Changing Player Stats in Mid-Game

Post » Sat Jan 30, 2010 2:25 am

I am playing on a PC. I have a character that I started for a fan fic story that I am writing. I have come to realize that the stats I gave him were not the best choice. I do not wish to start over, as I am deep into the story. Using the console, can those stats be changed in mid-game? I am looking to change the following -

1) Major skills - This includes swapping majors for minors and changing the current levels.

2) Attributes - Obviously, this only involves changing the current levels.

By "levels", I mean increasing or decreasing the value, like increasing the Strength from 50 to 60. I want the changes to be permanent with a save following the changes. Can this be done? Thanks in advance for your help.

Post Script - Please do not reply with just "Yes, it can be done." I will need directions, either on how to do it or to a site that can tell me how to.
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Sat Jan 30, 2010 5:59 am

I can speak in detail to the attributes part. Buffy mistakenly increased her endurance some when she was young, so I used the command console to return it to its base value of 30.

I assume you have the command console enabled (To enable the console, make sure the bAllowConsole is set to 1 in your oblivion.ini file).

Let's say you wanted to increase strength by 10:

-Save the game.
-Open the console with the command: ~
-With the console open, type in: ModPCA Strength 10
-Hit enter.
-Close the console by hitting ~ again.
-Check your strength. If happy, save the game again.
- If you wanted to decrease your endurance by 5, the command would have been: ~ ModPCA Endurance -5

I have not tried changing major skills around, but I know it can be done. Rather than risk steering you wrong there, let me offer you two links that should help, as well as the hope that someone who has successfully swapped major skills will offer you their experience:

http://www.uesp.net/wiki/Oblivion:Console

http://www.uesp.net/wiki/Oblivion:Console_Command_Tutorial

Good luck with Elberond! :wavey:
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Fri Jan 29, 2010 9:39 pm

Thanks Acadian! Somehow I knew it would be you and Buffy to the rescue. I'll try those sites now. But one question...Who is Elberond? :blink: Perhaps you meant Talendor?
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri Jan 29, 2010 7:41 pm

Thanks Acadian! Somehow I knew it would be you and Buffy to the rescue. I'll try those sites now. But one question...Who is Elberond? :blink: Perhaps you meant Talendor?


Oops! :blush: So sorry! I know our little hunting-challenged Talendor well! I'm not suffering from amnesia like he is. Honest.

Heh, I had The Viper's dear wood elf on my mind because of something else I was working on before popping on here. Argh, I'm no good at multitasking! Friends? :cookie:
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Sat Jan 30, 2010 9:57 am

If I may chime in, there are two more console commands that could help you here:

SetActorValue (or setav)

As you may have read, the ModPCS console command does not allow you to lower the values of your skills, but you may do that with this command. It essentially forces the base value for the attribute or skill you specify to a specific value, rather than applying an adjustment to the base value like ModPCA or ModPCS. (Take note that usage of this command can confuse leveling mods if you are using any).

ModActorValue (or modav)

This does almost the same thing as ModPCA / ModPCS, except it applies the change as a modification to the base value of the attribute or skill (like how a spell or enchantment would apply it). It's useful for getting rid of any attribute / skill damages or buffs that shouldn't be present if the alters of the Nine are not removing them.

I'll be reading into Talendor's up-and-coming story very soon, as well. :wink_smile:
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Sat Jan 30, 2010 8:42 am

If I may chime in, there are two more console commands that could help you here:

SetActorValue (or setav)

As you may have read, the ModPCS console command does not allow you to lower the values of your skills, but you may do that with this command. It essentially forces the base value for the attribute or skill you specify to a specific value, rather than applying an adjustment to the base value like ModPCA or ModPCS. (Take note that usage of this command can confuse leveling mods if you are using any).

ModActorValue (or modav)

This does almost the same thing as ModPCA / ModPCS, except it applies the change as a modification to the base value of the attribute or skill (like how a spell or enchantment would apply it). It's useful for getting rid of any attribute / skill damages or buffs that shouldn't be present if the alters of the Nine are not removing them.


I'll be reading into Talendor's up-and-coming story very soon, as well. :wink_smile:

So to be clear...because the bolded option seems like the best fit...If I do modav blade 50, it will change my base Blade Skill to 50 instead of 5, and all skill increases will be applied to the new base value?

PS - The link to Talendor's story is in my sig :wink:
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Sat Jan 30, 2010 1:48 am

I know where the story is. I post mine there, after all. :P

As for how ModAV works, it does not touch the base value of the skill (SetAV does that), it applies the increase or decrease as a modification to the base value, like if you were to use a Fortify Skill spell. Think of it this way, SetAV applies the skill change directly by changing the base value of the attribute or skill, and ModAV applies the change indirectly by applying a modification to the attribute or skill while leaving the base value alone.

Long story short, SetAV is better for what you want to do, but make sure you update your characters level accordingly if the game does not notice the wild skill fluctuations (for vanilla, get the number of major skill ranks you added to your character total and divide by ten). ;)
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Sat Jan 30, 2010 7:32 am

I know where the story is. I post mine there, after all. :P

I knew it that you did, I was just phartin' around. :tongue: I have been reading yours as well...great stuff :goodjob:

As for the matter at hand, I don't want to change the character's level. Let me explain exactly what I want to do. I want to raise two attributes. I am using a two mods that affect attributes ( Real Hunger and Real Sleep ), so which one is better for that?

I want to raise two minor skills...SetAV should be fine for that, as minors don't affect leveling.

Lastly, I want to swap two major skills for two minor skills...can that be done at all? And if so, how? This swapping is not a huge necessity, but I am concerned that my character might level too fast.
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Sat Jan 30, 2010 2:23 am

To enable the console, make sure the bAllowConsole is set to 1 in your oblivion.ini file.

I never changed that and my console has always worked :teehee:
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sat Jan 30, 2010 4:40 am

I never changed that and my console has always worked :teehee:


Heh, its been so long ago, I couldn't remember. I confess I pulled that statement word for word from UESP wiki. :)
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Sat Jan 30, 2010 7:32 am

If you want to change majors and minors, you'll need to use the ShowClassMenu console command and define a new custom class. Note your current choices first, and write down your stats, so you can remake anything that gets reset. Since major skills get an initial value boost, you'll inevitably lose a lot of points in any skill you reduce to a minor, and gain a lot in anything you make major, when the experience you have is recalculated into levels.

So do this first, and tweak the individual skills etc afterwards with Mod/Set commands. There's no way you can keep your existing stats over this change, like you can with appearance-only changes using ShowRaceMenu, so it may take a bit of work to get values that stick. You could find that your next level-up will revise your stats when it does its recalculations, and have to do some again.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm


Return to IV - Oblivion