hey guys!
i'm not sure if what i say in this post is still relevant for this current version.
it is about the OnLoadCSNPC from 3.5.5 - which i still use.
so if the OnLoadCSNPC script in 37b3 has not changed (i.e. still uses ModAV to apply penalties to derived attributes), then this post is still relevant.
here's the script:
scn zzMMMOnLoadCSNPCshort sRandomshort sProcfloat fScalefloat fStatbegin ScriptEffectUpdate if sProc Dispel zMMMOnLoadCSNPC elseif GetItemCount zMMMBPWToken != 0 set sProc to 1 return else set sRandom to GetRandomPercent if zMMMScaleActors set fScale to (sRandom / 700) + 0.94 SetScale fScale endif set fStat to ((sRandom / 100) - 0.5) * (GetAV health) ModAV health fStat set fStat to ((sRandom / 100) - 0.5) * (GetAV fatigue) ModAV fatigue fStat set fStat to ((sRandom / 100) - 0.5) * (GetAV magicka) ModAV magicka fStat set fStat to (sRandom / 5) - 10 ModAV strength fStat set fStat to (sRandom / 5) - 10 ModAV intelligence fStat set fStat to (sRandom / 5) - 10 ModAV willpower fStat set fStat to (sRandom / 5) - 10 ModAV agility fStat set fStat to (sRandom - 50) / 5 ModAV speed fStat set sRandom to GetRandomPercent set fStat to (sRandom - 99) / 3 ModAV aggression fStat set sRandom to GetRandomPercent set fStat to (sRandom - 50) / 3 ModAV confidence fStat if GetItemCount zMMMBPWToken == 0 AddItem zMMMBPWToken 1 endif if GetItemCount zMMMFeignToken == 0 AddItem zMMMFeignToken 1 endif if GetInFaction DremoraFaction == 0 && GetItemCount zMMMFleeToken == 0 AddItem zMMMFleeToken 1 endif set sProc to 1 endifend
my query concerns the use of ModAVs on the derived attributes of Health, Fatigue and Magicka.
i believe (but i could be wrong about this) that modifying any of these attributes with ModAV simply adds a penalty to them.
i.e. ModAV doesn't actually take away from their base values.
and its ultimate result will have the NPC's "normalised-base" stats at, for e.g.: health 120/150, magicka 80/90, fatigue 110/120.
any magic effects that restore those stats will never restore the difference between their "normalised" value and their "real base value".
e.g.: magical healing effects will only restore the npc's health to 120, magicka to 80 and fatigue to 110.
in my games, i've been noticing mages continually casting healing spells on themselves.
(i believe psymon has a similar experience in his game but with orcs.)
now, admittedly, i never noticed these before until psymon reported that these continuous-npcs-casting-bug were apparent when my Battle fatigue and injuries.
however, i can't seem to find the cause of them in my mod over the last 2 to 3 weeks i tried:
- my ActorDetails.esp (lists these inventory, spells, active effects and factions on npcs activated with the right-shift key) shows that the effects of my BFandI mod is not active on these NPCs.
- and disabling the mod doesn't remove the occurance of them: i saved a game with an NPC (who i modified the disposition of so that he doesn't attack) that was continuously trying to heal himself.
- i also tried a combination of MMM extra wounding, my BFandI and abo's Realisitic Fatigue mods
- my tries to remove the occurence by code (i thought fractional healths may be the culprit) failed.
i've left this CSNPC report as my last option.
what do you guys think?
EDIT: here's the link to my ActorDetails.esp: http://sites.google.com/site/kuertee/kuerteeActorDetail.esp utility