Modified Actor Values Persisting After Mod Removal

Post » Wed Jun 20, 2012 10:19 am

I am working on a mod with the goal of removing certain racial powers and replacing them with a passive ability. I, however, have hit a bit of snag involving modified actor values.

Example:
I added a new spell effect (constant peak value modifier acting on the heal rate multiplier).
I then added an ability that uses above spell effect with a magnitude of 25.
I then removed the Histskin power from ArgonianRace & ArgonianRaceVampire and added the above ability.
The end result, Argonians heal 25% faster as a racial ability, and lose the racial power Histskin.

My problem comes about when the user removes the mod. They correctly regain the Hiskskin power, and lose the created ability. However, they retain the modified actor value from the ability when the mod was installed; in this case HealRateMult is still receiving a permanent bonus of 25.00, so the value is 125.00 instead of 100.00. If you remove the ability via the console with the mod activated, the value correctly returns to 100.00 because the permanent bonus of 25.00 is removed. This all makes perfect sense, as the game can't know that the value was being modified by something that isn't there any longer, it only knows what the values are and what are currently modifying them.

Is there a way to deal with this issue without having to make the player remove the spell via the console before they deactivate the mod? I have a sneaking suspicion that people are going to ignore the section of the ReadMe telling them to manually remove the spell(s) before deactivating the .esp file.


Edit: Typos.
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Trista Jim
 
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Post » Wed Jun 20, 2012 11:37 pm

mmmm... are you sure you are using a spell that is checked as RECOVER?

Recover: When this Effect expires, the attribute returns to its previous state.

SEE IT HERE: http://www.creationkit.com/Magic_Effect


So if you are in fact using RECOVER you say that removing the mod will not return the value back? (really?)
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amhain
 
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Post » Wed Jun 20, 2012 7:44 pm

mmmm... are you sure you are using a spell that is checked as RECOVER?

Recover: When this Effect expires, the attribute returns to its previous state.

SEE IT HERE: http://www.creationkit.com/Magic_Effect


So if you are in fact using RECOVER you say that removing the mod will not return the value back? (really?)
I already investigated that, but yes it is checked, and no it does not return to normal on its own. The form for the custom spell effect is based off of the one for the doom stone The Lady recover health effect.
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katie TWAVA
 
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Post » Wed Jun 20, 2012 11:04 am

Maybe you are adding an effect that increases Heal Rate, but this effect will never end if you abruptly disables the mod, thus never restoring the changes. I really don't thing there is any solution for that, simply because you can't control when the mod is being disabled.

Can't you add this Heal Rate bonus through a perk instead of a constant spell?
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Ownie Zuliana
 
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Post » Wed Jun 20, 2012 10:44 am

Are you using a vanilla MGef or a custom made one?

Adding the ability via perk won't help of the ability gets correctly removed but the effect stays. Try using a custom effect, maybe that gets removed properly.
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Jamie Lee
 
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Post » Wed Jun 20, 2012 7:06 pm

Just to clarify what Cronos988 said. If you use a vanilla MGEF then it will stay applied to the player (or whatever) when the mod is removed. It's important that if you're using Value Modifiers of ANY kind that you create custom effects for your mod so that they are removed when the mod is removed.

-MM
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Emily Jones
 
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Post » Wed Jun 20, 2012 3:03 pm

It's a custom effect, I just used an existing effect as a template for my own since what I wanted was behavior like that of The Lady stone.
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sam
 
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Post » Wed Jun 20, 2012 2:58 pm

I could be wrong, but I beleive if you use ModAV, the addjustment remains until you use ModAV to reverse it.
So, if a user removes the mod, there's no ModAV to reverse the changes you made.
You'll need to build an "uninstall" quest or some such and note that in your readme.
See this post by Kuertee http://www.gamesas.com/topic/1362474-compatibility-with-other-mods-tips/ Tip number 3.
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jeremey wisor
 
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Post » Wed Jun 20, 2012 8:18 pm

It gets even stranger... The purpose of making the change a racial ability was that I wanted NPCs to be affected as well, and they are which is great. Here's the funny thing, while the moddifier to the base AV from the ability to HealRateMult is considered a permanent moddifier on the player, it is considered a temporary moddifier on NPCs. I tested this by going to the Bee and Barb in Riften and looking at the staff's HealRateMult with GetAvInfo when compared to my PC's. I saved, deactivated the mod and reloaded the save. Their HearRuteMult is now 100, while mine is still 125. This means that the Recover property on the spell effect works, and when the effect is no longer present (ie mod removed) the AV returns to normal, but only on NPCs. This is nice, in that now I don't have to worry about the uninstall process needing to affect every NPC, only the PC, though it is rather odd behavior in my mind.
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rheanna bruining
 
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