Talk:ModActorValue

From the Oblivion ConstructionSet Wiki
Revision as of 15:05, 13 September 2007 by imported>Haama
Jump to navigation Jump to search

OK, this page seems inconsistent. ModAV is permanent when called from a script, not the temporary "red or green" stuff from temporary spell effects or whatever, right?
Dragoon Wraith TALK 15:33, 13 September 2007 (EDT)

It's permanent, but will still show up as green or red. I think SetAV changes the base value, so it'll still appear black, while ModAV acts as a permanent boost/drain. Not sure though. (I guess the first and third bullet points could be combined to reduce confusion)
Also, what's the point of pushing a stat over 100? Are there any stats that benefit from this?
--Haama 16:05, 13 September 2007 (EDT)

--Doppelganger 18:52, 3 April 2006 (EDT): I have to ask a question then: How to we access these additional modifiers? I'd like to, for example, know the magic modifier so that I can regenerate health up to full instead of the base value.

--Smeister 20:04, 3 April 2006 (EDT) You can't access the modifiers individually. You can find out the sum total of all three modifiers obviously by subtracting the getav from the getbaseav, but there's no way to separate them out. I didn't want to provide accessors to CHANGE the modifiers, as that would definitely break the game in horrible ways, and so I didn't provide a way to get at the modifiers at all. It might have been useful to at least get the Script Modifier value, but I really wanted to put the responsibility of keeping track of each modification done to it in the scripter's hands, and only by not providing an accessor function for the script modifier could I FORCE that.

--Doppelganger 20:28, 3 April 2006 (EDT): Copied to Smeister's page


--Lap 20:20, 7 April 2006 (CNT): Ugh modav is quite the trojan horse. So many good ideas could have worked if this function worked like the console version. Bah!

I am trying to drop the fatigue of an NPC to exactly -50 tempoarily, so it comes back over time. How exactly do i do it when

  • modactorvalue sets the base value of the reference (meaning it wont come back over time)
  • setactorvalue edits the base value of the object type, not the reference
  • forceactorvalue does the same as modactorvalue when used in a script

Are there any other options? I don't want to manually reset the values with the script because I want every person to recover their fatigue at the correct rate based on their stats. Thank you for any help. Decoup 23:13, 20 May 2006 (EDT)

Is it possible to use a predefined spell effect in a script? If it is you can use the Damage Fatigue effect... but I haven't been able to figure out if it is possible.