User:Alfwyn/Sandbox2

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Formulas[edit]

Just a collection of various formulas, usually those are used by CSList. In the end they should probably go to the appropriate TES5Mod pages like Skyrim Mod:Mod File Format/WEAP. Most of those formulas are very accurate modulo some possible rounding tweaks. Nonetheless they are more or less a product of observation and trial/error.

Gold values[edit]

Gold values for items are best checked ingame, they are accurate there.

WEAP: Weapons[edit]

For unenchanted weapons the value can be found in the DATA field - called base_value in the following. For enchanted weapons the CK shows only the base_value, but that's not what's used ingame.

 gold_value = [base_value + 0.12*WEAP.EAMT + 8*enchantment_cost]

A missing EAMT field is treated as 0.

fEnchantmentPointsMult = 0.12
fEnchantmentEffectPointsMult = 8

[1][2][3]

ARMO: Armor[edit]

The situation is the same as for weapons, CK shows incorrect values if there's an enchantment.

 gold_value = base_value + [enchantment_cost + 0.5]

[1]

ENCH: Enchantments[edit]

In the non-auto-calc case enchantment_cost is found in the ENIT field as Enchantment Cost.

For auto-calc cases the CK shows (the sum of) rounded down values , the game uses an exacter value.

 enchantment_cost = sum effect_cost
 effect_cost = MGEF.Base_Cost * (Magnitude * Duration / 10) ^ 1.1

A Magnitude < 1 is treated as 1, and a Duration of 0 as 10. For concentration spells, the Duration is also treated as 10.

The CK adds the Taper Duration of the magic effect to the duration shown, but it doesn't affect the cost.

fEnchantingCostExponent = 1.1
fEnchantmentGoldMult = 1
fMagicCostScale = 1.1
fMagicAreaBaseCostMult = 0
fMagicDurMagBaseCostMult = 0.1
fMagicRangeTargetCostMult = 1

[1]

ALCH: Potions, Food[edit]

In the non-auto-calc case the value is found in ENIT.Value .

For auto-calc cases the CK may make rounding errors, since it sums rounded down values. Balmora Blue is an example - the CK shows a potion value of 67, but the ingame gold value is 68.

 gold_value = [sum effect_cost]

INGR: Ingredients & SCRL: Scrolls[edit]

The value is found in DATA.Value - the autocalc flag doesn't influence this.

Use Cost[edit]

Magic weapons/staves have a use cost, which is just the enchantment_cost. However skills may decrease that cost. The relevant skills are found in the effects of the enchantment in DATA.Skill (may be -1 = none). If there are skills the enchantment_cost is exact only for skill level 0. Experimentation showed, that at a skill of 100 this results in about 1.7 times the uses. For continous effects the cost is subtracted per second, otherwise per use. The cost follows probably the formula at Skyrim:Magic_Overview#Spell_Cost which predicts 1.68 times the uses at skill level 100.

fMagicCasterPCSkillCostBase = 0.0025 ?
fMagicCasterSkillCostBase = 0.005 (NPC ?)
fMagicCasterPCSkillCostMult = 1?
fMagickCasterSkillCostMult = 0.5 (NPC ?)
fMagicPCSkillCostScale = 0.65 ?
fMagicSkillCostScale = 0.5 (NPC ?)

Most of the wiki documents the rounded down value found in the CK, since this is verifyable. However Dragonborn uses the exact values rounded to one decimal found in CSList.

Som multi skill enchantment weapons (with secondary effect cost not zero):

Working hypothesis would be:

 cost = sum effec_cost*(1-(skill/400)^0.65)

with skill found in each effect. But this is hard to check by counting uses of weapons/staves. Try spells instead, the modified cost is shown there ingame.

Modded Alteration/Destruction spell with effect cost 100 each, autocalc. Copy of that spell without autocalc and cost 200.

Alt Dest Spell 1 Spell 2 mult(A) mult(D)
0 0 200 200 1 1
0 50 174 200 1 .7412
0 100 159 200 1 .5939
50 0 174 148 .7412 1
50 50 148 148 .7412 .7412
50 100 133 148 .7412 .5939
100 0 159 118 .5939 1
100 50 133 118 .5939 .7412
100 100 118 118 .5939 .5939

Shows in the non-auto-calc case it is the skill of the first effect.

[1]

NPC stats[edit]

NPC stats can be verified via console "getav", after looking at the game data wether the NPC is leveled. Behaviour of stats for leveled NPCs at different levels can be done via CK experiments: uncheck "PC Level Mult", change level, toggle "Auto calc stats" off/on to force a recalculation. But the CK can be wrong in cornercases (but likely the case mentioned here is the only one). What part of a template applies has to be considered in all that follows.

Health/Magicka/Stamina[edit]

The base values are taken from the race, the starting values in the DATA field there. If the NPC has not "Auto calc stats" set, it is simply

 stat = base_value + offset

For auto-calc characters it is

 stat = base_value + offset + (level-1)*weight

for magicka and stamina, and

 health = base_value + offset + (level-1)*(5+weight)

The weights for the three stats depends on the class of the NPC and they are explained at Skyrim:Classes. A level of 0 is handled like a level of 1 by the game.

Exact rounding behaviour has to be figured out. Giving formulas for leveled NPCs is straightforward, but for exact ranges understanding of rounding or experiments are needed.

[5]

Dragonborn Tome Lists[edit]

DLC2LItemSpellTomes50Illusion, DLC2LItemSpellTomes50Conjuration, DLC2LItemSpellTomes50Alteration, DLC2LitemSpellTomes50Destruction, DLC2LItemSpellTOmes50Restoration
defined, but not used, require a skill of 40 (note lower case i for the destruction, uppercase O for the restoration one)
DLC2LItemSpellTomes50MixedSkillsGated
only user is DLC2LootSpellBooks50 (despite named gated, it's not gated by a global because it contains Skyrim spell tome lists, not the previously defined Dragonborn ones)
DLC2LItemSpellTomes75Alteration, DLC2LItemSpellTomes75Conjuration, DLC2LItemSpellTomes75Destruction, DLC2LItemSpellTomes75Illusion, DLC2LItemSpellTomes75Restoration
require a skill of 65, only user is DLC2LItemSpellTomes75MixedSkillsGated
DLC2LItemSpellTomes75MixedSkillsGated
used by DLC2LootSpellBooks50 and a dummy book in Frossel
DLC2LootSpellBooks50
50% none chance, after that a 25% chance that it requires a skill of 65 to generate something, only user is DLC2DeathItemSeeker