Category:Actor Values
Actor Value Mechanics
There are six factors that contribute to an Actor Value:
The AV value from the Actor's base form - all instances of the actor share this value (e.g. all 'Imps' share the same Base Health). This factor is set by the designer in the CS. It is modified in-game by the SetAV console+script commands, skill & attribute level increases, and certain Ability effects (see notes). | This value is stored a little differently depending on the actor value, and for some (Skill & Attribute AVs, in particular) it may only have values between 0 and 255. | |
The contribution to an AV from other AVs and game settings. For example, the Calculated Base for the player's Health is fPCBaseHealthMult * Endurance. | This factor is generally used only for the player character. NPC and Creature health, to use the same example, do not depend on their endurance. | |
A multiplier to the AV from other AVs and game settings. | This factor is almost always 1.0; the exception is the MagickaMultiplier for the player character. | |
For Actors with middle process or higher. This factor is modified by 'recoverable' effects such as Fortify, Drain, Feather. | Because it is stored only for actors with middle process, this modifier will be reset to zero if/when an actor's cell is unloaded.
Furthermore, for the player only, this modifier is recalculated every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active. | |
For all Actors. This factor is doesn't seem to be used by the combat or magic systems. It is modified only by the ModAV and ForceAV script commands (not the console versions). | Since it's not affected by ordinary damage or magic, changes this modifier cannot be undone by restoration spells or chapel healing, etc. If changed by a script, it is the script author's responsibility to change it back by the same amount later. | |
For Actors with low process or higher. This factor is modified by the ModAV and ForceAV console commands, by direct damage from combat, falling, lava, etc., and by 'nonrecoverable' effects like Damage & Restore. | This modifier is intended only for negative values; any change that would increase it above zero sets it to zero instead. |
There are three different 'versions' of an Actor Value that play a role in Oblivion:
Calculated Base Value = (Base + Calculated Base) * (Calculated Multiplier) Maximum Value = Calculated Base Value + Max Modifier Current Value = Maximum Value + Script Modifier + Damage Modifier
Returned by the GetBaseAV console+script commands. This value is used to check mastery level in a skill, and (for Alchemy) to compute player-created potion strength. | |
The upper limit shown in the menu and HUD for the player's Health, Magicka, and Fatigue. | |
Returned by the GetAV console+script commands. This is the value used for the vast majority of AV checks. It is the value shown in the menu and HUD for the player's stats. |
Notes
- These formulas do not apply to Fame,Infamy,Bounty,or Encumbrance. These AVs are calculated differently, and stored differently as well.
- When player stats are displayed in the menu, they are shown as green if the Current value is greater than the Calculated Base value, red if the Current value is less than the CBV, and blue if the two are equal. The exception is the players Health, Magicka, and Fatigue, where the comparison is between the Maximum value and the CBV.
- It is possible, using the Script multiplier, to make the player's current health (or magicka/fatigue) greater than their supposed Maximum value. This is not seen in-game only because the Script modifier is so rarely used.
- For (1) 'recoverable' effects from (2) Ability-type spells applied on the (3) player (and only the player), the Base factor is modified instead of the Max factor. This is why benefits from birthsign and certain quest rewards (like the Skeleton Key) can actually alter the players skill mastery level.
Encumbrance
Encumbrance is calculated and displayed differently from other actor values.
- The Base factor is ignored entirely. It is not used in calculation, and cannot be altered by the SetAV command or any magical means. It is, however, still included in the return value of the GetBaseAV command, making this command effectively useless.
- The Calculated Base is the total encumbrance bonus from strength. Unlike most calculated factors, this applies to all actors, not just the player.
- The Maximum Value and Current Value are calculated differently:
Modifier Sum = (Max Modifier + Script Modifier + Damage Modifier)
if (Modifier Sum < 0) :
Maximum Value = Calculated Base - Modifier Sum Current Value = Carried Weight
if (Modifier Sum > 0) :
Maximum Value = Calculated Base Current Value = Carried Weight + Modifier Sum
For this reason, the Current encumbrance of an actor will never be less than their total carried weight, and the Maximum encumbrance will never be less than the value calculated from their strength.
- The GetAV command does not return the Current Value, but rather the sum of carried weight and all modifiers, even if the sum of the modifiers is negative:
GetAV Return Value = Carried Weight + Modifier Sum
This means that GetAV will return the wrong value if the actor is currently subject to enough effects that reduce encumbrance (e.g. Feather).
List of Actor Values
The following stats can be accessed using the Actor Value commands. The code versions are used with the 'C' versions of various OBSE Actor Functions.
Fame and Infamy
* - Fame and Infamy cannot be used as parameters for GetActorValue, SetActorValue, or ModActorValue. Use GetPCFame (Infamy), SetPCFame (Infamy), and ModPCFame (Infamy) instead. OBSE Actor Functions can accept it as a parameter, however.
Pages in category "Actor Values"
The following 71 pages are in this category, out of 71 total.