Altering HealthStamina Regen Rates

Post » Wed Jun 20, 2012 10:34 am

Hey all,

I'm no knowledgeable modder - just trying out the CK. So how does one alter heath/stamina regen rates for the player? I've seen some info regarding this but nothing definitive. I cant find a mod in this regard that suits my needs. I want to reduce slightly both these values. I'va heard that the way of doing it in the console doesnt work as the regen rates get reset on particular quest rewards? Im wondering if such a thing would happen with a mod as well.

Thanks for your help.

James
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Poetic Vice
 
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Post » Wed Jun 20, 2012 4:22 am

You can use a spell, which applies a http://www.creationkit.com/Magic_Effect, which in turn can be either a value modifier or a peak value modifier (you most likely want the later).
Then you need to choose which http://www.creationkit.com/Actor_Value to modify there are HealRate, HealRateMult, CombatHealthRegenMult, StaminaRate and StaminaRateMult.
For a complete list look http://uesp.net/wiki/Tes5Mod:Actor_Value_Indices.
And from there rinse and repeat.
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Gemma Flanagan
 
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Post » Wed Jun 20, 2012 7:22 am

make a new quest that runs once and starts enabled
make a script that extends Quest and attach it to the quest
in your script put this event:

event OnInit()actor player = game.getplayer()player.ForceActorValue("healratemult", X);X is the new value for the regen rate that you wantendEvent; this makes a permanent change to the regen rate

note that you would only want to use the above event for onetime permanent changes - otherwise look into OnUpdate()

You might as well also make a Reference Alias in your quest that points to the player (you do this on the reference alias tab in quest window and select specific reference). That will come in handy when you want to make different types of changes to the player based on events. With that you will attach a script to it that extends reference alias.
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Chris Guerin
 
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Post » Wed Jun 20, 2012 1:46 pm

No! Most definitely don't use http://www.creationkit.com/ForceActorValue! Don't use that function EVER on the player. It's solely meant for NPCs which can be discarded (killed) at some point.

Just ignore bootliquor's post in its entirety it holds no value, has no merit, it's the worst advice I can imagine anyone could give you.
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Tiff Clark
 
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Post » Wed Jun 20, 2012 2:09 am

Xetril - perhaps you should say why?

this is an example given on the http://www.creationkit.com/ForceActorValue_-_Actor page
; Force the player's health to 50 Game.GetPlayer().ForceActorValue("health", 50)

I use it in the context I provided without issue - as a one time permanent change.

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Lory Da Costa
 
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Post » Wed Jun 20, 2012 11:14 am

Taken from the wiki, http://www.creationkit.com/ForceActorValue. (This is the console version, and it most likely executes the exact same code).
Should never be used on the player, as it will seriously screw up that actor value when combined with other mods or scripts that adjust it or depend on it.
Which is always the case for the player. It will force the actor value to be what was specified, and that's that.

The example is so wrong, that's what http://www.creationkit.com/ModActorValue_-_Actor is for. Documentation being wrong or misleading is nothing special.
If you want to permanently chance some AV then use http://www.creationkit.com/Actor.SetAV_%28Papyrus%29.

Read about http://www.creationkit.com/Actor_Value, this might help understanding how they work and what ForceActorValue breaks.
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Emily Shackleton
 
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Post » Wed Jun 20, 2012 3:15 am

No! Most definitely don't use http://www.creationkit.com/ForceActorValue! Don't use that function EVER on the player. It's solely meant for NPCs which can be discarded (killed) at some point.

Just ignore bootliquor's post in its entirety it holds no value, has no merit, it's the worst advice I can imagine anyone could give you.

And considering how rudely dismissive you were in this post, that doesn't speak very well for your credibility.

Xetril - perhaps you should say why?

this is an example given on the http://www.creationkit.com/ForceActorValue_-_Actor page
; Force the player's health to 50 Game.GetPlayer().ForceActorValue("health", 50)

I use it in the context I provided without issue - as a one time permanent change.


The main reason is to avoid issues with other mods that want to do things with the values. Best to use SetActorValue instead, which changes the base amount and prevents this from happening.
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Alyesha Neufeld
 
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Post » Wed Jun 20, 2012 2:16 pm

And considering how rudely dismissive you were in this post, that doesn't speak very well for your credibility.
Right, because credibility is depended on being nice, not about telling the truth, hmm.

The main reason is to avoid issues with other mods that want to do things with the values. Best to use SetActorValue instead, which changes the base amount and prevents this from happening.
Not with other mods with anything that uses SetActorValue, because after an AV is forced, that function won't do anything anymore.
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Eduardo Rosas
 
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Post » Wed Jun 20, 2012 7:00 am

Thanks for the replies all. Concerns from all are duly noted an I appreciate the debate. I'm going to look into those points, Xetrill ;)
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Ross Zombie
 
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Post » Wed Jun 20, 2012 5:02 am

With regards to Xetrills credability, I can vouch for for him. he has been patient and informative and has really helped me with my issues, as well as help me udnerstand papyrus a LOT more. I wouldr eccomend his method, of using a spell effect which cahnges actor values. I am unsure how you would want to impleemnt these rates (quest reward/ item equip/ on certain quest stages) but clever coding can easily do waht you want :)
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Eoh
 
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