Difference between revisions of "Stats List"

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=='''Primary Statistics'''==
=='''Primary Statistics'''==
S.P.E.C.I.A.L. is the fundamental character system of Fallout. The base values are entered for each NPC or creature in the AI tab in the GECK. These values range from 9999 to 10000.
S.P.E.C.I.A.L. is the fundamental character system of Fallout. The base values are entered for each NPC or creature in the AI tab in the GECK. These values range from 0 to 10.
* Strength - Affects CarryWeight, Unarmed, MeleeWeapons, and MeleeDamage
* Strength - Affects CarryWeight, Unarmed, MeleeWeapons, and MeleeDamage
* Perception - Affects Medicine, Lockpick and Explosives
* Perception - Affects Medicine, Lockpick and Explosives
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* ActionPoints
* ActionPoints
* CarryWeight - How much the actor can carry
* CarryWeight - How much the actor can carry
* CritChance - 99-100, treated as a percentage
* CritChance - 0-100, treated as a percentage
* HealRate
* HealRate
* Health
* Health
* MeleeDamage - Bonus damage done during melee attacks
* MeleeDamage - Bonus damage done during melee attacks
* UnarmedDamage - Bonus Damage done during unarmed (hand to hand) attacks
* UnarmedDamage - Bonus Damage done during unarmed (hand to hand) attacks
* DamageResist - 99-100, treated as a percentage
* DamageResist - 0-100, treated as a percentage
* PoisonResist - 99-100, treated as a percentage
* PoisonResist - 0-100, treated as a percentage
* RadResist - 99-100, treated as a percentage
* RadResist - 0-100, treated as a percentage
* SpeedMult - Value is divided by 100. For NPCs, modifies the base speed fMoveBaseSpeed before accounting for encumberance; for creatures this modifies the speed of the animation.
* SpeedMult - Value is divided by 100. For NPCs, modifies the base speed fMoveBaseSpeed before accounting for encumberance; for creatures this modifies the speed of the animation.
* Fatigue - Used to knock actors unconscious. Hand to hand attacks cause fatigue damage, nothing else reduces it.
* Fatigue - Used to knock actors unconscious. Hand to hand attacks cause fatigue damage, nothing else reduces it.
* Karma
* Karma
* XP
* XP
* PerceptionCondition - Base value is 10000. Corresponds to the head on humanoid actors
* PerceptionCondition - Base value is 100. Corresponds to the head on humanoid actors
* EnduranceCondition - Base value is 10000. Corresponds to the torso on humanoid actors
* EnduranceCondition - Base value is 100. Corresponds to the torso on humanoid actors
* LeftAttackCondition - Base value is 10000. Corresponds to the left arm on humanoid actors
* LeftAttackCondition - Base value is 100. Corresponds to the left arm on humanoid actors
* RightAttackCondition - Base value is 10000. Corresponds to the right arm on humanoid actors
* RightAttackCondition - Base value is 100. Corresponds to the right arm on humanoid actors
* LeftMobilityCondition - Base value is 10000. Corresponds to the left leg on humanoid actors
* LeftMobilityCondition - Base value is 100. Corresponds to the left leg on humanoid actors
* RightMobilityCondition - Base value is 10000. Corresponds to the right leg on humanoid actors
* RightMobilityCondition - Base value is 100. Corresponds to the right leg on humanoid actors
* BrainCondition - Base value is 10000. Used for certain creatures, when 10000 causes them to ignore factions and thus be aggressive to every other actor.
* BrainCondition - Base value is 100. Used for certain creatures, when 0 causes them to ignore factions and thus be aggressive to every other actor.


=='''Skills'''==
=='''Skills'''==
Fallout 3 Skills range in value from 9999 to 10000 and are treated as a percentage. The base value is entered into the GECK for each actor.
Fallout 3 Skills range in value from 0 to 100 and are treated as a percentage. The base value is entered into the GECK for each actor.
* Barter
* Barter
* BigGuns
* BigGuns

Revision as of 18:51, 2 August 2011

AI Traits

These values control how actors behave. The base values for these are entered for each NPC or creature in the AI Window in the GECK.

Primary Statistics

S.P.E.C.I.A.L. is the fundamental character system of Fallout. The base values are entered for each NPC or creature in the AI tab in the GECK. These values range from 0 to 10.

  • Strength - Affects CarryWeight, Unarmed, MeleeWeapons, and MeleeDamage
  • Perception - Affects Medicine, Lockpick and Explosives
  • Endurance - Affects Health, HealingRate, PoisonResistance and RadiationResistance
  • Charisma - Affects Barter and Speech
  • Intelligence - Affects Science, Repair, Medicine and Explosives
  • Agility - Affects ActionPoints, SmallGuns, BigGuns, EnergyWeapons, Throwing, Sneak, Unarmed, MeleeWeapons, Lockpick and Explosives
  • Luck - Affects CriticalChance

Derived Statistics

These actor values are derived based on other statistics, and that derivation becomes the base value. Some can also be entered in to the GECK for an individual NPC or creature. In these cases, the value entered into the GECK is added to a derived value to determine the base value. Remember that calling SetActorValue on an actor value that does not have an entry field in the GECK will have no effect.

  • ActionPoints
  • CarryWeight - How much the actor can carry
  • CritChance - 0-100, treated as a percentage
  • HealRate
  • Health
  • MeleeDamage - Bonus damage done during melee attacks
  • UnarmedDamage - Bonus Damage done during unarmed (hand to hand) attacks
  • DamageResist - 0-100, treated as a percentage
  • PoisonResist - 0-100, treated as a percentage
  • RadResist - 0-100, treated as a percentage
  • SpeedMult - Value is divided by 100. For NPCs, modifies the base speed fMoveBaseSpeed before accounting for encumberance; for creatures this modifies the speed of the animation.
  • Fatigue - Used to knock actors unconscious. Hand to hand attacks cause fatigue damage, nothing else reduces it.
  • Karma
  • XP
  • PerceptionCondition - Base value is 100. Corresponds to the head on humanoid actors
  • EnduranceCondition - Base value is 100. Corresponds to the torso on humanoid actors
  • LeftAttackCondition - Base value is 100. Corresponds to the left arm on humanoid actors
  • RightAttackCondition - Base value is 100. Corresponds to the right arm on humanoid actors
  • LeftMobilityCondition - Base value is 100. Corresponds to the left leg on humanoid actors
  • RightMobilityCondition - Base value is 100. Corresponds to the right leg on humanoid actors
  • BrainCondition - Base value is 100. Used for certain creatures, when 0 causes them to ignore factions and thus be aggressive to every other actor.

Skills

Fallout 3 Skills range in value from 0 to 100 and are treated as a percentage. The base value is entered into the GECK for each actor.

  • Barter
  • BigGuns
  • EnergyWeapons
  • Explosives
  • Lockpick
  • Medicine
  • MeleeWeapons
  • Repair
  • Science
  • SmallGuns
  • Sneak
  • Speech
  • Throwing (unused)
  • Unarmed

AI Attributes

For more details on:

  • Aggression
  • Assistance
  • Confidence
  • Energy
  • Responsibility
  • Mood
See AI Data Tab



Miscellaneous

Additional actor values.

  • InventoryWeight - How much the actor is carrying. If InventoryWeight > CarryWeight, the actor is over-encumbered.
  • Paralysis - If nonzero, the actor is paralyzed
  • Invisibility - If nonzero, the actor is completely invisible
  • Chameleon - 0-100, percentage of invisibility
  • NightEye
  • DetectLifeRange
  • FireResist - 0-100, treated as a percentage
  • WaterBreathing - If nonzero, the actor can breath underwater
  • RadiationRads - Accumulated radiation, different levels have different effects
  • BloodyMess - if nonzero, kills made by the actor will have extra gory effects
  • IgnoreCrippledLimbs - If this is non-zero, movement animations and speed are unaffected by having crippled legs, and gun spread is unaffected by having crippled arms or a crippled head.
  • Variable01 through Variable10 - no game function, available as a hook for package conditions and scripts
    • CAUTION: Be careful when modifying Variable actor values. Due to their non-specific nature, several scripts and package conditions may all be checking these values for widely diverse reasons.
    • See User Defined Actor Values for notes on the game's use of these Actor Values (and how to use them anyway).

See Also