Fallout 4 v1.9



77 Results For AVIF:DESC 250 Max
0 = in Pod 1 = Out of Pod
0 = Normal 1 = Subway 2 = Police 3 = Fire 4 = Medic 5 = Construction
0 = not suffering Ravenous Hunger, 1 = suffering from it. Set by HC_Cannibal_Effect
0 == no longer upset 1 == upset (for a short period of time) 2 == extremely upset (for a long period of time) The player recently did something that the Companion did not like. Useful for conditionalizing cheery and happy hellos and idles not to play. 1 happens whenever they take negative affinity, 2 is set for things like murder
1 = Companion Chat Event is valid, companion witnessed event and will talk about it. 0 = not witnessed, won't talk about it.
1 = Companion is ready for the Romance scene
1 = has entered bleedout 0 = has been healed by player, or after being abandoned by player
1 = Is romantically involved with player character
1 = will forcegreet and give warning scene 2 = forcegreeted and will start warning scene when player initiates conversation
1 or 0 - set last time UpdateBuildingStage was run, used if the teleporter object is unloaded since we can't check power state
1 or 0 - set last time UpdateBuildingStage was run, used if the teleporter object is unloaded since we can't check power state
A "generic" actorvalue that legendary weapon mods apply, that can be used in the entry point calculations. This works because an actor can only have one weapon equipped at a time. This would not work for armor or if we add dual wielding to the game.
A "generic" actorvalue that legendary weapon mods apply, that can be used in the entry point calculations. This works because an actor can only have one weapon equipped at a time. This would not work for armor or if we add dual wielding to the game.
A "generic" actorvalue that legendary weapon mods apply, that can be used in the entry point calculations. This works because an actor can only have one weapon equipped at a time. This would not work for armor or if we add dual wielding to the game.
A running tally of murder sessions the companion has witnessed (murder defined by data set on his CompanionActorScript)
add to NPC if they beat player in brawl
add to NPC if they lose to player in brawl
Agility is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S. and your ability to sneak.
Charisma is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
Count of the number of actively running addiction withdrawals.
Current Custom Affinity Threshold
currently used in sabotaged turrets.
Does the player currently have a room rented in this actor's inn?
don't add to Provisioner rename alias if > 0
Endurance is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
For weapons with Armor Penetration. 0-100 (treat as % armor ignored)
Hardcore mode Adrenaline value.
How close to frozen you are from Cryo weapons
How close you are to being set on fire
How many people were killed during the last murder session the companion witnessed (this might not be completely accurate, if lots of people died quickly one after another, it might miss some)
if not zero on an actor, that actor will never be knocked down by an explosion
Increases each consecutive hit, resets when spell effect ends. Used for entry point to increase damage.
Intelligence is a measure of your overall mental acuity, and affects the number of Experience Points earned.
Luck is a measure of your general good fortune, and affects the recharge rate of Critical Hits.
Modifies distance required to set off mines. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
Modifies incoming falling damage by this percentage. Example. This value is 15, incoming damage is reduced by 15%. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
Modifies incoming limb damage by this percentage. Example. This value is 15, incoming damage is reduced by 15%. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
Modifies movement value used by the stealth formula by this percentage. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
Modifies the magnitude of chem effects. NOTE: for this actor value to actually do anything, the actor needs to have the associated perk.
Multiplier on drain inflicted on the power armor fusion core
NOTE - Dogmeat's mult is (re)set to 100 in DogmeatQuest Stage 1 and should be modified there if this default value changes
Perception is your environmental awareness and "sixth sense," and affects weapon accuracy in V.A.T.S.
Scale player's incoming damage by this amount. 1 = standard. 1.5 = 150%.
Scale the player's outgoing damage by this amount. 1 = standard. 1.5 = 150%.
See globals "iFollower_Com_" and the FollowersScript
See globals HC_SE_xxx
See globals HC_SE_xxx
See globals HC_SE_xxx
Set by robotics expert perk. 0 = robot being jacked is NOT capable of self-destruction
Set by robotics expert perk. 0 = robot being jacked is unconscious, 1 = conscious
set to 1 if I saw the Institute destroyed during MQ302
set to 1 if I saw the Prydwen destroyed (in whichever quest)
set to 1 when player loses control of a friendly workshop settlement
Stores the type of the last affinity bump that happened in dialogue. Used to flavor generic comment after the scene ends. (Numeric value corresponds to globals: CA_DialogueBump_Dislike|Hate|Like|Love; -1, -2, 1, 2 respectively)
Strength is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.
The Maximum Heat Level for SentryBot
Track if the player has paid for a haircut from this barber
Track if the player has paid for surgery from this surgeon
Turn off workshop happiness bar if > 0
Used by Companions who give player items from time to time.
used by FollowersEndgameForcegreetPackage - set to 1 to turn on forcegreet
used by FollowersForcegreetPackage - set to 1 to turn on forcegreet
used by ForceGreetPatrolConditional - set to 1 to turn on forcegreet
Used by Legendary Item scripting to make sure we only spawn an item once per actor/container.
Used by the Companion Affinity system.
Used by the Companion Affinity system.
Used by the Companion Affinity system.
Used by the Companion Affinity system.
Used by the Companion Affinity system.
Used by the Companion Affinity system.
Used for conditions on affinity scene greetings: 0 = doesn't want to talk 1 = wants to talk
Used for conditions on affinity scene greetings: 0 = doesn't want to talk 1 = wants to talk, will forcegreet player 2 = wants to talk, will not forcegreet player
Used to prevent artificially incrementing the sMiscStatRobotsDisabled statistic. Set to 1 the first time player disables this robot.
used to record SAE_xxx faction value for attacks on workshop NPCs
Value determines which affinity scene should start when the NPC greets the player. For example: the value stored in "CA_Scene_NeutralToAdmiration"
When was the last murder session the companion witnessed




In my experience there is no such thing as luck.

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