Thank you, WillieSea to the rescue once again.
The Return command simply ends the current script for the current FPS cycle. Nothing more, nothing less.
So that doesn't help me here then.
In your script above you have no conditions on 'adding' to the variable. I have no idea what your current script looks like but the one above will never stop adding to the variable. Once per FPS cycle.
That's what I've come to realize. That would explain the 59,000+ Base Fatigue points I was seeing at one point. But how do I get around that? I was looking at a DoOnce condition, but I want the Base Fatigue AV to adjust if my character's Strength and/or Endurance changes. And what do you mean about "conditions on adding"? I also tried using an Actor Effect after creating a new Base Effect to modify my Fatigue, but that didn't work either. While GetBaseActorValue is listed as a condition, the Wiki doesn't have it listed as such so I'm guessing it doesn't actually do anything in that context. One thing I didn't try though was using the "Cast Immediate on Self" command. Maybe that would work.
What exactly do you have the script attached to? That will depend on how often and 'when' it runs.
Well the full script is getting a bit large to post here, but it runs every 1/10 of a second. I've been thinking that I'm going to need to create a new script just for this, since I don't think it will work in my main one because of the timing. But I'm not sure how I would go about it. I'm kind of out of my league at this point. The bottom line is that I'm trying to add an attribute modifier to my Base Fatigue points, just like the Attributes currently modify my skills. Unlike Oblivion, there's nothing that adjusts the Fatigue pool, every character gets a flat 200 points regardless of their stats. I want to change that so that Strength and Endurance have an effect on the total points available. But I can't figure out how. I've been beating my head against the wall all day on this. Any help you can provide at this point would be greatly appreciated.
The game engine might also be modifying the fatigue variables so it could interfer.
Well I hope that's not the case.
PS: No Cast Immediate on Self didn't work either. I created an Actor Effect, setting it as an Ability, that was supposed to raise my Fatigue by 20 points, with a condition of GetBaseAV Strength == 8, which is what my character has at the moment. While the script saved as valid, it did nothing to my base Fatigue points.