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Medical Scanner Health/Base Question


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Posted (edited)

Hello, Through a series of unfortunate accidents, I have lost my pc and am starting fresh. I used to know the console command for this but do not have the info anymore, so will ask and hope someone can refresh my memory on it. When I scan any npc  using the M key, it gives their stats. The one I am interested in is the Health/Base. I know you can use console to modify an npc health using the setav or modav health command. However, it only modifies the health part leaving the base unaffected. For instance, you can scan and see an npc with 500/15. The maximum health modded but not base. What is the command to modify the BASE part? I know some will say you can't or you must use Geck, but I know for a fact that I have done it in the last year with success and only with console command. Can someone please help? As in the past, I want to thank everyone for their great work and dedication to this wonderful project!

 

I may have posted this in the wrong forum. If so, I apologize and would ask that a moderator please move it accordingly. Thank you.

Edited by Tattman
Added info
Posted
https://geckwiki.com/index.php?title=ModBaseActorValue

So, in console, select an actor and type 
ModBaseActorValue Health 10 ; (add 10 health to Base Actor Value)

ModBaseActorValue Health -10 ; (Remove 10 health to Base Actor Value)

 

 

Note that 'ModBaseActorValue' is a function implemented by JIP, so you need to install JIP NSVE

Note that this changes are not save baked and are only valid for the whole game session meaning that you need to to use this function each time you leave and restart the game (It is possible to work around this problem by creating a mod with the Geck or an ESPless mod if you don't want to use Geck).

 

Posted (edited)

Thank you for replying. I am not sure if that is the same command I used in the past, I know what I used DID stay permanently. I use JIP CCC and wanted to raise one of my companions base a little bit. I will play with this and see how well it lasts. Thank you again!

 

 

UPDATE:

Well, that didn't do it lol. It did as you said, lasted till I reloaded. I have 2 npc companions that I modded last year with a command. Their health and base are a little higher than "stock" values. My third companion, I can use setav health and make it whatever I want, but the base does not change. I just can't remember what the code was that I used before to adjust the base on the other 2. Again, I did NOT use geck, it was a console code before.  If anyone may have any other ideas, it would be appreciated.

Edited by Tattman
Updated
Posted

You can use ModActorValueAlt from JohnnyGuitar NVSE Plugin.

 

It is indicated that this function is deprecated because xNVSE allows Actor Values to be modified without resorting to Alt functions.

If this is true, then these functions are not referenced. Below is a list of functions that act on Actor Value, not all of which necessarily come from xNSVE (some were developed by JIP or JohnyGuitar). I therefore assume that this message on the geckwiki is wrong. 

 

https://geckwiki.com/index.php?title=Category:Actor_Value_Functions


So you can type

ModActorValueAlt 16 10 ; (to add perm 10 health to base actor value)

 

 

Note that '16' is the actor value code for 'health'

https://geckwiki.com/index.php?title=Actor_Value_Codes

Posted
8 hours ago, Machiavelique said:

You can use ModActorValueAlt from JohnnyGuitar NVSE Plugin.

 

It is indicated that this function is deprecated because xNVSE allows Actor Values to be modified without resorting to Alt functions.

If this is true, then these functions are not referenced. Below is a list of functions that act on Actor Value, not all of which necessarily come from xNSVE (some were developed by JIP or JohnyGuitar). I therefore assume that this message on the geckwiki is wrong. 

 

https://geckwiki.com/index.php?title=Category:Actor_Value_Functions


So you can type

ModActorValueAlt 16 10 ; (to add perm 10 health to base actor value)

 

 

Note that '16' is the actor value code for 'health'

https://geckwiki.com/index.php?title=Actor_Value_Codes

Thank you for trying to help. I appreciate it, but that only adjusted the Health, not the Base. I am seriously at a loss...... I wish I would have bookmarked the page I found the info on, or made a screenshot. I have johnny guitar, Jip ln nvse, and xnvse. I do agree that I can adjust actor values, just not the Health/Base shown on the sexout system medical scanner. I was able to do it last year, but not now.

Posted (edited)

Strange, It adjusts Health + Base health on my side

 

Below are tests with playerREF with starting health 237/237
ModActorValueAlt 16 10  ; PipBoy tell 247/247   - Medical Scanner tell 247/220   -   GetBaseAV tell 220   -   GetAV tell 247
DamageAV 10                  ;  PipBoy tell 238/247  - Medical Scanner tell 237/220   -   GetBaseAV tell 220   -   GetAV tell 238

ModActorValueAlt 16 -2  ;  PipBoy tell 236/245  - Medical Scanner tell 235/220   -   GetBaseAV tell 220   -   GetAV tell 236

RestoreAV health 5          ;  PipBoy tell 241/245   - Medical Scanner tell 240/220  -   GetBaseAV tell 220   -   GetAV tell 241

RestoreAV health 1000    ;  PipBoy tell 245/245   - Medical Scanner tell 245/220  -   GetBaseAV tell 220   -   GetAV tell 245

 

So it seems to work. As you can see damageAV/restoreAV work as BaseHealth is 245 instead of 237 (although the medical scanner does not return the correct value). 

The fault does not lie with the medical scanner, which I assume is based on the GetBaseAV Health value, but JohnyGuitar not updating the value where  GetBaseAV health is stored. I suppose there must be a reason behind this other than an oversight.

 

Given how ModActorValueAlt seems to work, it is safest to use ModBaseAV and create an esp/espless mod updating BaseAV at each game session.

Edited by Machiavelique
Posted
22 hours ago, Machiavelique said:

Strange, It adjusts Health + Base health on my side

 

Below are tests with playerREF with starting health 237/237
ModActorValueAlt 16 10  ; PipBoy tell 247/247   - Medical Scanner tell 247/220   -   GetBaseAV tell 220   -   GetAV tell 247
DamageAV 10                  ;  PipBoy tell 238/247  - Medical Scanner tell 237/220   -   GetBaseAV tell 220   -   GetAV tell 238

ModActorValueAlt 16 -2  ;  PipBoy tell 236/245  - Medical Scanner tell 235/220   -   GetBaseAV tell 220   -   GetAV tell 236

RestoreAV health 5          ;  PipBoy tell 241/245   - Medical Scanner tell 240/220  -   GetBaseAV tell 220   -   GetAV tell 241

RestoreAV health 1000    ;  PipBoy tell 245/245   - Medical Scanner tell 245/220  -   GetBaseAV tell 220   -   GetAV tell 245

 

So it seems to work. As you can see damageAV/restoreAV work as BaseHealth is 245 instead of 237 (although the medical scanner does not return the correct value). 

The fault does not lie with the medical scanner, which I assume is based on the GetBaseAV Health value, but JohnyGuitar not updating the value where  GetBaseAV health is stored. I suppose there must be a reason behind this other than an oversight.

 

Given how ModActorValueAlt seems to work, it is safest to use ModBaseAV and create an esp/espless mod updating BaseAV at each game session.

Hey, I wanted to give an update. You mentioned the fact that JIP allows for modbaseav. Just for testing, I uninstalled it, reinstalled it, and it worked. (Something must have been hung before, as I reinstalled the same JIP file) Modbaseav health now allows to adjust base health for me, but it does not stay once I restart. So I guess going the route of creating the esp or espless mod will be how I will have to do it now. I was able to do it on a named npc, however I would like to do it on an offspring of mine. Have you done that? When I went into GECK, I could find the base npc of my follower offspring, but could not do much there because it has very little base info. It listed no ai packages etc. I have 1 offspring companion adult, and was able to adjust his base health using command last year and it stayed. It did not reset upon restart and I did not have to use geck or anything on him. That is what sent me down this rabbit hole trying to find the proper command. Is there by chance any kind of tutorial or walkthrough on adjusting offspring through geck to create the esp mod?

Posted (edited)

If you remember how you modified base health from the console and it remains saved, I would be interested to know.

If you're ready to use GECK or FNVEdit, this will make things easier than create an ESPless script.

 

Try this:

In console select your offspring then type: GetBaseForm

It will return your offspring BaseForm (eg: on Sunny it will return GSSunnySmiles)

Note the BaseForm then leave the game

Open Sexout OffSpring with FNVEdit then search your offspring BaseForm (in EditorID field)

Then, on the right windows, search Base Health field

Ajust the Base Heath value

Save and Play

 

 

You can do the same with the geck

Open Sexout Offspring with Geck

Search your offspring BaseForm (I think it should be in Actors/NPC but you can also search in '*All') 

(If you don't find it, you can also go in "Edit/Find Text", then type your BaseForm ID, then go in "Objetc, etc" tab, then open the line where Type is NPC) 

Open the BaseForm, go to the stat tab

Change the 'Base' value

Save and Play

 


Example with GSSunnySmiles

Spoiler

 

Capture1.jpg

 

 

Capture2.jpg

 

 

 

 

 

Another way is to modify endurance (but this will be very limited cause max 10  and will affect other parameters).

SetAV Endurance 10 ; will be save-baked

Edited by Machiavelique
Posted
2 hours ago, Machiavelique said:

If you remember how you modified base health from the console and it remains saved, I would be interested to know.

If you're ready to use GECK or FNVEdit, this will make things easier than create an ESPless script.

 

Try this:

In console select your offspring then type: GetBaseForm

It will return your offspring BaseForm (eg: on Sunny it will return GSSunnySmiles)

Note the BaseForm then leave the game

Open Sexout OffSpring with FNVEdit then search your offspring BaseForm (in EditorID field)

Then, on the right windows, search Base Health field

Ajust the Base Heath value

Save and Play

 

 

You can do the same with the geck

Open Sexout Offspring with Geck

Search your offspring BaseForm (I think it should be in Actors/NPC but you can also search in '*All') 

(If you don't find it, you can also go in "Edit/Find Text", then type your BaseForm ID, then go in "Objetc, etc" tab, then open the line where Type is NPC) 

Open the BaseForm, go to the stat tab

Change the 'Base' value

Save and Play

 


Example with GSSunnySmiles

  Reveal hidden contents

 

Capture1.jpg

 

 

Capture2.jpg

 

 

 

 

 

Another way is to modify endurance (but this will be very limited cause max 10  and will affect other parameters).

SetAV Endurance 10 ; will be save-baked

Hello again, I do remember modifying the base health before. Once on an offspring when he became adult, and once on another companion I have. The problem is, I remember using a console command I found on a web page. I can not find that page or info now. I do still have the both, they both still have their modified health and base. I will try what you have listed and hope for the best. If I can ever find the console command, I promise I will post it and link it to you. Thank you for the info, and your help.

Posted (edited)

I tried exactly what you said. I downloaded and installed FNVEDIT, followed a tutorial to make sure it was installed correctly. I loaded the game, tilde, clicked offspring, and typed GetBaseForm. (Same result as GBO) I got 1e02638d as result. I then loaded FNV Edit. I double clicked sexout offspring, it loaded what appears as all the relevant files. I typed the baseform into editor id field, and hit enter. It came up with nothing as a result. I then loaded up GECK, and tried the same. Under objects etc, no results. Under all tabs, no results. Have I done something wrong? I will include a photo of both search results so you can see how the search was done.

fnvedit offspring search..png

GECK Offspring Search.png

Offspring Base Form ID.jpg

Edited by Tattman
Added Picture of Offspring for reference
Posted (edited)

In "1e02638d" => "1e" is the current mod index, "02638d" is the BaseForm ID

So it means "Asian OffSpring" belongs to the mod loaded in your 30th position (0x1e) whose BaseForm is 02638d

 

I did some research on my own, and Asian OffSpring is in fact from SexoutCommonResources.esm

So, in what you did, type 02638d instead and you should find what you're looking for.

Capture3.jpg

Edited by Machiavelique
Posted
47 minutes ago, Machiavelique said:

In "1e02638d" => "1e" is the current mod index, "02638d" is the BaseForm ID

So it means "Asian OffSpring" belongs to the mod loaded in your 30th position (0x1e) whose BaseForm is 02638d

 

I did some research on my own, and Asian OffSpring is in fact from SexoutCommonResources.esm

So, in what you did, type 02638d instead and you should find what you're looking for.

Capture3.jpg

It did not come up in fnvedit using 02638d, but I finally found him manually in GECK. I then went back to FNVEDIT, searched again using 02638d, and still nothing found. I searched for a bit manually, and finally found him there. Thank you very much for the help and guidance. I will leave you alone now lol. Have a great holiday season!

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