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Unused Actor Values that are Absorbable


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Hi!

Im looking for which unused actor value I can use as an alternative resource pool? Like, say, "Blood Energy Pool" for vampires.

I am trying to avoid using papyrus as much as possible, so I want to manage expenditure/gains of the resource through CK magic effects like Mod Actor Value and so on. It mostly works, but sad reality caught up to me when I realized that Absorb magic effect do not seem to actually absorb AV, rather than just damage targets AV

I have a ME thats Absorb type and associated with Variable08, when I use it ingame it successfully drains targets Variable08, but mine does not change. So, maybe there is an unused AV that does actually work?

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Nevermind, the problem was me not understanding difference between Base, Mod and Damage AV concepts.

Now I set Variable08 to a desired maximum "pool volume" with setav variable08 X, and manage it with Value Modifier MEs or damageav/restoreav c/script commands, and absorb works as indended.

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problem is a lot of mods, more than I can check also use  these unused variables like infamous,  so it is more like finding an actor variable that another mods does not use, one that will not conflict with yours, and the game old, your late your the party, but if you use a faction of your making and faction rank, you can achieve the same thing, and conflict with nothing...

I myself use a faction and faction rank of 0 to 20, that gives me 21 personal variables and a faction to play with.. I'd go with faction and faction rank a to avoid conflict with old mods that beat you to the punch.. if you  persist with actor value, you run the chance of breaking your and another mod, and I am aware of mods conflicting in this regard going back to 2014, and that was ten years ago 

 

Edit trust me on this I used infamous and others naively with out checking, you really can achieve the same thing with Faction Rank. and it is really not worth the risk, you might be experiencing this conflict now..  you will need to check every mod source files and decompile them if required to find the conflict, doe that sound worth it.

How many scripted mods does the nexus have?, could be just a Follower, a Follower framework, anything under the sun

 

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38 minutes ago, PeterMartyr said:

problem is a lot of mods, more than I can check also use  these unused variables like infamous,  so it is more like finding an actor variable that another mods does not use, one that will not conflict with yours, and the game old, your late your the party, but if you use a faction of your making and faction rank, you can achieve the same thing, and conflict with nothing...

I myself use a faction and faction rank of 0 to 20, that gives me 21 personal variables and a faction to play with.. I'd go with faction and faction rank a to avoid conflict with old mods that beat you to the punch.. if you  persist with actor value, you run the chance of breaking your and another mod, and I am aware of mods conflicting in this regard going back to 2014, and that was ten years ago 

 

Edit trust me on this I used infamous and others naively with out checking, you really can achieve the same thing with Faction Rank. and it is really not worth the risk, you might be experiencing this conflict now..  you will need to check every mod source files and decompile them if required to find the conflict, doe that sound worth it.

How many scripted mods does the nexus have?, could be just a Follower, a Follower framework, anything under the sun

 

 

the main reason i opted for AVs is to avoid using papyrus as much as possible. managing a lot of spells consuming/replenishing resource through scripts/globals tends to be unstable and gives gameplay janky feel, not fluid enough. However i didnt explore option you mentioned. To my understanding faction rank can only be managed with scripts, definitely not with magic effect archetypes? If so is there any advantage over using globals

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Globals are unique. Factions are per actor. Actor values are nice for what they are, but there is no inter-mod sharing/reservation scheme.

Yes, you'd need scripts to manage faction ranks. I don't believe script performance will be much of an issue, except if you are planning on cloak spells (or something else) that will cause dozens of actors to react with faction rank changes at once. Just keep the scripts short and simple.

Moore's law says that users' computers get twice as fast every two years. In 20 years, that's a 1000-fold increase in processing speed. What was an issue when the game was launched, is run-of-the-mill today. Still... there are things that were impossible back then, and still aren't doable today, so do keep an eye out for potential explosive situations.
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