Oblivion talk:Damage Fatigue

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ID Code[edit]

Mankar, I'm not sure where you're finding the info that the ID code for this effect is "ABFA". That code is clearly for Absorb Fatigue, and it's not possible for two effects to share the same ID code. This ID code is the one that the game uses internally in every instance that the effect is used (every spell, enchantment, ingredient, etc.). So if two effects had the same ID code, that would mean that one of the effects did not actually exist in the game. For magical effects, this ID code is actually more fundamental than the FormID. Just as it is not possible in the game to have two items with the same FormID, it is not possible for two effects to have the same ID code.

And I've checked as thoroughly as I can at my end that "DGFA" is the correct code. I've looked in the construction set; I've asked other editors in IRC to double check in the construction set; I've pulled up every version of the Oblivion.esm file that has ever been released (original (no patches); first patch; second patch; with SI) and the same info is in all of the them. FYI, in the construction set, the info is accessible under "Gameplay" -> "Magic Effects...". Scroll down the list to the "DGFA" entry. At the top of your screen it will say "Magic Effect: DGFA", and under Name it will say "Damage Fatigue".

Given that I've confirmed this information with several other editors, I'm changing the article back. If you still have reason to question the information, I think it would be best to discuss the change here first. Thanks :) --NepheleTalk 14:56, 16 January 2008 (EST)

I am really sorry about this. I was actually looking under "Spell" section in object window. There it has ABFA for Damage Fatigue, and it also has Absorb Fatigue as its effect name. I just looked at the place you specified and you are right. I had no idea it would set off such a chain reaction wasting everybody's time. I am not good with the CS. I promise to be more careful in future. --Mankar CamoranTCE 15:22, 16 January 2008 (EST)
It's OK :) And it does take a while to get familiar with the construction set! BTW, what you were actually looking at is the lesser power used by the Hungers in SI, which is named "Damage Fatigue" even though the actual spell that gets cast is "Absorb Fatigue". --NepheleTalk 15:57, 16 January 2008 (EST)
OK, thanks for the info! --Mankar CamoranTCE 16:11, 16 January 2008 (EST)

knock out?[edit]

on the page it says that you can knock your self out how do you do this? i did it once and my fatige was deffnitly at 0 so does it have to be below zero to knock your self out? — Unsigned comment by 142.68.108.44 (talk) on 7 March 2010

um...has anybody even read this? — Unsigned comment by 142.68.108.44 (talk) on 11 March 2010
If a target's fatigue drops below zero, it will pass out and become unconscious until its fatigue regenerates to a positive value." Please read the article before posting a comment.--Corevette789 22:52, 11 March 2010 (UTC)
ok thanks! i thought that it only had to go to 0 and i usely do and i did read the page! — Unsigned comment by 142.68.108.44 (talk) on 12 March 2010

Use in battle[edit]

Even though they are useful, Damage Fatigue effects cost much Magicka at high values. And if you create custom spells that damage fatigue a lot, but in more in order to cost less Magicka, they become much less effective since fatigue regenerates at 10 points the second. However, for a skilled player at Destruction, Damage Fatigue effects can be used much more wisely in order to make enemies fall down. Rigas Papadopoulos 15:33, 15 August 2010


Floating Corpses[edit]

I used a powerful damage fatigue spell to knock an NPC out. While she was "unconsious" I killed her and reanimated the body. But then once reanimated, her body just floated through the air. It even passed through solid objects. I tried this on several other people and it happens pretty much every time. In fact, it is the same effect that sometimes happens to the corpses in Water's Edge when they are killed in the Fighter's guild quest. Is this a glitch or programming bug? — Unsigned comment by 79.97.40.245 (talk) at 21:06 on 3 August 2011