YouDoNotKnowMyName Posted November 3, 2020 Share Posted November 3, 2020 Good evening everybody! I just want to create a small mod for myself that changes the "starting" maxdimum carry weight to a very low value (lets say 100). But when I open the "Player" actor editing window in the CK, there is no value that determines the actual carry weight. So how can I set the carry weight for a specific actor (in this case the player) to a specific number (for example 100)? I know that the carry weight gets calaculated from the "strength" stat, but is there a way to set it to a certain "base" value.So that if I give the player character a strength of 1, the carry weight will be for example 100. I already looked at the scripting page of the CK wiki (you know, the one that has all the functions listed) and I couldn't finy anything like "setCarryWeight" or something like that. Link to comment Share on other sites More sharing options...
Zorkaz Posted November 3, 2020 Share Posted November 3, 2020 Why don't you just add a perk that gets auto added via a hidden quest Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 3, 2020 Author Share Posted November 3, 2020 I thought there was a value setting for that somewhere ...But well, I think I'll have to do it "the hard way" (with a perk ..) Link to comment Share on other sites More sharing options...
Zorkaz Posted November 3, 2020 Share Posted November 3, 2020 The good thing about a spell attached to a perk is that if things don't work out / go wrong you can always remove it. A modified value might stay forever Link to comment Share on other sites More sharing options...
VIitS Posted November 3, 2020 Share Posted November 3, 2020 You can set it in the console using player.setav Carryweight __, might want to see if there is a similar generic "set actor value" script option rather than one specific to carryweight. Here is a list of actorvalues (with EDID and formID) that can be used with setAV: https://fallout.fandom.com/wiki/Fallout_4_console_commands#Character_variables. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 3, 2020 Author Share Posted November 3, 2020 You can set it in the console using player.setav Carryweight __, might want to see if there is a similar generic "set actor value" script option rather than one specific to carryweight. Here is a list of actorvalues (with EDID and formID) that can be used with setAV: https://fallout.fandom.com/wiki/Fallout_4_console_commands#Character_variables.Thanks for that!I almost never use console commands, so I didn't think about looking for those .... Link to comment Share on other sites More sharing options...
VIitS Posted November 3, 2020 Share Posted November 3, 2020 Sorry, nexus doublepost Link to comment Share on other sites More sharing options...
VIitS Posted November 3, 2020 Share Posted November 3, 2020 Nexus triple post Link to comment Share on other sites More sharing options...
PJMail Posted November 29, 2020 Share Posted November 29, 2020 (edited) Did you work out a solution for this?I also want a way to change the "base" carryweight dynamically of the player (without a script, Console command, or player/Race record change).Magic effects seem to only offer the option to modify the Current value - not the base.The Effect Archetype of "Peak Actor value" and "Actor Value" seem to do the same thing (modifies current). I don't know how the associated spell interacts with the magic effect though (type: ability/disease/additction etc) Edit: I know I can attach a script to the ME to do this (like DefaultSetActorValueEffectScript.pex) but this does not let me get the value to set from the spell that uses the ME. Edited November 29, 2020 by PJMail Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 29, 2020 Author Share Posted November 29, 2020 No, I just put this project "to the side" and worked on other stuff.That's kind of how I do my things:Whenever I get stuck on a project, I work on something different. So I have lots of unfinished projects like this "Carry weight overhaul" that started as an idea, but I got stuck somewhere in the "concept phase" of the project (like "how would this actually be done"?).And because I don't like to waste time on things that aren't possible, I usually ask here before I invest days of work into something that might not even work in the end ... After a few weeks or months I go through the forum here and see if any of my old questions have been answered. If they have, I continue work on those things.If they havn't I might "bump" that thread or just wait for another couple of weeks for an answer ... Link to comment Share on other sites More sharing options...
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