Is there a way to increase actor damage by determined factor

Post » Thu Dec 08, 2011 1:53 pm

Hi all.

Currently i have small mod in development, and i would like a feature in it which increses actor (NPC) damage for some time. Surely, i can increase actor's stats or skills by some amount - but afaik it wont have the result i desire - which is "do 5x ranged damage for 10 seconds".

Is there a way to achieve this goal?

Such a change for ranged dmg only (not melee/magic) will be enough for mod.

Thx in advance.
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Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Thu Dec 08, 2011 8:42 pm

Hi all.

Currently i have small mod in development, and i would like a feature in it which increses actor (NPC) damage for some time. Surely, i can increase actor's stats or skills by some amount - but afaik it wont have the result i desire - which is "do 5x ranged damage for 10 seconds".

Is there a way to achieve this goal?

Such a change for ranged dmg only (not melee/magic) will be enough for mod.

Thx in advance.

You can use the 'AttackBonus' stat to increase/decrease the amount of damage done by any actor, including the player. The value of the stat is added to the calculated damage for the current weapon.
You can set the stat safely using the new OBSE actor value functions:
targetactor.ModAVMod AttackBonus Max 25   ;; add 25 points to damage output of targetactor  ;; -later-targetactor.ModAVMod AttackBonus Max -25   ;; return targetactor damage to original state


If you want to multiply the damage done by an actor, you will probably need to calculate how much damage they'd do normally and figure out an appropriate bonus from that.
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Josh Dagreat
 
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Joined: Fri Oct 19, 2007 3:07 am

Post » Thu Dec 08, 2011 3:37 pm

Thx alot JRoush!

Now i gotta figure a way how to calculate said normal damage. There's a formula for it in UESP Wiki - will try to use it.
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yermom
 
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