SKKmods Posted February 1, 2018 Share Posted February 1, 2018 I need to increase the HP/Health of low level NPCs. Example: EncRaider01Template > LCharRaider > LvlRaider in an elegant way, without editing Base Actor Values if possible. Been messing about with what look like relevant Game Settings with new game starts, but they don't seem to affect level 1 raiders with 30 HP: GameSetting fDefaultHealth 100.000000 [vanilla 50]GameSetting fLowLevelNPCBaseHealthMult 1.000000 [vanilla 0.25]GameSetting fNPCHealthLevelBonus 10.000000 [vanilla 5]GameSetting fNPCAttributeHealthMult 1.000000 [vanilla 0.5]GameSetting iNPCBasePerLevelhealthMult 10 [vanilla 4] Any ideas, or does this sort of thing need base game assets to be modified ? Link to comment Share on other sites More sharing options...
werr92 Posted February 1, 2018 Share Posted February 1, 2018 You mean no editing records directly? Like an NPC in the Actor window? You can always modify Actor Values through script. Create a new blank quest with a script on it: Scriptname Prefix_QuestSCRIPT extends Quest ActorValue property Health auto Float property fHealthValue auto ;=====List of actors=========== Actor property Actor01 auto Actor property Actor02 auto Actor property Actor03 auto . . . . . Actor property ActorNN auto Event OnQuestInIt() Actor01.SetValue(Health, fHealthValue) Actor02.SetValue(Health, fHealthValue) Actor03.SetValue(Health, fHealthValue) . . . . . ActorNN.SetValue(Health, fHealthValue) Stop() EndEvent Link to comment Share on other sites More sharing options...
SKKmods Posted February 1, 2018 Author Share Posted February 1, 2018 If I was to modify the standard LvlRaider, would that just be for that script instance of the actor (not what I need), or would it affect all 210 other instances across 77 other objects that use it (what I am after) ? I fear that for global effect, a root record hack will be needed. Link to comment Share on other sites More sharing options...
werr92 Posted February 2, 2018 Share Posted February 2, 2018 Oh, sure... My bad. Link to comment Share on other sites More sharing options...
ZeroAndOne Posted February 2, 2018 Share Posted February 2, 2018 (edited) <.< Edited February 5, 2018 by ZeroAndOne Link to comment Share on other sites More sharing options...
SKKmods Posted February 4, 2018 Author Share Posted February 4, 2018 Thanks, I had a look at disabling existing encounter zones/spawn Ms (or whatever they are called) that aren't quest linked and replace with my own, but I'm not into placing stuff. The outcome is probably impractical for me as I prefer to not edit base game assets. Link to comment Share on other sites More sharing options...
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