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.
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, MeleeWeapons, and MeleeDamage
- Perception - Affects, Lockpick, Explosives, and EnergyWeapons
- Endurance - Affects Health, HealingRate, PoisonResistance, RadiationResistance, Unarmed, Big Guns (Fallout 3) and Survival (Fallout: New Vegas)
- Charisma - Affects Barter and Speech
- Intelligence - Affects Science, Repair, Medicine, and number of skill points per level.
- Agility - Affects ActionPoints, Sneak, SmallGuns (Fallout 3) and Guns (Fallout: New Vegas). In Fallout: New Vegas this also affects reload speed and draw/holster speed.
- Luck - Affects CriticalChance, all Skills
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.
- CarryWeight - How much the actor can carry
- CritChance - 0-100, treated as a percentage
- MeleeDamage - Bonus damage done during melee attacks
- UnarmedDamage - Bonus Damage done during unarmed (hand to hand) attacks, or Base Damage when using fists.
- DamageResist - 0-100, treated as a percentage
- ElectricResist - 0-100, treated as a percentage (unused but active)
- EMPResist - 0-100, treated as a percentage (unused but active)
- EnergyResist - 0-100, treated as a percentage (unused but active)
- FireResist - 0-100, treated as a percentage
- FrostResist - 0-100, treated as a percentage (unused but active)
- 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 encumbrance; for Creatures this modifies the speed of the animation. This only seems to affect movement speed; reload and attack speeds are not affected.
- Fatigue - Used to knock actors unconscious. In Fallout: New Vegas certain weapons cause Fatigue damage, and damage automatically heals at a rate of 1 unit per second. In Fallout 3 this is used for the Vault 87 capture sequence and for the falling Protectrons in The Mechanists lair.
- 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.
Fallout 3 and Fallout: New Vegas 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.
- BigGuns (Fallout 3 - unused in Fallout: New Vegas however the code is still active in the engine)
- Guns (Fallout: New Vegas - equivalent to SmallGuns in Fallout 3)
- SmallGuns (Fallout 3 - equivalent to Guns in Fallout: New Vegas)
- Survival (Fallout: New Vegas - repurposed from Throwing in Fallout 3)
- Throwing (Fallout 3, unused - repurposed for Survival in Fallout: New Vegas)
For more details on:
Additional actor values exist which are not directly related to normal character statistics. Many of these variables are used by the game engine to track or initiate specific effects, such as the Bloody Mess perk or the ability to breathe under water.
- 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
- DetectLifeRange - No effect (does not exist in New Vegas)
- 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).
Fallout: New Vegas
Fallout: New Vegas adds additional stats to the engine.
- DamageThreshold - The actor's Damage Threshold level
- Dehydration - Dehydration/Thirst level (Hardcore mode)
- Hunger - Hunger/Starvation level (Hardcore mode)
- SleepDeprevation - Sleep Deprivation level (Hardcore mode)
- Turbo - if non-zero, the game initiates the "Turbo" effect, whereby gameplay is slowed while player movement speed is increased.