texashokies Posted July 14, 2017 Share Posted July 14, 2017 What's the difference between current and base? I want to have the actor value be permanent, and not reset when the cell resets. The reason for this is that I want to keep track of different actors "happiness" using variable08. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 14, 2017 Share Posted July 14, 2017 Been working with AVs for a long time now, and think I've grasp the differences fairly well. The base actor value is the values that are set in the CK and by other means in game like the console via setAV, or leveling up health, stamina, etc, skills, racial adjustments. The current value represents the values you see in game that are not modified in any way, which will also be the same number as the base value. Any number that is green, or red, is not the base value, but the current value. For example, the base starting value of all skills in the game is 15. Some are higher according to race. The base starting value for health, stamina, and magicka is 100. When you level up and add 10 to either, the new base value is that value.(100 -> 10 -> 110 new base value.) Cell resets will not change current values unless you script an object to do so on reset. The current values can be accessed via GetActorValue. If you want to know the base value, use GetBaseActorValue. If you want to change the base value, you use SetActorValue. If you want to change the maximum current value, you use ModActorValue. DamageActorValue for when you want to reduce[/ the current value, leaving the maximum intact(assuming you want to work with health, etc.) For skills, it's slightly different. Actor values like variable08, I'm not experienced with working with those, so I don't know if the rules apply to them. Link to comment Share on other sites More sharing options...
texashokies Posted July 14, 2017 Author Share Posted July 14, 2017 Been working with AVs for a long time now, and think I've grasp the differences fairly well. The base actor value is the values that are set in the CK and by other means in game like the console via setAV, or leveling up health, stamina, etc, skills, racial adjustments. The current value represents the values you see in game that are not modified in any way, which will also be the same number as the base value. Any number that is green, or red, is not the base value, but the current value. For example, the base starting value of all skills in the game is 15. Some are higher according to race. The base starting value for health, stamina, and magicka is 100. When you level up and add 10 to either, the new base value is that value.(100 -> 10 -> 110 new base value.) Cell resets will not change current values unless you script an object to do so on reset. The current values can be accessed via GetActorValue. If you want to know the base value, use GetBaseActorValue. If you want to change the base value, you use SetActorValue. If you want to change the maximum current value, you use ModActorValue. DamageActorValue for when you want to reduce[/ the current value, leaving the maximum intact(assuming you want to work with health, etc.) For skills, it's slightly different. Actor values like variable08, I'm not experienced with working with those, so I don't know if the rules apply to them.Thank you! Link to comment Share on other sites More sharing options...
cdcooley Posted July 15, 2017 Share Posted July 15, 2017 The best explanation I know of for those is on the Actor Value page of the CK Wiki. At the bottom you'll find the list of values where the base value will reset on game reload, but for those the current value will still be preserved. (You change the current value using ModActorValue and ForceActorValue.) Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 15, 2017 Share Posted July 15, 2017 One thing I couldn't figure out is how to return the current maximum value(the value on the right for health, etc: 100/100 <---). Link to comment Share on other sites More sharing options...
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