Example:
I added a new spell effect (constant peak value modifier acting on the heal rate multiplier).
I then added an ability that uses above spell effect with a magnitude of 25.
I then removed the Histskin power from ArgonianRace & ArgonianRaceVampire and added the above ability.
The end result, Argonians heal 25% faster as a racial ability, and lose the racial power Histskin.
My problem comes about when the user removes the mod. They correctly regain the Hiskskin power, and lose the created ability. However, they retain the modified actor value from the ability when the mod was installed; in this case HealRateMult is still receiving a permanent bonus of 25.00, so the value is 125.00 instead of 100.00. If you remove the ability via the console with the mod activated, the value correctly returns to 100.00 because the permanent bonus of 25.00 is removed. This all makes perfect sense, as the game can't know that the value was being modified by something that isn't there any longer, it only knows what the values are and what are currently modifying them.
Is there a way to deal with this issue without having to make the player remove the spell via the console before they deactivate the mod? I have a sneaking suspicion that people are going to ignore the section of the ReadMe telling them to manually remove the spell(s) before deactivating the .esp file.
Edit: Typos.
