Koko.Hekmatyar Posted April 3, 2013 Posted April 3, 2013 I was playing with the CK today and was thinking about tweaking some spells damage but I for the life of me can not figure out how to do it as the spells edit page looks nothing like the pages for weapons & armor. If someone would be so kind as to explain how to edit spells I'd really appreciate it.
Cyndi Posted April 3, 2013 Posted April 3, 2013 It really depends on the spell, especially if its a custom one (apocalypse spell pack for instance, handles a lot of things via scripts). Usually though, for destruction magic: magnitude = damage.... for the majority of vanilla things anyway. For conjuration things though, its based on the conjured actor, and can take a lot of fiddling around to tweak. Something to keep in mind with spells too, is that there is usually 3 spells for 1 spell, (A left hand, a right hand and an either hand) if that makes any sense at all. Each one will have a magnitude in it, that you would need to adjust. Some spells will have an explosion (these are hiding under special effect not the magic section sometimes) part to it aswell, which may or may not have damage associated with it, and/or a second magic effect just for the explosion. There are a few tutorials around if you google them. I personally couldn't find any tuts that weren't really half assed, or twice as vague as what I typed above. So I never really quite got a complete understanding of what exactly does what. Whatever you do though, keep it as a separate esp, so you can easily undo it if need be. It's really easy to break Magic Effects (either that or I'm really good at picking exactly the thing you absolutely shouldn't ever do) and sometimes in really unexpected ways that you might not notice immediately. So..... I just used: "Proper fortify magic power enchantments" http://skyrim.nexusmods.com/mods/6422 , instead. *shrugs* Not exactly the answer you wanted but might save you the hassle aswell. Basically that mod adds enchantments that do: Increase Destruction damage, Increase heal amounts, Longer Alteration spells (things like stoneflesh will last longer), Conjuration spells last longer, and ones that will make Illusion spells affect higher level mobs. That way you can just enchant the extra like you would enchant one-handed skill or w/e instead of just spell cost. Kinda makes a pure caster a lot more viable at higher levels. I think it has a few other things in it since its last few updates, but I don't recall what else was there. Remember though, some custom spells might not be affected, as the mods enchantments effect the magnitude of your spells.
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