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Health % increase


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You could make a hidden perk that modifies the health of the actor by whatever multiplier you want. Then all you have to do is find a way that works for you to introduce that perk to your target (eg. a helmet that gives its wearer an extra 20% hp would use a health multiplier of 1.20, as .20 would reduce the amount by 80%). Going that route is pretty easy and doesn't really require any papyrus knowledge, and reduces script bloat especially in users with heavily modified games.

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Well can you actually use health with a multiplier? I have to look into this, but i couldnt find a actually multiplier for health only a fixed amount of health.

 

Infact i cant find any possible way to do that without scripts. Vanilla skyrim does not support "Health Multiplier" in any way only health regen multiplier.

Edited by Deathawaits4
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I'll take a look at it tomorrow (or I guess later today since it's 4am(, as I could of sworn I saw something in there that would let you modify it via an entry point multipler.

 

Sadly not, except im missing something very obvious. There is no reference to your max health, except in the magic effect tab but that one wont let you set a multiplier.. only a fixed value. Annoying but that's how skyrim modding is. Its fairly simple adding a multiplier with a script, even the base game does it when switching difficulty. I don't understand why there are so many useless entry points that no one ever needs but the most basic ones for multiplying stats are left out lol

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This is what I was thinking of, not sure if it would work or not...

 

https://imgur.com/a/3hnZT4s

 

Sadly its not that easy. With this you can only affect spells but the Actor value "health" will not correspondend to anything even if you use it on a spell. Only thing i can think of is if you spell actually modifies health. The problem is that you can only modify helth by a set value and not by a %. So all this would do, is increse the health that your spell gives you extra. So a spell that gives you 100 health you get 110 extra. But that does not increase the maximum health you have by a %. The problem is that The CK has no functions that lets you call your Maximum actor value and multiply it. This can only be done via script, that's why every mod, adding different settings to it, has to use scripts in order to increase actor values by %.

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What Seraphim screenshoted multiplies the magnitude of a spell by health and by a multiplier, corrent?. With that you can make a spell that adds a % of health:

 

Buffed Health = Health + Spell buff ; i.e. a normal spell adding an absolute amount of health

 

Spell Buff = magnitude * Health * Mult ; as appears in the perk entry

 

So with a spell of magnitude 1:

 

Buffed Health = Health + (1 * Health * Mult) = Health * (1 + Mult) ; i.e. it is actually a % buff.

 

Say you have 250 health and add a 25% buff, so 312,5 should be the result.

 

The spell will add in absolute: 1 * 250 * 0,25 = 62,5 ; added to your 250 is 312,5

 

Any mistakes in what I'm saying? If not then that's surprising, I believed you couldn't add a % buff as well. This all assumes those perk entries work as one would expect.

 

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https://www.creationkit.com/index.php?title=Perk_Entry_Point

 

Going by that there's "Set to Actor Value Mult" which is even simpler since the original magnitude wouldn't even matter.

Edited by FrankFamily
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What Seraphim screenshoted multiplies the magnitude of a spell by health and by a multiplier, corrent?. With that you can make a spell that adds a % of health:

 

Buffed Health = Health + Spell buff ; i.e. a normal spell adding an absolute amount of health

 

Spell Buff = magnitude * Health * Mult ; as appears in the perk entry

 

So with a spell of magnitude 1:

 

Buffed Health = Health + (1 * Health * Mult) = Health * (1 + Mult) ; i.e. it is actually a % buff.

 

Say you have 250 health and add a 25% buff, so 312,5 should be the result.

 

The spell will add in absolute: 1 * 250 * 0,25 = 62,5 ; added to your 250 is 312,5

 

Any mistakes in what I'm saying? If not then that's surprising, I believed you couldn't add a % buff as well. This all assumes those perk entries work as one would expect.

 

-----------------

https://www.creationkit.com/index.php?title=Perk_Entry_Point

 

Going by that there's "Set to Actor Value Mult" which is even simpler since the original magnitude wouldn't even matter.

What you are saying is correct, but it seems skyrim handles everything a bit differently. I tried everything in that direction up until now. The problem is atleast what i think, that you can only reference the maximum value of your stat with "peak value modifier", without this the game doesnt recognize anything you try to add to your maximum health. The problem is, that when choosing the peak value modifier you cant use a multiplier, only a fixed value. So magnitude of 100 is not 100% but a fixed 100. This works without problem, but trying to reference the max health with the actor value didnt work in any way. There was no change in my hp what so ever.

 

So i decided to ask someone who changes hp% for his monsters and he also said the same thing, that he couldnt figure out a feasible way without scripting. Its just that the Creationkit is missing a multiplier when trying to use the peak value modifier because the engine is capable of doing so without problems there is just no way to define it.

 

atleast that is my experience, if someone could prove me wrong and actually get this to work, then i would be really glad

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