Plutoman101 Posted November 19, 2011 Share Posted November 19, 2011 By virtue of TESSnip, I have some access to files to create simple scripts. Generally, anything outside of simple number changes is outside of the range of what's possible, because the Skyrim.esm lacks descriptions for much of the files (or the editor can't comprehend them). The strings are all incomprehensible. But there are certain things that can be done, some of which has been done. (TL;DR = skip to last line) Notably, here's some examples; fBribeSpeechcraftMult - the multiplier for speechcraft onto bribe checks. fSpecialLootMinZoneLevelMult <-- Set to 1. fSpecialLootMaxZoneLevelMult <-- Set to .4. fSpecialLootMinPCLevelMult <-- Set to .6. fSpecialLootWeighting <-- Set to a float value of 4? I was unsure of what this represented - a 4% chance? Most of the multipliers tended towards decimals - a 50% increase would be recorded as a 1.5 value. Help is welcome. fEnchantmentPointsMult <-- Set to .12. fEnchantmentEffectPointsMult <-- Set to 8. fAITrespassWarningTimer <-- Set to 5. Assuming that's seconds or some other timer - sort've how long giants will stand there shaking their hands at you before attacking. iArrowInventoryChance <-- Set to 33, as 33% I'd guess. fEnchantingSkillFactor <-- Set to 1.25. Multipler for how the skill affects enchanting?There's other skill factors, too - alchemy, and others. fTrainingMultCost <-- Set to 10. Since training moves at 10 apiece, I'd guess it's related to that. fKnockbackTime <-- Set to .3. fEssentialDeathTime <-- Set to 20. 20 seconds until an essential gets up. fMoveEncumEffect <-- Set to .3. The multiplier on speed when encumbered? fSweetSpotVeryHard <-- Set to 1.875. As the difficulty goes down (for lockpicking), the number gets higher. I'd guess it's the size of the sweet spot. fSkillUsageLockPickVeryHard <-- Set to 13. Lower difficulties are lower numbers, not sure what it's for. fMagicCasterSkillCostMult <-- Set to .5. Not sure what this is for. fMagicSkillCostScale <-- Also set to .5. fAIShoutMinAimSeconds <-- Set to 2. AI setting for how long they take to aim before using a shout? iHoursToRespawnCellCleared <-- Set to 720, self explanatory - 30 in-game days. fJumpHeightMin <-- Set to 76. Could be minimum jump height. fNPCHealthLevelBonus <-- Set to 5. Not a clue. fMagicDualCastingEffectivenessBase = 2.2.fMagicDualCastingTimeMult = 1.fMagicDualCastingCostMult = 2.8. These are crucial for dual casting, 2.8 is the multiplier for the cost, the casting time is the same as original spells, and it does 2.2x the damage. fLeveledActorMultVeryHard = 1.25. No clue. fStaminaAttackWeaponBase = 20. Stamina used for attacks. fCombatStaminaRegenRateMult = .35. Stamina regenerates at 35% the original rate during combat. fSkillUseCurve = 1.95. Not really sure what the curves do. I'd assume it's some kind of exponential curve y = x^1.95 power, but I don't know how it affects things. XP rewards for picking locks/other stuff. Strangely, either the tessnip is screwed up.. or Bethesda screwed up, because there's XP rewards for hacking computers. And for kills. And I don't think you get rewarded for a kill, but only for the hits and spells cast.. unless you get a bonus for whatever did the final kill? There's also a mine disarm experience. Lots of gun stuff, too. <_< That's the majority of it, there's some other stuff but it's either related to the above or I didn't think it was worthwhile to copy it all over. You can ask me if it's there, I'll try and find it, but don't get your hopes up. There's multipliers relating to blocks, and other combat stuff, too - if anyone's interested. There's perk information, but I'm unable to decipher what it is. There's different effect types, and I can, by contrasting and comparing, determine what much of them are, but how to change all of it is beyond me. Numbers can be changed, though - generally multipliers are pretty simple. So, what do people want done with these variables? Anything in particular? Link to comment Share on other sites More sharing options...
Mansh00ter Posted November 19, 2011 Share Posted November 19, 2011 There are a lot of leftovers from Fallout, that's why your'e seeing hacking in there. There are also plenty of references for guns, grenades and mines. Btw let me know if you happen to find combat related multipliers, like the damage multiplier, which seems to be missing from the game setting group. Link to comment Share on other sites More sharing options...
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