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Modding player statistics


SasquatchJosh

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So I've been wanting to make hand to hand more viable and I installed "better hand to hand" to start things off. (Installed it using Wrye Bash) I like it but I still want to tweak the block values further for hand to hand but I can't for the life of me figure out how to do it. I've tried editing the better hand to hand .esp in TES4 Edit and Construction Set but I can't even get started, I am really new to this though (if I've said something stupid so far you can probably already tell) and can't seem to find relevant help anywhere. Can anyone suggest how I'd do this or how the author of better hand to hand did it in the first place? It'd be nice to figure out how to edit player statistics through script or whatever option I have in general so I can experiment with other stuff. I have tried TESalliance tutorials and stuff but nothing I can find seems to cover the ground I want it to.

 

One idea I had is I noticed there was a .txt file with better hand to hand explaining the changes the author made:

 

fHandDamageSkillBase = 0 // Damage offset with skill
fHandDamageSkillMult = 3.0 // Scales damage with skill
fHandDamageStrengthBase = 0 // Damage offset with Strength
fHandDamageStrengthMult = .335 // Scale damage with Strength
fHandFatigueDamageBase = .8 // Base Fatigue damage (per skill?)
fHandFatigueDamageMult = 1.15 // Mult. for fatigue damage (also per skill?)
fHandHealthMax = 22 // Max damage (with 100 str and skill I would assume)
fHandHealthMin = 1 // Miniumum damage
fHandReachMult = .6 // Reach
fBlockAmountHandToHandMult = .5 // Amount blocked with h2h
iPerkHandToHandBlockRecoilChance = 40 // Chance for attacker to recoil on h2h block?
Can I create a new script in Construction set, paste these in, mess around with them and then save as a new .esp and run it (disabling better hand to hand so they don't collide of course) or is that nub logic? (lol reading the script comments even the author seems unsure about the modding)

 

Thanks for any help.

Edited by SasquatchJosh
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technically , If these changes are set in the esp of the mod , you can open that esp in TES4Edit and edit the values on that esp (you can also do this in the construction kit , but TES4Edit is far easier since that esp only contains these edits , so you only have the edited values to go through)

If these changes are set in an ini file , you can just edit the ini file , and this will take effect in the game

the appropriate option of the two should be the easiest way to do what you want , but I'm not 100% sure this will work (not sure how these values are edited in the esp , if that is the case , so can't be certain you can edit them via TES4Edit)

give it a try , see if you can do this . if not , I'll try to provide further help if I can

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well , there are several different color options you may see in the Edit softwares

from what I remember , green states that there is no change , yellow means change (but it's not a problem , just that the plugin edits this value)

the other option is red , which is usually reserved to conflicts (but I'm not sure you'll see something like this between a plugin and the main esm , I think it's just between several plugins that edit the same entry)

 

so what you want to do here is just edit the numerical value in the plugin side , and when you exit the program be sure that it saves the changes under the plugin

and that should be it

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