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Difference between revisions of "Category talk:Settings"

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4,058 bytes added ,  15:25, 26 May 2016
imported>ShadowDancer
imported>D MAS
 
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:--[[User:Mrflippy|Mrflippy]] 16:40, 4 May 2006 (EDT): Try putting the category tag on the same line as the redirect as such:
:--[[User:Mrflippy|Mrflippy]] 16:40, 4 May 2006 (EDT): Try putting the category tag on the same line as the redirect as such:
  <nowiki>#REDIRECT [[Collapsed Page XX]] [[Category:Foo Category]]</nowiki>
  <nowiki>#REDIRECT [[Collapsed Page XX]] [[Category:Foo Category]]</nowiki>
== Found some GameSettings ==
Hey, I've got some info for gamesettings. And yes, I've tested every one of them.:
:''fAbsorbDistanceReachMult'': This affects the distance that 'Absorb' effects wear off. May be affected by fMagicUnitsPerFoot (Default: 3.0)
:''fCreatureCalcCombat/Magic/Stealth'': Determines skill growth for levelled creatures. (Default: 2.0)
:''Disposition based on Personality'' = (fDispActorPerBase + (fDispActorPerMult * Personality) + (fDispTargetPerMult * Target's Personality)) / 2.0
::: '''Defaults'''
:: ActorPerBase: 0.0
:: ActorPerMult: 1.5
;: TargetPerMult: 0.5
:''Disposition modded by Bounty'': Bounty * (fDispActorBountyBase + (fDispActorBountyMult * Responsibility)) * fDispTargetBountyMult
::: '''Defaults'''
:: ActorBountyBase: -1.0
:: ActorBountyMult: 0.02
:: TargetBountyMult: -0.003
:''Disposition modded by Infamy'': Infamy * (fDispActorInfamyBase + (fDispActorInfamyMult * Responsibility)) * fDispTargetInfamyMult
::: '''Defaults'''
:: ActorInfamyBase: -1.0
:: ActorInfamyMult: 0.02
:: TargetInfamyMult: -0.3
:''Disposition modded by Faction'': FactionMod * fDispTargetFactionMult * (fDispTargetFactionRankBase + (FactionRank * fDispTargetFactionMult))
::: '''Defaults'''
:: FactionMult: 1.0
:: FactionRankBase: 1.0
:: FactionRankMult: 0.5
:And yes, I did deliberately use the non-Rank multiplier twice. FactionRankMult itself is not used.
:''iDispBountyMax'': Max disposition modded from bounty. (Default: 20)
:''iDispFameMax/fDispInfamyMax'': Max disposition modded from Fame/Infamy. The values are individual. For some reason, the Infamy setting is a floating value while Fame is an integer. Both work as intended. (Default: 20 for both)
:''fDispTargetFameMult'': Disposition factor multiplied by Fame. Does not depend on Responsibility. (Default: 0.3)
:''fDispTargetRaceMult'': Multiplier for race disposition modifiers (Default: 1.0)
:''fDispTargetWeaponBase'': Disposition modifier for when holding weapon out. (Default: -10.0)
:''fDispositionReduction'': Seems to have no effect. (Default: 3000.0)
:''fFight'': GetShouldAttack = AggrBase + DispBase + DistanceBase + (AggrMult * Agression) + (DispMult * Disposition) + (DistanceMult * Distance). If GetShouldAttack >= 1 then the actor will start combat on detection
::: '''Defaults'''
:: AggrBase: -55.0
:: AggrMult: 1.0
:: DispBase: 50.0
:: DispMult: -1.0
:: DistanceBase: 1.0
:: DistanceMult: -0.05
:: FriendBase: -25
:: FriendMult: 1
:FriendBase and FriendMult are modifiers for allying with others the actor has a high disposition to.
:''fFriendHitTimer'': The time it takes to reset 'ally hit' counter. (Default: 10.0)
:''fMagicDispelMagnitudeMult'': The effectiveness of the Dispel magic effect. (Default: 5.0)
:''fMagicSunDamageBaseDamage'': The multiplier for maximum Sun Damage effect. (Default: 2.0)
:''fMagicSunDamagePainInitialDelay'': Time before grunting from sun damage once. (Default: 2.0)
:''fMagicSunDamagePainTimer'': Time before grunting from sun damage again. Still limited by fPainDelay. (Default: A ridiculously high number)
:''fMagicSunDamageMinWeather'': Determines how effective weather is at reducing sun damage. (Default: 0.2)
:''fMagicSunDamageScreenGlowMult'': Max intensity of screen brightness when taking sun damage. (Default: 3.0)
:''fMagicSunDamageScreenGlowRateUp'': How much the screen brightens per second when taking sun damage. (Default: 1.0)
:''fMagicSunDamageScreenGlowRateUp'': How much the screen dims back per second after taking sun damage. (Default: 1.0)
:''fMagicUnitsPerFoot'': Determines area effect multiplier for spells. (Default: 22.0)
:''fPainDelay'': Minimum delay before character can grunt from pain again. Will not interrupt itself unless the actor dies. (Default: 2.0)
:The fDifficulty settings imply that difficulty affects ALL damage, however this is wrong. This is only damage done by other actors, not by fall damage, or scripts such as traps.
:Well, that's about it. And no, I'm not doing the pages. I've done enough work, at least for now.
--[[User:D MAS|D MAS]] 15:23, 26 May 2016 (EDT)
Anonymous user

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