level offset creatures the entered value is multiplied by the level of the creature.
 
*'''Spell Pts:''' For PC level offset creatures the entered value is multiplied by the level of the creature.
*'''Endurance:''' For creatures, this does not modify their health values, though their breath capacity is modified by endurance, and modifies it in roughly the same fashion as it does for the player.
*'''Fatigue:''' For PC level offset creatures the entered value is multiplied by the level of the creature.
 
*Soul: Shows the size of their soul. PC level offset creature have their soul size calculated automatically.
*'''Strength:''' When applied to a creature, strength's sole purpose is to modify their encumbrance values, damage is not modified by strength.
*'''Combat:''' All Combat skills use this value. That includes Marksman, even though it is technically a Stealth skill. If the creature is PC level offset, this is the base value. The final value is the base value plus twice the creature's level.
 
*'''Magic:''' All Magic skills use this value. If the creature is PC level offset, this is the base value. The final value is the base value plus twice the creature's level.
*'''Speed:''' While athletics does not seem to exist for creatures, speed still has the same function for creatures, but creatures receive drastically more from each point of speed than a player does. The movement animation speed of a creature also appropriately increases or decreases in speed when affected by movement speed.
*'''Stealth:''' All Stealth skills use this value. Marksman uses the Combat skill value, even though it is technically a Stealth skill. If the creature is PC level offset, this is the base value. The final value is the base value plus twice the creature's level.
:Some creatures gain more from each point of speed than other creatures do. Dogs/wolves, for example, when compared to a horse, both have roughly the same movement speed when both actors have the same speed and scale settings. Rats, however, require much larger speed and scale values to keep pace with a horse.
*'''Attack Damage:''' How much damage is done with a normal melee attack. If the creature is PC level offset, this is the base value. The final value is the base value plus half the creature's level.
:What exactly affects movement speed values is currently unknown, and requires more research to answer.
*'''Attach Reach:''' The distance from the model that the melee attack can reach.
:When referring to mounted horses, speed may or may not emulate acrobatics (they definitely respond to direct acrobatic modifications, however.)
*'''Turning Speed:''' Not used.
 
*'''Foot Weight:''' Used for the Boot Weight in the detection formula. Larger values make the creature easier to detect.
*'''Intelligence:''' This does not modify the creature's spell points, and instead seems to serve as an 'IQ meter' for creatures.
*'''Base Scale''': Makes the creature larger or small than the base model.
:Above a certain value, which is commonly claimed to be 30, creatures may open doors. It is also claimed to assist creatures when they are climbing stairs, though this appears to be a model orientation issue rather than an intelligence issue. (The only creatures who seem to easily climb stairs are horses and human like creatures.)
 
*'''Willpower:''' This improves the spell point regeneration speed of creatures, behaving exactly as it does for NPCs and the player.
 
*'''Agility:''' For creatures, while agility does not modify values for skills typically related to it, agility assumedly modifies the chance of being staggered by attacks against it.
 
*'''Luck:''' Presumably, Luck has the same effect on creatures as it does for NPCs - such as modifying attack damage, spell damage, etc. on top of the skills a creature possesses. However, the actual details of how luck works for creatures has not been confirmed.
 
*'''Health:''' Health has exactly the same function for creatures as it does for players. However, unlike the player, creature health is not modified by endurance.
:For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified). If you specify 0 health for a creature, it will automatically spawn in the cell as dead, just as NPCs do.  
 
*'''Spell Points:''' This is the creature version of Magicka value. For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).
 
*'''Fatigue:''' For creatures, fatigue doesn't appear to affect damage values like it does for players, instead, it appears to be for determining when the actor will pass out due to 0 fatigue count.
:For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).
 
*'''Soul:''' Unlike NPC souls, which default to a specific value, creatures have varying levels of soul value, and Black Soul Gems may take the souls of creatures. When a creature is functioning under Player level offset, the soul value fluctuates, depending on the level the player, eventually stopping at a Grand soul level.
 
*'''Combat:''' Used as a condensed version of blade, blunt, hand to hand (marksman, oddly, is categorized as Combat for creatures rather than Stealth.) The damage output is assumed to be not modified, and so Combat skill is most likely used to emulate mastery perks.  
:Athletics, armorer, and heavy/light armor may or may not be included, as creature movement speed doesn't appear to be modified by any athletic improvement.
 
*'''Magic:''' This is essentially a condensed version of all the various magic skills, such as destruction and restoration, though alchemy may not be included, as creatures don't appear to have been designed with any reason (or ability) to pick up ingredients.
 
*'''Stealth:''' Exists to emulate sneak and other stealth-related skills. Note that marksman is categorized under combat rather than Stealth. Acrobatics may be emulated (Fall damage may be reduced by increased skill values). In the case of mounted horses, this may also modify the height of their jump.
 
*'''Attack Damage:''' How much damage is done with a normal melee attack. If the creature is PC level offset, this is the base value.  
:For PC level offset creatures the entered value is added to 1/2 the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).
 
*'''Attack Reach:''' This is what determines how far away its melee attacks may reach, though may or may not modify the maximum distance the creature considers appropriate for ranged attack use.
 
*'''Turning Speed:''' This modifies how quickly the creature may turn. In some cases, however, the creature still demonstrates a very slow turn speed, even when set to 0.00, mounted horses in particular being one example. (Unmounted horses have normal turn speeds.)
 
*'''Foot Weight:''' Used to make up for the fact that creatures can't make real use of foot items. The larger the foot weight value, the more likely a creature is to be heard when sneaking.
 
*'''Base Scale''': Makes the creature larger or small than the base model, and seems to modify the creature's collision appropriately. Affects the creature's movement speed as well, just as height does for players.


[[Category:Creatures]]
[[Category:Creatures]]

Latest revision as of 09:04, 27 April 2010

While this article currently doesn't cover what each individual value of an attribute does for a creature, it does, however, list what the basic effect of an attribute is.

  • Attributes: All eight attributes are displayed, but Personality is located under the health, spell points, and fatigue tabs.
  • Endurance: For creatures, this does not modify their health values, though their breath capacity is modified by endurance, and modifies it in roughly the same fashion as it does for the player.
  • Strength: When applied to a creature, strength's sole purpose is to modify their encumbrance values, damage is not modified by strength.
  • Speed: While athletics does not seem to exist for creatures, speed still has the same function for creatures, but creatures receive drastically more from each point of speed than a player does. The movement animation speed of a creature also appropriately increases or decreases in speed when affected by movement speed.
Some creatures gain more from each point of speed than other creatures do. Dogs/wolves, for example, when compared to a horse, both have roughly the same movement speed when both actors have the same speed and scale settings. Rats, however, require much larger speed and scale values to keep pace with a horse.
What exactly affects movement speed values is currently unknown, and requires more research to answer.
When referring to mounted horses, speed may or may not emulate acrobatics (they definitely respond to direct acrobatic modifications, however.)
  • Intelligence: This does not modify the creature's spell points, and instead seems to serve as an 'IQ meter' for creatures.
Above a certain value, which is commonly claimed to be 30, creatures may open doors. It is also claimed to assist creatures when they are climbing stairs, though this appears to be a model orientation issue rather than an intelligence issue. (The only creatures who seem to easily climb stairs are horses and human like creatures.)
  • Willpower: This improves the spell point regeneration speed of creatures, behaving exactly as it does for NPCs and the player.
  • Agility: For creatures, while agility does not modify values for skills typically related to it, agility assumedly modifies the chance of being staggered by attacks against it.
  • Luck: Presumably, Luck has the same effect on creatures as it does for NPCs - such as modifying attack damage, spell damage, etc. on top of the skills a creature possesses. However, the actual details of how luck works for creatures has not been confirmed.
  • Health: Health has exactly the same function for creatures as it does for players. However, unlike the player, creature health is not modified by endurance.
For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified). If you specify 0 health for a creature, it will automatically spawn in the cell as dead, just as NPCs do.
  • Spell Points: This is the creature version of Magicka value. For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).
  • Fatigue: For creatures, fatigue doesn't appear to affect damage values like it does for players, instead, it appears to be for determining when the actor will pass out due to 0 fatigue count.
For PC level offset creatures the entered value is multiplied by the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).
  • Soul: Unlike NPC souls, which default to a specific value, creatures have varying levels of soul value, and Black Soul Gems may take the souls of creatures. When a creature is functioning under Player level offset, the soul value fluctuates, depending on the level the player, eventually stopping at a Grand soul level.
  • Combat: Used as a condensed version of blade, blunt, hand to hand (marksman, oddly, is categorized as Combat for creatures rather than Stealth.) The damage output is assumed to be not modified, and so Combat skill is most likely used to emulate mastery perks.
Athletics, armorer, and heavy/light armor may or may not be included, as creature movement speed doesn't appear to be modified by any athletic improvement.
  • Magic: This is essentially a condensed version of all the various magic skills, such as destruction and restoration, though alchemy may not be included, as creatures don't appear to have been designed with any reason (or ability) to pick up ingredients.
  • Stealth: Exists to emulate sneak and other stealth-related skills. Note that marksman is categorized under combat rather than Stealth. Acrobatics may be emulated (Fall damage may be reduced by increased skill values). In the case of mounted horses, this may also modify the height of their jump.
  • Attack Damage: How much damage is done with a normal melee attack. If the creature is PC level offset, this is the base value.
For PC level offset creatures the entered value is added to 1/2 the level of the creature, so it can scale up to match the player's level (within the min/max offset range specified).
  • Attack Reach: This is what determines how far away its melee attacks may reach, though may or may not modify the maximum distance the creature considers appropriate for ranged attack use.
  • Turning Speed: This modifies how quickly the creature may turn. In some cases, however, the creature still demonstrates a very slow turn speed, even when set to 0.00, mounted horses in particular being one example. (Unmounted horses have normal turn speeds.)
  • Foot Weight: Used to make up for the fact that creatures can't make real use of foot items. The larger the foot weight value, the more likely a creature is to be heard when sneaking.
  • Base Scale: Makes the creature larger or small than the base model, and seems to modify the creature's collision appropriately. Affects the creature's movement speed as well, just as height does for players.