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SetAV, ModAV, ForceAV explained.


khazerruss

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So I have seen that many people are looking for explanation how the AV (Actor Value) fuctions work. Due to, from what i know, noone gave a clear explanation to this, I thught I'll post it.

 

To use the AV functions properrly you need to know how Bethesda's AV system works. That is:

 

Base Value + [All Modifiers] = Current Value

 

Base Value:

It's a value that is defined before concidering any modifiers.

Functions:

SetActorValue Function:

Console:

(actor).setav (AV) (value)

Papyrus:

Function SetAV ("value_name",value)

 

Modifiers:

All values that modifies Base Value by addition or substraction.

There may be many modifiers altering the Base Value at once.

Functions:

ModifiyActorValue Function:

Console:

(actor).modav (AV) (value)

Papyrus:

Function ModAV ("value_name",value)

Current Value:
The accual AV. It's what Actor Value will be in game!
Functions:
ForceActorValue Function:

Console:

(actor).forceav (AV) (value)

Papyrus:

Function ForceAV ("value_name",value)

GetActorValue Function:

Console:

(actor).getav (AV)

Papyrus:

(custom_value_type)(custom_value_name) = Function Getav("value_name")

Edited by khazerruss
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I want to make a mod which creates classes similar to Daggerfall and Morrowind, with Primary, Major, Minor and Miscellaneous Skills.

 

incpcs will increment a PC's stat by 1 point and this will count towards character level up.

 

But I want to increase a set of attributes by

 

15 for Primary skills

10 for Major Skill

05 for Minor skills

 

but I do NOT want this to cause the character to gain character levels at the start of the game.

 

But I DO want it to increase the Max for those skills by 15, 10 and 5 points.

 

EG, say I wanted to create Thief sub-classes like this:

Curpurse       Burglar          Assassin  
Pickpocket     Lock-Picking     One-Handed
Sneak          Sneak            Sneak
Speech         Speech           Alchemy   

One-Handed     One-Handed       Archery
Armour, L      Armour, L        Lock-Picking
Lock-Picking   Pickpocket       Pickpocket

Is if possible to give the Primary skills a +15 bonus at the start, and also increase the maximum possible to 115?

And give the secondary Skills a +10 Bonus and increase their Max to 110?

 

Having bonuses at the start for Race and Class was all very well, but having them all max out at 100 was a bit daft.

 

In the end, all races and all classes were equally as good at any skill if they all capped at 100.

 

:smile:

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