I'm sure a lot of people remember MMM for Oblivion, and I seem to remember it having an optional plugin that would scale NPCs based on their Endurance-equivalent stat. Anyone have any ideas on how to do this?
Actually it was the other way around
NPCs and creatures were scaled up or down randomly (variance depending on type etc), and then STR, END and Health were set accordingly, such that larger creatures were stronger, had more health etc.
MMM for F3 does this too, if you're interested check out the script
aMMMzCreatureOnLoadStats (there's also an
aMMMzNPCOnLoadStats).
If you're playing around with scaling note there are two bugs in Fallout 3 to be aware of:
- Creatures and NPCs scaled at placement in the GECK will become invincible if scaled afterwards in-game. Elminster added a function in FO3Edit to help me find these ('Scaled Actors'). MMM first checks to ensure a scale hasn't been changed and won't apply its own scaling if it has.
- There's an obscure bug when reading the health of an actor with getav that's been scaled -- it returns a negative value instead of the actual health. We never tracked down how this occurs, there appeared to be no pattern whether they are ACRE or ACHR entries or placeatme, whether they are originally scaled or not, whether realted to scale changes in the first few frames after spawning etc. It just pops up every now and then, not common but not rare. MMM checks for this occuring and if detected won't modify the health of that actor.
You can see the checks and workarounds for both of these in the aforementioned scripts.