Spell power increase also increasing enchantments?

Post » Tue Nov 20, 2012 12:26 am

I'm trying to make a mod to increase mage damage. I currently have this line set in for the destruction tree perks for for novice to master.

 Mod Spell Magnitude : Add Actor Value Multiply : Destruction : 1.0 

I am having a few problems though.

All spells do about the same damage now (about 500-550).

Enchanted gear is also scaled for some reason.

I wanted each spell level to increase, not all of them.

ie:

Novice spells are increased by a max of 1.0
Adept Spells are increased by a max of 2.0
ect.

I also added a line for the mage stone to reduce all spell cost to 0. I may change that to just destruction spells though (when I figure out how and after the rest is fixed).

Can't figure out how to change only the spell cost of destruction.

Thanks for any help.
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Logan Greenwood
 
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Post » Mon Nov 19, 2012 9:12 pm

To apply your perk to specific spells you need to add a condition to your perk entry. I suspect you haven't set a condition for your perk entry.
I am assuming you have added that line to each perk, novice through to master.
So on the DestructionNovice00 Perk you have two entries,

Mod Spell Cost Multiply Value 0.5
Mod Spell Magnitude Add Actor Value Mult Destruction 1.0

For your perk entry to affect only Novice destruction spells, you need to add a condition.
Double left click on Mod Spell Cost perk entry, and a new box will appear with two tabs, Perk Owner and Spell. Select the Spell tab and you will see a condition.
You should see

S SpellHasCastingPerk Perk:'DestructionNovice00' == 1.00 AND

You need to use the same condition on the Mod Spell Magnitude perk entry. The easiest way to do this is to right click on the condition and click Copy Condition. Then cancel the box, double left click on the perk entry Mod Spell Magnitude, select the Spell tab and in the condition box, (just place your mouse pointer in the box) right click and select Paste Conditions.

If everything is done correctly, your novice destruction spells should increase by BaseMagnitude + DestructionSkillLevel*1. This would infact cause your flames spell at destruction skill level 20 to do 28 points of damage.

For the Destruction Apprentice, you would have a perk entry of

Mod Spell Magnitude Add Actor Value Mult Destruction 2.0

with the following condition

S SpellHasCastingPerk Perk:'DestructionApprentice25' == 1.00 AND

Do this for each of the other perks.

As said your flames spell should do 28 points of damage at level 20, at level 25, will do 32 with the Novice Destruction spell
A Firebolt spell at level 25 will do 75 points of damage with the Apprentice Destruction spell.

With any luck i have not misunderstood your post, and hope this helps
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Alisha Clarke
 
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Post » Tue Nov 20, 2012 3:29 am

Yes, that worked. Tyvm. I just need to up the value a bit for my mod. It fixed the enchantments getting more powerful too.

I don't suppose you know how I can get it so the Mage Stone's 100% magica cost reduction I added, only effects a single school of magic?

I have it under doomMagePerk:

  Entry Point : Mod Spell Cost : Set Value : 0.00 

Thanks again!
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sophie
 
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Post » Tue Nov 20, 2012 12:44 am

you would need to add a condition to that entry point, i think the following condition should work (applies to destruction spells, change as required)

EPMagic_SpellHasSkill Destruction == 1
Run On Subject
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Channing
 
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Post » Mon Nov 19, 2012 7:10 pm

you would need to add a condition to that entry point, i think the following condition should work (applies to destruction spells, change as required)

EPMagic_SpellHasSkill Destruction == 1
Run On Subject

Didn't work.

I tried both Perk Owner and Spell.

I tried:

EPMagic_SpellHasSkill Destruction == 0

and

EPMagic_SpellHasSkill Destruction == 1 or/and

If i do it with the 1, it does nothing, with the 0 it effects all spells still.
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roxxii lenaghan
 
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Post » Tue Nov 20, 2012 3:11 am

I have just tried this in game, i added the line

Mod Spell Cost - SetValue - 0 ( I put this line with priority 1)

to the doomMagePerk

with the following condition

S - EPMagic_SpellHasSkill - Destruction == 1

I checked the spell with flames, which used magicka as normal. I then took the doom mage blessing, my flames used zero mana, however my healing spell used the normal amount of mana.

I tested this with a completely clean save.
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Jessica Thomson
 
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Post » Mon Nov 19, 2012 9:49 pm

I have just tried this in game, i added the line

Mod Spell Cost - SetValue - 0 ( I put this line with priority 1)

to the doomMagePerk

with the following condition

S - EPMagic_SpellHasSkill - Destruction == 1

I checked the spell with flames, which used magicka as normal. I then took the doom mage blessing, my flames used zero mana, however my healing spell used the normal amount of mana.

I tested this with a completely clean save.

With the priority 1, my game keeps crashing every time I try to cast or access my magic menu. Trying a few tweeks now.

Still crashing, even after I set priority back to 0.

I tried with a new game and minimal mods. Just SkyUI and the Unofficial bug fixes (all 3). Plus Hearthfire and Dawnguard boxes checked.
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Chrissie Pillinger
 
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Post » Tue Nov 20, 2012 8:55 am

All priority does, is determine the order the perk entry applies, which is useful if you have multiple entries using the same function. This itself should not cause a crash to occur, although when testing i only ever have the mod i'm working, on loaded.
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Auguste Bartholdi
 
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