Bethesda - can we add actor values and modify perk trees?

Post » Sun Jun 17, 2012 10:52 pm

There doesn't seem to be any documentation on either of these things.

Right clicking in the AV window and creating a new AV seems to work at first, however:
  • The "Script Name" and "Type" fields are grayed out and cannot be edited. Type will always be blank however Script Name will either be (null) or whatever AV you duplicated.
  • If you duplicated a skill AV, then you can modify the skill type it is and the perk tree. However there doesn't appear to be a way to link perks from within the tree, the right click options don't work.
  • If you didn't duplicate a skill AV, and instead made a new AV, then the skill type and perk tree options are grayed out with no option to edit.
  • If you click on an AV and look at the titlebar, you'll see a unique ID you'll not see anywhere else. If you go to the Find window and search this ID, you will get "Dialogue" results. However attempting to open these dialogue results will present this error: "DIALOGUE: TESDialogue trying to use dialogue template for unknown type "AVIF". Nothing further then happens.
  • If you close the window with a duplicated AV, or with a new AV, save and then exit, you get the following error: "FORMS: Forms were leaked during ClearData."
  • If you then re-load your plugin, the Creation Kit will crash on load.
So my question is, can ActorValues be added or replaced, are they hard coded like before? Or is this part of the Creation Kit just broken? And can we have some explanation on how ActorValues are actually implemented, with their strange unknown dialogue forms?
Also, can perk trees be modified? If you add a new perk to the tree how do you make another perk its parent?

I'd appreciate any response.
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Shelby McDonald
 
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Post » Mon Jun 18, 2012 6:18 am

The Perk-trees can be fully modified, check out my signatur. ;)
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ruCkii
 
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Post » Mon Jun 18, 2012 2:18 am

The Perk-trees can be fully modified, check out my signatur. :wink:
Oh nice. What's the method of linking perks to a parent perk?
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Noely Ulloa
 
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Post » Sun Jun 17, 2012 10:10 pm

It's hard to explain but I'll try.
To connect the stars you just draw an arrow from one perk to the other.
But if you want to make/change requirements, then you should edit the perk and see it's conditions e.g. HasPerk AgileDefender00 == 1 means you must have 1st rank in Agile Defender to get that perk.
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tannis
 
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Post » Mon Jun 18, 2012 3:02 am

Alright, cheers. Thanks for the heads up :)

I've modified the first post appropriately, however the question still remains on actor values.
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Saul C
 
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Post » Mon Jun 18, 2012 1:06 am

I think(hope), it is possible, but the CK has just came out.
Judging from the DICE 2012 video it can be done(lycanthropy perk-tree), but we might need the help of SKSE for it.
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Jinx Sykes
 
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Post » Mon Jun 18, 2012 10:52 am

I think(hope), it is possible, but the CK has just came out.
Judging from the DICE 2012 video it can be done(lycanthropy perk-tree), but we might need the help of SKSE for it.
That's what confuses me too. If they genuinely had a week to do it then it's not something that could be added to the game engine just like that. The functionality is all there in the CK to do this...it just doesn't work.
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Stephy Beck
 
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Post » Mon Jun 18, 2012 11:07 am

Remember that this isn't exactly the same version of the CK that they have used to build the game.
What we're using is a quite more stupid(don't have all of the options) than the original.
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Hayley Bristow
 
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Post » Sun Jun 17, 2012 9:03 pm

Remember that this isn't exactly the same version of the CK that they have used to build the game.
What we're using is a quite more stupid(don't have all of the options) than the original.
Oh I get that. But generally it's just third party things (like mesh/texture stuff, version control, that kind of thing) that's removed. There'd be absolutely no reason to remove the ability to add ActorValues if it could be done within the CK on development.
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Andy durkan
 
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Post » Mon Jun 18, 2012 8:15 am

Oh I get that. But generally it's just third party things (like mesh/texture stuff, version control, that kind of thing) that's removed. There'd be absolutely no reason to remove the ability to add ActorValues if it could be done within the CK on development.

We will see with time.
I am also looking into it, I spent all yesterday and today in the CK and I worked with the skills a bit as you can see.
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мistrєss
 
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Post » Mon Jun 18, 2012 12:53 am

I'd love some clear answers on this too. I got perks and perk trees working great straight away, but the AVs vexed me until I saw the forum and realised it wasn't just me.

Seems to me that, based on the lycan perk tree one of the devs modded in a week -- presumably on the release version of the game code -- the missing/broken AV functionality could be part of the dev version of the CK and not our version. Hopefully that doesn't mean it was intentionally or permanently removed.
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Krista Belle Davis
 
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Post » Mon Jun 18, 2012 8:51 am

I'd love some clear answers on this too. I got perks and perk trees working great straight away, but the AVs vexed me until I saw the forum and realised it wasn't just me.

Seems to me that, based on the lycan perk tree one of the devs modded in a week -- presumably on the release version of the game code -- the missing/broken AV functionality could be part of the dev version of the CK and not our version. Hopefully that doesn't mean it was intentionally or permanently removed.
I agree. Either it's broken or bugged. We need confirmation on which is true.
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Michael Korkia
 
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Post » Sun Jun 17, 2012 9:27 pm

Judging from the DICE 2012 video it can be done(lycanthropy perk-tree), but we might need the help of SKSE for it.

Judging from the DICE 2012 video, even Bethesda's own employees have to re-use an existing skills if they want to mess around with something cool like adding a Lycanthropy skill.

If you look closely, the Lycanthropy Skill you see in that video sits between Lockpicking and Speechcraft, which is where Pickpocket is usually found.
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StunnaLiike FiiFii
 
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Post » Mon Jun 18, 2012 12:35 am

Here's a video tutorial for http://www.youtube.com/watch?v=ECryUnMljEU, in case it helps.
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Donald Richards
 
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Post » Sun Jun 17, 2012 11:43 pm

Here's a video tutorial for http://www.youtube.com/watch?v=ECryUnMljEU, in case it helps.

Thanks for that video, it will be useful for the mod I'm working on (see below)
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sharon
 
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Post » Mon Jun 18, 2012 7:18 am

Here's a video tutorial for http://www.youtube.com/watch?v=ECryUnMljEU, in case it helps.

oh sweet, a tutorial video that isn't just a repeat of the bethesda tutorials!
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Rachyroo
 
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Post » Mon Jun 18, 2012 12:31 am

oh sweet, a tutorial video that isn't just a repeat of the bethesda tutorials!

To be fair, even the redundant tutorials tend to do things slightly different, and it is good to see more than one way. Each modder in this community has their own unique style which begins at the beginning of the modding process.

You never know what tiny thing may inspire a newcomer on their mod-making journey...
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Brentleah Jeffs
 
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Post » Mon Jun 18, 2012 5:55 am

Having the same problem cannot edit actor values at all.

And also from the look of it there isn't anywhere that shows the current values either.
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Cathrine Jack
 
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Post » Mon Jun 18, 2012 2:10 am

Having the same problem cannot edit actor values at all.
Newbie. Welcome.

http://www.uesp.net/wiki/Tes5Mod:Actor_Value_Indices are not supposed to be modifiable in the CK except for skills where you can edit multipliers, offsets and perk trees. Beyond that, they are modified in game. The game engine uses them. Adding in new ones would achieve nothing, even if you could do it, since you would need to reprogram the game engine to make use of them.

As an example of what some of them do, any "Mod" actor value changes depending on enchantments for that skill you are wearing, and any "PowerMod" actor value changes depending on potions for that skill currently affecting you.

Most people who think they need to create new ones don't appear to understand what they're for.
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Sammi Jones
 
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Post » Mon Jun 18, 2012 8:48 am

Hi Thanks. I am not looking to create any new Actor Values. I am finishing off a mod to change the way food heals etc and what I need is to change the Actor Values for HealRate, StaminaRate, HealRateMult and StaminaRateMult. It should be just a simple tweak of the base values. I can already change them using a Batch file but that is a bit messy. The wiki say that all Actor Values should be editable. Otherwise my only way is to script an item to alter the values using ModAv
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TRIsha FEnnesse
 
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Post » Mon Jun 18, 2012 12:10 pm

Hi Thanks. I am not looking to create any new Actor Values. I am finishing off a mod to change the way food heals etc and what I need is to change the Actor Values for HealRate, StaminaRate, HealRateMult and StaminaRateMult.

One thing people miss when it comes to the actor values, is that they apply to references. NPC's also have actor values. They don't only apply to the player. Hence, you need to find another way to "adjust" them.

Your actually not limited to using ModAV in a script. You can also do it using magic effects, referenced by ability spells, referenced by perks, given to the player (or give the player the spell directly). Have a look at the magic effects AbFortifyHealRate, AbFortifyHealRateCombat, AbFortifyStamina, AbFortifyStaminaRate as well as AbDamageHealRate, AbDamageHealth, AbFortifyStamina, AbFortifyStaminaRate. The difference between the damage and fortify effects is having the detrimental check box ticked. Ticking the HideInUI box will keep them out of your active spell screen.

The best explanation i can find regarding the magic effect archetypes is http://www.creationkit.com/Magic_Effect#Effect_Archetypes.

And one note about the HealRateMult. If your going to increase it, you may end up allowing vampires to heal in the sun. Bethesda assume it will never be more than 100. AbDamageHealRate is given to the player as a vampire. I think werewolves get it as well.
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Jack Moves
 
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Post » Mon Jun 18, 2012 8:08 am

wouldn't be possible a workaround for AV? in order to create more elemental damages?
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Jodie Bardgett
 
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