NexusElder Posted June 1, 2019 Share Posted June 1, 2019 (edited) As we're all familiar, perk points invested in Strength Training also increases (albeit slightly) damage with all melee weapons. Does anyone know where this calculation happens and whether I can modify its' magnitude, or is it hardcoded beyond my control? Either way, many thanks Edit:For clarification, I'm looking to increase the degree to which perks invested into Strength Training will affect melee & unarmed damage from 10%, to say, 100% (just for funsies). But also, knowing how and where other Training perks affect other aspects of gameplay will be helpful for more mod projects I have in mind. So far I've deducted that Training perks ping a Quest stage, which in turns increases the stat that called it by 1, but where are the hidden benefits of each stat actually derived from, and where would I go to modify them? I've thus far been guided to the Formula which causes the effect I'm describing (iDamageStengthBase + (STR * iDamageStrengthMult)), and have been pointed in the direction of Combat Styles, but haven't been able to establish a link between the two. Any further guidance would be appreciated. Edited June 1, 2019 by NexusElder Link to comment Share on other sites More sharing options...
Evangela Posted June 1, 2019 Share Posted June 1, 2019 (edited) The formula is 1 + (STR * 0.10) So if it's using the editable game settings: Formula = iDamageStengthBase + (STR * iDamageStrengthMult) Edited June 1, 2019 by Rasikko Link to comment Share on other sites More sharing options...
NexusElder Posted June 1, 2019 Author Share Posted June 1, 2019 The formula is 1 + (STR * 0.10) So if it's using the editable game settings: Formula = iDamageStengthBase + (STR * iDamageStrengthMult)Now this sounds like exactly what I'm looking for. Forgive my naivety, but whereabouts would I find such an editable game setting in the Creation Kit, or would that be going about it in the wrong fashion? Link to comment Share on other sites More sharing options...
Bromancelot Posted June 1, 2019 Share Posted June 1, 2019 In the CombatStyle section of CK Link to comment Share on other sites More sharing options...
Bromancelot Posted June 1, 2019 Share Posted June 1, 2019 (edited) (deleted) Edited June 1, 2019 by SirMcSourTowel Link to comment Share on other sites More sharing options...
NexusElder Posted June 1, 2019 Author Share Posted June 1, 2019 In the CombatStyle section of CKMarvelous! I'll try experimenting with these values (Special Attack Mult looks interesting), and see what happens. Many thanks for the lead :D Link to comment Share on other sites More sharing options...
Evangela Posted June 2, 2019 Share Posted June 2, 2019 (edited) The formula is 1 + (STR * 0.10) So if it's using the editable game settings: Formula = iDamageStengthBase + (STR * iDamageStrengthMult)Now this sounds like exactly what I'm looking for. Forgive my naivety, but whereabouts would I find such an editable game setting in the Creation Kit, or would that be going about it in the wrong fashion? Game Settings are found in the Gameplay tab. I didn't think about combat style. Edited June 2, 2019 by Rasikko Link to comment Share on other sites More sharing options...
NexusElder Posted June 2, 2019 Author Share Posted June 2, 2019 The formula is 1 + (STR * 0.10) So if it's using the editable game settings: Formula = iDamageStengthBase + (STR * iDamageStrengthMult)Now this sounds like exactly what I'm looking for. Forgive my naivety, but whereabouts would I find such an editable game setting in the Creation Kit, or would that be going about it in the wrong fashion? Game Settings are found in the Gameplay tab. I didn't think about combat style. Ah! Seems so obvious, the Gameplay Tab! What a wealth of information this has proven to be. I've tracked down the two variables you mentioned, fDamageStrengthBase & fDamageStrengthMult and cranked them up to 1000, but interestingly enough this only affects Unarmed Damage as drastically as one would expect. Furthermore, fHandDamageStrengthBase & fHandDamageStrengthMult do nothing at all, from what I can tell, but suggest they should instead be responsible for the effects seen by the former modifications. Any thoughts? Link to comment Share on other sites More sharing options...
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