[Relz] Duke Patrick's CombatTweaks

Post » Sun May 20, 2012 5:28 am

In all my years of fighting I've never been staggered by a block. :shrug:
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Ebony Lawson
 
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Post » Sun May 20, 2012 12:32 am

but by a powerful parry? were you?

you should consider the time-block a representation of a powerful well timed parry\deflect. im sure you WERE deflected sideways or even forward by your foe. it doesnt LOOK like a stagger BUT the game doesnt have a defelcting animation so staggering fulfills the same part in the fightings - it's a moment where you are out of balance and more opened to a counter attack.
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Jonny
 
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Post » Sun May 20, 2012 1:33 am

I think topeira explained it well. The difference between a block and a parry.

http://www.youtube.com/watch?v=bmV43wlF8Ok&feature=related

Look at this martial art video for example. It's a "parry" that leaves the enemy open. "blocking" should be something similar to blocking in kick boxing. It protects your vital points but doesn't actually let the enemy open.
So I think that players should be staggered after their attack is parried. But that stagger should be shorter than the others.
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SiLa
 
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Post » Sat May 19, 2012 6:58 pm

but by a powerful parry? were you?

you should consider the time-block a representation of a powerful well timed parry\deflect. im sure you WERE deflected sideways or even forward by your foe. it doesnt LOOK like a stagger BUT the game doesnt have a defelcting animation so staggering fulfills the same part in the fightings - it's a moment where you are out of balance and more opened to a counter attack.
Honestly, no. If you're delivering your strikes properly you're not out of balance to the point that hitting your arm or leg would disrupt you. Strikes to the body are a different story all together but that's not parrying at that point.
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Roanne Bardsley
 
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Post » Sun May 20, 2012 5:48 am

Honestly, no. If you're delivering your strikes properly you're not out of balance to the point that hitting your arm or leg would disrupt you. Strikes to the body are a different story all together but that's not parrying at that point.

I don't practice martial arts but with heavy weapons like maces or big swords you are staggered after your attack is parried. If you are careless enough you can even drop your weapon
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BlackaneseB
 
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Post » Sun May 20, 2012 1:33 am



I don't practice martial arts but with heavy weapons like maces or big swords you are staggered after your attack is parried. If you are careless enough you can even drop your weapon
True. Though the chance of this should definitely diminish as your skill with the weapon goes up.
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MatthewJontully
 
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Post » Sat May 19, 2012 10:56 pm

True. Though the chance of this should definitely diminish as your skill with the weapon goes up.

Well, that's a good idea. Still, in the case of power attacks stagger must happen I think

I think that parrying should at least stop combos
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jasminε
 
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Post » Sun May 20, 2012 3:37 am


Well, that's a good idea.

I think that parrying should at least stop combos
Agreed. I wonder if being rotated by parrying would work on both the pc and npcs.
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Eliza Potter
 
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Post » Sun May 20, 2012 2:34 am

Guys! Guys.... before this gets too out of hand I guess I need to clarify a few things. I assumed most players here in this thread were Oblivion players and so were very familiar with my Obilvion mod and all the reasons I do what I do in that mod.

I made the Duke Patrick Oblivion mods, some of the mechanics from those mods were borrowed by Bethesda and used in Skyrim, but unfortunately not implemented in the way I would have done it.

I am happy Bethesda did this as it validates the ungodly amount of time I spend moding and my decision to make another career change to game development as an animator once the economy gets better. For now I am hanging on to my current design job as it guarantees my food, rent and gas for my car for the foreseeable future.


I find it amusing/frustrating that players are concerned about stagger locks, blocking. parrying and other aspects of my mod when it has already been working extremely well in my Oblivion mods for many years.

But apparently I was very mistaken and we have picked up a lot of new guys with Skyrim. That is a good thing, more money for Bethesda means that may keep working at the combat (in upcoming games) and it may get it even closer to RL combat as that is what they have said in interviews. (That it is their intention that the combat becomes more realistic as much as "game programming" will allow it. )

Skyrim is a huge step forward to realistic combat compared to their pervious games, but naturally they spend most of their time in the field of programming and not practicing and competing in real life Medieval sports combat, so it is not surprising that they would get a few important things incorrect and instead use

Game-ish, CONTRIVED mechanics to balance the combat system!

I REFUSE TO DO THAT if I can find any way at all to balance with realistic mechanics. I will not entertain any game-ish mechanics what so ever, that is not the purpose of my spending thousands of hours moding, there are LOTS of other people doing that (trying new game-ish mechanics to balance the combat) and it would be a very silly waste of my time and experience to do that myself when I have an extremely unique combination of a life time of experience and the esoteric knowledge (of medieval armored combat) to do more than that.

Especially as programming is not my strong point because I spent more time learning and practicing actual full speed, full contact heavy weapons combat wearing 60 pounds of armor from when I was 16 years old. (I am now almost 50).

I am assuming some of you to be a student/practitioners of the light weapons Asian martial arts so I can see why you would believe that "staggering parries" are common and is how it is "in real life".

And it is true, that is how it CAN work in some rare cases with highly skilled fighters.

(I have a few tricks myself were I glance a 2H top heavy weapon with my shield, the top heavy weapon pulls the opponent's limbs out of their defensive position via the momentum of the weapon thus opening them up to a free but entirely brief attack unless they are also are very skilled and counter this with a head duck or limb block or other unusual counter using parts of their body and weapon that is not entirely captive of the tangent momentum.)

However in general that is not how it is done IN REAL LIFE. Otherwise I guess I have been doing it wrong for over 30 years and still manage to gain our world wide organization's (SCA) top 1% ranking. I have been ranked as King twice and now hold the rank of Duke as well as Knight.

My credentials:

http://wiki.caid-commons.org/index.php/Patrick_Levi_Darkwrath

(er....the picture is from when I was in my late 20s many pounds ago!)

My book on the physics of Combat:

http://www.spookyfx.com/book/tromp.html


The parry weapon (shield or sword or what ever) if used properly will move only about %10 of the distance and speed that the attacking weapon will. In layman's terms, shield work is (in general) maintaining the shield in position (angle and location) relative to your opponent and that denies an open path to the most likely targets. When your opponent goes for the less likely targets you as a shield man first will take a step to close the path, then if that is not enough you turn your body, if that is not enough THEN you move your arm and parry weapon, and yes sometimes a lot more than %10.

Tricking your opponent with feints or getting them too tired to block properly or using footwork to sidestep into openings or many other techniques to move the shield out of its defense position is how you kill them 99.99% of the time, it is defiantly not by "staggering them on with a parry".


Concerning what compromise I will be forced to make in the mechanics if it is impossible to do the this or that real life medieval heavy weapons mechanics:

I dislike speculation at this time, it can lead to pointless arguments and hurt feelings over nothing. So we all need to wait to see how the game CK really is (what it will allow us to mod) then go from there. At that time if I cannot implement the real life mechanics I was able to do in Oblivion then at that time I may entertain some of the Game-ish mechanics.

That is not to say I will not have any staggering in the mod, legitimate staggering can be caused by many factors including:


Pain
Lose of use for a moment of important muscles or tendons.
Pressure points for nerves and physiological weak points.
Balance (the act of walking is a constant cycle of losing balance, a even a small disruption in the cycle can trip you to the ground.)

Also hitting your opponent with a top heavy weapon, this can stagger both you and the opponent.

Or even hitting with other weapons (not top heavy) using a "short shot". This is were you hit at the center of gravity, this is about 3 inches above the cross guard on most swords.


Now, I am happy to try to answer some specific questions with the explanations of WHY the physics/psychology does what they do in combat. You might ask me for example how will you ever get in a shot on someone that is blocking all the time if they never "stagger".

The answer: you will do so with Feints (this will make them move their block out of the way) footwork (to get around their block) and plain old opportunity when they make timing mistakes with their attacks and blocking.


But I will probably will not be able to comfortably address post such as "here s my pet mechanics ideas that I would like you to put in your mod, so what do you think?" Such posts are only going to be "loaded" speculation until I know what I CANT do with the CK.
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Katie Pollard
 
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Post » Sun May 20, 2012 5:34 am

snip
Shutting up now. :P

I remember seeing your Ob mod but I was intimidated by it. Lol
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Rhiannon Jones
 
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Post » Sat May 19, 2012 9:14 pm

Spooky; I sent you a message regarding hardcoded GMST's. Let me know if you're interested, all I'd ask is information on what you change regarding combat AI in using them, so I can make sure it doesn't extensively conflict with my own mod. :)
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Eilidh Brian
 
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Post » Sat May 19, 2012 5:03 pm

I am assuming some of you to be a student/practitioners of the light weapons Asian martial arts

Hmm, that makes me wonder. I don't really understand all of the talk about staggering and parrying and such, but do you think that it would be plausible for Skyrim to implement multiple combat styles simultaneously? I know getting just one type is a chore, but I'm just curious. From your experience, do you believe certain styles (settings and AI tactics) could be linked directly to the type of weapon or armor equipped?

By the way, I am very grateful for your hard work to improve these games. And also very impressed by your combat achievements in the real world! I'm jealous! :-)
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CHARLODDE
 
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Post » Sat May 19, 2012 5:09 pm

I love questions on the "whys" of combat, it shows me what I truly understand when I can easily explain such things.

You do not truly understand something unless you can explain it to your grandmother ...I think Einstein once said that or something close to that. :nod:


Shutting up now. :tongue:

I remember seeing your Ob mod but I was intimidated by it. Lol
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darnell waddington
 
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Post » Sat May 19, 2012 10:48 pm

I'm not sure about that... I tried explaining computers to my grandma - I understand them pretty well, but I think that was a lost cause. :P
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Jason Rice
 
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Post » Sun May 20, 2012 3:08 am

I love questions on the "whys" of combat, it shows me what I truly understand when I can easily explain such things.

You do not truly understand sometime unless you can explain it to your grandmother I think Eisenstein once said that or something close to it. :nod:
True that. And you're right about eastern arts for me. I've swung a Claymore and an axe but never in combat. I don't recall did the oblivion mod have feints?
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Vahpie
 
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Post » Sat May 19, 2012 7:16 pm

ER...hum... that is a very interesting idea, yes based on what I know of the scripts in this game it would be possible (but oh man that would be a lot of work. )

but...it would not be possible to have two sets of games settings used at the same time for diffident actors. So this idea has its limitations.


Hmm, that makes me wonder. I don't really understand all of the talk about staggering and parrying and such, but do you think that it would be plausible for Skyrim to implement multiple combat styles simultaneously? I know getting just one type is a chore, but I'm just curious. From your experience, do you believe certain styles (settings and AI tactics) could be linked directly to the type of weapon or armor equipped?

By the way, I am very grateful for your hard work to improve these games. And also very impressed by your combat achievements in the real world! I'm jealous! :-)
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lacy lake
 
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Post » Sun May 20, 2012 3:06 am

I'm not sure about that... I tried explaining computers to my grandma - I understand them pretty well, but I think that was a lost cause. :tongue:

I think that what einstein meant was if you truly understand it, you can explain it. That doesn't mean the listener will understand it too :P
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Calum Campbell
 
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Post » Sat May 19, 2012 7:09 pm

Anything that has to do with combat I would need to handle in my mod to make my features work properly such as my Feint system and the Range system where I script the AI to make decisions on when to be in close or out at far range rather than do it by dice rolls as was in Oblivion (and most other games). This is critical for making actor footwork function properly.

Combat Styles seem to be in Skyrim, this is where a lot of the work is done to brute force the basic behaviorism, but there are still many game settings for AI that will need to be controlled as well:

in Oblivion these included:


con_SetGameSetting fDamageSkillBase
con_SetGameSetting fDamageSkillMult
con_SetGameSetting fDamageStrengthBase
con_SetGameSetting fDamageStrengthMult

con_SetGameSetting fHandHealthMax
con_SetGameSetting fHandHealthmin

con_SetGameSetting fAIPowerAttackKnockdownBonus
con_SetGameSetting fBlockAmountHandToHandMult
con_SetGameSetting fBlockAmountWeaponMult
con_SetGameSetting fBlockMax
con_SetGameSetting fBlockScoreNoShieldMult
con_SetGameSetting fBlockSkillBase
con_SetGameSetting fBlockSkillMult
con_SetGameSetting fCombatGiantCreatureReachMult
con_SetGameSetting fCombatHitConeAngle
con_SetGameSetting fDamagePowerAttackBackBonus
con_SetGameSetting fDamagePowerAttackBonus
con_SetGameSetting fDamagePowerAttackForwardBonus
con_SetGameSetting fDamagePowerAttackSideBonus
con_SetGameSetting fDamagePowerAttackStandBonus

con_SetGameSetting fDamageToArmorPercentage
con_SetGameSetting fDamageToWeaponPercentage
con_SetGameSetting fDefaultNoticeTextDisplayTime
con_SetGameSetting fFatigueBlockBase
con_SetGameSetting fFatigueBlockMult
con_SetGameSetting fFatigueBlockSkillBase
con_SetGameSetting fFatigueBlockSkillMult
con_SetGameSetting fHandFatigueDamageBase
con_SetGameSetting fHandReachMult
con_SetGameSetting fKnockbackDamageBase
con_SetGameSetting fKnockbackDamageMul
con_SetGameSetting fKnockbackTime
con_SetGameSetting fKnockdownChance
con_SetGameSetting fMaxArmorRating
con_SetGameSetting fObjectHitWeaponReach
con_SetGameSetting fPathPointTurningSpeed
con_SetGameSetting fPowerAttackDelay
con_SetGameSetting iArmorDamageBootsChance
con_SetGameSetting iArmorDamageCuirassChance
con_SetGameSetting iArmorDamageGauntletsChance
con_SetGameSetting iArmorDamageGreavesChance
con_SetGameSetting iArmorDamageHelmChance
con_SetGameSetting iArmorDamageShieldChance
con_SetGameSetting iPerkAttackDisarmChance
con_SetGameSetting iPerkBlockDisarmChance
con_SetGameSetting iPerkBlockStaggerChance
con_SetGameSetting iPerkHandToHandBlockRecoilChance

Plus others that concern archery. I will get those if you also need to see them.
And naturally everything that is controlled by the combat styles.

A few for magic combat but I could probably get along without those as it seems that Skyrim has what I need to do my combat magic system with just scripting... I think.

The main focus of my Combat Magic system is that there is a truism that all weapons (even swords and guns) have the same universal laws concerning geometry, range and timing, power and speed and so I believe combat with magic should also be the same "feel the same" as melee combat. Funny but one of the Bethesda reps (I think it was Pete ) said the exact same thing in one of the you tube vids from the game con.

He said the magic combat should work "like" melee combat. I wonder where they got that idea. :wink:

Anyway I will not revamp the entire magic system I will just make a new school of magic just like in my Oblivion Combat Magic system. The main features will be a highly directional ward (I called it an Omni shield in Oblivion) that blocks almost all magic and melee and archery attacks from the actors front flank, range magic attacks that have fast, and slow turn over times with damage scaled to match the speed. A ghost dodge where you turn into vapor briefly to avoid attacks, and a extremely lethal touch attack to promote range management.


Spooky; I sent you a message regarding hardcoded GMST's. Let me know if you're interested, all I'd ask is information on what you change regarding combat AI in using them, so I can make sure it doesn't extensively conflict with my own mod. :smile:
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Tiffany Carter
 
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Post » Sun May 20, 2012 12:51 am

All those settings and more are in the game. :smile: There's.. by count from word, and not including the strings in the GMST's, over two thousand game settings in Skyrim. Much more than in Oblivion - I have a feeling you'll like the global control over the settings. I'm pretty sure the combat styles may be more in-depth than Oblivion's, too - but I can't be sure on that.

Here's the list of floats alone;
Spoiler

fAIAcquireObjectDistance
fAIActivateHeight
fAIActivateReach
fAIActorPackTargetHeadTrackMod
fAIAimBlockedHalfCircleRadius
fAIAimBlockedToleranceDegrees
fAIAwareofPlayerTimer
fAIBestHeadTrackDistance
fAICombatFleeScoreThreshold
fAICombatNoAreaEffectAllyDistance
fAICombatNoTargetLOSPriorityMult
fAICombatSlopeDifference
fAICombatTargetUnreachablePriorityMult
fAICombatUnreachableTargetPriorityMult
fAICommentTimeWindow
fAIConversationExploreTime
fAIDefaultSpeechMult
fAIDialogueDistance
fAIDistanceRadiusMinLocation
fAIDistanceTeammateDrawWeapon
fAIDodgeDecisionBase
fAIDodgeFavorLeftRightMult
fAIDodgeVerticalRangedAttackMult
fAIDodgeWalkChance
fAIEnergyLevelBase
fAIEngergyLevelMult
fAIEscortFastTravelMaxDistFromPath
fAIEscortHysteresisWidth
fAIEscortStartStopDelayTime
fAIEscortWaitDistanceExterior
fAIEscortWaitDistanceInterior
fAIExclusiveGreetingTimer
fAIExplosiveWeaponDamageMult
fAIExplosiveWeaponRangeMult
fAIExteriorSpectatorDetection
fAIExteriorSpectatorDistance
fAIFaceTargetAnimationAngle
fAIFindBedChairsDistance
fAIFleeConfBase
fAIFleeConfMult
fAIFleeHealthMult
fAIFleeSuccessTimeout
fAIForceGreetingTimer
fAIFurnitureDestinationRadius
fAIGreetingTimer
fAIHeadTrackDialogueOffsetRandomValue
fAIHeadTrackDialoguePickNewOffsetTimer
fAIHeadTrackDialogueResetPositionTimer
fAIHeadTrackDialogueStayInOffsetMax
fAIHeadTrackDialogueStayInOffsetMin
fAIHeadTrackOffsetRandomValueMax
fAIHeadTrackOffsetRandomValueMin
fAIHeadTrackPickNewOffsetTimer
fAIHeadTrackResetPositionTimer
fAIHeadTrackStayInOffsetMax
fAIHeadTrackStayInOffsetMin
fAIHoldDefaultHeadTrackTimer
fAIHorseSearchDistance
fAIIdleAnimationDistance
fAIIdleAnimationLargeCreatureDistanceMult
fAIIdleWaitTime
fAIIdleWaitTimeComplexScene
fAIInDialogueModeWithPlayerDistance
fAIInDialogueModewithPlayerTimer
fAIInteriorHeadTrackMult
fAIInteriorSpectatorDetection
fAIInteriorSpectatorDistance
fAILockDoorsSeenRecentlySeconds
fAIMagicSpellMult
fAIMagicTimer iAICombatMinDetection
fAIMarkerDestinationRadius
fAIMaxAngleRangeMovingToStartSceneDialogue
fAIMaxHeadTrackDistance
fAIMaxHeadTrackDistanceFromPC
fAIMaxLargeCreatureHeadTrackDistance
fAIMaxSmileDistance
fAIMaxWanderTime
fAIMeleeArmorMult
fAIMeleeHandMult
fAIMinAngleRangeToStartSceneDialogue
fAIMinGreetingDistance
fAIMinLocationHeight
fAIMoveDistanceToRecalcFollowPath
fAIMoveDistanceToRecalcTravelPath
fAIMoveDistanceToRecalcTravelToActor
fAIPatrolHysteresisWidth
fAIPatrolMinSecondsAtNormalFurniture
fAIPowerAttackCreatureChance
fAIPowerAttackKnockdownBonus
fAIPowerAttackNPCChance
fAIPowerAttackRecoilBonus
fAIPursueDistanceLineOfSight
fAIRandomizeInitialLocationMinRadius
fAIRangMagicSpellMult
fAIRangedWeaponMult
fAIRevertToScriptTracking
fAIShoutMinAimSeconds
fAIShoutRetryDelaySeconds
fAIShoutToleranceDegrees
fAISocialRadiusToTriggerConversation
fAISocialRadiusToTriggerConversationInterior
fAISocialTimerForConversationsMax
fAISocialTimerForConversationsMin
fAISocialTimerToWaitForEvent
fAISocialchanceForConversation
fAISocialchanceForConversationInterior
fAISpectatorCommentTimer
fAISpectatorRememberThreatTimer
fAISpectatorShutdownDistance
fAISpectatorThreatDistExplosion
fAISpectatorThreatDistMelee
fAISpectatorThreatDistMine
fAISpectatorThreatDistRanged
fAIStayonScriptHeadtrack
fAITrespassWarningTimer
fAIUpdateMovementRestrictionsDistance
fAIUseMagicToleranceDegrees
fAIUseWeaponAnimationTimeoutSeconds
fAIUseWeaponDistance
fAIUseWeaponToleranceDegrees
fAIWaitingforScriptCallback
fAIWalkAwayTimerForConversation
fAIWanderDefaultMinDist
fAItalktoNPCtimer
fAItalktosameNPCtimer
fActivatePickLength:Interface
fActivatePickRadius:Interface
fActiveEffectConditionUpdateInterval
fActorAlertSoundTimer
fActorAlphaFadeSeconds
fActorAnimZAdjust
fActorArmorDesirabilityDamageMult
fActorArmorDesirabilitySkillMult
fActorDefaultTurningSpeed
fActorLeaveWaterBreathTimer
fActorLuckSkillMult
fActorStrengthEncumbranceMult
fActorSwimBreathBase
fActorSwimBreathDamage
fActorSwimBreathMult
fActorTeleportFadeSeconds
fActorWeaponDesirabilityDamageMult
fActorWeaponDesirabilitySkillMult
fAddictionUsageMonitorThreshold
fAiAcquireKillBase
fAiAcquireKillMult
fAiAcquirePickBase
fAiAcquirePickMult
fAiAcquireStealBase
fAiAcquireStealMult
fAlchemyGoldMult
fAlchemyIngredientInitMult
fAlchemySkillFactor
fAmbushOverRideRadiusforPlayerDetection
fArmorBaseFactor
fArmorRatingBase
fArmorRatingMax
fArmorRatingPCBase
fArmorRatingPCMax
fArmorScalingFactor
fArmorWeightLightMaxMod
fArrowBounceBlockPercentage
fArrowBounceLinearSpeed
fArrowBounceRotateSpeed
fArrowBowFastMult
fArrowBowMinTime
fArrowBowSlowMult
fArrowFakeMass
fArrowGravityBase
fArrowGravityMin
fArrowGravityMult
fArrowMaxDistance
fArrowMinBowVelocity
fArrowMinDistanceForTrails
fArrowMinPower
fArrowMinSpeedForTrails
fArrowMinVelocity
fArrowOptimalDistance
fArrowSpeedMult
fArrowWeakGravity
fAuroraFadeInStart
fAuroraFadeOutStart
fAutoAimMaxDegrees
fAutoAimMaxDegrees3rdPerson
fAutoAimMaxDegreesMelee
fAutoAimMaxDegreesVATS
fAutoAimMaxDistance
fAutoAimScreenPercentage
fAutomaticWeaponBurstCooldownTime
fAutomaticWeaponBurstFireTime
fAutoraFadeIn
fAutoraFadeOut
fAvoidPlayerDistance
fBarterBuyMin
fBarterMax
fBarterMin
fBarterSellMax
fBeamWidthDefault
fBigBumpSpeed
fBleedoutCheck
fBleedoutDefault
fBleedoutMin
fBleedoutRate
fBleedoutRecover
fBlinkDelayMax
fBlinkDelayMin
fBlinkDownTime
fBlinkUpTime
fBlockAmountHandToHandMult
fBlockAmountWeaponMult
fBlockMax
fBlockPowerAttackMult
fBlockScoreNoShieldMult
fBlockSkillBase
fBlockSkillMult
fBlockWeaponBase
fBlockWeaponScaling
fBloodSplatterCountBase
fBloodSplatterCountDamageBase
fBloodSplatterCountDamageMult
fBloodSplatterCountRandomMargin
fBloodSplatterDuration
fBloodSplatterFadeStart
fBloodSplatterFlareMult
fBloodSplatterFlareOffsetScale
fBloodSplatterFlareSize
fBloodSplatterMaxOpacity
fBloodSplatterMaxOpacity2
fBloodSplatterMaxSize
fBloodSplatterMinOpacity
fBloodSplatterMinOpacity2
fBloodSplatterMinSize
fBloodSplatterOpacityChance
fBowDrawTime
fBowHoldTimer
fBowNPCSpreadAngle
fBowZoomStaminaDrainMult
fBowZoomStaminaRegenDelay
fBribeBase
fBribeCostCurve
fBribeMoralityMult
fBribeMult
fBribeNPCLevelMult
fBribeScale
fBribeSpeechcraftMult
fBumpReactionIdealMoveDist
fBumpReactionMinMoveDist
fBumpReactionSmallDelayTime
fBumpReactionSmallWaitTimer
fBuoyancyMultBody
fBuoyancyMultExtremity
fCameraShakeDistFadeDelta
fCameraShakeDistFadeStart
fCameraShakeDistMin
fCameraShakeExplosionDistMult
fCameraShakeFadeTime
fCameraShakeMultMin
fCameraShakeTime
fCartLimitMax:Cart
fCartLimitMin:Cart
fCartPivotX:Cart
fCartPivotY:Cart
fCartPivotZ:Cart
fCartRot1:Cart
fCartRot2:Cart
fChaseDetectionTimerSetting
fCheckDeadBodyTimer
fCheckPositionFallDistance
fClosetoPlayerDistance
fClothingArmorBase
fClothingArmorScale
fClothingBase
fClothingClassScale
fClothingJewelryBase
fClothingJewelryScale
fCombatAbsoluteMaxRangeMult
fCombatAcquirePickupAnimationDelay
fCombatAcquireWeaponAmmoMinimumScoreMult
fCombatAcquireWeaponAvoidTargetRadius
fCombatAcquireWeaponCloseDistanceMax
fCombatAcquireWeaponCloseDistanceMin
fCombatAcquireWeaponDisarmedAcquireTime
fCombatAcquireWeaponDisarmedDistanceMax
fCombatAcquireWeaponDisarmedDistanceMin
fCombatAcquireWeaponDisarmedTime
fCombatAcquireWeaponEnchantmentChargeMult
fCombatAcquireWeaponFindAmmoDistance
fCombatAcquireWeaponMeleeScoreMult
fCombatAcquireWeaponMinimumScoreMult
fCombatAcquireWeaponMinimumTargetDistance
fCombatAcquireWeaponRangedDistanceMax
fCombatAcquireWeaponRangedDistanceMin
fCombatAcquireWeaponReachDistance
fCombatAcquireWeaponScoreCostMult
fCombatAcquireWeaponScoreRatioMax
fCombatAcquireWeaponSearchFailedDelay
fCombatAcquireWeaponSearchRadiusBuffer
fCombatAcquireWeaponSearchSuccessDelay
fCombatAcquireWeaponTargetDistanceCheck
fCombatAcquireWeaponUnarmedDistanceMax
fCombatAcquireWeaponUnarmedDistanceMin
fCombatActiveCombatantAttackRangeDistance
fCombatActiveCombatantLastSeenTime
fCombatAdvanceInnerRadiusMax
fCombatAdvanceInnerRadiusMid
fCombatAdvanceInnerRadiusMin
fCombatAdvanceLastDamagedThreshold
fCombatAdvanceNormalAttackChance
fCombatAdvanceOuterRadiusMax
fCombatAdvanceOuterRadiusMid
fCombatAdvanceOuterRadiusMin
fCombatAdvancePathRetryTime
fCombatAdvanceRadiusStaggerMult
fCombatAimDeltaThreshold
fCombatAimLastSeenLocationTimeLimit
fCombatAimMeleeHighPriorityUpdateTime
fCombatAimMeleeUpdateTime
fCombatAimProjectileBlockedTime
fCombatAimProjectileBlockedTime
fCombatAimProjectileGroundMinRadius
fCombatAimProjectileRandomOffset
fCombatAimProjectileUpdateTime
fCombatAimTrackTargetUpdateTime
fCombatAngleTolerance
fCombatAnticipateTime
fCombatAnticipatedLocationCheckDistance
fCombatApproachTargetSlowdownDecelerationMult
fCombatApproachTargetSlowdownDistance
fCombatApproachTargetSlowdownUpdateTime
fCombatApproachTargetSlowdownVelocityAngle
fCombatApproachTargetSprintStopMovingRange
fCombatApproachTargetSprintStopRange
fCombatApproachTargetUpdateTime
fCombatAreaHoldPositionMinimumRadius
fCombatAreaStandardAttackedRadius
fCombatAreaStandardAttackedTime
fCombatAreaStandardCheckViewConeDistanceMax
fCombatAreaStandardCheckViewConeDistanceMin
fCombatAreaStandardFlyingRadiusMult
fCombatAreaStandardRadius
fCombatAttackAllowedOverrunDistance
fCombatAttackAnimationDrivenDelayTime
fCombatAttackAnticipatedDistanceMin
fCombatAttackChanceBlockingMultMax
fCombatAttackChanceBlockingMultMin
fCombatAttackChanceBlockingSwingMult
fCombatAttackChanceLastAttackBonus
fCombatAttackChanceLastAttackBonusTime
fCombatAttackChanceMax
fCombatAttackChanceMin
fCombatAttackCheckTargetRangeDistance
fCombatAttackMovingAttackDistance
fCombatAttackMovingAttackReachMult
fCombatAttackMovingStrikeAngleMult
fCombatAttackPlayerAnticipateMult
fCombatAttackStationaryAttackDistance
fCombatAttackStrikeAngleMult
fCombatAvoidThreatsChance
fCombatBackoffChance
fCombatBackoffMinDistanceMult
fCombatBashChanceMax
fCombatBashChanceMin
fCombatBashReach
fCombatBashTargetBlockingMult
fCombatBetweenAdvanceTimer
fCombatBlockAttackChanceMax
fCombatBlockAttackChanceMin
fCombatBlockAttackReachMult
fCombatBlockAttackStrikeAngleMult
fCombatBlockChanceMax
fCombatBlockChanceMin
fCombatBlockChanceWeaponMult
fCombatBlockMaxTargetRetreatVelocity
fCombatBlockStartDistanceMax
fCombatBlockStartDistanceMin
fCombatBlockStopDistanceMax
fCombatBlockStopDistanceMin
fCombatBlockTimeMax
fCombatBlockTimeMid
fCombatBlockTimeMin
fCombatBoundWeaponDPSBonus
fCombatBuffMaxTimer
fCombatBuffStandoffTimer
fCombatCastConcentrationOffensiveMagicCastTimeMax
fCombatCastConcentrationOffensiveMagicCastTimeMin
fCombatCastConcentrationOffensiveMagicChanceMax
fCombatCastConcentrationOffensiveMagicChanceMin
fCombatCastConcentrationOffensiveMagicWaitTimeMax
fCombatCastConcentrationOffensiveMagicWaitTimeMin
fCombatCastImmediateOffensiveMagicChanceMax
fCombatCastImmediateOffensiveMagicChanceMin
fCombatCastImmediateOffensiveMagicHoldTimeAbsoluteMin
fCombatCastImmediateOffensiveMagicHoldTimeMax
fCombatCastImmediateOffensiveMagicHoldTimeMin
fCombatCastImmediateOffensiveMagicHoldTimeMinDistance
fCombatChangeProcessFaceTargetDistance
fCombatCircleAngleMax
fCombatCircleAngleMin
fCombatCircleAnglePlayerMult
fCombatCircleChanceMax
fCombatCircleChanceMin
fCombatCircleDistanceMax
fCombatCircleDistantChanceMax
fCombatCircleDistantChanceMin
fCombatCircleMinDistanceMult
fCombatCircleMinDistanceRadiusMult
fCombatCircleMinMovementDistance
fCombatCircleViewConeAngle
fCombatCloseRangeTrackTargetDistance
fCombatClusterUpdateTime
fCombatCollectAlliesTimer
fCombatConfidenceModifierMax
fCombatConfidenceModifierMin
fCombatCoverAttackMaxWaitTime
fCombatCoverAttackOffsetDistance
fCombatCoverAttackTimeMax
fCombatCoverAttackTimeMid
fCombatCoverAttackTimeMin
fCombatCoverAvoidTargetRadius
fCombatCoverCheckCoverHeightMin
fCombatCoverCheckCoverHeightOffset
fCombatCoverEdgeOffsetDistance
fCombatCoverLedgeOffsetDistance
fCombatCoverMaxRangeMult
fCombatCoverMidPointMaxRangeBuffer
fCombatCoverMinimumActiveRange
fCombatCoverMinimumRange
fCombatCoverObstacleMovedTime
fCombatCoverRangeMaxActiveMult
fCombatCoverRangeMaxBufferDistance
fCombatCoverRangeMinActiveMult
fCombatCoverRangeMinBufferDistance
fCombatCoverReservationWidthMult
fCombatCoverSearchDistanceMax
fCombatCoverSearchDistanceMin
fCombatCoverSearchFailedDelay
fCombatCoverSecondaryThreatLastSeenTime
fCombatCoverSecondaryThreatMinDistance
fCombatCoverWaitLookOffsetDistance
fCombatCoverWaitTimeMax
fCombatCoverWaitTimeMid
fCombatCoverWaitTimeMin
fCombatCurrentWeaponAbsoluteMaxRangeMult
fCombatDPSBowSpeedMult
fCombatDPSMeleeSpeedMult
fCombatDamageBonusMeleeSneakingMult
fCombatDamageBonusSneakingMult
fCombatDamageScale
fCombatDeadActorHitConeMult
fCombatDetectionDialogueIdleMaxElapsedTime
fCombatDetectionDialogueIdleMinElapsedTime
fCombatDetectionDialogueMaxElapsedTime
fCombatDetectionDialogueMinElapsedTime
fCombatDetectionFleeingLostRemoveTime
fCombatDetectionLostCheckNoticedDistance
fCombatDetectionLostRemoveDistance
fCombatDetectionLostRemoveDistanceTime
fCombatDetectionLostRemoveTime
fCombatDetectionLostTimeLimit
fCombatDetectionLowDetectionDistance
fCombatDetectionLowPriorityDistance
fCombatDetectionNoticedDistanceLimit
fCombatDetectionNoticedTimeLimit
fCombatDetectionVeryLowPriorityDistance
fCombatDialogueAllyKilledDistanceMult
fCombatDialogueAllyKilledMaxElapsedTime
fCombatDialogueAllyKilledMinElapsedTime
fCombatDialogueAttackDistanceMult
fCombatDialogueAttackMaxElapsedTime
fCombatDialogueAttackMinElapsedTime
fCombatDialogueAvoidThreatDistanceMult
fCombatDialogueAvoidThreatMaxElapsedTime
fCombatDialogueAvoidThreatMinElapsedTime
fCombatDialogueBashDistanceMult
fCombatDialogueBleedOutMaxElapsedTime
fCombatDialogueBleedOutMinElapsedTime
fCombatDialogueBleedoutDistanceMult
fCombatDialogueBlockDistanceMult
fCombatDialogueDeathDistanceMult
fCombatDialogueFleeDistanceMult
fCombatDialogueFleeMaxElapsedTime
fCombatDialogueFleeMinElapsedTime
fCombatDialogueGroupStrategyDistanceMult
fCombatDialogueHitDistanceMult
fCombatDialoguePowerAttackDistanceMult
fCombatDialogueTauntDistanceMult
fCombatDialogueTauntMaxElapsedTime
fCombatDialogueTauntMinElapsedTime
fCombatDisarmedFindBetterWeaponInitialTime
fCombatDisarmedFindBetterWeaponTime
fCombatDismemberedLimbVelocity
fCombatDistance
fCombatDistanceMin
fCombatDiveBombChanceMax
fCombatDiveBombChanceMin
fCombatDiveBombOffsetPercent
fCombatDiveBombSlowDownDistance
fCombatDodgeAccelerationMult
fCombatDodgeAcceptableThreatScoreMult
fCombatDodgeAnticipateThreatTime
fCombatDodgeBufferDistance
fCombatDodgeChanceMax
fCombatDodgeChanceMin
fCombatDodgeDecelerationMult
fCombatDodgeMovingReactionTime
fCombatDodgeReactionTime
fCombatEffectiveDistanceAnticipateTime
fCombatEnvironmentBloodChance
fCombatFallbackChanceMax
fCombatFallbackChanceMin
fCombatFallbackDistanceMax
fCombatFallbackDistanceMin
fCombatFallbackMaxAngle
fCombatFallbackMinMovementDistance
fCombatFallbackWaitTimeMax
fCombatFallbackWaitTimeMin
fCombatFindAllyAttackLocationAllyRadius
fCombatFindAllyAttackLocationDistanceMax
fCombatFindAllyAttackLocationDistanceMin
fCombatFindAttackLocationAvoidTargetRadius
fCombatFindAttackLocationDistance
fCombatFindAttackLocationKeyAngle
fCombatFindAttackLocationKeyHeight
fCombatFindBetterWeaponTime
fCombatFindLateralAttackLocationDistance
fCombatFindLateralAttackLocationIntervalMax
fCombatFindLateralAttackLocationIntervalMin
fCombatFiringArcStationaryTurnMult
fCombatFlankingAngleOffset
fCombatFlankingAngleOffsetCostMult
fCombatFlankingAngleOffsetMax
fCombatFlankingDirectionDistanceMult
fCombatFlankingDirectionGoalAngleOffset
fCombatFlankingDirectionOffsetCostMult
fCombatFlankingDirectionRotateAngleOffset
fCombatFlankingDistanceMax
fCombatFlankingDistanceMin
fCombatFlankingGoalAngleFarMax
fCombatFlankingGoalAngleFarMaxDistance
fCombatFlankingGoalAngleFarMin
fCombatFlankingGoalAngleFarMinDistance
fCombatFlankingGoalAngleNear
fCombatFlankingGoalCheckDistanceMax
fCombatFlankingGoalCheckDistanceMin
fCombatFlankingGoalCheckDistanceMult
fCombatFlankingLocationGridSize
fCombatFlankingMaxTurnAngle
fCombatFlankingMaxTurnAngleGoal
fCombatFlankingNearDistance
fCombatFlankingRotateAngle
fCombatFlankingStalkRange
fCombatFlankingStalkTimeMax
fCombatFlankingStalkTimeMin
fCombatFlankingStepDistanceMax
fCombatFlankingStepDistanceMin
fCombatFlankingStepDistanceMult
fCombatFleeAllyDistanceMax
fCombatFleeAllyDistanceMin
fCombatFleeAllyRadius
fCombatFleeCoverMinDistance
fCombatFleeCoverSearchRadius
fCombatFleeDistanceExterior
fCombatFleeDistanceInterior
fCombatFleeDoorDistanceMax
fCombatFleeDoorTargetCheckDistance
fCombatFleeInitialDoorRestrictChance
fCombatFleeLastDoorRestrictTime
fCombatFleeTargetAvoidRadius
fCombatFleeTargetGatherRadius
fCombatFleeUseDoorChance
fCombatFleeUseDoorRestrictTime
fCombatFlightEffectiveDistance
fCombatFlightMinimumRange
fCombatFlyingAttackChanceMax
fCombatFlyingAttackChanceMin
fCombatFlyingAttackTargetDistanceThreshold
fCombatFollowRadiusBase
fCombatFollowRadiusMin
fCombatFollowRadiusMult
fCombatFollowSneakFollowRadius
fCombatForwardAttackChance
fCombatGiantCreatureReachMult
fCombatGrenadeBounceTimeMax
fCombatGrenadeBounceTimeMin
fCombatGroundAttackChanceMax
fCombatGroundAttackChanceMin
fCombatGroundAttackTimeMax
fCombatGroundAttackTimeMin
fCombatGroupCombatStrengthUpdateTime
fCombatGroupOffensiveMultMin
fCombatGuardFollowBufferDistance
fCombatGuardRadiusMin
fCombatGuardRadiusMult
fCombatHealthRegenRateMult
fCombatHideCheckViewConeDistanceMax
fCombatHideCheckViewConeDistanceMin
fCombatHideFailedTargetDistance
fCombatHideFailedTargetLOSDistance
fCombatHitConeAngle
fCombatHoverAngleLimit
fCombatHoverAngleMax
fCombatHoverAngleMin
fCombatHoverChanceMax
fCombatHoverChanceMin
fCombatHoverTimeMax
fCombatHoverTimeMin
fCombatInTheWayTimer
fCombatInventoryDesiredRangeScoreMultMax
fCombatInventoryDesiredRangeScoreMultMid
fCombatInventoryDesiredRangeScoreMultMin
fCombatInventoryDualWieldScorePenalty
fCombatInventoryEquipmentMinScoreMult
fCombatInventoryEquippedScoreBonus
fCombatInventoryMaxRangeEquippedBonus
fCombatInventoryMaxRangeScoreMult
fCombatInventoryMeleeEquipRange
fCombatInventoryMinEquipTimeBlock
fCombatInventoryMinEquipTimeDefault
fCombatInventoryMinEquipTimeMagic
fCombatInventoryMinEquipTimeShout
fCombatInventoryMinEquipTimeStaff
fCombatInventoryMinEquipTimeTorch
fCombatInventoryMinEquipTimeWeapon
fCombatInventoryMinRangeScoreMult
fCombatInventoryMinRangeUnequippedBonus
fCombatInventoryOptimalRangePercent
fCombatInventoryRangedScoreMult
fCombatInventoryResourceCurrentRequiredMult
fCombatInventoryResourceDesiredRequiredMult
fCombatInventoryResourceRegenTime
fCombatInventoryShieldEquipRange
fCombatInventoryShoutMaxRecoveryTime
fCombatInventoryTorchEquipRange
fCombatInventoryUpdateTimer
fCombatIronSightsDistance
fCombatIronSightsRangeMult
fCombatItemBuffTimer
fCombatItemRestoreTimer
fCombatKillMoveDamageMult
fCombatLandingAvoidActorRadius
fCombatLandingSearchDistance
fCombatLandingZoneDistance
fCombatLineOfSightTimer
fCombatLocationTargetRadiusMin
fCombatLowFleeingTargetHitPercent
fCombatLowMaxAttackDistance
fCombatLowTargetHitPercent
fCombatMagicArmorDistanceMax
fCombatMagicArmorDistanceMin
fCombatMagicArmorMinCastTime
fCombatMagicBoundItemDistance
fCombatMagicBuffDuration
fCombatMagicCloakDistanceMax
fCombatMagicCloakDistanceMin
fCombatMagicCloakMinCastTime
fCombatMagicConcentrationAimVariance
fCombatMagicConcentrationFiringArcMult
fCombatMagicConcentrationMinCastTime
fCombatMagicConcentrationScoreDuration
fCombatMagicDefaultLongDuration
fCombatMagicDefaultMinCastTime
fCombatMagicDefaultShortDuration
fCombatMagicDisarmDistance
fCombatMagicDisarmRestrictTime
fCombatMagicDrinkPotionWaitTime
fCombatMagicDualCastChance
fCombatMagicDualCastInterruptTime
fCombatMagicImmediateAimVariance
fCombatMagicInvisibilityDistance
fCombatMagicInvisibilityMinCastTime
fCombatMagicLightMinCastTime
fCombatMagicOffensiveMinCastTime
fCombatMagicParalyzeDistance
fCombatMagicParalyzeMinCastTime
fCombatMagicParalyzeRestrictTime
fCombatMagicProjectileFiringArc
fCombatMagicReanimateDistance
fCombatMagicReanimateMinCastTime
fCombatMagicReanimateRestrictTime
fCombatMagicStaggerDistance
fCombatMagicSummonMinCastTime
fCombatMagicSummonRestrictTime
fCombatMagicTacticalDuration
fCombatMagicTargetEffectMinCastTime
fCombatMagicWardAttackRangeDistance
fCombatMagicWardAttackReachMult
fCombatMagicWardCooldownTime
fCombatMagicWardMagickaCastLimit
fCombatMagicWardMagickaEquipLimit
fCombatMagicWardMinCastTime
fCombatMagickaRegenRateMult
fCombatMaintainOptimalDistanceMaxAngle
fCombatMaintainRangeDistanceMin
fCombatMaxHoldScore
fCombatMaximumOptimalRangeMax
fCombatMaximumOptimalRangeMid
fCombatMaximumOptimalRangeMin
fCombatMaximumProjectileRange
fCombatMaximumRange
fCombatMeleeTrackTargetDistanceMax
fCombatMeleeTrackTargetDistanceMin
fCombatMinEngageDistance
fCombatMissileImpaleDepth
fCombatMissileStickDepth
fCombatMonitorBuffsTimer
fCombatMoveToActorBufferDistance
fCombatMusicGroupThreatRatioMax
fCombatMusicGroupThreatRatioMin
fCombatMusicGroupThreatRatioTimer
fCombatMusicNearCombatInnerRadius
fCombatMusicNearCombatOuterRadius
fCombatMusicPlayerCombatStrengthCap
fCombatMusicPlayerNearStrengthMult
fCombatMusicPlayerTargetedThreatRatio
fCombatMusicStopTime
fCombatMusicUpdateTime
fCombatOffensiveBashChanceMax
fCombatOffensiveBashChanceMin
fCombatOptimalRangeMaxBufferDistance
fCombatOptimalRangeMinBufferDistance
fCombatOrbitDistance
fCombatOrbitTimeMax
fCombatOrbitTimeMin
fCombatParalyzeTacticalDuration
fCombatPathingAccelerationMult
fCombatPathingCurvedPathSmoothingMult
fCombatPathingDecelerationMult
fCombatPathingGoalRayCastPathDistance
fCombatPathingIncompletePathMinDistance
fCombatPathingLocationCenterOffsetMult
fCombatPathingLookAheadDelta
fCombatPathingNormalizedRotationSpeed
fCombatPathingRefLocationUpdateDistance
fCombatPathingRefLocationUpdateTimeDistanceMax
fCombatPathingRefLocationUpdateTimeDistanceMin
fCombatPathingRefLocationUpdateTimeMax
fCombatPathingRefLocationUpdateTimeMin
fCombatPathingRetryWaitTime
fCombatPathingRotationAccelerationMult
fCombatPathingStartRayCastPathDistance
fCombatPathingStraightPathCheckDistance
fCombatPathingStraightRayCastPathDistance
fCombatPathingUpdatePathCostMult
fCombatPerchAttackChanceMax
fCombatPerchAttackChanceMin
fCombatPerchAttackTimeMax
fCombatPerchAttackTimeMin
fCombatPerchMaxTargetAngle
fCombatPlayerBleedoutHealthDamageMult
fCombatPlayerLimbDamageMult
fCombatProjectileMaxRangeMult
fCombatProjectileMaxRangeOptimalMult
fCombatRadiusMinMult
fCombatRangedAimVariance
fCombatRangedAttackChanceLastAttackBonus
fCombatRangedAttackChanceLastAttackBonusTime
fCombatRangedAttackChanceMax
fCombatRangedAttackChanceMin
fCombatRangedAttackHoldTimeAbsoluteMin
fCombatRangedAttackHoldTimeMax
fCombatRangedAttackHoldTimeMin
fCombatRangedAttackHoldTimeMinDistance
fCombatRangedAttackMaximumHoldTime
fCombatRangedDistance
fCombatRangedMinimumRange
fCombatRangedProjectileFiringArc
fCombatRangedStandoffTimer
fCombatRelativeDamageMod
fCombatRestoreHealthPercentMax
fCombatRestoreHealthPercentMin
fCombatRestoreHealthRestrictTime
fCombatRestoreMagickaPercentMax
fCombatRestoreMagickaPercentMin
fCombatRestoreMagickaRestrictTime
fCombatRestoreStopCastThreshold
fCombatRoundAmount
fCombatSearchAreaUpdateTime
fCombatSearchCenterRadius
fCombatSearchCheckDestinationDistanceMax
fCombatSearchCheckDestinationDistanceMid
fCombatSearchCheckDestinationDistanceMin
fCombatSearchCheckDestinationTime
fCombatSearchDoorDistance
fCombatSearchDoorDistanceLow
fCombatSearchDoorSearchRadius
fCombatSearchExteriorRadiusMax
fCombatSearchExteriorRadiusMin
fCombatSearchIgnoreLocationRadius
fCombatSearchInteriorRadiusMax
fCombatSearchInteriorRadiusMin
fCombatSearchInvestigateTime
fCombatSearchLocationCheckDistance
fCombatSearchLocationCheckTime
fCombatSearchLocationInitialCheckTime
fCombatSearchLocationInvestigateDistance
fCombatSearchLocationRadius
fCombatSearchLookTime
fCombatSearchRadiusBufferDistance
fCombatSearchRadiusMemberDistance
fCombatSearchSightRadius
fCombatSearchStartWaitTime
fCombatSearchUpdateTime
fCombatSearchWanderDistance
fCombatSelectTargetSwitchUpdateTime
fCombatSelectTargetUpdateTime
fCombatShoutHeadTrackingAngleMovingMult
fCombatShoutHeadTrackingAngleMult
fCombatShoutLongRecoveryTime
fCombatShoutMaxHeadTrackingAngle
fCombatShoutReleaseTime
fCombatShoutShortRecoveryTime
fCombatSneakAttackBonusMult
fCombatSpeakAttackChance
fCombatSpeakHitChance
fCombatSpeakHitThreshold
fCombatSpeakPowerAttackChance
fCombatSpeakTauntChance
fCombatSpecialAttackChanceMax
fCombatSpecialAttackChanceMin
fCombatSplashDamageMaxSpeed
fCombatSplashDamageMinDamage
fCombatSplashDamageMinRadius
fCombatStaffTimer
fCombatStaminaRegenRateMult
fCombatStealthPointAttackedMaxValue
fCombatStealthPointDetectedEventMaxValue
fCombatStealthPointDrainMult
fCombatStealthPointMax
fCombatStealthPointRegenAlertWaitTime
fCombatStealthPointRegenAttackedWaitTime
fCombatStealthPointRegenDetectedEventWaitTime
fCombatStealthPointRegenLostWaitTime
fCombatStealthPointRegenMin
fCombatStealthPointRegenMult
fCombatStepAdvanceDistance
fCombatStrafeChanceMax
fCombatStrafeChanceMin
fCombatStrafeDistanceMax
fCombatStrafeDistanceMin
fCombatStrafeMinDistanceRadiusMult
fCombatStrengthUpdateTime
fCombatSurroundDistanceMax
fCombatSurroundDistanceMin
fCombatTargetEngagedLastSeenTime
fCombatTargetLocationAvoidNodeRadiusOffset
fCombatTargetLocationCurrentReservationDistanceMult
fCombatTargetLocationMaxDistance
fCombatTargetLocationMinDistanceMult
fCombatTargetLocationPathingRadius
fCombatTargetLocationRadiusSizeMult
fCombatTargetLocationRepositionAngleMult
fCombatTargetLocationSwimmingOffset
fCombatTargetLocationWidthMax
fCombatTargetLocationWidthMin
fCombatTargetLocationWidthSizeMult
fCombatTeammateFollowRadiusBase
fCombatTeammateFollowRadiusMin
fCombatTeammateFollowRadiusMult
fCombatThreatAnticipateTime
fCombatThreatAvoidCost
fCombatThreatBufferRadius
fCombatThreatCacheVelocityTime
fCombatThreatDangerousObjectHealth
fCombatThreatExplosiveObjectThreatTime
fCombatThreatExtrudeTime
fCombatThreatExtrudeVelocityThreshold
fCombatThreatNegativeExtrudeTime
fCombatThreatProximityExplosionAvoidTime
fCombatThreatRatioUpdateTime
fCombatThreatSignificantScore
fCombatThreatTimedExplosionLength
fCombatThreatUpdateTimeMax
fCombatThreatUpdateTimeMin
fCombatThreatViewCone
fCombatUnarmedCritDamageMult
fCombatUnreachableTargetCheckTime
fCombatVulnerabilityMod
fCombatYieldRetryTime
fCombatYieldTime
fCommentOnPlayerActionsTimer
fCommentOnPlayerKnockingThings
fConcussionTimer
fConeProjectileEnvironmentDistance
fConeProjectileEnvironmentTimer
fConeProjectileForceBase
fConeProjectileForceMult
fConeProjectileForceMultAngular
fConeProjectileForceMultLinear
fConeProjectileWaterScaleMult
fCoverEvaluationLastSeenExpireTime
fCoverFiredProjectileExpireTime
fCoverFiringReloadClipPercent
fCoverWaitReloadClipPercent
fCoveredAdvanceMinAdvanceDistanceMax
fCoveredAdvanceMinAdvanceDistanceMin
fCreatureDefaultTurningSpeed
fCreditsScrollSpeed
fCrimeAlarmRespMult
fCrimeDispAttack
fCrimeDispMurder
fCrimeDispPersonal
fCrimeDispPickpocket
fCrimeDispSteal
fCrimeDispTresspass
fCrimeFavorMult
fCrimeGoldSkillPenaltyMult
fCrimeGoldSteal
fCrimePersonalRegardMult
fCrimeRegardMult
fCrimeSoundBase
fCrimeSoundMult
fCrimeWitnessRegardMult
fDOFDistanceMult
fDamageArmConditionBase
fDamageArmConditionMult
fDamageGunWeapCondBase
fDamageGunWeapCondMult
fDamageMeleeWeapCondBase
fDamageMeleeWeapCondMult
fDamagePCSkillMax
fDamagePCSkillMin
fDamageSkillMax
fDamageSkillMin
fDamageSneakAttackMult
fDamageStrengthBase
fDamageStrengthMult
fDamageToArmorPercentage
fDamageToWeaponEnergyMult
fDamageToWeaponGunMult
fDamageToWeaponLauncherMult
fDamageToWeaponMeleeMult
fDamageUnarmedPenalty
fDamageWeaponMult
fDamagedAVRegenDelay
fDamagedHealthRegenDelay
fDamagedMagickaRegenDelay
fDamagedStaminaRegenDelay
fDangerousObjectExplosionDamage
fDangerousObjectExplosionRadius
fDangerousProjectileExplosionDamage
fDangerousProjectileExplosionRadius
fDaytimeColorExtension
fDeadReactionDistance
fDeathForceDamageMax
fDeathForceDamageMin
fDeathForceForceMax
fDeathForceForceMin
fDeathForceMassBase
fDeathForceMassMult
fDeathForceRangedDamageMax
fDeathForceRangedDamageMin
fDeathForceRangedForceMax
fDeathForceRangedForceMin
fDeathForceSpellImpactMult
fDeathSoundMaxDistance
fDebrisFadeTime
fDecapitateBloodTime
fDefaultAngleTolerance
fDefaultBowSpeedBonus
fDemandBase
fDemandMult
fDetectEventDistanceNPC
fDetectEventDistancePlayer
fDetectEventDistanceVeryLoudMult
fDetectEventSneakDistanceVeryLoud
fDetectProjectileDistanceNPC
fDetectProjectileDistancePlayer
fDetectionActionTimer
fDetectionCombatNonTargetDistanceMult
fDetectionCommentTimer
fDetectionEventExpireTime
fDetectionLOSDistanceAngle
fDetectionLOSDistanceMultExterior
fDetectionLOSDistanceMultInterior
fDetectionLargeActorSizeMult
fDetectionNightEyeBonus
fDetectionSneakLightMod
fDetectionStateExpireTime
fDetectionUpdateTimeMax
fDetectionUpdateTimeMaxComplex
fDetectionUpdateTimeMin
fDetectionUpdateTimeMinComplex
fDetectionViewCone
fDialogFocalDepthRange
fDialogFocalDepthStrength
fDialogSpeechDelaySeconds
fDialogZoomInSeconds
fDialogZoomOutSeconds
fDiffMultHPByPCE
fDiffMultHPByPCH
fDiffMultHPByPCN
fDiffMultHPByPCVE
fDiffMultHPByPCVH
fDiffMultHPToPCE
fDiffMultHPToPCH
fDiffMultHPToPCN
fDiffMultHPToPCVE
fDiffMultHPToPCVH
fDiffMultXPE
fDiffMultXPH
fDiffMultXPN
fDiffMultXPVE
fDiffMultXPVH
fDifficultyDamageMultiplier
fDifficultyDefaultValue
fDifficultyMaxValue
fDifficultyMinValue
fDisarmedPickupWeaponDistanceMult
fDisenchantSkillUse
fDistanceAutomaticallyActivateDoor
fDistanceExteriorReactCombat
fDistanceFadeActorAutoLoadDoor
fDistanceInteriorReactCombat
fDistanceProjectileExplosionDetection
fDistancetoPlayerforConversations
fDrinkRepeatRate
fDyingTimer
fEmbeddedWeaponSwitchChance
fEmbeddedWeaponSwitchTime
fEnchantingCostExponent
fEnchantingSkillCostBase
fEnchantingSkillCostMult
fEnchantingSkillCostScale
fEnchantingSkillFactor
fEnchantmentEffectPointsMult
fEnchantmentGoldMult
fEnchantmentPointsMult
fEnemyHealthBarTimer
fEssentialDeathTime
fEssentialDownCombatHealthRegenMult
fEssentialHealthPercentReGain
fEssentialNPCMinimumHealth
fEssentialNonCombatHealRateBonus
fEvaluatePackageTimer
fEvaluateProcedureTimer
fExplodeLimbRemovalDelay
fExplodeLimbRemovalDelayVATS
fExplosionForceClutterUpBias
fExplosionForceKnockdownMinimum
fExplosionForceMultAngular
fExplosionForceMultLinear
fExplosionImageSpaceSwapPower
fExplosionKnockStateExplodeDownTime
fExplosionLOSBuffer
fExplosionLOSBufferDistance
fExplosionMaxImpulse
fExplosionSourceRefMult
fExplosionSplashRadius
fExplosionWaterRadiusRatio
fExplosiveProjectileBlockedResetTime
fExplosiveProjectileBlockedWaitTime
fExpressionChangePerSec
fExpressionStrengthAdd
fEyeHeadingMaxOffsetEmotionAngry
fEyeHeadingMaxOffsetEmotionFear
fEyeHeadingMaxOffsetEmotionHappy
fEyeHeadingMaxOffsetEmotionNeutral
fEyeHeadingMaxOffsetEmotionSad
fEyeHeadingMinOffsetEmotionAngry
fEyeHeadingMinOffsetEmotionFear
fEyeHeadingMinOffsetEmotionHappy
fEyeHeadingMinOffsetEmotionNeutral
fEyeHeadingMinOffsetEmotionSad
fEyePitchMaxOffsetEmotionAngry
fEyePitchMaxOffsetEmotionFear
fEyePitchMaxOffsetEmotionHappy
fEyePitchMaxOffsetEmotionNeutral
fEyePitchMaxOffsetEmotionSad
fEyePitchMinOffsetEmotionAngry
fEyePitchMinOffsetEmotionFear
fEyePitchMinOffsetEmotionHappy
fEyePitchMinOffsetEmotionNeutral
fEyePitchMinOffsetEmotionSad
fFallLegDamageMult
fFastTravelSpeedMult
fFastWalkInterpolationBetweenWalkAndRun
fFavorCostActivator
fFavorCostAttack
fFavorCostAttackCrimeMult
fFavorCostLoadDoor
fFavorCostNonLoadDoor
fFavorCostOwnedDoorMult
fFavorCostStealContainerCrime
fFavorCostStealContainerMult
fFavorCostStealObjectMult
fFavorCostTakeObject
fFavorCostUnlockContainer
fFavorCostUnlockDoor
fFavorEventStopDistance
fFavorEventTriggerDistance
fFavorRequestPickDistance
fFavorRequestRadius
fFavorRequestWaitTimer
fFleeDistanceExterior
fFleeDistanceInterior
fFleeDoneDistanceExterior
fFleeDoneDistanceInterior
fFleeIsSafeTimer
fFloatQuestMarkerFloatHeight
fFloatQuestMarkerMaxDistance
fFloatQuestMarkerMinDistance
fFlyingActorDefaultTurningSpeed
fFollowExtraCatchUpSpeedMult
fFollowMatchSpeedZoneWidth
fFollowRunMaxSpeedupMultiplier
fFollowRunMinSlowdownMultiplier
fFollowSlowdownZoneWidth
fFollowSpaceBetweenFollowers
fFollowStartSprintDistance
fFollowStopZoneMinMult
fFollowWalkMaxSpeedupMultiplier
fFollowWalkMinSlowdownMultiplier
fFollowWalkZoneMult
fFollowerSpacingAtDoors
fFriction:Cart
fFriendHitTimer
fFriendMinimumLastHitTime
fFurnitureMarkerAngleTolerance
fFurnitureScaleAnimDurationNPC
fFurnitureScaleAnimDurationPlayer
fGameplayImpulseMinMass
fGameplayImpulseMultBiped
fGameplayImpulseMultClutter
fGameplayImpulseMultDebrisLarge
fGameplayImpulseMultProp
fGameplayImpulseMultTrap
fGameplayImpulseScale
fGameplaySpeakingEmotionMaxChangeValue
fGameplaySpeakingEmotionMinChangeValue
fGameplayVoiceFilePadding
fGameplayiSpeakingEmotionMaxDeltaChange
fGameplayiSpeakingEmotionMinDeltaChange
fGetHitPainMult
fGrabMaxWeightRunning
fGrabMaxWeightWalking
fGravMult:Cart
fGrenadeAgeMax
fGrenadeFriction
fGrenadeHighArcSpeedPercentage
fGrenadeRestitution
fGrenadeThrowHitFractionThreshold
fGuardPackageAttackRadiusMult
fGunDecalCameraDistance
fGunParticleCameraDistance
fGunReferenceSkill
fGunShellCameraDistance
fGunShellDirectionRandomize
fGunShellEjectSpeed
fGunShellLifetime
fGunShellRotateRandomize
fGunShellRotateSpeed
fGunSpreadArmBase
fGunSpreadArmMult
fGunSpreadCondBase
fGunSpreadCondMult
fGunSpreadCrouchBase
fGunSpreadCrouchMult
fGunSpreadDriftBase
fGunSpreadDriftMult
fGunSpreadHeadBase
fGunSpreadHeadMult
fGunSpreadIronSightsBase
fGunSpreadIronSightsMult
fGunSpreadNPCArmBase
fGunSpreadNPCArmMult
fGunSpreadRunBase
fGunSpreadRunMult
fGunSpreadSkillBase
fGunSpreadSkillMult
fGunSpreadWalkBase
fGunSpreadWalkMult
fHUDCompassLocationMaxDist
fHandDamageSkillBase
fHandDamageSkillMult
fHandDamageStrengthBase
fHandDamageStrengthMult
fHandHealthMax
fHandHealthMin
fHandReachDefault
fHazardDropMaxDistance
fHazardMaxWaitTime
fHazardSpacingMult
fHeadTrackSpeedMax
fHeadTrackSpeedMaxAngle
fHeadTrackSpeedMin
fHeadTrackSpeedMinAngle
fHeadingMarkerAngleTolerance
fHealthRegenDelayMax
fHitCasterSizeLarge
fHitCasterSizeSmall
fHorseMountOffsetX
fHorseMountOffsetY
fHorseOffsetX:Cart
fHorseOffsetY:Cart
fHorseOffsetZ:Cart
fHorsePivotX:Cart
fHorsePivotY:Cart
fHorsePivotZ:Cart
fHostileActorExteriorDistance
fHostileActorInteriorDistance
fHostileFlyingActorExteriorDistance
fIdlepvssyrCommentTimer
fIdlepvssyrCommentTimerMax
fIdleMarkerAngleTolerance
fImpactShaderMaxDistance
fImpactShaderMaxMagnitude
fImpactShaderMinMagnitude
fIntimidateConfidenceMultAverage
fIntimidateConfidenceMultBrave
fIntimidateConfidenceMultCautious
fIntimidateConfidenceMultCowardly
fIntimidateConfidenceMultFoolhardy
fIntimidateSpeechcraftCurve
fIronSightsDOFDistance
fIronSightsDOFRange
fIronSightsDOFStrengthCap
fIronSightsDOFSwitchSeconds
fIronSightsFOVTimeChange
fIronSightsGunMotionBlur
fIronSightsMotionBlur
fItemPointsMult
fItemRepairCostMult
fJogInterpolationBetweenWalkAndRun
fJumpDoubleMult
fJumpFallHeightExponent
fJumpFallHeightExponentNPC
fJumpFallHeightMin
fJumpFallHeightMinNPC
fJumpFallHeightMult
fJumpFallHeightMultNPC
fJumpFallRiderMult
fJumpFallSkillBase
fJumpFallSkillMult
fJumpFallVelocityMin
fJumpHeightMin
fJumpMoveBase
fJumpMoveMult
fJumpSwimmingMult
fKarmaModKillingEvilActor
fKarmaModMurderingNonEvilCreature
fKarmaModMurderingNonEvilNPC
fKarmaModStealing
fKillCamBaseOdds
fKillCamLevelBias
fKillCamLevelFactor aB `AfBSUnitsPerFoot
fKillCamLevelMaxBias
fKillMoveMaxDuration
fKillWitnessesTimerSetting
fKnockbackAgilBase
fKnockbackAgilMult
fKnockbackDamageBase
fKnockbackDamageMult
fKnockbackForceMax
fKnockbackTime
fKnockdownAgilBase
fKnockdownAgilMult
fKnockdownBaseHealthThreshold
fKnockdownChance
fKnockdownCurrentHealthThreshold
fKnockdownDamageBase
fKnockdownDamageMult
fLargeActivatePickLength_G:Interface
fLargeProjectilePickBufferSize
fLargeProjectileSize
fLevelUpCarryWeightMod
fLightRecalcTimer
fLightRecalcTimerPlayer
fLoadingWheelScale
fLockLevelBase
fLockLevelMult
fLockPickBreakBase
fLockPickBreakMult
fLockPickQualityBase
fLockPickQualityMult
fLockSkillBase
fLockSkillMult
fLockTrapGoOffBase
fLockTrapGoOffMult
fLockpickBreakAdept
fLockpickBreakApprentice
fLockpickBreakExpert
fLockpickBreakMaster
fLockpickBreakNovice
fLockpickBreakSkillBase
fLockpickBreakSkillMult
fLockpickBrokenPicksMult
fLockpickSkillPartialPickBase
fLockpickSkillPartialPickMult
fLockpickSkillSweetSpotBase
fLockpickSkillSweetSpotMult
fLookDownDisableBlinkingAmt
fLowHealthTutorialPercentage
fLowLevelNPCBaseHealthMult
fLowMagickaTutorialPercentage
fLowStaminaTutorialPercentage
fMagicAbsorbDistanceReachMult
fMagicAbsorbVisualTimer
fMagicAccumulatingModifierEffectHoldDuration
fMagicAreaBaseCostMult
fMagicAreaScale
fMagicAreaScaleMax
fMagicAreaScaleMin
fMagicBarrierDepth
fMagicBarrierHeight
fMagicBarrierSpacing
fMagicBoltDuration
fMagicBoltSegmentLength
fMagicCEEnchantMagOffset
fMagicCasterPCSkillCostBase
fMagicCasterPCSkillCostMult
fMagicCasterSkillCostBase
fMagicCasterSkillCostMult
fMagicChainExplosionEffectivenessDelta
fMagicCloudAreaMin
fMagicCloudDurationMin
fMagicCloudFindTargetTime
fMagicCloudLifeScale
fMagicCloudSizeScale
fMagicCloudSlowdownRate
fMagicCloudSpeedBase
fMagicCloudSpeedScale
fMagicCostScale
fMagicDefaultAccumulatingModifierEffectRate
fMagicDefaultTouchDistance
fMagicDiseaseTransferBase
fMagicDiseaseTransferMult
fMagicDispelMagnitudeMult
fMagicDualCastingCostBase
fMagicDualCastingCostMult
fMagicDualCastingEffectivenessBase
fMagicDualCastingEffectivenessMult
fMagicDualCastingTimeBase
fMagicDualCastingTimeMult
fMagicDurMagBaseCostMult
fMagicEnchantmentChargeBase
fMagicEnchantmentChargeMult
fMagicEnchantmentDrainBase
fMagicEnchantmentDrainMult
fMagicExplosionAgilityMult
fMagicExplosionClutterMult
fMagicExplosionIncorporealMult
fMagicExplosionIncorporealTime
fMagicExplosionPowerBase
fMagicExplosionPowerMax
fMagicExplosionPowerMin
fMagicExplosionPowerMult
fMagicGuideSpacing
fMagicLightForwardOffset
fMagicLightHeightOffset
fMagicLightRadiusBase
fMagicLightSideOffset
fMagicNightEyeAmbient
fMagicPCSkillCostScale
fMagicPlayerMinimumInvisibility
fMagicPostDrawCastDelay
fMagicProjectileMaxDistance
fMagicRangeTargetCostMult
fMagicResistActorSkillBase
fMagicResistActorSkillMult
fMagicResistTargetWillpowerBase
fMagicResistTargetWillpowerMult
fMagicSkillCostScale
fMagicSummonMaxAppearTime
fMagicTelekinesiDistanceMult
fMagicTelekinesisBaseDistance
fMagicTelekinesisComplexMaxForce
fMagicTelekinesisComplexObjectDamping
fMagicTelekinesisComplexSpringDamping
fMagicTelekinesisComplexSpringElasticity
fMagicTelekinesisDamageBase
fMagicTelekinesisDamageMult
fMagicTelekinesisDistanceMin
fMagicTelekinesisDualCastDamageMult
fMagicTelekinesisDualCastThrowMult
fMagicTelekinesisLiftPowerMult
fMagicTelekinesisMaxForce
fMagicTelekinesisMoveAccelerate
fMagicTelekinesisMoveBase
fMagicTelekinesisMoveMax
fMagicTelekinesisObjectDamping
fMagicTelekinesisSpringDamping
fMagicTelekinesisSpringElasticity
fMagicTelekinesisThrow
fMagicTelekinesisThrowAccelerate
fMagicTelekinesisThrowMax
fMagicTrackingLimit
fMagicTrackingLimitComplex
fMagicTrackingMultBall
fMagicTrackingMultBolt
fMagicTrackingMultFog
fMagicUnitsPerFoot
fMagicVACNoPartTargetedMult
fMagicVACPartTargetedMult
fMagicWardPowerMaxBase
fMagicWardPowerMaxMult
fMagickaRegenDelayMax
fMagickaReturnBase
fMagickaReturnMult
fMapMarkerMaxPercentSize
fMapMarkerMinFadeAlpha
fMapMarkerMinPercentSize
fMapQuestMarkerMaxPercentSize
fMapQuestMarkerMinFadeAlpha
fMapQuestMarkerMinPercentSize
fMass:Cart
fMasserAngleFadeEnd
fMasserAngleFadeStart
fMasserAngleShadowEarlyFade
fMasserSpeed
fMasserZOffset
fMaxArmorRating
fMaxSandboxRescanSeconds
fMaxSellMult
fMaximumWind
fMeleeMovementRestrictionsUpdateTime
fMeleeSweepViewAngleMult
fMinBuyMult
fMinDistanceUseHorse
fMinSandboxRescanSeconds
fMinSoundVel:Audio
fMineAgeMax
fMineExteriorRadiusMult
fMinesBlinkFast
fMinesBlinkMax
fMinesBlinkSlow
fMinesDelayMin
fModelReferenceEffectMaxWaitTime
fMotionBlur
fMountedMaxLookingDown
fMoveCharRunBase
fMoveCharWalkBase
fMoveEncumEffect
fMoveEncumEffectNoWeapon
fMoveFlyRunMult
fMoveFlyWalkMult
fMoveSprintMult
fMoveSwimMult
fMoveWeightMax
fMoveWeightMin
fMovementNearTargetAvoidCost
fMovementNearTargetAvoidRadius
fMovementTargetAvoidCost
fMovementTargetAvoidRadius
fMovementTargetAvoidRadiusMult
fNPCAttributeHealthMult
fNPCBaseMagickaMult
fNPCHealthLevelBonus
fObjectHitH2HReach
fObjectHitTwoHandReach
fObjectHitWeaponReach
fObjectMotionBlur
fObjectWeightPickupDetectionMult
fOutOfBreathStaminaRegenDelay
fPCBaseHealthMult
fPCBaseMagickaMult
fPCHealthLevelBonus
fPainDelay
fPartialPickAverage
fPartialPickEasy
fPartialPickHard
fPartialPickVeryEasy
fPartialPickVeryHard
fPerceptionMult
fPerkHeavyArmorExpertSpeedMult
fPerkHeavyArmorJourneymanDamageMult
fPerkHeavyArmorMasterSpeedMult
fPerkHeavyArmorNoviceDamageMult
fPerkHeavyArmorSinkGravityMult
fPerkLightArmorExpertSpeedMult
fPerkLightArmorJourneymanDamageMult
fPerkLightArmorMasterRatingMult
fPerkLightArmorNoviceDamageMult
fPersAdmireAggr
fPersAdmireConf
fPersAdmireEner
fPersAdmireIntel
fPersAdmirePers
fPersAdmireResp
fPersAdmireStre
fPersAdmireWillp
fPersBoastAggr
fPersBoastConf
fPersBoastEner
fPersBoastIntel
fPersBoastPers
fPersBoastResp
fPersBoastStre
fPersBoastWillp
fPersBullyAggr
fPersBullyConf
fPersBullyEner
fPersBullyIntel
fPersBullyPers
fPersBullyResp
fPersBullyStre
fPersBullyWillp
fPersJokeAggr
fPersJokeConf
fPersJokeEner
fPersJokeIntel
fPersJokePers
fPersJokeResp
fPersJokeStre
fPersJokeWillp
fPersuasionAccuracyMaxDisposition
fPersuasionAccuracyMaxSelect
fPersuasionAccuracyMinDispostion
fPersuasionAccuracyMinSelect
fPersuasionBaseValueMaxDisposition
fPersuasionBaseValueMaxSelect
fPersuasionBaseValueMinDispostion
fPersuasionBaseValueMinSelect
fPersuasionBaseValueShape
fPersuasionMaxDisposition
fPersuasionMaxInput
fPersuasionMaxSelect
fPersuasionMinDispostion
fPersuasionMinInput
fPersuasionMinPercentCircle
fPersuasionMinSelect
fPersuasionShape
fPhysicsDamage1Damage
fPhysicsDamage1Mass
fPhysicsDamage2Damage
fPhysicsDamage2Mass
fPhysicsDamage3Damage
fPhysicsDamage3Mass
fPhysicsDamageSpeedBase
fPhysicsDamageSpeedMin
fPhysicsDamageSpeedMult
fPickLevelBase
fPickLevelMult
fPickNumBase
fPickNumMult
fPickPocketActorSkillBase
fPickPocketActorSkillMult
fPickPocketAmountBase
fPickPocketAmountMult
fPickPocketDetected
fPickPocketMaxChance
fPickPocketMinChance
fPickPocketTargetSkillBase
fPickPocketTargetSkillMult
fPickPocketWeightBase
fPickPocketWeightMult
fPickSpring1
fPickSpring2
fPickSpring3
fPickSpring4
fPickSpring5
fPickUpWeaponDelay
fPickpocketSkillUsesCurve
fPickupItemDistanceFudge
fPickupWeaponDistanceMinMaxDPSMult
fPickupWeaponMeleeDistanceMax
fPickupWeaponMeleeDistanceMin
fPickupWeaponMeleeWeaponDPSMult
fPickupWeaponMinDPSImprovementPercent
fPickupWeaponRangedDistanceMax
fPickupWeaponRangedDistanceMin
fPickupWeaponRangedMeleeDPSRatioThreshold
fPickupWeaponTargetUnreachableDistanceMult
fPickupWeaponUnarmedDistanceMax
fPickupWeaponUnarmedDistanceMin
fPlayerDeathReloadTime
fPlayerDetectActorValue
fPlayerDetectionSneakBase
fPlayerDetectionSneakMult
fPlayerDropDistance
fPlayerHealthHeartbeatFast
fPlayerHealthHeartbeatSlow
fPlayerMaxResistance
fPlayerTargetCombatDistance
fPlayerTeleportFadeSeconds
fPoleZOffset:Cart
fPotionGoldValueMult
fPotionMortPestleMult
fPotionT1AleDurMult
fPotionT1AleMagMult
fPotionT1CalDurMult
fPotionT1CalMagMult
fPotionT1MagMult
fPotionT1RetDurMult
fPotionT1RetMagMult
fPotionT2AleDurMult
fPotionT2CalDurMult
fPotionT2RetDurMult
fPotionT3AleMagMult
fPotionT3CalMagMult
fPotionT3RetMagMult
fPowerAttackCoolDownTime
fPowerAttackDefaultBonus
fPowerAttackStaminaPenalty
fPrecipWindMult
fProjectileCollisionImpulseScale
fProjectileDefaultTracerRange
fProjectileDeflectionTime
fProjectileInventoryGrenadeFreakoutTime
fProjectileInventoryGrenadeTimer
fProjectileKnockMinMass
fProjectileKnockMultBiped
fProjectileKnockMultClutter
fProjectileKnockMultProp
fProjectileKnockMultTrap
fProjectileMaxDistance
fProjectileReorientTracerMin
fQuestCinematicCharacterFadeIn
fQuestCinematicCharacterFadeInDelay
fQuestCinematicCharacterFadeOut
fQuestCinematicCharacterRemain
fQuestCinematicObjectiveFadeIn
fQuestCinematicObjectiveFadeInDelay
fQuestCinematicObjectiveFadeOut
fQuestCinematicObjectivePauseTime
fQuestCinematicObjectiveScrollTime
fRandomSceneAgainMaxTime
fRandomSceneAgainMinTime
fReEquipArmorTime
fRechargeGoldMult
fReflectedAbsorbChanceReduction
fRelationshipBase
fRelationshipMult
fRemoteCombatMissedAttack
fRemoveExcessComplexDeadTime
fRemoveExcessDeadTime
fRepairMax
fRepairMin
fRepairScavengeMult
fRepairSkillBase
fRepairSkillMax
fReservationExpirationSeconds
fResistArrestTimer
fRockitDamageBonusWeightMin
fRockitDamageBonusWeightMult
fRoomLightingTransitionDuration
fRumbleBlockStrength
fRumbleBlockTime
fRumbleHitBlockedStrength
fRumbleHitBlockedTime
fRumbleHitStrength
fRumbleHitTime
fRumblePainStrength
fRumblePainTime
fRumbleShakeRadiusMult
fRumbleShakeTimeMult
fRumbleStruckStrength
fRumbleStruckTime
fSandBoxDelayEvalSeconds
fSandBoxExtraDialogueRange
fSandBoxInterMarkerMinDist
fSandBoxRadiusHysteresis
fSandBoxSearchRadius
fSandboxBreakfastMax
fSandboxBreakfastMin
fSandboxCylinderBottom
fSandboxCylinderTop
fSandboxDinnerMax
fSandboxDinnerMin
fSandboxDurationBase
fSandboxDurationMultEatSitting
fSandboxDurationMultEatStanding
fSandboxDurationMultFurniture
fSandboxDurationMultIdleMarker
fSandboxDurationMultSitting
fSandboxDurationMultSleeping
fSandboxDurationMultWandering
fSandboxDurationRangeMult
fSandboxEnergyMult
fSandboxEnergyMultEatSitting
fSandboxEnergyMultEatStanding
fSandboxEnergyMultFurniture
fSandboxEnergyMultIdleMarker
fSandboxEnergyMultSitting
fSandboxEnergyMultSleeping
fSandboxEnergyMultWandering
fSandboxLunchMax
fSandboxLunchMin
fSandboxMealDurationMax
fSandboxMealDurationMin
fSandboxSleepDurationMax
fSandboxSleepDurationMin
fSandboxSleepStartMax
fSandboxSleepStartMin
fSayOncePerDayInfoTimer
fScrollCostMult
fSecondsBetweenWindowUpdate
fSecundaAngleFadeEnd
fSecundaAngleFadeStart
fSecundaAngleShadowEarlyFade
fSecundaSpeed
fSecundaZOffset
fShieldBaseFactor
fShieldBashMax
fShieldBashMin
fShieldBashPCMax
fShieldBashPCMin
fShieldBashSkillUseBase
fShieldBashSkillUseMult
fShieldScalingFactor
fShockBoltGrowWidth
fShockBoltSmallWidth
fShockBoltsLength
fShockBoltsRadius
fShockBoltsRadiusStrength
fShockBranchBoltsRadius
fShockBranchBoltsRadiusStrength
fShockBranchLifetime
fShockBranchSegmentLength
fShockBranchSegmentVariance
fShockCastVOffset
fShockCoreColorB
fShockCoreColorG
fShockCoreColorR
fShockGlowColorB
fShockGlowColorG
fShockGlowColorR
fShockSegmentLength
fShockSegmentVariance
fShockSubSegmentVariance
fShoutTime1
fShoutTime2
fShoutTimeout
fSittingMaxLookingDown
fSkillUsageLockPickAverage
fSkillUsageLockPickBroken
fSkillUsageLockPickEasy
fSkillUsageLockPickHard
fSkillUsageLockPickVeryEasy
fSkillUsageLockPickVeryHard
fSkillUsageRechargeMult
fSkillUsageSneakHidden
fSkillUsageSneakPerSecond
fSkillUseCurve
fSmallBumpSpeed
fSmithingArmorMax
fSmithingConditionFactor
fSmithingWeaponMax
fSneakActionMult
fSneakAlertMod
fSneakAmbushNonTargetMod
fSneakAmbushTargetMod
fSneakAttackSkillUsageMelee
fSneakAttackSkillUsageRanged
fSneakCombatMod
fSneakDetectionSizeLarge
fSneakDetectionSizeNormal
fSneakDetectionSizeSmall
fSneakDetectionSizeVeryLarge
fSneakDistanceAttenuationExponent
fSneakEquippedWeightBase
fSneakEquippedWeightMult
fSneakExteriorDistanceMult
fSneakFlyingDistanceMult
fSneakLightExteriorMult
fSneakLightMoveMult
fSneakLightMult
fSneakLightRunMult
fSneakMaxDistance
fSneakNoticeMin
fSneakPerceptionSkillMax
fSneakPerceptionSkillMin
fSneakRunningMult
fSneakSizeBase
fSneakSkillMult
fSneakSleepBonus
fSneakSleepMod
fSneakSoundLosMult
fSneakSoundsMult
fSneakStealthBoyMult
fSortActorDistanceListTimer
fSpeechCraftBase
fSpeechCraftMult
fSpeechDelay
fSpeechcraftFavorMax
fSpeechcraftFavorMin
fSpellCastingDetectionHitActorMod
fSpellCastingDetectionMod
fSpellmakingGoldMult
fSplashScale1
fSplashScale2
fSplashScale3
fSplashSoundHeavy
fSplashSoundLight
fSplashSoundMedium
fSplashSoundOutMult
fSplashSoundTimer
fSplashSoundVelocityMult
fSprintEncumbranceMult
fSprintStaminaDrainMult
fSprintStaminaWeightBase
fSprintStaminaWeightMult
fStagger1WeapMult
fStagger2WeapMult
fStaggerAttackBase
fStaggerAttackMult
fStaggerBlockAttackBase
fStaggerBlockAttackMult
fStaggerBlockAttackShieldBase
fStaggerBlockAttackShieldMult
fStaggerBlockBase
fStaggerBlockMult
fStaggerBlockingMult
fStaggerMassBase
fStaggerMassMult
fStaggerMassOffsetBase
fStaggerMassOffsetMult
fStaggerMaxDuration
fStaggerMin
fStaggerPlayerMassMult
fStaggerRecoilingMult
fStaggerRunningMult
fStaggerShieldMult
fStaminaAttackWeaponBase
fStaminaAttackWeaponMult
fStaminaBashBase
fStaminaBlockBase
fStaminaBlockDmgMult
fStaminaBlockStaggerMult
fStaminaPowerBashBase
fStaminaRegenDelayMax
fStarsRotateDays
fStarsRotateXAxis
fStarsRotateYAxis
fStarsRotateZAxis
fStatsCameraFOV
fStatsCameraNearDistance
fStatsHealthLevelMult
fStatsHealthStartMult
fStatsLineScale
fStatsRotationRampTime
fStatsRotationSpeedMax
fStatsSkillsLookAtX
fStatsSkillsLookAtY
fStatsSkillsLookAtZ
fStatsStarCameraOffsetX
fStatsStarCameraOffsetY
fStatsStarCameraOffsetZ
fStatsStarLookAtX
fStatsStarLookAtY
fStatsStarLookAtZ
fStatsStarScale
fStatsStarXIncrement
fStatsStarYIncrement
fStatsStarZIncrement
fStatsStarZInitialOffset
fSubSegmentVariance
fSubmergedAngularDamping
fSubmergedLODDistance
fSubmergedLinearDampingH
fSubmergedLinearDampingV
fSubmergedMaxSpeed
fSubmergedMaxWaterDistance
fSubtitleSpeechDelay
fSummonDistanceCheckThreshold
fSummonedCreatureFadeOutSeconds
fSummonedCreatureMaxFollowDist
fSummonedCreatureMinFollowDist
fSummonedCreatureSearchRadius
fSunAlphaTransTime
fSunBaseSize:Weather
fSunDirXExtreme
fSunGlareSize:Weather
fSunMinimumGlareScale
fSunReduceGlareSpeed
fSunXExtreme
fSunYExtreme
fSunZExtreme
fSweetSpotAverage
fSweetSpotEasy
fSweetSpotHard
fSweetSpotVeryEasy
fSweetSpotVeryHard
fTakeBackTimerSetting
fTargetMovedCoveredMoveRepathLength
fTargetMovedRepathLength
fTargetMovedRepathLengthLow
fTeammateAggroOnDistancefromPlayer
fTeleportDoorActivateDelayTimer
fTemperingSkillUseMult
fTetherOffsetX:Cart
fTetherOffsetY:Cart
fTetherOffsetZ:Cart
fTimerForPlayerFurnitureEnter
fTipImpulse:Cart
fTorchEvaluationTimer
fTorchLightLevelInterior
fTorchLightLevelMorning
fTorchLightLevelNight
fTrackDeadZoneXY
fTrackDeadZoneZ
fTrackEyeXY
fTrackEyeZ
fTrackFudgeXY
fTrackFudgeZ
fTrackJustAcquiredDuration
fTrackMaxZ
fTrackMinZ
fTrackSpeed
fTrackXY
fTrainingBaseCost
fTrainingMultCost
fTrapHitEventDelayMS:Havok
fTriggerAvoidPlayerDistance
fTriggerEventDelayMS:Havok
fUnarmedCreatureDPSMult
fUnarmedDamageMult
fUnarmedNPCDPSMult
fUnderwaterFullDepth
fVATSAutomaticMeleeDamageMult
fVATSCamTransRBDownStart
fVATSCamTransRBRampDown
fVATSCamTransRBRampup
fVATSCamTransRBStart
fVATSCamTransRBStrengthCap
fVATSCamZoomInTime
fVATSCameraMaxTime
fVATSCameraMinTime
fVATSCriticalChanceBonus
fVATSDOFRange
fVATSDOFStrengthCap
fVATSDOFSwitchSeconds
fVATSDamageToWeaponMult
fVATSDestructibleMult
fVATSDistanceFactor
fVATSGrenadeChanceMult
fVATSGrenadeDistAimZMult
fVATSGrenadeRangeMin
fVATSGrenadeRangeMult
fVATSGrenadeSkillFactor
fVATSGrenadeSuccessixplodeTimer
fVATSGrenadeSuccessMaxDistance
fVATSGrenadeTargetArea
fVATSGrenadeTargetMelee
fVATSH2HWarpDistanceMult
fVATSImageSpaceTransitionTime
fVATSLimbSelectCamPanTime
fVATSMaxChance
fVATSMaxEngageDistance
fVATSMeleeArmConditionBase
fVATSMeleeArmConditionMult
fVATSMeleeChanceMult
fVATSMeleeMaxDistance
fVATSMeleeReachMult
fVATSMeleeWarpDistanceMult
fVATSMoveCameraLimbMult
fVATSMoveCameraLimbPercent
fVATSMoveCameraMaxSpeed
fVATSMoveCameraXPercent
fVATSMoveCameraYPercent
fVATSParalyzePalmChance
fVATSPlaybackDelay
fVATSPlayerDamageMult
fVATSPlayerMagicTimeSlowdownMult
fVATSPlayerTimeUpdateMult
fVATSRadialRampup
fVATSRadialStart
fVATSRadialStrength
fVATSRangeSpreadMax
fVATSRangeSpreadUncertainty
fVATSScreenPercentFactor
fVATSShotBurstTime
fVATSShotLongBurstTime
fVATSSkillFactor
fVATSSmartCameraCheckHeight
fVATSSmartCameraCheckStepCount
fVATSSmartCameraCheckStepDistance
fVATSSpreadMult
fVATSStealthMult
fVATSStrangerDistance
fVATSStrangerOdds
fVATSTargetActorHeightPanMult
fVATSTargetActorZMultFar
fVATSTargetActorZMultFarDist
fVATSTargetActorZMultNear
fVATSTargetFOVMinDist
fVATSTargetFOVMinFOV
fVATSTargetFOVMultFar
fVATSTargetFOVMultFarDist
fVATSTargetFOVMultNear
fVATSTargetRotateMult
fVATSTargetScanRotateMult
fVATSTargetSelectCamPanTime
fVATSTargetTimeUpdateMult
fVATSThrownWeaponRangeMult
fVAT[censored]ChanceMult
fValueofItemForNoOwnership
fVatsShotgunSpreadRatio
fVoiceRateBase
fWardAngleForExplosions
fWarningTimer
fWaterKnockdownSizeLarge
fWaterKnockdownSizeNormal
fWaterKnockdownSizeSmall
fWaterKnockdownSizeVeryLarge
fWaterKnockdownVelocity
fWeaponBashMax
fWeaponBashMin
fWeaponBashPCMax
fWeaponBashPCMin
fWeaponBashSkillUseBase
fWeaponBashSkillUseMult
fWeaponBlockSkillUseBase
fWeaponBlockSkillUseMult
fWeaponClutterKnockBipedScale
fWeaponClutterKnockMaxWeaponMass
fWeaponClutterKnockMinClutterMass
fWeaponClutterKnockMult
fWeaponConditionCriticalChanceMult
fWeaponConditionJam1
fWeaponConditionJam2
fWeaponConditionJam3
fWeaponConditionJam4
fWeaponConditionJam5
fWeaponConditionJam6
fWeaponConditionJam7
fWeaponConditionJam8
fWeaponConditionJam9
fWeaponConditionJam10
fWeaponConditionRateOfFire1
fWeaponConditionRateOfFire2
fWeaponConditionRateOfFire3
fWeaponConditionRateOfFire4
fWeaponConditionRateOfFire5
fWeaponConditionRateOfFire6
fWeaponConditionRateOfFire7
fWeaponConditionRateOfFire8
fWeaponConditionRateOfFire9
fWeaponConditionRateOfFire10
fWeaponConditionReloadJam1
fWeaponConditionReloadJam2
fWeaponConditionReloadJam3
fWeaponConditionReloadJam4
fWeaponConditionReloadJam5
fWeaponConditionReloadJam6
fWeaponConditionReloadJam7
fWeaponConditionReloadJam8
fWeaponConditionReloadJam9
fWeaponConditionReloadJam10
fWeaponConditionSpread1
fWeaponConditionSpread2
fWeaponConditionSpread3
fWeaponConditionSpread4
fWeaponConditionSpread5
fWeaponConditionSpread6
fWeaponConditionSpread7
fWeaponConditionSpread8
fWeaponConditionSpread9
fWeaponConditionSpread10
fWeaponTwoHandedAnimationSpeedMult
fWeatherFlashAmbient
fWeatherFlashDirectional
fWeatherFlashDuration
fWeatherTransAccel
fWeatherTransMax
fWeatherTransMin
fWheelAngDamp:Cart
fWortFailSkillUseMagnitude
fWortStrMult
fWortalchmult
fWortcraftChanceIntDenom
fWortcraftChanceLuckDenom
fWortcraftStrChanceDenom
fWortcraftStrCostDenom
fXPLevelUpBase
fXPLevelUpMult
fXPPerSkillRank
fZKeyComplexHelperMinDistance
fZKeyComplexHelperScale
fZKeyComplexHelperWeightMax
fZKeyComplexHelperWeightMin
fZKeyHeavyWeight
fZKeyMaxContactDistance
fZKeyMaxContactMassRatio
fZKeyMaxForce
fZKeyMaxForceScaleHigh
fZKeyMaxForceScaleLow
fZKeyMaxForceWeightHigh
fZKeyMaxForceWeightLow
fZKeyObjectDamping
fZKeySpringDamping
fZKeySpringElasticity
fmodifiedTargetAttackRange

Here's the list of integers;
Spoiler

iAICombatMaxAllySummonCount
iAICombatRestoreHealthPercentage
iAICombatRestoreMagickaPercentage
iAIFleeMaxHitCount
iAIMaxSocialDistanceToTriggerEvent
iAINPCRacePowerChance
iAINumberActorsComplexScene
iAINumberDaysToStayBribed
iAINumberDaysToStayIntimidated
iAISocialDistanceToTriggerEvent
iActivatePickLength
iActorKeepTurnDegree
iActorLuckSkillBase
iActorTorsoMaxRotation
iAimingNumIterations
iAlertAgressionMin
iAllowAlchemyDuringCombat
iAllowRechargeDuringCombat
iAllowRepairDuringCombat
iAllyHitCombatAllowed
iAllyHitNonCombatAllowed
iArmorBaseSkill
iArmorDamageBootsChance
iArmorDamageCuirassChance
iArmorDamageGauntletsChance
iArmorDamageGreavesChance
iArmorDamageHelmChance
iArmorDamageShieldChance
iArrestOnSightNonViolent
iArrestOnSightViolent
iArrowInventoryChance
iArrowMaxCount
iAttackOnSightNonViolent
iAttackOnSightViolent
iAttractModeIdleTime
iAvoidHurtingNonTargetsResponsibility
iBallisticProjectilePathPickSegments
iBloodSplatterMaxCount
iBoneLODDistMult
iClassAcrobat
iClassAgent
iClassArcher
iClassAssassin
iClassBarbarian
iClassBard
iClassBattlemage
iClassCharactergenClass
iClassCrusader
iClassHealer
iClassKnight
iClassMage
iClassMonk
iClassNightblade
iClassPilgrim
iClassPriest
iClassRogue
iClassScout
iClassSorcerer
iClassSpellsword
iClassThief
iClassWarrior
iClassWitchhunter
iCombatAimMaxIterations
iCombatCastDrainMinimumValue
iCombatCrippledTorsoHitStaggerChance
iCombatDismemberPartChance
iCombatExplodePartChance
iCombatFlankingAngleOffsetCount
iCombatFlankingAngleOffsetGoalCount
iCombatFlankingDirectionOffsetCount
iCombatHighPriorityModifier
iCombatHoverLocationCount
iCombatSearchDoorFailureMax
iCombatStealthPointDetectionThreshold
iCombatStealthPointSneakDetectionThreshold
iCombatTargetLocationCount
iCombatTargetPlayerSoftCap
iCombatUnloadedActorLastSeenTimeLimit
iCommonSoulActorLevel
iCrimeAlarmLowRecDistance
iCrimeAlarmRecDistance
iCrimeCommentNumber
iCrimeDaysInPrisonMod
iCrimeEnemyCoolDownTimer
iCrimeFavorBaseValue
iCrimeGoldAttack
iCrimeGoldEscape
iCrimeGoldMinValue
iCrimeGoldMurder
iCrimeGoldPickpocket
iCrimeGoldStealHorse
iCrimeGoldTrespass
iCrimeGoldWerewolf
iCrimeMaxNumberofDaysinJail
iCrimeRegardBaseValue
iCrimeValueAttackValue
iCurrentTargetBonus
iDeathDropWeaponChance
iDebrisMaxCount
iDetectEventLightLevelExterior
iDetectEventLightLevelInterior
iDialogueDispositionFriendValue
iDismemberBloodDecalCount
iDispKaramMax
iDistancetoAttackedTarget
iFallLegDamageChance
iFavorAllyValue
iFavorConfidantValue
iFavorFriendValue
iFavorLoverValue
iFavorPointsRestore
iFriendHitCombatAllowed
iFriendHitNonCombatAllowed
iGameplayiSpeakingEmotionDeltaChange
iGameplayiSpeakingEmotionListenValue
iGrandSoulActorLevel
iGreaterSoulActorLevel
iGuardWarnings
iHairColor00
iHairColor01
iHairColor02
iHairColor03
iHairColor04
iHairColor05
iHairColor06
iHairColor07
iHairColor08
iHairColor09
iHairColor10
iHairColor11
iHairColor12
iHairColor13
iHairColor14
iHairColor15
iHorseTurnDegreesPerSecond
iHorseTurnDegreesRampUpPerSecond
iInventoryAskQuantityAt
iKarmaMax
iKarmaMin
iKillCamLevelOffset
iLargeProjectilePickCount
iLesserSoulActorLevel
iLevelUpReminder
iLightLevelExteriorMod
iLightLevelInteriorMod
iLightLevelMax
iLowLevelNPCMaxLevel
iMagicGuideWaypoints
iMagicLightMaxCount
iMapMarkerFadeStartDistance
iMapMarkerRevealDistance
iMapMarkerVisibleDistance
iMasserSize
iMaxCharacterLevel
iMaxPlayerRunes
iMaxSummonedCreatures
iMaxViewCasterPicksFuzzy:Interface
iMaxViewCasterPicksGamebryo:Interface
iMaxViewCasterPicksHavok:Interface
iMessCrippledLimbExplodeBonus
iMessIntactLimbDismemberChance
iMessIntactLimbExplodeBonus
iMessTargetedLimbExplodeBonus
iMessTorsoExplodeChance
iMinClipSizeToAddReloadDelay
iMineDisarmExperience
iMoodFaceValue
iNPCBasePerLevelHealthMult
iNumExplosionDecalCDPoint
iNumberActorsAllowedToFollowPlayer
iNumberActorsGoThroughLoadDoorInCombat
iNumberActorsInCombatPlayer
iNumberGuardsCrimeResponse
iPCStartSpellSkillLevel
iPerkAttackDisarmChance
iPerkBlockDisarmChance
iPerkBlockStaggerChance
iPerkHandToHandBlockRecoilChance
iPerkHeavyArmorJumpSum
iPerkHeavyArmorSinkSum
iPerkLightArmorMasterMinSum
iPerkMarksmanKnockdownChance
iPerkMarksmanParalyzeChance
iPersuasionAngleMax
iPersuasionAngleMin
iPersuasionBribeCrime
iPersuasionBribeGold
iPersuasionBribeRefuse
iPersuasionBribeScale
iPersuasionDemandDisposition
iPersuasionDemandGold
iPersuasionDemandRefuse
iPersuasionDemandScale
iPersuasionInner
iPersuasionMiddle
iPersuasionOuter
iPersuasionPower1
iPersuasionPower2
iPersuasionPower3
iPickPocketWarnings
iPlayerCustomClass
iPlayerHealthHeartbeatFadeMS
iProjectileMaxRefCount
iProjectileMineShooterCanTrigger
iQuestReminderPipboyDisabledTime
iRelationshipAcquaintanceValue
iRelationshipAllyValue
iRelationshipArchnemesisValue
iRelationshipConfidantValue
iRelationshipEnemyValue
iRelationshipFoeValue
iRelationshipFriendValue
iRelationshipLoverValue
iRelationshipRivalValue
iRemoveExcessDeadComplexCount
iRemoveExcessDeadComplexTotalActorCount
iRemoveExcessDeadCount
iRemoveExcessDeadTotalActorCount
iSecondsToSleepPerUpdate
iSecundaSize
iShockBranchNumBolts
iShockBranchSegmentsPerBolt
iShockDebug
iShockNumBolts
iShockSegmentsPerBolt
iShockSubSegments
iSimType:HAVOK
iSkillPointsTagSkillMult
iSkillUsageSneakFullDetection
iSkillUsageSneakMinDetection
iSneakSkillUseDistance
iSoundLevelLoud
iSoundLevelNormal
iSoundLevelSilent
iSoundLevelVeryLoud
iSpeechChallengeDifficultyAverage
iSpeechChallengeDifficultyEasy
iSpeechChallengeDifficultyHard
iSpeechChallengeDifficultyVeryEasy
iSpeechChallengeDifficultyVeryHard
iStaggerAttackChance
iStealWarnings
iTrainingExpertCost
iTrainingExpertSkill
iTrainingJourneymanCost
iTrainingJourneymanSkill
iTrainingMasterCost
iTrainingMasterSkill
iTrainingNumAllowedPerLevel
iTrespassWarnings
iVATSCameraHitDist
iVATSConcentratedFireBonus
iVATSStrangerMaxHP
iVoicePointsDefault
iWeaponCriticalHitDropChance
iXPBase
iXPBumpBase
iXPRewardDiscoverMapMarker
iXPRewardDiscoverSecretArea
iXPRewardHackComputer
iXPRewardKillOpponent
iXPRewardPickLock

So as not take credit that's not mine, JustinOther was the one who first got all these. They are in alphabetical order. I have most of the default values for the fCombat* sections, and all of the fAI* numbers.

As far as changing things; change all you want. I just want to be able to note to anyone interested what will be overwritten, and the load order needed. I fully understand you'll have to delve into the settings. I'll be leaving anything to do with mechanics, alone, so hopefully there will be limited conflict anyways. I won't be touching arcs, hit cones, anything of that sort. Most conflicts should be resolved simply by loading yours afterwards, but I do appreciate knowing what you'll work on so I can pass it on to anyone else. :)

The only way to get the default values are to do the getgs setting from ingame, so, that's annoying - but at least they're available and editable. A lot of settings were renamed from Oblivion, but many are also the same.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Sun May 20, 2012 5:08 am

Yes, a realistic Feint system was finally achieved in my Oblivion mod about a year ago. All this would not have been possible without the script extender commands and a lot of serious help from truly smart and skilled professorial programmers such as scruggsywuggsy the ferret and TheNiceOne. I have dyslexia so scripting can be an infernal Hell for me but I grind my way thru it with help from real programmers.

I am a little scared I will not have the help from those guys in Skyrim modding as I have not seen them around here in the forums. But I will grind thru it anyway.

You would for example (in my oblivion mod) start to throw a sword blow at your targets legs but before it actually hits you swing it up at the head. This can trick your opponent into moving their shield down and missing their block. This trick is a real feint known in the SCA as the Rising Snap. AFAIK it was first re-invented for modern times (I am sure it was done hundreds of years ago but just not recorded in period combat manuscripts that has survived to modern days.) in the SCA because of how much we use shields to block and so we had to rediscover the old methods to get your attack past the shields. But this feint works on all parry weapons even with fencing foils if it is done right.




True that. And you're right about eastern arts for me. I've swung a Claymore and an axe but never in combat. I don't recall did the oblivion mod have feints?
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Sun May 20, 2012 5:44 am

Cool. We get taught that in both kendo and taekwondo. :)
I stopped following Ob about when Fo3 came out so that explains why i missed it. :P
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat May 19, 2012 11:09 pm

WOW!!!

Looks like you are in that category of being a way way bettter programmer than I am. So I if there is ever a conflict I will explain from the RL combat point of view why I need it my way and you can explain the "nuts and volts" of why you need it your way and we will work out something I am sure.

When I can (when it will not hurt the core concept of my mod) I include INI switches to turn off some of my features. Hopefully that will help as well.




All those settings and more are in the game. :smile: There's.. by count from word, and not including the strings in the GMST's, over two thousand game settings in Skyrim. Much more than in Oblivion - I have a feeling you'll like the global control over the settings. I'm pretty sure the combat styles may be more in-depth than Oblivion's, too - but I can't be sure on that.

Here's the list of floats alone;

*Snip*

So as not take credit that's not mine, JustinOther was the one who first got all these. They are in alphabetical order. I have most of the default values for the fCombat* sections, and all of the fAI* numbers.

As far as changing things; change all you want. I just want to be able to note to anyone interested what will be overwritten, and the load order needed. I fully understand you'll have to delve into the settings. I'll be leaving anything to do with mechanics, alone, so hopefully there will be limited conflict anyways. I won't be touching arcs, hit cones, anything of that sort. Most conflicts should be resolved simply by loading yours afterwards, but I do appreciate knowing what you'll work on so I can pass it on to anyone else. :smile:

The only way to get the default values are to do the getgs setting from ingame, so, that's annoying - but at least they're available and editable. A lot of settings were renamed from Oblivion, but many are also the same.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Sat May 19, 2012 9:07 pm

Hehe, I can't take the programmer credit - but thanks. :smile: JustinOther should take the credit for getting the game settings - I've just gone through and done some more work and actually changed them.

Of course there'll be some conflicts - I doubt I'll object against your opinions, though. The scope of my mod will be expanding and improving the AI without changing the mechanics - so those who enjoy the current mechanics can still have the improved AI. I'm doing this intentionally to reduce conflicts - and to keep my own work reasonable and of better quality without spreading out too much. This is also going to mean though that, since I'm not changing distances the AI reacts, I'm not changing most of the chances (I've changed a few, like bashing - the AI rarely bashed in-game before), and etc, that the mods should work perfectly fine together. We can see about any conflicts later on and tackle them - it should play nice though loading yours after.

I'm going to try to get all the values I've already recorded into a data sheet, and I'll send them your way. The rest, though, you'll probably have to get from in-game yourself. :tongue:

I'd suggest taking the list and plugging it into word or excel, so you can keep a copy on-hand. The booleans are all entirely unrelated to combat, and there's only a few of them. That way you'll have a reference list if you ever need to find any of the settings.
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Sat May 19, 2012 5:48 pm

It came with a huge price, I damage my back when I was at the peek of my competitive level, now I have had to endure years of pain and I can only teach and write books on the subject. That forced me to get more into Combat Archery, but even that requires full armor and I can only do that (carry the weight of the armor) for a few hours.


And also very impressed by your combat achievements in the real world! I'm jealous! :-)
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Sat May 19, 2012 9:25 pm

I edit this into a previous post but I should put this in its own post also:

I will not revamp the entire magic system I will just make a new school of combat magic just like in my Oblivion Combat Magic system.

The main features will be a highly directional ward (I called it an Omni shield in Oblivion) that blocks almost all magic and melee and archery attacks from the actors front flank.

Range magic attacks that have fast, and slow turn over times with damage scaled to match the power up speed. You could cast a fast magic attack but it would give you a low damage attack, or take time to power it up a lot for stronger magic attacks. In Oblivion you held down your cast button and then let go of it to cast the attack. The longer you held down the button the more powerful it got and the more magicka it consumed.

But the combat should not be determined by who has the largest blue bar, timing, geometry and range will be very important. A Combat Magic practitioner with somewhat low blue bar but good accuracy, foot work and timing could beat a larger blue bar caster.

A ghost dodge where you turn into vapor briefly to avoid attacks, and a extremely lethal touch attack to promote range management.

I also hope to include the same feature from my oblivion mod where if you time your ward right you can bounce the spell back at your attacker.

See here:

http://www.youtube.com/watch?v=ZTOynB6Z-Rw


http://www.youtube.com/watch?v=3LLGoyUMX2I&feature=youtube_gdata
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

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