Difference between revisions of "FNPCAttributeHealthMult"

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374 bytes removed ,  15:41, 25 October 2009
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imported>Picador
(Updated with testing results)
imported>Picador
 
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Affects how the health of the NPC is calculated based on level and endurance.  Exactly how the value is applied is unknown.  Increasing this value gives NPCs more health.
Affects how the health of the NPC is calculated based on level and endurance.  Exactly how the value is applied is unknown.  Increasing this value gives NPCs more health.
* NOTE: The formula for NPC health is roughly this: Health = Endurance * 2 * FNPCAttributeHealthMult + (level - 1) * (Endurance * 0.1). The level of Endurance used to calculate the per-level health gain is not known, but an NPC will usually gain about 5 points of health per level, plus any gains from increased Endurance.
* NOTE: The formula for NPC health is detailed [http://www.uesp.net/wiki/Oblivion:NPCs#Health here]. This setting is multiplied by the NPC's (Strength + Endurance) to determine starting health (before factoring in "low-level NPC" adjustments); the formula after the link assumes the default value of 0.5.
Note also that changing the values of FPCBaseHealthMult and FStatsHealthLevelMult do NOT affect NPC health at all; the "0.1" and "2" in the formula above seem to be hard-coded, rather than reflecting the values of those two settings.
Note also that NPC health is calculated differently for "low-level" NPCs: see [[FLowLevelNPCBaseHealthMult]] for details.
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!style="background:#ffdead;" |Default value
!style="background:#ffdead;" |Default value
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