Perks and Magic Effects

Post » Thu Jun 21, 2012 2:45 pm

I have a spell which has the following 2 magical effects (For those who played WoW, think Fel Armor spell)

MFX 1 - Restores health - Magnitude 1 (Restoration skill)
MFX 2 - Sets Destruction Power Modifier - Magnitude 20 (Destruction skill)

I created a perk that modifies the magnitude by the restoration skill and created a new keyword just for MFX1.
However the perk modifies the magnitude of both effects.

The question is

Is there a way to make the perk just affect the single effect within that spell.
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Chrissie Pillinger
 
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Post » Fri Jun 22, 2012 12:40 am

What does MFX 2 do specifically? Does it just mod your destruction skill?


If so, try emulating its effects by going from value modifier to script archetype, then sticking a script on it that mods the actor value by some amount, then oneffectend mods the actor value by the negative of that amount. The perk will not effect the script, and thus, your value modifier will be static.
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roxxii lenaghan
 
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Post » Thu Jun 21, 2012 10:22 pm

What does MFX 2 do specifically? Does it just mod your destruction skill?


If so, try emulating its effects by going from value modifier to script archetype, then sticking a script on it that mods the actor value by some amount, then oneffectend mods the actor value by the negative of that amount. The perk will not effect the script, and thus, your value modifier will be static.

Thanks Elseagoat, i had already considered scripting it, but was concerned about the amount of scripts i was using and how this would impact on game performance.
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Nikki Lawrence
 
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Post » Thu Jun 21, 2012 2:58 pm

I have a hunch - I haven't tested it yet - that if a condition appears on the first magic effect on a spell, it applies to all magic effects in the spell, but if it appears on the subsequent ones they are treated independently.
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Zach Hunter
 
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