Can't Edit Actor Values and new ones create null

Post » Mon Jun 18, 2012 11:53 am

Is there a reason actor values can't be changed in the creation kit? are they hardcoded and if they are then I dont understand why we even have the option to create new ones. When you try and create a new actor value no matter what you type in for a name it throws out a null and doesnt let you edit it or even delete it... How would we attempt to create new skill trees if we cant add new actor values is it bugged or not a complete feature?

Thanks in advance for any info regarding Actor Values.

Btw if you want to try and see what I mean open up the CK and click the "Character" tab then "Actor Values". it will show a long list of all the skills actor values attributes etc, but creating any new ones creates a null and you can't edit existing ones or if you can I don't see how.

Edit - I posted this before I saw that other people were having issues thanks for all the replies but I completely understand whats going on now. more bugs can be found at this thread - http://www.gamesas.com/topic/1345715-unofficial-creation-kit-bug-list/page__pid__20289278
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Taylrea Teodor
 
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Post » Mon Jun 18, 2012 3:49 pm

Shameless Bump anyone figure out why this happens or is it only happening to me? I would really like to start editing actor values as it is the grounding for new skill trees and much more.
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Noely Ulloa
 
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Post » Mon Jun 18, 2012 12:21 pm

Near as I can tell, they didn't want people adding new Actor Values so they simply forced the important data entry boxes into a greyed-out "display-only" format. Doing that in a Windows app is a simple as changing a boolean.
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Thomas LEON
 
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Post » Mon Jun 18, 2012 2:59 pm

Honestly is it that big of a deal? You can, with not much effort, simulate a skill with scripts. And for NPCs to simulate this skill you could give them perks. I don't suspect it will be much work to implement things like spears when the animations run off conditions just like spells. The system this time around is much more powerful than it has been in the past.

edit: and I'm sure that someone will hack the skills menu soon so you can easily add perk trees
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Da Missz
 
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Post » Mon Jun 18, 2012 5:57 am

I have no idea. I am merely offering a technical explanation as to why it is occurring, I cannot fathom why Bethesda would disable it, but it looks like it was intentional.

Enabling the selection is as easy as hex-editing the executable to force the false byte to true, if Bethesda built it using conventional Windows GUI libraries.
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rae.x
 
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Post » Mon Jun 18, 2012 2:26 am

Its not just you... its becoming a http://www.gamesas.com/topic/1344316-looking-for-perk-trees/.

In either case, I have played with them for quite some time as well, and I've come up empty, just like everyone else. Editing a pre-existing skill to what you want seems possible, but I wasn't looking into that, specifically.

Regardless, what little that I have found is that as soon as you enter the Actor Values window, it marks the first Actor Value (AVAbsorbChance, I believe) as changed, even if you touch nothing else but the "Cancel" button (it'll toss up a warning that you changed the Actor Value, and ask if you want to save changes). This in itself doesn't harm anything, other than leaving your mod dirty.

However, if you try to create a new actor value, then you aren't given the option to specify it as a skill (skills are sorta-kinda hardcoded anyways, in a way) thus have no way to create a perk tree.

If you try to duplicate an existing skill, you CAN edit the perk tree of the new Skill. However, doing this corrupts the data somehow. You won't be able to load the .esp if you exit out of the CK because it will crash if you load the mod, and the game will crash at the title logo. The only way I have found to restore the mod is to clear ALL Actor Value changes in your .esp before you load the mod.

At first, I thought that perhaps the skills menu was set up in a .swf file like some of the other menu items (Data\Interface), which to me might have explained the problems... but it looks like its set up with .nif files (at least in part, Data\meshes\interface). It may simply be that there is some other "thing" that needs to be edited as well, or it could have been bugged with the public release, or maybe its just something that we weren't meant to really mess with, for whatever reason.

Some people have taken to alternative forms of adding "skills" it seems. Although displaying the skills/perks may not be as nifty as the skills menu, the apparent half-hardcoding of the actor values probably would have made this different form of keeping track of them necessary anyways.
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Stephanie Valentine
 
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