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Showing results for tags 'value'.
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Im having a problem figuring out where to look when it comes to "derived" stats in the actor window. So far; - Race, - Class and - Actor influence the total stats. Derived however seem to be hardcoded?!
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I cant find a single information on the web, and always wanted to know, if this would add value based on the added components. And thus would overwrite "DATA - Value" ingame. Cheers SOLVED
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Salvage true value mod request
captain5104 posted a topic in MechWarrior 5: Mercenaries's Discussion
Everytime i come to the salvage menu ill have mechs n stuff showing their value at 8mil/ 3mil/ or 1mil etc but then the immediate sale value is more like 2mil/900k/and 200k which is annoying the piss outta me. i dont want to know the value of the mech if it were on the market in perfect condition....i wanna know what this damaged mech is worth up front as is as that info is more valuable to me. Can someone change this or is it hard coded in some way? -
Ive got StarUI installed and being able to sort by Value/mass makes sorting trash so much easier instead of doing the math in my head, but having a mod where you can see the Value/Mass number before you actually pick it up and sort through your inventory would be a HUGE upgrade, If there is a mod that does this already please let me know because ive been looking and searched for a few terms to try and find it but no luck.
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I know there is already a variation of this request but in mod image format (https://www.nexusmods.com/darksouls/mods/1248). Would it be possible to create a mod of this type but in text format to show the values to the player? Similar to the example of the images that I put below: Mod author link: https://www.nexusmods.com/darksoulsremastered/mods/6This mod already exists in the 'Remastered' version of Dark Souls 1. It would only be necessary to put it in the PTDE too. If anyone knows what editing tools are used to specifically edit the game's text I believe I could make it and distribute it to the community. If you know and can share the name of the tool with me it would be of great help. Even my knowledge being newbie in this area of mods. Thank you for your attention :wink: --------------------- @edit ~ April, 27, 2023 The request may be closed if any forum moderators see this topic. [delete / close the topic]I researched further and made some changes on my own and the results were satisfactory. Exactly as I had described before.I believe that when I finish the project of all FromSoftware games I will make it available to the public. Anyway thanks for understanding :)
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I know that there is a mod in the community in Java format to partially accomplish this task. But I believe that there is still nothing within the game itself to help the player. Link to the author of the aforementioned mod: https://www.nexusmods.com/darksouls2/mods/219 Would it be possible to create a mod of this type but in text format to show the values to the player? Similar to the example of the images that I put below: Mod author link: https://www.nexusmods.com/darksoulsremastered/mods/6 If anyone knows what editing tools are used to specifically edit the game's text I believe I could make it and distribute it to the community. If you know and can share the name of the tool with me it would be of great help. Even my knowledge being newbie in this area of mods. Thank you for your attention :wink: --------------------- @edit ~ April, 27, 2023 The request may be closed if any forum moderators see this topic. [delete / close the topic]I researched further and made some changes on my own and the results were satisfactory. Exactly as I had described before.I believe that when I finish the project of all FromSoftware games I will make it available to the public. Anyway thanks for understanding :)
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I know there is already a variation of this request but in mod image format (https://www.nexusmods.com/darksouls3/mods/1022). Would it be possible to create a mod of this type but in text format to show the values to the player? Similar to the example of the images that I put below: Mod author link: https://www.nexusmods.com/darksoulsremastered/mods/6 If anyone knows what editing tools are used to specifically edit the game's text I believe I could make it and distribute it to the community. If you know and can share the name of the tool with me it would be of great help. Even my knowledge being newbie in this area of mods. Thank you for your attention :wink: --------------------- @edit ~ April, 27, 2023 The request may be closed if any forum moderators see this topic. [delete / close the topic]I researched further and made some changes on my own and the results were satisfactory. Exactly as I had described before.I believe that when I finish the project of all FromSoftware games I will make it available to the public. Anyway thanks for understanding :)
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Hello community! I was wondering for a while now. Why the hell is how much a piece of steak can sustain your hunger dependent on the steak's value? I don't understand the logic Bethesda employed while working on Survival mode. Well, actually I think that about all the features of this game. But what I would like to ask is how would it be possible to change that into depending on the Weight value instead, if that is even possible? Thanks for any help in advance!:D
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I have a mod that has an actor value (Vasaki_BloodPool). Right now I'm using multiple magic effects to change this AV via scripting. It's kind of annoying to make a new effect and script any time I need a slightly different value. I'm trying to make one magic effect that edits the AV based on the magnitude. But I can't get it to work. I've attached the magic effect to a potion (with a magnitude, both with and without a duration), but when I go in game, use the potion, and check my AV with player.getav, it never changes. I feel kind of like I'm missing something simple and obvious. Because I can't get a Value Modifier effect type to actually change a value. And it's making me want to bash my head into my desk. Is there some special trick to this that I'm just not getting? (oh and yes I saw that SE has a function that passes the magnitude into the script which would fix my problem, but I'd rather not depend on script extender for only this, it's a small problem really)
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To me the fun immersiveness of Oblivion is the outside exploration. I have an idea for a set of immersive mods in one package. If someone already has a set of mods to acomplish this. Tell me!! A. The explorers package with serveral items. 0. Backpack. Without it you can only cary what you can equip in each hand. If a backpack is dammaged it will drop where it occured and will still contain all yor items. You can cary it in hand. If you leave it behind (above water) thieves will take all money and jems within. 1. Compass. Buy anywhere. Without it the UI compass is blanked out. Does not need to be equiped to hand. 2. Map. Buy anywhere. Without it the UI shows a blank map with no quest locations. (ie blanked out auto travel locations) 3. Bedroll. Lets you sleep anywhere. 4. Free horse. 5. No automatic travel.
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So I'm currently working on an armor/Weapon compilation project and got held up when I realized I didn't know how Skyrim calculated an enchanted Item's worth/value. I'm trying to gauge what to value some enchanted items at, and from looking through the CK, most vanilla enchanted items are of the same worth as the template items, however, some enchanted items are worth far more than their template items (like the enchanted college robes). So I'm wondering, is the value of an enchanted item solely based off its "enchant power" plus the base value? And if an enchanted item has no template, does it make any difference in its value calculation? I.e. Should I determine its value just based from it's armor rating and let the game figure out the rest from it's enchantment, or do I need to manually set its value, taking the enchantment power into account? Any clarification would be much appreciated.
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Hey guys! I'm excited because I think the idea for this is quite simple, but powerful. It's (hopefully) simple enough that if there's not interest, I might try and take it on myself as my first mod project. Here it is in a nutshelll: All weapons/armor (within a class of iron, steel, daedric, etc) NOT created equal Ever looted an Iron Breastplate off a bandit and thought "Sweet. Never need to loot one of these until I "tier" up to steel"? Ever found that first ebony dagger and thought "Awesome. This will basically last me to end game"? No more. All I want to see/find/create(?) is a simple mod that changes Skyrim's armor and weapon values from "fixed" to "dynamic." Meaning, every piece of armor and weaponry in the entire province is no longer mass produced at an industrial forge somewhere. Each item is, in theory, "handcrafted" by a smith somewhere, and while there are lots of VISUAL mods to imply this, every iron dagger, every dwarven helment in the game have the EXACT same armor/damage value! What if there was a random chance that the armor/weapon would "generate" it's values (within a set range for each item "type")upon "poofing" into the world. Thus, if you have an iron dagger with 8 damage...and you see one lying on a table, it might be worth checking it out because, for all you know, it will have a damage rating of 12. And....that's basically it folks! Thoughts? Already exists (I haven't found one)? Thanks! Kell
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Hi fellow modders. Fairly new to SKYRIM modding, but veteran from other games. I'm trying to work without SKSE (for now) and was attempting to get a specific function out of the vanilla AI packages. I want certain NPCs to loot valuable items from corpses they notice. I'm trying to use a dead body override, based on the acquire package, and believe this is the best way. I've set it up to search the corpse that triggered the interrupt, for items based on a link referenced keyword. But this would mean serious incompatibility, and eons going through the item list applying the keyword to the items I want the script to loot, and even if using a FormList helps with compatibility, that would also mean tedious work. I was reading through the list of procedures, and even item conditions, to hopefully find some way for the acquire package to use "take item if value(in gold) => X". But I found nothing obvious. Basically, I would want to command the acquire script to take any items off a dead body that are greater than SOME GOLD VALUE (or something similar). I just haven't been around all the functions enough to know if/where one exists, and thought I'd come here to ask if anyone knew before I spend the next few days creating form lists and sifting through all the items. Or perhaps I'm doing this inefficiently, and you know a better method! Any help appreciated, thanks!
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After my most recent round of updating mods, I enter the game to find all my armor ha dits armour value reduced to zero. They are still classified as clothing, light armour and heavy, but none have an armour value, at all. I have tried disabling and reenabling, uninstalling and reinstalling everything in order, but nothing. So I'm left to guess its a load order issue. I use LOOT, but it didn't solve much this time. As such I'm hoping your wonderful folk will help me out here. Load Order here:
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I play with a heavy load order: After I did the Companions' quest and became a Werewolf, I lost 100 carry weight and Health Regen stopped altogether in human form (haven't seen in werewolf form, though). Now, I'm not 100% sure if this was the cause, but it started shortly after that, and I've seen reports of people who had the same problem, so I think it's reasonable to say that. So, now I am trying to adjust my actor values to what they are supposed to be using SkyTweak, but I'm not sure what their correct values should be at this point. I am level 46 now, so that means I leveled up 45 times, and the sum of my attributes should be (100*3)+(45*10), which is 750. This is what my values are right now: Magicka: 260 Health: 300 Stamina: 220. That sums up to 780, which is 30 above what it should be. I stripped my character down of every single piece of gear he had, but the attribute values above still show up in green on the skils menu, meaning they are being boosted by something (probably a mod), which is not showing up on the Active effects sceen. Since it is a small difference, I don't really care much. Now, the actual problems are the Carry Weight and Health regen. 1) I remember clearly that before this problem happened, my total carry weight was 715, including a lot of bandoliers and a blessing from Zenithar (from a mod that changes blessings, so that Zenithar's gave me +50 carry weight, among other things). The bandoliers and backpack I have add up to +360 carry weight. Considering that I have Stamina 220, it means that I increased carry weight in increments of 5 12 times, i.e., +60 carry weight. So, including my bandoliers, I should have a total of 300 (base value) + 360 (bandoliers) + 50 (Blessing of Zenithar) = 710, which is 5 below what I had (715), for some reason. Are my calculations correct? 2) As for Health rate: UESP tells me that the vanilla Health regeneration is 0.7% outside of combat (HealRate) and 0.49% during combat (CombatRegenMult). Now, after the werewolf glitch, I checked these on Skytweak and they were: HealRate (non-combat): 0.0; CombatRegenMult: 0.7. According to Skytweak's tips, these values are inverted. They should be: HealRate: 0.7 CombatRegenMult: 0.0. Is that correct? Should any of these change at my current level?
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Sorry, somehow the post got duplicated. The actual one is here: http://forums.nexusmods.com/index.php?/topic/2910164-what-are-the-vanilla-attribute-values-supposed-to-be/
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So I shot two identical assaultrons in the same place with both my standard and ammo converted receiver (the only difference being the first has 40 armor penetration, the second 80) with no discernable difference between end damage done to the two enemies; First enemy / Second enemy The Object mods (I added a damage boost to the standard receiver to match it with the ammo converted version) So I guess my questions are, have I set my penetration up right? Does armor penetration even work on non-humanoids with a flat armor value, and is the value of e.g. 40 a percent of the total damage that penetrates or a flat penetrating damage value?
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Surely someone has mentioned this, but I can't seem to find the topic. Let's face it, looting an item every time just to see if it has a decent value or the right components to scrap is annoying, especially for forgetful loot hoarders like myself. My hope is someone can make a mod that let's you see information about items you look at in your HUD, just like when point at an item now and see it's name.
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Hi, I was wondering if it is possible to change DATA - Weight to what it is in the default .esms? Without having to do it manually one item at the time. I have one file that contains every change I've ever made to the game, which in hindsight was really really stupid. It has keyword changes, prefixes/suffixes to support sorting, game settings, AI changes, and weight changes. Recently started playing Survival, and Survival without weight is just boring. Any advice is appreciated. :smile:
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Hi, I know you can change the ammount of healthmagickastamina(hms) you gain through iAVDhmsLevelUp from the CK but is there a way to change it as; when you choose health it gives you 0 or 1 but if you choose stamina it gives 20?
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Being a thief in skyrim.. Well it has two sides! Either you join the "Thieves Guild" and become wealthy in no-time just by stealing EVERYTHING and fencing it to nearly anyone... OR you don't join the thives guild and you have to get your speech high enought do fence everything anywho... But i say no more! If you just like i love being the sneaky thief that steales from the houses of skyrim by night. But might not for roleplay reasons or something else wanna join the thieves guild. I suggest an idea! I would like to see a more fluid fencing system. how can people tell the cup you sold them was stolen? and the same with the apple? this is my idea... A new upgrade to fencing. WHen fencing items to ANY vendor (based on the value of the item and possibly your speech skill) a roll is initiated. if you win the roll the merchant happily buys your items without ever considering it was stolen. How ever, if it fails you are instantly tagged with a bounty that you have to pay up or go to jail. (the vendor might even call the guards on you!) This way even a low level charecter can actually make a profit by stealing from the houses around skyrim. This also gives a more tactic aspect to stealing. Cause now the player has to decide when he/she breaks an entry if that valuable heirloom is actually worth stealing or if the player should rather find something more easily fenced and leave the treasure for a later date. BUT WAIT! There is more! My idea above is only part of the mod! the second part is to the actual fences placed around Skyrim. my idea is to add a speek (or sneak) based dialogue option with fences around skyrim allowing you to fence goods at their shop. The fences will ofcause not give you the items full value and the fences might only want to buy specific items. FOr example Belethor might say he sells everything. but truth is his inventory is mostly day-to-day items like pots, cups and genuine stuff for your house. the player might how ever in time unlock even more sell-able items from the vendor starting with basic clutter items, then clothes, pelts/materials, cheap weapons, cheap armor, etc etc. you get where i'm going. this feature would make stealing in skyrim less of a novelty and more an interesting experience where the player can't just take the most expensive item on the shelves, but starts the other way around. This also makes it so the player can steal from the same house multiple times giving the player at leased twice as much thief gameplay! I hope you guys like my idea! i have good faith in the community! and i hope someone wanna take up the mantle! Best regards, Agnon
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I apologise for my noobiness in advance. ------------------------------------------------------- What to do?
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I am wondering if it would be possible for someone to make a mod that deletes or just hides the "Value" part of items when hovering over them or in your inventory, excluding trade screens of course. I find this annoying when roleplaying as my character would not just automatically know how much something is worth down to the last worn down little septim. Also, if this could be compatible with SkyUI, that would be brilliant, that is if its even possible of course.
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Quick question, what's the difference? And if I have a perk which applies the Increase Strength effect, which type is modified there?
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I would like to see a mod that shows how many caps a vendor is trying to give you beyond their max amount of caps when trading. It could be called something like "What do I owe 'ya?" and would show how many caps -total- the vendor owes you (and vice versa) so you know how much more value in items you need to trade to keep from exceeding their max caps. I searched and didn't find a mod like this, would love someone to make it or point it out if there is already something like this out there.
