mythlessninja Posted July 16, 2021 Share Posted July 16, 2021 Hi, Im noob at modding but im trying to use the mod with adding new actor values and have one question. I have succed to use new functionality in scripts but Iam not sure if those new actor values will be stored properly. So the doc of the mod says Referred to as || Built-In || Static Short || Invalid || Static Long || DynamicModifiers Stored in || Savegame || Cosave || N/A || Cosave || Cosave So built-in av are stored in savegame because they are hardcoded but what about my own created avs. What does cosave mean? Sorry if it's obvious but like I said I suck at this and my english isn't good.So if I change an custom av somewhere, for example "ematerial" as custom static short avshort material Container.SetAVModF ematerial Base material Will it be saved properly for specific actor when I save and load a game or travel beetwen cells?I know I tilt at wildmills with my lack of basic skills but I always wanted to mod my own custom values.If someone can, plz answer considering Im total noob so easy explanation for dummies is much appreciated :P Link to comment Share on other sites More sharing options...
qwertyasdfgh Posted July 16, 2021 Share Posted July 16, 2021 Co-save is *.obse file stored in the same folder as actual game saves. It's used for many things in Obse, not just AddActorValues.In short, yes, new AVs are stored properly, don't worry about it. Link to comment Share on other sites More sharing options...
mythlessninja Posted July 16, 2021 Author Share Posted July 16, 2021 Great! That's what I wanted to hear :D. Thank you. Link to comment Share on other sites More sharing options...
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